diff options
| author | 3gg <3gg@shellblade.net> | 2025-12-27 12:03:39 -0800 |
|---|---|---|
| committer | 3gg <3gg@shellblade.net> | 2025-12-27 12:03:39 -0800 |
| commit | 5a079a2d114f96d4847d1ee305d5b7c16eeec50e (patch) | |
| tree | 8926ab44f168acf787d8e19608857b3af0f82758 /contrib/SDL-3.2.8/src/render/opengles2 | |
Initial commit
Diffstat (limited to 'contrib/SDL-3.2.8/src/render/opengles2')
4 files changed, 2756 insertions, 0 deletions
diff --git a/contrib/SDL-3.2.8/src/render/opengles2/SDL_gles2funcs.h b/contrib/SDL-3.2.8/src/render/opengles2/SDL_gles2funcs.h new file mode 100644 index 0000000..bbc47a4 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/opengles2/SDL_gles2funcs.h | |||
| @@ -0,0 +1,78 @@ | |||
| 1 | /* | ||
| 2 | Simple DirectMedia Layer | ||
| 3 | Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org> | ||
| 4 | |||
| 5 | This software is provided 'as-is', without any express or implied | ||
| 6 | warranty. In no event will the authors be held liable for any damages | ||
| 7 | arising from the use of this software. | ||
| 8 | |||
| 9 | Permission is granted to anyone to use this software for any purpose, | ||
| 10 | including commercial applications, and to alter it and redistribute it | ||
| 11 | freely, subject to the following restrictions: | ||
| 12 | |||
| 13 | 1. The origin of this software must not be misrepresented; you must not | ||
| 14 | claim that you wrote the original software. If you use this software | ||
| 15 | in a product, an acknowledgment in the product documentation would be | ||
| 16 | appreciated but is not required. | ||
| 17 | 2. Altered source versions must be plainly marked as such, and must not be | ||
| 18 | misrepresented as being the original software. | ||
| 19 | 3. This notice may not be removed or altered from any source distribution. | ||
| 20 | */ | ||
| 21 | |||
| 22 | SDL_PROC(void, glActiveTexture, (GLenum)) | ||
| 23 | SDL_PROC(void, glAttachShader, (GLuint, GLuint)) | ||
| 24 | SDL_PROC(void, glBindAttribLocation, (GLuint, GLuint, const char *)) | ||
| 25 | SDL_PROC(void, glBindTexture, (GLenum, GLuint)) | ||
| 26 | SDL_PROC(void, glBlendEquationSeparate, (GLenum, GLenum)) | ||
| 27 | SDL_PROC(void, glBlendFuncSeparate, (GLenum, GLenum, GLenum, GLenum)) | ||
| 28 | SDL_PROC(void, glClear, (GLbitfield)) | ||
| 29 | SDL_PROC(void, glClearColor, (GLclampf, GLclampf, GLclampf, GLclampf)) | ||
| 30 | SDL_PROC(void, glCompileShader, (GLuint)) | ||
| 31 | SDL_PROC(GLuint, glCreateProgram, (void)) | ||
| 32 | SDL_PROC(GLuint, glCreateShader, (GLenum)) | ||
| 33 | SDL_PROC(void, glDeleteProgram, (GLuint)) | ||
| 34 | SDL_PROC(void, glDeleteShader, (GLuint)) | ||
| 35 | SDL_PROC(void, glDeleteTextures, (GLsizei, const GLuint *)) | ||
| 36 | SDL_PROC(void, glDisable, (GLenum)) | ||
| 37 | SDL_PROC(void, glDisableVertexAttribArray, (GLuint)) | ||
| 38 | SDL_PROC(void, glDrawArrays, (GLenum, GLint, GLsizei)) | ||
| 39 | SDL_PROC(void, glEnable, (GLenum)) | ||
| 40 | SDL_PROC(void, glEnableVertexAttribArray, (GLuint)) | ||
| 41 | SDL_PROC(void, glFinish, (void)) | ||
| 42 | SDL_PROC(void, glGenFramebuffers, (GLsizei, GLuint *)) | ||
| 43 | SDL_PROC(void, glGenTextures, (GLsizei, GLuint *)) | ||
| 44 | SDL_PROC(const GLubyte *, glGetString, (GLenum)) | ||
| 45 | SDL_PROC(GLenum, glGetError, (void)) | ||
| 46 | SDL_PROC(void, glGetIntegerv, (GLenum, GLint *)) | ||
| 47 | SDL_PROC(void, glGetProgramiv, (GLuint, GLenum, GLint *)) | ||
| 48 | SDL_PROC(void, glGetShaderInfoLog, (GLuint, GLsizei, GLsizei *, char *)) | ||
| 49 | SDL_PROC(void, glGetShaderiv, (GLuint, GLenum, GLint *)) | ||
| 50 | SDL_PROC(GLint, glGetUniformLocation, (GLuint, const char *)) | ||
| 51 | SDL_PROC(void, glLinkProgram, (GLuint)) | ||
| 52 | SDL_PROC(void, glPixelStorei, (GLenum, GLint)) | ||
| 53 | SDL_PROC(void, glReadPixels, (GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoid *)) | ||
| 54 | SDL_PROC(void, glScissor, (GLint, GLint, GLsizei, GLsizei)) | ||
| 55 | SDL_PROC(void, glShaderBinary, (GLsizei, const GLuint *, GLenum, const void *, GLsizei)) | ||
| 56 | SDL_PROC(void, glShaderSource, (GLuint, GLsizei, const GLchar *const *, const GLint *)) | ||
| 57 | SDL_PROC(void, glTexImage2D, (GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const void *)) | ||
| 58 | SDL_PROC(void, glTexParameteri, (GLenum, GLenum, GLint)) | ||
| 59 | SDL_PROC(void, glTexSubImage2D, (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *)) | ||
| 60 | SDL_PROC(void, glUniform1i, (GLint, GLint)) | ||
| 61 | SDL_PROC(void, glUniform3f, (GLint, GLfloat, GLfloat, GLfloat)) | ||
| 62 | SDL_PROC(void, glUniform4f, (GLint, GLfloat, GLfloat, GLfloat, GLfloat)) | ||
| 63 | SDL_PROC(void, glUniformMatrix3fv, (GLint, GLsizei, GLboolean, const GLfloat *)) | ||
| 64 | SDL_PROC(void, glUniformMatrix4fv, (GLint, GLsizei, GLboolean, const GLfloat *)) | ||
| 65 | SDL_PROC(void, glUseProgram, (GLuint)) | ||
| 66 | SDL_PROC(void, glVertexAttribPointer, (GLuint, GLint, GLenum, GLboolean, GLsizei, const void *)) | ||
| 67 | SDL_PROC(void, glViewport, (GLint, GLint, GLsizei, GLsizei)) | ||
| 68 | SDL_PROC(void, glBindFramebuffer, (GLenum, GLuint)) | ||
| 69 | SDL_PROC(void, glFramebufferTexture2D, (GLenum, GLenum, GLenum, GLuint, GLint)) | ||
| 70 | SDL_PROC(GLenum, glCheckFramebufferStatus, (GLenum)) | ||
| 71 | SDL_PROC(void, glDeleteFramebuffers, (GLsizei, const GLuint *)) | ||
| 72 | SDL_PROC(GLint, glGetAttribLocation, (GLuint, const GLchar *)) | ||
| 73 | SDL_PROC(void, glGetProgramInfoLog, (GLuint, GLsizei, GLsizei *, GLchar *)) | ||
| 74 | SDL_PROC(void, glGenBuffers, (GLsizei, GLuint *)) | ||
| 75 | SDL_PROC(void, glDeleteBuffers, (GLsizei, const GLuint *)) | ||
| 76 | SDL_PROC(void, glBindBuffer, (GLenum, GLuint)) | ||
| 77 | SDL_PROC(void, glBufferData, (GLenum, GLsizeiptr, const GLvoid *, GLenum)) | ||
| 78 | SDL_PROC(void, glBufferSubData, (GLenum, GLintptr, GLsizeiptr, const GLvoid *)) | ||
diff --git a/contrib/SDL-3.2.8/src/render/opengles2/SDL_render_gles2.c b/contrib/SDL-3.2.8/src/render/opengles2/SDL_render_gles2.c new file mode 100644 index 0000000..0e142a7 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/opengles2/SDL_render_gles2.c | |||
| @@ -0,0 +1,2226 @@ | |||
| 1 | /* | ||
| 2 | Simple DirectMedia Layer | ||
| 3 | Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org> | ||
| 4 | |||
| 5 | This software is provided 'as-is', without any express or implied | ||
| 6 | warranty. In no event will the authors be held liable for any damages | ||
| 7 | arising from the use of this software. | ||
| 8 | |||
| 9 | Permission is granted to anyone to use this software for any purpose, | ||
| 10 | including commercial applications, and to alter it and redistribute it | ||
| 11 | freely, subject to the following restrictions: | ||
| 12 | |||
| 13 | 1. The origin of this software must not be misrepresented; you must not | ||
| 14 | claim that you wrote the original software. If you use this software | ||
| 15 | in a product, an acknowledgment in the product documentation would be | ||
| 16 | appreciated but is not required. | ||
| 17 | 2. Altered source versions must be plainly marked as such, and must not be | ||
| 18 | misrepresented as being the original software. | ||
| 19 | 3. This notice may not be removed or altered from any source distribution. | ||
| 20 | */ | ||
| 21 | #include "SDL_internal.h" | ||
| 22 | |||
| 23 | #ifdef SDL_VIDEO_RENDER_OGL_ES2 | ||
| 24 | |||
| 25 | #include "../../video/SDL_sysvideo.h" // For SDL_RecreateWindow | ||
| 26 | #include <SDL3/SDL_opengles2.h> | ||
| 27 | #include "../SDL_sysrender.h" | ||
| 28 | #include "../../video/SDL_pixels_c.h" | ||
| 29 | #include "SDL_shaders_gles2.h" | ||
| 30 | |||
| 31 | /* WebGL doesn't offer client-side arrays, so use Vertex Buffer Objects | ||
| 32 | on Emscripten, which converts GLES2 into WebGL calls. | ||
| 33 | In all other cases, attempt to use client-side arrays, as they tend to | ||
| 34 | be dramatically faster when not batching, and about the same when | ||
| 35 | we are. */ | ||
| 36 | #ifdef SDL_PLATFORM_EMSCRIPTEN | ||
| 37 | #define USE_VERTEX_BUFFER_OBJECTS 1 | ||
| 38 | #else | ||
| 39 | #define USE_VERTEX_BUFFER_OBJECTS 0 | ||
| 40 | #endif | ||
| 41 | |||
| 42 | /* To prevent unnecessary window recreation, | ||
| 43 | * these should match the defaults selected in SDL_GL_ResetAttributes | ||
| 44 | */ | ||
| 45 | #define RENDERER_CONTEXT_MAJOR 2 | ||
| 46 | #define RENDERER_CONTEXT_MINOR 0 | ||
| 47 | |||
| 48 | /************************************************************************************************* | ||
| 49 | * Context structures * | ||
| 50 | *************************************************************************************************/ | ||
| 51 | |||
| 52 | typedef struct GLES2_FBOList GLES2_FBOList; | ||
| 53 | |||
| 54 | struct GLES2_FBOList | ||
| 55 | { | ||
| 56 | Uint32 w, h; | ||
| 57 | GLuint FBO; | ||
| 58 | GLES2_FBOList *next; | ||
| 59 | }; | ||
| 60 | |||
| 61 | typedef struct GLES2_TextureData | ||
| 62 | { | ||
| 63 | GLuint texture; | ||
| 64 | bool texture_external; | ||
| 65 | GLenum texture_type; | ||
| 66 | GLenum pixel_format; | ||
| 67 | GLenum pixel_type; | ||
| 68 | void *pixel_data; | ||
| 69 | int pitch; | ||
| 70 | #ifdef SDL_HAVE_YUV | ||
| 71 | // YUV texture support | ||
| 72 | bool yuv; | ||
| 73 | bool nv12; | ||
| 74 | GLuint texture_v; | ||
| 75 | GLuint texture_v_external; | ||
| 76 | GLuint texture_u; | ||
| 77 | GLuint texture_u_external; | ||
| 78 | #endif | ||
| 79 | GLES2_FBOList *fbo; | ||
| 80 | } GLES2_TextureData; | ||
| 81 | |||
| 82 | typedef enum | ||
| 83 | { | ||
| 84 | GLES2_ATTRIBUTE_POSITION = 0, | ||
| 85 | GLES2_ATTRIBUTE_COLOR = 1, | ||
| 86 | GLES2_ATTRIBUTE_TEXCOORD = 2, | ||
| 87 | } GLES2_Attribute; | ||
| 88 | |||
| 89 | typedef enum | ||
| 90 | { | ||
| 91 | GLES2_UNIFORM_PROJECTION, | ||
| 92 | GLES2_UNIFORM_TEXTURE, | ||
| 93 | GLES2_UNIFORM_TEXTURE_U, | ||
| 94 | GLES2_UNIFORM_TEXTURE_V, | ||
| 95 | GLES2_UNIFORM_OFFSET, | ||
| 96 | GLES2_UNIFORM_MATRIX, | ||
| 97 | NUM_GLES2_UNIFORMS | ||
| 98 | } GLES2_Uniform; | ||
| 99 | |||
| 100 | static const char *GLES2_UniformNames[] = { | ||
| 101 | "u_projection", | ||
| 102 | "u_texture", | ||
| 103 | "u_texture_u", | ||
| 104 | "u_texture_v", | ||
| 105 | "u_offset", | ||
| 106 | "u_matrix" | ||
| 107 | }; | ||
| 108 | SDL_COMPILE_TIME_ASSERT(GLES2_UniformNames, SDL_arraysize(GLES2_UniformNames) == NUM_GLES2_UNIFORMS); | ||
| 109 | |||
| 110 | typedef struct GLES2_ProgramCacheEntry | ||
| 111 | { | ||
| 112 | GLuint id; | ||
| 113 | GLuint vertex_shader; | ||
| 114 | GLuint fragment_shader; | ||
| 115 | GLuint uniform_locations[NUM_GLES2_UNIFORMS]; | ||
| 116 | GLfloat projection[4][4]; | ||
| 117 | const float *shader_params; | ||
| 118 | struct GLES2_ProgramCacheEntry *prev; | ||
| 119 | struct GLES2_ProgramCacheEntry *next; | ||
| 120 | } GLES2_ProgramCacheEntry; | ||
| 121 | |||
| 122 | typedef struct GLES2_ProgramCache | ||
| 123 | { | ||
| 124 | int count; | ||
| 125 | GLES2_ProgramCacheEntry *head; | ||
| 126 | GLES2_ProgramCacheEntry *tail; | ||
| 127 | } GLES2_ProgramCache; | ||
| 128 | |||
| 129 | typedef enum | ||
| 130 | { | ||
| 131 | GLES2_IMAGESOURCE_INVALID, | ||
| 132 | GLES2_IMAGESOURCE_SOLID, | ||
| 133 | GLES2_IMAGESOURCE_TEXTURE_ABGR, | ||
| 134 | GLES2_IMAGESOURCE_TEXTURE_ARGB, | ||
| 135 | GLES2_IMAGESOURCE_TEXTURE_RGB, | ||
| 136 | GLES2_IMAGESOURCE_TEXTURE_BGR, | ||
| 137 | GLES2_IMAGESOURCE_TEXTURE_YUV, | ||
| 138 | GLES2_IMAGESOURCE_TEXTURE_NV12, | ||
| 139 | GLES2_IMAGESOURCE_TEXTURE_NV21, | ||
| 140 | GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES | ||
| 141 | } GLES2_ImageSource; | ||
| 142 | |||
| 143 | typedef struct | ||
| 144 | { | ||
| 145 | SDL_Rect viewport; | ||
| 146 | bool viewport_dirty; | ||
| 147 | SDL_Texture *texture; | ||
| 148 | SDL_Texture *target; | ||
| 149 | SDL_BlendMode blend; | ||
| 150 | bool cliprect_enabled_dirty; | ||
| 151 | bool cliprect_enabled; | ||
| 152 | bool cliprect_dirty; | ||
| 153 | SDL_Rect cliprect; | ||
| 154 | bool texturing; | ||
| 155 | bool texturing_dirty; | ||
| 156 | SDL_FColor clear_color; | ||
| 157 | bool clear_color_dirty; | ||
| 158 | int drawablew; | ||
| 159 | int drawableh; | ||
| 160 | GLES2_ProgramCacheEntry *program; | ||
| 161 | const float *shader_params; | ||
| 162 | GLfloat projection[4][4]; | ||
| 163 | } GLES2_DrawStateCache; | ||
| 164 | |||
| 165 | typedef struct GLES2_RenderData | ||
| 166 | { | ||
| 167 | SDL_GLContext context; | ||
| 168 | |||
| 169 | bool debug_enabled; | ||
| 170 | |||
| 171 | bool GL_EXT_blend_minmax_supported; | ||
| 172 | |||
| 173 | #define SDL_PROC(ret, func, params) ret (APIENTRY *func) params; | ||
| 174 | #include "SDL_gles2funcs.h" | ||
| 175 | #undef SDL_PROC | ||
| 176 | GLES2_FBOList *framebuffers; | ||
| 177 | GLuint window_framebuffer; | ||
| 178 | |||
| 179 | GLuint shader_id_cache[GLES2_SHADER_COUNT]; | ||
| 180 | |||
| 181 | GLES2_ProgramCache program_cache; | ||
| 182 | Uint8 clear_r, clear_g, clear_b, clear_a; | ||
| 183 | |||
| 184 | #if USE_VERTEX_BUFFER_OBJECTS | ||
| 185 | GLuint vertex_buffers[8]; | ||
| 186 | size_t vertex_buffer_size[8]; | ||
| 187 | int current_vertex_buffer; | ||
| 188 | #endif | ||
| 189 | |||
| 190 | GLES2_DrawStateCache drawstate; | ||
| 191 | GLES2_ShaderIncludeType texcoord_precision_hint; | ||
| 192 | } GLES2_RenderData; | ||
| 193 | |||
| 194 | #define GLES2_MAX_CACHED_PROGRAMS 8 | ||
| 195 | |||
| 196 | static const char *GL_TranslateError(GLenum error) | ||
| 197 | { | ||
| 198 | #define GL_ERROR_TRANSLATE(e) \ | ||
| 199 | case e: \ | ||
| 200 | return #e; | ||
| 201 | switch (error) { | ||
| 202 | GL_ERROR_TRANSLATE(GL_INVALID_ENUM) | ||
| 203 | GL_ERROR_TRANSLATE(GL_INVALID_VALUE) | ||
| 204 | GL_ERROR_TRANSLATE(GL_INVALID_OPERATION) | ||
| 205 | GL_ERROR_TRANSLATE(GL_OUT_OF_MEMORY) | ||
| 206 | GL_ERROR_TRANSLATE(GL_NO_ERROR) | ||
| 207 | default: | ||
| 208 | return "UNKNOWN"; | ||
| 209 | } | ||
| 210 | #undef GL_ERROR_TRANSLATE | ||
| 211 | } | ||
| 212 | |||
| 213 | static void GL_ClearErrors(SDL_Renderer *renderer) | ||
| 214 | { | ||
| 215 | GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal; | ||
| 216 | |||
| 217 | if (!data->debug_enabled) { | ||
| 218 | return; | ||
| 219 | } | ||
| 220 | while (data->glGetError() != GL_NO_ERROR) { | ||
| 221 | // continue; | ||
| 222 | } | ||
| 223 | } | ||
| 224 | |||
| 225 | static bool GL_CheckAllErrors(const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function) | ||
| 226 | { | ||
| 227 | GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal; | ||
| 228 | bool result = true; | ||
| 229 | |||
| 230 | if (!data->debug_enabled) { | ||
| 231 | return true; | ||
