SDL_render_gl.c 68 KB

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  1. /*
  2. Simple DirectMedia Layer
  3. Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
  4. This software is provided 'as-is', without any express or implied
  5. warranty. In no event will the authors be held liable for any damages
  6. arising from the use of this software.
  7. Permission is granted to anyone to use this software for any purpose,
  8. including commercial applications, and to alter it and redistribute it
  9. freely, subject to the following restrictions:
  10. 1. The origin of this software must not be misrepresented; you must not
  11. claim that you wrote the original software. If you use this software
  12. in a product, an acknowledgment in the product documentation would be
  13. appreciated but is not required.
  14. 2. Altered source versions must be plainly marked as such, and must not be
  15. misrepresented as being the original software.
  16. 3. This notice may not be removed or altered from any source distribution.
  17. */
  18. #include "SDL_internal.h"
  19. #ifdef SDL_VIDEO_RENDER_OGL
  20. #include "../../video/SDL_sysvideo.h" // For SDL_RecreateWindow
  21. #include <SDL3/SDL_opengl.h>
  22. #include "../SDL_sysrender.h"
  23. #include "SDL_shaders_gl.h"
  24. #include "../../video/SDL_pixels_c.h"
  25. #ifdef SDL_PLATFORM_MACOS
  26. #include <OpenGL/OpenGL.h>
  27. #endif
  28. #ifdef SDL_VIDEO_VITA_PVR_OGL
  29. #include <GL/gl.h>
  30. #include <GL/glext.h>
  31. #endif
  32. /* To prevent unnecessary window recreation,
  33. * these should match the defaults selected in SDL_GL_ResetAttributes
  34. */
  35. #define RENDERER_CONTEXT_MAJOR 2
  36. #define RENDERER_CONTEXT_MINOR 1
  37. // OpenGL renderer implementation
  38. /* Details on optimizing the texture path on macOS:
  39. http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/opengl_texturedata.html
  40. */
  41. typedef struct GL_FBOList GL_FBOList;
  42. struct GL_FBOList
  43. {
  44. Uint32 w, h;
  45. GLuint FBO;
  46. GL_FBOList *next;
  47. };
  48. typedef struct
  49. {
  50. bool viewport_dirty;
  51. SDL_Rect viewport;
  52. SDL_Texture *texture;
  53. SDL_Texture *target;
  54. int drawablew;
  55. int drawableh;
  56. SDL_BlendMode blend;
  57. GL_Shader shader;
  58. const float *shader_params;
  59. bool cliprect_enabled_dirty;
  60. bool cliprect_enabled;
  61. bool cliprect_dirty;
  62. SDL_Rect cliprect;
  63. bool texturing;
  64. bool texturing_dirty;
  65. bool vertex_array;
  66. bool color_array;
  67. bool texture_array;
  68. bool color_dirty;
  69. SDL_FColor color;
  70. bool clear_color_dirty;
  71. SDL_FColor clear_color;
  72. } GL_DrawStateCache;
  73. typedef struct
  74. {
  75. SDL_GLContext context;
  76. bool debug_enabled;
  77. bool GL_ARB_debug_output_supported;
  78. int errors;
  79. char **error_messages;
  80. GLDEBUGPROCARB next_error_callback;
  81. GLvoid *next_error_userparam;
  82. GLenum textype;
  83. bool GL_ARB_texture_non_power_of_two_supported;
  84. bool GL_ARB_texture_rectangle_supported;
  85. bool GL_EXT_framebuffer_object_supported;
  86. GL_FBOList *framebuffers;
  87. // OpenGL functions
  88. #define SDL_PROC(ret, func, params) ret (APIENTRY *func) params;
  89. #include "SDL_glfuncs.h"
  90. #undef SDL_PROC
  91. // Multitexture support
  92. bool GL_ARB_multitexture_supported;
  93. PFNGLACTIVETEXTUREARBPROC glActiveTextureARB;
  94. GLint num_texture_units;
  95. PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT;
  96. PFNGLDELETEFRAMEBUFFERSEXTPROC glDeleteFramebuffersEXT;
  97. PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2DEXT;
  98. PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT;
  99. PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatusEXT;
  100. // Shader support
  101. GL_ShaderContext *shaders;
  102. GL_DrawStateCache drawstate;
  103. } GL_RenderData;
  104. typedef struct
  105. {
  106. GLuint texture;
  107. bool texture_external;
  108. GLfloat texw;
  109. GLfloat texh;
  110. GLenum format;
  111. GLenum formattype;
  112. GL_Shader shader;
  113. const float *shader_params;
  114. void *pixels;
  115. int pitch;
  116. SDL_Rect locked_rect;
  117. #if SDL_HAVE_YUV
  118. // YUV texture support
  119. bool yuv;
  120. bool nv12;
  121. GLuint utexture;
  122. bool utexture_external;
  123. GLuint vtexture;
  124. bool vtexture_external;
  125. #endif
  126. GL_FBOList *fbo;
  127. } GL_TextureData;
  128. static const char *GL_TranslateError(GLenum error)
  129. {
  130. #define GL_ERROR_TRANSLATE(e) \
  131. case e: \
  132. return #e;
  133. switch (error) {
  134. GL_ERROR_TRANSLATE(GL_INVALID_ENUM)
  135. GL_ERROR_TRANSLATE(GL_INVALID_VALUE)
  136. GL_ERROR_TRANSLATE(GL_INVALID_OPERATION)
  137. GL_ERROR_TRANSLATE(GL_OUT_OF_MEMORY)
  138. GL_ERROR_TRANSLATE(GL_NO_ERROR)
  139. GL_ERROR_TRANSLATE(GL_STACK_OVERFLOW)
  140. GL_ERROR_TRANSLATE(GL_STACK_UNDERFLOW)
  141. GL_ERROR_TRANSLATE(GL_TABLE_TOO_LARGE)
  142. default:
  143. return "UNKNOWN";
  144. }
  145. #undef GL_ERROR_TRANSLATE
  146. }
  147. static void GL_ClearErrors(SDL_Renderer *renderer)
  148. {
  149. GL_RenderData *data = (GL_RenderData *)renderer->internal;
  150. if (!data->debug_enabled) {
  151. return;
  152. }
  153. if (data->GL_ARB_debug_output_supported) {
  154. if (data->errors) {
  155. int i;
  156. for (i = 0; i < data->errors; ++i) {
  157. SDL_free(data->error_messages[i]);
  158. }
  159. SDL_free(data->error_messages);
  160. data->errors = 0;
  161. data->error_messages = NULL;
  162. }
  163. } else if (data->glGetError) {
  164. while (data->glGetError() != GL_NO_ERROR) {
  165. // continue;
  166. }
  167. }
  168. }
  169. static bool GL_CheckAllErrors(const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function)
  170. {
  171. GL_RenderData *data = (GL_RenderData *)renderer->internal;
  172. bool result = true;
  173. if (!data->debug_enabled) {
  174. return true;
  175. }
  176. if (data->GL_ARB_debug_output_supported) {
  177. if (data->errors) {
  178. int i;
  179. for (i = 0; i < data->errors; ++i) {
  180. SDL_SetError("%s: %s (%d): %s %s", prefix, file, line, function, data->error_messages[i]);
  181. result = false;
  182. }
  183. GL_ClearErrors(renderer);
  184. }
  185. } else {
  186. // check gl errors (can return multiple errors)
  187. for (;;) {
  188. GLenum error = data->glGetError();
  189. if (error != GL_NO_ERROR) {
  190. if (prefix == NULL || prefix[0] == '\0') {
  191. prefix = "generic";
  192. }
  193. SDL_SetError("%s: %s (%d): %s %s (0x%X)", prefix, file, line, function, GL_TranslateError(error), error);
  194. result = false;
  195. } else {
  196. break;
  197. }
  198. }
  199. }
  200. return result;
  201. }
  202. #if 0
  203. #define GL_CheckError(prefix, renderer)
  204. #else
  205. #define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, SDL_FILE, SDL_LINE, SDL_FUNCTION)
  206. #endif
  207. static bool GL_LoadFunctions(GL_RenderData *data)
  208. {
  209. #ifdef __SDL_NOGETPROCADDR__
  210. #define SDL_PROC(ret, func, params) data->func = func;
  211. #else
  212. bool result = true;
  213. #define SDL_PROC(ret, func, params) \
  214. do { \
  215. data->func = (ret (APIENTRY *) params)SDL_GL_GetProcAddress(#func); \
  216. if (!data->func) { \
  217. result = SDL_SetError("Couldn't load GL function %s: %s", #func, SDL_GetError()); \
  218. } \
  219. } while (0);
  220. #endif // __SDL_NOGETPROCADDR__
  221. #include "SDL_glfuncs.h"
  222. #undef SDL_PROC
  223. return result;
  224. }
  225. static bool GL_ActivateRenderer(SDL_Renderer *renderer)
  226. {
  227. GL_RenderData *data = (GL_RenderData *)renderer->internal;
  228. if (SDL_GL_GetCurrentContext() != data->context) {
  229. if (!SDL_GL_MakeCurrent(renderer->window, data->context)) {
  230. return false;
  231. }
  232. }
  233. GL_ClearErrors(renderer);
  234. return true;
  235. }
  236. static void APIENTRY GL_HandleDebugMessage(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const char *message, const void *userParam)
  237. {
  238. SDL_Renderer *renderer = (SDL_Renderer *)userParam;
  239. GL_RenderData *data = (GL_RenderData *)renderer->internal;
  240. if (type == GL_DEBUG_TYPE_ERROR_ARB) {
  241. // Record this error
  242. int errors = data->errors + 1;
  243. char **error_messages = (char **)SDL_realloc(data->error_messages, errors * sizeof(*data->error_messages));
  244. if (error_messages) {
  245. data->errors = errors;
  246. data->error_messages = error_messages;
  247. data->error_messages[data->errors - 1] = SDL_strdup(message);
  248. }
  249. }
  250. // If there's another error callback, pass it along, otherwise log it
  251. if (data->next_error_callback) {
  252. data->next_error_callback(source, type, id, severity, length, message, data->next_error_userparam);
  253. } else {
  254. if (type == GL_DEBUG_TYPE_ERROR_ARB) {
  255. SDL_LogError(SDL_LOG_CATEGORY_RENDER, "%s", message);
  256. } else {
  257. SDL_LogDebug(SDL_LOG_CATEGORY_RENDER, "%s", message);
  258. }
  259. }
  260. }
  261. static GL_FBOList *GL_GetFBO(GL_RenderData *data, Uint32 w, Uint32 h)
  262. {
  263. GL_FBOList *result = data->framebuffers;
  264. while (result && ((result->w != w) || (result->h != h))) {
  265. result = result->next;
  266. }
  267. if (!result) {
  268. result = (GL_FBOList *)SDL_malloc(sizeof(GL_FBOList));
  269. if (result) {
  270. result->w = w;
  271. result->h = h;
  272. data->glGenFramebuffersEXT(1, &result->FBO);
  273. result->next = data->framebuffers;
  274. data->framebuffers = result;
  275. }
  276. }
  277. return result;
  278. }
  279. static void GL_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event)
  280. {
  281. /* If the window x/y/w/h changed at all, assume the viewport has been
  282. * changed behind our backs. x/y changes might seem weird but viewport
  283. * resets have been observed on macOS at minimum!
