Mercurial > sdl-ios-xcode
view src/video/SDL_renderer_gl.c @ 1982:3b4ce57c6215
First shot at new audio data types (int32 and float32).
Notable changes:
- Converters between types are autogenerated. Instead of making multiple
passes over the data with seperate filters for endianess, size, signedness,
etc, converting between data types is always one specialized filter. This
simplifies SDL_BuildAudioCVT(), which otherwise had a million edge cases
with the new types, and makes the actually conversions more CPU cache
friendly. Left a stub for adding specific optimized versions of these
routines (SSE/MMX/Altivec, assembler, etc)
- Autogenerated converters are built by SDL/src/audio/sdlgenaudiocvt.pl. This
does not need to be run unless tweaking the code, and thus doesn't need
integration into the build system.
- Went through all the drivers and tried to weed out all the "Uint16"
references that are better specified with the new SDL_AudioFormat typedef.
- Cleaned out a bunch of hardcoded bitwise magic numbers and replaced them
with new SDL_AUDIO_* macros.
- Added initial float32 and int32 support code. Theoretically, existing
drivers will push these through converters to get the data they want to
feed to the hardware.
Still TODO:
- Optimize and debug new converters.
- Update the CoreAudio backend to accept float32 data directly.
- Other backends, too?
- SDL_LoadWAV() needs to be updated to support int32 and float32 .wav files
(both of which exist and can be generated by 'sox' for testing purposes).
- Update the mixer to handle new datatypes.
- Optionally update SDL_sound and SDL_mixer, etc.
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Thu, 24 Aug 2006 12:10:46 +0000 |
parents | ccef0d0c40c6 |
children | 8055185ae4ed |
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" /* OpenGL renderer implementation */ 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_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_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, const SDL_Rect * rect, Uint32 color); static int GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_Rect * dstrect, int blendMode, int scaleMode); 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_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_EXT_paletted_texture_supported; SDL_bool GL_ARB_texture_rectangle_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; } 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->SetTexturePalette = GL_SetTexturePalette; renderer->GetTexturePalette = GL_GetTexturePalette; 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; } 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; } /* 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: internalFormat = GL_RGBA8; format = GL_BGRA; type = GL_UNSIGNED_BYTE; 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)); } 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->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_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_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 (!data->pixels) { data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format); data->pixels = SDL_malloc(texture->h * data->pitch); if (!data->pixels) { SDL_OutOfMemory(); return -1; } } 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, const SDL_Rect * rect, Uint32 color) { GL_RenderData *data = (GL_RenderData *) renderer->driverdata; SDL_Window *window = SDL_GetWindowFromID(renderer->window); GLclampf r, g, b, a; a = ((GLclampf) ((color >> 24) & 0xFF)) / 255.0f; r = ((GLclampf) ((color >> 16) & 0xFF)) / 255.0f; g = ((GLclampf) ((color >> 8) & 0xFF)) / 255.0f; b = ((GLclampf) (color & 0xFF)) / 255.0f; data->glClearColor(r, g, b, a); 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, int blendMode, int scaleMode) { 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.count > 0) { 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 (blendMode != data->blendMode) { switch (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 = blendMode; } if (scaleMode != data->scaleMode) { switch (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 = 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 */ /* vi: set ts=4 sw=4 expandtab: */