Mercurial > sdl-ios-xcode
view src/video/SDL_renderer_gles.c @ 3092:cad1aefa2ed9
Date: Thu, 12 Mar 2009 15:14:38 +0200
From: "Mike Gorchak"
Subject: New QNX patches
In photon.tar.gz there are new files to be placed into ./src/video/photon/
directory.
qnx3.diff - new patches for QNX support. Since I've found a lot of bugs in
the new GF QNX Graphics Framework and I'm suspended development for GF
driver until already found bugs will be fixed and switched to Photon driver
implementation.
sdl.diff - I've found that renderer creation result has not been checked and
SDL shows error like: "there is no current renderer", now SDL will show
correct error which was set be renderer.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Tue, 17 Mar 2009 03:24:22 +0000 |
parents | 0faae272a372 |
children | 82e60908fab1 |
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" /* 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 */ /* vi: set ts=4 sw=4 expandtab: */