view src/video/SDL_renderer_gl.c @ 2318:0c653886cce7

HandleEvent() returns done each time it is called. If done was set to 0 the program should quit, but because done is not checked until *all* events are handled a following event can reset done to 1 and prevent the program from terminating when told to. I fixed the while loop that handles events to check for the state of done after handling each event. That could leave some events unhandled when the program exits, but it ensures that the program will exit.
author Bob Pendleton <bob@pendleton.com>
date Wed, 20 Feb 2008 23:27:33 +0000
parents dbc6d1893869
children 91e601d9df8b
line wrap: on
line source

/*
    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

#include "SDL_video.h"
#include "SDL_opengl.h"
#include "SDL_sysvideo.h"
#include "SDL_pixels_c.h"
#include "SDL_rect_c.h"
#include "SDL_yuv_sw_c.h"

#ifdef __MACOSX__
#include <OpenGL/OpenGL.h>
#endif

/* OpenGL renderer implementation */

/* Details on optimizing the texture path on Mac OS X:
   http://developer.apple.com/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/chapter_10_section_2.html
*/

static const float inv255f = 1.0f / 255.0f;

static SDL_Renderer *GL_CreateRenderer(SDL_Window * window, Uint32 flags);
static int GL_ActivateRenderer(SDL_Renderer * renderer);
static int GL_DisplayModeChanged(SDL_Renderer * renderer);
static int GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int GL_QueryTexturePixels(SDL_Renderer * renderer,
                                 SDL_Texture * texture, void **pixels,
                                 int *pitch);
static int GL_SetTexturePalette(SDL_Renderer * renderer,
                                SDL_Texture * texture,
                                const SDL_Color * colors, int firstcolor,
                                int ncolors);
static int GL_GetTexturePalette(SDL_Renderer * renderer,
                                SDL_Texture * texture, SDL_Color * colors,
                                int firstcolor, int ncolors);
static int GL_SetTextureColorMod(SDL_Renderer * renderer,
                                 SDL_Texture * texture);
static int GL_SetTextureAlphaMod(SDL_Renderer * renderer,
                                 SDL_Texture * texture);
static int GL_SetTextureBlendMode(SDL_Renderer * renderer,
                                  SDL_Texture * texture);
static int GL_SetTextureScaleMode(SDL_Renderer * renderer,
                                  SDL_Texture * texture);
static int GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
                            const SDL_Rect * rect, const void *pixels,
                            int pitch);
static int GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
                          const SDL_Rect * rect, int markDirty, void **pixels,
                          int *pitch);
static void GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static void GL_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture,
                            int numrects, const SDL_Rect * rects);
static int GL_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b,
                         Uint8 a, const SDL_Rect * rect);
static int GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
                         const SDL_Rect * srcrect, const SDL_Rect * dstrect);
static void GL_RenderPresent(SDL_Renderer * renderer);
static void GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static void GL_DestroyRenderer(SDL_Renderer * renderer);


SDL_RenderDriver GL_RenderDriver = {
    GL_CreateRenderer,
    {
     "opengl",
     (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),
     16,
     {
      SDL_PIXELFORMAT_INDEX1LSB,
      SDL_PIXELFORMAT_INDEX1MSB,
      SDL_PIXELFORMAT_INDEX8,
      SDL_PIXELFORMAT_RGB332,
      SDL_PIXELFORMAT_RGB444,
      SDL_PIXELFORMAT_RGB555,
      SDL_PIXELFORMAT_ARGB4444,
      SDL_PIXELFORMAT_ARGB1555,
      SDL_PIXELFORMAT_RGB565,
      SDL_PIXELFORMAT_RGB24,
      SDL_PIXELFORMAT_BGR24,
      SDL_PIXELFORMAT_RGB888,
      SDL_PIXELFORMAT_BGR888,
      SDL_PIXELFORMAT_ARGB8888,
      SDL_PIXELFORMAT_ABGR8888,
      SDL_PIXELFORMAT_ARGB2101010},
     0,
     0}
};

typedef struct
{
    SDL_GLContext context;
    SDL_bool updateSize;
    SDL_bool GL_ARB_texture_rectangle_supported;
    SDL_bool GL_EXT_paletted_texture_supported;
    int blendMode;
    int scaleMode;

    /* OpenGL functions */
#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
#include "SDL_glfuncs.h"
#undef SDL_PROC

