diff src/video/SDL_renderer_gles.c @ 2739:68862734a5fd

These files are similar in purpose and structure as SDL_renderer_gl.c and SDL_renderer_gl.h, except they use OpenGL ES 1.1 for rendering.
author Holmes Futrell <hfutrell@umail.ucsb.edu>
date Tue, 02 Sep 2008 00:37:04 +0000
parents
children 0969758c8809
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/video/SDL_renderer_gles.c	Tue Sep 02 00:37:04 2008 +0000
@@ -0,0 +1,811 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library is distributed in the hope that it will be useful,
+    but WITHOUT ANY WARRANTY; without even the implied warranty of
+    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+#include "SDL_config.h"
+
+#if SDL_VIDEO_RENDER_OGL_ES
+
+#include "SDL_video.h"
+#include "SDL_opengles.h"
+#include "SDL_sysvideo.h"
+#include "SDL_pixels_c.h"
+#include "SDL_rect_c.h"
+#include "SDL_yuv_sw_c.h"
+
+/* OpenGL ES 1.1 renderer implementation, based on the OpenGL renderer */
+
+static const float inv255f = 1.0f / 255.0f;
+
+static SDL_Renderer *GLES_CreateRenderer(SDL_Window * window, Uint32 flags);
+static int GLES_ActivateRenderer(SDL_Renderer * renderer);
+static int GLES_DisplayModeChanged(SDL_Renderer * renderer);
+static int GLES_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
+static int GLES_QueryTexturePixels(SDL_Renderer * renderer,
+                                 SDL_Texture * texture, void **pixels,
+                                 int *pitch);
+static int GLES_SetTexturePalette(SDL_Renderer * renderer,
+                                SDL_Texture * texture,
+                                const SDL_Color * colors, int firstcolor,
+                                int ncolors);
+static int GLES_GetTexturePalette(SDL_Renderer * renderer,
+                                SDL_Texture * texture, SDL_Color * colors,
+                                int firstcolor, int ncolors);
+static int GLES_SetTextureColorMod(SDL_Renderer * renderer,
+                                 SDL_Texture * texture);
+static int GLES_SetTextureAlphaMod(SDL_Renderer * renderer,
+                                 SDL_Texture * texture);
+static int GLES_SetTextureBlendMode(SDL_Renderer * renderer,
+                                  SDL_Texture * texture);
+static int GLES_SetTextureScaleMode(SDL_Renderer * renderer,
+                                  SDL_Texture * texture);
+static int GLES_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
+                            const SDL_Rect * rect, const void *pixels,
+                            int pitch);
+static int GLES_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
+                          const SDL_Rect * rect, int markDirty, void **pixels,
+                          int *pitch);
+static void GLES_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
+static void GLES_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture,
+                            int numrects, const SDL_Rect * rects);
+static int GLES_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b,
+                         Uint8 a, const SDL_Rect * rect);
+static int GLES_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
+                         const SDL_Rect * srcrect, const SDL_Rect * dstrect);
+static void GLES_RenderPresent(SDL_Renderer * renderer);
+static void GLES_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
+static void GLES_DestroyRenderer(SDL_Renderer * renderer);
+
+
+SDL_RenderDriver GL_ES_RenderDriver = {
+    GLES_CreateRenderer,
+    {
+     "opengl_es",
+     (SDL_RENDERER_SINGLEBUFFER | SDL_RENDERER_PRESENTDISCARD |