| 232 | } | ||
| 233 | // check gl errors (can return multiple errors) | ||
| 234 | for (;;) { | ||
| 235 | GLenum error = data->glGetError(); | ||
| 236 | if (error != GL_NO_ERROR) { | ||
| 237 | if (!prefix || prefix[0] == '\0') { | ||
| 238 | prefix = "generic"; | ||
| 239 | } | ||
| 240 | SDL_SetError("%s: %s (%d): %s %s (0x%X)", prefix, file, line, function, GL_TranslateError(error), error); | ||
| 241 | result = false; | ||
| 242 | } else { | ||
| 243 | break; | ||
| 244 | } | ||
| 245 | } | ||
| 246 | return result; | ||
| 247 | } | ||
| 248 | |||
| 249 | #if 0 | ||
| 250 | #define GL_CheckError(prefix, renderer) | ||
| 251 | #else | ||
| 252 | #define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, SDL_FILE, SDL_LINE, SDL_FUNCTION) | ||
| 253 | #endif | ||
| 254 | |||
| 255 | /************************************************************************************************* | ||
| 256 | * Renderer state APIs * | ||
| 257 | *************************************************************************************************/ | ||
| 258 | |||
| 259 | static bool GLES2_LoadFunctions(GLES2_RenderData *data) | ||
| 260 | { | ||
| 261 | #ifdef SDL_VIDEO_DRIVER_UIKIT | ||
| 262 | #define __SDL_NOGETPROCADDR__ | ||
| 263 | #elif defined(SDL_VIDEO_DRIVER_ANDROID) | ||
| 264 | #define __SDL_NOGETPROCADDR__ | ||
| 265 | #endif | ||
| 266 | |||
| 267 | #if defined __SDL_NOGETPROCADDR__ | ||
| 268 | #define SDL_PROC(ret, func, params) data->func = func; | ||
| 269 | #else | ||
| 270 | #define SDL_PROC(ret, func, params) \ | ||
| 271 | do { \ | ||
| 272 | data->func = (ret (APIENTRY *) params)SDL_GL_GetProcAddress(#func); \ | ||
| 273 | if (!data->func) { \ | ||
| 274 | return SDL_SetError("Couldn't load GLES2 function %s: %s", #func, SDL_GetError()); \ | ||
| 275 | } \ | ||
| 276 | } while (0); | ||
| 277 | #endif // __SDL_NOGETPROCADDR__ | ||
| 278 | |||
| 279 | #include "SDL_gles2funcs.h" | ||
| 280 | #undef SDL_PROC | ||
| 281 | return true; | ||
| 282 | } | ||
| 283 | |||
| 284 | static GLES2_FBOList *GLES2_GetFBO(GLES2_RenderData *data, Uint32 w, Uint32 h) | ||
| 285 | { | ||
| 286 | GLES2_FBOList *result = data->framebuffers; | ||
| 287 | while ((result) && ((result->w != w) || (result->h != h))) { | ||
| 288 | result = result->next; | ||
| 289 | } | ||
| 290 | if (!result) { | ||
| 291 | result = (GLES2_FBOList *)SDL_malloc(sizeof(GLES2_FBOList)); | ||
| 292 | result->w = w; | ||
| 293 | result->h = h; | ||
| 294 | data->glGenFramebuffers(1, &result->FBO); | ||
| 295 | result->next = data->framebuffers; | ||
| 296 | data->framebuffers = result; | ||
| 297 | } | ||
| 298 | return result; | ||
| 299 | } | ||
| 300 | |||
| 301 | static bool GLES2_ActivateRenderer(SDL_Renderer *renderer) | ||
| 302 | { | ||
| 303 | GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal; | ||
| 304 | |||
| 305 | if (SDL_GL_GetCurrentContext() != data->context) { | ||
| 306 | // Null out the current program to ensure we set it again | ||
| 307 | data->drawstate.program = NULL; | ||
| 308 | |||
| 309 | if (!SDL_GL_MakeCurrent(renderer->window, data->context)) { | ||
| 310 | return false; | ||
| 311 | } | ||
| 312 | } | ||
| 313 | |||
| 314 | GL_ClearErrors(renderer); | ||
| 315 | |||
| 316 | return true; | ||
| 317 | } | ||
| 318 | |||
| 319 | static void GLES2_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event) | ||
| 320 | { | ||
| 321 | GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal; | ||
| 322 | |||
| 323 | if (event->type == SDL_EVENT_WINDOW_MINIMIZED) { | ||
| 324 | // According to Apple documentation, we need to finish drawing NOW! | ||
| 325 | data->glFinish(); | ||
| 326 | } | ||
| 327 | } | ||
| 328 | |||
| 329 | static GLenum GetBlendFunc(SDL_BlendFactor factor) | ||
| 330 | { | ||
| 331 | switch (factor) { | ||
| 332 | case SDL_BLENDFACTOR_ZERO: | ||
| 333 | return GL_ZERO; | ||
| 334 | case SDL_BLENDFACTOR_ONE: | ||
| 335 | return GL_ONE; | ||
| 336 | case SDL_BLENDFACTOR_SRC_COLOR: | ||
| 337 | return GL_SRC_COLOR; | ||
| 338 | case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR: | ||
| 339 | return GL_ONE_MINUS_SRC_COLOR; | ||
| 340 | case SDL_BLENDFACTOR_SRC_ALPHA: | ||
| 341 | return GL_SRC_ALPHA; | ||
| 342 | case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA: | ||
| 343 | return GL_ONE_MINUS_SRC_ALPHA; | ||
| 344 | case SDL_BLENDFACTOR_DST_COLOR: | ||
| 345 | return GL_DST_COLOR; | ||
| 346 | case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR: | ||
| 347 | return GL_ONE_MINUS_DST_COLOR; | ||
| 348 | case SDL_BLENDFACTOR_DST_ALPHA: | ||
| 349 | return GL_DST_ALPHA; | ||
| 350 | case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA: | ||
| 351 | return GL_ONE_MINUS_DST_ALPHA; | ||
| 352 | default: | ||
| 353 | return GL_INVALID_ENUM; | ||
| 354 | } | ||
| 355 | } | ||
| 356 | |||
| 357 | static GLenum GetBlendEquation(SDL_BlendOperation operation) | ||
| 358 | { | ||
| 359 | switch (operation) { | ||
| 360 | case SDL_BLENDOPERATION_ADD: | ||
| 361 | return GL_FUNC_ADD; | ||
| 362 | case SDL_BLENDOPERATION_SUBTRACT: | ||
| 363 | return GL_FUNC_SUBTRACT; | ||
| 364 | case SDL_BLENDOPERATION_REV_SUBTRACT: | ||
| 365 | return GL_FUNC_REVERSE_SUBTRACT; | ||
| 366 | case SDL_BLENDOPERATION_MINIMUM: | ||
| 367 | return GL_MIN_EXT; | ||
| 368 | case SDL_BLENDOPERATION_MAXIMUM: | ||
| 369 | return GL_MAX_EXT; | ||
| 370 | default: | ||
| 371 | return GL_INVALID_ENUM; | ||
| 372 | } | ||
| 373 | } | ||
| 374 | |||
| 375 | static bool GLES2_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode) | ||
| 376 | { | ||
| 377 | GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal; | ||
| 378 | |||
| 379 | SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode); | ||
| 380 | SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode); | ||
| 381 | SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode); | ||
| 382 | SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode); | ||
| 383 | SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode); | ||
| 384 | SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode); | ||
| 385 | |||
| 386 | if (GetBlendFunc(srcColorFactor) == GL_INVALID_ENUM || | ||
| 387 | GetBlendFunc(srcAlphaFactor) == GL_INVALID_ENUM || | ||
| 388 | GetBlendEquation(colorOperation) == GL_INVALID_ENUM || | ||
| 389 | GetBlendFunc(dstColorFactor) == GL_INVALID_ENUM || | ||
| 390 | GetBlendFunc(dstAlphaFactor) == GL_INVALID_ENUM || | ||
| 391 | GetBlendEquation(alphaOperation) == GL_INVALID_ENUM) { | ||
| 392 | return false; | ||
| 393 | } | ||
| 394 | |||
| 395 | if (colorOperation == SDL_BLENDOPERATION_MINIMUM && !data->GL_EXT_blend_minmax_supported) { | ||
| 396 | return false; | ||
| 397 | } | ||
| 398 | if (colorOperation == SDL_BLENDOPERATION_MAXIMUM && !data->GL_EXT_blend_minmax_supported) { | ||
| 399 | return false; | ||
| 400 | } | ||
| 401 | |||
| 402 | return true; | ||
| 403 | } | ||
| 404 | |||
| 405 | static GLES2_ProgramCacheEntry *GLES2_CacheProgram(GLES2_RenderData *data, GLuint vertex, GLuint fragment) | ||
| 406 | { | ||
| 407 | GLES2_ProgramCacheEntry *entry; | ||
| 408 | GLint linkSuccessful; | ||
| 409 | int i; | ||
| 410 | |||
| 411 | // Check if we've already cached this program | ||
| 412 | entry = data->program_cache.head; | ||
| 413 | while (entry) { | ||
| 414 | if (entry->vertex_shader == vertex && entry->fragment_shader == fragment) { | ||
| 415 | break; | ||
| 416 | } | ||
| 417 | entry = entry->next; | ||
| 418 | } | ||
| 419 | if (entry) { | ||
| 420 | if (data->program_cache.head != entry) { | ||
| 421 | if (entry->next) { | ||
| 422 | entry->next->prev = entry->prev; | ||
| 423 | } | ||
| 424 | if (entry->prev) { | ||
| 425 | entry->prev->next = entry->next; | ||
| 426 | } | ||
| 427 | entry->prev = NULL; | ||
| 428 | entry->next = data->program_cache.head; | ||
| 429 | data->program_cache.head->prev = entry; | ||
| 430 | data->program_cache.head = entry; | ||
| 431 | } | ||
| 432 | return entry; | ||
| 433 | } | ||
| 434 | |||
| 435 | // Create a program cache entry | ||
| 436 | entry = (GLES2_ProgramCacheEntry *)SDL_calloc(1, sizeof(GLES2_ProgramCacheEntry)); | ||
| 437 | if (!entry) { | ||
| 438 | return NULL; | ||
| 439 | } | ||
| 440 | entry->vertex_shader = vertex; | ||
| 441 | entry->fragment_shader = fragment; | ||
| 442 | |||
| 443 | // Create the program and link it | ||
| 444 | entry->id = data->glCreateProgram(); | ||
| 445 | data->glAttachShader(entry->id, vertex); | ||
| 446 | data->glAttachShader(entry->id, fragment); | ||
| 447 | data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position"); | ||
| 448 | data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_COLOR, "a_color"); | ||
| 449 | data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord"); | ||
| 450 | data->glLinkProgram(entry->id); | ||
| 451 | data->glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful); | ||
| 452 | if (!linkSuccessful) { | ||
| 453 | data->glDeleteProgram(entry->id); | ||
| 454 | SDL_free(entry); | ||
| 455 | SDL_SetError("Failed to link shader program"); | ||
| 456 | return NULL; | ||
| 457 | } | ||
| 458 | |||
| 459 | // Predetermine locations of uniform variables | ||
| 460 | for (i = 0; i < NUM_GLES2_UNIFORMS; ++i) { | ||
| 461 | entry->uniform_locations[i] = data->glGetUniformLocation(entry->id, GLES2_UniformNames[i]); | ||
| 462 | } | ||
| 463 | |||
| 464 | data->glUseProgram(entry->id); | ||
| 465 | if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] != -1) { | ||
| 466 | data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V], 2); // always texture unit 2. | ||
| 467 | } | ||
| 468 | if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U] != -1) { | ||
| 469 | data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U], 1); // always texture unit 1. | ||
| 470 | } | ||
| 471 | if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE] != -1) { | ||
| 472 | data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE], 0); // always texture unit 0. | ||
| 473 | } | ||
| 474 | if (entry->uniform_locations[GLES2_UNIFORM_PROJECTION] != -1) { | ||
| 475 | data->glUniformMatrix4fv(entry->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)entry->projection); | ||
| 476 | } | ||
| 477 | |||
| 478 | // Cache the linked program | ||
| 479 | if (data->program_cache.head) { | ||
| 480 | entry->next = data->program_cache.head; | ||
| 481 | data->program_cache.head->prev = entry; | ||
| 482 | } else { | ||
| 483 | data->program_cache.tail = entry; | ||
| 484 | } | ||
| 485 | data->program_cache.head = entry; | ||
| 486 | ++data->program_cache.count; | ||
| 487 | |||
| 488 | // Evict the last entry from the cache if we exceed the limit | ||
| 489 | if (data->program_cache.count > GLES2_MAX_CACHED_PROGRAMS) { | ||
| 490 | data->glDeleteProgram(data->program_cache.tail->id); | ||
| 491 | data->program_cache.tail = data->program_cache.tail->prev; | ||
| 492 | if (data->program_cache.tail) { | ||
| 493 | SDL_free(data->program_cache.tail->next); | ||
| 494 | data->program_cache.tail->next = NULL; | ||
| 495 | } | ||
| 496 | --data->program_cache.count; | ||
| 497 | } | ||
| 498 | return entry; | ||
| 499 | } | ||
| 500 | |||
| 501 | static GLuint GLES2_CacheShader(GLES2_RenderData *data, GLES2_ShaderType type, GLenum shader_type) | ||
| 502 | { | ||
| 503 | GLuint id = 0; | ||
| 504 | GLint compileSuccessful = GL_FALSE; | ||
| 505 | int attempt, num_src; | ||
| 506 | const GLchar *shader_src_list[3]; | ||
| 507 | const GLchar *shader_body = GLES2_GetShader(type); | ||
| 508 | |||
| 509 | if (!shader_body) { | ||
| 510 | SDL_SetError("No shader body src"); | ||
| 511 | return true; | ||
| 512 | } | ||
| 513 | |||
| 514 | for (attempt = 0; attempt < 2 && !compileSuccessful; ++attempt) { | ||
| 515 | num_src = 0; | ||
| 516 | |||
| 517 | shader_src_list[num_src++] = GLES2_GetShaderPrologue(type); | ||
| 518 | |||
| 519 | if (shader_type == GL_FRAGMENT_SHADER) { | ||
| 520 | if (attempt == 0) { | ||
| 521 | shader_src_list[num_src++] = GLES2_GetShaderInclude(data->texcoord_precision_hint); | ||
| 522 | } else { | ||
| 523 | shader_src_list[num_src++] = GLES2_GetShaderInclude(GLES2_SHADER_FRAGMENT_INCLUDE_UNDEF_PRECISION); | ||
| 524 | } | ||
| 525 | } | ||
| 526 | |||
| 527 | shader_src_list[num_src++] = shader_body; | ||
| 528 | |||
| 529 | SDL_assert(num_src <= SDL_arraysize(shader_src_list)); | ||
| 530 | |||
| 531 | #ifdef DEBUG_PRINT_SHADERS | ||
| 532 | { | ||
| 533 | int i; | ||
| 534 | char *message = NULL; | ||
| 535 | |||
| 536 | SDL_asprintf(&message, "Compiling shader:\n"); | ||
| 537 | for (i = 0; i < num_src; ++i) { | ||
| 538 | char *last_message = message; | ||
| 539 | SDL_asprintf(&message, "%s%s", last_message, shader_src_list[i]); | ||
| 540 | SDL_free(last_message); | ||
| 541 | } | ||
| 542 | SDL_Log("%s", message); | ||
| 543 | SDL_free(message); | ||
| 544 | } | ||
| 545 | #endif | ||
| 546 | |||
| 547 | // Compile | ||
| 548 | id = data->glCreateShader(shader_type); | ||
| 549 | data->glShaderSource(id, num_src, shader_src_list, NULL); | ||
| 550 | data->glCompileShader(id); | ||
| 551 | data->glGetShaderiv(id, GL_COMPILE_STATUS, &compileSuccessful); | ||
| 552 | } | ||
| 553 | |||
| 554 | if (!compileSuccessful) { | ||
| 555 | char *info = NULL; | ||
| 556 | int length = 0; | ||
| 557 | |||
| 558 | data->glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length); | ||
| 559 | if (length > 0) { | ||
| 560 | info = (char *)SDL_malloc(length); | ||
| 561 | if (info) { | ||
| 562 | data->glGetShaderInfoLog(id, length, &length, info); | ||
| 563 | } | ||
| 564 | } | ||
| 565 | if (info) { | ||
| 566 | SDL_SetError("Failed to load the shader %d: %s", type, info); | ||
| 567 | SDL_free(info); | ||
| 568 | } else { | ||
| 569 | SDL_SetError("Failed to load the shader %d", type); | ||
| 570 | } | ||
| 571 | data->glDeleteShader(id); | ||
| 572 | return true; | ||
| 573 | } | ||
| 574 | |||
| 575 | // Cache | ||
| 576 | data->shader_id_cache[(Uint32)type] = id; | ||
| 577 | |||
| 578 | return id; | ||
| 579 | } | ||
| 580 | |||
| 581 | static bool GLES2_CacheShaders(GLES2_RenderData *data) | ||
| 582 | { | ||
| 583 | int shader; | ||
| 584 | |||
| 585 | data->texcoord_precision_hint = GLES2_GetTexCoordPrecisionEnumFromHint(); | ||
| 586 | |||
| 587 | for (shader = 0; shader < GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES; ++shader) { | ||
| 588 | GLenum shader_type; | ||
| 589 | |||
| 590 | if (shader == GLES2_SHADER_VERTEX_DEFAULT) { | ||
| 591 | shader_type = GL_VERTEX_SHADER; | ||
| 592 | } else { | ||
| 593 | shader_type = GL_FRAGMENT_SHADER; | ||
| 594 | } | ||
| 595 | if (!GLES2_CacheShader(data, (GLES2_ShaderType)shader, shader_type)) { | ||
| 596 | return false; | ||
| 597 | } | ||
| 598 | } | ||