  284. */
  285. if (event->type == SDL_EVENT_WINDOW_RESIZED ||
  286. event->type == SDL_EVENT_WINDOW_MOVED) {
  287. GL_RenderData *data = (GL_RenderData *)renderer->internal;
  288. data->drawstate.viewport_dirty = true;
  289. }
  290. }
  291. static GLenum GetBlendFunc(SDL_BlendFactor factor)
  292. {
  293. switch (factor) {
  294. case SDL_BLENDFACTOR_ZERO:
  295. return GL_ZERO;
  296. case SDL_BLENDFACTOR_ONE:
  297. return GL_ONE;
  298. case SDL_BLENDFACTOR_SRC_COLOR:
  299. return GL_SRC_COLOR;
  300. case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR:
  301. return GL_ONE_MINUS_SRC_COLOR;
  302. case SDL_BLENDFACTOR_SRC_ALPHA:
  303. return GL_SRC_ALPHA;
  304. case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA:
  305. return GL_ONE_MINUS_SRC_ALPHA;
  306. case SDL_BLENDFACTOR_DST_COLOR:
  307. return GL_DST_COLOR;
  308. case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR:
  309. return GL_ONE_MINUS_DST_COLOR;
  310. case SDL_BLENDFACTOR_DST_ALPHA:
  311. return GL_DST_ALPHA;
  312. case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA:
  313. return GL_ONE_MINUS_DST_ALPHA;
  314. default:
  315. return GL_INVALID_ENUM;
  316. }
  317. }
  318. static GLenum GetBlendEquation(SDL_BlendOperation operation)
  319. {
  320. switch (operation) {
  321. case SDL_BLENDOPERATION_ADD:
  322. return GL_FUNC_ADD;
  323. case SDL_BLENDOPERATION_SUBTRACT:
  324. return GL_FUNC_SUBTRACT;
  325. case SDL_BLENDOPERATION_REV_SUBTRACT:
  326. return GL_FUNC_REVERSE_SUBTRACT;
  327. case SDL_BLENDOPERATION_MINIMUM:
  328. return GL_MIN;
  329. case SDL_BLENDOPERATION_MAXIMUM:
  330. return GL_MAX;
  331. default:
  332. return GL_INVALID_ENUM;
  333. }
  334. }
  335. static bool GL_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode)
  336. {
  337. SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
  338. SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
  339. SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
  340. SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode);
  341. SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
  342. SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
  343. if (GetBlendFunc(srcColorFactor) == GL_INVALID_ENUM ||
  344. GetBlendFunc(srcAlphaFactor) == GL_INVALID_ENUM ||
  345. GetBlendEquation(colorOperation) == GL_INVALID_ENUM ||
  346. GetBlendFunc(dstColorFactor) == GL_INVALID_ENUM ||
  347. GetBlendFunc(dstAlphaFactor) == GL_INVALID_ENUM ||
  348. GetBlendEquation(alphaOperation) == GL_INVALID_ENUM) {
  349. return false;
  350. }
  351. if (colorOperation != alphaOperation) {
  352. return false;
  353. }
  354. return true;
  355. }
  356. static bool convert_format(Uint32 pixel_format, GLint *internalFormat, GLenum *format, GLenum *type)
  357. {
  358. switch (pixel_format) {
  359. case SDL_PIXELFORMAT_ARGB8888:
  360. case SDL_PIXELFORMAT_XRGB8888:
  361. *internalFormat = GL_RGBA8;
  362. *format = GL_BGRA;
  363. *type = GL_UNSIGNED_INT_8_8_8_8_REV;
  364. break;
  365. case SDL_PIXELFORMAT_ABGR8888:
  366. case SDL_PIXELFORMAT_XBGR8888:
  367. *internalFormat = GL_RGBA8;
  368. *format = GL_RGBA;
  369. *type = GL_UNSIGNED_INT_8_8_8_8_REV;
  370. break;
  371. case SDL_PIXELFORMAT_YV12:
  372. case SDL_PIXELFORMAT_IYUV:
  373. case SDL_PIXELFORMAT_NV12:
  374. case SDL_PIXELFORMAT_NV21:
  375. *internalFormat = GL_LUMINANCE;
  376. *format = GL_LUMINANCE;
  377. *type = GL_UNSIGNED_BYTE;
  378. break;
  379. #ifdef SDL_PLATFORM_MACOS
  380. case SDL_PIXELFORMAT_UYVY:
  381. *internalFormat = GL_RGB8;
  382. *format = GL_YCBCR_422_APPLE;
  383. *type = GL_UNSIGNED_SHORT_8_8_APPLE;
  384. break;
  385. #endif
  386. default:
  387. return false;
  388. }
  389. return true;
  390. }
  391. static bool GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props)
  392. {
  393. GL_RenderData *renderdata = (GL_RenderData *)renderer->internal;
  394. const GLenum textype = renderdata->textype;
  395. GL_TextureData *data;
  396. GLint internalFormat;
  397. GLenum format, type;
  398. int texture_w, texture_h;
  399. GLenum scaleMode;
  400. GL_ActivateRenderer(renderer);
  401. renderdata->drawstate.texture = NULL; // we trash this state.
  402. renderdata->drawstate.texturing_dirty = true; // we trash this state.
