Mercurial > sdl-ios-xcode
view src/video/glrenderer/SDL_renderer_gl.c @ 2360:96411dcd2267 gsoc2008_iphone
Added declaration of UIKit video bootstrap. Added retained_backing property to glconfig structure.
author | Holmes Futrell <hfutrell@umail.ucsb.edu> |
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date | Thu, 17 Jul 2008 23:45:58 +0000 |
parents | 69dd5af09ff1 |
children |
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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 #include "SDL_video.h" #include "SDL_opengl.h" #include "SDL_sysvideo.h" #include "SDL_pixels_c.h" #include "SDL_rect_c.h" #include "SDL_yuv_sw_c.h" #ifdef __MACOSX__ #include <OpenGL/OpenGL.h> #endif /* OpenGL renderer implementation */ /* Details on optimizing the texture path on Mac OS X: http://developer.apple.com/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/chapter_10_section_2.html */ static const float inv255f = 1.0f / 255.0f; static SDL_Renderer *GL_CreateRenderer(SDL_Window * window, Uint32 flags); static int GL_ActivateRenderer(SDL_Renderer * renderer); static int GL_DisplayModeChanged(SDL_Renderer * renderer); static int GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture); static int GL_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture, void **pixels, int *pitch); static int GL_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Color * colors, int firstcolor, int ncolors); static int GL_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Color * colors, int firstcolor, int ncolors); static int GL_SetTextureColorMod(SDL_Renderer * renderer, SDL_Texture * texture); static int GL_SetTextureAlphaMod(SDL_Renderer * renderer, SDL_Texture * texture); static int GL_SetTextureBlendMode(SDL_Renderer * renderer, SDL_Texture * texture); static int GL_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture); static int GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, const void *pixels, int pitch); static int GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, int markDirty, void **pixels, int *pitch); static void GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture); static void GL_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects, const SDL_Rect * rects); static int GL_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a, const SDL_Rect * rect); static int GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_Rect * dstrect); static void GL_RenderPresent(SDL_Renderer * renderer); static void GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture); static void GL_DestroyRenderer(SDL_Renderer * renderer); SDL_RenderDriver GL_RenderDriver = { GL_CreateRenderer, { "opengl", (SDL_RENDERER_SINGLEBUFFER | SDL_RENDERER_PRESENTDISCARD | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED), (SDL_TEXTUREMODULATE_NONE | SDL_TEXTUREMODULATE_COLOR | SDL_TEXTUREMODULATE_ALPHA), (SDL_TEXTUREBLENDMODE_NONE | SDL_TEXTUREBLENDMODE_MASK | SDL_TEXTUREBLENDMODE_BLEND | SDL_TEXTUREBLENDMODE_ADD | SDL_TEXTUREBLENDMODE_MOD), (SDL_TEXTURESCALEMODE_NONE | SDL_TEXTURESCALEMODE_FAST | SDL_TEXTURESCALEMODE_SLOW), 16, { SDL_PIXELFORMAT_INDEX1LSB, SDL_PIXELFORMAT_INDEX1MSB, SDL_PIXELFORMAT_INDEX8, SDL_PIXELFORMAT_RGB332, SDL_PIXELFORMAT_RGB444, SDL_PIXELFORMAT_RGB555, SDL_PIXELFORMAT_ARGB4444, SDL_PIXELFORMAT_ARGB1555, SDL_PIXELFORMAT_RGB565, SDL_PIXELFORMAT_RGB24, SDL_PIXELFORMAT_BGR24, SDL_PIXELFORMAT_RGB888, SDL_PIXELFORMAT_BGR888, SDL_PIXELFORMAT_ARGB8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ARGB2101010}, 