view src/video/SDL_renderer_gles.c @ 3100:7dc982143c06

Date: Sun, 22 Mar 2009 12:52:29 +0000 From: Luke Benstead Subject: OpenGL 3.0 Context Creation I've attached a patch which implements OpenGL 3.x context creation on the latest SVN. I've added two options to SDL_GL_SetAttribute, these are SDL_GL_CONTEXT_MAJOR_VERSION and SDL_GL_CONTEXT_MINOR_VERSION. These default to 2 and 1 respectively. If the major version is less than 3 then the current context creation method is used, otherwise the appropriate new context creation function is called (depending on the platform). Sample code: if (SDL_Init(SDL_INIT_VIDEO) != 0) { printf("Unable to initialize SDL: %s\n", SDL_GetError()); return 1; } SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); //Without these 2 lines, SDL will create a GL 2.x context SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_Surface* screen = SDL_SetVideoMode( 640, 480, 16, SDL_OPENGL | SDL_FULLSCREEN ); I've implemented context creation on both Win32 and X and run basic tests on both. This patch doesn't provide access to all the options allowed by the new context creation (e.g. shared contexts, forward compatible contexts) but they can be added pretty easily.
author Sam Lantinga <slouken@libsdl.org>
date Tue, 24 Mar 2009 10:43:53 +0000
parents 82e60908fab1
children 6c98826d88b0
line wrap: on
line source

/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2009 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"

#ifdef __QNXNTO__

/* Empty function stub to get OpenGL ES 1.0 support without  */
/* OpenGL ES extension GL_OES_draw_texture_supported         */
GL_API void GL_APIENTRY glDrawTexiOES(GLint x, GLint y, GLint z, GLint width, GLint height)
{
   return;
}

#endif /* __QNXNTO__ */

/* 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_RenderPoint(SDL_Renderer * renderer, int x, int y);
static int GLES_RenderLine(SDL_Renderer * renderer, int x1, int y1, int x2,
                           int y2);
static int GLES_RenderFill(SDL_Renderer * renderer, 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_BLENDMODE_NONE | SDL_BLENDMODE_MASK |
      SDL_BLENDMODE_BLEND | SDL_BLENDMODE_ADD | SDL_BLENDMODE_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->RenderPoint = GLES_RenderPoint;
    renderer->RenderLine = GLES_RenderLine;
    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_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
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 void
GLES_SetBlendMode(GLES_RenderData * data, int blendMode)
{
    if (blendMode != data->blendMode) {
        switch (blendMode) {
        case SDL_BLENDMODE_NONE:
            data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
            data->glDisable(GL_BLEND);
            break;
        case SDL_BLENDMODE_MASK:
        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
GLES_RenderPoint(SDL_Renderer * renderer, int x, int y)
{
    GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;

    GLES_SetBlendMode(data, renderer->blendMode);

    data->glColor4f((GLfloat) renderer->r * inv255f,
                    (GLfloat) renderer->g * inv255f,
                    (GLfloat) renderer->b * inv255f,
                    (GLfloat) renderer->a * inv255f);

    GLshort vertices[2];
    vertices[0] = x;
    vertices[1] = y;

    data->glVertexPointer(2, GL_SHORT, 0, vertices);
    data->glEnableClientState(GL_VERTEX_ARRAY);
    data->glDrawArrays(GL_POINTS, 0, 1);
    data->glDisableClientState(GL_VERTEX_ARRAY);

    return 0;
}

static int
GLES_RenderLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2)
{
    GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;

    GLES_SetBlendMode(data, renderer->blendMode);

    data->glColor4f((GLfloat) renderer->r * inv255f,
                    (GLfloat) renderer->g * inv255f,
                    (GLfloat) renderer->b * inv255f,
                    (GLfloat) renderer->a * inv255f);

    GLshort vertices[4];
    vertices[0] = x1;
    vertices[1] = y1;
    vertices[2] = x2;
    vertices[3] = y2;

    data->glVertexPointer(2, GL_SHORT, 0, vertices);
    data->glEnableClientState(GL_VERTEX_ARRAY);
    data->glDrawArrays(GL_LINES, 0, 2);
    data->glDisableClientState(GL_VERTEX_ARRAY);

    return 0;
}

static int
GLES_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect)
{
    GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;

    GLES_SetBlendMode(data, renderer->blendMode);

    data->glColor4f((GLfloat) renderer->r * inv255f,
                    (GLfloat) renderer->g * inv255f,
                    (GLfloat) renderer->b * inv255f,
                    (GLfloat) renderer->a * inv255f);

    GLshort minx = rect->x;
    GLshort maxx = rect->x + rect->w;
    GLshort miny = rect->y;
    GLshort maxy = rect->y + rect->h;

    GLshort vertices[8];
    vertices[0] = minx;
    vertices[1] = miny;
    vertices[2] = maxx;
    vertices[3] = miny;
    vertices[4] = minx;
    vertices[5] = maxy;
    vertices[6] = maxx;
    vertices[7] = maxy;

    data->glVertexPointer(2, GL_SHORT, 0, vertices);
    data->glEnableClientState(GL_VERTEX_ARRAY);
    data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    data->glDisableClientState(GL_VERTEX_ARRAY);

    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);
    }

    GLES_SetBlendMode(data, 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_ES */

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