diff src/render/opengles/SDL_renderer_gles.c @ 5157:fb424691cfc7

Moved the rendering code out to a separate directory in the hope that it can someday be completely decoupled from the rest of the library and be expanded to an awesome 2D on 3D library.
author Sam Lantinga <slouken@libsdl.org>
date Wed, 02 Feb 2011 14:34:54 -0800
parents src/video/SDL_renderer_gles.c@1435f8a6425c
children 307ccc9c135e
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/render/opengles/SDL_renderer_gles.c	Wed Feb 02 14:34:54 2011 -0800
@@ -0,0 +1,842 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2010 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_opengles.h"
+#include "../SDL_sysrender.h"
+
+#if defined(SDL_VIDEO_DRIVER_PANDORA)
+
+/* Empty function stub to get OpenGL ES 1.x support without  */
+/* OpenGL ES extension GL_OES_draw_texture supported         */
+GL_API void GL_APIENTRY
+glDrawTexiOES(GLint x, GLint y, GLint z, GLint width, GLint height)
+{
+    return;
+}
+
+#endif /* PANDORA */
+
+/* OpenGL ES 1.1 renderer implementation, based on the OpenGL renderer */
+
+/* Used to re-create the window with OpenGL capability */
+extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
+
+static const float inv255f = 1.0f / 255.0f;
+
+static SDL_Renderer *GLES_CreateRenderer(SDL_Window * window, Uint32 flags);
+static void GLES_WindowEvent(SDL_Renderer * renderer,
+                             const SDL_WindowEvent *event);
+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_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_RenderDrawPoints(SDL_Renderer * renderer,
+                                 const SDL_Point * points, int count);
+static int GLES_RenderDrawLines(SDL_Renderer * renderer,
+                                const SDL_Point * points, int count);
+static int GLES_RenderFillRects(SDL_Renderer * renderer,
+                                const SDL_Rect ** rects, int count);
+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_PRESENTVSYNC | SDL_RENDERER_ACCELERATED),
+     6,
+     {
+      /* OpenGL ES 1.x supported formats list */
+      SDL_PIXELFORMAT_RGBA4444,
+      SDL_PIXELFORMAT_RGBA5551,
+      SDL_PIXELFORMAT_RGB565,
+      SDL_PIXELFORMAT_RGB24,
+      SDL_PIXELFORMAT_BGR888,
+      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;
+}
+
+SDL_Renderer *
+GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
+{
+
+    SDL_Renderer *renderer;
+    GLES_RenderData *data;
+    GLint value;
+    Uint32 window_flags;
+
+    window_flags = SDL_GetWindowFlags(window);
+    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->WindowEvent = GLES_WindowEvent;
+    renderer->CreateTexture = GLES_CreateTexture;
+    renderer->QueryTexturePixels = GLES_QueryTexturePixels;
+    renderer->UpdateTexture = GLES_UpdateTexture;
+    renderer->LockTexture = GLES_LockTexture;
+    renderer->UnlockTexture = GLES_UnlockTexture;
+    renderer->DirtyTexture = GLES_DirtyTexture;
+    renderer->RenderDrawPoints = GLES_RenderDrawPoints;
+    renderer->RenderDrawLines = GLES_RenderDrawLines;
+    renderer->RenderFillRects = GLES_RenderFillRects;
+    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;
+    renderer->driverdata = data;
+
+    renderer->info.flags = SDL_RENDERER_ACCELERATED;
+
+    if (GLES_LoadFunctions(data) < 0) {
+        GLES_DestroyRenderer(renderer);
+        return NULL;
+    }
+
+    data->context = SDL_GL_CreateContext(window);
+    if (!data->context) {
+        GLES_DestroyRenderer(renderer);
+        return NULL;
+    }
+    if (SDL_GL_MakeCurrent(window, 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_VIDEO_DRIVER_PANDORA
+    data->GL_OES_draw_texture_supported = SDL_FALSE;
+    data->useDrawTexture = SDL_FALSE;
+#else
+    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;
+    }
+#endif
+
+    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->updateSize = SDL_TRUE;
+
+    data->glEnableClientState(GL_VERTEX_ARRAY);
+    data->glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+    
+    return renderer;
+}
+
+static SDL_GLContext SDL_CurrentContext = NULL;
+
+static int
+GLES_ActivateRenderer(SDL_Renderer * renderer)
+{
+
+    GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
+    SDL_Window *window = renderer->window;
+
+    if (SDL_CurrentContext != data->context) {
+        if (SDL_GL_MakeCurrent(window, data->context) < 0) {
+            return -1;
+        }
+        SDL_CurrentContext = data->context;
