view src/video/glesrenderer/SDL_renderer_gles.c @ 2378:d76ecec0c3f7 gsoc2008_iphone

iPhone SDL 1.3 demos go here. All these demos are written using pure SDL 1.3 code. No compatibility calls! Perhaps if they are any good they could be use as tests for the SDL 1.3 release.
author Holmes Futrell <hfutrell@umail.ucsb.edu>
date Fri, 18 Jul 2008 20:46:02 +0000
parents b70b96e615d2
children aad0c5ccf6bb
line wrap: on
line source

/*
    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 */

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_ES_RenderDriver = {
    GL_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),
#ifdef GL_IMG_texture_format_BGRA8888     
		3,
#else
		2,
#endif
     {
#ifdef GL_IMG_texture_format_BGRA8888
		SDL_PIXELFORMAT_ARGB8888,
#endif
		SDL_PIXELFORMAT_RGB24,
		SDL_PIXELFORMAT_ABGR8888,
		},
	 0,
     0}
};

typedef struct
{
    SDL_GLContext context;
    SDL_bool updateSize;
    int blendMode;
    int scaleMode;
	
#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

} GL_RenderData;

typedef struct
{
    GLuint texture;
    GLenum type;
    GLfloat texw;
    GLfloat texh;
    GLenum format;
    GLenum formattype;
    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;
    default:
        error = "UNKNOWN";
        break;
    }
    SDL_SetError("%s: %s", prefix, error);
}

static int
GL_LoadFunctions(GL_RenderData * data)
{
	
	#define SDL_PROC(ret,func,params) \
	data->func = func;
	#include "SDL_glesfuncs.h"
	#undef SDL_PROC
	
    return 0;
}

void
GL_AddRenderDriver(_THIS)
{
    if (_this->GL_CreateContext) {
        SDL_AddRenderDriver(0, &GL_ES_RenderDriver);
    }
}

SDL_Renderer *
GL_CreateRenderer(SDL_Window * window, Uint32 flags)
{
	
	printf("gl(es) create renderer ...\n");
	
    SDL_Renderer *renderer;
    GL_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 = (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_ES_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;
    }

    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")) {
		printf("using draw texture\n");
		data->GL_OES_draw_texture_supported = SDL_TRUE;
		data->useDrawTexture = SDL_TRUE;
	}
	else {
		printf("not using draw texture\n");
		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->scaleMode = -1;
    data->glDisable(GL_DEPTH_TEST);
    data->glDisable(GL_CULL_FACE);
	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 (data->context == NULL) {
		printf("Context is null, dude\n");
	}
		
    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
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:
		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: /* can't convert 32 bit format to 24 */
		case SDL_PIXELFORMAT_RGB888:
		case SDL_PIXELFORMAT_RGBA8888:
		case SDL_PIXELFORMAT_ARGB2101010:
			SDL_SetError("Unsupported format");
			return -1;
		case SDL_PIXELFORMAT_ARGB8888:
		#ifdef GL_IMG_texture_format_BGRA8888
			internalFormat = GL_RGBA;
			format = GL_RGBA;
			type = GL_UNSIGNED_BYTE;
			break;
		#else
			SDL_SetError("Unsupported format");
			return -1;
		#endif
		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 = (GL_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;
	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) {
        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)
{
	SDL_SetError("OpenGL ES does not support paletted textures");
    return -1;
}

static int
GL_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(GL_RenderData * renderdata, SDL_Texture * texture,
                   int pitch)
{
	
	
	GL_TextureData *data = (GL_TextureData *) texture->driverdata;
	renderdata->glBindTexture(data->type, data->texture);
    renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
}

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;

    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) {
        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);
	
	/* 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
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;
	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;
   // }

   // 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;
    //}

	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
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) {
		glDeleteTextures(1, &data->texture);
    }
    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 */

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