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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely, subject to the following restrictions:
- 1. The origin of this software must not be misrepresented; you must not
- claim that you wrote the original software. If you use this software
- in a product, an acknowledgment in the product documentation would be
- appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be
- misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- #include "SDL_internal.h"
- #ifdef SDL_VIDEO_RENDER_OGL_ES2
- #include "../../video/SDL_sysvideo.h" // For SDL_RecreateWindow
- #include <SDL3/SDL_opengles2.h>
- #include "../SDL_sysrender.h"
- #include "../../video/SDL_pixels_c.h"
- #include "SDL_shaders_gles2.h"
- /* WebGL doesn't offer client-side arrays, so use Vertex Buffer Objects
- on Emscripten, which converts GLES2 into WebGL calls.
- In all other cases, attempt to use client-side arrays, as they tend to
- be dramatically faster when not batching, and about the same when
- we are. */
- #ifdef SDL_PLATFORM_EMSCRIPTEN
- #define USE_VERTEX_BUFFER_OBJECTS 1
- #else
- #define USE_VERTEX_BUFFER_OBJECTS 0
- #endif
- /* To prevent unnecessary window recreation,
- * these should match the defaults selected in SDL_GL_ResetAttributes
- */
- #define RENDERER_CONTEXT_MAJOR 2
- #define RENDERER_CONTEXT_MINOR 0
- /*************************************************************************************************
- * Context structures *
- *************************************************************************************************/
- typedef struct GLES2_FBOList GLES2_FBOList;
- struct GLES2_FBOList
- {
- Uint32 w, h;
- GLuint FBO;
- GLES2_FBOList *next;
- };
- typedef struct GLES2_TextureData
- {
- GLuint texture;
- bool texture_external;
- GLenum texture_type;
- GLenum pixel_format;
- GLenum pixel_type;
- void *pixel_data;
- int pitch;
- #ifdef SDL_HAVE_YUV
- // YUV texture support
- bool yuv;
- bool nv12;
- GLuint texture_v;
- GLuint texture_v_external;
- GLuint texture_u;
- GLuint texture_u_external;
- #endif
- GLES2_FBOList *fbo;
- } GLES2_TextureData;
- typedef enum
- {
- GLES2_ATTRIBUTE_POSITION = 0,
- GLES2_ATTRIBUTE_COLOR = 1,
- GLES2_ATTRIBUTE_TEXCOORD = 2,
- } GLES2_Attribute;
- typedef enum
- {
- GLES2_UNIFORM_PROJECTION,
- GLES2_UNIFORM_TEXTURE,
- GLES2_UNIFORM_TEXTURE_U,
- GLES2_UNIFORM_TEXTURE_V,
- GLES2_UNIFORM_OFFSET,
- GLES2_UNIFORM_MATRIX,
- NUM_GLES2_UNIFORMS
- } GLES2_Uniform;
- static const char *GLES2_UniformNames[] = {
- "u_projection",
- "u_texture",
- "u_texture_u",
- "u_texture_v",
- "u_offset",
- "u_matrix"
- };
- SDL_COMPILE_TIME_ASSERT(GLES2_UniformNames, SDL_arraysize(GLES2_UniformNames) == NUM_GLES2_UNIFORMS);
- typedef struct GLES2_ProgramCacheEntry
- {
- GLuint id;
- GLuint vertex_shader;
- GLuint fragment_shader;
- GLuint uniform_locations[NUM_GLES2_UNIFORMS];
- GLfloat projection[4][4];
- const float *shader_params;
- struct GLES2_ProgramCacheEntry *prev;
- struct GLES2_ProgramCacheEntry *next;
- } GLES2_ProgramCacheEntry;
- typedef struct GLES2_ProgramCache
- {
- int count;
- GLES2_ProgramCacheEntry *head;
- GLES2_ProgramCacheEntry *tail;
- } GLES2_ProgramCache;
- typedef enum
- {
- GLES2_IMAGESOURCE_INVALID,
- GLES2_IMAGESOURCE_SOLID,
- GLES2_IMAGESOURCE_TEXTURE_ABGR,
- GLES2_IMAGESOURCE_TEXTURE_ARGB,
- GLES2_IMAGESOURCE_TEXTURE_RGB,
- GLES2_IMAGESOURCE_TEXTURE_BGR,
- GLES2_IMAGESOURCE_TEXTURE_YUV,
- GLES2_IMAGESOURCE_TEXTURE_NV12,
- GLES2_IMAGESOURCE_TEXTURE_NV21,
- GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES
- } GLES2_ImageSource;
- typedef struct
- {
- SDL_Rect viewport;
- bool viewport_dirty;
- SDL_Texture *texture;
- SDL_Texture *target;
- SDL_BlendMode blend;
- bool cliprect_enabled_dirty;
- bool cliprect_enabled;
- bool cliprect_dirty;
- SDL_Rect cliprect;
- bool texturing;
- bool texturing_dirty;
- SDL_FColor clear_color;
- bool clear_color_dirty;
- int drawablew;
- int drawableh;
- GLES2_ProgramCacheEntry *program;
- const float *shader_params;
- GLfloat projection[4][4];
- } GLES2_DrawStateCache;
- typedef struct GLES2_RenderData
- {
- SDL_GLContext context;
- bool debug_enabled;
- bool GL_EXT_blend_minmax_supported;
- #define SDL_PROC(ret, func, params) ret (APIENTRY *func) params;
- #include "SDL_gles2funcs.h"
- #undef SDL_PROC
- GLES2_FBOList *framebuffers;
- GLuint window_framebuffer;
- GLuint shader_id_cache[GLES2_SHADER_COUNT];
- GLES2_ProgramCache program_cache;
- Uint8 clear_r, clear_g, clear_b, clear_a;
- #if USE_VERTEX_BUFFER_OBJECTS
- GLuint vertex_buffers[8];
- size_t vertex_buffer_size[8];
- int current_vertex_buffer;
- #endif
- GLES2_DrawStateCache drawstate;
- GLES2_ShaderIncludeType texcoord_precision_hint;
- } GLES2_RenderData;
- #define GLES2_MAX_CACHED_PROGRAMS 8
- static const char *GL_TranslateError(GLenum error)
- {
- #define GL_ERROR_TRANSLATE(e) \
- case e: \
- return #e;
- switch (error) {
- GL_ERROR_TRANSLATE(GL_INVALID_ENUM)
- GL_ERROR_TRANSLATE(GL_INVALID_VALUE)
- GL_ERROR_TRANSLATE(GL_INVALID_OPERATION)
- GL_ERROR_TRANSLATE(GL_OUT_OF_MEMORY)
- GL_ERROR_TRANSLATE(GL_NO_ERROR)
- default:
- return "UNKNOWN";
- }
- #undef GL_ERROR_TRANSLATE
- }
- static void GL_ClearErrors(SDL_Renderer *renderer)
- {
- GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
- if (!data->debug_enabled) {
- return;
- }
- while (data->glGetError() != GL_NO_ERROR) {
- // continue;
- }
- }
- static bool GL_CheckAllErrors(const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function)
- {
- GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
- bool result = true;
- if (!data->debug_enabled) {
- return true;
- }
- // check gl errors (can return multiple errors)
- for (;;) {
- GLenum error = data->glGetError();
- if (error != GL_NO_ERROR) {
- if (!prefix || prefix[0] == '\0') {
- prefix = "generic";
- }
- SDL_SetError("%s: %s (%d): %s %s (0x%X)", prefix, file, line, function, GL_TranslateError(error), error);
- result = false;
- } else {
- break;
- }
- }
- return result;
- }
- #if 0
- #define GL_CheckError(prefix, renderer)
- #else
- #define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, SDL_FILE, SDL_LINE, SDL_FUNCTION)
- #endif
- /*************************************************************************************************
- * Renderer state APIs *
- *************************************************************************************************/
- static bool GLES2_LoadFunctions(GLES2_RenderData *data)
- {
- #ifdef SDL_VIDEO_DRIVER_UIKIT
- #define __SDL_NOGETPROCADDR__
- #elif defined(SDL_VIDEO_DRIVER_ANDROID)
- #define __SDL_NOGETPROCADDR__
- #endif
- #if defined __SDL_NOGETPROCADDR__
- #define SDL_PROC(ret, func, params) data->func = func;
- #else
- #define SDL_PROC(ret, func, params) \
- do { \
- data->func = (ret (APIENTRY *) params)SDL_GL_GetProcAddress(#func); \
- if (!data->func) { \
- return SDL_SetError("Couldn't load GLES2 function %s: %s", #func, SDL_GetError()); \
- } \
- } while (0);
- #endif // __SDL_NOGETPROCADDR__
- #include "SDL_gles2funcs.h"
- #undef SDL_PROC
- return true;
- }
- static GLES2_FBOList *GLES2_GetFBO(GLES2_RenderData *data, Uint32 w, Uint32 h)
- {
- GLES2_FBOList *result = data->framebuffers;
- while ((result) && ((result->w != w) || (result->h != h))) {
- result = result->next;
- }
- if (!result) {
- result = (GLES2_FBOList *)SDL_malloc(sizeof(GLES2_FBOList));
- result->w = w;
- result->h = h;
- data->glGenFramebuffers(1, &result->FBO);
- result->next = data->framebuffers;
- data->framebuffers = result;
- }
- return result;
- }
- static bool GLES2_ActivateRenderer(SDL_Renderer *renderer)
- {
- GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
- if (SDL_GL_GetCurrentContext() != data->context) {
- // Null out the current program to ensure we set it again
- data->drawstate.program = NULL;
- if (!SDL_GL_MakeCurrent(renderer->window, data->context)) {
- return false;
- }
- }
- GL_ClearErrors(renderer);
- return true;
- }
- static void GLES2_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event)
- {
- GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
- if (event->type == SDL_EVENT_WINDOW_MINIMIZED) {
- // According to Apple documentation, we need to finish drawing NOW!
