Mercurial > sdl-ios-xcode
view src/video/SDL_renderer_gl.c @ 5067:61d53410eb41
Fixed bug #859
CREATE_SUBDIRS helps a lot if browsing HTML documentation in a file browser.
ALWAYS_DETAILED_SEC makes sure everything has at least the automatic
documentation like function prototype and source references.
STRIP_FROM_PATH allows you to include only the relevant portions of the files'
paths, cleaning up both the file list and directory tree, though you need to
change the path listed here to match wherever you put SDL.
ALIASES avoids some warnings generated by
C:\source\svn.libsdl.org\trunk\SDL\src\joystick\darwin\10.3.9-FIX\IOHIDLib.h.
It seems Apple uses a few commands which are not normally supported by Doxygen.
BUILTIN_STL_SUPPORT adds support for parsing code which makes use of the
standard template library. There isn't a lot of C++ in SDL (some in bwindow at
least), but this still seems like a good idea.
TYPEDEF_HIDES_STRUCT means that for code like this:
typedef struct A {int B;} C;
C is documented as a structure containing B instead of a typedef mapped to A.
EXTRACT_ALL, EXTRACT_PRIVATE, EXTRACT_STATIC, EXTRACT_LOCAL_METHODS,
EXTRACT_ANON_NSPACES and INTERNAL_DOCS make sure that _everything_ is
documented.
CASE_SENSE_NAMES = NO avoids potential conflicts when building documentation on
case insensitive file systems like NTFS and FAT32.
WARN_NO_PARAMDOC lets you know when you have documented some, but not all, of
the parameters of a function. This is useful when you're working on adding
such documentation since it makes partially documented functions easier to
spot.
WARN_LOGFILE writes warnings to a seperate file instead of mixing them in with
stdout. When not running in quiet mode, these warnings can be hard to spot
without this flag.
I added *.h.in and *.h.default to FILE_PATTERNS to generate documentation for
config.h.in and config.h.default.
RECURSIVE tells doxygen to look not only in the input directory, but also in
subfolders.
EXCLUDE avoids documenting things like test programs, examples and templates
which need to be documented separately.
I've used EXCLUDE_PATTERNS to exclude non-source subdirectories that often find
their way into source folders (such as obj or .svn).
EXAMPLE_PATH lists directories doxygen will search to find included example
code. So far, SDL doesn't really use this feature, but I've listed some likely
locations.
SOURCE_BROWSER adds syntax highlighted source code to the HTML output.
USE_HTAGS is nice, but not available on Windows.
INLINE_SOURCES adds the body of a function to it's documentation so you can
quickly see exactly what it does.
ALPHABETICAL_INDEX generates an alphabetical list of all structures, functions,
etc., which makes it much easier to find what you're looking for.
IGNORE_PREFIX skips the SDL_ prefix when deciding which index page to place an
item on so you don't have everything show up under "S".
HTML_DYNAMIC_SECTIONS hides the includes/included by diagrams by default and
adds JavaScript to allow the user to show and hide them by clicking a link.
ENUM_VALUES_PER_LINE = 1 makes enums easier to read by placing each value on
it's own line.
GENERATE_TREEVIEW produces a two frame index page with a navigation tree on the
left.
I have LaTeX and man pages turned off to speed up doxygen, you may want to turn
them back on yourself.
I added _WIN32=1 to PREDEFINED to cause SDL to output documentation related to
Win32 builds of SDL. Normally, doxygen gets confused since there are multiple
definitions for various structures and formats that vary by platform. Without
this doxygen can produce broken documentation or, if you're lucky, output
documentation only for the dummy drivers, which isn't very useful. You need to
pick a platform.
GENERATE_TAGFILE produces a file which can be used to link other doxygen
documentation to the SDL documentation.
CLASS_DIAGRAMS turns on class diagrams even when dot is not available.
HAVE_DOT tells doxygen to try to use dot to generate diagrams.
TEMPLATE_RELATIONS and INCLUDE_GRAPH add additional diagrams to the
documentation.