| 599 | return true; | ||
| 600 | } | ||
| 601 | |||
| 602 | static bool GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, SDL_Colorspace colorspace) | ||
| 603 | { | ||
| 604 | GLuint vertex; | ||
| 605 | GLuint fragment; | ||
| 606 | GLES2_ShaderType vtype, ftype; | ||
| 607 | GLES2_ProgramCacheEntry *program; | ||
| 608 | const float *shader_params = NULL; | ||
| 609 | |||
| 610 | // Select an appropriate shader pair for the specified modes | ||
| 611 | vtype = GLES2_SHADER_VERTEX_DEFAULT; | ||
| 612 | switch (source) { | ||
| 613 | case GLES2_IMAGESOURCE_SOLID: | ||
| 614 | ftype = GLES2_SHADER_FRAGMENT_SOLID; | ||
| 615 | break; | ||
| 616 | case GLES2_IMAGESOURCE_TEXTURE_ABGR: | ||
| 617 | ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ABGR; | ||
| 618 | break; | ||
| 619 | case GLES2_IMAGESOURCE_TEXTURE_ARGB: | ||
| 620 | ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ARGB; | ||
| 621 | break; | ||
| 622 | case GLES2_IMAGESOURCE_TEXTURE_RGB: | ||
| 623 | ftype = GLES2_SHADER_FRAGMENT_TEXTURE_RGB; | ||
| 624 | break; | ||
| 625 | case GLES2_IMAGESOURCE_TEXTURE_BGR: | ||
| 626 | ftype = GLES2_SHADER_FRAGMENT_TEXTURE_BGR; | ||
| 627 | break; | ||
| 628 | #ifdef SDL_HAVE_YUV | ||
| 629 | case GLES2_IMAGESOURCE_TEXTURE_YUV: | ||
| 630 | ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV; | ||
| 631 | shader_params = SDL_GetYCbCRtoRGBConversionMatrix(colorspace, 0, 0, 8); | ||
| 632 | if (!shader_params) { | ||
| 633 | SDL_SetError("Unsupported YUV colorspace"); | ||
| 634 | goto fault; | ||
| 635 | } | ||
| 636 | break; | ||
| 637 | case GLES2_IMAGESOURCE_TEXTURE_NV12: | ||
| 638 | if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", false)) { | ||
| 639 | ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG; | ||
| 640 | } else { | ||
| 641 | ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA; | ||
| 642 | } | ||
| 643 | shader_params = SDL_GetYCbCRtoRGBConversionMatrix(colorspace, 0, 0, 8); | ||
| 644 | if (!shader_params) { | ||
| 645 | SDL_SetError("Unsupported YUV colorspace"); | ||
| 646 | goto fault; | ||
| 647 | } | ||
| 648 | break; | ||
| 649 | case GLES2_IMAGESOURCE_TEXTURE_NV21: | ||
| 650 | if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", false)) { | ||
| 651 | ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RG; | ||
| 652 | } else { | ||
| 653 | ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RA; | ||
| 654 | } | ||
| 655 | shader_params = SDL_GetYCbCRtoRGBConversionMatrix(colorspace, 0, 0, 8); | ||
| 656 | if (!shader_params) { | ||
| 657 | SDL_SetError("Unsupported YUV colorspace"); | ||
| 658 | goto fault; | ||
| 659 | } | ||
| 660 | break; | ||
| 661 | #endif // SDL_HAVE_YUV | ||
| 662 | case GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES: | ||
| 663 | ftype = GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES; | ||
| 664 | break; | ||
| 665 | default: | ||
| 666 | goto fault; | ||
| 667 | } | ||
| 668 | |||
| 669 | // Load the requested shaders | ||
| 670 | vertex = data->shader_id_cache[(Uint32)vtype]; | ||
| 671 | if (!vertex) { | ||
| 672 | vertex = GLES2_CacheShader(data, vtype, GL_VERTEX_SHADER); | ||
| 673 | if (!vertex) { | ||
| 674 | goto fault; | ||
| 675 | } | ||
| 676 | } | ||
| 677 | |||
| 678 | fragment = data->shader_id_cache[(Uint32)ftype]; | ||
| 679 | if (!fragment) { | ||
| 680 | fragment = GLES2_CacheShader(data, ftype, GL_FRAGMENT_SHADER); | ||
| 681 | if (!fragment) { | ||
| 682 | goto fault; | ||
| 683 | } | ||
| 684 | } | ||
| 685 | |||
| 686 | // Check if we need to change programs at all | ||
| 687 | if (data->drawstate.program && | ||
| 688 | data->drawstate.program->vertex_shader == vertex && | ||
| 689 | data->drawstate.program->fragment_shader == fragment && | ||
| 690 | data->drawstate.program->shader_params == shader_params) { | ||
| 691 | return true; | ||
| 692 | } | ||
| 693 | |||
| 694 | // Generate a matching program | ||
| 695 | program = GLES2_CacheProgram(data, vertex, fragment); | ||
| 696 | if (!program) { | ||
| 697 | goto fault; | ||
| 698 | } | ||
| 699 | |||
| 700 | // Select that program in OpenGL | ||
| 701 | data->glUseProgram(program->id); | ||
| 702 | |||
| 703 | if (shader_params && shader_params != program->shader_params) { | ||
| 704 | // YUV shader params are Yoffset, 0, Rcoeff, 0, Gcoeff, 0, Bcoeff, 0 | ||
| 705 | if (program->uniform_locations[GLES2_UNIFORM_OFFSET] != -1) { | ||
| 706 | data->glUniform3f(program->uniform_locations[GLES2_UNIFORM_OFFSET], shader_params[0], shader_params[1], shader_params[2]); | ||
| 707 | } | ||
| 708 | if (program->uniform_locations[GLES2_UNIFORM_MATRIX] != -1) { | ||
| 709 | GLfloat matrix[3 * 3]; | ||
| 710 | |||
| 711 | matrix[0 * 3 + 0] = shader_params[4]; | ||
| 712 | matrix[0 * 3 + 1] = shader_params[5]; | ||
| 713 | matrix[0 * 3 + 2] = shader_params[6]; | ||
| 714 | matrix[1 * 3 + 0] = shader_params[8]; | ||
| 715 | matrix[1 * 3 + 1] = shader_params[9]; | ||
| 716 | matrix[1 * 3 + 2] = shader_params[10]; | ||
| 717 | matrix[2 * 3 + 0] = shader_params[12]; | ||
| 718 | matrix[2 * 3 + 1] = shader_params[13]; | ||
| 719 | matrix[2 * 3 + 2] = shader_params[14]; | ||
| 720 | data->glUniformMatrix3fv(program->uniform_locations[GLES2_UNIFORM_MATRIX], 1, GL_FALSE, matrix); | ||
| 721 | } | ||
| 722 | program->shader_params = shader_params; | ||
| 723 | } | ||
| 724 | |||
| 725 | // Set the current program | ||
| 726 | data->drawstate.program = program; | ||
| 727 | |||
| 728 | // Clean up and return | ||
| 729 | return true; | ||
| 730 | fault: | ||
| 731 | data->drawstate.program = NULL; | ||
| 732 | return false; | ||
| 733 | } | ||
| 734 | |||
| 735 | static bool GLES2_QueueNoOp(SDL_Renderer *renderer, SDL_RenderCommand *cmd) | ||
| 736 | { | ||
| 737 | return true; // nothing to do in this backend. | ||
| 738 | } | ||
| 739 | |||
| 740 | static bool GLES2_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count) | ||
| 741 | { | ||
| 742 | const bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_BGRA32 || renderer->target->format == SDL_PIXELFORMAT_BGRX32)); | ||
| 743 | SDL_VertexSolid *verts = (SDL_VertexSolid *)SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first); | ||
| 744 | int i; | ||
| 745 | SDL_FColor color = cmd->data.draw.color; | ||
| 746 | const float color_scale = cmd->data.draw.color_scale; | ||
| 747 | |||
| 748 | if (!verts) { | ||
| 749 | return false; | ||
| 750 | } | ||
| 751 | |||
| 752 | color.r *= color_scale; | ||
| 753 | color.g *= color_scale; | ||
| 754 | color.b *= color_scale; | ||
| 755 | |||
| 756 | if (colorswap) { | ||
| 757 | float r = color.r; | ||
| 758 | color.r = color.b; | ||
| 759 | color.b = r; | ||
| 760 | } | ||
| 761 | |||
| 762 | cmd->data.draw.count = count; | ||
| 763 | for (i = 0; i < count; i++) { | ||
| 764 | verts->position.x = 0.5f + points[i].x; | ||
| 765 | verts->position.y = 0.5f + points[i].y; | ||
| 766 | verts->color = color; | ||
| 767 | verts++; | ||
| 768 | } | ||
| 769 | |||
| 770 | return true; | ||
| 771 | } | ||
| 772 | |||
| 773 | static bool GLES2_QueueDrawLines(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count) | ||
| 774 | { | ||
| 775 | const bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_BGRA32 || renderer->target->format == SDL_PIXELFORMAT_BGRX32)); | ||
| 776 | int i; | ||
| 777 | GLfloat prevx, prevy; | ||
| 778 | SDL_VertexSolid *verts = (SDL_VertexSolid *)SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first); | ||
| 779 | SDL_FColor color = cmd->data.draw.color; | ||
| 780 | const float color_scale = cmd->data.draw.color_scale; | ||
| 781 | |||
| 782 | if (!verts) { | ||
| 783 | return false; | ||
| 784 | } | ||
| 785 | |||
| 786 | color.r *= color_scale; | ||
| 787 | color.g *= color_scale; | ||
| 788 | color.b *= color_scale; | ||
| 789 | |||
| 790 | if (colorswap) { | ||
| 791 | float r = color.r; | ||
| 792 | color.r = color.b; | ||
| 793 | color.b = r; | ||
| 794 | } | ||
| 795 | |||
| 796 | cmd->data.draw.count = count; | ||
| 797 | |||
| 798 | // 0.5f offset to hit the center of the pixel. | ||
| 799 | prevx = 0.5f + points->x; | ||
| 800 | prevy = 0.5f + points->y; | ||
| 801 | verts->position.x = prevx; | ||
| 802 | verts->position.y = prevy; | ||
| 803 | verts->color = color; | ||
| 804 | verts++; | ||
| 805 | |||
| 806 | /* bump the end of each line segment out a quarter of a pixel, to provoke | ||
| 807 | the diamond-exit rule. Without this, you won't just drop the last | ||
| 808 | pixel of the last line segment, but you might also drop pixels at the | ||
| 809 | edge of any given line segment along the way too. */ | ||
| 810 | for (i = 1; i < count; i++) { | ||
| 811 | const GLfloat xstart = prevx; | ||
| 812 | const GLfloat ystart = prevy; | ||
| 813 | const GLfloat xend = points[i].x + 0.5f; // 0.5f to hit pixel center. | ||
| 814 | const GLfloat yend = points[i].y + 0.5f; | ||
| 815 | // bump a little in the direction we are moving in. | ||
| 816 | const GLfloat deltax = xend - xstart; | ||
| 817 | const GLfloat deltay = yend - ystart; | ||
| 818 | const GLfloat angle = SDL_atan2f(deltay, deltax); | ||
| 819 | prevx = xend + (SDL_cosf(angle) * 0.25f); | ||
| 820 | prevy = yend + (SDL_sinf(angle) * 0.25f); | ||
| 821 | verts->position.x = prevx; | ||
| 822 | verts->position.y = prevy; | ||
| 823 | verts->color = color; | ||
| 824 | verts++; | ||
| 825 | } | ||
| 826 | |||
| 827 | return true; | ||
| 828 | } | ||
| 829 | |||
| 830 | static bool GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, | ||
| 831 | const float *xy, int xy_stride, const SDL_FColor *color, int color_stride, const float *uv, int uv_stride, | ||
| 832 | int num_vertices, const void *indices, int num_indices, int size_indices, | ||
| 833 | float scale_x, float scale_y) | ||
| 834 | { | ||
| 835 | int i; | ||
| 836 | const bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_BGRA32 || renderer->target->format == SDL_PIXELFORMAT_BGRX32)); | ||
| 837 | int count = indices ? num_indices : num_vertices; | ||
| 838 | const float color_scale = cmd->data.draw.color_scale; | ||
| 839 | |||
| 840 | cmd->data.draw.count = count; | ||
| 841 | size_indices = indices ? size_indices : 0; | ||
| 842 | |||
| 843 | if (texture) { | ||
| 844 | SDL_Vertex *verts = (SDL_Vertex *)SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first); | ||
| 845 | if (!verts) { | ||
| 846 | return false; | ||
| 847 | } | ||
| 848 | |||
| 849 | for (i = 0; i < count; i++) { | ||
| 850 | int j; | ||
| 851 | float *xy_; | ||
| 852 | SDL_FColor col_; | ||
| 853 | float *uv_; | ||
| 854 | if (size_indices == 4) { | ||
| 855 | j = ((const Uint32 *)indices)[i]; | ||
| 856 | } else if (size_indices == 2) { | ||
| 857 | j = ((const Uint16 *)indices)[i]; | ||
| 858 | } else if (size_indices == 1) { | ||
| 859 | j = ((const Uint8 *)indices)[i]; | ||
| 860 | } else { | ||
| 861 | j = i; | ||
| 862 | } | ||
| 863 | |||
| 864 | xy_ = (float *)((char *)xy + j * xy_stride); | ||
| 865 | col_ = *(SDL_FColor *)((char *)color + j * color_stride); | ||
| 866 | uv_ = (float *)((char *)uv + j * uv_stride); | ||
| 867 | |||
| 868 | verts->position.x = xy_[0] * scale_x; | ||
| 869 | verts->position.y = xy_[1] * scale_y; | ||
| 870 | |||
| 871 | col_.r *= color_scale; | ||
| 872 | col_.g *= color_scale; | ||
| 873 | col_.b *= color_scale; | ||
| 874 | |||
| 875 | if (colorswap) { | ||
| 876 | float r = col_.r; | ||
| 877 | col_.r = col_.b; | ||
| 878 | col_.b = r; | ||
| 879 | } | ||
| 880 | |||
| 881 | verts->color = col_; | ||
| 882 | verts->tex_coord.x = uv_[0]; | ||
| 883 | verts->tex_coord.y = uv_[1]; | ||
| 884 | verts++; | ||
| 885 | } | ||
| 886 | |||
| 887 | } else { | ||
| 888 | SDL_VertexSolid *verts = (SDL_VertexSolid *)SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first); | ||
| 889 | if (!verts) { | ||
| 890 | return false; | ||
| 891 | } | ||
| 892 | |||
| 893 | for (i = 0; i < count; i++) { | ||
| 894 | int j; | ||
| 895 | float *xy_; | ||
| 896 | SDL_FColor col_; | ||
| 897 | |||
| 898 | if (size_indices == 4) { | ||
| 899 | j = ((const Uint32 *)indices)[i]; | ||
| 900 | } else if (size_indices == 2) { | ||
| 901 | j = ((const Uint16 *)indices)[i]; | ||
| 902 | } else if (size_indices == 1) { | ||
| 903 | j = ((const Uint8 *)indices)[i]; | ||
| 904 | } else { | ||
| 905 | j = i; | ||
| 906 | } | ||
| 907 | |||
| 908 | xy_ = (float *)((char *)xy + j * xy_stride); | ||
| 909 | col_ = *(SDL_FColor *)((char *)color + j * color_stride); | ||
| 910 | |||
| 911 | verts->position.x = xy_[0] * scale_x; | ||
| 912 | verts->position.y = xy_[1] * scale_y; | ||
| 913 | |||
| 914 | col_.r *= color_scale; | ||
| 915 | col_.g *= color_scale; | ||
| 916 | col_.b *= color_scale; | ||
| 917 | |||
| 918 | if (colorswap) { | ||
| 919 | float r = col_.r; | ||
| 920 | col_.r = col_.b; | ||
| 921 | col_.b = r; | ||
| 922 | } | ||
| 923 | |||
| 924 | verts->color = col_; | ||
| 925 | verts++; | ||
| 926 | } | ||
| 927 | } | ||
| 928 | |||
| 929 | return true; | ||
| 930 | } | ||
| 931 | |||
| 932 | static bool SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_ImageSource imgsrc, void *vertices) | ||
| 933 | { | ||
| 934 | SDL_Texture *texture = cmd->data.draw.texture; | ||
| 935 | const SDL_BlendMode blend = cmd->data.draw.blend; | ||
| 936 | GLES2_ProgramCacheEntry *program; | ||
| 937 | int stride; | ||
| 938 | |||
| 939 | SDL_assert((texture != NULL) == (imgsrc != GLES2_IMAGESOURCE_SOLID)); | ||
| 940 | |||
| 941 | if (data->drawstate.viewport_dirty) { | ||
| 942 | const SDL_Rect *viewport = &data->drawstate.viewport; | ||
| 943 | data->glViewport(viewport->x, | ||
| 944 | data->drawstate.target ? viewport->y : (data->drawstate.drawableh - viewport->y - viewport->h), | ||
| 945 | viewport->w, viewport->h); | ||
| 946 | if (viewport->w && viewport->h) { | ||
| 947 | data->drawstate.projection[0][0] = 2.0f / viewport->w; | ||
| 948 | data->drawstate.projection[1][1] = (data->drawstate.target ? 2.0f : -2.0f) / viewport->h; | ||
| 949 | data->drawstate.projection[3][1] = data->drawstate.target ? -1.0f : 1.0f; | ||
| 950 | } | ||
| 951 | data->drawstate.viewport_dirty = false; | ||
| 952 | } | ||
| 953 | |||
| 954 | if (data->drawstate.cliprect_enabled_dirty) { | ||
| 955 | if (!data->drawstate.cliprect_enabled) { | ||
| 956 | data->glDisable(GL_SCISSOR_TEST); | ||
| 957 | } else { | ||
| 958 | data->glEnable(GL_SCISSOR_TEST); | ||
| 959 | } | ||
| 960 | data->drawstate.cliprect_enabled_dirty = false; | ||
| 961 | } | ||
| 962 | |||
| 963 | if (data->drawstate.cliprect_enabled && data->drawstate.cliprect_dirty) { | ||
| 964 | const SDL_Rect *viewport = &data->drawstate.viewport; | ||
| 965 | const SDL_Rect *rect = &data->drawstate.cliprect; | ||
| 966 | data->glScissor(viewport->x + rect->x, | ||
