Mercurial > sdl-ios-xcode
view src/video/SDL_renderer_gles.c @ 2847:7d020441fa81
Don't hardcode RECT for fragment program texture targets.
Now we can generate what a given system needs when compiling the shader.
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Sun, 07 Dec 2008 07:06:34 +0000 |
parents | 0969758c8809 |
children | 99210400e8b9 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2006 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" #if SDL_VIDEO_RENDER_OGL_ES #include "SDL_video.h" #include "SDL_opengles.h" #include "SDL_sysvideo.h" #include "SDL_pixels_c.h" #include "SDL_rect_c.h" #include "SDL_yuv_sw_c.h" /* OpenGL ES 1.1 renderer implementation, based on the OpenGL renderer */ static const float inv255f = 1.0f / 255.0f; static SDL_Renderer *GLES_CreateRenderer(SDL_Window * window, Uint32 flags); static int GLES_ActivateRenderer(SDL_Renderer * renderer); static int GLES_DisplayModeChanged(SDL_Renderer * renderer); static int GLES_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture); static int GLES_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture, void **pixels, int *pitch); static int GLES_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Color * colors, int firstcolor, int ncolors); static int GLES_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Color * colors, int firstcolor, int ncolors); static int GLES_SetTextureColorMod(SDL_Renderer * renderer, SDL_Texture * texture); static int GLES_SetTextureAlphaMod(SDL_Renderer * renderer, SDL_Texture * texture); static int GLES_SetTextureBlendMode(SDL_Renderer * renderer, SDL_Texture * texture); static int GLES_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture); static int GLES_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, const void *pixels, int pitch); static int GLES_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, int markDirty, void **pixels, int *pitch); static void GLES_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture); static void GLES_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects, const SDL_Rect * rects); static int GLES_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a, const SDL_Rect * rect); static int GLES_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_Rect * dstrect); static void GLES_RenderPresent(SDL_Renderer * renderer); static void GLES_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture); static void GLES_DestroyRenderer(SDL_Renderer * renderer); SDL_RenderDriver GL_ES_RenderDriver = { GLES_CreateRenderer, { "opengl_es", (SDL_RENDERER_SINGLEBUFFER | SDL_RENDERER_PRESENTDISCARD | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED), (SDL_TEXTUREMODULATE_NONE | SDL_TEXTUREMODULATE_COLOR | SDL_TEXTUREMODULATE_ALPHA), (SDL_TEXTUREBLENDMODE_NONE | SDL_TEXTUREBLENDMODE_MASK | SDL_TEXTUREBLENDMODE_BLEND | SDL_TEXTUREBLENDMODE_ADD | SDL_TEXTUREBLENDMODE_MOD), (SDL_TEXTURESCALEMODE_NONE | SDL_TEXTURESCALEMODE_FAST | SDL_TEXTURESCALEMODE_SLOW), 2, { SDL_PIXELFORMAT_RGB24, SDL_PIXELFORMAT_ABGR8888, }, 0, 0} }; typedef struct { SDL_GLContext context; SDL_bool updateSize; int blendMode; #ifndef APIENTRY #define APIENTRY #endif SDL_bool useDrawTexture; SDL_bool GL_OES_draw_texture_supported; /* OpenGL ES functions */ #define SDL_PROC(ret,func,params) ret (APIENTRY *func) params; #include "SDL_glesfuncs.h" #undef SDL_PROC } GLES_RenderData; typedef struct { GLuint texture; GLenum type; GLfloat texw; GLfloat texh; GLenum format; GLenum formattype; void *pixels; int pitch; SDL_DirtyRectList dirty; } GLES_TextureData; static void GLES_SetError(const char *prefix, GLenum result) { const char *error; switch (result) { case GL_NO_ERROR: error = "GL_NO_ERROR"; break; case GL_INVALID_ENUM: error = "GL_INVALID_ENUM"; break; case GL_INVALID_VALUE: error = "GL_INVALID_VALUE"; break; case GL_INVALID_OPERATION: error = "GL_INVALID_OPERATION"; break; case GL_STACK_OVERFLOW: error = "GL_STACK_OVERFLOW"; break; case GL_STACK_UNDERFLOW: error = "GL_STACK_UNDERFLOW"; break; case GL_OUT_OF_MEMORY: error = "GL_OUT_OF_MEMORY"; break; default: error = "UNKNOWN"; break; } SDL_SetError("%s: %s", prefix, error); } static int GLES_LoadFunctions(GLES_RenderData * data) { #define SDL_PROC(ret,func,params) \ data->func = func; #include "SDL_glesfuncs.h" #undef SDL_PROC return 0; } void GLES_AddRenderDriver(_THIS) { if (_this->GL_CreateContext) { SDL_AddRenderDriver(0, &GL_ES_RenderDriver); } } SDL_Renderer * GLES_CreateRenderer(SDL_Window * window, Uint32 flags) { SDL_Renderer *renderer; GLES_RenderData *data; GLint value; int doublebuffer; if (!