+    }
+    if (data->updateSize) {
+        int w, h;
+
+        SDL_GetWindowSize(window, &w, &h);
+        data->glMatrixMode(GL_PROJECTION);
+        data->glLoadIdentity();
+        data->glMatrixMode(GL_MODELVIEW);
+        data->glLoadIdentity();
+        data->glViewport(0, 0, w, h);
+        data->glOrthof(0.0, (GLfloat) w, (GLfloat) h, 0.0, 0.0, 1.0);
+        data->updateSize = SDL_FALSE;
+    }
+    return 0;
+}
+
+static void
+GLES_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
+{
+    GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
+
+    if (event->event == SDL_WINDOWEVENT_RESIZED) {
+        /* Rebind the context to the window area and update matrices */
+        SDL_CurrentContext = NULL;
+        data->updateSize = SDL_TRUE;
+    }
+}
+
+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;
+    GLES_TextureData *data;
+    GLint internalFormat;
+    GLenum format, type;
+    int texture_w, texture_h;
+    GLenum result;
+
+    GLES_ActivateRenderer(renderer);
+
+    switch (texture->format) {
+    case SDL_PIXELFORMAT_RGB24:
+        internalFormat = GL_RGB;
+        format = GL_RGB;
+        type = GL_UNSIGNED_BYTE;
+        break;
+    case SDL_PIXELFORMAT_BGR888:
+    case SDL_PIXELFORMAT_ABGR8888:
+        internalFormat = GL_RGBA;
+        format = GL_RGBA;
+        type = GL_UNSIGNED_BYTE;
+        break;
+    case SDL_PIXELFORMAT_RGB565:
+        internalFormat = GL_RGB;
+        format = GL_RGB;
+        type = GL_UNSIGNED_SHORT_5_6_5;
+        break;
+    case SDL_PIXELFORMAT_RGBA5551:
+        internalFormat = GL_RGBA;
+        format = GL_RGBA;
+        type = GL_UNSIGNED_SHORT_5_5_5_1;
+        break;
+    case SDL_PIXELFORMAT_RGBA4444:
+        internalFormat = GL_RGBA;
+        format = GL_RGBA;
+        type = GL_UNSIGNED_SHORT_4_4_4_4;
+        break;
+    default:
+        SDL_SetError("Texture format %s not supported by OpenGL ES",
+                     SDL_GetPixelFormatName(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->glEnable(GL_TEXTURE_2D);
+    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_LINEAR);
+    renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER,
+                                GL_LINEAR);
+    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);
+    renderdata->glDisable(GL_TEXTURE_2D);
+
+    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 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_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;
+    int bpp = SDL_BYTESPERPIXEL(texture->format);
+    void * temp_buffer;
+    void * temp_ptr;
+    int i;
+
+    GLES_ActivateRenderer(renderer);
+
+    renderdata->glGetError();
+    renderdata->glEnable(data->type);
+    SetupTextureUpdate(renderdata, texture, pitch);
+
+    if( rect->w * bpp == pitch ) {
+         temp_buffer = (void *)pixels; /* No need to reformat */
+    } else {
+         /* Reformatting of mem area required */
+         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;
+         }
+    }
+
+    renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
+                                rect->h, data->format, data->formattype,
+                                temp_buffer);
+
+    if( temp_buffer != pixels ) {
+        SDL_free(temp_buffer);
+    }
+
+    renderdata->glDisable(data->type);
+    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 void
+GLES_SetBlendMode(GLES_RenderData * data, int blendMode)
+{
+    if (blendMode != data->blendMode) {
+        switch (blendMode) {
+        case SDL_BLENDMODE_NONE:
+            data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+            data->glDisable(GL_BLEND);
+            break;
+        case SDL_BLENDMODE_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_BLENDMODE_ADD:
+            data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+            data->glEnable(GL_BLEND);
+            data->glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+            break;
+        }
+        data->blendMode = blendMode;
+    }
+}
+
+static int
+GLES_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points,
+                      int count)
+{
+    GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
+    int i;
+    GLshort *vertices;
+
+    GLES_ActivateRenderer(renderer);
+
+    GLES_SetBlendMode(data, renderer->blendMode);
+
+    data->glColor4f((GLfloat) renderer->r * inv255f,
+                    (GLfloat) renderer->g * inv255f,