  403. if (texture->access == SDL_TEXTUREACCESS_TARGET &&
  404. !renderdata->GL_EXT_framebuffer_object_supported) {
  405. return SDL_SetError("Render targets not supported by OpenGL");
  406. }
  407. if (!convert_format(texture->format, &internalFormat, &format, &type)) {
  408. return SDL_SetError("Texture format %s not supported by OpenGL",
  409. SDL_GetPixelFormatName(texture->format));
  410. }
  411. data = (GL_TextureData *)SDL_calloc(1, sizeof(*data));
  412. if (!data) {
  413. return false;
  414. }
  415. if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
  416. size_t size;
  417. data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
  418. size = (size_t)texture->h * data->pitch;
  419. if (texture->format == SDL_PIXELFORMAT_YV12 ||
  420. texture->format == SDL_PIXELFORMAT_IYUV) {
  421. // Need to add size for the U and V planes
  422. size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
  423. }
  424. if (texture->format == SDL_PIXELFORMAT_NV12 ||
  425. texture->format == SDL_PIXELFORMAT_NV21) {
  426. // Need to add size for the U/V plane
  427. size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
  428. }
  429. data->pixels = SDL_calloc(1, size);
  430. if (!data->pixels) {
  431. SDL_free(data);
  432. return false;
  433. }
  434. }
  435. if (texture->access == SDL_TEXTUREACCESS_TARGET) {
  436. data->fbo = GL_GetFBO(renderdata, texture->w, texture->h);
  437. } else {
  438. data->fbo = NULL;
  439. }
  440. data->texture = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER, 0);
  441. if (data->texture) {
  442. data->texture_external = true;
  443. } else {
  444. GL_CheckError("", renderer);
  445. renderdata->glGenTextures(1, &data->texture);
  446. if (!GL_CheckError("glGenTextures()", renderer)) {
  447. if (data->pixels) {
  448. SDL_free(data->pixels);
  449. }
  450. SDL_free(data);
  451. return false;
  452. }
  453. }
  454. texture->internal = data;
  455. if (renderdata->GL_ARB_texture_non_power_of_two_supported) {
  456. texture_w = texture->w;
  457. texture_h = texture->h;
  458. data->texw = 1.0f;
  459. data->texh = 1.0f;
  460. } else if (renderdata->GL_ARB_texture_rectangle_supported) {
  461. texture_w = texture->w;
  462. texture_h = texture->h;
  463. data->texw = (GLfloat)texture_w;
  464. data->texh = (GLfloat)texture_h;
  465. } else {
  466. texture_w = SDL_powerof2(texture->w);
  467. texture_h = SDL_powerof2(texture->h);
  468. data->texw = (GLfloat)(texture->w) / texture_w;
  469. data->texh = (GLfloat)texture->h / texture_h;
  470. }
  471. SDL_PropertiesID props = SDL_GetTextureProperties(texture);
  472. SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER, data->texture);
  473. SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER, (Sint64) textype);
  474. SDL_SetFloatProperty(props, SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT, data->texw);
  475. SDL_SetFloatProperty(props, SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT, data->texh);
  476. data->format = format;
  477. data->formattype = type;
  478. scaleMode = (texture->scaleMode == SDL_SCALEMODE_NEAREST) ? GL_NEAREST : GL_LINEAR;
  479. renderdata->glEnable(textype);
  480. renderdata->glBindTexture(textype, data->texture);
  481. renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, scaleMode);
  482. renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, scaleMode);
  483. #ifdef SDL_PLATFORM_MACOS
  484. #ifndef GL_TEXTURE_STORAGE_HINT_APPLE
  485. #define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC
  486. #endif
  487. #ifndef STORAGE_CACHED_APPLE
  488. #define STORAGE_CACHED_APPLE 0x85BE
  489. #endif
  490. #ifndef STORAGE_SHARED_APPLE
  491. #define STORAGE_SHARED_APPLE 0x85BF
  492. #endif
  493. if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
  494. renderdata->glTexParameteri(textype, GL_TEXTURE_STORAGE_HINT_APPLE,
  495. GL_STORAGE_SHARED_APPLE);
  496. } else {
  497. renderdata->glTexParameteri(textype, GL_TEXTURE_STORAGE_HINT_APPLE,
  498. GL_STORAGE_CACHED_APPLE);
  499. }
  500. if (texture->access == SDL_TEXTUREACCESS_STREAMING && texture->format == SDL_PIXELFORMAT_ARGB8888 && (texture->w % 8) == 0) {
  501. renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
  502. renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  503. renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
  504. (data->pitch / SDL_BYTESPERPIXEL(texture->format)));
  505. renderdata->glTexImage2D(textype, 0, internalFormat, texture_w,
  506. texture_h, 0, format, type, data->pixels);
  507. renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
  508. } else
  509. #endif
  510. {
  511. renderdata->glTexImage2D(textype, 0, internalFormat, texture_w,
  512. texture_h, 0, format, type, NULL);
  513. }
  514. renderdata->glDisable(textype);
  515. if (!GL_CheckError("glTexImage2D()", renderer)) {
  516. return false;
  517. }
  518. #if SDL_HAVE_YUV
  519. if (texture->format == SDL_PIXELFORMAT_YV12 ||
  520. texture->format == SDL_PIXELFORMAT_IYUV) {
  521. data->yuv = true;
  522. data->utexture = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER, 0);
  523. if (data->utexture) {
  524. data->utexture_external = true;
  525. } else {
  526. renderdata->glGenTextures(1, &data->utexture);
  527. }
  528. data->vtexture = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER, 0);
  529. if (data->vtexture) {
  530. data->vtexture_external = true;
  531. } else {
  532. renderdata->glGenTextures(1, &data->vtexture);
  533. }
  534. renderdata->glBindTexture(textype, data->utexture);
  535. renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER,
  536. scaleMode);
  537. renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER,
  538. scaleMode);
  539. renderdata->glTexImage2D(textype, 0, internalFormat, (texture_w + 1) / 2,
  540. (texture_h + 1) / 2, 0, format, type, NULL);
  541. SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER, data->utexture);
  542. renderdata->glBindTexture(textype, data->vtexture);
  543. renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER,
  544. scaleMode);
  545. renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER,
  546. scaleMode);
  547. renderdata->glTexImage2D(textype, 0, internalFormat, (texture_w + 1) / 2,
  548. (texture_h + 1) / 2, 0, format, type, NULL);
  549. SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER, data->vtexture);
  550. }
  551. if (texture->format == SDL_PIXELFORMAT_NV12 ||
  552. texture->format == SDL_PIXELFORMAT_NV21) {
  553. data->nv12 = true;
  554. data->utexture = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER, 0);
  555. if (data->utexture) {
  556. data->utexture_external = true;
  557. } else {
  558. renderdata->glGenTextures(1, &data->utexture);
  559. }
  560. renderdata->glBindTexture(textype, data->utexture);
  561. renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER,
  562. scaleMode);
  563. renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER,
  564. scaleMode);
  565. renderdata->glTexImage2D(textype, 0, GL_LUMINANCE_ALPHA, (texture_w + 1) / 2,
  566. (texture_h + 1) / 2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
  567. SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER, data->utexture);
  568. }
  569. #endif
  570. if (texture->format == SDL_PIXELFORMAT_ABGR8888 || texture->format == SDL_PIXELFORMAT_ARGB8888) {
  571. data->shader = SHADER_RGBA;
  572. } else {
  573. data->shader = SHADER_RGB;
  574. }
  575. #if SDL_HAVE_YUV
  576. if (data->yuv || data->nv12) {
  577. if (data->yuv) {
  578. data->shader = SHADER_YUV;
  579. } else if (texture->format == SDL_PIXELFORMAT_NV12) {
  580. if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", false)) {
  581. data->shader = SHADER_NV12_RG;
  582. } else {
  583. data->shader = SHADER_NV12_RA;
  584. }
  585. } else {
  586. if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", false)) {
  587. data->shader = SHADER_NV21_RG;
  588. } else {
  589. data->shader = SHADER_NV21_RA;
  590. }
  591. }
  592. data->shader_params = SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace, texture->w, texture->h, 8);
  593. if (!data->shader_params) {
  594. return SDL_SetError("Unsupported YUV colorspace");
  595. }
  596. }
  597. #endif // SDL_HAVE_YUV
  598. return GL_CheckError("", renderer);
  599. }
  600. static bool GL_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture,
  601. const SDL_Rect *rect, const void *pixels, int pitch)
  602. {
  603. GL_RenderData *renderdata = (GL_RenderData *)renderer->internal;
  604. const GLenum textype = renderdata->textype;
  605. GL_TextureData *data = (GL_TextureData *)texture->internal;
  606. const int texturebpp = SDL_BYTESPERPIXEL(texture->format);
  607. SDL_assert_release(texturebpp != 0); // otherwise, division by zero later.
  608. GL_ActivateRenderer(renderer);
  609. renderdata->drawstate.texture = NULL; // we trash this state.
  610. renderdata->glBindTexture(textype, data->texture);
  611. renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  612. renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, (pitch / texturebpp));
  613. renderdata->glTexSubImage2D(textype, 0, rect->x, rect->y, rect->w,
  614. rect->h, data->format, data->formattype,
  615. pixels);
  616. #if SDL_HAVE_YUV
  617. if (data->yuv) {
  618. renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, ((pitch + 1) / 2));
  619. // Skip to the correct offset into the next texture
  620. pixels = (const void *)((const Uint8 *)pixels + rect->h * pitch);
  621. if (texture->format == SDL_PIXELFORMAT_YV12) {
  622. renderdata->glBindTexture(textype, data->vtexture);
  623. } else {
  624. renderdata->glBindTexture(textype, data->utexture);
  625. }
  626. renderdata->glTexSubImage2D(textype, 0, rect->x / 2, rect->y / 2,
  627. (rect->w + 1) / 2, (rect->h + 1) / 2,
  628. data->format, data->formattype, pixels);
  629. // Skip to the correct offset into the next texture
  630. pixels = (const void *)((const Uint8 *)pixels + ((rect->h + 1) / 2) * ((pitch + 1) / 2));
  631. if (texture->format == SDL_PIXELFORMAT_YV12) {
  632. renderdata->glBindTexture(textype, data->utexture);
  633. } else {
  634. renderdata->glBindTexture(textype, data->vtexture);
  635. }
  636. renderdata->glTexSubImage2D(textype, 0, rect->x / 2, rect->y / 2,
  637. (rect->w + 1) / 2, (rect->h + 1) / 2,
  638. data->format, data->formattype, pixels);
  639. }
  640. if (data->nv12) {
  641. renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, ((pitch + 1) / 2));
  642. // Skip to the correct offset into the next texture
  643. pixels = (const void *)((const Uint8 *)pixels + rect->h * pitch);
  644. renderdata->glBindTexture(textype, data->utexture);
  645. renderdata->glTexSubImage2D(textype, 0, rect->x / 2, rect->y / 2,
  646. (rect->w + 1) / 2, (rect->h + 1) / 2,
  647. GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, pixels);
  648. }
  649. #endif
  650. return GL_CheckError("glTexSubImage2D()", renderer);
  651. }
  652. #if SDL_HAVE_YUV
  653. static bool GL_UpdateTextureYUV(SDL_Renderer *renderer, SDL_Texture *texture,
  654. const SDL_Rect *rect,
  655. const Uint8 *Yplane, int Ypitch,
  656. const Uint8 *Uplane, int Upitch,
  657. const Uint8 *Vplane, int Vpitch)
  658. {
  659. GL_RenderData *renderdata = (GL_RenderData *)renderer->internal;
  660. const GLenum textype = renderdata->textype;
  661. GL_TextureData *data = (GL_TextureData *)texture->internal;
  662. GL_ActivateRenderer(renderer);
  663. renderdata->drawstate.texture = NULL; // we trash this state.