+      SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED),
+     (SDL_TEXTUREMODULATE_NONE | SDL_TEXTUREMODULATE_COLOR |
+      SDL_TEXTUREMODULATE_ALPHA),
+     (SDL_TEXTUREBLENDMODE_NONE | SDL_TEXTUREBLENDMODE_MASK |
+      SDL_TEXTUREBLENDMODE_BLEND | SDL_TEXTUREBLENDMODE_ADD |
+      SDL_TEXTUREBLENDMODE_MOD),
+     (SDL_TEXTURESCALEMODE_NONE | SDL_TEXTURESCALEMODE_FAST |
+      SDL_TEXTURESCALEMODE_SLOW), 2,
+		{
+		SDL_PIXELFORMAT_RGB24,
+		SDL_PIXELFORMAT_ABGR8888,
+		},
+	 0,
+     0}
+};
+
+typedef struct
+{
+    SDL_GLContext context;
+    SDL_bool updateSize;
+    int blendMode;
+	
+#ifndef APIENTRY
+#define APIENTRY
+#endif
+	
+	SDL_bool useDrawTexture;
+	SDL_bool GL_OES_draw_texture_supported;
+	
+	/* OpenGL ES functions */
+	#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
+	#include "SDL_glesfuncs.h"
+	#undef SDL_PROC
+
+} GLES_RenderData;
+
+typedef struct
+{
+    GLuint texture;
+    GLenum type;
+    GLfloat texw;
+    GLfloat texh;
+    GLenum format;
+    GLenum formattype;
+    void *pixels;
+    int pitch;
+    SDL_DirtyRectList dirty;
+} GLES_TextureData;
+
+static void
+GLES_SetError(const char *prefix, GLenum result)
+{
+    const char *error;
+
+    switch (result) {
+    case GL_NO_ERROR:
+        error = "GL_NO_ERROR";
+        break;
+    case GL_INVALID_ENUM:
+        error = "GL_INVALID_ENUM";
+        break;
+    case GL_INVALID_VALUE:
+        error = "GL_INVALID_VALUE";
+        break;
+    case GL_INVALID_OPERATION:
+        error = "GL_INVALID_OPERATION";
+        break;
+    case GL_STACK_OVERFLOW:
+        error = "GL_STACK_OVERFLOW";
+        break;
+    case GL_STACK_UNDERFLOW:
+        error = "GL_STACK_UNDERFLOW";
+        break;
+    case GL_OUT_OF_MEMORY:
+        error = "GL_OUT_OF_MEMORY";
+        break;
+    default:
+        error = "UNKNOWN";
+        break;
+    }
+    SDL_SetError("%s: %s", prefix, error);
+}
+
+static int
+GLES_LoadFunctions(GLES_RenderData * data)
+{
+	
+	#define SDL_PROC(ret,func,params) \
+	data->func = func;
+	#include "SDL_glesfuncs.h"
+	#undef SDL_PROC
+	
+    return 0;
+}
+
+void
+GLES_AddRenderDriver(_THIS)
+{
+    if (_this->GL_CreateContext) {
+        SDL_AddRenderDriver(0, &GL_ES_RenderDriver);
+    }
+}
+
+SDL_Renderer *
+GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
+{
+		
+    SDL_Renderer *renderer;
+    GLES_RenderData *data;
+    GLint value;
+    int doublebuffer;
+
+    if (!(window->flags & SDL_WINDOW_OPENGL)) {
+        if (SDL_RecreateWindow(window, window->flags | SDL_WINDOW_OPENGL) < 0) {
+            return NULL;
+        }
+    }
+
+    renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
+    if (!renderer) {
+        SDL_OutOfMemory();
+        return NULL;
+    }
+
+    data = (GLES_RenderData *) SDL_calloc(1, sizeof(*data));
+    if (!data) {
+        GLES_DestroyRenderer(renderer);
+        SDL_OutOfMemory();
+        return NULL;
+    }
+
+    renderer->ActivateRenderer = GLES_ActivateRenderer;
+    renderer->DisplayModeChanged = GLES_DisplayModeChanged;
+    renderer->CreateTexture = GLES_CreateTexture;
+    renderer->QueryTexturePixels = GLES_QueryTexturePixels;
+    renderer->SetTexturePalette = GLES_SetTexturePalette;
+    renderer->GetTexturePalette = GLES_GetTexturePalette;
+    renderer->SetTextureColorMod = GLES_SetTextureColorMod;
+    renderer->SetTextureAlphaMod = GLES_SetTextureAlphaMod;
+    renderer->SetTextureBlendMode = GLES_SetTextureBlendMode;
+    renderer->SetTextureScaleMode = GLES_SetTextureScaleMode;
+    renderer->UpdateTexture = GLES_UpdateTexture;