DOT_MULTI_TARGETS speeds up dot.
OUTPUT_DIRECTORY, INPUT and other paths reflect the fact that this Doxyfile is
intended to process src as well as include and is being run from a separate
subdirectory. Doxygen produces several temporary files while it's running and
if interrupted, can leave those files behind. It's easier to clean up if there
aren't a hundred or so files in the same folder. I typically run doxygen in
SDL/doxy and set the output directory to '.'. Since doxygen puts it's output
in subfolders by type, this keeps things pretty well organised. You could use
'../doc' instead and get the same results.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Fri, 21 Jan 2011 12:57:01 -0800 |
parents | e8916fe9cfc8 |
children | c2539ff054c8 |
line wrap: on
line source
/* 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 #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 */ /* !!! FIXME: this should go in a higher level than the GL renderer. */ static __inline__ int bytes_per_pixel(const Uint32 format) { if (!SDL_ISPIXELFORMAT_FOURCC(format)) { return SDL_BYTESPERPIXEL(format); } /* FOURCC format */ switch (format) { case SDL_PIXELFORMAT_YV12: case SDL_PIXELFORMAT_IYUV: case SDL_PIXELFORMAT_YUY2: case SDL_PIXELFORMAT_UYVY: case SDL_PIXELFORMAT_YVYU: return 2; default: return 1; /* shouldn't ever hit this. */ } } 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_RenderClear(SDL_Renderer * renderer); static int GL_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points, int count); static int GL_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points, int count); static int GL_RenderDrawRects(SDL_Renderer * renderer, const SDL_Rect ** rects, int count); static int GL_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects, int count); static int GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_Rect * dstrect); static int GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, Uint32 pixel_format, void * pixels, int pitch); static int GL_RenderWritePixels(SDL_Renderer * renderer, const SDL_Rect * rect, Uint32 pixel_format, const void * pixels, int pitch); 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_BLENDMODE_NONE | SDL_BLENDMODE_MASK | SDL_BLENDMODE_BLEND | SDL_BLENDMODE_ADD | SDL_BLENDMODE_MOD), (SDL_SCALEMODE_NONE | SDL_SCALEMODE_FAST | SDL_SCALEMODE_SLOW), 15, { 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; SDL_bool GL_APPLE_ycbcr_422_supported; SDL_bool GL_MESA_ycbcr_texture_supported; SDL_bool GL_ARB_fragment_program_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); PFNGLGETPROGRAMIVARBPROC glGetProgramivARB; PFNGLGETPROGRAMSTRINGARBPROC glGetProgramStringARB; PFNGLPROGRAMLOCALPARAMETER4FVARBPROC glProgramLocalParameter4fvARB; PFNGLDELETEPROGRAMSARBPROC glDeleteProgramsARB; PFNGLGENPROGRAMSARBPROC glGenProgramsARB; PFNGLBINDPROGRAMARBPROC glBindProgramARB; PFNGLPROGRAMSTRINGARBPROC glProgramStringARB; /* (optional) fragment programs */ GLuint fragment_program_mask; GLuint fragment_program_UYVY; } GL_RenderData; typedef struct { GLuint texture; GLuint shader; GLenum type; GLfloat texw; GLfloat texh; GLenum format; GLenum formattype; Uint8 *palette; void *pixels; int pitch; SDL_DirtyRectList dirty; int HACK_RYAN_FIXME; } 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__ #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; } 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->RenderClear = GL_RenderClear; renderer->RenderDrawPoints = GL_RenderDrawPoints; renderer->RenderDrawLines = GL_RenderDrawLines; renderer->RenderDrawRects = GL_RenderDrawRects; renderer->RenderFillRects = GL_RenderFillRects; renderer->RenderCopy = GL_RenderCopy; renderer->RenderReadPixels = GL_RenderReadPixels; renderer->RenderWritePixels = GL_RenderWritePixels; renderer->RenderPresent = GL_RenderPresent; renderer->DestroyTexture = GL_DestroyTexture; renderer->DestroyRenderer = GL_DestroyRenderer; renderer->info = GL_RenderDriver.info; renderer->window = window; 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); if (!data->context) { GL_DestroyRenderer(renderer); return NULL; } if (SDL_GL_MakeCurrent(window, 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_ycbcr_422")) { data->GL_APPLE_ycbcr_422_supported = SDL_TRUE; } if (SDL_GL_ExtensionSupported("GL_MESA_ycbcr_texture")) { data->GL_MESA_ycbcr_texture_supported = SDL_TRUE; } if (SDL_GL_ExtensionSupported("GL_APPLE_texture_range")) { data->glTextureRangeAPPLE = (void (*)(GLenum, GLsizei, const GLvoid *)) SDL_GL_GetProcAddress("glTextureRangeAPPLE"); } /* we might use fragment programs for YUV data, etc. */ if (SDL_GL_ExtensionSupported("GL_ARB_fragment_program")) { /* !!! FIXME: this doesn't check for errors. */ /* !!! FIXME: this should really reuse the glfuncs.h stuff. */ data->glGetProgramivARB = (PFNGLGETPROGRAMIVARBPROC) SDL_GL_GetProcAddress("glGetProgramivARB"); data->glGetProgramStringARB = (PFNGLGETPROGRAMSTRINGARBPROC) SDL_GL_GetProcAddress("glGetProgramStringARB"); data->glProgramLocalParameter4fvARB = (PFNGLPROGRAMLOCALPARAMETER4FVARBPROC) SDL_GL_GetProcAddress("glProgramLocalParameter4fvARB"); data->glDeleteProgramsARB = (PFNGLDELETEPROGRAMSARBPROC) SDL_GL_GetProcAddress("glDeleteProgramsARB"); data->glGenProgramsARB = (PFNGLGENPROGRAMSARBPROC) SDL_GL_GetProcAddress("glGenProgramsARB"); data->glBindProgramARB = (PFNGLBINDPROGRAMARBPROC) SDL_GL_GetProcAddress("glBindProgramARB"); data->glProgramStringARB = (PFNGLPROGRAMSTRINGARBPROC) SDL_GL_GetProcAddress("glProgramStringARB"); data->GL_ARB_fragment_program_supported = SDL_TRUE; } /* Set up parameters for rendering */ data->blendMode = -1; data->scaleMode = -1; data->glDisable(GL_DEPTH_TEST); data->glDisable(GL_CULL_FACE); /* This ended up causing video discrepancies between OpenGL and Direct3D */ /*data->glEnable(GL_LINE_SMOOTH);*/ 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 = renderer->window; if (SDL_GL_MakeCurrent(window, 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; /* Rebind the context to the window area and update matrices */ data->updateSize = SDL_TRUE; return GL_ActivateRenderer(renderer); } static __inline__ int power_of_2(int input) { int value = 1; while (value < input) { value <<= 1; } return value; } //#define DEBUG_PROGRAM_COMPILE 1 static void set_shader_error(GL_RenderData * data, const char *prefix) { GLint pos = 0; const GLubyte *errstr; data->glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos); errstr = data->glGetString(GL_PROGRAM_ERROR_STRING_ARB); SDL_SetError("%s: shader compile error at position %d: %s", prefix, (int) pos, (const char *) errstr); } static GLuint compile_shader(GL_RenderData * data, GLenum shader_type, const char *_code) { const int have_texture_rects = data->GL_ARB_texture_rectangle_supported; const char *replacement = have_texture_rects ? "RECT" : "2D"; const size_t replacementlen = SDL_strlen(replacement); const char *token = "%TEXTURETARGET%"; const size_t tokenlen = SDL_strlen(token); char *code = NULL; char *ptr = NULL; GLuint program = 0; /* * The TEX instruction needs a different target depending on what we use. * To handle this, we