  664. renderdata->glBindTexture(textype, data->texture);
  665. renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  666. renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Ypitch);
  667. renderdata->glTexSubImage2D(textype, 0, rect->x, rect->y, rect->w,
  668. rect->h, data->format, data->formattype,
  669. Yplane);
  670. renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Upitch);
  671. renderdata->glBindTexture(textype, data->utexture);
  672. renderdata->glTexSubImage2D(textype, 0, rect->x / 2, rect->y / 2,
  673. (rect->w + 1) / 2, (rect->h + 1) / 2,
  674. data->format, data->formattype, Uplane);
  675. renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Vpitch);
  676. renderdata->glBindTexture(textype, data->vtexture);
  677. renderdata->glTexSubImage2D(textype, 0, rect->x / 2, rect->y / 2,
  678. (rect->w + 1) / 2, (rect->h + 1) / 2,
  679. data->format, data->formattype, Vplane);
  680. return GL_CheckError("glTexSubImage2D()", renderer);
  681. }
  682. static bool GL_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture,
  683. const SDL_Rect *rect,
  684. const Uint8 *Yplane, int Ypitch,
  685. const Uint8 *UVplane, int UVpitch)
  686. {
  687. GL_RenderData *renderdata = (GL_RenderData *)renderer->internal;
  688. const GLenum textype = renderdata->textype;
  689. GL_TextureData *data = (GL_TextureData *)texture->internal;
  690. GL_ActivateRenderer(renderer);
  691. renderdata->drawstate.texture = NULL; // we trash this state.
  692. renderdata->glBindTexture(textype, data->texture);
  693. renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  694. renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Ypitch);
  695. renderdata->glTexSubImage2D(textype, 0, rect->x, rect->y, rect->w,
  696. rect->h, data->format, data->formattype,
  697. Yplane);
  698. renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, UVpitch / 2);
  699. renderdata->glBindTexture(textype, data->utexture);
  700. renderdata->glTexSubImage2D(textype, 0, rect->x / 2, rect->y / 2,
  701. (rect->w + 1) / 2, (rect->h + 1) / 2,
  702. GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, UVplane);
  703. return GL_CheckError("glTexSubImage2D()", renderer);
  704. }
  705. #endif
  706. static bool GL_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture,
  707. const SDL_Rect *rect, void **pixels, int *pitch)
  708. {
  709. GL_TextureData *data = (GL_TextureData *)texture->internal;
  710. data->locked_rect = *rect;
  711. *pixels =
  712. (void *)((Uint8 *)data->pixels + rect->y * data->pitch +
  713. rect->x * SDL_BYTESPERPIXEL(texture->format));
  714. *pitch = data->pitch;
  715. return true;
  716. }
  717. static void GL_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
  718. {
  719. GL_TextureData *data = (GL_TextureData *)texture->internal;
  720. const SDL_Rect *rect;
  721. void *pixels;
  722. rect = &data->locked_rect;
  723. pixels =
  724. (void *)((Uint8 *)data->pixels + rect->y * data->pitch +
  725. rect->x * SDL_BYTESPERPIXEL(texture->format));
  726. GL_UpdateTexture(renderer, texture, rect, pixels, data->pitch);
  727. }
  728. static void GL_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode)
  729. {
  730. GL_RenderData *renderdata = (GL_RenderData *)renderer->internal;
  731. const GLenum textype = renderdata->textype;
  732. GL_TextureData *data = (GL_TextureData *)texture->internal;
  733. GLenum glScaleMode = (scaleMode == SDL_SCALEMODE_NEAREST) ? GL_NEAREST : GL_LINEAR;
  734. renderdata->glBindTexture(textype, data->texture);
  735. renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
  736. renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
  737. #if SDL_HAVE_YUV
  738. if (texture->format == SDL_PIXELFORMAT_YV12 ||
  739. texture->format == SDL_PIXELFORMAT_IYUV) {
  740. renderdata->glBindTexture(textype, data->utexture);
  741. renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
  742. renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
  743. renderdata->glBindTexture(textype, data->vtexture);
  744. renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
  745. renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
  746. }
  747. if (texture->format == SDL_PIXELFORMAT_NV12 ||
  748. texture->format == SDL_PIXELFORMAT_NV21) {
  749. renderdata->glBindTexture(textype, data->utexture);
  750. renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
  751. renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
  752. }
  753. #endif
  754. }
  755. static bool GL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
  756. {
  757. GL_RenderData *data = (GL_RenderData *)renderer->internal;
  758. GL_TextureData *texturedata;
  759. GLenum status;
  760. GL_ActivateRenderer(renderer);
  761. if (!data->GL_EXT_framebuffer_object_supported) {
  762. return SDL_SetError("Render targets not supported by OpenGL");
  763. }
  764. data->drawstate.viewport_dirty = true;
  765. if (!texture) {
  766. data->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
  767. return true;
  768. }
  769. texturedata = (GL_TextureData *)texture->internal;
  770. data->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, texturedata->fbo->FBO);
  771. // TODO: check if texture pixel format allows this operation
  772. data->glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, data->textype, texturedata->texture, 0);
  773. // Check FBO status
  774. status = data->glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
  775. if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
  776. return SDL_SetError("glFramebufferTexture2DEXT() failed");
  777. }
  778. return true;
  779. }
  780. /* !!! FIXME: all these Queue* calls set up the vertex buffer the way the immediate mode
  781. !!! FIXME: renderer wants it, but this might want to operate differently if we move to
  782. !!! FIXME: VBOs at some point. */
  783. static bool GL_QueueNoOp(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
  784. {
  785. return true; // nothing to do in this backend.
  786. }
  787. static bool GL_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count)
  788. {
  789. GLfloat *verts = (GLfloat *)SDL_AllocateRenderVertices(renderer, count * 2 * sizeof(GLfloat), 0, &cmd->data.draw.first);
  790. int i;
  791. if (!verts) {
  792. return false;
  793. }
  794. cmd->data.draw.count = count;
  795. for (i = 0; i < count; i++) {
  796. *(verts++) = 0.5f + points[i].x;
  797. *(verts++) = 0.5f + points[i].y;
  798. }
  799. return true;
  800. }
  801. static bool GL_QueueDrawLines(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count)
  802. {
  803. int i;
  804. GLfloat prevx, prevy;
  805. const size_t vertlen = (sizeof(GLfloat) * 2) * count;
  806. GLfloat *verts = (GLfloat *)SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
  807. if (!verts) {
  808. return false;
  809. }
  810. cmd->data.draw.count = count;
  811. // 0.5f offset to hit the center of the pixel.
  812. prevx = 0.5f + points->x;
  813. prevy = 0.5f + points->y;
  814. *(verts++) = prevx;
  815. *(verts++) = prevy;
  816. /* bump the end of each line segment out a quarter of a pixel, to provoke
  817. the diamond-exit rule. Without this, you won't just drop the last
  818. pixel of the last line segment, but you might also drop pixels at the
  819. edge of any given line segment along the way too. */
  820. for (i = 1; i < count; i++) {
  821. const GLfloat xstart = prevx;
  822. const GLfloat ystart = prevy;
  823. const GLfloat xend = points[i].x + 0.5f; // 0.5f to hit pixel center.
  824. const GLfloat yend = points[i].y + 0.5f;
  825. // bump a little in the direction we are moving in.