- data->glFinish();
- }
- }
- static GLenum GetBlendFunc(SDL_BlendFactor factor)
- {
- switch (factor) {
- case SDL_BLENDFACTOR_ZERO:
- return GL_ZERO;
- case SDL_BLENDFACTOR_ONE:
- return GL_ONE;
- case SDL_BLENDFACTOR_SRC_COLOR:
- return GL_SRC_COLOR;
- case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR:
- return GL_ONE_MINUS_SRC_COLOR;
- case SDL_BLENDFACTOR_SRC_ALPHA:
- return GL_SRC_ALPHA;
- case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA:
- return GL_ONE_MINUS_SRC_ALPHA;
- case SDL_BLENDFACTOR_DST_COLOR:
- return GL_DST_COLOR;
- case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR:
- return GL_ONE_MINUS_DST_COLOR;
- case SDL_BLENDFACTOR_DST_ALPHA:
- return GL_DST_ALPHA;
- case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA:
- return GL_ONE_MINUS_DST_ALPHA;
- default:
- return GL_INVALID_ENUM;
- }
- }
- static GLenum GetBlendEquation(SDL_BlendOperation operation)
- {
- switch (operation) {
- case SDL_BLENDOPERATION_ADD:
- return GL_FUNC_ADD;
- case SDL_BLENDOPERATION_SUBTRACT:
- return GL_FUNC_SUBTRACT;
- case SDL_BLENDOPERATION_REV_SUBTRACT:
- return GL_FUNC_REVERSE_SUBTRACT;
- case SDL_BLENDOPERATION_MINIMUM:
- return GL_MIN_EXT;
- case SDL_BLENDOPERATION_MAXIMUM:
- return GL_MAX_EXT;
- default:
- return GL_INVALID_ENUM;
- }
- }
- static bool GLES2_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode)
- {
- GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
- SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
- SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
- SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
- SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode);
- SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
- SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
- if (GetBlendFunc(srcColorFactor) == GL_INVALID_ENUM ||
- GetBlendFunc(srcAlphaFactor) == GL_INVALID_ENUM ||
- GetBlendEquation(colorOperation) == GL_INVALID_ENUM ||
- GetBlendFunc(dstColorFactor) == GL_INVALID_ENUM ||
- GetBlendFunc(dstAlphaFactor) == GL_INVALID_ENUM ||
- GetBlendEquation(alphaOperation) == GL_INVALID_ENUM) {
- return false;
- }
- if (colorOperation == SDL_BLENDOPERATION_MINIMUM && !data->GL_EXT_blend_minmax_supported) {
- return false;
- }
- if (colorOperation == SDL_BLENDOPERATION_MAXIMUM && !data->GL_EXT_blend_minmax_supported) {
- return false;
- }
- return true;
- }
- static GLES2_ProgramCacheEntry *GLES2_CacheProgram(GLES2_RenderData *data, GLuint vertex, GLuint fragment)
- {
- GLES2_ProgramCacheEntry *entry;
- GLint linkSuccessful;
- int i;
- // Check if we've already cached this program
- entry = data->program_cache.head;
- while (entry) {
- if (entry->vertex_shader == vertex && entry->fragment_shader == fragment) {
- break;
- }
- entry = entry->next;
- }
- if (entry) {
- if (data->program_cache.head != entry) {
- if (entry->next) {
- entry->next->prev = entry->prev;
- }
- if (entry->prev) {
- entry->prev->next = entry->next;
- }
- entry->prev = NULL;
- entry->next = data->program_cache.head;
- data->program_cache.head->prev = entry;
- data->program_cache.head = entry;
- }
- return entry;
- }
- // Create a program cache entry
- entry = (GLES2_ProgramCacheEntry *)SDL_calloc(1, sizeof(GLES2_ProgramCacheEntry));
- if (!entry) {
- return NULL;
- }
- entry->vertex_shader = vertex;
- entry->fragment_shader = fragment;
- // Create the program and link it
- entry->id = data->glCreateProgram();
- data->glAttachShader(entry->id, vertex);
- data->glAttachShader(entry->id, fragment);
- data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position");
- data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_COLOR, "a_color");
- data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
- data->glLinkProgram(entry->id);
- data->glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful);
- if (!linkSuccessful) {
- data->glDeleteProgram(entry->id);
- SDL_free(entry);
- SDL_SetError("Failed to link shader program");
- return NULL;
- }
- // Predetermine locations of uniform variables
- for (i = 0; i < NUM_GLES2_UNIFORMS; ++i) {
- entry->uniform_locations[i] = data->glGetUniformLocation(entry->id, GLES2_UniformNames[i]);
- }
- data->glUseProgram(entry->id);
- if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] != -1) {
- data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V], 2); // always texture unit 2.
- }
- if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U] != -1) {
- data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U], 1); // always texture unit 1.
- }
- if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE] != -1) {
- data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE], 0); // always texture unit 0.
- }
- if (entry->uniform_locations[GLES2_UNIFORM_PROJECTION] != -1) {
- data->glUniformMatrix4fv(entry->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)entry->projection);
- }
- // Cache the linked program
- if (data->program_cache.head) {
- entry->next = data->program_cache.head;
- data->program_cache.head->prev = entry;
- } else {
- data->program_cache.tail = entry;
- }
- data->program_cache.head = entry;
- ++data->program_cache.count;
- // Evict the last entry from the cache if we exceed the limit
- if (data->program_cache.count > GLES2_MAX_CACHED_PROGRAMS) {
- data->glDeleteProgram(data->program_cache.tail->id);
- data->program_cache.tail = data->program_cache.tail->prev;
- if (data->program_cache.tail) {
- SDL_free(data->program_cache.tail->next);
- data->program_cache.tail->next = NULL;
- }
- --data->program_cache.count;
- }
- return entry;
- }
- static GLuint GLES2_CacheShader(GLES2_RenderData *data, GLES2_ShaderType type, GLenum shader_type)
- {
- GLuint id = 0;
- GLint compileSuccessful = GL_FALSE;
- int attempt, num_src;
- const GLchar *shader_src_list[3];
- const GLchar *shader_body = GLES2_GetShader(type);
- if (!shader_body) {
- SDL_SetError("No shader body src");
- return true;
- }
- for (attempt = 0; attempt < 2 && !compileSuccessful; ++attempt) {
- num_src = 0;
- shader_src_list[num_src++] = GLES2_GetShaderPrologue(type);
- if (shader_type == GL_FRAGMENT_SHADER) {
- if (attempt == 0) {
- shader_src_list[num_src++] = GLES2_GetShaderInclude(data->texcoord_precision_hint);
- } else {
- shader_src_list[num_src++] = GLES2_GetShaderInclude(GLES2_SHADER_FRAGMENT_INCLUDE_UNDEF_PRECISION);
- }
- }
- shader_src_list[num_src++] = shader_body;
- SDL_assert(num_src <= SDL_arraysize(shader_src_list));
- #ifdef DEBUG_PRINT_SHADERS
- {
- int i;
- char *message = NULL;
- SDL_asprintf(&message, "Compiling shader:\n");
- for (i = 0; i < num_src; ++i) {
- char *last_message = message;
- SDL_asprintf(&message, "%s%s", last_message, shader_src_list[i]);
- SDL_free(last_message);
- }
- SDL_Log("%s", message);
- SDL_free(message);
- }
- #endif
- // Compile
- id = data->glCreateShader(shader_type);
- data->glShaderSource(id, num_src, shader_src_list, NULL);
- data->glCompileShader(id);
- data->glGetShaderiv(id, GL_COMPILE_STATUS, &compileSuccessful);
- }
- if (!compileSuccessful) {
- char *info = NULL;
- int length = 0;
- data->glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
- if (length > 0) {
- info = (char *)SDL_malloc(length);
- if (info) {
- data->glGetShaderInfoLog(id, length, &length, info);
- }
- }