+    renderer->LockTexture = GLES_LockTexture;
+    renderer->UnlockTexture = GLES_UnlockTexture;
+    renderer->DirtyTexture = GLES_DirtyTexture;
+    renderer->RenderFill = GLES_RenderFill;
+    renderer->RenderCopy = GLES_RenderCopy;
+    renderer->RenderPresent = GLES_RenderPresent;
+    renderer->DestroyTexture = GLES_DestroyTexture;
+    renderer->DestroyRenderer = GLES_DestroyRenderer;
+    renderer->info = GL_ES_RenderDriver.info;
+    renderer->window = window->id;
+    renderer->driverdata = data;
+	
+	
+    renderer->info.flags = (SDL_RENDERER_PRESENTDISCARD | SDL_RENDERER_ACCELERATED);
+
+    if (GLES_LoadFunctions(data) < 0) {
+        GLES_DestroyRenderer(renderer);
+        return NULL;
+    }
+
+    data->context = SDL_GL_CreateContext(window->id);
+    if (!data->context) {
+        GLES_DestroyRenderer(renderer);
+        return NULL;
+    }
+    if (SDL_GL_MakeCurrent(window->id, data->context) < 0) {
+        GLES_DestroyRenderer(renderer);
+        return NULL;
+    }
+
+    if (flags & SDL_RENDERER_PRESENTVSYNC) {
+        SDL_GL_SetSwapInterval(1);
+    } else {
+        SDL_GL_SetSwapInterval(0);
+    }
+    if (SDL_GL_GetSwapInterval() > 0) {
+        renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
+    }
+
+    if (SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &doublebuffer) == 0) {
+        if (!doublebuffer) {
+            renderer->info.flags |= SDL_RENDERER_SINGLEBUFFER;
+        }
+    }
+	
+	if (SDL_GL_ExtensionSupported("GL_OES_draw_texture")) {
+		data->GL_OES_draw_texture_supported = SDL_TRUE;
+		data->useDrawTexture = SDL_TRUE;
+	}
+	else {
+		data->GL_OES_draw_texture_supported = SDL_FALSE;
+		data->useDrawTexture = SDL_FALSE;
+	}	
+
+    data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
+    renderer->info.max_texture_width = value;
+    data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
+    renderer->info.max_texture_height = value;
+
+    /* Set up parameters for rendering */
+    data->blendMode = -1;
+    data->glDisable(GL_DEPTH_TEST);
+    data->glDisable(GL_CULL_FACE);
+	data->glEnable(GL_TEXTURE_2D);
+    data->updateSize = SDL_TRUE;
+
+    return renderer;
+}
+
+static int GLES_ActivateRenderer(SDL_Renderer * renderer)
+{
+		
+    GLES_RenderData *data = (GLES_RenderData *)renderer->driverdata;
+    SDL_Window *window = SDL_GetWindowFromID(renderer->window);
+				
+    if (SDL_GL_MakeCurrent(window->id, data->context) < 0) {
+        return -1;
+    }
+    if (data->updateSize) {
+        data->glMatrixMode(GL_PROJECTION);
+        data->glLoadIdentity();
+        data->glMatrixMode(GL_MODELVIEW);
+        data->glLoadIdentity();
+        data->glViewport(0, 0, window->w, window->h);
+        data->glOrthof(0.0, (GLfloat)window->w, (GLfloat)window->h, 0.0,
+                      0.0, 1.0);
+        data->updateSize = SDL_FALSE;
+    }
+    return 0;
+}
+
+static int
+GLES_DisplayModeChanged(SDL_Renderer * renderer)
+{
+    GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
+
+    data->updateSize = SDL_TRUE;
+    return 0;
+}
+
+static __inline__ int
+power_of_2(int input)
+{
+    int value = 1;
+
+    while (value < input) {
+        value <<= 1;
+    }
+    return value;
+}
+
+static int
+GLES_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+    GLES_RenderData *renderdata = (GLES_RenderData *) renderer->driverdata;
+    SDL_Window *window = SDL_GetWindowFromID(renderer->window);
+    GLES_TextureData *data;
+    GLint internalFormat;
+    GLenum format, type;
+    int texture_w, texture_h;
+    GLenum result;