| 967 | data->drawstate.target ? viewport->y + rect->y : data->drawstate.drawableh - viewport->y - rect->y - rect->h, | ||
| 968 | rect->w, rect->h); | ||
| 969 | data->drawstate.cliprect_dirty = false; | ||
| 970 | } | ||
| 971 | |||
| 972 | if (data->drawstate.texturing_dirty || ((texture != NULL) != data->drawstate.texturing)) { | ||
| 973 | if (!texture) { | ||
| 974 | data->glDisableVertexAttribArray((GLenum)GLES2_ATTRIBUTE_TEXCOORD); | ||
| 975 | data->drawstate.texturing = false; | ||
| 976 | } else { | ||
| 977 | data->glEnableVertexAttribArray((GLenum)GLES2_ATTRIBUTE_TEXCOORD); | ||
| 978 | data->drawstate.texturing = true; | ||
| 979 | } | ||
| 980 | data->drawstate.texturing_dirty = false; | ||
| 981 | } | ||
| 982 | |||
| 983 | if (texture) { | ||
| 984 | stride = sizeof(SDL_Vertex); | ||
| 985 | } else { | ||
| 986 | stride = sizeof(SDL_VertexSolid); | ||
| 987 | } | ||
| 988 | |||
| 989 | if (texture) { | ||
| 990 | SDL_Vertex *verts = (SDL_Vertex *)(((Uint8 *)vertices) + cmd->data.draw.first); | ||
| 991 | data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *)&verts->tex_coord); | ||
| 992 | } | ||
| 993 | |||
| 994 | if (!GLES2_SelectProgram(data, imgsrc, texture ? texture->colorspace : SDL_COLORSPACE_SRGB)) { | ||
| 995 | return false; | ||
| 996 | } | ||
| 997 | |||
| 998 | program = data->drawstate.program; | ||
| 999 | |||
| 1000 | if (program->uniform_locations[GLES2_UNIFORM_PROJECTION] != -1) { | ||
| 1001 | if (SDL_memcmp(program->projection, data->drawstate.projection, sizeof(data->drawstate.projection)) != 0) { | ||
| 1002 | data->glUniformMatrix4fv(program->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)data->drawstate.projection); | ||
| 1003 | SDL_memcpy(program->projection, data->drawstate.projection, sizeof(data->drawstate.projection)); | ||
| 1004 | } | ||
| 1005 | } | ||
| 1006 | |||
| 1007 | if (blend != data->drawstate.blend) { | ||
| 1008 | if (blend == SDL_BLENDMODE_NONE) { | ||
| 1009 | data->glDisable(GL_BLEND); | ||
| 1010 | } else { | ||
| 1011 | data->glEnable(GL_BLEND); | ||
| 1012 | data->glBlendFuncSeparate(GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blend)), | ||
| 1013 | GetBlendFunc(SDL_GetBlendModeDstColorFactor(blend)), | ||
| 1014 | GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blend)), | ||
| 1015 | GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blend))); | ||
| 1016 | data->glBlendEquationSeparate(GetBlendEquation(SDL_GetBlendModeColorOperation(blend)), | ||
| 1017 | GetBlendEquation(SDL_GetBlendModeAlphaOperation(blend))); | ||
| 1018 | } | ||
| 1019 | data->drawstate.blend = blend; | ||
| 1020 | } | ||
| 1021 | |||
| 1022 | // all drawing commands use this | ||
| 1023 | { | ||
| 1024 | SDL_VertexSolid *verts = (SDL_VertexSolid *)(((Uint8 *)vertices) + cmd->data.draw.first); | ||
| 1025 | data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *)&verts->position); | ||
| 1026 | data->glVertexAttribPointer(GLES2_ATTRIBUTE_COLOR, 4, GL_FLOAT, GL_TRUE /* Normalized */, stride, (const GLvoid *)&verts->color); | ||
| 1027 | } | ||
| 1028 | |||
| 1029 | return true; | ||
| 1030 | } | ||
| 1031 | |||
| 1032 | static bool SetTextureAddressMode(GLES2_RenderData *data, GLenum textype, SDL_TextureAddressMode addressMode) | ||
| 1033 | { | ||
| 1034 | switch (addressMode) { | ||
| 1035 | case SDL_TEXTURE_ADDRESS_CLAMP: | ||
| 1036 | data->glTexParameteri(textype, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | ||
| 1037 | data->glTexParameteri(textype, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | ||
| 1038 | break; | ||
| 1039 | case SDL_TEXTURE_ADDRESS_WRAP: | ||
| 1040 | data->glTexParameteri(textype, GL_TEXTURE_WRAP_S, GL_REPEAT); | ||
| 1041 | data->glTexParameteri(textype, GL_TEXTURE_WRAP_T, GL_REPEAT); | ||
| 1042 | break; | ||
| 1043 | default: | ||
| 1044 | return SDL_SetError("Unknown texture address mode: %d", addressMode); | ||
| 1045 | } | ||
| 1046 | return true; | ||
| 1047 | } | ||
| 1048 | |||
| 1049 | static bool SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, void *vertices) | ||
| 1050 | { | ||
| 1051 | GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal; | ||
| 1052 | GLES2_ImageSource sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; | ||
| 1053 | SDL_Texture *texture = cmd->data.draw.texture; | ||
| 1054 | int ret; | ||
| 1055 | |||
| 1056 | // Pick an appropriate shader | ||
| 1057 | if (renderer->target) { | ||
| 1058 | // Check if we need to do color mapping between the source and render target textures | ||
| 1059 | if (renderer->target->format != texture->format) { | ||
| 1060 | switch (texture->format) { | ||
| 1061 | case SDL_PIXELFORMAT_BGRA32: | ||
| 1062 | switch (renderer->target->format) { | ||
| 1063 | case SDL_PIXELFORMAT_RGBA32: | ||
| 1064 | case SDL_PIXELFORMAT_RGBX32: | ||
| 1065 | sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; | ||
| 1066 | break; | ||
| 1067 | case SDL_PIXELFORMAT_BGRX32: | ||
| 1068 | sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; | ||
| 1069 | break; | ||
| 1070 | default: | ||
| 1071 | break; | ||
| 1072 | } | ||
| 1073 | break; | ||
| 1074 | case SDL_PIXELFORMAT_RGBA32: | ||
| 1075 | switch (renderer->target->format) { | ||
| 1076 | case SDL_PIXELFORMAT_BGRA32: | ||
| 1077 | case SDL_PIXELFORMAT_BGRX32: | ||
| 1078 | sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; | ||
| 1079 | break; | ||
| 1080 | case SDL_PIXELFORMAT_RGBX32: | ||
| 1081 | sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; | ||
| 1082 | break; | ||
| 1083 | default: | ||
| 1084 | break; | ||
| 1085 | } | ||
| 1086 | break; | ||
| 1087 | case SDL_PIXELFORMAT_BGRX32: | ||
| 1088 | switch (renderer->target->format) { | ||
| 1089 | case SDL_PIXELFORMAT_RGBA32: | ||
| 1090 | sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; | ||
| 1091 | break; | ||
| 1092 | case SDL_PIXELFORMAT_BGRA32: | ||
| 1093 | sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR; | ||
| 1094 | break; | ||
| 1095 | case SDL_PIXELFORMAT_RGBX32: | ||
| 1096 | sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; | ||
| 1097 | break; | ||
| 1098 | default: | ||
| 1099 | break; | ||
| 1100 | } | ||
| 1101 | break; | ||
| 1102 | case SDL_PIXELFORMAT_RGBX32: | ||
| 1103 | switch (renderer->target->format) { | ||
| 1104 | case SDL_PIXELFORMAT_RGBA32: | ||
| 1105 | sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR; | ||
| 1106 | break; | ||
| 1107 | case SDL_PIXELFORMAT_BGRA32: | ||
| 1108 | sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB; | ||
| 1109 | break; | ||
| 1110 | case SDL_PIXELFORMAT_BGRX32: | ||
| 1111 | sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; | ||
| 1112 | break; | ||
| 1113 | default: | ||
| 1114 | break; | ||
| 1115 | } | ||
| 1116 | break; | ||
| 1117 | #ifdef SDL_HAVE_YUV | ||
| 1118 | case SDL_PIXELFORMAT_IYUV: | ||
| 1119 | case SDL_PIXELFORMAT_YV12: | ||
| 1120 | sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV; | ||
| 1121 | break; | ||
| 1122 | case SDL_PIXELFORMAT_NV12: | ||
| 1123 | sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12; | ||
| 1124 | break; | ||
| 1125 | case SDL_PIXELFORMAT_NV21: | ||
| 1126 | sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21; | ||
| 1127 | break; | ||
| 1128 | #endif | ||
| 1129 | case SDL_PIXELFORMAT_EXTERNAL_OES: | ||
| 1130 | sourceType = GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES; | ||
| 1131 | break; | ||
| 1132 | default: | ||
| 1133 | return SDL_SetError("Unsupported texture format"); | ||
| 1134 | } | ||
| 1135 | } else { | ||
| 1136 | sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; // Texture formats match, use the non color mapping shader (even if the formats are not ABGR) | ||
| 1137 | } | ||
| 1138 | } else { | ||
| 1139 | switch (texture->format) { | ||
| 1140 | case SDL_PIXELFORMAT_BGRA32: | ||
| 1141 | sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; | ||
| 1142 | break; | ||
| 1143 | case SDL_PIXELFORMAT_RGBA32: | ||
| 1144 | sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; | ||
| 1145 | break; | ||
| 1146 | case SDL_PIXELFORMAT_BGRX32: | ||
| 1147 | sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB; | ||
| 1148 | break; | ||
| 1149 | case SDL_PIXELFORMAT_RGBX32: | ||
| 1150 | sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR; | ||
| 1151 | break; | ||
| 1152 | #ifdef SDL_HAVE_YUV | ||
| 1153 | case SDL_PIXELFORMAT_IYUV: | ||
| 1154 | case SDL_PIXELFORMAT_YV12: | ||
| 1155 | sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV; | ||
| 1156 | break; | ||
| 1157 | case SDL_PIXELFORMAT_NV12: | ||
| 1158 | sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12; | ||
| 1159 | break; | ||
| 1160 | case SDL_PIXELFORMAT_NV21: | ||
| 1161 | sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21; | ||
| 1162 | break; | ||
| 1163 | #endif | ||
| 1164 | case SDL_PIXELFORMAT_EXTERNAL_OES: | ||
| 1165 | sourceType = GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES; | ||
| 1166 | break; | ||
| 1167 | default: | ||
| 1168 | return SDL_SetError("Unsupported texture format"); | ||
| 1169 | } | ||
| 1170 | } | ||
| 1171 | |||
| 1172 | ret = SetDrawState(data, cmd, sourceType, vertices); | ||
| 1173 | |||
| 1174 | if (texture != data->drawstate.texture) { | ||
| 1175 | GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal; | ||
| 1176 | #ifdef SDL_HAVE_YUV | ||
| 1177 | if (tdata->yuv) { | ||
| 1178 | data->glActiveTexture(GL_TEXTURE2); | ||
| 1179 | data->glBindTexture(tdata->texture_type, tdata->texture_v); | ||
| 1180 | |||
| 1181 | if (!SetTextureAddressMode(data, tdata->texture_type, cmd->data.draw.texture_address_mode)) { | ||
| 1182 | return false; | ||
| 1183 | } | ||
| 1184 | |||
| 1185 | data->glActiveTexture(GL_TEXTURE1); | ||
| 1186 | data->glBindTexture(tdata->texture_type, tdata->texture_u); | ||
| 1187 | |||
| 1188 | if (!SetTextureAddressMode(data, tdata->texture_type, cmd->data.draw.texture_address_mode)) { | ||
| 1189 | return false; | ||
| 1190 | } | ||
| 1191 | |||
| 1192 | data->glActiveTexture(GL_TEXTURE0); | ||
| 1193 | } else if (tdata->nv12) { | ||
| 1194 | data->glActiveTexture(GL_TEXTURE1); | ||
| 1195 | data->glBindTexture(tdata->texture_type, tdata->texture_u); | ||
| 1196 | |||
| 1197 | if (!SetTextureAddressMode(data, tdata->texture_type, cmd->data.draw.texture_address_mode)) { | ||
| 1198 | return false; | ||
| 1199 | } | ||
| 1200 | |||
| 1201 | data->glActiveTexture(GL_TEXTURE0); | ||
| 1202 | } | ||
| 1203 | #endif | ||
| 1204 | data->glBindTexture(tdata->texture_type, tdata->texture); | ||
| 1205 | |||
| 1206 | if (!SetTextureAddressMode(data, tdata->texture_type, cmd->data.draw.texture_address_mode)) { | ||
| 1207 | return false; | ||
| 1208 | } | ||
| 1209 | |||
| 1210 | data->drawstate.texture = texture; | ||
| 1211 | } | ||
| 1212 | |||
| 1213 | return ret; | ||
| 1214 | } | ||
| 1215 | |||
| 1216 | static void GLES2_InvalidateCachedState(SDL_Renderer *renderer) | ||
| 1217 | { | ||
| 1218 | GLES2_DrawStateCache *cache = &((GLES2_RenderData *)renderer->internal)->drawstate; | ||
| 1219 | cache->viewport_dirty = true; | ||
| 1220 | cache->texture = NULL; | ||
| 1221 | cache->blend = SDL_BLENDMODE_INVALID; | ||
| 1222 | cache->cliprect_enabled_dirty = true; | ||
| 1223 | cache->cliprect_dirty = true; | ||
| 1224 | cache->texturing_dirty = true; | ||
| 1225 | cache->clear_color_dirty = true; | ||
| 1226 | cache->drawablew = 0; | ||
| 1227 | cache->drawableh = 0; | ||
| 1228 | cache->program = NULL; | ||
| 1229 | } | ||
| 1230 | |||
| 1231 | static bool GLES2_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize) | ||
| 1232 | { | ||
| 1233 | GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal; | ||
| 1234 | const bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_BGRA32 || renderer->target->format == SDL_PIXELFORMAT_BGRX32)); | ||
| 1235 | |||
| 1236 | #if USE_VERTEX_BUFFER_OBJECTS | ||
| 1237 | const int vboidx = data->current_vertex_buffer; | ||
| 1238 | const GLuint vbo = data->vertex_buffers[vboidx]; | ||
| 1239 | #endif | ||
| 1240 | |||
| 1241 | if (!GLES2_ActivateRenderer(renderer)) { | ||
| 1242 | return false; | ||
| 1243 | } | ||
| 1244 | |||
| 1245 | data->drawstate.target = renderer->target; | ||
| 1246 | if (!data->drawstate.target) { | ||
| 1247 | int w, h; | ||
| 1248 | SDL_GetWindowSizeInPixels(renderer->window, &w, &h); | ||
| 1249 | if ((w != data->drawstate.drawablew) || (h != data->drawstate.drawableh)) { | ||
| 1250 | data->drawstate.viewport_dirty = true; // if the window dimensions changed, invalidate the current viewport, etc. | ||
| 1251 | data->drawstate.cliprect_dirty = true; | ||
| 1252 | data->drawstate.drawablew = w; | ||
| 1253 | data->drawstate.drawableh = h; | ||
| 1254 | } | ||
| 1255 | } | ||
| 1256 | |||
| 1257 | #if USE_VERTEX_BUFFER_OBJECTS | ||
| 1258 | // upload the new VBO data for this set of commands. | ||
| 1259 | data->glBindBuffer(GL_ARRAY_BUFFER, vbo); | ||
| 1260 | if (data->vertex_buffer_size[vboidx] < vertsize) { | ||
| 1261 | data->glBufferData(GL_ARRAY_BUFFER, vertsize, vertices, GL_STREAM_DRAW); | ||
| 1262 | data->vertex_buffer_size[vboidx] = vertsize; | ||
| 1263 | } else { | ||
| 1264 | data->glBufferSubData(GL_ARRAY_BUFFER, 0, vertsize, vertices); | ||
| 1265 | } | ||
| 1266 | |||
| 1267 | // cycle through a few VBOs so the GL has some time with the data before we replace it. | ||
| 1268 | data->current_vertex_buffer++; | ||
| 1269 | if (data->current_vertex_buffer >= SDL_arraysize(data->vertex_buffers)) { | ||
| 1270 | data->current_vertex_buffer = 0; | ||
| 1271 | } | ||
| 1272 | vertices = NULL; // attrib pointers will be offsets into the VBO. | ||
| 1273 | #endif | ||
| 1274 | |||
| 1275 | while (cmd) { | ||
| 1276 | switch (cmd->command) { | ||
| 1277 | case SDL_RENDERCMD_SETDRAWCOLOR: | ||
| 1278 | { | ||
| 1279 | break; | ||
| 1280 | } | ||
| 1281 | |||
| 1282 | case SDL_RENDERCMD_SETVIEWPORT: | ||
| 1283 | { | ||
| 1284 | SDL_Rect *viewport = &data->drawstate.viewport; | ||
| 1285 | if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof(cmd->data.viewport.rect)) != 0) { | ||
| 1286 | SDL_copyp(viewport, &cmd->data.viewport.rect); | ||
| 1287 | data->drawstate.viewport_dirty = true; | ||
| 1288 | data->drawstate.cliprect_dirty = true; | ||
| 1289 | } | ||
| 1290 | break; | ||
| 1291 | } | ||
| 1292 | |||
| 1293 | case SDL_RENDERCMD_SETCLIPRECT: | ||
| 1294 | { | ||
| 1295 | const SDL_Rect *rect = &cmd->data.cliprect.rect; | ||
| 1296 | if (data->drawstate.cliprect_enabled != cmd->data.cliprect.enabled) { | ||
| 1297 | data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled; | ||
| 1298 | data->drawstate.cliprect_enabled_dirty = true; | ||
| 1299 | } | ||
| 1300 | |||