    PFNGLCOLORTABLEEXTPROC glColorTableEXT;
    void (*glTextureRangeAPPLE) (GLenum target, GLsizei length,
                                 const GLvoid * pointer);
} GL_RenderData;

typedef struct
{
    GLuint texture;
    GLenum type;
    GLfloat texw;
    GLfloat texh;
    GLenum format;
    GLenum formattype;
    Uint8 *palette;
    void *pixels;
    int pitch;
    SDL_DirtyRectList dirty;
} GL_TextureData;


static void
GL_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;
    case GL_TABLE_TOO_LARGE:
        error = "GL_TABLE_TOO_LARGE";
        break;
    default:
        error = "UNKNOWN";
        break;
    }
    SDL_SetError("%s: %s", prefix, error);
}

static int
GL_LoadFunctions(GL_RenderData * data)
{
#if defined(__QNXNTO__) && (_NTO_VERSION < 630)
#define __SDL_NOGETPROCADDR__
#elif defined(__MINT__)
#define __SDL_NOGETPROCADDR__
#endif
#ifdef __SDL_NOGETPROCADDR__
#define SDL_PROC(ret,func,params) data->func=func;
#else
#define SDL_PROC(ret,func,params) \
    do { \
        data->func = SDL_GL_GetProcAddress(#func); \
        if ( ! data->func ) { \
            SDL_SetError("Couldn't load GL function %s: %s\n", #func, SDL_GetError()); \
            return -1; \
        } \
    } while ( 0 );
#endif /* __SDL_NOGETPROCADDR__ */

#include "SDL_glfuncs.h"
#undef SDL_PROC
    return 0;
}

void
GL_AddRenderDriver(_THIS)
{
    if (_this->GL_CreateContext) {
        SDL_AddRenderDriver(0, &GL_RenderDriver);
    }
}

SDL_Renderer *
GL_CreateRenderer(SDL_Window * window, Uint32 flags)
{
    SDL_Renderer *renderer;
    GL_RenderData *data;
    GLint value;
    int doublebuffer;

    /* Render directly to the window, unless we're compositing */
#ifndef __MACOSX__
    if (flags & SDL_RENDERER_SINGLEBUFFER) {
        SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 0);
    }
#endif
    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 = (GL_RenderData *) SDL_calloc(1, sizeof(*data));
    if (!data) {
        GL_DestroyRenderer(renderer);
        SDL_OutOfMemory();
        return NULL;
    }

    renderer->ActivateRenderer = GL_ActivateRenderer;
    renderer->DisplayModeChanged = GL_DisplayModeChanged;
    renderer->CreateTexture = GL_CreateTexture;
    renderer->QueryTexturePixels = GL_QueryTexturePixels;
    renderer->SetTexturePalette = GL_SetTexturePalette;
    renderer->GetTexturePalette = GL_GetTexturePalette;
    renderer->SetTextureColorMod = GL_SetTextureColorMod;
    renderer->SetTextureAlphaMod = GL_SetTextureAlphaMod;
    renderer->SetTextureBlendMode = GL_SetTextureBlendMode;
    renderer->SetTextureScaleMode = GL_SetTextureScaleMode;
    renderer->UpdateTexture = GL_UpdateTexture;
    renderer->LockTexture = GL_LockTexture;
    renderer->UnlockTexture = GL_UnlockTexture;
    renderer->DirtyTexture = GL_DirtyTexture;
    renderer->RenderFill = GL_RenderFill;
    renderer->RenderCopy = GL_RenderCopy;
    renderer->RenderPresent = GL_RenderPresent;
    renderer->DestroyTexture = GL_DestroyTexture;
    renderer->DestroyRenderer = GL_DestroyRenderer;
    renderer->info = GL_RenderDriver.info;
    renderer->window = window->id;
    renderer->driverdata = data;

    renderer->info.flags =
        (SDL_RENDERER_PRESENTDISCARD | SDL_RENDERER_ACCELERATED);

    if (GL_LoadFunctions(data) < 0) {
        GL_DestroyRenderer(renderer);
        return NULL;
    }

    data->context = SDL_GL_CreateContext(window->id);
    if (!data->context) {
        GL_DestroyRenderer(renderer);
        return NULL;
    }
    if (SDL_GL_MakeCurrent(window->id, data->context) < 0) {
        GL_DestroyRenderer(renderer);
        return NULL;
    }
#ifdef __MACOSX__
    /* Enable multi-threaded rendering */
    /* Disabled until Ryan finishes his VBO/PBO code...
       CGLEnable(CGLGetCurrentContext(), kCGLCEMPEngine);
     */
#endif