use "%TEXTURETARGET%" and replace the string before * compiling the shader. */ code = SDL_strdup(_code); if (code == NULL) return 0; for (ptr = SDL_strstr(code, token); ptr; ptr = SDL_strstr(ptr + 1, token)) { SDL_memcpy(ptr, replacement, replacementlen); SDL_memmove(ptr + replacementlen, ptr + tokenlen, SDL_strlen(ptr + tokenlen) + 1); } #if DEBUG_PROGRAM_COMPILE printf("compiling shader:\n%s\n\n", code); #endif data->glGetError(); /* flush any existing error state. */ data->glGenProgramsARB(1, &program); data->glBindProgramARB(shader_type, program); data->glProgramStringARB(shader_type, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)SDL_strlen(code), code); SDL_free(code); if (data->glGetError() == GL_INVALID_OPERATION) { #if DEBUG_PROGRAM_COMPILE GLint pos = 0; const GLubyte *errstr; data->glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos); errstr = data->glGetString(GL_PROGRAM_ERROR_STRING_ARB); printf("program compile error at position %d: %s\n\n", (int) pos, (const char *) errstr); #endif data->glBindProgramARB(shader_type, 0); data->glDeleteProgramsARB(1, &program); return 0; } return program; } /* * Fragment program that implements mask semantics */ static const char *fragment_program_mask_source_code = "!!ARBfp1.0\n" "OUTPUT output = result.color;\n" "TEMP value;\n" "TEX value, fragment.texcoord[0], texture[0], %TEXTURETARGET%;\n" "MUL value, fragment.color, value;\n" "SGE value.a, value.a, 0.001;\n" "MOV output, value;\n" "END"; /* * Fragment program that renders from UYVY textures. * The UYVY to RGB equasion is: * R = 1.164(Y-16) + 1.596(Cr-128) * G = 1.164(Y-16) - 0.813(Cr-128) - 0.391(Cb-128) * B = 1.164(Y-16) + 2.018(Cb-128) * Byte layout is Cb, Y1, Cr, Y2, stored in the R, G, B, A channels. * 4 bytes == 2 pixels: Y1/Cb/Cr, Y2/Cb/Cr * * !!! FIXME: this ignores blendmodes, etc. * !!! FIXME: this could be more efficient...use a dot product for green, etc. */ static const char *fragment_program_UYVY_source_code = "!!ARBfp1.0\n" /* outputs... */ "OUTPUT outcolor = result.color;\n" /* scratch registers... */ "TEMP uyvy;\n" "TEMP luminance;\n" "TEMP work;\n" /* Halve the coordinates to grab the correct 32 bits for the fragment. */ "MUL work, fragment.texcoord, { 0.5, 1.0, 1.0, 1.0 };\n" /* Sample the YUV texture. Cb, Y1, Cr, Y2, are stored in x, y, z, w. */ "TEX uyvy, work, texture[0], %TEXTURETARGET%;\n" /* Do subtractions (128/255, 16/255, 128/255, 16/255) */ "SUB uyvy, uyvy, { 0.501960784313726, 0.06274509803922, 0.501960784313726, 0.06274509803922 };\n" /* Choose the luminance component by texcoord. */ /* !!! FIXME: laziness wins out for now... just average Y1 and Y2. */ "ADD luminance, uyvy.yyyy, uyvy.wwww;\n" "MUL luminance, luminance, { 0.5, 0.5, 0.5, 0.5 };\n" /* Multiply luminance by its magic value. */ "MUL luminance, luminance, { 1.164, 1.164, 1.164, 1.164 };\n" /* uyvy.xyzw becomes Cr/Cr/Cb/Cb, with multiplications. */ "MUL uyvy, uyvy.zzxx, { 1.596, -0.813, 2.018, -0.391 };\n" /* Add luminance to Cr and Cb, store to RGB channels. */ "ADD work.rgb, luminance, uyvy;\n" /* Do final addition for Green channel. (!!! FIXME: this should be a DPH?) */ "ADD work.g, work.g, uyvy.w;\n" /* Make sure alpha channel is fully opaque. (!!! FIXME: blend modes!) */ "MOV work.a, { 1.0 };\n" /* Store out the final fragment color... */ "MOV outcolor, work;\n" /* ...and we're done! */ "END\n"; static __inline__ SDL_bool convert_format(GL_RenderData *renderdata, Uint32 pixel_format, GLint* internalFormat, GLenum* format, GLenum* type) { switch (pixel_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) { return SDL_FALSE; } *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; case SDL_PIXELFORMAT_UYVY: if (renderdata->GL_APPLE_ycbcr_422_supported) { *internalFormat = GL_RGB; *format = GL_YCBCR_422_APPLE; #if SDL_BYTEORDER == SDL_LIL_ENDIAN *type = GL_UNSIGNED_SHORT_8_8_APPLE; #else *type = GL_UNSIGNED_SHORT_8_8_REV_APPLE; #endif } else if (renderdata->GL_MESA_ycbcr_texture_supported) { *internalFormat = GL_YCBCR_MESA; *format = GL_YCBCR_MESA; #if SDL_BYTEORDER == SDL_LIL_ENDIAN *type = GL_UNSIGNED_SHORT_8_8_MESA; #else *type = GL_UNSIGNED_SHORT_8_8_REV_MESA; #endif } else if (renderdata->GL_ARB_fragment_program_supported) { *internalFormat = GL_RGBA; *format = GL_RGBA; *type = GL_UNSIGNED_BYTE; } else { return SDL_FALSE; } break; case SDL_PIXELFORMAT_YUY2: if (renderdata->GL_APPLE_ycbcr_422_supported) { *internalFormat = GL_RGB; *format = GL_YCBCR_422_APPLE; #if SDL_BYTEORDER == SDL_LIL_ENDIAN *type = GL_UNSIGNED_SHORT_8_8_REV_APPLE; #else *type = GL_UNSIGNED_SHORT_8_8_APPLE; #endif } else if (renderdata->GL_MESA_ycbcr_texture_supported) { *internalFormat = GL_YCBCR_MESA; *format = GL_YCBCR_MESA; #if SDL_BYTEORDER == SDL_LIL_ENDIAN *type = GL_UNSIGNED_SHORT_8_8_REV_MESA; #else *type = GL_UNSIGNED_SHORT_8_8_MESA; #endif } else { return SDL_FALSE; } break; default: return SDL_FALSE; } return SDL_TRUE; } static int GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) { GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata; GL_TextureData *data; GLint internalFormat; GLenum format, type; int texture_w, texture_h; GLuint shader = 0; GLenum result; if (!convert_format(renderdata, texture->format, &internalFormat, &format, &type)) { SDL_SetError("Texture format %s not supported by OpenGL", SDL_GetPixelFormatName(texture->format)); return -1; } if (texture->format == SDL_PIXELFORMAT_UYVY && !renderdata->GL_APPLE_ycbcr_422_supported && !renderdata->GL_MESA_ycbcr_texture_supported && renderdata->GL_ARB_fragment_program_supported) { if (renderdata->fragment_program_UYVY == 0) { renderdata->fragment_program_UYVY = compile_shader(renderdata, GL_FRAGMENT_PROGRAM_ARB, fragment_program_UYVY_source_code); if (renderdata->fragment_program_UYVY == 0) { set_shader_error(renderdata, "UYVY"); return -1; } } shader = renderdata->fragment_program_UYVY; } data = (GL_TextureData *) SDL_calloc(1, sizeof(*data)); if (!data) { SDL_OutOfMemory(); return -1; } data->shader = shader; 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 * bytes_per_pixel(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; } /* YUV formats use RGBA but are really two bytes per pixel */ if (internalFormat == GL_RGBA && bytes_per_pixel(texture->format) < 4) { texture_w /= 2; if (data->type == GL_TEXTURE_2D) { data->texw *= 2.0f; } data->HACK_RYAN_FIXME = 2; } else { data->HACK_RYAN_FIXME = 1; } data->format = format; data->formattype = type; renderdata->glEnable(data->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); } /* This causes a crash in testoverlay for some reason. Apple bug? */ #if 0 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 #endif { renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w, texture_h, 0, format, type, NULL); } renderdata->glDisable(data->type); 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->glEnable(data->type); 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_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 / bytes_per_pixel(texture->format)) / ((GL_TextureData *) texture->driverdata)-> HACK_RYAN_FIXME); } 