(window->flags & SDL_WINDOW_OPENGL)) { if (SDL_RecreateWindow(window, window->flags | SDL_WINDOW_OPENGL) < 0) { return NULL; } } renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer)); if (!renderer) { SDL_OutOfMemory(); return NULL; } data = (GLES_RenderData *) SDL_calloc(1, sizeof(*data)); if (!data) { GLES_DestroyRenderer(renderer); SDL_OutOfMemory(); return NULL; } renderer->ActivateRenderer = GLES_ActivateRenderer; renderer->DisplayModeChanged = GLES_DisplayModeChanged; renderer->CreateTexture = GLES_CreateTexture; renderer->QueryTexturePixels = GLES_QueryTexturePixels; renderer->SetTexturePalette = GLES_SetTexturePalette; renderer->GetTexturePalette = GLES_GetTexturePalette; renderer->SetTextureColorMod = GLES_SetTextureColorMod; renderer->SetTextureAlphaMod = GLES_SetTextureAlphaMod; renderer->SetTextureBlendMode = GLES_SetTextureBlendMode; renderer->SetTextureScaleMode = GLES_SetTextureScaleMode; renderer->UpdateTexture = GLES_UpdateTexture; renderer->LockTexture = GLES_LockTexture; renderer->UnlockTexture = GLES_UnlockTexture; renderer->DirtyTexture = GLES_DirtyTexture; renderer->RenderFill = GLES_RenderFill; renderer->RenderCopy = GLES_RenderCopy; renderer->RenderPresent = GLES_RenderPresent; renderer->DestroyTexture = GLES_DestroyTexture; renderer->DestroyRenderer = GLES_DestroyRenderer; renderer->info = GL_ES_RenderDriver.info; renderer->window = window->id; renderer->driverdata = data; renderer->info.flags = (SDL_RENDERER_PRESENTDISCARD | SDL_RENDERER_ACCELERATED); if (GLES_LoadFunctions(data) < 0) { GLES_DestroyRenderer(renderer); return NULL; } data->context = SDL_GL_CreateContext(window->id); if (!data->context) { GLES_DestroyRenderer(renderer); return NULL; } if (SDL_GL_MakeCurrent(window->id, data->context) < 0) { GLES_DestroyRenderer(renderer); return NULL; } if (flags & SDL_RENDERER_PRESENTVSYNC) { SDL_GL_SetSwapInterval(1); } else { SDL_GL_SetSwapInterval(0); } if (SDL_GL_GetSwapInterval() > 0) { renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC; } if (SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &doublebuffer) == 0) { if (!doublebuffer) { renderer->info.flags |= SDL_RENDERER_SINGLEBUFFER; } } if (SDL_GL_ExtensionSupported("GL_OES_draw_texture")) { data->GL_OES_draw_texture_supported = SDL_TRUE; data->useDrawTexture = SDL_TRUE; } else { data->GL_OES_draw_texture_supported = SDL_FALSE; data->useDrawTexture = SDL_FALSE; } data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value); renderer->info.max_texture_width = value; data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value); renderer->info.max_texture_height = value; /* Set up parameters for rendering */ data->blendMode = -1; data->glDisable(GL_DEPTH_TEST); data->glDisable(GL_CULL_FACE); data->glEnable(GL_TEXTURE_2D); data->updateSize = SDL_TRUE; return renderer; } static int GLES_ActivateRenderer(SDL_Renderer * renderer) { GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata; SDL_Window *window = SDL_GetWindowFromID(renderer->window); if (SDL_GL_MakeCurrent(window->id, data->context) < 0) { return -1; } if (data->updateSize) { data->glMatrixMode(GL_PROJECTION); data->glLoadIdentity(); data->glMatrixMode(GL_MODELVIEW); data->glLoadIdentity(); data->glViewport(0, 0, window->w, window->h); data->glOrthof(0.0, (GLfloat) window->w, (GLfloat) window->h, 0.0, 0.0, 1.0); data->updateSize = SDL_FALSE; } return 0; } static int GLES_DisplayModeChanged(SDL_Renderer * renderer) { GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata; data->updateSize = SDL_TRUE; return 0; } static __inline__ int power_of_2(int input) { int value = 1; while (value < input) { value <<= 1; } return value; } static int GLES_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) { GLES_RenderData *renderdata = (GLES_RenderData *) renderer->driverdata; SDL_Window *window = SDL_GetWindowFromID(renderer->window); GLES_TextureData *data; GLint internalFormat; GLenum format, type; int texture_w, texture_h; GLenum result; switch (texture->format) { case SDL_PIXELFORMAT_INDEX1LSB: case SDL_PIXELFORMAT_INDEX1MSB: case SDL_PIXELFORMAT_INDEX8: case SDL_PIXELFORMAT_RGB332: case SDL_PIXELFORMAT_RGB444: case SDL_PIXELFORMAT_RGB555: case SDL_PIXELFORMAT_ARGB4444: case SDL_PIXELFORMAT_ARGB1555: case SDL_PIXELFORMAT_BGR24: case SDL_PIXELFORMAT_BGR888: case SDL_PIXELFORMAT_RGB888: case SDL_PIXELFORMAT_RGBA8888: case SDL_PIXELFORMAT_ARGB2101010: case SDL_PIXELFORMAT_ARGB8888: case SDL_PIXELFORMAT_RGB24: internalFormat = GL_RGB; format = GL_RGB; type = GL_UNSIGNED_BYTE; break; case SDL_PIXELFORMAT_ABGR8888: internalFormat = GL_RGBA; format = GL_RGBA; type = GL_UNSIGNED_BYTE; break; /* These formats would be supported if SDL had the necessary pixel formats case SDL_PIXELFORMAT_BGR565: internalFormat = GL_RGB; format = GL_RGB; type = GL_UNSIGNED_SHORT_5_6_5; break; case SDL_PIXELFORMAT_ABGR5551: internalFormat = GL_RGBA; format = GL_RGBA; type = GL_UNSIGNED_SHORT_5_5_5_1; break; case SDL_PIXELFORMAT_ABGR4444: internalFormat = GL_RGBA; format = GL_RGBA; type = GL_UNSIGNED_SHORT_4_4_4_4; break; */ default: SDL_SetError("Unsupported texture format"); return -1; } data = (GLES_TextureData *) SDL_calloc(1, sizeof(*data)); if (!data) { SDL_OutOfMemory(); return -1; } if (texture->access == SDL_TEXTUREACCESS_STREAMING) { data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format); data->pixels = SDL_malloc(texture->h * data->pitch); if (!data->pixels) { SDL_OutOfMemory(); SDL_free(data); return -1; } } texture->driverdata = data; renderdata->glGetError(); renderdata->glGenTextures(1, &data->texture); data->type = GL_TEXTURE_2D; /* no NPOV textures allowed in OpenGL ES (yet) */ texture_w = power_of_2(texture->w); texture_h = power_of_2(texture->h); data->texw = (GLfloat) texture->w / texture_w; data->texh = (GLfloat) texture->h / texture_h; data->format = format; data->formattype = type; renderdata->glBindTexture(data->type, data->texture); renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER, GL_NEAREST); renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER, GL_NEAREST); renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w, texture_h, 0, format, type, NULL); result = renderdata->glGetError(); if (result != GL_NO_ERROR) { GLES_SetError("glTexImage2D()", result); return -1; } return 0; } static int GLES_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture, void **pixels, int *pitch) { GLES_TextureData *data = (GLES_TextureData *) texture->driverdata; *pixels = data->pixels; *pitch = data->pitch; return 0; } static int GLES_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Color * colors, int firstcolor, int ncolors) { SDL_SetError("OpenGL ES does not support paletted textures"); return -1; } static int GLES_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Color * colors, int firstcolor, int ncolors) { SDL_SetError("OpenGL ES does not support paletted textures"); return -1; } static void SetupTextureUpdate(GLES_RenderData * renderdata, SDL_Texture * texture, int pitch) { GLES_TextureData *data = (GLES_TextureData *) texture->driverdata; renderdata->glBindTexture(data->type, data->texture); renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); } static int GLES_SetTextureColorMod(SDL_Renderer * renderer, SDL_Texture * texture) { return 0; } static int GLES_SetTextureAlphaMod(SDL_Renderer * renderer, SDL_Texture * texture) { return 0; } static int GLES_SetTextureBlendMode(SDL_Renderer * renderer, SDL_Texture * texture) { switch (texture->blendMode) { case SDL_TEXTUREBLENDMODE_NONE: case SDL_TEXTUREBLENDMODE_MASK: case