    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;
        }
    }

    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;

    if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle")
        || SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) {
        data->GL_ARB_texture_rectangle_supported = SDL_TRUE;
    }
    if (SDL_GL_ExtensionSupported("GL_EXT_paletted_texture")) {
        data->GL_EXT_paletted_texture_supported = SDL_TRUE;
        data->glColorTableEXT =
            (PFNGLCOLORTABLEEXTPROC) SDL_GL_GetProcAddress("glColorTableEXT");
    } else {
        /* Don't advertise support for 8-bit indexed texture format */
        Uint32 i, j;
        SDL_RendererInfo *info = &renderer->info;
        for (i = 0, j = 0; i < info->num_texture_formats; ++i) {
            if (info->texture_formats[i] != SDL_PIXELFORMAT_INDEX8) {
                info->texture_formats[j++] = info->texture_formats[i];
            }
        }
        --info->num_texture_formats;
    }
    if (SDL_GL_ExtensionSupported("GL_APPLE_texture_range")) {
        data->glTextureRangeAPPLE =
            (void (*)(GLenum, GLsizei, const GLvoid *))
            SDL_GL_GetProcAddress("glTextureRangeAPPLE");
    }

    /* Set up parameters for rendering */
    data->blendMode = -1;
    data->scaleMode = -1;
    data->glDisable(GL_DEPTH_TEST);
    data->glDisable(GL_CULL_FACE);
    if (data->GL_ARB_texture_rectangle_supported) {
        data->glEnable(GL_TEXTURE_RECTANGLE_ARB);
    } else {
        data->glEnable(GL_TEXTURE_2D);
    }
    data->updateSize = SDL_TRUE;

    return renderer;
}

static int
GL_ActivateRenderer(SDL_Renderer * renderer)
{
    GL_RenderData *data = (GL_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->glOrtho(0.0, (GLdouble) window->w, (GLdouble) window->h, 0.0,
                      0.0, 1.0);
        data->updateSize = SDL_FALSE;
    }
    return 0;
}

static int
GL_DisplayModeChanged(SDL_Renderer * renderer)
{
    GL_RenderData *data = (GL_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
GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
    GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
    SDL_Window *window = SDL_GetWindowFromID(renderer->window);
    GL_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:
        internalFormat = GL_RGB;
        format = GL_COLOR_INDEX;
        type = GL_BITMAP;
        break;
    case SDL_PIXELFORMAT_INDEX8:
        if (!renderdata->GL_EXT_paletted_texture_supported) {
            SDL_SetError("Unsupported texture format");
            return -1;
        }
        internalFormat = GL_COLOR_INDEX8_EXT;
        format = GL_COLOR_INDEX;
        type = GL_UNSIGNED_BYTE;
        break;
    case SDL_PIXELFORMAT_RGB332:
        internalFormat = GL_R3_G3_B2;
        format = GL_RGB;
        type = GL_UNSIGNED_BYTE_3_3_2;
        break;
    case SDL_PIXELFORMAT_RGB444:
        internalFormat = GL_RGB4;
        format = GL_RGB;
        type = GL_UNSIGNED_SHORT_4_4_4_4;
        break;
    case SDL_PIXELFORMAT_RGB555:
        internalFormat = GL_RGB5;
        format = GL_RGB;
        type = GL_UNSIGNED_SHORT_5_5_5_1;
        break;
    case SDL_PIXELFORMAT_ARGB4444:
        internalFormat = GL_RGBA4;
        format = GL_BGRA;
        type = GL_UNSIGNED_SHORT_4_4_4_4_REV;
        break;
    case SDL_PIXELFORMAT_ARGB1555:
        internalFormat = GL_RGB5_A1;
        format = GL_BGRA;
        type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
        break;
    case SDL_PIXELFORMAT_RGB565:
        internalFormat = GL_RGB8;
        format = GL_RGB;
        type = GL_UNSIGNED_SHORT_5_6_5;
        break;
    case SDL_PIXELFORMAT_RGB24:
        internalFormat = GL_RGB8;
        format = GL_RGB;
        type = GL_UNSIGNED_BYTE;
        break;
    case SDL_PIXELFORMAT_RGB888:
        internalFormat = GL_RGB8;
        format = GL_BGRA;
        type = GL_UNSIGNED_BYTE;
        break;
    case SDL_PIXELFORMAT_BGR24:
        internalFormat = GL_RGB8;
        format = GL_BGR;
        type = GL_UNSIGNED_BYTE;
        break;
    case SDL_PIXELFORMAT_BGR888:
        internalFormat = GL_RGB8;
        format = GL_RGBA;
        type = GL_UNSIGNED_BYTE;
        break;
    case SDL_PIXELFORMAT_ARGB8888:
#ifdef __MACOSX__
        internalFormat = GL_RGBA;
        format = GL_BGRA;
        type = GL_UNSIGNED_INT_8_8_8_8_REV;
#else
        internalFormat = GL_RGBA8;
        format = GL_BGRA;
        type = GL_UNSIGNED_BYTE;
#endif
        break;
    case SDL_PIXELFORMAT_ABGR8888:
        internalFormat = GL_RGBA8;
        format = GL_RGBA;
        type = GL_UNSIGNED_BYTE;
        break;
    case SDL_PIXELFORMAT_ARGB2101010:
        internalFormat = GL_RGB10_A2;
        format = GL_BGRA;
        type = GL_UNSIGNED_INT_2_10_10_10_REV;
        break;
    default:
        SDL_SetError("Unsupported texture format");
        return -1;
    }