| 1301 | if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof(*rect)) != 0) { | ||
| 1302 | SDL_copyp(&data->drawstate.cliprect, rect); | ||
| 1303 | data->drawstate.cliprect_dirty = true; | ||
| 1304 | } | ||
| 1305 | break; | ||
| 1306 | } | ||
| 1307 | |||
| 1308 | case SDL_RENDERCMD_CLEAR: | ||
| 1309 | { | ||
| 1310 | const float r = (colorswap ? cmd->data.color.color.b : cmd->data.color.color.r) * cmd->data.color.color_scale; | ||
| 1311 | const float g = cmd->data.color.color.g * cmd->data.color.color_scale; | ||
| 1312 | const float b = (colorswap ? cmd->data.color.color.r : cmd->data.color.color.b) * cmd->data.color.color_scale; | ||
| 1313 | const float a = cmd->data.color.color.a; | ||
| 1314 | if (data->drawstate.clear_color_dirty || | ||
| 1315 | (r != data->drawstate.clear_color.r) || | ||
| 1316 | (g != data->drawstate.clear_color.g) || | ||
| 1317 | (b != data->drawstate.clear_color.b) || | ||
| 1318 | (a != data->drawstate.clear_color.a)) { | ||
| 1319 | data->glClearColor(r, g, b, a); | ||
| 1320 | data->drawstate.clear_color.r = r; | ||
| 1321 | data->drawstate.clear_color.g = g; | ||
| 1322 | data->drawstate.clear_color.b = b; | ||
| 1323 | data->drawstate.clear_color.a = a; | ||
| 1324 | data->drawstate.clear_color_dirty = false; | ||
| 1325 | } | ||
| 1326 | |||
| 1327 | if (data->drawstate.cliprect_enabled || data->drawstate.cliprect_enabled_dirty) { | ||
| 1328 | data->glDisable(GL_SCISSOR_TEST); | ||
| 1329 | data->drawstate.cliprect_enabled_dirty = data->drawstate.cliprect_enabled; | ||
| 1330 | } | ||
| 1331 | |||
| 1332 | data->glClear(GL_COLOR_BUFFER_BIT); | ||
| 1333 | break; | ||
| 1334 | } | ||
| 1335 | |||
| 1336 | case SDL_RENDERCMD_FILL_RECTS: // unused | ||
| 1337 | break; | ||
| 1338 | |||
| 1339 | case SDL_RENDERCMD_COPY: // unused | ||
| 1340 | break; | ||
| 1341 | |||
| 1342 | case SDL_RENDERCMD_COPY_EX: // unused | ||
| 1343 | break; | ||
| 1344 | |||
| 1345 | case SDL_RENDERCMD_DRAW_LINES: | ||
| 1346 | { | ||
| 1347 | if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID, vertices)) { | ||
| 1348 | size_t count = cmd->data.draw.count; | ||
| 1349 | if (count > 2) { | ||
| 1350 | // joined lines cannot be grouped | ||
| 1351 | data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)count); | ||
| 1352 | } else { | ||
| 1353 | // let's group non joined lines | ||
| 1354 | SDL_RenderCommand *finalcmd = cmd; | ||
| 1355 | SDL_RenderCommand *nextcmd = cmd->next; | ||
| 1356 | SDL_BlendMode thisblend = cmd->data.draw.blend; | ||
| 1357 | |||
| 1358 | while (nextcmd) { | ||
| 1359 | const SDL_RenderCommandType nextcmdtype = nextcmd->command; | ||
| 1360 | if (nextcmdtype != SDL_RENDERCMD_DRAW_LINES) { | ||
| 1361 | break; // can't go any further on this draw call, different render command up next. | ||
| 1362 | } else if (nextcmd->data.draw.count != 2) { | ||
| 1363 | break; // can't go any further on this draw call, those are joined lines | ||
| 1364 | } else if (nextcmd->data.draw.blend != thisblend) { | ||
| 1365 | break; // can't go any further on this draw call, different blendmode copy up next. | ||
| 1366 | } else { | ||
| 1367 | finalcmd = nextcmd; // we can combine copy operations here. Mark this one as the furthest okay command. | ||
| 1368 | count += nextcmd->data.draw.count; | ||
| 1369 | } | ||
| 1370 | nextcmd = nextcmd->next; | ||
| 1371 | } | ||
| 1372 | |||
| 1373 | data->glDrawArrays(GL_LINES, 0, (GLsizei)count); | ||
| 1374 | cmd = finalcmd; // skip any copy commands we just combined in here. | ||
| 1375 | } | ||
| 1376 | } | ||
| 1377 | break; | ||
| 1378 | } | ||
| 1379 | |||
| 1380 | case SDL_RENDERCMD_DRAW_POINTS: | ||
| 1381 | case SDL_RENDERCMD_GEOMETRY: | ||
| 1382 | { | ||
| 1383 | /* as long as we have the same copy command in a row, with the | ||
| 1384 | same texture, we can combine them all into a single draw call. */ | ||
| 1385 | SDL_Texture *thistexture = cmd->data.draw.texture; | ||
| 1386 | SDL_BlendMode thisblend = cmd->data.draw.blend; | ||
| 1387 | const SDL_RenderCommandType thiscmdtype = cmd->command; | ||
| 1388 | SDL_RenderCommand *finalcmd = cmd; | ||
| 1389 | SDL_RenderCommand *nextcmd = cmd->next; | ||
| 1390 | size_t count = cmd->data.draw.count; | ||
| 1391 | int ret; | ||
| 1392 | while (nextcmd) { | ||
| 1393 | const SDL_RenderCommandType nextcmdtype = nextcmd->command; | ||
| 1394 | if (nextcmdtype != thiscmdtype) { | ||
| 1395 | break; // can't go any further on this draw call, different render command up next. | ||
| 1396 | } else if (nextcmd->data.draw.texture != thistexture || nextcmd->data.draw.blend != thisblend) { | ||
| 1397 | break; // can't go any further on this draw call, different texture/blendmode copy up next. | ||
| 1398 | } else { | ||
| 1399 | finalcmd = nextcmd; // we can combine copy operations here. Mark this one as the furthest okay command. | ||
| 1400 | count += nextcmd->data.draw.count; | ||
| 1401 | } | ||
| 1402 | nextcmd = nextcmd->next; | ||
| 1403 | } | ||
| 1404 | |||
| 1405 | if (thistexture) { | ||
| 1406 | ret = SetCopyState(renderer, cmd, vertices); | ||
| 1407 | } else { | ||
| 1408 | ret = SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID, vertices); | ||
| 1409 | } | ||
| 1410 | |||
| 1411 | if (ret) { | ||
| 1412 | int op = GL_TRIANGLES; // SDL_RENDERCMD_GEOMETRY | ||
| 1413 | if (thiscmdtype == SDL_RENDERCMD_DRAW_POINTS) { | ||
| 1414 | op = GL_POINTS; | ||
| 1415 | } | ||
| 1416 | data->glDrawArrays(op, 0, (GLsizei)count); | ||
| 1417 | } | ||
| 1418 | |||
| 1419 | cmd = finalcmd; // skip any copy commands we just combined in here. | ||
| 1420 | break; | ||
| 1421 | } | ||
| 1422 | |||
| 1423 | case SDL_RENDERCMD_NO_OP: | ||
| 1424 | break; | ||
| 1425 | } | ||
| 1426 | |||
| 1427 | cmd = cmd->next; | ||
| 1428 | } | ||
| 1429 | |||
| 1430 | return GL_CheckError("", renderer); | ||
| 1431 | } | ||
| 1432 | |||
| 1433 | static void GLES2_DestroyRenderer(SDL_Renderer *renderer) | ||
| 1434 | { | ||
| 1435 | GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal; | ||
| 1436 | |||
| 1437 | // Deallocate everything | ||
| 1438 | if (data) { | ||
| 1439 | GLES2_ActivateRenderer(renderer); | ||
| 1440 | |||
| 1441 | { | ||
| 1442 | int i; | ||
| 1443 | for (i = 0; i < GLES2_SHADER_COUNT; i++) { | ||
| 1444 | GLuint id = data->shader_id_cache[i]; | ||
| 1445 | if (id) { | ||
| 1446 | data->glDeleteShader(id); | ||
| 1447 | } | ||
| 1448 | } | ||
| 1449 | } | ||
| 1450 | { | ||
| 1451 | GLES2_ProgramCacheEntry *entry; | ||
| 1452 | GLES2_ProgramCacheEntry *next; | ||
| 1453 | entry = data->program_cache.head; | ||
| 1454 | while (entry) { | ||
| 1455 | data->glDeleteProgram(entry->id); | ||
| 1456 | next = entry->next; | ||
| 1457 | SDL_free(entry); | ||
| 1458 | entry = next; | ||
| 1459 | } | ||
| 1460 | } | ||
| 1461 | |||
| 1462 | if (data->context) { | ||
| 1463 | while (data->framebuffers) { | ||
| 1464 | GLES2_FBOList *nextnode = data->framebuffers->next; | ||
| 1465 | data->glDeleteFramebuffers(1, &data->framebuffers->FBO); | ||
| 1466 | GL_CheckError("", renderer); | ||
| 1467 | SDL_free(data->framebuffers); | ||
| 1468 | data->framebuffers = nextnode; | ||
| 1469 | } | ||
| 1470 | |||
| 1471 | #if USE_VERTEX_BUFFER_OBJECTS | ||
| 1472 | data->glDeleteBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers); | ||
| 1473 | GL_CheckError("", renderer); | ||
| 1474 | #endif | ||
| 1475 | |||
| 1476 | SDL_GL_DestroyContext(data->context); | ||
| 1477 | } | ||
| 1478 | |||
| 1479 | SDL_free(data); | ||
| 1480 | } | ||
| 1481 | } | ||
| 1482 | |||
| 1483 | static bool GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props) | ||
| 1484 | { | ||
| 1485 | GLES2_RenderData *renderdata = (GLES2_RenderData *)renderer->internal; | ||
| 1486 | GLES2_TextureData *data; | ||
| 1487 | GLenum format; | ||
| 1488 | GLenum type; | ||
| 1489 | GLenum scaleMode; | ||
| 1490 | |||
| 1491 | GLES2_ActivateRenderer(renderer); | ||
| 1492 | |||
| 1493 | renderdata->drawstate.texture = NULL; // we trash this state. | ||
| 1494 | |||
| 1495 | // Determine the corresponding GLES texture format params | ||
| 1496 | switch (texture->format) { | ||
| 1497 | case SDL_PIXELFORMAT_BGRA32: | ||
| 1498 | case SDL_PIXELFORMAT_RGBA32: | ||
| 1499 | case SDL_PIXELFORMAT_BGRX32: | ||
| 1500 | case SDL_PIXELFORMAT_RGBX32: | ||
| 1501 | format = GL_RGBA; | ||
| 1502 | type = GL_UNSIGNED_BYTE; | ||
| 1503 | break; | ||
| 1504 | #ifdef SDL_HAVE_YUV | ||
| 1505 | case SDL_PIXELFORMAT_IYUV: | ||
| 1506 | case SDL_PIXELFORMAT_YV12: | ||
| 1507 | case SDL_PIXELFORMAT_NV12: | ||
| 1508 | case SDL_PIXELFORMAT_NV21: | ||
| 1509 | format = GL_LUMINANCE; | ||
| 1510 | type = GL_UNSIGNED_BYTE; | ||
| 1511 | break; | ||
| 1512 | #endif | ||
| 1513 | #ifdef GL_TEXTURE_EXTERNAL_OES | ||
| 1514 | case SDL_PIXELFORMAT_EXTERNAL_OES: | ||
| 1515 | format = GL_NONE; | ||
| 1516 | type = GL_NONE; | ||
| 1517 | break; | ||
| 1518 | #endif | ||
| 1519 | default: | ||
| 1520 | return SDL_SetError("Texture format not supported"); | ||
| 1521 | } | ||
| 1522 | |||
| 1523 | if (texture->format == SDL_PIXELFORMAT_EXTERNAL_OES && | ||
| 1524 | texture->access != SDL_TEXTUREACCESS_STATIC) { | ||
| 1525 | return SDL_SetError("Unsupported texture access for SDL_PIXELFORMAT_EXTERNAL_OES"); | ||
| 1526 | } | ||
| 1527 | |||
| 1528 | // Allocate a texture struct | ||
| 1529 | data = (GLES2_TextureData *)SDL_calloc(1, sizeof(GLES2_TextureData)); | ||
| 1530 | if (!data) { | ||
| 1531 | return false; | ||
| 1532 | } | ||
| 1533 | data->texture = 0; | ||
| 1534 | #ifdef GL_TEXTURE_EXTERNAL_OES | ||
| 1535 | data->texture_type = (texture->format == SDL_PIXELFORMAT_EXTERNAL_OES) ? GL_TEXTURE_EXTERNAL_OES : GL_TEXTURE_2D; | ||
| 1536 | #else | ||
| 1537 | data->texture_type = GL_TEXTURE_2D; | ||
| 1538 | #endif | ||
| 1539 | data->pixel_format = format; | ||
| 1540 | data->pixel_type = type; | ||
| 1541 | #ifdef SDL_HAVE_YUV | ||
| 1542 | data->yuv = ((texture->format == SDL_PIXELFORMAT_IYUV) || (texture->format == SDL_PIXELFORMAT_YV12)); | ||
| 1543 | data->nv12 = ((texture->format == SDL_PIXELFORMAT_NV12) || (texture->format == SDL_PIXELFORMAT_NV21)); | ||
| 1544 | data->texture_u = 0; | ||
| 1545 | data->texture_v = 0; | ||
| 1546 | #endif | ||
| 1547 | scaleMode = (texture->scaleMode == SDL_SCALEMODE_NEAREST) ? GL_NEAREST : GL_LINEAR; | ||
| 1548 | |||
| 1549 | // Allocate a blob for image renderdata | ||
| 1550 | if (texture->access == SDL_TEXTUREACCESS_STREAMING) { | ||
| 1551 | size_t size; | ||
| 1552 | data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format); | ||
| 1553 | size = (size_t)texture->h * data->pitch; | ||
| 1554 | #ifdef SDL_HAVE_YUV | ||
| 1555 | if (data->yuv) { | ||
| 1556 | // Need to add size for the U and V planes | ||
| 1557 | size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2); | ||
| 1558 | } else if (data->nv12) { | ||
| 1559 | // Need to add size for the U/V plane | ||
| 1560 | size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2); | ||
| 1561 | } | ||
| 1562 | #endif | ||
| 1563 | data->pixel_data = SDL_calloc(1, size); | ||
| 1564 | if (!data->pixel_data) { | ||
| 1565 | SDL_free(data); | ||
| 1566 | return false; | ||
| 1567 | } | ||
| 1568 | } | ||
| 1569 | |||
| 1570 | // Allocate the texture | ||
| 1571 | GL_CheckError("", renderer); | ||
| 1572 | |||
| 1573 | #ifdef SDL_HAVE_YUV | ||
| 1574 | if (data->yuv) { | ||
| 1575 | data->texture_v = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER, 0); | ||
| 1576 | if (data->texture_v) { | ||
| 1577 | data->texture_v_external = true; | ||
| 1578 | } else { | ||
| 1579 | renderdata->glGenTextures(1, &data->texture_v); | ||
| 1580 | if (!GL_CheckError("glGenTexures()", renderer)) { | ||
| 1581 | return false; | ||
| 1582 | } | ||
| 1583 | } | ||
| 1584 | renderdata->glActiveTexture(GL_TEXTURE2); | ||
| 1585 | renderdata->glBindTexture(data->texture_type, data->texture_v); | ||
| 1586 | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode); | ||
| 1587 | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode); | ||
| 1588 | renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL); | ||
| 1589 | SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER, data->texture_v); | ||
| 1590 | |||
| 1591 | data->texture_u = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER, 0); | ||
| 1592 | if (data->texture_u) { | ||
| 1593 | data->texture_u_external = true; | ||
| 1594 | } else { | ||
| 1595 | renderdata->glGenTextures(1, &data->texture_u); | ||
| 1596 | if (!GL_CheckError("glGenTexures()", renderer)) { | ||
| 1597 | return false; | ||
| 1598 | } | ||
| 1599 | } | ||
| 1600 | renderdata->glActiveTexture(GL_TEXTURE1); | ||
| 1601 | renderdata->glBindTexture(data->texture_type, data->texture_u); | ||
| 1602 | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode); | ||
| 1603 | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode); | ||
| 1604 | renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL); | ||
| 1605 | if (!GL_CheckError("glTexImage2D()", renderer)) { | ||
| 1606 | return false; | ||
| 1607 | } | ||
| 1608 | SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER, data->texture_u); | ||
| 1609 | |||
| 1610 | if (!SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace, texture->w, texture->h, 8)) { | ||
| 1611 | return SDL_SetError("Unsupported YUV colorspace"); | ||
| 1612 | } | ||
| 1613 | } else if (data->nv12) { | ||
| 1614 | data->texture_u = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER, 0); | ||
| 1615 | if (data->texture_u) { | ||
| 1616 | data->texture_u_external = true; | ||
| 1617 | } else { | ||
| 1618 | renderdata->glGenTextures(1, &data->texture_u); | ||
| 1619 | if (!GL_CheckError("glGenTexures()", renderer)) { | ||
| 1620 | return false; | ||
| 1621 | } | ||
| 1622 | } | ||
| 1623 | renderdata->glActiveTexture(GL_TEXTURE1); | ||
| 1624 | renderdata->glBindTexture(data->texture_type, data->texture_u); | ||
| 1625 | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode); | ||
| 1626 | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode); | ||
| 1627 | 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); | ||
| 1628 | if (!GL_CheckError("glTexImage2D()", renderer)) { | ||
| 1629 | return false; | ||
| 1630 | } | ||
| 1631 | SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER, data->texture_u); | ||
| 1632 | |||
| 1633 | if (!SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace, texture->w, texture->h, 8)) { | ||
| 1634 | return SDL_SetError("Unsupported YUV colorspace"); | ||
| 1635 | } | ||
| 1636 | } | ||
| 1637 | #endif | ||
| 1638 | |||
| 1639 | data->texture = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER, 0); | ||
| 1640 | if (data->texture) { | ||
| 1641 | data->texture_external = true; | ||
| 1642 | } else { | ||