  826. const GLfloat deltax = xend - xstart;
  827. const GLfloat deltay = yend - ystart;
  828. const GLfloat angle = SDL_atan2f(deltay, deltax);
  829. prevx = xend + (SDL_cosf(angle) * 0.25f);
  830. prevy = yend + (SDL_sinf(angle) * 0.25f);
  831. *(verts++) = prevx;
  832. *(verts++) = prevy;
  833. }
  834. return true;
  835. }
  836. static bool GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
  837. const float *xy, int xy_stride, const SDL_FColor *color, int color_stride, const float *uv, int uv_stride,
  838. int num_vertices, const void *indices, int num_indices, int size_indices,
  839. float scale_x, float scale_y)
  840. {
  841. GL_TextureData *texturedata = NULL;
  842. int i;
  843. int count = indices ? num_indices : num_vertices;
  844. GLfloat *verts;
  845. size_t sz = 2 * sizeof(GLfloat) + 4 * sizeof(GLfloat) + (texture ? 2 : 0) * sizeof(GLfloat);
  846. const float color_scale = cmd->data.draw.color_scale;
  847. verts = (GLfloat *)SDL_AllocateRenderVertices(renderer, count * sz, 0, &cmd->data.draw.first);
  848. if (!verts) {
  849. return false;
  850. }
  851. if (texture) {
  852. texturedata = (GL_TextureData *)texture->internal;
  853. }
  854. cmd->data.draw.count = count;
  855. size_indices = indices ? size_indices : 0;
  856. for (i = 0; i < count; i++) {
  857. int j;
  858. float *xy_;
  859. SDL_FColor *col_;
  860. if (size_indices == 4) {
  861. j = ((const Uint32 *)indices)[i];
  862. } else if (size_indices == 2) {
  863. j = ((const Uint16 *)indices)[i];
  864. } else if (size_indices == 1) {
  865. j = ((const Uint8 *)indices)[i];
  866. } else {
  867. j = i;
  868. }
  869. xy_ = (float *)((char *)xy + j * xy_stride);
  870. *(verts++) = xy_[0] * scale_x;
  871. *(verts++) = xy_[1] * scale_y;
  872. col_ = (SDL_FColor *)((char *)color + j * color_stride);
  873. *(verts++) = col_->r * color_scale;
  874. *(verts++) = col_->g * color_scale;
  875. *(verts++) = col_->b * color_scale;
  876. *(verts++) = col_->a;
  877. if (texture) {
  878. float *uv_ = (float *)((char *)uv + j * uv_stride);
  879. *(verts++) = uv_[0] * texturedata->texw;
  880. *(verts++) = uv_[1] * texturedata->texh;
  881. }
  882. }
  883. return true;
  884. }
  885. static bool SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader shader, const float *shader_params)
  886. {
  887. const SDL_BlendMode blend = cmd->data.draw.blend;
  888. bool vertex_array;
  889. bool color_array;
  890. bool texture_array;
  891. if (data->drawstate.viewport_dirty) {
  892. const bool istarget = data->drawstate.target != NULL;
  893. const SDL_Rect *viewport = &data->drawstate.viewport;
  894. data->glMatrixMode(GL_PROJECTION);
  895. data->glLoadIdentity();
  896. data->glViewport(viewport->x,
  897. istarget ? viewport->y : (data->drawstate.drawableh - viewport->y - viewport->h),
  898. viewport->w, viewport->h);
  899. if (viewport->w && viewport->h) {
  900. data->glOrtho((GLdouble)0, (GLdouble)viewport->w,
  901. (GLdouble)(istarget ? 0 : viewport->h),
  902. (GLdouble)(istarget ? viewport->h : 0),
  903. 0.0, 1.0);
  904. }
  905. data->glMatrixMode(GL_MODELVIEW);
  906. data->drawstate.viewport_dirty = false;
  907. }
  908. if (data->drawstate.cliprect_enabled_dirty) {
  909. if (!data->drawstate.cliprect_enabled) {
  910. data->glDisable(GL_SCISSOR_TEST);
  911. } else {
  912. data->glEnable(GL_SCISSOR_TEST);
  913. }
  914. data->drawstate.cliprect_enabled_dirty = false;
  915. }
  916. if (data->drawstate.cliprect_enabled && data->drawstate.cliprect_dirty) {
  917. const SDL_Rect *viewport = &data->drawstate.viewport;
  918. const SDL_Rect *rect = &data->drawstate.cliprect;
  919. data->glScissor(viewport->x + rect->x,
  920. data->drawstate.target ? viewport->y + rect->y : data->drawstate.drawableh - viewport->y - rect->y - rect->h,
  921. rect->w, rect->h);
  922. data->drawstate.cliprect_dirty = false;
  923. }
  924. if (blend != data->drawstate.blend) {
  925. if (blend == SDL_BLENDMODE_NONE) {
  926. data->glDisable(GL_BLEND);
  927. } else {
  928. data->glEnable(GL_BLEND);
  929. data->glBlendFuncSeparate(GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blend)),
  930. GetBlendFunc(SDL_GetBlendModeDstColorFactor(blend)),
  931. GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blend)),
  932. GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blend)));
  933. data->glBlendEquation(GetBlendEquation(SDL_GetBlendModeColorOperation(blend)));
  934. }
  935. data->drawstate.blend = blend;
  936. }
  937. if (data->shaders &&
  938. (shader != data->drawstate.shader || shader_params != data->drawstate.shader_params)) {
  939. GL_SelectShader(data->shaders, shader, shader_params);
  940. data->drawstate.shader = shader;
  941. data->drawstate.shader_params = shader_params;
  942. }
  943. if (data->drawstate.texturing_dirty || ((cmd->data.draw.texture != NULL) != data->drawstate.texturing)) {
  944. if (!cmd->data.draw.texture) {
  945. data->glDisable(data->textype);
  946. data->drawstate.texturing = false;
  947. } else {
  948. data->glEnable(data->textype);
  949. data->drawstate.texturing = true;
  950. }
  951. data->drawstate.texturing_dirty = false;
  952. }
  953. vertex_array = cmd->command == SDL_RENDERCMD_DRAW_POINTS || cmd->command == SDL_RENDERCMD_DRAW_LINES || cmd->command == SDL_RENDERCMD_GEOMETRY;
  954. color_array = cmd->command == SDL_RENDERCMD_GEOMETRY;
  955. texture_array = cmd->data.draw.texture != NULL;
  956. if (vertex_array != data->drawstate.vertex_array) {
  957. if (vertex_array) {
  958. data->glEnableClientState(GL_VERTEX_ARRAY);
  959. } else {
  960. data->glDisableClientState(GL_VERTEX_ARRAY);
  961. }
  962. data->drawstate.vertex_array = vertex_array;
  963. }
  964. if (color_array != data->drawstate.color_array) {
  965. if (color_array) {
  966. data->glEnableClientState(GL_COLOR_ARRAY);
  967. } else {
  968. data->glDisableClientState(GL_COLOR_ARRAY);
  969. }
  970. data->drawstate.color_array = color_array;
  971. }
  972. /* This is a little awkward but should avoid texcoord arrays getting into
  973. a bad state if the application is manually binding textures */
  974. if (texture_array != data->drawstate.texture_array) {
  975. if (texture_array) {
  976. data->glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  977. } else {
  978. data->glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  979. }
  980. data->drawstate.texture_array = texture_array;
  981. }
  982. return true;
  983. }
  984. static bool SetTextureAddressMode(GL_RenderData *data, GLenum textype, SDL_TextureAddressMode addressMode)
  985. {
  986. switch (addressMode) {
  987. case SDL_TEXTURE_ADDRESS_CLAMP:
  988. data->glTexParameteri(textype, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  989. data->glTexParameteri(textype, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  990. break;
  991. case SDL_TEXTURE_ADDRESS_WRAP:
  992. data->glTexParameteri(textype, GL_TEXTURE_WRAP_S, GL_REPEAT);
  993. data->glTexParameteri(textype, GL_TEXTURE_WRAP_T, GL_REPEAT);
  994. break;
  995. default:
  996. return SDL_SetError("Unknown texture address mode: %d\n", addressMode);
  997. }
  998. return true;
  999. }
  1000. static bool SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd)
  1001. {
  1002. SDL_Texture *texture = cmd->data.draw.texture;
  1003. const GL_TextureData *texturedata = (GL_TextureData *)texture->internal;
  1004. SetDrawState(data, cmd, texturedata->shader, texturedata->shader_params);
  1005. if (texture != data->drawstate.texture) {
  1006. const GLenum textype = data->textype;
  1007. #if SDL_HAVE_YUV
  1008. if (texturedata->yuv) {
  1009. if (data->GL_ARB_multitexture_supported) {
  1010. data->glActiveTextureARB(GL_TEXTURE2_ARB);
  1011. }
  1012. data->glBindTexture(textype, texturedata->vtexture);
  1013. if (!SetTextureAddressMode(data, textype, cmd->data.draw.texture_address_mode)) {
  1014. return false;
  1015. }
  1016. if (data->GL_ARB_multitexture_supported) {
  1017. data->glActiveTextureARB(GL_TEXTURE1_ARB);
  1018. }
  1019. data->glBindTexture(textype, texturedata->utexture);
  1020. if (!SetTextureAddressMode(data, textype, cmd->data.draw.texture_address_mode)) {
  1021. return false;
  1022. }
  1023. }
  1024. if (texturedata->nv12) {
  1025. if (data->GL_ARB_multitexture_supported) {
  1026. data->glActiveTextureARB(GL_TEXTURE1_ARB);
  1027. }
  1028. data->glBindTexture(textype, texturedata->utexture);
  1029. if (!SetTextureAddressMode(data, textype, cmd->data.draw.texture_address_mode)) {
  1030. return false;
  1031. }
  1032. }
  1033. #endif
  1034. if (data->GL_ARB_multitexture_supported) {
  1035. data->glActiveTextureARB(GL_TEXTURE0_ARB);
  1036. }
  1037. data->glBindTexture(textype, texturedata->texture);
  1038. if (!SetTextureAddressMode(data, textype, cmd->data.draw.texture_address_mode)) {
  1039. return false;
  1040. }
  1041. data->drawstate.texture = texture;
  1042. }
  1043. return true;
  1044. }
  1045. static void GL_InvalidateCachedState(SDL_Renderer *renderer)
  1046. {
  1047. GL_DrawStateCache *cache = &((GL_RenderData *)renderer->internal)->drawstate;
  1048. cache->viewport_dirty = true;
  1049. cache->texture = NULL;
  1050. cache->drawablew = 0;
  1051. cache->drawableh = 0;
  1052. cache->blend = SDL_BLENDMODE_INVALID;
  1053. cache->shader = SHADER_INVALID;
  1054. cache->cliprect_enabled_dirty = true;
  1055. cache->cliprect_dirty = true;
  1056. cache->texturing_dirty = true;
  1057. cache->vertex_array = false; // !!! FIXME: this resets to false at the end of GL_RunCommandQueue, but we could cache this more aggressively.
  1058. cache->color_array = false; // !!! FIXME: this resets to false at the end of GL_RunCommandQueue, but we could cache this more aggressively.