+	switch (texture->format) {
+		case SDL_PIXELFORMAT_INDEX1LSB:
+		case SDL_PIXELFORMAT_INDEX1MSB:
+		case SDL_PIXELFORMAT_INDEX8:
+		case SDL_PIXELFORMAT_RGB332:
+		case SDL_PIXELFORMAT_RGB444:
+		case SDL_PIXELFORMAT_RGB555:
+		case SDL_PIXELFORMAT_ARGB4444:
+		case SDL_PIXELFORMAT_ARGB1555:
+		case SDL_PIXELFORMAT_BGR24:
+		case SDL_PIXELFORMAT_BGR888:
+		case SDL_PIXELFORMAT_RGB888:
+		case SDL_PIXELFORMAT_RGBA8888:
+		case SDL_PIXELFORMAT_ARGB2101010:
+		case SDL_PIXELFORMAT_ARGB8888:
+		case SDL_PIXELFORMAT_RGB24:
+			internalFormat = GL_RGB;
+			format = GL_RGB;
+			type = GL_UNSIGNED_BYTE;
+			break;
+		case SDL_PIXELFORMAT_ABGR8888:
+			internalFormat = GL_RGBA;
+			format = GL_RGBA;
+			type = GL_UNSIGNED_BYTE;			
+			break;			
+		/*
+			These formats would be supported if SDL had the necessary pixel formats
+		case SDL_PIXELFORMAT_BGR565:
+			internalFormat = GL_RGB;
+			format = GL_RGB;
+			type = GL_UNSIGNED_SHORT_5_6_5;
+			break;			
+		case SDL_PIXELFORMAT_ABGR5551:
+			internalFormat = GL_RGBA;
+			format = GL_RGBA;
+			type = GL_UNSIGNED_SHORT_5_5_5_1;
+			break;
+		case SDL_PIXELFORMAT_ABGR4444:
+			internalFormat = GL_RGBA;
+			format = GL_RGBA;
+			type = GL_UNSIGNED_SHORT_4_4_4_4;
+			break;
+		*/
+		default:
+			SDL_SetError("Unsupported texture format");
+			return -1;
+    }
+	
+	data = (GLES_TextureData *) SDL_calloc(1, sizeof(*data));
+    if (!data) {
+        SDL_OutOfMemory();
+        return -1;
+    }
+
+    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
+        data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
+        data->pixels = SDL_malloc(texture->h * data->pitch);
+        if (!data->pixels) {
+            SDL_OutOfMemory();
+            SDL_free(data);
+            return -1;
+        }
+    }
+
+    texture->driverdata = data;
+
+    renderdata->glGetError();
+    renderdata->glGenTextures(1, &data->texture);
+    
+	data->type = GL_TEXTURE_2D;
+	/* no NPOV textures allowed in OpenGL ES (yet) */
+	texture_w = power_of_2(texture->w);
+	texture_h = power_of_2(texture->h);
+	data->texw = (GLfloat) texture->w / texture_w;
+	data->texh = (GLfloat) texture->h / texture_h;
+	
+    data->format = format;
+    data->formattype = type;
+    renderdata->glBindTexture(data->type, data->texture);
+    renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER,
+                                GL_NEAREST);
+    renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER,
+                                GL_NEAREST);
+    renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
+                                GL_CLAMP_TO_EDGE);
+    renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
+                                GL_CLAMP_TO_EDGE);
+    
+	renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
+							 texture_h, 0, format, type, NULL);
+
+    result = renderdata->glGetError();
+    if (result != GL_NO_ERROR) {
+        GLES_SetError("glTexImage2D()", result);
+        return -1;
+    }
+    return 0;
+}
+
+static int
+GLES_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture,
+                      void **pixels, int *pitch)
+{
+    GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
+
+    *pixels = data->pixels;
+    *pitch = data->pitch;
+    return 0;
+}
+
+static int
+GLES_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
+                     const SDL_Color * colors, int firstcolor, int ncolors)
+{
+	SDL_SetError("OpenGL ES does not support paletted textures");
+    return -1;
+}
+
+static int
+GLES_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