- if (info) {
- SDL_SetError("Failed to load the shader %d: %s", type, info);
- SDL_free(info);
- } else {
- SDL_SetError("Failed to load the shader %d", type);
- }
- data->glDeleteShader(id);
- return true;
- }
- // Cache
- data->shader_id_cache[(Uint32)type] = id;
- return id;
- }
- static bool GLES2_CacheShaders(GLES2_RenderData *data)
- {
- int shader;
- data->texcoord_precision_hint = GLES2_GetTexCoordPrecisionEnumFromHint();
- for (shader = 0; shader < GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES; ++shader) {
- GLenum shader_type;
- if (shader == GLES2_SHADER_VERTEX_DEFAULT) {
- shader_type = GL_VERTEX_SHADER;
- } else {
- shader_type = GL_FRAGMENT_SHADER;
- }
- if (!GLES2_CacheShader(data, (GLES2_ShaderType)shader, shader_type)) {
- return false;
- }
- }
- return true;
- }
- static bool GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, SDL_Colorspace colorspace)
- {
- GLuint vertex;
- GLuint fragment;
- GLES2_ShaderType vtype, ftype;
- GLES2_ProgramCacheEntry *program;
- const float *shader_params = NULL;
- // Select an appropriate shader pair for the specified modes
- vtype = GLES2_SHADER_VERTEX_DEFAULT;
- switch (source) {
- case GLES2_IMAGESOURCE_SOLID:
- ftype = GLES2_SHADER_FRAGMENT_SOLID;
- break;
- case GLES2_IMAGESOURCE_TEXTURE_ABGR:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ABGR;
- break;
- case GLES2_IMAGESOURCE_TEXTURE_ARGB:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ARGB;
- break;
- case GLES2_IMAGESOURCE_TEXTURE_RGB:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_RGB;
- break;
- case GLES2_IMAGESOURCE_TEXTURE_BGR:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_BGR;
- break;
- #ifdef SDL_HAVE_YUV
- case GLES2_IMAGESOURCE_TEXTURE_YUV:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV;
- shader_params = SDL_GetYCbCRtoRGBConversionMatrix(colorspace, 0, 0, 8);
- if (!shader_params) {
- SDL_SetError("Unsupported YUV colorspace");
- goto fault;
- }
- break;
- case GLES2_IMAGESOURCE_TEXTURE_NV12:
- if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", false)) {
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG;
- } else {
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA;
- }
- shader_params = SDL_GetYCbCRtoRGBConversionMatrix(colorspace, 0, 0, 8);
- if (!shader_params) {
- SDL_SetError("Unsupported YUV colorspace");
- goto fault;
- }
- break;
- case GLES2_IMAGESOURCE_TEXTURE_NV21:
- if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", false)) {
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RG;
- } else {
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RA;
- }
- shader_params = SDL_GetYCbCRtoRGBConversionMatrix(colorspace, 0, 0, 8);
- if (!shader_params) {
- SDL_SetError("Unsupported YUV colorspace");
- goto fault;
- }
- break;
- #endif // SDL_HAVE_YUV
- case GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES;
- break;
- default:
- goto fault;
- }
- // Load the requested shaders
- vertex = data->shader_id_cache[(Uint32)vtype];
- if (!vertex) {
- vertex = GLES2_CacheShader(data, vtype, GL_VERTEX_SHADER);
- if (!vertex) {
- goto fault;
- }
- }
- fragment = data->shader_id_cache[(Uint32)ftype];
- if (!fragment) {
- fragment = GLES2_CacheShader(data, ftype, GL_FRAGMENT_SHADER);
- if (!fragment) {
- goto fault;
- }
- }
- // Check if we need to change programs at all
- if (data->drawstate.program &&
- data->drawstate.program->vertex_shader == vertex &&
- data->drawstate.program->fragment_shader == fragment &&
- data->drawstate.program->shader_params == shader_params) {
- return true;
- }
- // Generate a matching program
- program = GLES2_CacheProgram(data, vertex, fragment);
- if (!program) {
- goto fault;
- }
- // Select that program in OpenGL
- data->glUseProgram(program->id);
- if (shader_params && shader_params != program->shader_params) {
- // YUV shader params are Yoffset, 0, Rcoeff, 0, Gcoeff, 0, Bcoeff, 0
- if (program->uniform_locations[GLES2_UNIFORM_OFFSET] != -1) {
- data->glUniform3f(program->uniform_locations[GLES2_UNIFORM_OFFSET], shader_params[0], shader_params[1], shader_params[2]);
- }
- if (program->uniform_locations[GLES2_UNIFORM_MATRIX] != -1) {
- GLfloat matrix[3 * 3];
- matrix[0 * 3 + 0] = shader_params[4];
- matrix[0 * 3 + 1] = shader_params[5];
- matrix[0 * 3 + 2] = shader_params[6];
- matrix[1 * 3 + 0] = shader_params[8];
- matrix[1 * 3 + 1] = shader_params[9];
- matrix[1 * 3 + 2] = shader_params[10];
- matrix[2 * 3 + 0] = shader_params[12];
- matrix[2 * 3 + 1] = shader_params[13];
- matrix[2 * 3 + 2] = shader_params[14];
- data->glUniformMatrix3fv(program->uniform_locations[GLES2_UNIFORM_MATRIX], 1, GL_FALSE, matrix);
- }
- program->shader_params = shader_params;
- }
- // Set the current program
- data->drawstate.program = program;
- // Clean up and return
- return true;
- fault:
- data->drawstate.program = NULL;
- return false;
- }
- static bool GLES2_QueueNoOp(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
- {
- return true; // nothing to do in this backend.
- }
- static bool GLES2_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count)
- {
- const bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_BGRA32 || renderer->target->format == SDL_PIXELFORMAT_BGRX32));
- SDL_VertexSolid *verts = (SDL_VertexSolid *)SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first);
- int i;
- SDL_FColor color = cmd->data.draw.color;
- const float color_scale = cmd->data.draw.color_scale;
- if (!verts) {
- return false;
- }
- color.r *= color_scale;
- color.g *= color_scale;
- color.b *= color_scale;
- if (colorswap) {
- float r = color.r;
- color.r = color.b;
- color.b = r;
- }
- cmd->data.draw.count = count;
- for (i = 0; i < count; i++) {
- verts->position.x = 0.5f + points[i].x;
- verts->position.y = 0.5f + points[i].y;
- verts->color = color;
- verts++;
- }
- return true;
- }
- static bool GLES2_QueueDrawLines(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count)
- {
- const bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_BGRA32 || renderer->target->format == SDL_PIXELFORMAT_BGRX32));
- int i;
- GLfloat prevx, prevy;
- SDL_VertexSolid *verts = (SDL_VertexSolid *)SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first);
- SDL_FColor color = cmd->data.draw.color;
- const float color_scale = cmd->data.draw.color_scale;
- if (!verts) {
- return false;
- }
- color.r *= color_scale;
- color.g *= color_scale;
- color.b *= color_scale;
- if (colorswap) {
- float r = color.r;
- color.r = color.b;
- color.b = r;
- }
- cmd->data.draw.count = count;
- // 0.5f offset to hit the center of the pixel.
- prevx = 0.5f + points->x;
- prevy = 0.5f + points->y;
- verts->position.x = prevx;
- verts->position.y = prevy;
- verts->color = color;
- verts++;
- /* bump the end of each line segment out a quarter of a pixel, to provoke
- the diamond-exit rule. Without this, you won't just drop the last
- pixel of the last line segment, but you might also drop pixels at the
- edge of any given line segment along the way too. */
- for (i = 1; i < count; i++) {
- const GLfloat xstart = prevx;
- const GLfloat ystart = prevy;
- const GLfloat xend = points[i].x + 0.5f; // 0.5f to hit pixel center.
- const GLfloat yend = points[i].y + 0.5f;
- // bump a little in the direction we are moving in.