| 1643 | renderdata->glGenTextures(1, &data->texture); | ||
| 1644 | if (!GL_CheckError("glGenTexures()", renderer)) { | ||
| 1645 | return false; | ||
| 1646 | } | ||
| 1647 | } | ||
| 1648 | texture->internal = data; | ||
| 1649 | renderdata->glActiveTexture(GL_TEXTURE0); | ||
| 1650 | renderdata->glBindTexture(data->texture_type, data->texture); | ||
| 1651 | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode); | ||
| 1652 | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode); | ||
| 1653 | if (texture->format != SDL_PIXELFORMAT_EXTERNAL_OES) { | ||
| 1654 | renderdata->glTexImage2D(data->texture_type, 0, format, texture->w, texture->h, 0, format, type, NULL); | ||
| 1655 | if (!GL_CheckError("glTexImage2D()", renderer)) { | ||
| 1656 | return false; | ||
| 1657 | } | ||
| 1658 | } | ||
| 1659 | SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER, data->texture); | ||
| 1660 | SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER, data->texture_type); | ||
| 1661 | |||
| 1662 | if (texture->access == SDL_TEXTUREACCESS_TARGET) { | ||
| 1663 | data->fbo = GLES2_GetFBO((GLES2_RenderData *)renderer->internal, texture->w, texture->h); | ||
| 1664 | } else { | ||
| 1665 | data->fbo = NULL; | ||
| 1666 | } | ||
| 1667 | |||
| 1668 | return GL_CheckError("", renderer); | ||
| 1669 | } | ||
| 1670 | |||
| 1671 | 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) | ||
| 1672 | { | ||
| 1673 | Uint8 *blob = NULL; | ||
| 1674 | Uint8 *src; | ||
| 1675 | size_t src_pitch; | ||
| 1676 | int y; | ||
| 1677 | |||
| 1678 | if ((width == 0) || (height == 0) || (bpp == 0)) { | ||
| 1679 | return true; // nothing to do | ||
| 1680 | } | ||
| 1681 | |||
| 1682 | // Reformat the texture data into a tightly packed array | ||
| 1683 | src_pitch = (size_t)width * bpp; | ||
| 1684 | src = (Uint8 *)pixels; | ||
| 1685 | if ((size_t)pitch != src_pitch) { | ||
| 1686 | blob = (Uint8 *)SDL_malloc(src_pitch * height); | ||
| 1687 | if (!blob) { | ||
| 1688 | return false; | ||
| 1689 | } | ||
| 1690 | src = blob; | ||
| 1691 | for (y = 0; y < height; ++y) { | ||
| 1692 | SDL_memcpy(src, pixels, src_pitch); | ||
| 1693 | src += src_pitch; | ||
| 1694 | pixels = (Uint8 *)pixels + pitch; | ||
| 1695 | } | ||
| 1696 | src = blob; | ||
| 1697 | } | ||
| 1698 | |||
| 1699 | data->glTexSubImage2D(target, 0, xoffset, yoffset, width, height, format, type, src); | ||
| 1700 | if (blob) { | ||
| 1701 | SDL_free(blob); | ||
| 1702 | } | ||
| 1703 | return true; | ||
| 1704 | } | ||
| 1705 | |||
| 1706 | static bool GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect, | ||
| 1707 | const void *pixels, int pitch) | ||
| 1708 | { | ||
| 1709 | GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal; | ||
| 1710 | GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal; | ||
| 1711 | |||
| 1712 | GLES2_ActivateRenderer(renderer); | ||
| 1713 | |||
| 1714 | // Bail out if we're supposed to update an empty rectangle | ||
| 1715 | if (rect->w <= 0 || rect->h <= 0) { | ||
| 1716 | return true; | ||
| 1717 | } | ||
| 1718 | |||
| 1719 | data->drawstate.texture = NULL; // we trash this state. | ||
| 1720 | |||
| 1721 | // Create a texture subimage with the supplied data | ||
| 1722 | data->glBindTexture(tdata->texture_type, tdata->texture); | ||
| 1723 | GLES2_TexSubImage2D(data, tdata->texture_type, | ||
| 1724 | rect->x, | ||
| 1725 | rect->y, | ||
| 1726 | rect->w, | ||
| 1727 | rect->h, | ||
| 1728 | tdata->pixel_format, | ||
| 1729 | tdata->pixel_type, | ||
| 1730 | pixels, pitch, SDL_BYTESPERPIXEL(texture->format)); | ||
| 1731 | |||
| 1732 | #ifdef SDL_HAVE_YUV | ||
| 1733 | if (tdata->yuv) { | ||
| 1734 | // Skip to the correct offset into the next texture | ||
| 1735 | pixels = (const void *)((const Uint8 *)pixels + rect->h * pitch); | ||
| 1736 | if (texture->format == SDL_PIXELFORMAT_YV12) { | ||
| 1737 | data->glBindTexture(tdata->texture_type, tdata->texture_v); | ||
| 1738 | } else { | ||
| 1739 | data->glBindTexture(tdata->texture_type, tdata->texture_u); | ||
| 1740 | } | ||
| 1741 | GLES2_TexSubImage2D(data, tdata->texture_type, | ||
| 1742 | rect->x / 2, | ||
| 1743 | rect->y / 2, | ||
| 1744 | (rect->w + 1) / 2, | ||
| 1745 | (rect->h + 1) / 2, | ||
| 1746 | tdata->pixel_format, | ||
| 1747 | tdata->pixel_type, | ||
| 1748 | pixels, (pitch + 1) / 2, 1); | ||
| 1749 | |||
| 1750 | // Skip to the correct offset into the next texture | ||
| 1751 | pixels = (const void *)((const Uint8 *)pixels + ((rect->h + 1) / 2) * ((pitch + 1) / 2)); | ||
| 1752 | if (texture->format == SDL_PIXELFORMAT_YV12) { | ||
| 1753 | data->glBindTexture(tdata->texture_type, tdata->texture_u); | ||
| 1754 | } else { | ||
| 1755 | data->glBindTexture(tdata->texture_type, tdata->texture_v); | ||
| 1756 | } | ||
| 1757 | GLES2_TexSubImage2D(data, tdata->texture_type, | ||
| 1758 | rect->x / 2, | ||
| 1759 | rect->y / 2, | ||
| 1760 | (rect->w + 1) / 2, | ||
| 1761 | (rect->h + 1) / 2, | ||
| 1762 | tdata->pixel_format, | ||
| 1763 | tdata->pixel_type, | ||
| 1764 | pixels, (pitch + 1) / 2, 1); | ||
| 1765 | } else if (tdata->nv12) { | ||
| 1766 | // Skip to the correct offset into the next texture | ||
| 1767 | pixels = (const void *)((const Uint8 *)pixels + rect->h * pitch); | ||
| 1768 | data->glBindTexture(tdata->texture_type, tdata->texture_u); | ||
| 1769 | GLES2_TexSubImage2D(data, tdata->texture_type, | ||
| 1770 | rect->x / 2, | ||
| 1771 | rect->y / 2, | ||
| 1772 | (rect->w + 1) / 2, | ||
| 1773 | (rect->h + 1) / 2, | ||
| 1774 | GL_LUMINANCE_ALPHA, | ||
| 1775 | GL_UNSIGNED_BYTE, | ||
| 1776 | pixels, 2 * ((pitch + 1) / 2), 2); | ||
| 1777 | } | ||
| 1778 | #endif | ||
| 1779 | |||
| 1780 | return GL_CheckError("glTexSubImage2D()", renderer); | ||
| 1781 | } | ||
| 1782 | |||
| 1783 | #ifdef SDL_HAVE_YUV | ||
| 1784 | static bool GLES2_UpdateTextureYUV(SDL_Renderer *renderer, SDL_Texture *texture, | ||
| 1785 | const SDL_Rect *rect, | ||
| 1786 | const Uint8 *Yplane, int Ypitch, | ||
| 1787 | const Uint8 *Uplane, int Upitch, | ||
| 1788 | const Uint8 *Vplane, int Vpitch) | ||
| 1789 | { | ||
| 1790 | GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal; | ||
| 1791 | GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal; | ||
| 1792 | |||
| 1793 | GLES2_ActivateRenderer(renderer); | ||
| 1794 | |||
| 1795 | // Bail out if we're supposed to update an empty rectangle | ||
| 1796 | if (rect->w <= 0 || rect->h <= 0) { | ||
| 1797 | return true; | ||
| 1798 | } | ||
| 1799 | |||
| 1800 | data->drawstate.texture = NULL; // we trash this state. | ||
| 1801 | |||
| 1802 | data->glBindTexture(tdata->texture_type, tdata->texture_v); | ||
| 1803 | GLES2_TexSubImage2D(data, tdata->texture_type, | ||
| 1804 | rect->x / 2, | ||
| 1805 | rect->y / 2, | ||
| 1806 | (rect->w + 1) / 2, | ||
| 1807 | (rect->h + 1) / 2, | ||
| 1808 | tdata->pixel_format, | ||
| 1809 | tdata->pixel_type, | ||
| 1810 | Vplane, Vpitch, 1); | ||
| 1811 | |||
| 1812 | data->glBindTexture(tdata->texture_type, tdata->texture_u); | ||
| 1813 | GLES2_TexSubImage2D(data, tdata->texture_type, | ||
| 1814 | rect->x / 2, | ||
| 1815 | rect->y / 2, | ||
| 1816 | (rect->w + 1) / 2, | ||
| 1817 | (rect->h + 1) / 2, | ||
| 1818 | tdata->pixel_format, | ||
| 1819 | tdata->pixel_type, | ||
| 1820 | Uplane, Upitch, 1); | ||
| 1821 | |||
| 1822 | data->glBindTexture(tdata->texture_type, tdata->texture); | ||
| 1823 | GLES2_TexSubImage2D(data, tdata->texture_type, | ||
| 1824 | rect->x, | ||
| 1825 | rect->y, | ||
| 1826 | rect->w, | ||
| 1827 | rect->h, | ||
| 1828 | tdata->pixel_format, | ||
| 1829 | tdata->pixel_type, | ||
| 1830 | Yplane, Ypitch, 1); | ||
| 1831 | |||
| 1832 | return GL_CheckError("glTexSubImage2D()", renderer); | ||
| 1833 | } | ||
| 1834 | |||
| 1835 | static bool GLES2_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture, | ||
| 1836 | const SDL_Rect *rect, | ||
| 1837 | const Uint8 *Yplane, int Ypitch, | ||
| 1838 | const Uint8 *UVplane, int UVpitch) | ||
| 1839 | { | ||
| 1840 | GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal; | ||
| 1841 | GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal; | ||
| 1842 | |||
| 1843 | GLES2_ActivateRenderer(renderer); | ||
| 1844 | |||
| 1845 | // Bail out if we're supposed to update an empty rectangle | ||
| 1846 | if (rect->w <= 0 || rect->h <= 0) { | ||
| 1847 | return true; | ||
| 1848 | } | ||
| 1849 | |||
| 1850 | data->drawstate.texture = NULL; // we trash this state. | ||
| 1851 | |||
| 1852 | data->glBindTexture(tdata->texture_type, tdata->texture_u); | ||
| 1853 | GLES2_TexSubImage2D(data, tdata->texture_type, | ||
| 1854 | rect->x / 2, | ||
| 1855 | rect->y / 2, | ||
| 1856 | (rect->w + 1) / 2, | ||
| 1857 | (rect->h + 1) / 2, | ||
| 1858 | GL_LUMINANCE_ALPHA, | ||
| 1859 | GL_UNSIGNED_BYTE, | ||
| 1860 | UVplane, UVpitch, 2); | ||
| 1861 | |||
| 1862 | data->glBindTexture(tdata->texture_type, tdata->texture); | ||
| 1863 | GLES2_TexSubImage2D(data, tdata->texture_type, | ||
| 1864 | rect->x, | ||
| 1865 | rect->y, | ||
| 1866 | rect->w, | ||
| 1867 | rect->h, | ||
| 1868 | tdata->pixel_format, | ||
| 1869 | tdata->pixel_type, | ||
| 1870 | Yplane, Ypitch, 1); | ||
| 1871 | |||
| 1872 | return GL_CheckError("glTexSubImage2D()", renderer); | ||
| 1873 | } | ||
| 1874 | #endif | ||
| 1875 | |||
| 1876 | static bool GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect, | ||
| 1877 | void **pixels, int *pitch) | ||
| 1878 | { | ||
| 1879 | GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal; | ||
| 1880 | |||
| 1881 | // Retrieve the buffer/pitch for the specified region | ||
| 1882 | *pixels = (Uint8 *)tdata->pixel_data + | ||
| 1883 | (tdata->pitch * rect->y) + | ||
| 1884 | (rect->x * SDL_BYTESPERPIXEL(texture->format)); | ||
| 1885 | *pitch = tdata->pitch; | ||
| 1886 | |||
| 1887 | return true; | ||
| 1888 | } | ||
| 1889 | |||
| 1890 | static void GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture) | ||
| 1891 | { | ||
| 1892 | GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal; | ||
| 1893 | SDL_Rect rect; | ||
| 1894 | |||
| 1895 | // We do whole texture updates, at least for now | ||
| 1896 | rect.x = 0; | ||
| 1897 | rect.y = 0; | ||
| 1898 | rect.w = texture->w; | ||
| 1899 | rect.h = texture->h; | ||
| 1900 | GLES2_UpdateTexture(renderer, texture, &rect, tdata->pixel_data, tdata->pitch); | ||
| 1901 | } | ||
| 1902 | |||
| 1903 | static void GLES2_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode) | ||
| 1904 | { | ||
| 1905 | GLES2_RenderData *renderdata = (GLES2_RenderData *)renderer->internal; | ||
| 1906 | GLES2_TextureData *data = (GLES2_TextureData *)texture->internal; | ||
| 1907 | GLenum glScaleMode = (scaleMode == SDL_SCALEMODE_NEAREST) ? GL_NEAREST : GL_LINEAR; | ||
| 1908 | |||
| 1909 | #ifdef SDL_HAVE_YUV | ||
| 1910 | if (data->yuv) { | ||
| 1911 | renderdata->glActiveTexture(GL_TEXTURE2); | ||
| 1912 | renderdata->glBindTexture(data->texture_type, data->texture_v); | ||
| 1913 | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode); | ||
| 1914 | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode); | ||
| 1915 | |||
| 1916 | renderdata->glActiveTexture(GL_TEXTURE1); | ||
| 1917 | renderdata->glBindTexture(data->texture_type, data->texture_u); | ||
| 1918 | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode); | ||
| 1919 | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode); | ||
| 1920 | } else if (data->nv12) { | ||
| 1921 | renderdata->glActiveTexture(GL_TEXTURE1); | ||
| 1922 | renderdata->glBindTexture(data->texture_type, data->texture_u); | ||
| 1923 | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode); | ||
| 1924 | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode); | ||
| 1925 | } | ||
| 1926 | #endif | ||
| 1927 | |||
| 1928 | renderdata->glActiveTexture(GL_TEXTURE0); | ||
| 1929 | renderdata->glBindTexture(data->texture_type, data->texture); | ||
| 1930 | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode); | ||
| 1931 | renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode); | ||
| 1932 | } | ||
| 1933 | |||
| 1934 | static bool GLES2_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture) | ||
| 1935 | { | ||
| 1936 | GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal; | ||
| 1937 | GLES2_TextureData *texturedata = NULL; | ||
| 1938 | GLenum status; | ||
| 1939 | |||
| 1940 | data->drawstate.viewport_dirty = true; | ||
| 1941 | |||
| 1942 | if (!texture) { | ||
| 1943 | data->glBindFramebuffer(GL_FRAMEBUFFER, data->window_framebuffer); | ||
| 1944 | } else { | ||
| 1945 | texturedata = (GLES2_TextureData *)texture->internal; | ||
| 1946 | data->glBindFramebuffer(GL_FRAMEBUFFER, texturedata->fbo->FBO); | ||
| 1947 | // TODO: check if texture pixel format allows this operation | ||
| 1948 | data->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texturedata->texture_type, texturedata->texture, 0); | ||
| 1949 | // Check FBO status | ||
| 1950 | status = data->glCheckFramebufferStatus(GL_FRAMEBUFFER); | ||
| 1951 | if (status != GL_FRAMEBUFFER_COMPLETE) { | ||
| 1952 | return SDL_SetError("glFramebufferTexture2D() failed"); | ||
| 1953 | } | ||
| 1954 | } | ||
| 1955 | return true; | ||
| 1956 | } | ||
| 1957 | |||
| 1958 | static void GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture) | ||
| 1959 | { | ||
| 1960 | GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal; | ||
| 1961 | GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal; | ||
| 1962 | |||
| 1963 | GLES2_ActivateRenderer(renderer); | ||
| 1964 | |||
| 1965 | if (data->drawstate.texture == texture) { | ||
| 1966 | data->drawstate.texture = NULL; | ||
| 1967 | } | ||
| 1968 | if (data->drawstate.target == texture) { | ||
| 1969 | data->drawstate.target = NULL; | ||
| 1970 | } | ||
| 1971 | |||
| 1972 | // Destroy the texture | ||
| 1973 | if (tdata) { | ||
| 1974 | if (tdata->texture && !tdata->texture_external) { | ||
| 1975 | data->glDeleteTextures(1, &tdata->texture); | ||
| 1976 | } | ||
| 1977 | #ifdef SDL_HAVE_YUV | ||
| 1978 | if (tdata->texture_v && !tdata->texture_v_external) { | ||
| 1979 | data->glDeleteTextures(1, &tdata->texture_v); | ||
| 1980 | } | ||
| 1981 | if (tdata->texture_u && !tdata->texture_u_external) { | ||
| 1982 | data->glDeleteTextures(1, &tdata->texture_u); | ||
| 1983 | } | ||
| 1984 | #endif | ||
| 1985 | SDL_free(tdata->pixel_data); | ||
| 1986 | SDL_free(tdata); | ||
| 1987 | texture->internal = NULL; | ||
| 1988 | } | ||
| 1989 | } | ||
| 1990 | |||
| 1991 | static SDL_Surface *GLES2_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect) | ||
| 1992 | { | ||
| 1993 | GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal; | ||
| 1994 | SDL_PixelFormat format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_RGBA32; | ||