+                     SDL_Color * colors, int firstcolor, int ncolors)
+{
+	SDL_SetError("OpenGL ES does not support paletted textures");
+    return -1;
+}
+
+static void
+SetupTextureUpdate(GLES_RenderData * renderdata, SDL_Texture * texture,
+                   int pitch)
+{
+	
+	
+	GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
+	renderdata->glBindTexture(data->type, data->texture);
+    renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+}
+
+static int
+GLES_SetTextureColorMod(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+    return 0;
+}
+
+static int
+GLES_SetTextureAlphaMod(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+    return 0;
+}
+
+static int
+GLES_SetTextureBlendMode(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+    switch (texture->blendMode) {
+    case SDL_TEXTUREBLENDMODE_NONE:
+    case SDL_TEXTUREBLENDMODE_MASK:
+    case SDL_TEXTUREBLENDMODE_BLEND:
+    case SDL_TEXTUREBLENDMODE_ADD:
+    case SDL_TEXTUREBLENDMODE_MOD:
+        return 0;
+    default:
+        SDL_Unsupported();
+        texture->blendMode = SDL_TEXTUREBLENDMODE_NONE;
+        return -1;
+    }
+}
+
+static int
+GLES_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+    switch (texture->scaleMode) {
+    case SDL_TEXTURESCALEMODE_NONE:
+    case SDL_TEXTURESCALEMODE_FAST:
+    case SDL_TEXTURESCALEMODE_SLOW:
+        return 0;
+    case SDL_TEXTURESCALEMODE_BEST:
+        SDL_Unsupported();
+		texture->scaleMode = SDL_TEXTURESCALEMODE_SLOW;
+        return -1;
+    default:
+        SDL_Unsupported();
+        texture->scaleMode = SDL_TEXTURESCALEMODE_NONE;
+        return -1;
+    }
+}
+
+static int
+GLES_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
+                 const SDL_Rect * rect, const void *pixels, int pitch)
+{
+    GLES_RenderData *renderdata = (GLES_RenderData *) renderer->driverdata;
+    GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
+    GLenum result;
+
+    SetupTextureUpdate(renderdata, texture, pitch);
+	renderdata->glGetError();
+	renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
+                                rect->h, data->format, data->formattype,
+                                pixels);
+    result = renderdata->glGetError();
+    if (result != GL_NO_ERROR) {
+        GLES_SetError("glTexSubImage2D()", result);
+        return -1;
+    }
+    return 0;
+}
+
+static int
+GLES_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
+               const SDL_Rect * rect, int markDirty, void **pixels,
+               int *pitch)
+{
+    GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
+
+    if (markDirty) {
+        SDL_AddDirtyRect(&data->dirty, rect);
+    }
+
+    *pixels =
+        (void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
+                  rect->x * SDL_BYTESPERPIXEL(texture->format));
+    *pitch = data->pitch;
+    return 0;
+}
+
+static void
+GLES_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+}
+
+static void
+GLES_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects,
+                const SDL_Rect * rects)
+{
+    GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
+    int i;
+
+    for (i = 0; i < numrects; ++i) {
+        SDL_AddDirtyRect(&data->dirty, &rects[i]);
+    }
+}
+
+static int
+GLES_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a,
+              const SDL_Rect * rect)
+{
+ 	
+	GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
+    SDL_Window *window = SDL_GetWindowFromID(renderer->window);
+	
+	/* set proper drawing color */
+	GLfloat oldClearColor[4];