    data = (GL_TextureData *) SDL_calloc(1, sizeof(*data));
    if (!data) {
        SDL_OutOfMemory();
        return -1;
    }

    if (texture->format == SDL_PIXELFORMAT_INDEX8) {
        data->palette = (Uint8 *) SDL_malloc(3 * 256 * sizeof(Uint8));
        if (!data->palette) {
            SDL_OutOfMemory();
            SDL_free(data);
            return -1;
        }
        SDL_memset(data->palette, 0xFF, 3 * 256 * sizeof(Uint8));
    }

    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);
    if (renderdata->GL_ARB_texture_rectangle_supported) {
        data->type = GL_TEXTURE_RECTANGLE_ARB;
        texture_w = texture->w;
        texture_h = texture->h;
        data->texw = (GLfloat) texture->w;
        data->texh = (GLfloat) texture->h;
    } else {
        data->type = GL_TEXTURE_2D;
        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);
#ifdef __MACOSX__
#ifndef GL_TEXTURE_STORAGE_HINT_APPLE
#define GL_TEXTURE_STORAGE_HINT_APPLE       0x85BC
#endif
#ifndef STORAGE_CACHED_APPLE
#define STORAGE_CACHED_APPLE                0x85BE
#endif
#ifndef STORAGE_SHARED_APPLE
#define STORAGE_SHARED_APPLE                0x85BF
#endif
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
        renderdata->glTexParameteri(data->type, GL_TEXTURE_STORAGE_HINT_APPLE,
                                    GL_STORAGE_SHARED_APPLE);
    } else {
        renderdata->glTexParameteri(data->type, GL_TEXTURE_STORAGE_HINT_APPLE,
                                    GL_STORAGE_CACHED_APPLE);
    }
    if (texture->access == SDL_TEXTUREACCESS_STREAMING
        && texture->format == SDL_PIXELFORMAT_ARGB8888) {
        /*
           if (renderdata->glTextureRangeAPPLE) {
           renderdata->glTextureRangeAPPLE(data->type,
           texture->h * data->pitch,
           data->pixels);
           }
         */
        renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
        renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
                                 texture_h, 0, format, type, data->pixels);
    } else
#endif
    {
        renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
                                 texture_h, 0, format, type, NULL);
    }
    result = renderdata->glGetError();
    if (result != GL_NO_ERROR) {
        GL_SetError("glTexImage2D()", result);
        return -1;
    }
    return 0;
}

static int
GL_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture,
                      void **pixels, int *pitch)
{
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;

    *pixels = data->pixels;
    *pitch = data->pitch;
    return 0;
}

static int
GL_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
                     const SDL_Color * colors, int firstcolor, int ncolors)
{
    GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
    Uint8 *palette;

    if (!data->palette) {
        SDL_SetError("Texture doesn't have a palette");
        return -1;
    }
    palette = data->palette + firstcolor * 3;
    while (ncolors--) {
        *palette++ = colors->r;
        *palette++ = colors->g;
        *palette++ = colors->b;
        ++colors;
    }
    renderdata->glBindTexture(data->type, data->texture);
    renderdata->glColorTableEXT(data->type, GL_RGB8, 256, GL_RGB,
                                GL_UNSIGNED_BYTE, data->palette);
    return 0;
}

static int
GL_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
                     SDL_Color * colors, int firstcolor, int ncolors)
{
    GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
    Uint8 *palette;