| 1995 | SDL_Surface *surface; | ||
| 1996 | |||
| 1997 | surface = SDL_CreateSurface(rect->w, rect->h, format); | ||
| 1998 | if (!surface) { | ||
| 1999 | return NULL; | ||
| 2000 | } | ||
| 2001 | |||
| 2002 | int y = rect->y; | ||
| 2003 | if (!renderer->target) { | ||
| 2004 | int w, h; | ||
| 2005 | SDL_GetRenderOutputSize(renderer, &w, &h); | ||
| 2006 | y = (h - y) - rect->h; | ||
| 2007 | } | ||
| 2008 | |||
| 2009 | data->glReadPixels(rect->x, y, rect->w, rect->h, GL_RGBA, GL_UNSIGNED_BYTE, surface->pixels); | ||
| 2010 | if (!GL_CheckError("glReadPixels()", renderer)) { | ||
| 2011 | SDL_DestroySurface(surface); | ||
| 2012 | return NULL; | ||
| 2013 | } | ||
| 2014 | |||
| 2015 | // Flip the rows to be top-down if necessary | ||
| 2016 | if (!renderer->target) { | ||
| 2017 | SDL_FlipSurface(surface, SDL_FLIP_VERTICAL); | ||
| 2018 | } | ||
| 2019 | return surface; | ||
| 2020 | } | ||
| 2021 | |||
| 2022 | static bool GLES2_RenderPresent(SDL_Renderer *renderer) | ||
| 2023 | { | ||
| 2024 | // Tell the video driver to swap buffers | ||
| 2025 | return SDL_GL_SwapWindow(renderer->window); | ||
| 2026 | } | ||
| 2027 | |||
| 2028 | static bool GLES2_SetVSync(SDL_Renderer *renderer, const int vsync) | ||
| 2029 | { | ||
| 2030 | int interval = 0; | ||
| 2031 | |||
| 2032 | if (!SDL_GL_SetSwapInterval(vsync)) { | ||
| 2033 | return false; | ||
| 2034 | } | ||
| 2035 | |||
| 2036 | if (!SDL_GL_GetSwapInterval(&interval)) { | ||
| 2037 | return false; | ||
| 2038 | } | ||
| 2039 | |||
| 2040 | if (interval != vsync) { | ||
| 2041 | return SDL_Unsupported(); | ||
| 2042 | } | ||
| 2043 | return true; | ||
| 2044 | } | ||
| 2045 | |||
| 2046 | /************************************************************************************************* | ||
| 2047 | * Renderer instantiation * | ||
| 2048 | *************************************************************************************************/ | ||
| 2049 | |||
| 2050 | static bool GLES2_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_PropertiesID create_props) | ||
| 2051 | { | ||
| 2052 | GLES2_RenderData *data = NULL; | ||
| 2053 | SDL_WindowFlags window_flags = 0; // -Wconditional-uninitialized | ||
| 2054 | GLint window_framebuffer; | ||
| 2055 | GLint value; | ||
| 2056 | int profile_mask = 0, major = 0, minor = 0; | ||
| 2057 | bool changed_window = false; | ||
| 2058 | |||
| 2059 | if (!SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile_mask)) { | ||
| 2060 | goto error; | ||
| 2061 | } | ||
| 2062 | if (!SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major)) { | ||
| 2063 | goto error; | ||
| 2064 | } | ||
| 2065 | if (!SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor)) { | ||
| 2066 | goto error; | ||
| 2067 | } | ||
| 2068 | |||
| 2069 | SDL_SyncWindow(window); | ||
| 2070 | window_flags = SDL_GetWindowFlags(window); | ||
| 2071 | |||
| 2072 | // OpenGL ES 3.0 is a superset of OpenGL ES 2.0 | ||
| 2073 | if (!(window_flags & SDL_WINDOW_OPENGL) || | ||
| 2074 | profile_mask != SDL_GL_CONTEXT_PROFILE_ES || major < RENDERER_CONTEXT_MAJOR) { | ||
| 2075 | |||
| 2076 | changed_window = true; | ||
| 2077 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); | ||
| 2078 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR); | ||
| 2079 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR); | ||
| 2080 | |||
| 2081 | if (!SDL_RecreateWindow(window, (window_flags & ~(SDL_WINDOW_VULKAN | SDL_WINDOW_METAL)) | SDL_WINDOW_OPENGL)) { | ||
| 2082 | goto error; | ||
| 2083 | } | ||
| 2084 | } | ||
| 2085 | |||
| 2086 | SDL_SetupRendererColorspace(renderer, create_props); | ||
| 2087 | |||
| 2088 | if (renderer->output_colorspace != SDL_COLORSPACE_SRGB) { | ||
| 2089 | SDL_SetError("Unsupported output colorspace"); | ||
| 2090 | goto error; | ||
| 2091 | } | ||
| 2092 | |||
| 2093 | data = (GLES2_RenderData *)SDL_calloc(1, sizeof(GLES2_RenderData)); | ||
| 2094 | if (!data) { | ||
| 2095 | goto error; | ||
| 2096 | } | ||
| 2097 | renderer->internal = data; | ||
| 2098 | GLES2_InvalidateCachedState(renderer); | ||
| 2099 | renderer->window = window; | ||
| 2100 | |||
| 2101 | renderer->name = GLES2_RenderDriver.name; | ||
| 2102 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRA32); | ||
| 2103 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA32); | ||
| 2104 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRX32); | ||
| 2105 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBX32); | ||
| 2106 | |||
| 2107 | // Create an OpenGL ES 2.0 context | ||
| 2108 | data->context = SDL_GL_CreateContext(window); | ||
| 2109 | if (!data->context) { | ||
| 2110 | goto error; | ||
| 2111 | } | ||
| 2112 | if (!SDL_GL_MakeCurrent(window, data->context)) { | ||
| 2113 | goto error; | ||
| 2114 | } | ||
| 2115 | |||
| 2116 | if (!GLES2_LoadFunctions(data)) { | ||
| 2117 | goto error; | ||
| 2118 | } | ||
| 2119 | |||
| 2120 | if (!GLES2_CacheShaders(data)) { | ||
| 2121 | goto error; | ||
| 2122 | } | ||
| 2123 | |||
| 2124 | // Check for debug output support | ||
| 2125 | if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_FLAGS, &value) && | ||
| 2126 | (value & SDL_GL_CONTEXT_DEBUG_FLAG)) { | ||
| 2127 | data->debug_enabled = true; | ||
| 2128 | } | ||
| 2129 | |||
| 2130 | value = 0; | ||
| 2131 | data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value); | ||
| 2132 | SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, value); | ||
| 2133 | |||
| 2134 | #if USE_VERTEX_BUFFER_OBJECTS | ||
| 2135 | // we keep a few of these and cycle through them, so data can live for a few frames. | ||
| 2136 | data->glGenBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers); | ||
| 2137 | #endif | ||
| 2138 | |||
| 2139 | data->framebuffers = NULL; | ||
| 2140 | data->glGetIntegerv(GL_FRAMEBUFFER_BINDING, &window_framebuffer); | ||
| 2141 | data->window_framebuffer = (GLuint)window_framebuffer; | ||
| 2142 | |||
| 2143 | // Populate the function pointers for the module | ||
| 2144 | renderer->WindowEvent = GLES2_WindowEvent; | ||
| 2145 | renderer->SupportsBlendMode = GLES2_SupportsBlendMode; | ||
| 2146 | renderer->CreateTexture = GLES2_CreateTexture; | ||
| 2147 | renderer->UpdateTexture = GLES2_UpdateTexture; | ||
| 2148 | #ifdef SDL_HAVE_YUV | ||
| 2149 | renderer->UpdateTextureYUV = GLES2_UpdateTextureYUV; | ||
| 2150 | renderer->UpdateTextureNV = GLES2_UpdateTextureNV; | ||
| 2151 | #endif | ||
| 2152 | renderer->LockTexture = GLES2_LockTexture; | ||
| 2153 | renderer->UnlockTexture = GLES2_UnlockTexture; | ||
| 2154 | renderer->SetTextureScaleMode = GLES2_SetTextureScaleMode; | ||
| 2155 | renderer->SetRenderTarget = GLES2_SetRenderTarget; | ||
| 2156 | renderer->QueueSetViewport = GLES2_QueueNoOp; | ||
| 2157 | renderer->QueueSetDrawColor = GLES2_QueueNoOp; | ||
| 2158 | renderer->QueueDrawPoints = GLES2_QueueDrawPoints; | ||
| 2159 | renderer->QueueDrawLines = GLES2_QueueDrawLines; | ||
| 2160 | renderer->QueueGeometry = GLES2_QueueGeometry; | ||
| 2161 | renderer->InvalidateCachedState = GLES2_InvalidateCachedState; | ||
| 2162 | renderer->RunCommandQueue = GLES2_RunCommandQueue; | ||
| 2163 | renderer->RenderReadPixels = GLES2_RenderReadPixels; | ||
| 2164 | renderer->RenderPresent = GLES2_RenderPresent; | ||
| 2165 | renderer->DestroyTexture = GLES2_DestroyTexture; | ||
| 2166 | renderer->DestroyRenderer = GLES2_DestroyRenderer; | ||
| 2167 | renderer->SetVSync = GLES2_SetVSync; | ||
| 2168 | #ifdef SDL_HAVE_YUV | ||
| 2169 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_YV12); | ||
| 2170 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_IYUV); | ||
| 2171 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV12); | ||
| 2172 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV21); | ||
| 2173 | #endif | ||
| 2174 | #ifdef GL_TEXTURE_EXTERNAL_OES | ||
| 2175 | if (GLES2_CacheShader(data, GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES, GL_FRAGMENT_SHADER)) { | ||
| 2176 | SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_EXTERNAL_OES); | ||
| 2177 | } | ||
| 2178 | #endif | ||
| 2179 | |||
| 2180 | if (SDL_GL_ExtensionSupported("GL_EXT_blend_minmax")) { | ||
| 2181 | data->GL_EXT_blend_minmax_supported = true; | ||
| 2182 | } | ||
| 2183 | |||
| 2184 | // Set up parameters for rendering | ||
| 2185 | data->glDisable(GL_DEPTH_TEST); | ||
| 2186 | data->glDisable(GL_CULL_FACE); | ||
| 2187 | data->glActiveTexture(GL_TEXTURE0); | ||
| 2188 | data->glPixelStorei(GL_PACK_ALIGNMENT, 1); | ||
| 2189 | data->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); | ||
| 2190 | |||
| 2191 | data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION); | ||
| 2192 | data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_COLOR); | ||
| 2193 | data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD); | ||
| 2194 | |||
| 2195 | data->glClearColor(1.0f, 1.0f, 1.0f, 1.0f); | ||
| 2196 | |||
| 2197 | data->drawstate.clear_color.r = 1.0f; | ||
| 2198 | data->drawstate.clear_color.g = 1.0f; | ||
| 2199 | data->drawstate.clear_color.b = 1.0f; | ||
| 2200 | data->drawstate.clear_color.a = 1.0f; | ||
| 2201 | data->drawstate.projection[3][0] = -1.0f; | ||
| 2202 | data->drawstate.projection[3][3] = 1.0f; | ||
| 2203 | |||
| 2204 | GL_CheckError("", renderer); | ||
| 2205 | |||
| 2206 | return true; | ||
| 2207 | |||
| 2208 | error: | ||
| 2209 | if (changed_window) { | ||
| 2210 | // Uh oh, better try to put it back... | ||
| 2211 | char *error = SDL_strdup(SDL_GetError()); | ||
| 2212 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile_mask); | ||
| 2213 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major); | ||
| 2214 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor); | ||
| 2215 | SDL_RecreateWindow(window, window_flags); | ||
| 2216 | SDL_SetError("%s", error); | ||
| 2217 | SDL_free(error); | ||
| 2218 | } | ||
| 2219 | return false; | ||
| 2220 | } | ||
| 2221 | |||
| 2222 | SDL_RenderDriver GLES2_RenderDriver = { | ||
| 2223 | GLES2_CreateRenderer, "opengles2" | ||
| 2224 | }; | ||
| 2225 | |||
| 2226 | #endif // SDL_VIDEO_RENDER_OGL_ES2 | ||
diff --git a/contrib/SDL-3.2.8/src/render/opengles2/SDL_shaders_gles2.c b/contrib/SDL-3.2.8/src/render/opengles2/SDL_shaders_gles2.c new file mode 100644 index 0000000..1387968 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/opengles2/SDL_shaders_gles2.c | |||
| @@ -0,0 +1,387 @@ | |||
| 1 | /* | ||
| 2 | Simple DirectMedia Layer | ||
| 3 | Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org> | ||
| 4 | |||
| 5 | This software is provided 'as-is', without any express or implied | ||
| 6 | warranty. In no event will the authors be held liable for any damages | ||
| 7 | arising from the use of this software. | ||
| 8 | |||
| 9 | Permission is granted to anyone to use this software for any purpose, | ||
| 10 | including commercial applications, and to alter it and redistribute it | ||
| 11 | freely, subject to the following restrictions: | ||
| 12 | |||
| 13 | 1. The origin of this software must not be misrepresented; you must not | ||
| 14 | claim that you wrote the original software. If you use this software | ||
| 15 | in a product, an acknowledgment in the product documentation would be | ||
| 16 | appreciated but is not required. | ||
| 17 | 2. Altered source versions must be plainly marked as such, and must not be | ||
| 18 | misrepresented as being the original software. | ||
| 19 | 3. This notice may not be removed or altered from any source distribution. | ||
| 20 | */ | ||
| 21 | #include "SDL_internal.h" | ||
| 22 | |||
| 23 | #ifdef SDL_VIDEO_RENDER_OGL_ES2 | ||
| 24 | |||
| 25 | #include <SDL3/SDL_opengles2.h> | ||
| 26 | #include "SDL_shaders_gles2.h" | ||
| 27 | |||
| 28 | /* *INDENT-OFF* */ // clang-format off | ||
| 29 | |||
| 30 | /************************************************************************************************* | ||
| 31 | * Vertex/fragment shader source * | ||
| 32 | *************************************************************************************************/ | ||
| 33 | |||
| 34 | static const char GLES2_Fragment_Include_Best_Texture_Precision[] = \ | ||
| 35 | "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" \ | ||
| 36 | "#define SDL_TEXCOORD_PRECISION highp\n" \ | ||
| 37 | "#else\n" \ | ||
| 38 | "#define SDL_TEXCOORD_PRECISION mediump\n" \ | ||
| 39 | "#endif\n" \ | ||
| 40 | "\n" \ | ||
| 41 | "precision mediump float;\n" \ | ||
| 42 | "\n" \ | ||
| 43 | ; | ||
| 44 | |||
| 45 | static const char GLES2_Fragment_Include_Medium_Texture_Precision[] = \ | ||
| 46 | "#define SDL_TEXCOORD_PRECISION mediump\n" \ | ||
| 47 | "precision mediump float;\n" \ | ||
| 48 | "\n" \ | ||
| 49 | ; | ||
| 50 | |||
| 51 | static const char GLES2_Fragment_Include_High_Texture_Precision[] = \ | ||
| 52 | "#define SDL_TEXCOORD_PRECISION highp\n" \ | ||
| 53 | "precision mediump float;\n" \ | ||
| 54 | "\n" \ | ||
| 55 | ; | ||
| 56 | |||
| 57 | static const char GLES2_Fragment_Include_Undef_Precision[] = \ | ||
| 58 | "#define mediump\n" \ | ||
| 59 | "#define highp\n" \ | ||
| 60 | "#define lowp\n" \ | ||
| 61 | "#define SDL_TEXCOORD_PRECISION\n" \ | ||
| 62 | "\n" \ | ||
| 63 | ; | ||
| 64 | |||
| 65 | static const char GLES2_Vertex_Default[] = \ | ||
| 66 | "uniform mat4 u_projection;\n" \ | ||
| 67 | "attribute vec2 a_position;\n" \ | ||
| 68 | "attribute vec4 a_color;\n" \ | ||
| 69 | "attribute vec2 a_texCoord;\n" \ | ||
| 70 | "varying vec2 v_texCoord;\n" \ | ||
| 71 | "varying vec4 v_color;\n" \ | ||
| 72 | "\n" \ | ||
| 73 | "void main()\n" \ | ||
| 74 | "{\n" \ | ||
| 75 | " v_texCoord = a_texCoord;\n" \ | ||
| 76 | " gl_Position = u_projection * vec4(a_position, 0.0, 1.0);\n" \ | ||
| 77 | " gl_PointSize = 1.0;\n" \ | ||
| 78 | " v_color = a_color;\n" \ | ||
| 79 | "}\n" \ | ||
| 80 | ; | ||
| 81 | |||
| 82 | static const char GLES2_Fragment_Solid[] = \ | ||
| 83 | "varying mediump vec4 v_color;\n" \ | ||
| 84 | "\n" \ | ||
| 85 | "void main()\n" \ | ||
| 86 | "{\n" \ | ||
| 87 | " gl_FragColor = v_color;\n" \ | ||
| 88 | "}\n" \ | ||
| 89 | ; | ||
| 90 | |||
| 91 | static const char GLES2_Fragment_TextureABGR[] = \ | ||
| 92 | "uniform sampler2D u_texture;\n" \ | ||
| 93 | "varying mediump vec4 v_color;\n" \ | ||
| 94 | "varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \ | ||
| 95 | "\n" \ | ||
| 96 | "void main()\n" \ | ||
| 97 | "{\n" \ | ||
| 98 | " gl_FragColor = texture2D(u_texture, v_texCoord);\n" \ | ||
| 99 | " gl_FragColor *= v_color;\n" \ | ||
| 100 | "}\n" \ | ||
| 101 | ; | ||
| 102 | |||
| 103 | // ARGB to ABGR conversion | ||
| 104 | static const char GLES2_Fragment_TextureARGB[] = \ | ||
| 105 | "uniform sampler2D u_texture;\n" \ | ||