+	
+	data->glGetFloatv(GL_COLOR_CLEAR_VALUE, oldClearColor);
+	
+	data->glClearColor((GLclampf) r * inv255f, (GLclampf) g * inv255f,
+			  (GLclampf) b * inv255f, (GLclampf) a * inv255f);
+	
+	data->glScissor(rect->x, window->h - rect->y - rect->h, rect->w, rect->h);
+	data->glEnable(GL_SCISSOR_TEST);
+	data->glClear(GL_COLOR_BUFFER_BIT);
+	data->glDisable(GL_SCISSOR_TEST);
+	
+	/* reset clear color */
+	data->glClearColor(oldClearColor[0], oldClearColor[1], oldClearColor[2], oldClearColor[2]);
+	
+	return 0;
+}
+
+static int
+GLES_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
+              const SDL_Rect * srcrect, const SDL_Rect * dstrect)
+{
+		
+    GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
+    GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
+    int minx, miny, maxx, maxy;
+    GLfloat minu, maxu, minv, maxv;
+	int i;
+	void *temp_buffer; /* used for reformatting dirty rect pixels */
+	void *temp_ptr;
+	
+    if (texturedata->dirty.list) {
+        SDL_DirtyRect *dirty;
+        void *pixels;
+        int bpp = SDL_BYTESPERPIXEL(texture->format);
+        int pitch = texturedata->pitch;
+
+        SetupTextureUpdate(data, texture, pitch);
+		
+        data->glBindTexture(texturedata->type, texturedata->texture);
+        for (dirty = texturedata->dirty.list; dirty; dirty = dirty->next) {
+            SDL_Rect *rect = &dirty->rect;
+            pixels = (void *) ((Uint8 *) texturedata->pixels + rect->y * pitch + rect->x * bpp);
+			/*	There is no GL_UNPACK_ROW_LENGTH in OpenGLES 
+				we must do this reformatting ourselves(!)
+			 
+				maybe it'd be a good idea to keep a temp buffer around
+				for this purpose rather than allocating it each time
+			*/
+			temp_buffer = SDL_malloc(rect->w * rect->h * bpp);
+			temp_ptr = temp_buffer;
+			for (i=0; i<rect->h; i++) {
+				SDL_memcpy(temp_ptr, pixels, rect->w * bpp);
+				temp_ptr += rect->w * bpp;
+				pixels	 += pitch;
+			}
+			
+            data->glTexSubImage2D(texturedata->type, 0, rect->x, rect->y,
+                                  rect->w, rect->h, texturedata->format,
+                                  texturedata->formattype, temp_buffer);
+			
+			SDL_free(temp_buffer);
+			
+        }
+        SDL_ClearDirtyRects(&texturedata->dirty);
+    }
+	
+    data->glBindTexture(texturedata->type, texturedata->texture);
+	data->glEnable(GL_TEXTURE_2D);
+	
+    if (texture->modMode) {
+        data->glColor4f((GLfloat) texture->r * inv255f,
+                        (GLfloat) texture->g * inv255f,
+                        (GLfloat) texture->b * inv255f,
+                        (GLfloat) texture->a * inv255f);
+    } else {
+        data->glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
+    }
+
+    if (texture->blendMode != data->blendMode) {
+        switch (texture->blendMode) {
+        case SDL_TEXTUREBLENDMODE_NONE:
+            data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
+            data->glDisable(GL_BLEND);
+            break;
+        case SDL_TEXTUREBLENDMODE_MASK:
+        case SDL_TEXTUREBLENDMODE_BLEND:
+            data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+            data->glEnable(GL_BLEND);
+            data->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+            break;
+        case SDL_TEXTUREBLENDMODE_ADD:
+            data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+            data->glEnable(GL_BLEND);
+            data->glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+            break;
+        case SDL_TEXTUREBLENDMODE_MOD:
+            data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+            data->glEnable(GL_BLEND);
+            data->glBlendFunc(GL_ZERO, GL_SRC_COLOR);
+            break;
+        }
+        data->blendMode = texture->blendMode;
+    }
+
+	switch (texture->scaleMode) {
+		case SDL_TEXTURESCALEMODE_NONE:
+		case SDL_TEXTURESCALEMODE_FAST:
+			data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
+								  GL_NEAREST);
+			data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
+								  GL_NEAREST);
+			break;
+		case SDL_TEXTURESCALEMODE_SLOW:
+		case SDL_TEXTURESCALEMODE_BEST:
+			data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
+								  GL_LINEAR);
+			data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
+								  GL_LINEAR);
+			break;
+	}
+
+	if (data->GL_OES_draw_texture_supported && data->useDrawTexture) {
+		/* this code is a little funny because the viewport is upside down vs SDL's coordinate system */
+		SDL_Window *window = SDL_GetWindowFromID(renderer->window);
+		GLint cropRect[4];
+		cropRect[0] = srcrect->x;
+		cropRect[1] = srcrect->y + srcrect->h;
+		cropRect[2] = srcrect->w;
+		cropRect[3] = -srcrect->h;
+		data->glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, cropRect);
+		data->glDrawTexiOES(dstrect->x, window->h - dstrect->y - dstrect->h, 0, dstrect->w, dstrect->h);
+	}
+	else {
+		
+		minx = dstrect->x;
+		miny = dstrect->y;
+		maxx = dstrect->x + dstrect->w;
+		maxy = dstrect->y + dstrect->h;
+		
+		minu = (GLfloat) srcrect->x / texture->w;
+		minu *= texturedata->texw;
+		maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
+		maxu *= texturedata->texw;
+		minv = (GLfloat) srcrect->y / texture->h;
+		minv *= texturedata->texh;
+		maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
+		maxv *= texturedata->texh;			
+		
+		GLshort vertices[8];
+		GLfloat texCoords[8];
+		
+		vertices[0] = minx; vertices[1] = miny;
+		vertices[2] = maxx; vertices[3] = miny;
+		vertices[4]	= minx; vertices[5] = maxy;
+		vertices[6] = maxx; vertices[7] = maxy;	
+		
+		texCoords[0] = minu; texCoords[1] = minv;
+		texCoords[2] = maxu; texCoords[3] = minv;
+		texCoords[4] = minu; texCoords[5] = maxv;
+		texCoords[6] = maxu; texCoords[7] = maxv;	
+		
+		data->glVertexPointer(2, GL_SHORT, 0, vertices);
+		data->glEnableClientState(GL_VERTEX_ARRAY);
+		data->glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
+		data->glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+		data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+		
+	}
+		
+    return 0;
+}
+
+static void
+GLES_RenderPresent(SDL_Renderer * renderer)
+{
+    SDL_GL_SwapWindow(renderer->window);
+}
+
+static void
+GLES_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+    GLES_RenderData *renderdata = (GLES_RenderData *) renderer->driverdata;
+    GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
+
+    if (!data) {
+        return;
+    }
+    if (data->texture) {
+		glDeleteTextures(1, &data->texture);
+    }
+    if (data->pixels) {
+        SDL_free(data->pixels);
+    }
+    SDL_FreeDirtyRects(&data->dirty);
+    SDL_free(data);
+    texture->driverdata = NULL;
+}
+
+static void
+GLES_DestroyRenderer(SDL_Renderer * renderer)
+{
+    GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
+
+    if (data) {
+        if (data->context) {
+            /* SDL_GL_MakeCurrent(0, NULL); *//* doesn't do anything */
+            SDL_GL_DeleteContext(data->context);
+        }
+        SDL_free(data);
+    }
+    SDL_free(renderer);
+}
+
+#endif /* SDL_VIDEO_RENDER_OGL */
+
+/* vi: set ts=4 sw=4 expandtab: */