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_BLENDMODE_NONE: case SDL_BLENDMODE_MASK: case SDL_BLENDMODE_BLEND: case SDL_BLENDMODE_ADD: case SDL_BLENDMODE_MOD: return 0; default: SDL_Unsupported(); texture->blendMode = SDL_BLENDMODE_NONE; return -1; } } static int GL_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture) { switch (texture->scaleMode) { case SDL_SCALEMODE_NONE: case SDL_SCALEMODE_FAST: case SDL_SCALEMODE_SLOW: return 0; case SDL_SCALEMODE_BEST: SDL_Unsupported(); texture->scaleMode = SDL_SCALEMODE_SLOW; return -1; default: SDL_Unsupported(); texture->scaleMode = SDL_SCALEMODE_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->glEnable(data->type); renderdata->glBindTexture(data->type, data->texture); renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w, rect->h, data->format, data->formattype, pixels); renderdata->glDisable(data->type); 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 * bytes_per_pixel(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 void GL_SetBlendMode(GL_RenderData * data, int blendMode, int isprimitive) { 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_MASK: if (isprimitive) { /* The same as SDL_BLENDMODE_NONE */ blendMode = SDL_BLENDMODE_NONE; data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); data->glDisable(GL_BLEND); } else { data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); data->glEnable(GL_BLEND); data->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } 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; case SDL_BLENDMODE_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; } } static int GL_RenderClear(SDL_Renderer * renderer) { GL_RenderData *data = (GL_RenderData *) renderer->driverdata; data->glClearColor((GLfloat) renderer->r * inv255f, (GLfloat) renderer->g * inv255f, (GLfloat) renderer->b * inv255f, (GLfloat) renderer->a * inv255f); data->glClear(GL_COLOR_BUFFER_BIT); return 0; } static int GL_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points, int count) { GL_RenderData *data = (GL_RenderData *) renderer->driverdata; int i; GL_SetBlendMode(data, renderer->blendMode, 1); data->glColor4f((GLfloat) renderer->r * inv255f, (GLfloat) renderer->g * inv255f, (GLfloat) renderer->b * inv255f, (GLfloat) renderer->a * inv255f); data->glBegin(GL_POINTS); for (i = 0; i < count; ++i) { data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y); } data->glEnd(); return 0; } static int GL_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points, int count) { GL_RenderData *data = (GL_RenderData *) renderer->driverdata; int i; GL_SetBlendMode(data, renderer->blendMode, 1); data->glColor4f((GLfloat) renderer->r * inv255f, (GLfloat) renderer->g * inv255f, (GLfloat) renderer->b * inv255f, (GLfloat) renderer->a * inv255f); if (count > 2 && points[0].x == points[count-1].x && points[0].y == points[count-1].y) { data->glBegin(GL_LINE_LOOP); /* GL_LINE_LOOP takes care of the final segment */ --count; for (i = 0; i < count; ++i) { data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y); } data->glEnd(); } else { #if defined(__APPLE__) || defined(__WINDOWS__) #else int x1, y1, x2, y2; #endif data->glBegin(GL_LINE_STRIP); for (i = 0; i < count; ++i) { data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y); } data->glEnd(); /* The line is half open, so we need one more point to complete it. * http://www.opengl.org/documentation/specs/version1.1/glspec1.1/node47.html * If we have to, we can use vertical line and horizontal line textures * for vertical and horizontal lines, and then create custom