- const GLfloat deltax = xend - xstart;
- const GLfloat deltay = yend - ystart;
- const GLfloat angle = SDL_atan2f(deltay, deltax);
- prevx = xend + (SDL_cosf(angle) * 0.25f);
- prevy = yend + (SDL_sinf(angle) * 0.25f);
- verts->position.x = prevx;
- verts->position.y = prevy;
- verts->color = color;
- verts++;
- }
- return true;
- }
- static bool GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
- const float *xy, int xy_stride, const SDL_FColor *color, int color_stride, const float *uv, int uv_stride,
- int num_vertices, const void *indices, int num_indices, int size_indices,
- float scale_x, float scale_y)
- {
- int i;
- const bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_BGRA32 || renderer->target->format == SDL_PIXELFORMAT_BGRX32));
- int count = indices ? num_indices : num_vertices;
- const float color_scale = cmd->data.draw.color_scale;
- cmd->data.draw.count = count;
- size_indices = indices ? size_indices : 0;
- if (texture) {
- SDL_Vertex *verts = (SDL_Vertex *)SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first);
- if (!verts) {
- return false;
- }
- for (i = 0; i < count; i++) {
- int j;
- float *xy_;
- SDL_FColor col_;
- float *uv_;
- if (size_indices == 4) {
- j = ((const Uint32 *)indices)[i];
- } else if (size_indices == 2) {
- j = ((const Uint16 *)indices)[i];
- } else if (size_indices == 1) {
- j = ((const Uint8 *)indices)[i];
- } else {
- j = i;
- }
- xy_ = (float *)((char *)xy + j * xy_stride);
- col_ = *(SDL_FColor *)((char *)color + j * color_stride);
- uv_ = (float *)((char *)uv + j * uv_stride);
- verts->position.x = xy_[0] * scale_x;
- verts->position.y = xy_[1] * scale_y;
- col_.r *= color_scale;
- col_.g *= color_scale;
- col_.b *= color_scale;
- if (colorswap) {
- float r = col_.r;
- col_.r = col_.b;
- col_.b = r;
- }
- verts->color = col_;
- verts->tex_coord.x = uv_[0];
- verts->tex_coord.y = uv_[1];
- verts++;
- }
- } else {
- SDL_VertexSolid *verts = (SDL_VertexSolid *)SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first);
- if (!verts) {
- return false;
- }
- for (i = 0; i < count; i++) {
- int j;
- float *xy_;
- SDL_FColor col_;
- if (size_indices == 4) {
- j = ((const Uint32 *)indices)[i];
- } else if (size_indices == 2) {
- j = ((const Uint16 *)indices)[i];
- } else if (size_indices == 1) {
- j = ((const Uint8 *)indices)[i];
- } else {
- j = i;
- }
- xy_ = (float *)((char *)xy + j * xy_stride);
- col_ = *(SDL_FColor *)((char *)color + j * color_stride);
- verts->position.x = xy_[0] * scale_x;
- verts->position.y = xy_[1] * scale_y;
- col_.r *= color_scale;
- col_.g *= color_scale;
- col_.b *= color_scale;
- if (colorswap) {
- float r = col_.r;
- col_.r = col_.b;
- col_.b = r;
- }
- verts->color = col_;
- verts++;
- }
- }
- return true;
- }
- static bool SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_ImageSource imgsrc, void *vertices)
- {
- SDL_Texture *texture = cmd->data.draw.texture;
- const SDL_BlendMode blend = cmd->data.draw.blend;
- GLES2_ProgramCacheEntry *program;
- int stride;
- SDL_assert((texture != NULL) == (imgsrc != GLES2_IMAGESOURCE_SOLID));
- if (data->drawstate.viewport_dirty) {
- const SDL_Rect *viewport = &data->drawstate.viewport;
- data->glViewport(viewport->x,
- data->drawstate.target ? viewport->y : (data->drawstate.drawableh - viewport->y - viewport->h),
- viewport->w, viewport->h);
- if (viewport->w && viewport->h) {
- data->drawstate.projection[0][0] = 2.0f / viewport->w;
- data->drawstate.projection[1][1] = (data->drawstate.target ? 2.0f : -2.0f) / viewport->h;
- data->drawstate.projection[3][1] = data->drawstate.target ? -1.0f : 1.0f;
- }
- data->drawstate.viewport_dirty = false;
- }
- if (data->drawstate.cliprect_enabled_dirty) {
- if (!data->drawstate.cliprect_enabled) {
- data->glDisable(GL_SCISSOR_TEST);
- } else {
- data->glEnable(GL_SCISSOR_TEST);
- }
- data->drawstate.cliprect_enabled_dirty = false;
- }
- if (data->drawstate.cliprect_enabled && data->drawstate.cliprect_dirty) {
- const SDL_Rect *viewport = &data->drawstate.viewport;
- const SDL_Rect *rect = &data->drawstate.cliprect;
- data->glScissor(viewport->x + rect->x,
- data->drawstate.target ? viewport->y + rect->y : data->drawstate.drawableh - viewport->y - rect->y - rect->h,
- rect->w, rect->h);
- data->drawstate.cliprect_dirty = false;
- }
- if (data->drawstate.texturing_dirty || ((texture != NULL) != data->drawstate.texturing)) {
- if (!texture) {
- data->glDisableVertexAttribArray((GLenum)GLES2_ATTRIBUTE_TEXCOORD);
- data->drawstate.texturing = false;
- } else {
- data->glEnableVertexAttribArray((GLenum)GLES2_ATTRIBUTE_TEXCOORD);
- data->drawstate.texturing = true;
- }
- data->drawstate.texturing_dirty = false;
- }
- if (texture) {
- stride = sizeof(SDL_Vertex);
- } else {
- stride = sizeof(SDL_VertexSolid);
- }
- if (texture) {
- SDL_Vertex *verts = (SDL_Vertex *)(((Uint8 *)vertices) + cmd->data.draw.first);
- data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *)&verts->tex_coord);
- }
- if (!GLES2_SelectProgram(data, imgsrc, texture ? texture->colorspace : SDL_COLORSPACE_SRGB)) {
- return false;
- }
- program = data->drawstate.program;
- if (program->uniform_locations[GLES2_UNIFORM_PROJECTION] != -1) {
- if (SDL_memcmp(program->projection, data->drawstate.projection, sizeof(data->drawstate.projection)) != 0) {
- data->glUniformMatrix4fv(program->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)data->drawstate.projection);
- SDL_memcpy(program->projection, data->drawstate.projection, sizeof(data->drawstate.projection));
- }
- }
- if (blend != data->drawstate.blend) {
- if (blend == SDL_BLENDMODE_NONE) {
- data->glDisable(GL_BLEND);
- } else {
- data->glEnable(GL_BLEND);
- data->glBlendFuncSeparate(GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blend)),
- GetBlendFunc(SDL_GetBlendModeDstColorFactor(blend)),
- GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blend)),
- GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blend)));
- data->glBlendEquationSeparate(GetBlendEquation(SDL_GetBlendModeColorOperation(blend)),
- GetBlendEquation(SDL_GetBlendModeAlphaOperation(blend)));
- }
- data->drawstate.blend = blend;
- }
- // all drawing commands use this
- {
- SDL_VertexSolid *verts = (SDL_VertexSolid *)(((Uint8 *)vertices) + cmd->data.draw.first);
- data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *)&verts->position);
- data->glVertexAttribPointer(GLES2_ATTRIBUTE_COLOR, 4, GL_FLOAT, GL_TRUE /* Normalized */, stride, (const GLvoid *)&verts->color);
- }
- return true;
- }
- static bool SetTextureAddressMode(GLES2_RenderData *data, GLenum textype, SDL_TextureAddressMode addressMode)
- {
- switch (addressMode) {
- case SDL_TEXTURE_ADDRESS_CLAMP:
- data->glTexParameteri(textype, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- data->glTexParameteri(textype, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- break;
- case SDL_TEXTURE_ADDRESS_WRAP:
- data->glTexParameteri(textype, GL_TEXTURE_WRAP_S, GL_REPEAT);
- data->glTexParameteri(textype, GL_TEXTURE_WRAP_T, GL_REPEAT);
- break;
- default:
- return SDL_SetError("Unknown texture address mode: %d", addressMode);
- }
- return true;
- }
- static bool SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, void *vertices)
- {
- GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
- GLES2_ImageSource sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
- SDL_Texture *texture = cmd->data.draw.texture;
- int ret;
- // Pick an appropriate shader
- if (renderer->target) {
- // Check if we need to do color mapping between the source and render target textures
- if (renderer->target->format != texture->format) {
- switch (texture->format) {
- case SDL_PIXELFORMAT_BGRA32:
- switch (renderer->target->format) {
- case SDL_PIXELFORMAT_RGBA32:
- case SDL_PIXELFORMAT_RGBX32:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
- break;
- case SDL_PIXELFORMAT_BGRX32:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
- break;
- default:
- break;
- }
- break;
- case SDL_PIXELFORMAT_RGBA32:
- switch (renderer->target->format) {
- case SDL_PIXELFORMAT_BGRA32:
- case SDL_PIXELFORMAT_BGRX32:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
- break;
- case SDL_PIXELFORMAT_RGBX32:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
- break;
- default:
- break;
- }
- break;
- case SDL_PIXELFORMAT_BGRX32:
- switch (renderer->target->format) {
- case SDL_PIXELFORMAT_RGBA32:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
- break;
- case SDL_PIXELFORMAT_BGRA32:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
- break;
- case SDL_PIXELFORMAT_RGBX32:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
- break;
- default:
- break;
- }
- break;
- case SDL_PIXELFORMAT_RGBX32:
- switch (renderer->target->format) {
- case SDL_PIXELFORMAT_RGBA32:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
- break;
- case SDL_PIXELFORMAT_BGRA32:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB;
- break;
- case SDL_PIXELFORMAT_BGRX32:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
- break;
- default:
- break;
- }
- break;
- #ifdef SDL_HAVE_YUV
- case SDL_PIXELFORMAT_IYUV:
- case SDL_PIXELFORMAT_YV12:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV;
- break;
- case SDL_PIXELFORMAT_NV12:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12;
- break;
- case SDL_PIXELFORMAT_NV21:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21;
- break;
- #endif
- case SDL_PIXELFORMAT_EXTERNAL_OES:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES;
- break;
- default:
- return SDL_SetError("Unsupported texture format");
- }
- } else {
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; // Texture formats match, use the non color mapping shader (even if the formats are not ABGR)
- }
- } else {
- switch (texture->format) {
- case SDL_PIXELFORMAT_BGRA32:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
- break;
- case SDL_PIXELFORMAT_RGBA32:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
- break;
- case SDL_PIXELFORMAT_BGRX32:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB;
- break;
- case SDL_PIXELFORMAT_RGBX32:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
- break;
- #ifdef SDL_HAVE_YUV
- case SDL_PIXELFORMAT_IYUV:
- case SDL_PIXELFORMAT_YV12:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV;
- break;
- case SDL_PIXELFORMAT_NV12:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12;
- break;
- case SDL_PIXELFORMAT_NV21:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21;
- break;
- #endif
- case SDL_PIXELFORMAT_EXTERNAL_OES:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES;
- break;
- default:
- return SDL_SetError("Unsupported texture format");
- }
- }
- ret = SetDrawState(data, cmd, sourceType, vertices);
- if (texture != data->drawstate.texture) {
- GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal;
- #ifdef SDL_HAVE_YUV
- if (tdata->yuv) {
- data->glActiveTexture(GL_TEXTURE2);
- data->glBindTexture(tdata->texture_type, tdata->texture_v);
- if (!SetTextureAddressMode(data, tdata->texture_type, cmd->data.draw.texture_address_mode)) {
- return false;
- }
- data->glActiveTexture(GL_TEXTURE1);
- data->glBindTexture(tdata->texture_type, tdata->texture_u);
- if (!SetTextureAddressMode(data, tdata->texture_type, cmd->data.draw.texture_address_mode)) {
- return false;
- }
- data->glActiveTexture(GL_TEXTURE0);
- } else if (tdata->nv12) {
- data->glActiveTexture(GL_TEXTURE1);
- data->glBindTexture(tdata->texture_type, tdata->texture_u);
- if (!SetTextureAddressMode(data, tdata->texture_type, cmd->data.draw.texture_address_mode)) {
- return false;
- }
- data->glActiveTexture(GL_TEXTURE0);
- }
- #endif
- data->glBindTexture(tdata->texture_type, tdata->texture);
- if (!SetTextureAddressMode(data, tdata->texture_type, cmd->data.draw.texture_address_mode)) {
- return false;
- }
- data->drawstate.texture = texture;
- }
- return ret;
- }
- static void GLES2_InvalidateCachedState(SDL_Renderer *renderer)
- {
- GLES2_DrawStateCache *cache = &((GLES2_RenderData *)renderer->internal)->drawstate;
- cache->viewport_dirty = true;
- cache->texture = NULL;
- cache->blend = SDL_BLENDMODE_INVALID;
- cache->cliprect_enabled_dirty = true;
- cache->cliprect_dirty = true;
- cache->texturing_dirty = true;
- cache->clear_color_dirty = true;
- cache->drawablew = 0;
- cache->drawableh = 0;
- cache->program = NULL;
- }
- static bool GLES2_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
- {
- GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
- const bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_BGRA32 || renderer->target->format == SDL_PIXELFORMAT_BGRX32));
- #if USE_VERTEX_BUFFER_OBJECTS
- const int vboidx = data->current_vertex_buffer;
- const GLuint vbo = data->vertex_buffers[vboidx];
- #endif
- if (!GLES2_ActivateRenderer(renderer)) {
- return false;
- }
- data->drawstate.target = renderer->target;
- if (!data->drawstate.target) {
- int w, h;
- SDL_GetWindowSizeInPixels(renderer->window, &w, &h);
- if ((w != data->drawstate.drawablew) || (h != data->drawstate.drawableh)) {
- data->drawstate.viewport_dirty = true; // if the window dimensions changed, invalidate the current viewport, etc.
- data->drawstate.cliprect_dirty = true;
- data->drawstate.drawablew = w;
- data->drawstate.drawableh = h;
- }
- }
- #if USE_VERTEX_BUFFER_OBJECTS
- // upload the new VBO data for this set of commands.
- data->glBindBuffer(GL_ARRAY_BUFFER, vbo);
- if (data->vertex_buffer_size[vboidx] < vertsize) {
- data->glBufferData(GL_ARRAY_BUFFER, vertsize, vertices, GL_STREAM_DRAW);
- data->vertex_buffer_size[vboidx] = vertsize;
- } else {
- data->glBufferSubData(GL_ARRAY_BUFFER, 0, vertsize, vertices);
- }
- // cycle through a few VBOs so the GL has some time with the data before we replace it.
- data->current_vertex_buffer++;
- if (data->current_vertex_buffer >= SDL_arraysize(data->vertex_buffers)) {
- data->current_vertex_buffer = 0;
- }
- vertices = NULL; // attrib pointers will be offsets into the VBO.
- #endif
- while (cmd) {
- switch (cmd->command) {
- case SDL_RENDERCMD_SETDRAWCOLOR:
- {
- break;
- }
- case SDL_RENDERCMD_SETVIEWPORT:
- {
- SDL_Rect *viewport = &data->drawstate.viewport;
- if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof(cmd->data.viewport.rect)) != 0) {
- SDL_copyp(viewport, &cmd->data.viewport.rect);
- data->drawstate.viewport_dirty = true;
- data->drawstate.cliprect_dirty = true;
- }
- break;
- }
- case SDL_RENDERCMD_SETCLIPRECT:
- {
- const SDL_Rect *rect = &cmd->data.cliprect.rect;
- if (data->drawstate.cliprect_enabled != cmd->data.cliprect.enabled) {
- data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled;
- data->drawstate.cliprect_enabled_dirty = true;
- }
- if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof(*rect)) != 0) {
- SDL_copyp(&data->drawstate.cliprect, rect);
- data->drawstate.cliprect_dirty = true;
- }
- break;
- }
- case SDL_RENDERCMD_CLEAR:
- {
- const float r = (colorswap ? cmd->data.color.color.b : cmd->data.color.color.r) * cmd->data.color.color_scale;
- const float g = cmd->data.color.color.g * cmd->data.color.color_scale;
- const float b = (colorswap ? cmd->data.color.color.r : cmd->data.color.color.b) * cmd->data.color.color_scale;
- const float a = cmd->data.color.color.a;
- if (data->drawstate.clear_color_dirty ||
- (r != data->drawstate.clear_color.r) ||
- (g != data->drawstate.clear_color.g) ||
- (b != data->drawstate.clear_color.b) ||
- (a != data->drawstate.clear_color.a)) {
- data->glClearColor(r, g, b, a);
- data->drawstate.clear_color.r = r;
- data->drawstate.clear_color.g = g;
- data->drawstate.clear_color.b = b;
- data->drawstate.clear_color.a = a;
- data->drawstate.clear_color_dirty = false;
- }
- if (data->drawstate.cliprect_enabled || data->drawstate.cliprect_enabled_dirty) {
- data->glDisable(GL_SCISSOR_TEST);
- data->drawstate.cliprect_enabled_dirty = data->drawstate.cliprect_enabled;
- }
- data->glClear(GL_COLOR_BUFFER_BIT);
- break;
- }
- case SDL_RENDERCMD_FILL_RECTS: // unused
- break;
- case SDL_RENDERCMD_COPY: // unused
- break;
- case SDL_RENDERCMD_COPY_EX: // unused
- break;
- case SDL_RENDERCMD_DRAW_LINES:
- {
- if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID, vertices)) {
- size_t count = cmd->data.draw.count;
- if (count > 2) {
- // joined lines cannot be grouped
- data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)count);
- } else {
- // let's group non joined lines
- SDL_RenderCommand *finalcmd = cmd;
- SDL_RenderCommand *nextcmd = cmd->next;
- SDL_BlendMode thisblend = cmd->data.draw.blend;
- while (nextcmd) {
- const SDL_RenderCommandType nextcmdtype = nextcmd->command;
- if (nextcmdtype != SDL_RENDERCMD_DRAW_LINES) {
- break; // can't go any further on this draw call, different render command up next.
- } else if (nextcmd->data.draw.count != 2) {
- break; // can't go any further on this draw call, those are joined lines
- } else if (nextcmd->data.draw.blend != thisblend) {
- break; // can't go any further on this draw call, different blendmode copy up next.
- } else {
- finalcmd = nextcmd; // we can combine copy operations here. Mark this one as the furthest okay command.
- count += nextcmd->data.draw.count;
- }
- nextcmd = nextcmd->next;
- }
- data->glDrawArrays(GL_LINES, 0, (GLsizei)count);
- cmd = finalcmd; // skip any copy commands we just combined in here.