| 106 | "varying mediump vec4 v_color;\n" \ | ||
| 107 | "varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \ | ||
| 108 | "\n" \ | ||
| 109 | "void main()\n" \ | ||
| 110 | "{\n" \ | ||
| 111 | " mediump vec4 abgr = texture2D(u_texture, v_texCoord);\n" \ | ||
| 112 | " gl_FragColor = abgr;\n" \ | ||
| 113 | " gl_FragColor.r = abgr.b;\n" \ | ||
| 114 | " gl_FragColor.b = abgr.r;\n" \ | ||
| 115 | " gl_FragColor *= v_color;\n" \ | ||
| 116 | "}\n" \ | ||
| 117 | ; | ||
| 118 | |||
| 119 | // RGB to ABGR conversion | ||
| 120 | static const char GLES2_Fragment_TextureRGB[] = \ | ||
| 121 | "uniform sampler2D u_texture;\n" \ | ||
| 122 | "varying mediump vec4 v_color;\n" \ | ||
| 123 | "varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \ | ||
| 124 | "\n" \ | ||
| 125 | "void main()\n" \ | ||
| 126 | "{\n" \ | ||
| 127 | " mediump vec4 abgr = texture2D(u_texture, v_texCoord);\n" \ | ||
| 128 | " gl_FragColor = abgr;\n" \ | ||
| 129 | " gl_FragColor.r = abgr.b;\n" \ | ||
| 130 | " gl_FragColor.b = abgr.r;\n" \ | ||
| 131 | " gl_FragColor.a = 1.0;\n" \ | ||
| 132 | " gl_FragColor *= v_color;\n" \ | ||
| 133 | "}\n" \ | ||
| 134 | ; | ||
| 135 | |||
| 136 | // BGR to ABGR conversion | ||
| 137 | static const char GLES2_Fragment_TextureBGR[] = \ | ||
| 138 | "uniform sampler2D u_texture;\n" \ | ||
| 139 | "varying mediump vec4 v_color;\n" \ | ||
| 140 | "varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \ | ||
| 141 | "\n" \ | ||
| 142 | "void main()\n" \ | ||
| 143 | "{\n" \ | ||
| 144 | " mediump vec4 abgr = texture2D(u_texture, v_texCoord);\n" \ | ||
| 145 | " gl_FragColor = abgr;\n" \ | ||
| 146 | " gl_FragColor.a = 1.0;\n" \ | ||
| 147 | " gl_FragColor *= v_color;\n" \ | ||
| 148 | "}\n" \ | ||
| 149 | ; | ||
| 150 | |||
| 151 | #ifdef SDL_HAVE_YUV | ||
| 152 | |||
| 153 | #define YUV_SHADER_PROLOGUE \ | ||
| 154 | "uniform sampler2D u_texture;\n" \ | ||
| 155 | "uniform sampler2D u_texture_u;\n" \ | ||
| 156 | "uniform sampler2D u_texture_v;\n" \ | ||
| 157 | "uniform vec3 u_offset;\n" \ | ||
| 158 | "uniform mat3 u_matrix;\n" \ | ||
| 159 | "varying mediump vec4 v_color;\n" \ | ||
| 160 | "varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \ | ||
| 161 | "\n" \ | ||
| 162 | |||
| 163 | #define YUV_SHADER_BODY \ | ||
| 164 | "void main()\n" \ | ||
| 165 | "{\n" \ | ||
| 166 | " mediump vec3 yuv;\n" \ | ||
| 167 | " lowp vec3 rgb;\n" \ | ||
| 168 | "\n" \ | ||
| 169 | " // Get the YUV values \n" \ | ||
| 170 | " yuv.x = texture2D(u_texture, v_texCoord).r;\n" \ | ||
| 171 | " yuv.y = texture2D(u_texture_u, v_texCoord).r;\n" \ | ||
| 172 | " yuv.z = texture2D(u_texture_v, v_texCoord).r;\n" \ | ||
| 173 | "\n" \ | ||
| 174 | " // Do the color transform \n" \ | ||
| 175 | " yuv += u_offset;\n" \ | ||
| 176 | " rgb = yuv * u_matrix;\n" \ | ||
| 177 | "\n" \ | ||
| 178 | " // That was easy. :) \n" \ | ||
| 179 | " gl_FragColor = vec4(rgb, 1);\n" \ | ||
| 180 | " gl_FragColor *= v_color;\n" \ | ||
| 181 | "}" \ | ||
| 182 | |||
| 183 | #define NV12_RA_SHADER_BODY \ | ||
| 184 | "void main()\n" \ | ||
| 185 | "{\n" \ | ||
| 186 | " mediump vec3 yuv;\n" \ | ||
| 187 | " lowp vec3 rgb;\n" \ | ||
| 188 | "\n" \ | ||
| 189 | " // Get the YUV values \n" \ | ||
| 190 | " yuv.x = texture2D(u_texture, v_texCoord).r;\n" \ | ||
| 191 | " yuv.yz = texture2D(u_texture_u, v_texCoord).ra;\n" \ | ||
| 192 | "\n" \ | ||
| 193 | " // Do the color transform \n" \ | ||
| 194 | " yuv += u_offset;\n" \ | ||
| 195 | " rgb = yuv * u_matrix;\n" \ | ||
| 196 | "\n" \ | ||
| 197 | " // That was easy. :) \n" \ | ||
| 198 | " gl_FragColor = vec4(rgb, 1);\n" \ | ||
| 199 | " gl_FragColor *= v_color;\n" \ | ||
| 200 | "}" \ | ||
| 201 | |||
| 202 | #define NV12_RG_SHADER_BODY \ | ||
| 203 | "void main()\n" \ | ||
| 204 | "{\n" \ | ||
| 205 | " mediump vec3 yuv;\n" \ | ||
| 206 | " lowp vec3 rgb;\n" \ | ||
| 207 | "\n" \ | ||
| 208 | " // Get the YUV values \n" \ | ||
| 209 | " yuv.x = texture2D(u_texture, v_texCoord).r;\n" \ | ||
| 210 | " yuv.yz = texture2D(u_texture_u, v_texCoord).rg;\n" \ | ||
| 211 | "\n" \ | ||
| 212 | " // Do the color transform \n" \ | ||
| 213 | " yuv += u_offset;\n" \ | ||
| 214 | " rgb = yuv * u_matrix;\n" \ | ||
| 215 | "\n" \ | ||
| 216 | " // That was easy. :) \n" \ | ||
| 217 | " gl_FragColor = vec4(rgb, 1);\n" \ | ||
| 218 | " gl_FragColor *= v_color;\n" \ | ||
| 219 | "}" \ | ||
| 220 | |||
| 221 | #define NV21_RA_SHADER_BODY \ | ||
| 222 | "void main()\n" \ | ||
| 223 | "{\n" \ | ||
| 224 | " mediump vec3 yuv;\n" \ | ||
| 225 | " lowp vec3 rgb;\n" \ | ||
| 226 | "\n" \ | ||
| 227 | " // Get the YUV values \n" \ | ||
| 228 | " yuv.x = texture2D(u_texture, v_texCoord).r;\n" \ | ||
| 229 | " yuv.yz = texture2D(u_texture_u, v_texCoord).ar;\n" \ | ||
| 230 | "\n" \ | ||
| 231 | " // Do the color transform \n" \ | ||
| 232 | " yuv += u_offset;\n" \ | ||
| 233 | " rgb = yuv * u_matrix;\n" \ | ||
| 234 | "\n" \ | ||
| 235 | " // That was easy. :) \n" \ | ||
| 236 | " gl_FragColor = vec4(rgb, 1);\n" \ | ||
| 237 | " gl_FragColor *= v_color;\n" \ | ||
| 238 | "}" \ | ||
| 239 | |||
| 240 | #define NV21_RG_SHADER_BODY \ | ||
| 241 | "void main()\n" \ | ||
| 242 | "{\n" \ | ||
| 243 | " mediump vec3 yuv;\n" \ | ||
| 244 | " lowp vec3 rgb;\n" \ | ||
| 245 | "\n" \ | ||
| 246 | " // Get the YUV values \n" \ | ||
| 247 | " yuv.x = texture2D(u_texture, v_texCoord).r;\n" \ | ||
| 248 | " yuv.yz = texture2D(u_texture_u, v_texCoord).gr;\n" \ | ||
| 249 | "\n" \ | ||
| 250 | " // Do the color transform \n" \ | ||
| 251 | " yuv += u_offset;\n" \ | ||
| 252 | " rgb = yuv * u_matrix;\n" \ | ||
| 253 | "\n" \ | ||
| 254 | " // That was easy. :) \n" \ | ||
| 255 | " gl_FragColor = vec4(rgb, 1);\n" \ | ||
| 256 | " gl_FragColor *= v_color;\n" \ | ||
| 257 | "}" \ | ||
| 258 | |||
| 259 | // YUV to ABGR conversion | ||
| 260 | static const char GLES2_Fragment_TextureYUV[] = \ | ||
| 261 | YUV_SHADER_PROLOGUE \ | ||
| 262 | YUV_SHADER_BODY \ | ||
| 263 | ; | ||
| 264 | |||
| 265 | // NV12 to ABGR conversion | ||
| 266 | static const char GLES2_Fragment_TextureNV12_RA[] = \ | ||
| 267 | YUV_SHADER_PROLOGUE \ | ||
| 268 | NV12_RA_SHADER_BODY \ | ||
| 269 | ; | ||
| 270 | static const char GLES2_Fragment_TextureNV12_RG[] = \ | ||
| 271 | YUV_SHADER_PROLOGUE \ | ||
| 272 | NV12_RG_SHADER_BODY \ | ||
| 273 | ; | ||
| 274 | |||
| 275 | // NV21 to ABGR conversion | ||
| 276 | static const char GLES2_Fragment_TextureNV21_RA[] = \ | ||
| 277 | YUV_SHADER_PROLOGUE \ | ||
| 278 | NV21_RA_SHADER_BODY \ | ||
| 279 | ; | ||
| 280 | static const char GLES2_Fragment_TextureNV21_RG[] = \ | ||
| 281 | YUV_SHADER_PROLOGUE \ | ||
| 282 | NV21_RG_SHADER_BODY \ | ||
| 283 | ; | ||
| 284 | #endif | ||
| 285 | |||
| 286 | // Custom Android video format texture | ||
| 287 | static const char GLES2_Fragment_TextureExternalOES_Prologue[] = \ | ||
| 288 | "#extension GL_OES_EGL_image_external : require\n" \ | ||
| 289 | "\n" \ | ||
| 290 | ; | ||
| 291 | static const char GLES2_Fragment_TextureExternalOES[] = \ | ||
| 292 | "uniform samplerExternalOES u_texture;\n" \ | ||
| 293 | "varying mediump vec4 v_color;\n" \ | ||
| 294 | "varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \ | ||
| 295 | "\n" \ | ||
| 296 | "void main()\n" \ | ||
| 297 | "{\n" \ | ||
| 298 | " gl_FragColor = texture2D(u_texture, v_texCoord);\n" \ | ||
| 299 | " gl_FragColor *= v_color;\n" \ | ||
| 300 | "}\n" \ | ||
| 301 | ; | ||
| 302 | |||
| 303 | /* *INDENT-ON* */ // clang-format on | ||
| 304 | |||
| 305 | /************************************************************************************************* | ||
| 306 | * Shader selector * | ||
| 307 | *************************************************************************************************/ | ||
| 308 | |||
| 309 | const char *GLES2_GetShaderPrologue(GLES2_ShaderType type) | ||
| 310 | { | ||
| 311 | switch (type) { | ||
| 312 | case GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES: | ||
| 313 | return GLES2_Fragment_TextureExternalOES_Prologue; | ||
| 314 | default: | ||
| 315 | return ""; | ||
| 316 | } | ||
| 317 | } | ||
| 318 | |||
| 319 | const char *GLES2_GetShaderInclude(GLES2_ShaderIncludeType type) | ||
| 320 | { | ||
| 321 | switch (type) { | ||
| 322 | case GLES2_SHADER_FRAGMENT_INCLUDE_UNDEF_PRECISION: | ||
| 323 | return GLES2_Fragment_Include_Undef_Precision; | ||
| 324 | case GLES2_SHADER_FRAGMENT_INCLUDE_BEST_TEXCOORD_PRECISION: | ||
| 325 | return GLES2_Fragment_Include_Best_Texture_Precision; | ||
| 326 | case GLES2_SHADER_FRAGMENT_INCLUDE_MEDIUM_TEXCOORD_PRECISION: | ||
| 327 | return GLES2_Fragment_Include_Medium_Texture_Precision; | ||
| 328 | case GLES2_SHADER_FRAGMENT_INCLUDE_HIGH_TEXCOORD_PRECISION: | ||
| 329 | return GLES2_Fragment_Include_High_Texture_Precision; | ||
| 330 | default: | ||
| 331 | return ""; | ||
| 332 | } | ||
| 333 | } | ||
| 334 | |||
| 335 | GLES2_ShaderIncludeType GLES2_GetTexCoordPrecisionEnumFromHint(void) | ||
| 336 | { | ||
| 337 | const char *texcoord_hint = SDL_GetHint("SDL_RENDER_OPENGLES2_TEXCOORD_PRECISION"); | ||
| 338 | GLES2_ShaderIncludeType value = GLES2_SHADER_FRAGMENT_INCLUDE_BEST_TEXCOORD_PRECISION; | ||
| 339 | if (texcoord_hint) { | ||
| 340 | if (SDL_strcmp(texcoord_hint, "undefined") == 0) { | ||
| 341 | return GLES2_SHADER_FRAGMENT_INCLUDE_UNDEF_PRECISION; | ||
| 342 | } | ||
| 343 | if (SDL_strcmp(texcoord_hint, "high") == 0) { | ||
| 344 | return GLES2_SHADER_FRAGMENT_INCLUDE_HIGH_TEXCOORD_PRECISION; | ||
| 345 | } | ||
| 346 | if (SDL_strcmp(texcoord_hint, "medium") == 0) { | ||
| 347 | return GLES2_SHADER_FRAGMENT_INCLUDE_MEDIUM_TEXCOORD_PRECISION; | ||
| 348 | } | ||
| 349 | } | ||
| 350 | return value; | ||
| 351 | } | ||
| 352 | |||
| 353 | const char *GLES2_GetShader(GLES2_ShaderType type) | ||
| 354 | { | ||
| 355 | switch (type) { | ||
| 356 | case GLES2_SHADER_VERTEX_DEFAULT: | ||
| 357 | return GLES2_Vertex_Default; | ||
| 358 | case GLES2_SHADER_FRAGMENT_SOLID: | ||
| 359 | return GLES2_Fragment_Solid; | ||
| 360 | case GLES2_SHADER_FRAGMENT_TEXTURE_ABGR: | ||
| 361 | return GLES2_Fragment_TextureABGR; | ||
| 362 | case GLES2_SHADER_FRAGMENT_TEXTURE_ARGB: | ||
| 363 | return GLES2_Fragment_TextureARGB; | ||
| 364 | case GLES2_SHADER_FRAGMENT_TEXTURE_RGB: | ||
| 365 | return GLES2_Fragment_TextureRGB; | ||
| 366 | case GLES2_SHADER_FRAGMENT_TEXTURE_BGR: | ||
| 367 | return GLES2_Fragment_TextureBGR; | ||
| 368 | #ifdef SDL_HAVE_YUV | ||
| 369 | case GLES2_SHADER_FRAGMENT_TEXTURE_YUV: | ||
| 370 | return GLES2_Fragment_TextureYUV; | ||
| 371 | case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA: | ||
| 372 | return GLES2_Fragment_TextureNV12_RA; | ||
| 373 | case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG: | ||
| 374 | return GLES2_Fragment_TextureNV12_RG; | ||
| 375 | case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RA: | ||
| 376 | return GLES2_Fragment_TextureNV21_RA; | ||
| 377 | case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RG: | ||
| 378 | return GLES2_Fragment_TextureNV21_RG; | ||
| 379 | #endif | ||
| 380 | case GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES: | ||
| 381 | return GLES2_Fragment_TextureExternalOES; | ||
| 382 | default: | ||
| 383 | return NULL; | ||
| 384 | } | ||
| 385 | } | ||
| 386 | |||
| 387 | #endif // SDL_VIDEO_RENDER_OGL_ES2 | ||
diff --git a/contrib/SDL-3.2.8/src/render/opengles2/SDL_shaders_gles2.h b/contrib/SDL-3.2.8/src/render/opengles2/SDL_shaders_gles2.h new file mode 100644 index 0000000..e71f8ce --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/opengles2/SDL_shaders_gles2.h | |||
| @@ -0,0 +1,65 @@ | |||
| 1 | /* | ||
| 2 | Simple DirectMedia Layer | ||
| 3 | Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org> | ||
| 4 | |||
| 5 | This software is provided 'as-is', without any express or implied | ||
| 6 | warranty. In no event will the authors be held liable for any damages | ||
| 7 | arising from the use of this software. | ||
| 8 | |||
| 9 | Permission is granted to anyone to use this software for any purpose, | ||
| 10 | including commercial applications, and to alter it and redistribute it | ||
| 11 | freely, subject to the following restrictions: | ||
| 12 | |||
| 13 | 1. The origin of this software must not be misrepresented; you must not | ||
| 14 | claim that you wrote the original software. If you use this software | ||
| 15 | in a product, an acknowledgment in the product documentation would be | ||
| 16 | appreciated but is not required. | ||
| 17 | 2. Altered source versions must be plainly marked as such, and must not be | ||
| 18 | misrepresented as being the original software. | ||
| 19 | 3. This notice may not be removed or altered from any source distribution. | ||
| 20 | */ | ||
| 21 | #include "SDL_internal.h" | ||
| 22 | |||
| 23 | #ifndef SDL_shaders_gles2_h_ | ||
| 24 | #define SDL_shaders_gles2_h_ | ||
| 25 | |||
| 26 | #ifdef SDL_VIDEO_RENDER_OGL_ES2 | ||
| 27 | |||
| 28 | typedef enum | ||
| 29 | { | ||
| 30 | GLES2_SHADER_FRAGMENT_INCLUDE_NONE = 0, | ||
| 31 | GLES2_SHADER_FRAGMENT_INCLUDE_BEST_TEXCOORD_PRECISION, | ||
| 32 | GLES2_SHADER_FRAGMENT_INCLUDE_MEDIUM_TEXCOORD_PRECISION, | ||
| 33 | GLES2_SHADER_FRAGMENT_INCLUDE_HIGH_TEXCOORD_PRECISION, | ||
| 34 | GLES2_SHADER_FRAGMENT_INCLUDE_UNDEF_PRECISION, | ||
| 35 | GLES2_SHADER_FRAGMENT_INCLUDE_COUNT | ||
| 36 | } GLES2_ShaderIncludeType; | ||
| 37 | |||
| 38 | typedef enum | ||
| 39 | { | ||
| 40 | GLES2_SHADER_VERTEX_DEFAULT = 0, | ||
| 41 | GLES2_SHADER_FRAGMENT_SOLID, | ||
| 42 | GLES2_SHADER_FRAGMENT_TEXTURE_ABGR, | ||
| 43 | GLES2_SHADER_FRAGMENT_TEXTURE_ARGB, | ||
| 44 | GLES2_SHADER_FRAGMENT_TEXTURE_BGR, | ||
| 45 | GLES2_SHADER_FRAGMENT_TEXTURE_RGB, | ||
| 46 | #ifdef SDL_HAVE_YUV | ||
| 47 | GLES2_SHADER_FRAGMENT_TEXTURE_YUV, | ||
| 48 | GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA, | ||
| 49 | GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG, | ||
| 50 | GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RA, | ||
| 51 | GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RG, | ||
| 52 | #endif | ||
| 53 | // Shaders beyond this point are optional and not cached at render creation | ||
| 54 | GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES, | ||
| 55 | GLES2_SHADER_COUNT | ||
| 56 | } GLES2_ShaderType; | ||
| 57 | |||
| 58 | extern const char *GLES2_GetShaderPrologue(GLES2_ShaderType type); | ||
| 59 | extern const char *GLES2_GetShaderInclude(GLES2_ShaderIncludeType type); | ||
| 60 | extern const char *GLES2_GetShader(GLES2_ShaderType type); | ||
| 61 | extern GLES2_ShaderIncludeType GLES2_GetTexCoordPrecisionEnumFromHint(void); | ||
| 62 | |||
| 63 | #endif // SDL_VIDEO_RENDER_OGL_ES2 | ||
| 64 | |||
| 65 | #endif // SDL_shaders_gles2_h_ | ||