SDL_TEXTUREBLENDMODE_BLEND: case SDL_TEXTUREBLENDMODE_ADD: case SDL_TEXTUREBLENDMODE_MOD: return 0; default: SDL_Unsupported(); texture->blendMode = SDL_TEXTUREBLENDMODE_NONE; return -1; } } static int GLES_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture) { switch (texture->scaleMode) { case SDL_TEXTURESCALEMODE_NONE: case SDL_TEXTURESCALEMODE_FAST: case SDL_TEXTURESCALEMODE_SLOW: return 0; case SDL_TEXTURESCALEMODE_BEST: SDL_Unsupported(); texture->scaleMode = SDL_TEXTURESCALEMODE_SLOW; return -1; default: SDL_Unsupported(); texture->scaleMode = SDL_TEXTURESCALEMODE_NONE; return -1; } } static int GLES_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, const void *pixels, int pitch) { GLES_RenderData *renderdata = (GLES_RenderData *) renderer->driverdata; GLES_TextureData *data = (GLES_TextureData *) texture->driverdata; GLenum result; SetupTextureUpdate(renderdata, texture, pitch); renderdata->glGetError(); renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w, rect->h, data->format, data->formattype, pixels); result = renderdata->glGetError(); if (result != GL_NO_ERROR) { GLES_SetError("glTexSubImage2D()", result); return -1; } return 0; } static int GLES_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, int markDirty, void **pixels, int *pitch) { GLES_TextureData *data = (GLES_TextureData *) texture->driverdata; if (markDirty) { SDL_AddDirtyRect(&data->dirty, rect); } *pixels = (void *) ((Uint8 *) data->pixels + rect->y * data->pitch + rect->x * SDL_BYTESPERPIXEL(texture->format)); *pitch = data->pitch; return 0; } static void GLES_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture) { } static void GLES_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects, const SDL_Rect * rects) { GLES_TextureData *data = (GLES_TextureData *) texture->driverdata; int i; for (i = 0; i < numrects; ++i) { SDL_AddDirtyRect(&data->dirty, &rects[i]); } } static int GLES_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a, const SDL_Rect * rect) { GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata; SDL_Window *window = SDL_GetWindowFromID(renderer->window); /* set proper drawing color */ GLfloat oldClearColor[4]; data->glGetFloatv(GL_COLOR_CLEAR_VALUE, oldClearColor); data->glClearColor((GLclampf) r * inv255f, (GLclampf) g * inv255f, (GLclampf) b * inv255f, (GLclampf) a * inv255f); data->glScissor(rect->x, window->h - rect->y - rect->h, rect->w, rect->h); data->glEnable(GL_SCISSOR_TEST); data->glClear(GL_COLOR_BUFFER_BIT); data->glDisable(GL_SCISSOR_TEST); /* reset clear color */ data->glClearColor(oldClearColor[0], oldClearColor[1], oldClearColor[2], oldClearColor[2]); return 0; } static int GLES_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_Rect * dstrect) { GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata; GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata; int minx, miny, maxx, maxy; GLfloat minu, maxu, minv, maxv; int i; void *temp_buffer; /* used for reformatting dirty rect pixels */ void *temp_ptr; if (texturedata->dirty.list) { SDL_DirtyRect *dirty; void *pixels; int bpp = SDL_BYTESPERPIXEL(texture->format); int pitch = texturedata->pitch; SetupTextureUpdate(data, texture, pitch); data->glBindTexture(texturedata->type, texturedata->texture); for (dirty = texturedata->dirty.list; dirty; dirty = dirty->next) { SDL_Rect *rect = &dirty->rect; pixels = (void *) ((Uint8 *) texturedata->pixels + rect->y * pitch + rect->x * bpp); /* There is no GL_UNPACK_ROW_LENGTH in OpenGLES we must do this reformatting ourselves(!) maybe it'd be a good idea to keep a temp buffer around for this purpose rather than allocating it each time */ temp_buffer = SDL_malloc(rect->w * rect->h * bpp); temp_ptr = temp_buffer; for (i = 0; i < rect->h; i++) { SDL_memcpy(temp_ptr, pixels, rect->w * bpp); temp_ptr += rect->w * bpp; pixels += pitch; } data->glTexSubImage2D(texturedata->type, 0, rect->x, rect->y, rect->w, rect->h, texturedata->format, texturedata->formattype, temp_buffer); SDL_free(temp_buffer); } SDL_ClearDirtyRects(&texturedata->dirty); } data->glBindTexture(texturedata->type, texturedata->texture); data->glEnable(GL_TEXTURE_2D); if (texture->modMode) { data->glColor4f((GLfloat) texture->r * inv255f, (GLfloat) texture->g * inv255f, (GLfloat) texture->b * inv255f, (GLfloat) texture->a * inv255f); } else { data->glColor4f(1.0f, 1.0f, 1.0f, 1.0f); } if (texture->blendMode != data->blendMode) { switch (texture->blendMode) { case SDL_TEXTUREBLENDMODE_NONE: data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); data->glDisable(GL_BLEND); break; case SDL_TEXTUREBLENDMODE_MASK: case SDL_TEXTUREBLENDMODE_BLEND: data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); data->glEnable(GL_BLEND); data->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; case SDL_TEXTUREBLENDMODE_ADD: data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); data->glEnable(GL_BLEND); data->glBlendFunc(GL_SRC_ALPHA, GL_ONE); break; case SDL_TEXTUREBLENDMODE_MOD: data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); data->glEnable(GL_BLEND); data->glBlendFunc(GL_ZERO, GL_SRC_COLOR); break; } data->blendMode = texture->blendMode; } switch (texture->scaleMode) { case SDL_TEXTURESCALEMODE_NONE: case SDL_TEXTURESCALEMODE_FAST: data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER, GL_NEAREST); data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER, GL_NEAREST); break; case SDL_TEXTURESCALEMODE_SLOW: case SDL_TEXTURESCALEMODE_BEST: data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER, GL_LINEAR); data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER, GL_LINEAR); break; } if (data->GL_OES_draw_texture_supported && data->useDrawTexture) { /* this code is a little funny because the viewport is upside down vs SDL's coordinate system */ SDL_Window *window = SDL_GetWindowFromID(renderer->window); GLint cropRect[4]; cropRect[0] = srcrect->x; cropRect[1] = srcrect->y + srcrect->h; cropRect[2] = srcrect->w; cropRect[3] = -srcrect->h; data->glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, cropRect); data->glDrawTexiOES(dstrect->x, window->h - dstrect->y - dstrect->h, 0, dstrect->w, dstrect->h); } else { minx = dstrect->x; miny = dstrect->y; maxx = dstrect->x + dstrect->w; maxy = dstrect->y + dstrect->h; minu = (GLfloat) srcrect->x / texture->w; minu *= texturedata->texw; maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w; maxu *= texturedata->texw; minv = (GLfloat) srcrect->y / texture->h; minv *= texturedata->texh; maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h; maxv *= texturedata->texh; GLshort vertices[8]; GLfloat texCoords[8]; vertices[0] = minx; vertices[1] = miny; vertices[2] = maxx; vertices[3] = miny; vertices[4] = minx; vertices[5] = maxy; vertices[6] = maxx; vertices[7] = maxy; texCoords[0] = minu; texCoords[1] = minv; texCoords[2] = maxu; texCoords[3] = minv; texCoords[4] = minu; texCoords[5] = maxv; texCoords[6] = maxu; texCoords[7] = maxv; data->glVertexPointer(2, GL_SHORT, 0, vertices); data->glEnableClientState(GL_VERTEX_ARRAY); data->glTexCoordPointer(2, GL_FLOAT, 0, texCoords); data->glEnableClientState(GL_TEXTURE_COORD_ARRAY); data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } return 0; } static void GLES_RenderPresent(SDL_Renderer * renderer) { SDL_GL_SwapWindow(renderer->window); } static void GLES_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture) { GLES_RenderData *renderdata = (GLES_RenderData *) renderer->driverdata; GLES_TextureData *data = (GLES_TextureData *) texture->driverdata; if (!data) { return; } if (data->texture) { glDeleteTextures(1, &data->texture); } if (data->pixels) { SDL_free(data->pixels); } SDL_FreeDirtyRects(&data->dirty); SDL_free(data); texture->driverdata = NULL; } static void GLES_DestroyRenderer(SDL_Renderer * renderer) { GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata; if (data) { if (data->context) { /* SDL_GL_MakeCurrent(0, NULL); *//* doesn't do anything */ SDL_GL_DeleteContext(data->context); } SDL_free(data); } SDL_free(renderer); } #endif /* SDL_VIDEO_RENDER_OGL */ /* vi: set ts=4 sw=4 expandtab: */