- }
- }
- break;
- }
- case SDL_RENDERCMD_DRAW_POINTS:
- case SDL_RENDERCMD_GEOMETRY:
- {
- /* as long as we have the same copy command in a row, with the
- same texture, we can combine them all into a single draw call. */
- SDL_Texture *thistexture = cmd->data.draw.texture;
- SDL_BlendMode thisblend = cmd->data.draw.blend;
- const SDL_RenderCommandType thiscmdtype = cmd->command;
- SDL_RenderCommand *finalcmd = cmd;
- SDL_RenderCommand *nextcmd = cmd->next;
- size_t count = cmd->data.draw.count;
- int ret;
- while (nextcmd) {
- const SDL_RenderCommandType nextcmdtype = nextcmd->command;
- if (nextcmdtype != thiscmdtype) {
- break; // can't go any further on this draw call, different render command up next.
- } else if (nextcmd->data.draw.texture != thistexture || nextcmd->data.draw.blend != thisblend) {
- break; // can't go any further on this draw call, different texture/blendmode copy up next.
- } else {
- finalcmd = nextcmd; // we can combine copy operations here. Mark this one as the furthest okay command.
- count += nextcmd->data.draw.count;
- }
- nextcmd = nextcmd->next;
- }
- if (thistexture) {
- ret = SetCopyState(renderer, cmd, vertices);
- } else {
- ret = SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID, vertices);
- }
- if (ret) {
- int op = GL_TRIANGLES; // SDL_RENDERCMD_GEOMETRY
- if (thiscmdtype == SDL_RENDERCMD_DRAW_POINTS) {
- op = GL_POINTS;
- }
- data->glDrawArrays(op, 0, (GLsizei)count);
- }
- cmd = finalcmd; // skip any copy commands we just combined in here.
- break;
- }
- case SDL_RENDERCMD_NO_OP:
- break;
- }
- cmd = cmd->next;
- }
- return GL_CheckError("", renderer);
- }
- static void GLES2_DestroyRenderer(SDL_Renderer *renderer)
- {
- GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
- // Deallocate everything
- if (data) {
- GLES2_ActivateRenderer(renderer);
- {
- int i;
- for (i = 0; i < GLES2_SHADER_COUNT; i++) {
- GLuint id = data->shader_id_cache[i];
- if (id) {
- data->glDeleteShader(id);
- }
- }
- }
- {
- GLES2_ProgramCacheEntry *entry;
- GLES2_ProgramCacheEntry *next;
- entry = data->program_cache.head;
- while (entry) {
- data->glDeleteProgram(entry->id);
- next = entry->next;
- SDL_free(entry);
- entry = next;
- }
- }
- if (data->context) {
- while (data->framebuffers) {
- GLES2_FBOList *nextnode = data->framebuffers->next;
- data->glDeleteFramebuffers(1, &data->framebuffers->FBO);
- GL_CheckError("", renderer);
- SDL_free(data->framebuffers);
- data->framebuffers = nextnode;
- }
- #if USE_VERTEX_BUFFER_OBJECTS
- data->glDeleteBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers);
- GL_CheckError("", renderer);
- #endif
- SDL_GL_DestroyContext(data->context);
- }
- SDL_free(data);
- }
- }
- static bool GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props)
- {
- GLES2_RenderData *renderdata = (GLES2_RenderData *)renderer->internal;
- GLES2_TextureData *data;
- GLenum format;
- GLenum type;
- GLenum scaleMode;
- GLES2_ActivateRenderer(renderer);
- renderdata->drawstate.texture = NULL; // we trash this state.
- // Determine the corresponding GLES texture format params
- switch (texture->format) {
- case SDL_PIXELFORMAT_BGRA32:
- case SDL_PIXELFORMAT_RGBA32:
- case SDL_PIXELFORMAT_BGRX32:
- case SDL_PIXELFORMAT_RGBX32:
- format = GL_RGBA;
- type = GL_UNSIGNED_BYTE;
- break;
- #ifdef SDL_HAVE_YUV
- case SDL_PIXELFORMAT_IYUV:
- case SDL_PIXELFORMAT_YV12:
- case SDL_PIXELFORMAT_NV12:
- case SDL_PIXELFORMAT_NV21:
- format = GL_LUMINANCE;
- type = GL_UNSIGNED_BYTE;
- break;
- #endif
- #ifdef GL_TEXTURE_EXTERNAL_OES
- case SDL_PIXELFORMAT_EXTERNAL_OES:
- format = GL_NONE;
- type = GL_NONE;
- break;
- #endif
- default:
- return SDL_SetError("Texture format not supported");
- }
- if (texture->format == SDL_PIXELFORMAT_EXTERNAL_OES &&
- texture->access != SDL_TEXTUREACCESS_STATIC) {
- return SDL_SetError("Unsupported texture access for SDL_PIXELFORMAT_EXTERNAL_OES");
- }
- // Allocate a texture struct
- data = (GLES2_TextureData *)SDL_calloc(1, sizeof(GLES2_TextureData));
- if (!data) {
- return false;
- }
- data->texture = 0;
- #ifdef GL_TEXTURE_EXTERNAL_OES
- data->texture_type = (texture->format == SDL_PIXELFORMAT_EXTERNAL_OES) ? GL_TEXTURE_EXTERNAL_OES : GL_TEXTURE_2D;
- #else
- data->texture_type = GL_TEXTURE_2D;
- #endif
- data->pixel_format = format;
- data->pixel_type = type;
- #ifdef SDL_HAVE_YUV
- data->yuv = ((texture->format == SDL_PIXELFORMAT_IYUV) || (texture->format == SDL_PIXELFORMAT_YV12));
- data->nv12 = ((texture->format == SDL_PIXELFORMAT_NV12) || (texture->format == SDL_PIXELFORMAT_NV21));
- data->texture_u = 0;
- data->texture_v = 0;
- #endif
- scaleMode = (texture->scaleMode == SDL_SCALEMODE_NEAREST) ? GL_NEAREST : GL_LINEAR;
- // Allocate a blob for image renderdata
- if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
- size_t size;
- data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
- size = (size_t)texture->h * data->pitch;
- #ifdef SDL_HAVE_YUV
- if (data->yuv) {
- // Need to add size for the U and V planes
- size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
- } else if (data->nv12) {
- // Need to add size for the U/V plane
- size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
- }
- #endif
- data->pixel_data = SDL_calloc(1, size);
- if (!data->pixel_data) {
- SDL_free(data);
- return false;
- }
- }
- // Allocate the texture
- GL_CheckError("", renderer);
- #ifdef SDL_HAVE_YUV
- if (data->yuv) {
- data->texture_v = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER, 0);
- if (data->texture_v) {
- data->texture_v_external = true;
- } else {
- renderdata->glGenTextures(1, &data->texture_v);
- if (!GL_CheckError("glGenTexures()", renderer)) {
- return false;
- }
- }
- renderdata->glActiveTexture(GL_TEXTURE2);
- renderdata->glBindTexture(data->texture_type, data->texture_v);
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
- renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL);
- SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER, data->texture_v);
- data->texture_u = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER, 0);
- if (data->texture_u) {
- data->texture_u_external = true;
- } else {
- renderdata->glGenTextures(1, &data->texture_u);
- if (!GL_CheckError("glGenTexures()", renderer)) {
- return false;
- }
- }
- renderdata->glActiveTexture(GL_TEXTURE1);
- renderdata->glBindTexture(data->texture_type, data->texture_u);
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
- renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL);
- if (!GL_CheckError("glTexImage2D()", renderer)) {
- return false;
- }
- SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER, data->texture_u);
- if (!SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace, texture->w, texture->h, 8)) {
- return SDL_SetError("Unsupported YUV colorspace");
- }
- } else if (data->nv12) {
- data->texture_u = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER, 0);
- if (data->texture_u) {
- data->texture_u_external = true;
- } else {
- renderdata->glGenTextures(1, &data->texture_u);
- if (!GL_CheckError("glGenTexures()", renderer)) {
- return false;
- }
- }
- renderdata->glActiveTexture(GL_TEXTURE1);
- renderdata->glBindTexture(data->texture_type, data->texture_u);
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
- renderdata->glTexImage2D(data->texture_type, 0, GL_LUMINANCE_ALPHA, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
- if (!GL_CheckError("glTexImage2D()", renderer)) {
- return false;
- }
- SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER, data->texture_u);
- if (!SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace, texture->w, texture->h, 8)) {
- return SDL_SetError("Unsupported YUV colorspace");
- }
- }
- #endif
- data->texture = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER, 0);
- if (data->texture) {
- data->texture_external = true;
- } else {
- renderdata->glGenTextures(1, &data->texture);
- if (!GL_CheckError("glGenTexures()", renderer)) {
- return false;
- }
- }
- texture->internal = data;
- renderdata->glActiveTexture(GL_TEXTURE0);
- renderdata->glBindTexture(data->texture_type, data->texture);
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
- if (texture->format != SDL_PIXELFORMAT_EXTERNAL_OES) {
- renderdata->glTexImage2D(data->texture_type, 0, format, texture->w, texture->h, 0, format, type, NULL);
- if (!GL_CheckError("glTexImage2D()", renderer)) {
- return false;
- }
- }
- SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER, data->texture);
- SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER, data->texture_type);
- if (texture->access == SDL_TEXTUREACCESS_TARGET) {
- data->fbo = GLES2_GetFBO((GLES2_RenderData *)renderer->internal, texture->w, texture->h);
- } else {
- data->fbo = NULL;
- }
- return GL_CheckError("", renderer);
- }
- static bool GLES2_TexSubImage2D(GLES2_RenderData *data, GLenum target, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels, GLint pitch, GLint bpp)
- {
- Uint8 *blob = NULL;
- Uint8 *src;
- size_t src_pitch;
- int y;
- if ((width == 0) || (height == 0) || (bpp == 0)) {
- return true; // nothing to do
- }
- // Reformat the texture data into a tightly packed array
- src_pitch = (size_t)width * bpp;
- src = (Uint8 *)pixels;
- if ((size_t)pitch != src_pitch) {
- blob = (Uint8 *)SDL_malloc(src_pitch * height);
- if (!blob) {
- return false;
- }
- src = blob;
- for (y = 0; y < height; ++y) {
- SDL_memcpy(src, pixels, src_pitch);
- src += src_pitch;
- pixels = (Uint8 *)pixels + pitch;
- }
- src = blob;
- }
- data->glTexSubImage2D(target, 0, xoffset, yoffset, width, height, format, type, src);
- if (blob) {
- SDL_free(blob);
- }
- return true;
- }
- static bool GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
- const void *pixels, int pitch)
- {
- GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
- GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal;
- GLES2_ActivateRenderer(renderer);
- // Bail out if we're supposed to update an empty rectangle
- if (rect->w <= 0 || rect->h <= 0) {
- return true;
- }
- data->drawstate.texture = NULL; // we trash this state.