+                    (GLfloat) renderer->b * inv255f,
+                    (GLfloat) renderer->a * inv255f);
+
+    vertices = SDL_stack_alloc(GLshort, count*2);
+    for (i = 0; i < count; ++i) {
+        vertices[2*i+0] = (GLshort)points[i].x;
+        vertices[2*i+1] = (GLshort)points[i].y;
+    }
+    data->glVertexPointer(2, GL_SHORT, 0, vertices);
+    data->glDrawArrays(GL_POINTS, 0, count);
+    SDL_stack_free(vertices);
+
+    return 0;
+}
+
+static int
+GLES_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
+                     int count)
+{
+    GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
+    int i;
+    GLshort *vertices;
+
+    GLES_ActivateRenderer(renderer);
+
+    GLES_SetBlendMode(data, renderer->blendMode);
+
+    data->glColor4f((GLfloat) renderer->r * inv255f,
+                    (GLfloat) renderer->g * inv255f,
+                    (GLfloat) renderer->b * inv255f,
+                    (GLfloat) renderer->a * inv255f);
+
+    vertices = SDL_stack_alloc(GLshort, count*2);
+    for (i = 0; i < count; ++i) {
+        vertices[2*i+0] = (GLshort)points[i].x;
+        vertices[2*i+1] = (GLshort)points[i].y;
+    }
+    data->glVertexPointer(2, GL_SHORT, 0, vertices);
+    if (count > 2 && 
+        points[0].x == points[count-1].x && points[0].y == points[count-1].y) {
+        /* GL_LINE_LOOP takes care of the final segment */
+        --count;
+        data->glDrawArrays(GL_LINE_LOOP, 0, count);
+    } else {
+        data->glDrawArrays(GL_LINE_STRIP, 0, count);
+    }
+    SDL_stack_free(vertices);
+
+    return 0;
+}
+
+static int
+GLES_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects,
+                     int count)
+{
+    GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
+    int i;
+
+    GLES_ActivateRenderer(renderer);
+
+    GLES_SetBlendMode(data, renderer->blendMode);
+
+    data->glColor4f((GLfloat) renderer->r * inv255f,
+                    (GLfloat) renderer->g * inv255f,
+                    (GLfloat) renderer->b * inv255f,
+                    (GLfloat) renderer->a * inv255f);
+
+    for (i = 0; i < count; ++i) {
+        const SDL_Rect *rect = rects[i];
+        GLshort minx = rect->x;
+        GLshort maxx = rect->x + rect->w;
+        GLshort miny = rect->y;
+        GLshort maxy = rect->y + rect->h;
+        GLshort vertices[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;
+
+        data->glVertexPointer(2, GL_SHORT, 0, vertices);
+        data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+    }
+
+    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;
+
+    GLES_ActivateRenderer(renderer);
+
+    data->glEnable(GL_TEXTURE_2D);
+
+    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
+             */
+            if( rect->x == 0 && rect->w * bpp == pitch ) {
+                temp_buffer = pixels; /* Updating whole texture, no need to reformat */
+            } else {
+                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);
+
+            if( temp_buffer != pixels ) {
+                SDL_free(temp_buffer);
+            }
+        }
+        SDL_ClearDirtyRects(&texturedata->dirty);
+    }
+
+    data->glBindTexture(texturedata->type, texturedata->texture);
+
+    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);
+    }
+
+    GLES_SetBlendMode(data, texture->blendMode);
+
+    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 */
+        GLint cropRect[4];
+        int w, h;
+        SDL_Window *window = renderer->window;
+
+        SDL_GetWindowSize(window, &w, &h);
+        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, 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->glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
+        data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+    }
+
+    data->glDisable(GL_TEXTURE_2D);
+
+    return 0;
+}
+
+static void
+GLES_RenderPresent(SDL_Renderer * renderer)
+{
+    GLES_ActivateRenderer(renderer);
+
+    SDL_GL_SwapWindow(renderer->window);
+}
+
+static void
+GLES_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+    GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
+
+    GLES_ActivateRenderer(renderer);
+
+    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_DeleteContext(data->context);
+        }
+        SDL_free(data);
+    }
+    SDL_free(renderer);
+}
+
+#endif /* SDL_VIDEO_RENDER_OGL_ES */
+
+/* vi: set ts=4 sw=4 expandtab: */