Mercurial > sdl-ios-xcode
view src/render/opengles/SDL_renderer_gles.c @ 5172:ededa1ccf91c
Switched the SDL 1.2 compatibility to use the window surface, so it's fast even when there's no hardware acceleration available.
This means that the YUV overlay now uses software, but that's okay since fast YUV code should be using the textures now anyway.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 03 Feb 2011 21:13:55 -0800 |
parents | 4d39eeaad00b |
children | d976b67150c5 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2010 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_opengles.h" #include "../SDL_sysrender.h" #if defined(SDL_VIDEO_DRIVER_PANDORA) /* Empty function stub to get OpenGL ES 1.x 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 /* PANDORA */ /* OpenGL ES 1.1 renderer implementation, based on the OpenGL renderer */ /* Used to re-create the window with OpenGL capability */ extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags); static const float inv255f = 1.0f / 255.0f; static SDL_Renderer *GLES_CreateRenderer(SDL_Window * window, Uint32 flags); static void GLES_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event); static int GLES_CreateTexture(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, void **pixels, int *pitch); static void GLES_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture); static int GLES_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points, int count); static int GLES_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points, int count); static int GLES_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects, int count); 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_PRESENTVSYNC | SDL_RENDERER_ACCELERATED), 1, {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 "../../video/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; } 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 "../../video/SDL_glesfuncs.h" #undef SDL_PROC return 0; } SDL_Renderer * GLES_CreateRenderer(SDL_Window * window, Uint32 flags) { SDL_Renderer *renderer; GLES_RenderData *data; GLint value; Uint32 window_flags; window_flags = SDL_GetWindowFlags(window); 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->WindowEvent = GLES_WindowEvent; renderer->CreateTexture = GLES_CreateTexture; renderer->UpdateTexture = GLES_UpdateTexture; renderer->LockTexture = GLES_LockTexture; renderer->UnlockTexture = GLES_UnlockTexture; renderer->RenderDrawPoints = GLES_RenderDrawPoints; renderer->RenderDrawLines = GLES_RenderDrawLines; renderer->RenderFillRects = GLES_RenderFillRects; renderer->RenderCopy = GLES_RenderCopy; renderer->RenderPresent = GLES_RenderPresent; renderer->DestroyTexture = GLES_DestroyTexture; renderer->DestroyRenderer = GLES_DestroyRenderer; renderer->info = GL_ES_RenderDriver.info; renderer->driverdata = data; renderer->info.flags = SDL_RENDERER_ACCELERATED; if (GLES_LoadFunctions(data) < 0) { GLES_DestroyRenderer(renderer); return NULL; } data->context = SDL_GL_CreateContext(window); if (!data->context) { GLES_DestroyRenderer(renderer); return NULL; } if (SDL_GL_MakeCurrent(window, 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_VIDEO_DRIVER_PANDORA data->GL_OES_draw_texture_supported = SDL_FALSE; data->useDrawTexture = SDL_FALSE; #else 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; } #endif 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->updateSize = SDL_TRUE; data->glEnableClientState(GL_VERTEX_ARRAY); data->glEnableClientState(GL_TEXTURE_COORD_ARRAY); return renderer; } static SDL_GLContext SDL_CurrentContext = NULL; static int GLES_ActivateRenderer(SDL_Renderer * renderer) { GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata; SDL_Window *window = renderer->window; if (SDL_CurrentContext != data->context) { if (SDL_GL_MakeCurrent(window, data->context) < 0) { return -1; } SDL_CurrentContext = data->context; } if (data->updateSize) { int w, h; SDL_GetWindowSize(window, &w, &h); data->glMatrixMode(GL_PROJECTION); data->glLoadIdentity(); data->glMatrixMode(GL_MODELVIEW); data->glLoadIdentity(); data->glViewport(0, 0, w, h); data->glOrthof(0.0, (GLfloat) w, (GLfloat) h, 0.0, 0.0, 1.0); data->updateSize = SDL_FALSE; } return 0; } static void GLES_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event) { GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata; if (event->event == SDL_WINDOWEVENT_RESIZED) { /* Rebind the context to the window area and update matrices */ SDL_CurrentContext = NULL; data->updateSize = SDL_TRUE; } } 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; GLES_TextureData *data; GLint internalFormat; GLenum format, type; int texture_w, texture_h; GLenum result; GLES_ActivateRenderer(renderer); switch (texture->format) { case SDL_PIXELFORMAT_ABGR8888: internalFormat = GL_RGBA; format = GL_RGBA; type = GL_UNSIGNED_BYTE; break; default: SDL_SetError("Texture format %s not supported by OpenGL ES", SDL_GetPixelFormatName(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->glEnable(GL_TEXTURE_2D); 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_LINEAR); renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 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); renderdata->glDisable(GL_TEXTURE_2D); result = renderdata->glGetError(); if (result != GL_NO_ERROR) { GLES_SetError("glTexImage2D()", result); return -1; } return 0; } static void SetupTextureUpdate(GLES_RenderData * renderdata, SDL_Texture * texture, int pitch) { renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 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; int bpp = SDL_BYTESPERPIXEL(texture->format); void * temp_buffer; void * temp_ptr; int i; GLES_ActivateRenderer(renderer); renderdata->glGetError(); SetupTextureUpdate(renderdata, texture, pitch); renderdata->glEnable(data->type); renderdata->glBindTexture(data->type, data->texture); if( rect->w * bpp == pitch ) { temp_buffer = (void *)pixels; /* No need to reformat */ } else { /* Reformatting of mem area required */ 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; } } renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w, rect->h, data->format, data->formattype, temp_buffer); if( temp_buffer != pixels ) { SDL_free(temp_buffer); } renderdata->glDisable(data->type); 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, void **pixels, int *pitch) { GLES_TextureData *data = (GLES_TextureData *) texture->driverdata; *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) { GLES_RenderData *renderdata = (GLES_RenderData *) renderer->driverdata; GLES_TextureData *data = (GLES_TextureData *) texture->driverdata; GLES_ActivateRenderer(renderer); SetupTextureUpdate(renderdata, texture, data->pitch); renderdata->glEnable(data->type); renderdata->glBindTexture(data->type, data->texture); renderdata->glTexSubImage2D(data->type, 0, 0, 0, texture->w, texture->h, data->format, data->formattype, data->pixels); renderdata->glDisable(data->type); } 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_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; } data->blendMode = blendMode; } } static int GLES_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points, int count) { GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata; int i; GLshort *vertices; GLES_ActivateRenderer(renderer); GLES_SetBlendMode(data, renderer->blendMode); data->glColor4f((GLfloat) renderer->r * inv255f, (GLfloat) renderer->g * inv255f, (GLfloat) renderer->b * inv255f, (GLfloat) renderer->a * inv255f); vertices = SDL_stack_alloc(GLshort, count*2); for (i = 0; i < count; ++i) { vertices[2*i+0] = (GLshort)points[i].x; vertices[2*i+1] = (GLshort)points[i].y; } data->glVertexPointer(2, GL_SHORT, 0, vertices); data->glDrawArrays(GL_POINTS, 0, count); SDL_stack_free(vertices); return 0; } static int GLES_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points, int count) { GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata; int i; GLshort *vertices; GLES_ActivateRenderer(renderer); GLES_SetBlendMode(data, renderer->blendMode); data->glColor4f((GLfloat) renderer->r * inv255f, (GLfloat) renderer->g * inv255f, (GLfloat) renderer->b * inv255f, (GLfloat) renderer->a * inv255f); vertices = SDL_stack_alloc(GLshort, count*2); for (i = 0; i < count; ++i) { vertices[2*i+0] = (GLshort)points[i].x; vertices[2*i+1] = (GLshort)points[i].y; } data->glVertexPointer(2, GL_SHORT, 0, vertices); if (count > 2 && points[0].x == points[count-1].x && points[0].y == points[count-1].y) { /* GL_LINE_LOOP takes care of the final segment */ --count; data->glDrawArrays(GL_LINE_LOOP, 0, count); } else { data->glDrawArrays(GL_LINE_STRIP, 0, count); } SDL_stack_free(vertices); return 0; } static int GLES_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects, int count) { GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata; int i; GLES_ActivateRenderer(renderer); GLES_SetBlendMode(data, renderer->blendMode); data->glColor4f((GLfloat) renderer->r * inv255f, (GLfloat) renderer->g * inv255f, (GLfloat) renderer->b * inv255f, (GLfloat) renderer->a * inv255f); for (i = 0; i < count; ++i) { const SDL_Rect *rect = rects[i]; 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->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } 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; GLES_ActivateRenderer(renderer); data->glEnable(GL_TEXTURE_2D); 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); } GLES_SetBlendMode(data, texture->blendMode); 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 */ GLint cropRect[4]; int w, h; SDL_Window *window = renderer->window; SDL_GetWindowSize(window, &w, &h); 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, 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->glTexCoordPointer(2, GL_FLOAT, 0, texCoords); data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } data->glDisable(GL_TEXTURE_2D); return 0; } static void GLES_RenderPresent(SDL_Renderer * renderer) { GLES_ActivateRenderer(renderer); SDL_GL_SwapWindow(renderer->window); } static void GLES_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture) { GLES_TextureData *data = (GLES_TextureData *) texture->driverdata; GLES_ActivateRenderer(renderer); if (!data) { return; } if (data->texture) { glDeleteTextures(1, &data->texture); } if (data->pixels) { SDL_free(data->pixels); } 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_DeleteContext(data->context); } SDL_free(data); } SDL_free(renderer); } #endif /* SDL_VIDEO_RENDER_OGL_ES */ /* vi: set ts=4 sw=4 expandtab: */