- // Create a texture subimage with the supplied data
- data->glBindTexture(tdata->texture_type, tdata->texture);
- GLES2_TexSubImage2D(data, tdata->texture_type,
- rect->x,
- rect->y,
- rect->w,
- rect->h,
- tdata->pixel_format,
- tdata->pixel_type,
- pixels, pitch, SDL_BYTESPERPIXEL(texture->format));
- #ifdef SDL_HAVE_YUV
- if (tdata->yuv) {
- // Skip to the correct offset into the next texture
- pixels = (const void *)((const Uint8 *)pixels + rect->h * pitch);
- if (texture->format == SDL_PIXELFORMAT_YV12) {
- data->glBindTexture(tdata->texture_type, tdata->texture_v);
- } else {
- data->glBindTexture(tdata->texture_type, tdata->texture_u);
- }
- GLES2_TexSubImage2D(data, tdata->texture_type,
- rect->x / 2,
- rect->y / 2,
- (rect->w + 1) / 2,
- (rect->h + 1) / 2,
- tdata->pixel_format,
- tdata->pixel_type,
- pixels, (pitch + 1) / 2, 1);
- // Skip to the correct offset into the next texture
- pixels = (const void *)((const Uint8 *)pixels + ((rect->h + 1) / 2) * ((pitch + 1) / 2));
- if (texture->format == SDL_PIXELFORMAT_YV12) {
- data->glBindTexture(tdata->texture_type, tdata->texture_u);
- } else {
- data->glBindTexture(tdata->texture_type, tdata->texture_v);
- }
- GLES2_TexSubImage2D(data, tdata->texture_type,
- rect->x / 2,
- rect->y / 2,
- (rect->w + 1) / 2,
- (rect->h + 1) / 2,
- tdata->pixel_format,
- tdata->pixel_type,
- pixels, (pitch + 1) / 2, 1);
- } else if (tdata->nv12) {
- // Skip to the correct offset into the next texture
- pixels = (const void *)((const Uint8 *)pixels + rect->h * pitch);
- data->glBindTexture(tdata->texture_type, tdata->texture_u);
- GLES2_TexSubImage2D(data, tdata->texture_type,
- rect->x / 2,
- rect->y / 2,
- (rect->w + 1) / 2,
- (rect->h + 1) / 2,
- GL_LUMINANCE_ALPHA,
- GL_UNSIGNED_BYTE,
- pixels, 2 * ((pitch + 1) / 2), 2);
- }
- #endif
- return GL_CheckError("glTexSubImage2D()", renderer);
- }
- #ifdef SDL_HAVE_YUV
- static bool GLES2_UpdateTextureYUV(SDL_Renderer *renderer, SDL_Texture *texture,
- const SDL_Rect *rect,
- const Uint8 *Yplane, int Ypitch,
- const Uint8 *Uplane, int Upitch,
- const Uint8 *Vplane, int Vpitch)
- {
- GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
- GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal;
- GLES2_ActivateRenderer(renderer);
- // Bail out if we're supposed to update an empty rectangle
- if (rect->w <= 0 || rect->h <= 0) {
- return true;
- }
- data->drawstate.texture = NULL; // we trash this state.
- data->glBindTexture(tdata->texture_type, tdata->texture_v);
- GLES2_TexSubImage2D(data, tdata->texture_type,
- rect->x / 2,
- rect->y / 2,
- (rect->w + 1) / 2,
- (rect->h + 1) / 2,
- tdata->pixel_format,
- tdata->pixel_type,
- Vplane, Vpitch, 1);
- data->glBindTexture(tdata->texture_type, tdata->texture_u);
- GLES2_TexSubImage2D(data, tdata->texture_type,
- rect->x / 2,
- rect->y / 2,
- (rect->w + 1) / 2,
- (rect->h + 1) / 2,
- tdata->pixel_format,
- tdata->pixel_type,
- Uplane, Upitch, 1);
- data->glBindTexture(tdata->texture_type, tdata->texture);
- GLES2_TexSubImage2D(data, tdata->texture_type,
- rect->x,
- rect->y,
- rect->w,
- rect->h,
- tdata->pixel_format,
- tdata->pixel_type,
- Yplane, Ypitch, 1);
- return GL_CheckError("glTexSubImage2D()", renderer);
- }
- static bool GLES2_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture,
- const SDL_Rect *rect,
- const Uint8 *Yplane, int Ypitch,
- const Uint8 *UVplane, int UVpitch)
- {
- GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
- GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal;
- GLES2_ActivateRenderer(renderer);
- // Bail out if we're supposed to update an empty rectangle
- if (rect->w <= 0 || rect->h <= 0) {
- return true;
- }
- data->drawstate.texture = NULL; // we trash this state.
- data->glBindTexture(tdata->texture_type, tdata->texture_u);
- GLES2_TexSubImage2D(data, tdata->texture_type,
- rect->x / 2,
- rect->y / 2,
- (rect->w + 1) / 2,
- (rect->h + 1) / 2,
- GL_LUMINANCE_ALPHA,
- GL_UNSIGNED_BYTE,
- UVplane, UVpitch, 2);
- data->glBindTexture(tdata->texture_type, tdata->texture);
- GLES2_TexSubImage2D(data, tdata->texture_type,
- rect->x,
- rect->y,
- rect->w,
- rect->h,
- tdata->pixel_format,
- tdata->pixel_type,
- Yplane, Ypitch, 1);
- return GL_CheckError("glTexSubImage2D()", renderer);
- }
- #endif
- static bool GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
- void **pixels, int *pitch)
- {
- GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal;
- // Retrieve the buffer/pitch for the specified region
- *pixels = (Uint8 *)tdata->pixel_data +
- (tdata->pitch * rect->y) +
- (rect->x * SDL_BYTESPERPIXEL(texture->format));
- *pitch = tdata->pitch;
- return true;
- }
- static void GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
- {
- GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal;
- SDL_Rect rect;
- // We do whole texture updates, at least for now
- rect.x = 0;
- rect.y = 0;
- rect.w = texture->w;
- rect.h = texture->h;
- GLES2_UpdateTexture(renderer, texture, &rect, tdata->pixel_data, tdata->pitch);
- }
- static void GLES2_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode)
- {
- GLES2_RenderData *renderdata = (GLES2_RenderData *)renderer->internal;
- GLES2_TextureData *data = (GLES2_TextureData *)texture->internal;
- GLenum glScaleMode = (scaleMode == SDL_SCALEMODE_NEAREST) ? GL_NEAREST : GL_LINEAR;
- #ifdef SDL_HAVE_YUV
- if (data->yuv) {
- renderdata->glActiveTexture(GL_TEXTURE2);
- renderdata->glBindTexture(data->texture_type, data->texture_v);
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
- renderdata->glActiveTexture(GL_TEXTURE1);
- renderdata->glBindTexture(data->texture_type, data->texture_u);
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
- } else if (data->nv12) {
- renderdata->glActiveTexture(GL_TEXTURE1);
- renderdata->glBindTexture(data->texture_type, data->texture_u);
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
- }
- #endif
- renderdata->glActiveTexture(GL_TEXTURE0);
- renderdata->glBindTexture(data->texture_type, data->texture);
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
- renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
- }
- static bool GLES2_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
- {
- GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
- GLES2_TextureData *texturedata = NULL;
- GLenum status;
- data->drawstate.viewport_dirty = true;
- if (!texture) {
- data->glBindFramebuffer(GL_FRAMEBUFFER, data->window_framebuffer);
- } else {
- texturedata = (GLES2_TextureData *)texture->internal;
- data->glBindFramebuffer(GL_FRAMEBUFFER, texturedata->fbo->FBO);
- // TODO: check if texture pixel format allows this operation
- data->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texturedata->texture_type, texturedata->texture, 0);
- // Check FBO status
- status = data->glCheckFramebufferStatus(GL_FRAMEBUFFER);
- if (status != GL_FRAMEBUFFER_COMPLETE) {
- return SDL_SetError("glFramebufferTexture2D() failed");
- }
- }
- return true;
- }
- static void GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
- {
- GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
- GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal;
- GLES2_ActivateRenderer(renderer);
- if (data->drawstate.texture == texture) {
- data->drawstate.texture = NULL;
- }
- if (data->drawstate.target == texture) {
- data->drawstate.target = NULL;
- }
- // Destroy the texture
- if (tdata) {
- if (tdata->texture && !tdata->texture_external) {
- data->glDeleteTextures(1, &tdata->texture);
- }
- #ifdef SDL_HAVE_YUV
- if (tdata->texture_v && !tdata->texture_v_external) {