  1059. cache->texture_array = false; // !!! FIXME: this resets to false at the end of GL_RunCommandQueue, but we could cache this more aggressively.
  1060. cache->color_dirty = true;
  1061. cache->clear_color_dirty = true;
  1062. }
  1063. static bool GL_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
  1064. {
  1065. // !!! FIXME: it'd be nice to use a vertex buffer instead of immediate mode...
  1066. GL_RenderData *data = (GL_RenderData *)renderer->internal;
  1067. if (!GL_ActivateRenderer(renderer)) {
  1068. return false;
  1069. }
  1070. data->drawstate.target = renderer->target;
  1071. if (!data->drawstate.target) {
  1072. int w, h;
  1073. SDL_GetWindowSizeInPixels(renderer->window, &w, &h);
  1074. if ((w != data->drawstate.drawablew) || (h != data->drawstate.drawableh)) {
  1075. data->drawstate.viewport_dirty = true; // if the window dimensions changed, invalidate the current viewport, etc.
  1076. data->drawstate.cliprect_dirty = true;
  1077. data->drawstate.drawablew = w;
  1078. data->drawstate.drawableh = h;
  1079. }
  1080. }
  1081. #ifdef SDL_PLATFORM_MACOS
  1082. // On macOS on older systems, the OpenGL view change and resize events aren't
  1083. // necessarily synchronized, so just always reset it.
  1084. // Workaround for: https://discourse.libsdl.org/t/sdl-2-0-22-prerelease/35306/6
  1085. data->drawstate.viewport_dirty = true;
  1086. #endif
  1087. while (cmd) {
  1088. switch (cmd->command) {
  1089. case SDL_RENDERCMD_SETDRAWCOLOR:
  1090. {
  1091. const float r = cmd->data.color.color.r * cmd->data.color.color_scale;
  1092. const float g = cmd->data.color.color.g * cmd->data.color.color_scale;
  1093. const float b = cmd->data.color.color.b * cmd->data.color.color_scale;
  1094. const float a = cmd->data.color.color.a;
  1095. if (data->drawstate.clear_color_dirty ||
  1096. (r != data->drawstate.color.r) ||
  1097. (g != data->drawstate.color.g) ||
  1098. (b != data->drawstate.color.b) ||
  1099. (a != data->drawstate.color.a)) {
  1100. data->glColor4f(r, g, b, a);
  1101. data->drawstate.color.r = r;
  1102. data->drawstate.color.g = g;
  1103. data->drawstate.color.b = b;
  1104. data->drawstate.color.a = a;
  1105. data->drawstate.color_dirty = false;
  1106. }
  1107. break;
  1108. }
  1109. case SDL_RENDERCMD_SETVIEWPORT:
  1110. {
  1111. SDL_Rect *viewport = &data->drawstate.viewport;
  1112. if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof(cmd->data.viewport.rect)) != 0) {
  1113. SDL_copyp(viewport, &cmd->data.viewport.rect);
  1114. data->drawstate.viewport_dirty = true;
  1115. data->drawstate.cliprect_dirty = true;
  1116. }
  1117. break;
  1118. }
  1119. case SDL_RENDERCMD_SETCLIPRECT:
  1120. {
  1121. const SDL_Rect *rect = &cmd->data.cliprect.rect;
  1122. if (data->drawstate.cliprect_enabled != cmd->data.cliprect.enabled) {
  1123. data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled;
  1124. data->drawstate.cliprect_enabled_dirty = true;
  1125. }
  1126. if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof(*rect)) != 0) {
  1127. SDL_copyp(&data->drawstate.cliprect, rect);
  1128. data->drawstate.cliprect_dirty = true;
  1129. }
  1130. break;
  1131. }
  1132. case SDL_RENDERCMD_CLEAR:
  1133. {
  1134. const float r = cmd->data.color.color.r * cmd->data.color.color_scale;
  1135. const float g = cmd->data.color.color.g * cmd->data.color.color_scale;
  1136. const float b = cmd->data.color.color.b * cmd->data.color.color_scale;
  1137. const float a = cmd->data.color.color.a;
  1138. if (data->drawstate.clear_color_dirty ||
  1139. (r != data->drawstate.clear_color.r) ||
  1140. (g != data->drawstate.clear_color.g) ||
  1141. (b != data->drawstate.clear_color.b) ||
  1142. (a != data->drawstate.clear_color.a)) {
  1143. data->glClearColor(r, g, b, a);
  1144. data->drawstate.clear_color.r = r;
  1145. data->drawstate.clear_color.g = g;
  1146. data->drawstate.clear_color.b = b;
  1147. data->drawstate.clear_color.a = a;
  1148. data->drawstate.clear_color_dirty = false;
  1149. }
  1150. if (data->drawstate.cliprect_enabled || data->drawstate.cliprect_enabled_dirty) {
  1151. data->glDisable(GL_SCISSOR_TEST);
  1152. data->drawstate.cliprect_enabled_dirty = data->drawstate.cliprect_enabled;
  1153. }
  1154. data->glClear(GL_COLOR_BUFFER_BIT);
  1155. break;
  1156. }
  1157. case SDL_RENDERCMD_FILL_RECTS: // unused
  1158. break;
  1159. case SDL_RENDERCMD_COPY: // unused
  1160. break;
  1161. case SDL_RENDERCMD_COPY_EX: // unused
  1162. break;
  1163. case SDL_RENDERCMD_DRAW_LINES:
  1164. {
  1165. if (SetDrawState(data, cmd, SHADER_SOLID, NULL)) {
  1166. size_t count = cmd->data.draw.count;
  1167. const GLfloat *verts = (GLfloat *)(((Uint8 *)vertices) + cmd->data.draw.first);
  1168. // SetDrawState handles glEnableClientState.
  1169. data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, verts);
  1170. if (count > 2) {
  1171. // joined lines cannot be grouped
  1172. data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)count);
  1173. } else {
  1174. // let's group non joined lines
  1175. SDL_RenderCommand *finalcmd = cmd;
  1176. SDL_RenderCommand *nextcmd = cmd->next;
  1177. SDL_BlendMode thisblend = cmd->data.draw.blend;
  1178. while (nextcmd) {
  1179. const SDL_RenderCommandType nextcmdtype = nextcmd->command;
  1180. if (nextcmdtype != SDL_RENDERCMD_DRAW_LINES) {
  1181. break; // can't go any further on this draw call, different render command up next.
  1182. } else if (nextcmd->data.draw.count != 2) {
  1183. break; // can't go any further on this draw call, those are joined lines
  1184. } else if (nextcmd->data.draw.blend != thisblend) {
  1185. break; // can't go any further on this draw call, different blendmode copy up next.
  1186. } else {
  1187. finalcmd = nextcmd; // we can combine copy operations here. Mark this one as the furthest okay command.
  1188. count += nextcmd->data.draw.count;
  1189. }
  1190. nextcmd = nextcmd->next;
  1191. }
  1192. data->glDrawArrays(GL_LINES, 0, (GLsizei)count);
  1193. cmd = finalcmd; // skip any copy commands we just combined in here.
  1194. }
  1195. }
  1196. break;
  1197. }
  1198. case SDL_RENDERCMD_DRAW_POINTS:
  1199. case SDL_RENDERCMD_GEOMETRY:
  1200. {
  1201. /* as long as we have the same copy command in a row, with the
  1202. same texture, we can combine them all into a single draw call. */
  1203. SDL_Texture *thistexture = cmd->data.draw.texture;
  1204. SDL_BlendMode thisblend = cmd->data.draw.blend;
  1205. const SDL_RenderCommandType thiscmdtype = cmd->command;
  1206. SDL_RenderCommand *finalcmd = cmd;
  1207. SDL_RenderCommand *nextcmd = cmd->next;
  1208. size_t count = cmd->data.draw.count;
  1209. int ret;
  1210. while (nextcmd) {
  1211. const SDL_RenderCommandType nextcmdtype = nextcmd->command;
  1212. if (nextcmdtype != thiscmdtype) {
  1213. break; // can't go any further on this draw call, different render command up next.
  1214. } else if (nextcmd->data.draw.texture != thistexture || nextcmd->data.draw.blend != thisblend) {
  1215. break; // can't go any further on this draw call, different texture/blendmode copy up next.
  1216. } else {
  1217. finalcmd = nextcmd; // we can combine copy operations here. Mark this one as the furthest okay command.
  1218. count += nextcmd->data.draw.count;
  1219. }
  1220. nextcmd = nextcmd->next;
  1221. }
  1222. if (thistexture) {
  1223. ret = SetCopyState(data, cmd);
  1224. } else {
  1225. ret = SetDrawState(data, cmd, SHADER_SOLID, NULL);
  1226. }
  1227. if (ret) {
  1228. const GLfloat *verts = (GLfloat *)(((Uint8 *)vertices) + cmd->data.draw.first);
  1229. int op = GL_TRIANGLES; // SDL_RENDERCMD_GEOMETRY
  1230. if (thiscmdtype == SDL_RENDERCMD_DRAW_POINTS) {
  1231. op = GL_POINTS;
  1232. }
  1233. if (thiscmdtype == SDL_RENDERCMD_DRAW_POINTS) {
  1234. // SetDrawState handles glEnableClientState.
  1235. data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, verts);
  1236. } else {
  1237. // SetDrawState handles glEnableClientState.