textures * for diagonal lines and software render those. It's terrible, but at * least it would be pixel perfect. */ data->glBegin(GL_POINTS); #if defined(__APPLE__) || defined(__WINDOWS__) /* Mac OS X and Windows seem to always leave the second point open */ data->glVertex2f(0.5f + points[count-1].x, 0.5f + points[count-1].y); #else /* Linux seems to leave the right-most or bottom-most point open */ x1 = points[0].x; y1 = points[0].y; x2 = points[count-1].x; y2 = points[count-1].y; if (x1 > x2) { data->glVertex2f(0.5f + x1, 0.5f + y1); } else if (x2 > x1) { data->glVertex2f(0.5f + x2, 0.5f + y2); } else if (y1 > y2) { data->glVertex2f(0.5f + x1, 0.5f + y1); } else if (y2 > y1) { data->glVertex2f(0.5f + x2, 0.5f + y2); } #endif data->glEnd(); } return 0; } static int GL_RenderDrawRects(SDL_Renderer * renderer, const SDL_Rect ** rects, int count) { GL_RenderData *data = (GL_RenderData *) renderer->driverdata; int i, x, y; GL_SetBlendMode(data, renderer->blendMode, 1); data->glColor4f((GLfloat) renderer->r * inv255f, (GLfloat) renderer->g * inv255f, (GLfloat) renderer->b * inv255f, (GLfloat) renderer->a * inv255f); data->glBegin(GL_LINE_LOOP); for (i = 0; i < count; ++i) { const SDL_Rect *rect = rects[i]; x = rect->x; y = rect->y; data->glVertex2f(0.5f + x, 0.5f + y); x = rect->x+rect->w-1; y = rect->y; data->glVertex2f(0.5f + x, 0.5f + y); x = rect->x+rect->w-1; y = rect->y+rect->h-1; data->glVertex2f(0.5f + x, 0.5f + y); x = rect->x; y = rect->y+rect->h-1; data->glVertex2f(0.5f + x, 0.5f + y); } data->glEnd(); return 0; } static int GL_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects, int count) { GL_RenderData *data = (GL_RenderData *) renderer->driverdata; int i; GL_SetBlendMode(data, renderer->blendMode, 1); 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]; data->glRecti(rect->x, rect->y, rect->x + rect->w, rect->y + rect->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; GLuint shader = 0; int minx, miny, maxx, maxy; GLfloat minu, maxu, minv, maxv; if (texturedata->dirty.list) { SDL_DirtyRect *dirty; void *pixels; int bpp = bytes_per_pixel(texture->format); int pitch = texturedata->pitch; SetupTextureUpdate(data, texture, pitch); data->glEnable(texturedata->type); 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 / texturedata->HACK_RYAN_FIXME, 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->glEnable(texturedata->type); 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); } GL_SetBlendMode(data, texture->blendMode, 0); /* Set up the shader for the copy, we have a special one for MASK */ shader = texturedata->shader; if (texture->blendMode == SDL_BLENDMODE_MASK && !shader) { if (data->fragment_program_mask == 0) { data->fragment_program_mask = compile_shader(data, GL_FRAGMENT_PROGRAM_ARB, fragment_program_mask_source_code); if (data->fragment_program_mask == 0) { /* That's okay, we'll just miss some of the blend semantics */ data->fragment_program_mask = ~0; } } if (data->fragment_program_mask != ~0) { shader = data->fragment_program_mask; } } if (texture->scaleMode != data->scaleMode) { switch (texture->scaleMode) { case SDL_SCALEMODE_NONE: case SDL_SCALEMODE_FAST: data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER, GL_NEAREST); data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER, GL_NEAREST); break; case SDL_SCALEMODE_SLOW: case SDL_SCALEMODE_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; } if (shader) { data->glEnable(GL_FRAGMENT_PROGRAM_ARB); data->glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader); } data->glBegin(GL_TRIANGLE_STRIP); data->glTexCoord2f(minu, minv); data->glVertex2f((GLfloat) minx, (GLfloat) miny); data->glTexCoord2f(maxu, minv); data->glVertex2f((GLfloat) maxx, (GLfloat) miny); data->glTexCoord2f(minu, maxv); data->glVertex2f((GLfloat) minx, (GLfloat) maxy); data->glTexCoord2f(maxu, maxv); data->glVertex2f((GLfloat) maxx, (GLfloat) maxy); data->glEnd(); if (shader) { data->glDisable(GL_FRAGMENT_PROGRAM_ARB); } data->glDisable(texturedata->type); return 0; } static int GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, Uint32 pixel_format, void * pixels, int pitch) { GL_RenderData *data = (GL_RenderData *) renderer->driverdata; SDL_Window *window = renderer->window; GLint internalFormat; GLenum format, type; Uint8 *src, *dst, *tmp; int length, rows; if (!convert_format(data, pixel_format, &internalFormat, &format, &type)) { /* FIXME: Do a temp copy to a format that is supported */ SDL_SetError("Unsupported pixel format"); return -1; } if (pixel_format == SDL_PIXELFORMAT_INDEX1LSB) { data->glPixelStorei(GL_PACK_LSB_FIRST, 1); } else if (pixel_format == SDL_PIXELFORMAT_INDEX1MSB) { data->glPixelStorei(GL_PACK_LSB_FIRST, 0); } data->glPixelStorei(GL_PACK_ALIGNMENT, 1); data->glPixelStorei(GL_PACK_ROW_LENGTH, (pitch / bytes_per_pixel(pixel_format))); data->glReadPixels(rect->x, (window->h-rect->y)-rect->h, rect->w, rect->h, format, type, pixels); /* Flip the rows to be top-down */ length = rect->w * bytes_per_pixel(pixel_format); src = (Uint8*)pixels + (rect->h-1)*pitch; dst = (Uint8*)pixels; tmp = SDL_stack_alloc(Uint8, length); rows = rect->h / 2; while (rows--) { SDL_memcpy(tmp, dst, length); SDL_memcpy(dst, src, length); SDL_memcpy(src, tmp, length); dst += pitch; src -= pitch; } SDL_stack_free(tmp); return 0; } static int GL_RenderWritePixels(SDL_Renderer * renderer, const SDL_Rect * rect, Uint32 pixel_format, const void * pixels, int pitch) { GL_RenderData *data = (GL_RenderData *) renderer->driverdata; SDL_Window *window = renderer->window; GLint internalFormat; GLenum format, type; Uint8 *src, *dst, *tmp; int length, rows; if (!convert_format(data, pixel_format, &internalFormat, &format, &type)) { /* FIXME: Do a temp copy to a format that is supported */ SDL_SetError("Unsupported pixel format"); return -1; } if (pixel_format == SDL_PIXELFORMAT_INDEX1LSB) { data->glPixelStorei(GL_UNPACK_LSB_FIRST, 1); } else if (pixel_format == SDL_PIXELFORMAT_INDEX1MSB) { data->glPixelStorei(GL_UNPACK_LSB_FIRST, 0); } data->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); data->glPixelStorei(GL_UNPACK_ROW_LENGTH, (pitch / bytes_per_pixel(pixel_format))); /* Flip the rows to be bottom-up */ length = rect->h * rect->w * pitch; tmp = SDL_stack_alloc(Uint8, length); src = (Uint8*)pixels + (rect->h-1)*pitch; dst = (Uint8*)tmp; rows = rect->h; while (rows--) { SDL_memcpy(dst, src, pitch); dst += pitch; src -= pitch; } data->glRasterPos2i(rect->x, (window->h-rect->y)); data->glDrawPixels(rect->w, rect->h, format, type, tmp); SDL_stack_free(tmp); 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) { if (data->GL_ARB_fragment_program_supported) { data->glDisable(GL_FRAGMENT_PROGRAM_ARB); data->glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0); if (data->fragment_program_mask && data->fragment_program_mask != ~0) { data->glDeleteProgramsARB(1, &data->fragment_program_mask); } if (data->fragment_program_UYVY && data->fragment_program_UYVY != ~0) { data->glDeleteProgramsARB(1, &data->fragment_program_UYVY); } } /* 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: */