    if (!data->palette) {
        SDL_SetError("Texture doesn't have a palette");
        return -1;
    }
    palette = data->palette + firstcolor * 3;
    while (ncolors--) {
        colors->r = *palette++;
        colors->g = *palette++;
        colors->b = *palette++;
        colors->unused = SDL_ALPHA_OPAQUE;
        ++colors;
    }
    return 0;
}

static void
SetupTextureUpdate(GL_RenderData * renderdata, SDL_Texture * texture,
                   int pitch)
{
    if (texture->format == SDL_PIXELFORMAT_INDEX1LSB) {
        renderdata->glPixelStorei(GL_UNPACK_LSB_FIRST, 1);
    } else if (texture->format == SDL_PIXELFORMAT_INDEX1MSB) {
        renderdata->glPixelStorei(GL_UNPACK_LSB_FIRST, 0);
    }
    renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
                              pitch / SDL_BYTESPERPIXEL(texture->format));
}

static int
GL_SetTextureColorMod(SDL_Renderer * renderer, SDL_Texture * texture)
{
    return 0;
}

static int
GL_SetTextureAlphaMod(SDL_Renderer * renderer, SDL_Texture * texture)
{
    return 0;
}

static int
GL_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
GL_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
GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
                 const SDL_Rect * rect, const void *pixels, int pitch)
{
    GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
    GLenum result;

    renderdata->glGetError();
    SetupTextureUpdate(renderdata, texture, pitch);
    renderdata->glBindTexture(data->type, data->texture);
    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) {
        GL_SetError("glTexSubImage2D()", result);
        return -1;
    }
    return 0;
}

static int
GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
               const SDL_Rect * rect, int markDirty, void **pixels,
               int *pitch)
{
    GL_TextureData *data = (GL_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
GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
}

static void
GL_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects,
                const SDL_Rect * rects)
{
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
    int i;

    for (i = 0; i < numrects; ++i) {
        SDL_AddDirtyRect(&data->dirty, &rects[i]);
    }
}

static int
GL_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a,
              const SDL_Rect * rect)
{
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
    SDL_Window *window = SDL_GetWindowFromID(renderer->window);

    data->glClearColor((GLclampf) r * inv255f, (GLclampf) g * inv255f,
                       (GLclampf) b * inv255f, (GLclampf) a * inv255f);
    data->glViewport(rect->x, window->h - rect->y, rect->w, rect->h);
    data->glClear(GL_COLOR_BUFFER_BIT);
    data->glViewport(0, 0, window->w, window->h);
    return 0;
}

static int
GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
              const SDL_Rect * srcrect, const SDL_Rect * dstrect)
{
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
    GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
    int minx, miny, maxx, maxy;
    GLfloat minu, maxu, minv, maxv;

    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);
            data->glTexSubImage2D(texturedata->type, 0, rect->x, rect->y,
                                  rect->w, rect->h, texturedata->format,
                                  texturedata->formattype, pixels);
        }
        SDL_ClearDirtyRects(&texturedata->dirty);
    }

    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;

    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);
    }

    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;
    }

    if (texture->scaleMode != data->scaleMode) {
        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;
        }
        data->scaleMode = texture->scaleMode;
    }

    data->glBegin(GL_TRIANGLE_STRIP);
    data->glTexCoord2f(minu, minv);
    data->glVertex2i(minx, miny);
    data->glTexCoord2f(maxu, minv);
    data->glVertex2i(maxx, miny);
    data->glTexCoord2f(minu, maxv);
    data->glVertex2i(minx, maxy);
    data->glTexCoord2f(maxu, maxv);
    data->glVertex2i(maxx, maxy);
    data->glEnd();

    return 0;
}

static void
GL_RenderPresent(SDL_Renderer * renderer)
{
    SDL_GL_SwapWindow(renderer->window);
}

static void
GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
    GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;

    if (!data) {
        return;
    }
    if (data->texture) {
        renderdata->glDeleteTextures(1, &data->texture);
    }
    if (data->palette) {
        SDL_free(data->palette);
    }
    if (data->pixels) {
        SDL_free(data->pixels);
    }
    SDL_FreeDirtyRects(&data->dirty);
    SDL_free(data);
    texture->driverdata = NULL;
}

static void
GL_DestroyRenderer(SDL_Renderer * renderer)
{
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;

    if (data) {
        if (data->context) {
            SDL_GL_MakeCurrent(0, NULL);
            SDL_GL_DeleteContext(data->context);
        }
        SDL_free(data);
    }
    SDL_free(renderer);
}

#endif /* SDL_VIDEO_RENDER_OGL */

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