  1238. if (thistexture) {
  1239. data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 8, verts + 0);
  1240. data->glColorPointer(4, GL_FLOAT, sizeof(float) * 8, verts + 2);
  1241. data->glTexCoordPointer(2, GL_FLOAT, sizeof(float) * 8, verts + 6);
  1242. } else {
  1243. data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 6, verts + 0);
  1244. data->glColorPointer(4, GL_FLOAT, sizeof(float) * 6, verts + 2);
  1245. }
  1246. }
  1247. data->glDrawArrays(op, 0, (GLsizei)count);
  1248. // Restore previously set color when we're done.
  1249. if (thiscmdtype != SDL_RENDERCMD_DRAW_POINTS) {
  1250. const float r = data->drawstate.color.r;
  1251. const float g = data->drawstate.color.g;
  1252. const float b = data->drawstate.color.b;
  1253. const float a = data->drawstate.color.a;
  1254. data->glColor4f(r, g, b, a);
  1255. }
  1256. }
  1257. cmd = finalcmd; // skip any copy commands we just combined in here.
  1258. break;
  1259. }
  1260. case SDL_RENDERCMD_NO_OP:
  1261. break;
  1262. }
  1263. cmd = cmd->next;
  1264. }
  1265. /* Turn off vertex array state when we're done, in case external code
  1266. relies on it being off. */
  1267. if (data->drawstate.vertex_array) {
  1268. data->glDisableClientState(GL_VERTEX_ARRAY);
  1269. data->drawstate.vertex_array = false;
  1270. }
  1271. if (data->drawstate.color_array) {
  1272. data->glDisableClientState(GL_COLOR_ARRAY);
  1273. data->drawstate.color_array = false;
  1274. }
  1275. if (data->drawstate.texture_array) {
  1276. data->glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  1277. data->drawstate.texture_array = false;
  1278. }
  1279. return GL_CheckError("", renderer);
  1280. }
  1281. static SDL_Surface *GL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect)
  1282. {
  1283. GL_RenderData *data = (GL_RenderData *)renderer->internal;
  1284. SDL_PixelFormat format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_ARGB8888;
  1285. GLint internalFormat;
  1286. GLenum targetFormat, type;
  1287. SDL_Surface *surface;
  1288. GL_ActivateRenderer(renderer);
  1289. if (!convert_format(format, &internalFormat, &targetFormat, &type)) {
  1290. SDL_SetError("Texture format %s not supported by OpenGL", SDL_GetPixelFormatName(format));
  1291. return NULL;
  1292. }
  1293. surface = SDL_CreateSurface(rect->w, rect->h, format);
  1294. if (!surface) {
  1295. return NULL;
  1296. }
  1297. int y = rect->y;
  1298. if (!renderer->target) {
  1299. int w, h;
  1300. SDL_GetRenderOutputSize(renderer, &w, &h);
  1301. y = (h - y) - rect->h;
  1302. }
  1303. data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
  1304. data->glPixelStorei(GL_PACK_ROW_LENGTH, (surface->pitch / SDL_BYTESPERPIXEL(format)));
  1305. data->glReadPixels(rect->x, y, rect->w, rect->h, targetFormat, type, surface->pixels);
  1306. if (!GL_CheckError("glReadPixels()", renderer)) {
  1307. SDL_DestroySurface(surface);
  1308. return NULL;
  1309. }
  1310. // Flip the rows to be top-down if necessary
  1311. if (!renderer->target) {
  1312. bool isstack;
  1313. int length = rect->w * SDL_BYTESPERPIXEL(format);
  1314. Uint8 *src = (Uint8 *)surface->pixels + (rect->h - 1) * surface->pitch;
  1315. Uint8 *dst = (Uint8 *)surface->pixels;
  1316. Uint8 *tmp = SDL_small_alloc(Uint8, length, &isstack);
  1317. int rows = rect->h / 2;
  1318. while (rows--) {
  1319. SDL_memcpy(tmp, dst, length);
  1320. SDL_memcpy(dst, src, length);
  1321. SDL_memcpy(src, tmp, length);
  1322. dst += surface->pitch;
  1323. src -= surface->pitch;
  1324. }
  1325. SDL_small_free(tmp, isstack);
  1326. }
  1327. return surface;
  1328. }
  1329. static bool GL_RenderPresent(SDL_Renderer *renderer)
  1330. {
  1331. GL_ActivateRenderer(renderer);
  1332. return SDL_GL_SwapWindow(renderer->window);
  1333. }
  1334. static void GL_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
  1335. {
  1336. GL_RenderData *renderdata = (GL_RenderData *)renderer->internal;
  1337. GL_TextureData *data = (GL_TextureData *)texture->internal;
  1338. GL_ActivateRenderer(renderer);
  1339. if (renderdata->drawstate.texture == texture) {
  1340. renderdata->drawstate.texture = NULL;
  1341. }
  1342. if (renderdata->drawstate.target == texture) {
  1343. renderdata->drawstate.target = NULL;
  1344. }
  1345. if (!data) {
  1346. return;
  1347. }
  1348. if (data->texture && !data->texture_external) {
  1349. renderdata->glDeleteTextures(1, &data->texture);
  1350. }
  1351. #if SDL_HAVE_YUV
  1352. if (data->yuv) {
  1353. if (!data->utexture_external) {
  1354. renderdata->glDeleteTextures(1, &data->utexture);
  1355. }
  1356. if (!data->vtexture_external) {
  1357. renderdata->glDeleteTextures(1, &data->vtexture);
  1358. }
  1359. }
  1360. if (data->nv12) {
  1361. if (!data->utexture_external) {
  1362. renderdata->glDeleteTextures(1, &data->utexture);
  1363. }
  1364. }
  1365. #endif
  1366. SDL_free(data->pixels);
  1367. SDL_free(data);
  1368. texture->internal = NULL;
  1369. }
  1370. static void GL_DestroyRenderer(SDL_Renderer *renderer)
  1371. {
  1372. GL_RenderData *data = (GL_RenderData *)renderer->internal;
  1373. if (data) {
  1374. if (data->context) {
  1375. // make sure we delete the right resources!
  1376. GL_ActivateRenderer(renderer);
  1377. }
  1378. GL_ClearErrors(renderer);
  1379. if (data->GL_ARB_debug_output_supported) {
  1380. PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARBFunc = (PFNGLDEBUGMESSAGECALLBACKARBPROC)SDL_GL_GetProcAddress("glDebugMessageCallbackARB");
  1381. // Uh oh, we don't have a safe way of removing ourselves from the callback chain, if it changed after we set our callback.
  1382. // For now, just always replace the callback with the original one
  1383. glDebugMessageCallbackARBFunc(data->next_error_callback, data->next_error_userparam);
  1384. }
  1385. if (data->shaders) {
  1386. GL_DestroyShaderContext(data->shaders);
  1387. }
  1388. if (data->context) {
  1389. while (data->framebuffers) {
  1390. GL_FBOList *nextnode = data->framebuffers->next;
  1391. // delete the framebuffer object
  1392. data->glDeleteFramebuffersEXT(1, &data->framebuffers->FBO);
  1393. GL_CheckError("", renderer);
  1394. SDL_free(data->framebuffers);
  1395. data->framebuffers = nextnode;
  1396. }
  1397. SDL_GL_DestroyContext(data->context);
  1398. }
  1399. SDL_free(data);
  1400. }
  1401. }
  1402. static bool GL_SetVSync(SDL_Renderer *renderer, const int vsync)
  1403. {
  1404. int interval = 0;
  1405. if (!SDL_GL_SetSwapInterval(vsync)) {
  1406. return false;
  1407. }
  1408. if (!SDL_GL_GetSwapInterval(&interval)) {
  1409. return false;
  1410. }
  1411. if (interval != vsync) {
  1412. return SDL_Unsupported();
  1413. }
  1414. return true;
  1415. }
  1416. static bool GL_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_PropertiesID create_props)
  1417. {
  1418. GL_RenderData *data = NULL;
  1419. GLint value;
  1420. SDL_WindowFlags window_flags;
  1421. int profile_mask = 0, major = 0, minor = 0;
  1422. bool changed_window = false;
  1423. const char *hint;
  1424. bool non_power_of_two_supported = false;
  1425. SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile_mask);
  1426. SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major);
  1427. SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor);
  1428. #ifndef SDL_VIDEO_VITA_PVR_OGL
  1429. SDL_SyncWindow(window);
  1430. window_flags = SDL_GetWindowFlags(window);
  1431. if (!(window_flags & SDL_WINDOW_OPENGL) ||
  1432. profile_mask == SDL_GL_CONTEXT_PROFILE_ES || major != RENDERER_CONTEXT_MAJOR || minor != RENDERER_CONTEXT_MINOR) {
  1433. changed_window = true;
  1434. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, 0);
  1435. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR);
  1436. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR);
  1437. if (!SDL_RecreateWindow(window, (window_flags & ~(SDL_WINDOW_VULKAN | SDL_WINDOW_METAL)) | SDL_WINDOW_OPENGL)) {
  1438. goto error;
  1439. }
  1440. }
  1441. #endif
  1442. SDL_SetupRendererColorspace(renderer, create_props);
  1443. if (renderer->output_colorspace != SDL_COLORSPACE_SRGB) {
  1444. SDL_SetError("Unsupported output colorspace");
  1445. goto error;
  1446. }
  1447. data = (GL_RenderData *)SDL_calloc(1, sizeof(*data));
  1448. if (!data) {
  1449. goto error;
  1450. }
  1451. renderer->WindowEvent = GL_WindowEvent;
  1452. renderer->SupportsBlendMode = GL_SupportsBlendMode;
  1453. renderer->CreateTexture = GL_CreateTexture;
  1454. renderer->UpdateTexture = GL_UpdateTexture;
  1455. #if SDL_HAVE_YUV
  1456. renderer->UpdateTextureYUV = GL_UpdateTextureYUV;
  1457. renderer->UpdateTextureNV = GL_UpdateTextureNV;
  1458. #endif
  1459. renderer->LockTexture = GL_LockTexture;
  1460. renderer->UnlockTexture = GL_UnlockTexture;
  1461. renderer->SetTextureScaleMode = GL_SetTextureScaleMode;
  1462. renderer->SetRenderTarget = GL_SetRenderTarget;
  1463. renderer->QueueSetViewport = GL_QueueNoOp;
  1464. renderer->QueueSetDrawColor = GL_QueueNoOp;
  1465. renderer->QueueDrawPoints = GL_QueueDrawPoints;
  1466. renderer->QueueDrawLines = GL_QueueDrawLines;
  1467. renderer->QueueGeometry = GL_QueueGeometry;
  1468. renderer->InvalidateCachedState = GL_InvalidateCachedState;
  1469. renderer->RunCommandQueue = GL_RunCommandQueue;
  1470. renderer->RenderReadPixels = GL_RenderReadPixels;
  1471. renderer->RenderPresent = GL_RenderPresent;
  1472. renderer->DestroyTexture = GL_DestroyTexture;
  1473. renderer->DestroyRenderer = GL_DestroyRenderer;
  1474. renderer->SetVSync = GL_SetVSync;
  1475. renderer->internal = data;
  1476. GL_InvalidateCachedState(renderer);
  1477. renderer->window = window;
  1478. renderer->name = GL_RenderDriver.name;
  1479. SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ARGB8888);
  1480. SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR8888);
  1481. SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XRGB8888);
  1482. SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XBGR8888);
  1483. data->context = SDL_GL_CreateContext(window);
  1484. if (!data->context) {
  1485. goto error;
  1486. }
  1487. if (!SDL_GL_MakeCurrent(window, data->context)) {
  1488. goto error;
  1489. }
  1490. if (!GL_LoadFunctions(data)) {
  1491. goto error;
  1492. }
  1493. #ifdef SDL_PLATFORM_MACOS
  1494. // Enable multi-threaded rendering
  1495. /* Disabled until Ryan finishes his VBO/PBO code...