0, 0} }; typedef struct { SDL_GLContext context; SDL_bool updateSize; SDL_bool GL_ARB_texture_rectangle_supported; SDL_bool GL_EXT_paletted_texture_supported; int blendMode; int scaleMode; /* OpenGL functions */ #define SDL_PROC(ret,func,params) ret (APIENTRY *func) params; #include "SDL_glfuncs.h" #undef SDL_PROC PFNGLCOLORTABLEEXTPROC glColorTableEXT; void (*glTextureRangeAPPLE) (GLenum target, GLsizei length, const GLvoid * pointer); } GL_RenderData; typedef struct { GLuint texture; GLenum type; GLfloat texw; GLfloat texh; GLenum format; GLenum formattype; Uint8 *palette; void *pixels; int pitch; SDL_DirtyRectList dirty; } GL_TextureData; static void GL_SetError(const char *prefix, GLenum result) { const char *error; switch (result) { case GL_NO_ERROR: error = "GL_NO_ERROR"; break; case GL_INVALID_ENUM: error = "GL_INVALID_ENUM"; break; case GL_INVALID_VALUE: error = "GL_INVALID_VALUE"; break; case GL_INVALID_OPERATION: error = "GL_INVALID_OPERATION"; break; case GL_STACK_OVERFLOW: error = "GL_STACK_OVERFLOW"; break; case GL_STACK_UNDERFLOW: error = "GL_STACK_UNDERFLOW"; break; case GL_OUT_OF_MEMORY: error = "GL_OUT_OF_MEMORY"; break; case GL_TABLE_TOO_LARGE: error = "GL_TABLE_TOO_LARGE"; break; default: error = "UNKNOWN"; break; } SDL_SetError("%s: %s", prefix, error); } static int GL_LoadFunctions(GL_RenderData * data) { #if defined(__QNXNTO__) && (_NTO_VERSION < 630) #define __SDL_NOGETPROCADDR__ #elif defined(__MINT__) #define __SDL_NOGETPROCADDR__ #endif #ifdef __SDL_NOGETPROCADDR__ #define SDL_PROC(ret,func,params) data->func=func; #else #define SDL_PROC(ret,func,params) \ do { \ data->func = SDL_GL_GetProcAddress(#func); \ if ( ! data->func ) { \ SDL_SetError("Couldn't load GL function %s: %s\n", #func, SDL_GetError()); \ return -1; \ } \ } while ( 0 ); #endif /* __SDL_NOGETPROCADDR__ */ #include "SDL_glfuncs.h" #undef SDL_PROC return 0; } void GL_AddRenderDriver(_THIS) { if (_this->GL_CreateContext) { SDL_AddRenderDriver(0, &GL_RenderDriver); } } SDL_Renderer * GL_CreateRenderer(SDL_Window * window, Uint32 flags) { SDL_Renderer *renderer; GL_RenderData *data; GLint value; int doublebuffer; /* Render directly to the window, unless we're compositing */ #ifndef __MACOSX__ if (flags & SDL_RENDERER_SINGLEBUFFER) { SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 0); } #endif if (!(window->flags & SDL_WINDOW_OPENGL)) { if (SDL_RecreateWindow(window, window->flags | SDL_WINDOW_OPENGL) < 0) { return NULL; } } renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer)); if (!renderer) { SDL_OutOfMemory(); return NULL; } data = (GL_RenderData *) SDL_calloc(1, sizeof(*data)); if (!data) { GL_DestroyRenderer(renderer); SDL_OutOfMemory(); return NULL; } renderer->ActivateRenderer = GL_ActivateRenderer; renderer->DisplayModeChanged = GL_DisplayModeChanged; renderer->CreateTexture = GL_CreateTexture; renderer->QueryTexturePixels = GL_QueryTexturePixels; renderer->SetTexturePalette = GL_SetTexturePalette; renderer->GetTexturePalette = GL_GetTexturePalette; renderer->SetTextureColorMod = GL_SetTextureColorMod; renderer->SetTextureAlphaMod = GL_SetTextureAlphaMod; renderer->SetTextureBlendMode = GL_SetTextureBlendMode; renderer->SetTextureScaleMode = GL_SetTextureScaleMode; renderer->UpdateTexture = GL_UpdateTexture; renderer->LockTexture = GL_LockTexture; renderer->UnlockTexture = GL_UnlockTexture; renderer->DirtyTexture = GL_DirtyTexture; renderer->RenderFill = GL_RenderFill; renderer->RenderCopy = GL_RenderCopy; renderer->RenderPresent = GL_RenderPresent; renderer->DestroyTexture = GL_DestroyTexture; renderer->DestroyRenderer = GL_DestroyRenderer; renderer->info = GL_RenderDriver.info; renderer->window = window->id; renderer->driverdata = data; renderer->info.flags = (SDL_RENDERER_PRESENTDISCARD | SDL_RENDERER_ACCELERATED); if (GL_LoadFunctions(data) < 0) { GL_DestroyRenderer(renderer); return NULL; } data->context = SDL_GL_CreateContext(window->id); if (!data->context) { GL_DestroyRenderer(renderer); return NULL; } if (SDL_GL_MakeCurrent(window->id, data->context) < 0) { GL_DestroyRenderer(renderer); return NULL; } #ifdef __MACOSX__ /* Enable multi-threaded rendering */ /* Disabled until Ryan finishes his VBO/PBO code... CGLEnable(CGLGetCurrentContext(), kCGLCEMPEngine); */ #endif if (flags & SDL_RENDERER_PRESENTVSYNC) { SDL_GL_SetSwapInterval(1); } else { SDL_GL_SetSwapInterval(0); } if (SDL_GL_GetSwapInterval() > 0) { renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC; } if (SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &doublebuffer) == 0) { if (!doublebuffer) { renderer->info.flags |= SDL_RENDERER_SINGLEBUFFER; } } data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value); renderer->info.max_texture_width = value; data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value); renderer->info.max_texture_height = value; if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle") || SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) { data->GL_ARB_texture_rectangle_supported = SDL_TRUE; } if (SDL_GL_ExtensionSupported("GL_EXT_paletted_texture")) { data->GL_EXT_paletted_texture_supported = SDL_TRUE; data->glColorTableEXT = (PFNGLCOLORTABLEEXTPROC) SDL_GL_GetProcAddress("glColorTableEXT"); } else { /* Don't advertise support for 8-bit indexed texture format */ Uint32 i, j; SDL_RendererInfo *info = &renderer->info; for (i = 0, j = 0; i < info->num_texture_formats; ++i) { if (info->texture_formats[i] != SDL_PIXELFORMAT_INDEX8) { info->texture_formats[j++] = info->texture_formats[i]; } } --info->num_texture_formats; } if (SDL_GL_ExtensionSupported("GL_APPLE_texture_range")) { data->glTextureRangeAPPLE = (void (*)(GLenum, GLsizei, const GLvoid *)) SDL_GL_GetProcAddress("glTextureRangeAPPLE"); } /* Set up parameters for rendering */ data->blendMode = -1; data->scaleMode = -1; data->glDisable(GL_DEPTH_TEST); data->glDisable(GL_CULL_FACE); if (data->GL_ARB_texture_rectangle_supported) { data->glEnable(GL_TEXTURE_RECTANGLE_ARB); } else { data->glEnable(GL_TEXTURE_2D); } data->updateSize = SDL_TRUE; return renderer; } static int GL_ActivateRenderer(SDL_Renderer * renderer) { GL_RenderData *data = (GL_RenderData *) renderer->driverdata; SDL_Window *window = SDL_GetWindowFromID(renderer->window); if (SDL_GL_MakeCurrent(window->id, data->context) < 0) { return -1; } if (data->updateSize) { data->glMatrixMode(GL_PROJECTION); data->glLoadIdentity(); data->glMatrixMode(GL_MODELVIEW); data->glLoadIdentity(); data->glViewport(0, 0, window->w, window->h); data->glOrtho(0.0, (GLdouble) window->w, (GLdouble) window->h, 0.0, 0.0, 1.0); data->updateSize = SDL_FALSE; } return 0; } static int GL_DisplayModeChanged(SDL_Renderer * renderer) { GL_RenderData *data = (GL_RenderData *) renderer->driverdata; data->updateSize = SDL_TRUE; return 0; } static __inline__ int power_of_2(int input) { int value = 1; while (value < input) { value <<= 1; } return value; } static int GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) { GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata; SDL_Window *window = SDL_GetWindowFromID(renderer->window); GL_TextureData *data; GLint internalFormat; GLenum format, type; int texture_w, texture_h; GLenum result; switch (texture->format) { case SDL_PIXELFORMAT_INDEX1LSB: case SDL_PIXELFORMAT_INDEX1MSB: internalFormat = GL_RGB; format = GL_COLOR_INDEX; type = GL_BITMAP; break; case SDL_PIXELFORMAT_INDEX8: if (!renderdata->GL_EXT_paletted_texture_supported) { SDL_SetError("Unsupported texture format"); return -1; } internalFormat = GL_COLOR_INDEX8_EXT; format = GL_COLOR_INDEX; type = GL_UNSIGNED_BYTE; break; case SDL_PIXELFORMAT_RGB332: internalFormat = GL_R3_G3_B2; format = GL_RGB; type = GL_UNSIGNED_BYTE_3_3_2; break; case SDL_PIXELFORMAT_RGB444: internalFormat = GL_RGB4; format = GL_RGB; type = GL_UNSIGNED_SHORT_4_4_4_4; break; case SDL_PIXELFORMAT_RGB555: internalFormat = GL_RGB5; format = GL_RGB; type = GL_UNSIGNED_SHORT_5_5_5_1; break; case SDL_PIXELFORMAT_ARGB4444: internalFormat = GL_RGBA4; format = GL_BGRA; type = GL_UNSIGNED_SHORT_4_4_4_4_REV; break; case SDL_PIXELFORMAT_ARGB1555: internalFormat = GL_RGB5_A1; format = GL_BGRA; type = GL_UNSIGNED_SHORT_1_5_5_5_REV; break; case SDL_PIXELFORMAT_RGB565: internalFormat = GL_RGB8; format = GL_RGB; type = GL_UNSIGNED_SHORT_5_6_5; break; case SDL_PIXELFORMAT_RGB24: internalFormat = GL_RGB8; format = GL_RGB; type = GL_UNSIGNED_BYTE; break; case SDL_PIXELFORMAT_RGB888: internalFormat = GL_RGB8; format = GL_BGRA; type = GL_UNSIGNED_BYTE; break; case SDL_PIXELFORMAT_BGR24: internalFormat = GL_RGB8; format = GL_BGR; type = GL_UNSIGNED_BYTE; break; case SDL_PIXELFORMAT_BGR888: internalFormat = GL_RGB8; format = GL_RGBA; type = GL_UNSIGNED_BYTE; break; case SDL_PIXELFORMAT_ARGB8888: #ifdef __MACOSX__ internalFormat = GL_RGBA; format = GL_BGRA; type = GL_UNSIGNED_INT_8_8_8_8_REV; #else internalFormat = GL_RGBA8; format = GL_BGRA; type = GL_UNSIGNED_BYTE; #endif break; case SDL_PIXELFORMAT_ABGR8888: internalFormat = GL_RGBA8; format = GL_RGBA; type = GL_UNSIGNED_BYTE; break; case SDL_PIXELFORMAT_ARGB2101010: internalFormat = GL_RGB10_A2; format = GL_BGRA; type = GL_UNSIGNED_INT_2_10_10_10_REV; break; default: SDL_SetError("Unsupported texture format"); return -1; } data = (GL_TextureData *) SDL_calloc(1, sizeof(*data)); if (!data) { SDL_OutOfMemory(); return -1; } if (texture->format == SDL_PIXELFORMAT_INDEX8) { data->palette = (Uint8 *) SDL_malloc(3 * 256 * sizeof(Uint8)); if (!data->palette) { SDL_OutOfMemory(); SDL_free(data); return -1; } SDL_memset(data->palette, 0xFF, 3 * 256 * sizeof(Uint8)); } if (texture->access == SDL_TEXTUREACCESS_STREAMING) { data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format); data->pixels = SDL_malloc(texture->h * data->pitch); if (!data->pixels) { SDL_OutOfMemory(); SDL_free(data); return -1; } } texture->driverdata = data; renderdata->glGetError(); renderdata->glGenTextures(1, &data->texture); if (renderdata->GL_ARB_texture_rectangle_supported) { data->type = GL_TEXTURE_RECTANGLE_ARB; texture_w = texture->w; texture_h = texture->h; data->texw = (GLfloat) texture->w; data->texh = (GLfloat) texture->h; } else { data->type = GL_TEXTURE_2D; texture_w = power_of_2(texture->w); texture_h = power_of_2(texture->h); data->texw = (GLfloat) texture->w / texture_w; data->texh = (GLfloat) texture->h / texture_h; } data->format = format; data->formattype = type; renderdata->glBindTexture(data->type, data->texture); renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER, GL_NEAREST); renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER, GL_NEAREST); renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); #ifdef __MACOSX__ #ifndef GL_TEXTURE_STORAGE_HINT_APPLE #define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC #endif #ifndef STORAGE_CACHED_APPLE #define STORAGE_CACHED_APPLE 0x85BE #endif #ifndef STORAGE_SHARED_APPLE #define STORAGE_SHARED_APPLE 0x85BF #endif if (texture->access == SDL_TEXTUREACCESS_STREAMING) { renderdata->glTexParameteri(data->type, GL_TEXTURE_STORAGE_HINT_APPLE, GL_STORAGE_SHARED_APPLE); } else { renderdata->glTexParameteri(data->type, GL_TEXTURE_STORAGE_HINT_APPLE, GL_STORAGE_CACHED_APPLE); } if (texture->access == SDL_TEXTUREACCESS_STREAMING && texture->format == SDL_PIXELFORMAT_ARGB8888) { /* if (renderdata->glTextureRangeAPPLE) { renderdata->glTextureRangeAPPLE(data->type, texture->h * data->pitch, data->pixels); } */ renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE); renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w, texture_h, 0, format, type, data->pixels); } else #endif { renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w, texture_h, 0, format, type, NULL); } result = renderdata->glGetError(); if (result != GL_NO_ERROR) { GL_SetError("glTexImage2D()", result); return -1; } return 0; } static int GL_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture, void **pixels, int *pitch) { GL_TextureData *data = (GL_TextureData *) texture->driverdata; *pixels = data->pixels; *pitch = data->pitch; return 0; } static int GL_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Color * colors, int firstcolor, int ncolors) { GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata; GL_TextureData *data = (GL_TextureData *) texture->driverdata; Uint8 *palette; if (!data->palette) { SDL_SetError("Texture doesn't have a palette"); return -1; } palette = data->palette + firstcolor * 3; while (ncolors--) { *palette++ = colors->r; *palette++ = colors->g; *palette++ = colors->b; ++colors; } renderdata->glBindTexture(data->type, data->texture); renderdata->glColorTableEXT(data->type, GL_RGB8, 256, GL_RGB, GL_UNSIGNED_BYTE, data->palette); return 0; } static int GL_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Color * colors, int firstcolor, int ncolors) { GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata; GL_TextureData *data = (GL_TextureData *) texture->driverdata; Uint8 *palette; if (!data->palette) { SDL_SetError("Texture doesn't have a palette"); return -1; } palette = data->palette + firstcolor * 3; while (ncolors--) { colors->r = *palette++; colors->g = *palette++; colors->b = *palette++; colors->unused = SDL_ALPHA_OPAQUE; ++colors; } return 0; } static void SetupTextureUpdate(GL_RenderData * renderdata, SDL_Texture * texture, int pitch) { if (texture->format == SDL_PIXELFORMAT_INDEX1LSB) { renderdata->glPixelStorei(GL_UNPACK_LSB_FIRST, 1); } else if (texture->format == SDL_PIXELFORMAT_INDEX1MSB) { renderdata->glPixelStorei(GL_UNPACK_LSB_FIRST, 0); } renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / SDL_BYTESPERPIXEL(texture->format)); } static int GL_SetTextureColorMod(SDL_Renderer * renderer, SDL_Texture * texture) { return 0; } static int GL_SetTextureAlphaMod(SDL_Renderer * renderer, SDL_Texture * texture) { return 0; } static int GL_SetTextureBlendMode(SDL_Renderer * renderer, SDL_Texture * texture) { switch (texture->blendMode) { case SDL_TEXTUREBLENDMODE_NONE: case SDL_TEXTUREBLENDMODE_MASK: case SDL_TEXTUREBLENDMODE_BLEND: case SDL_TEXTUREBLENDMODE_ADD: case SDL_TEXTUREBLENDMODE_MOD: return 0; default: SDL_Unsupported(); texture->blendMode = SDL_TEXTUREBLENDMODE_NONE; return -1; } } static int GL_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture) { switch (texture->scaleMode) { case SDL_TEXTURESCALEMODE_NONE: case SDL_TEXTURESCALEMODE_FAST: case SDL_TEXTURESCALEMODE_SLOW: return 0; case SDL_TEXTURESCALEMODE_BEST: SDL_Unsupported(); texture->scaleMode = SDL_TEXTURESCALEMODE_SLOW; return -1; default: SDL_Unsupported(); texture->scaleMode = SDL_TEXTURESCALEMODE_NONE; return -1; } } static int GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, const void *pixels, int pitch) { GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata; GL_TextureData *data = (GL_TextureData *) texture->driverdata; GLenum result; renderdata->glGetError(); SetupTextureUpdate(renderdata, texture, pitch); renderdata->glBindTexture(data->type, data->texture); renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w, rect->h, data->format, data->formattype, pixels); result = renderdata->glGetError(); if (result != GL_NO_ERROR) { GL_SetError("glTexSubImage2D()", result); return -1; } return 0; } static int GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, int markDirty, void **pixels, int *pitch) { GL_TextureData *data = (GL_TextureData *) texture->driverdata; if (markDirty) { SDL_AddDirtyRect(&data->dirty, rect); } *pixels = (void *) ((Uint8 *) data->pixels + rect->y * data->pitch + rect->x * SDL_BYTESPERPIXEL(texture->format)); *pitch = data->pitch; return 0; } static void GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture) { } static void GL_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects, const SDL_Rect * rects) { GL_TextureData *data = (GL_TextureData *) texture->driverdata; int i; for (i = 0; i < numrects; ++i) { SDL_AddDirtyRect(&data->dirty, &rects[i]); } } static int GL_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a, const SDL_Rect * rect) { GL_RenderData *data = (GL_RenderData *) renderer->driverdata; SDL_Window *window = SDL_GetWindowFromID(renderer->window); data->glClearColor((GLclampf) r * inv255f, (GLclampf) g * inv255f, (GLclampf) b * inv255f, (GLclampf) a * inv255f); data->glViewport(rect->x, window->h - rect->y, rect->w, rect->h); data->glClear(GL_COLOR_BUFFER_BIT); data->glViewport(0, 0, window->w, window->h); return 0; } static int GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_Rect * dstrect) { GL_RenderData *data = (GL_RenderData *) renderer->driverdata; GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata; int minx, miny, maxx, maxy; GLfloat minu, maxu, minv, maxv; if (texturedata->dirty.list) { SDL_DirtyRect *dirty; void *pixels; int bpp = SDL_BYTESPERPIXEL(texture->format); int pitch = texturedata->pitch; SetupTextureUpdate(data, texture, pitch); data->glBindTexture(texturedata->type, texturedata->texture); for (dirty = texturedata->dirty.list; dirty; dirty = dirty->next) { SDL_Rect *rect = &dirty->rect; pixels = (void *) ((Uint8 *) texturedata->pixels + rect->y * pitch + rect->x * bpp); data->glTexSubImage2D(texturedata->type, 0, rect->x, rect->y, rect->w, rect->h, texturedata->format, texturedata->formattype, pixels); } SDL_ClearDirtyRects(&texturedata->dirty); } minx = dstrect->x; miny = dstrect->y; maxx = dstrect->x + dstrect->w; maxy = dstrect->y + dstrect->h; minu = (GLfloat) srcrect->x / texture->w; minu *= texturedata->texw; maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w; maxu *= texturedata->texw; minv = (GLfloat) srcrect->y / texture->h; minv *= texturedata->texh; maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h; maxv *= texturedata->texh; data->glBindTexture(texturedata->type, texturedata->texture); if (texture->modMode) { data->glColor4f((GLfloat) texture->r * inv255f, (GLfloat) texture->g * inv255f, (GLfloat) texture->b * inv255f, (GLfloat) texture->a * inv255f); } else { data->glColor4f(1.0f, 1.0f, 1.0f, 1.0f); } if (texture->blendMode != data->blendMode) { switch (texture->blendMode) { case SDL_TEXTUREBLENDMODE_NONE: data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); data->glDisable(GL_BLEND); break; case SDL_TEXTUREBLENDMODE_MASK: case SDL_TEXTUREBLENDMODE_BLEND: data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); data->glEnable(GL_BLEND); data->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; case SDL_TEXTUREBLENDMODE_ADD: data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); data->glEnable(GL_BLEND); data->glBlendFunc(GL_SRC_ALPHA, GL_ONE); break; case SDL_TEXTUREBLENDMODE_MOD: data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); data->glEnable(GL_BLEND); data->glBlendFunc(GL_ZERO, GL_SRC_COLOR); break; } data->blendMode = texture->blendMode; } if (texture->scaleMode != data->scaleMode) { switch (texture->scaleMode) { case SDL_TEXTURESCALEMODE_NONE: case SDL_TEXTURESCALEMODE_FAST: data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER, GL_NEAREST); data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER, GL_NEAREST); break; case SDL_TEXTURESCALEMODE_SLOW: case SDL_TEXTURESCALEMODE_BEST: data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER, GL_LINEAR); data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER, GL_LINEAR); break; } data->scaleMode = texture->scaleMode; } data->glBegin(GL_TRIANGLE_STRIP); data->glTexCoord2f(minu, minv); data->glVertex2i(minx, miny); data->glTexCoord2f(maxu, minv); data->glVertex2i(maxx, miny); data->glTexCoord2f(minu, maxv); data->glVertex2i(minx, maxy); data->glTexCoord2f(maxu, maxv); data->glVertex2i(maxx, maxy); data->glEnd(); return 0; } static void GL_RenderPresent(SDL_Renderer * renderer) { SDL_GL_SwapWindow(renderer->window); } static void GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture) { GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata; GL_TextureData *data = (GL_TextureData *) texture->driverdata; if (!data) { return; } if (data->texture) { renderdata->glDeleteTextures(1, &data->texture); } if (data->palette) { SDL_free(data->palette); } if (data->pixels) { SDL_free(data->pixels); } SDL_FreeDirtyRects(&data->dirty); SDL_free(data); texture->driverdata = NULL; } static void GL_DestroyRenderer(SDL_Renderer * renderer) { GL_RenderData *data = (GL_RenderData *) renderer->driverdata; if (data) { if (data->context) { /* SDL_GL_MakeCurrent(0, NULL); *//* 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: */