- data->glDeleteTextures(1, &tdata->texture_v);
- }
- if (tdata->texture_u && !tdata->texture_u_external) {
- data->glDeleteTextures(1, &tdata->texture_u);
- }
- #endif
- SDL_free(tdata->pixel_data);
- SDL_free(tdata);
- texture->internal = NULL;
- }
- }
- static SDL_Surface *GLES2_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect)
- {
- GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
- SDL_PixelFormat format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_RGBA32;
- SDL_Surface *surface;
- surface = SDL_CreateSurface(rect->w, rect->h, format);
- if (!surface) {
- return NULL;
- }
- int y = rect->y;
- if (!renderer->target) {
- int w, h;
- SDL_GetRenderOutputSize(renderer, &w, &h);
- y = (h - y) - rect->h;
- }
- data->glReadPixels(rect->x, y, rect->w, rect->h, GL_RGBA, GL_UNSIGNED_BYTE, surface->pixels);
- if (!GL_CheckError("glReadPixels()", renderer)) {
- SDL_DestroySurface(surface);
- return NULL;
- }
- // Flip the rows to be top-down if necessary
- if (!renderer->target) {
- SDL_FlipSurface(surface, SDL_FLIP_VERTICAL);
- }
- return surface;
- }
- static bool GLES2_RenderPresent(SDL_Renderer *renderer)
- {
- // Tell the video driver to swap buffers
- return SDL_GL_SwapWindow(renderer->window);
- }
- static bool GLES2_SetVSync(SDL_Renderer *renderer, const int vsync)
- {
- int interval = 0;
- if (!SDL_GL_SetSwapInterval(vsync)) {
- return false;
- }
- if (!SDL_GL_GetSwapInterval(&interval)) {
- return false;
- }
- if (interval != vsync) {
- return SDL_Unsupported();
- }
- return true;
- }
- /*************************************************************************************************
- * Renderer instantiation *
- *************************************************************************************************/
- static bool GLES2_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_PropertiesID create_props)
- {
- GLES2_RenderData *data = NULL;
- SDL_WindowFlags window_flags = 0; // -Wconditional-uninitialized
- GLint window_framebuffer;
- GLint value;
- int profile_mask = 0, major = 0, minor = 0;
- bool changed_window = false;
- if (!SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile_mask)) {
- goto error;
- }
- if (!SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major)) {
- goto error;
- }
- if (!SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor)) {
- goto error;
- }
- SDL_SyncWindow(window);
- window_flags = SDL_GetWindowFlags(window);
- // OpenGL ES 3.0 is a superset of OpenGL ES 2.0
- if (!(window_flags & SDL_WINDOW_OPENGL) ||
- profile_mask != SDL_GL_CONTEXT_PROFILE_ES || major < RENDERER_CONTEXT_MAJOR) {
- changed_window = true;
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR);
- if (!SDL_RecreateWindow(window, (window_flags & ~(SDL_WINDOW_VULKAN | SDL_WINDOW_METAL)) | SDL_WINDOW_OPENGL)) {
- goto error;
- }
- }
- SDL_SetupRendererColorspace(renderer, create_props);
- if (renderer->output_colorspace != SDL_COLORSPACE_SRGB) {
- SDL_SetError("Unsupported output colorspace");
- goto error;
- }
- data = (GLES2_RenderData *)SDL_calloc(1, sizeof(GLES2_RenderData));
- if (!data) {
- goto error;
- }
- renderer->internal = data;
- GLES2_InvalidateCachedState(renderer);
- renderer->window = window;
- renderer->name = GLES2_RenderDriver.name;
- SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRA32);
- SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA32);
- SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRX32);
- SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBX32);
- // Create an OpenGL ES 2.0 context
- data->context = SDL_GL_CreateContext(window);
- if (!data->context) {
- goto error;
- }
- if (!SDL_GL_MakeCurrent(window, data->context)) {
- goto error;
- }
- if (!GLES2_LoadFunctions(data)) {
- goto error;
- }
- if (!GLES2_CacheShaders(data)) {
- goto error;
- }
- // Check for debug output support
- if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_FLAGS, &value) &&
- (value & SDL_GL_CONTEXT_DEBUG_FLAG)) {
- data->debug_enabled = true;
- }
- value = 0;
- data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
- SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, value);
- #if USE_VERTEX_BUFFER_OBJECTS
- // we keep a few of these and cycle through them, so data can live for a few frames.
- data->glGenBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers);
- #endif
- data->framebuffers = NULL;
- data->glGetIntegerv(GL_FRAMEBUFFER_BINDING, &window_framebuffer);
- data->window_framebuffer = (GLuint)window_framebuffer;
- // Populate the function pointers for the module
- renderer->WindowEvent = GLES2_WindowEvent;
- renderer->SupportsBlendMode = GLES2_SupportsBlendMode;
- renderer->CreateTexture = GLES2_CreateTexture;
- renderer->UpdateTexture = GLES2_UpdateTexture;
- #ifdef SDL_HAVE_YUV
- renderer->UpdateTextureYUV = GLES2_UpdateTextureYUV;
- renderer->UpdateTextureNV = GLES2_UpdateTextureNV;
- #endif
- renderer->LockTexture = GLES2_LockTexture;
- renderer->UnlockTexture = GLES2_UnlockTexture;
- renderer->SetTextureScaleMode = GLES2_SetTextureScaleMode;
- renderer->SetRenderTarget = GLES2_SetRenderTarget;
- renderer->QueueSetViewport = GLES2_QueueNoOp;
- renderer->QueueSetDrawColor = GLES2_QueueNoOp;
- renderer->QueueDrawPoints = GLES2_QueueDrawPoints;
- renderer->QueueDrawLines = GLES2_QueueDrawLines;
- renderer->QueueGeometry = GLES2_QueueGeometry;
- renderer->InvalidateCachedState = GLES2_InvalidateCachedState;
- renderer->RunCommandQueue = GLES2_RunCommandQueue;
- renderer->RenderReadPixels = GLES2_RenderReadPixels;
- renderer->RenderPresent = GLES2_RenderPresent;
- renderer->DestroyTexture = GLES2_DestroyTexture;
- renderer->DestroyRenderer = GLES2_DestroyRenderer;
- renderer->SetVSync = GLES2_SetVSync;
- #ifdef SDL_HAVE_YUV
- SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_YV12);
- SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_IYUV);
- SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV12);
- SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV21);
- #endif
- #ifdef GL_TEXTURE_EXTERNAL_OES
- if (GLES2_CacheShader(data, GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES, GL_FRAGMENT_SHADER)) {
- SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_EXTERNAL_OES);
- }
- #endif
- if (SDL_GL_ExtensionSupported("GL_EXT_blend_minmax")) {
- data->GL_EXT_blend_minmax_supported = true;
- }
- // Set up parameters for rendering
- data->glDisable(GL_DEPTH_TEST);
- data->glDisable(GL_CULL_FACE);
- data->glActiveTexture(GL_TEXTURE0);
- data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
- data->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
- data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_COLOR);
- data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
- data->glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
- data->drawstate.clear_color.r = 1.0f;
- data->drawstate.clear_color.g = 1.0f;
- data->drawstate.clear_color.b = 1.0f;
- data->drawstate.clear_color.a = 1.0f;
- data->drawstate.projection[3][0] = -1.0f;
- data->drawstate.projection[3][3] = 1.0f;
- GL_CheckError("", renderer);
- return true;
- error:
- if (changed_window) {
- // Uh oh, better try to put it back...
- char *error = SDL_strdup(SDL_GetError());
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile_mask);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor);
- SDL_RecreateWindow(window, window_flags);
- SDL_SetError("%s", error);
- SDL_free(error);
- }
- return false;
- }
- SDL_RenderDriver GLES2_RenderDriver = {
- GLES2_CreateRenderer, "opengles2"
- };
- #endif // SDL_VIDEO_RENDER_OGL_ES2
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