  1496. CGLEnable(CGLGetCurrentContext(), kCGLCEMPEngine);
  1497. */
  1498. #endif
  1499. // Check for debug output support
  1500. if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_FLAGS, &value) &&
  1501. (value & SDL_GL_CONTEXT_DEBUG_FLAG)) {
  1502. data->debug_enabled = true;
  1503. }
  1504. if (data->debug_enabled && SDL_GL_ExtensionSupported("GL_ARB_debug_output")) {
  1505. PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARBFunc = (PFNGLDEBUGMESSAGECALLBACKARBPROC)SDL_GL_GetProcAddress("glDebugMessageCallbackARB");
  1506. data->GL_ARB_debug_output_supported = true;
  1507. data->glGetPointerv(GL_DEBUG_CALLBACK_FUNCTION_ARB, (GLvoid **)(char *)&data->next_error_callback);
  1508. data->glGetPointerv(GL_DEBUG_CALLBACK_USER_PARAM_ARB, &data->next_error_userparam);
  1509. glDebugMessageCallbackARBFunc(GL_HandleDebugMessage, renderer);
  1510. // Make sure our callback is called when errors actually happen
  1511. data->glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
  1512. }
  1513. hint = SDL_GetHint("GL_ARB_texture_non_power_of_two");
  1514. if (!hint || *hint != '0') {
  1515. bool isGL2 = false;
  1516. const char *verstr = (const char *)data->glGetString(GL_VERSION);
  1517. if (verstr) {
  1518. char verbuf[16];
  1519. char *ptr;
  1520. SDL_strlcpy(verbuf, verstr, sizeof(verbuf));
  1521. ptr = SDL_strchr(verbuf, '.');
  1522. if (ptr) {
  1523. *ptr = '\0';
  1524. if (SDL_atoi(verbuf) >= 2) {
  1525. isGL2 = true;
  1526. }
  1527. }
  1528. }
  1529. if (isGL2 || SDL_GL_ExtensionSupported("GL_ARB_texture_non_power_of_two")) {
  1530. non_power_of_two_supported = true;
  1531. }
  1532. }
  1533. data->textype = GL_TEXTURE_2D;
  1534. if (non_power_of_two_supported) {
  1535. data->GL_ARB_texture_non_power_of_two_supported = true;
  1536. data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
  1537. SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, value);
  1538. } else if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle") ||
  1539. SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) {
  1540. data->GL_ARB_texture_rectangle_supported = true;
  1541. data->textype = GL_TEXTURE_RECTANGLE_ARB;
  1542. data->glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB, &value);
  1543. SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, value);
  1544. } else {
  1545. data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
  1546. SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, value);
  1547. }
  1548. // Check for multitexture support
  1549. if (SDL_GL_ExtensionSupported("GL_ARB_multitexture")) {
  1550. data->glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC)SDL_GL_GetProcAddress("glActiveTextureARB");
  1551. if (data->glActiveTextureARB) {
  1552. data->GL_ARB_multitexture_supported = true;
  1553. data->glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &data->num_texture_units);
  1554. }
  1555. }
  1556. // Check for shader support
  1557. data->shaders = GL_CreateShaderContext();
  1558. SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL shaders: %s",
  1559. data->shaders ? "ENABLED" : "DISABLED");
  1560. #if SDL_HAVE_YUV
  1561. // We support YV12 textures using 3 textures and a shader
  1562. if (data->shaders && data->num_texture_units >= 3) {
  1563. SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_YV12);
  1564. SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_IYUV);
  1565. }
  1566. // We support NV12 textures using 2 textures and a shader
  1567. if (data->shaders && data->num_texture_units >= 2) {
  1568. SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV12);
  1569. SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV21);
  1570. }
  1571. #endif
  1572. #ifdef SDL_PLATFORM_MACOS
  1573. SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_UYVY);
  1574. #endif
  1575. renderer->rect_index_order[0] = 0;
  1576. renderer->rect_index_order[1] = 1;
  1577. renderer->rect_index_order[2] = 3;
  1578. renderer->rect_index_order[3] = 1;
  1579. renderer->rect_index_order[4] = 3;
  1580. renderer->rect_index_order[5] = 2;
  1581. if (SDL_GL_ExtensionSupported("GL_EXT_framebuffer_object")) {
  1582. data->GL_EXT_framebuffer_object_supported = true;
  1583. data->glGenFramebuffersEXT = (PFNGLGENFRAMEBUFFERSEXTPROC)
  1584. SDL_GL_GetProcAddress("glGenFramebuffersEXT");
  1585. data->glDeleteFramebuffersEXT = (PFNGLDELETEFRAMEBUFFERSEXTPROC)
  1586. SDL_GL_GetProcAddress("glDeleteFramebuffersEXT");
  1587. data->glFramebufferTexture2DEXT = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)
  1588. SDL_GL_GetProcAddress("glFramebufferTexture2DEXT");
  1589. data->glBindFramebufferEXT = (PFNGLBINDFRAMEBUFFEREXTPROC)
  1590. SDL_GL_GetProcAddress("glBindFramebufferEXT");
  1591. data->glCheckFramebufferStatusEXT = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)
  1592. SDL_GL_GetProcAddress("glCheckFramebufferStatusEXT");
  1593. } else {
  1594. SDL_SetError("Can't create render targets, GL_EXT_framebuffer_object not available");
  1595. goto error;
  1596. }
  1597. // Set up parameters for rendering
  1598. data->glMatrixMode(GL_MODELVIEW);
  1599. data->glLoadIdentity();
  1600. data->glDisable(GL_DEPTH_TEST);
  1601. data->glDisable(GL_CULL_FACE);
  1602. data->glDisable(GL_SCISSOR_TEST);
  1603. data->glDisable(data->textype);
  1604. data->glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
  1605. data->glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
  1606. // This ended up causing video discrepancies between OpenGL and Direct3D
  1607. // data->glEnable(GL_LINE_SMOOTH);
  1608. data->drawstate.color.r = 1.0f;
  1609. data->drawstate.color.g = 1.0f;
  1610. data->drawstate.color.b = 1.0f;
  1611. data->drawstate.color.a = 1.0f;
  1612. data->drawstate.clear_color.r = 1.0f;
  1613. data->drawstate.clear_color.g = 1.0f;
  1614. data->drawstate.clear_color.b = 1.0f;
  1615. data->drawstate.clear_color.a = 1.0f;
  1616. return true;
  1617. error:
  1618. if (changed_window) {
  1619. // Uh oh, better try to put it back...
  1620. char *error = SDL_strdup(SDL_GetError());
  1621. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile_mask);
  1622. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major);
  1623. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor);
  1624. SDL_RecreateWindow(window, window_flags);
  1625. SDL_SetError("%s", error);
  1626. SDL_free(error);
  1627. }
  1628. return false;
  1629. }
  1630. SDL_RenderDriver GL_RenderDriver = {
  1631. GL_CreateRenderer, "opengl"
  1632. };
  1633. #endif // SDL_VIDEO_RENDER_OGL