From 30f41c02aec763d32e62351452da9ef582bc3472 Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Fri, 6 Mar 2026 13:30:59 -0800 Subject: Move contrib libraries to contrib repo --- .../SDL-3.2.8/src/render/opengl/SDL_render_gl.c | 1844 -------------------- 1 file changed, 1844 deletions(-) delete mode 100644 contrib/SDL-3.2.8/src/render/opengl/SDL_render_gl.c (limited to 'contrib/SDL-3.2.8/src/render/opengl/SDL_render_gl.c') diff --git a/contrib/SDL-3.2.8/src/render/opengl/SDL_render_gl.c b/contrib/SDL-3.2.8/src/render/opengl/SDL_render_gl.c deleted file mode 100644 index d534438..0000000 --- a/contrib/SDL-3.2.8/src/render/opengl/SDL_render_gl.c +++ /dev/null @@ -1,1844 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2025 Sam Lantinga - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ -#include "SDL_internal.h" - -#ifdef SDL_VIDEO_RENDER_OGL -#include "../../video/SDL_sysvideo.h" // For SDL_RecreateWindow -#include -#include "../SDL_sysrender.h" -#include "SDL_shaders_gl.h" -#include "../../video/SDL_pixels_c.h" - -#ifdef SDL_PLATFORM_MACOS -#include -#endif - -#ifdef SDL_VIDEO_VITA_PVR_OGL -#include -#include -#endif - -/* To prevent unnecessary window recreation, - * these should match the defaults selected in SDL_GL_ResetAttributes - */ - -#define RENDERER_CONTEXT_MAJOR 2 -#define RENDERER_CONTEXT_MINOR 1 - -// OpenGL renderer implementation - -/* Details on optimizing the texture path on macOS: - http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/opengl_texturedata.html -*/ - -typedef struct GL_FBOList GL_FBOList; - -struct GL_FBOList -{ - Uint32 w, h; - GLuint FBO; - GL_FBOList *next; -}; - -typedef struct -{ - bool viewport_dirty; - SDL_Rect viewport; - SDL_Texture *texture; - SDL_Texture *target; - int drawablew; - int drawableh; - SDL_BlendMode blend; - GL_Shader shader; - const float *shader_params; - bool cliprect_enabled_dirty; - bool cliprect_enabled; - bool cliprect_dirty; - SDL_Rect cliprect; - bool texturing; - bool texturing_dirty; - bool vertex_array; - bool color_array; - bool texture_array; - bool color_dirty; - SDL_FColor color; - bool clear_color_dirty; - SDL_FColor clear_color; -} GL_DrawStateCache; - -typedef struct -{ - SDL_GLContext context; - - bool debug_enabled; - bool GL_ARB_debug_output_supported; - int errors; - char **error_messages; - GLDEBUGPROCARB next_error_callback; - GLvoid *next_error_userparam; - - GLenum textype; - - bool GL_ARB_texture_non_power_of_two_supported; - bool GL_ARB_texture_rectangle_supported; - bool GL_EXT_framebuffer_object_supported; - GL_FBOList *framebuffers; - - // OpenGL functions -#define SDL_PROC(ret, func, params) ret (APIENTRY *func) params; -#include "SDL_glfuncs.h" -#undef SDL_PROC - - // Multitexture support - bool GL_ARB_multitexture_supported; - PFNGLACTIVETEXTUREARBPROC glActiveTextureARB; - GLint num_texture_units; - - PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT; - PFNGLDELETEFRAMEBUFFERSEXTPROC glDeleteFramebuffersEXT; - PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2DEXT; - PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT; - PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatusEXT; - - // Shader support - GL_ShaderContext *shaders; - - GL_DrawStateCache drawstate; -} GL_RenderData; - -typedef struct -{ - GLuint texture; - bool texture_external; - GLfloat texw; - GLfloat texh; - GLenum format; - GLenum formattype; - GL_Shader shader; - const float *shader_params; - void *pixels; - int pitch; - SDL_Rect locked_rect; - -#ifdef SDL_HAVE_YUV - // YUV texture support - bool yuv; - bool nv12; - GLuint utexture; - bool utexture_external; - GLuint vtexture; - bool vtexture_external; -#endif - - GL_FBOList *fbo; -} GL_TextureData; - -static const char *GL_TranslateError(GLenum error) -{ -#define GL_ERROR_TRANSLATE(e) \ - case e: \ - return #e; - switch (error) { - GL_ERROR_TRANSLATE(GL_INVALID_ENUM) - GL_ERROR_TRANSLATE(GL_INVALID_VALUE) - GL_ERROR_TRANSLATE(GL_INVALID_OPERATION) - GL_ERROR_TRANSLATE(GL_OUT_OF_MEMORY) - GL_ERROR_TRANSLATE(GL_NO_ERROR) - GL_ERROR_TRANSLATE(GL_STACK_OVERFLOW) - GL_ERROR_TRANSLATE(GL_STACK_UNDERFLOW) - GL_ERROR_TRANSLATE(GL_TABLE_TOO_LARGE) - default: - return "UNKNOWN"; - } -#undef GL_ERROR_TRANSLATE -} - -static void GL_ClearErrors(SDL_Renderer *renderer) -{ - GL_RenderData *data = (GL_RenderData *)renderer->internal; - - if (!data->debug_enabled) { - return; - } - if (data->GL_ARB_debug_output_supported) { - if (data->errors) { - int i; - for (i = 0; i < data->errors; ++i) { - SDL_free(data->error_messages[i]); - } - SDL_free(data->error_messages); - - data->errors = 0; - data->error_messages = NULL; - } - } else if (data->glGetError) { - while (data->glGetError() != GL_NO_ERROR) { - // continue; - } - } -} - -static bool GL_CheckAllErrors(const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function) -{ - GL_RenderData *data = (GL_RenderData *)renderer->internal; - bool result = true; - - if (!data->debug_enabled) { - return true; - } - if (data->GL_ARB_debug_output_supported) { - if (data->errors) { - int i; - for (i = 0; i < data->errors; ++i) { - SDL_SetError("%s: %s (%d): %s %s", prefix, file, line, function, data->error_messages[i]); - result = false; - } - GL_ClearErrors(renderer); - } - } else { - // check gl errors (can return multiple errors) - for (;;) { - GLenum error = data->glGetError(); - if (error != GL_NO_ERROR) { - if (prefix == NULL || prefix[0] == '\0') { - prefix = "generic"; - } - SDL_SetError("%s: %s (%d): %s %s (0x%X)", prefix, file, line, function, GL_TranslateError(error), error); - result = false; - } else { - break; - } - } - } - return result; -} - -#if 0 -#define GL_CheckError(prefix, renderer) -#else -#define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, SDL_FILE, SDL_LINE, SDL_FUNCTION) -#endif - -static bool GL_LoadFunctions(GL_RenderData *data) -{ -#ifdef __SDL_NOGETPROCADDR__ -#define SDL_PROC(ret, func, params) data->func = func; -#else - bool result = true; -#define SDL_PROC(ret, func, params) \ - do { \ - data->func = (ret (APIENTRY *) params)SDL_GL_GetProcAddress(#func); \ - if (!data->func) { \ - result = SDL_SetError("Couldn't load GL function %s: %s", #func, SDL_GetError()); \ - } \ - } while (0); -#endif // __SDL_NOGETPROCADDR__ - -#include "SDL_glfuncs.h" -#undef SDL_PROC - return result; -} - -static bool GL_ActivateRenderer(SDL_Renderer *renderer) -{ - GL_RenderData *data = (GL_RenderData *)renderer->internal; - - if (SDL_GL_GetCurrentContext() != data->context) { - if (!SDL_GL_MakeCurrent(renderer->window, data->context)) { - return false; - } - } - - GL_ClearErrors(renderer); - - return true; -} - -static void APIENTRY GL_HandleDebugMessage(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const char *message, const void *userParam) -{ - SDL_Renderer *renderer = (SDL_Renderer *)userParam; - GL_RenderData *data = (GL_RenderData *)renderer->internal; - - if (type == GL_DEBUG_TYPE_ERROR_ARB) { - // Record this error - int errors = data->errors + 1; - char **error_messages = (char **)SDL_realloc(data->error_messages, errors * sizeof(*data->error_messages)); - if (error_messages) { - data->errors = errors; - data->error_messages = error_messages; - data->error_messages[data->errors - 1] = SDL_strdup(message); - } - } - - // If there's another error callback, pass it along, otherwise log it - if (data->next_error_callback) { - data->next_error_callback(source, type, id, severity, length, message, data->next_error_userparam); - } else { - if (type == GL_DEBUG_TYPE_ERROR_ARB) { - SDL_LogError(SDL_LOG_CATEGORY_RENDER, "%s", message); - } else { - SDL_LogDebug(SDL_LOG_CATEGORY_RENDER, "%s", message); - } - } -} - -static GL_FBOList *GL_GetFBO(GL_RenderData *data, Uint32 w, Uint32 h) -{ - GL_FBOList *result = data->framebuffers; - - while (result && ((result->w != w) || (result->h != h))) { - result = result->next; - } - - if (!result) { - result = (GL_FBOList *)SDL_malloc(sizeof(GL_FBOList)); - if (result) { - result->w = w; - result->h = h; - data->glGenFramebuffersEXT(1, &result->FBO); - result->next = data->framebuffers; - data->framebuffers = result; - } - } - return result; -} - -static void GL_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event) -{ - /* If the window x/y/w/h changed at all, assume the viewport has been - * changed behind our backs. x/y changes might seem weird but viewport - * resets have been observed on macOS at minimum! - */ - if (event->type == SDL_EVENT_WINDOW_RESIZED || - event->type == SDL_EVENT_WINDOW_MOVED) { - GL_RenderData *data = (GL_RenderData *)renderer->internal; - data->drawstate.viewport_dirty = true; - } -} - -static GLenum GetBlendFunc(SDL_BlendFactor factor) -{ - switch (factor) { - case SDL_BLENDFACTOR_ZERO: - return GL_ZERO; - case SDL_BLENDFACTOR_ONE: - return GL_ONE; - case SDL_BLENDFACTOR_SRC_COLOR: - return GL_SRC_COLOR; - case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR: - return GL_ONE_MINUS_SRC_COLOR; - case SDL_BLENDFACTOR_SRC_ALPHA: - return GL_SRC_ALPHA; - case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA: - return GL_ONE_MINUS_SRC_ALPHA; - case SDL_BLENDFACTOR_DST_COLOR: - return GL_DST_COLOR; - case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR: - return GL_ONE_MINUS_DST_COLOR; - case SDL_BLENDFACTOR_DST_ALPHA: - return GL_DST_ALPHA; - case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA: - return GL_ONE_MINUS_DST_ALPHA; - default: - return GL_INVALID_ENUM; - } -} - -static GLenum GetBlendEquation(SDL_BlendOperation operation) -{ - switch (operation) { - case SDL_BLENDOPERATION_ADD: - return GL_FUNC_ADD; - case SDL_BLENDOPERATION_SUBTRACT: - return GL_FUNC_SUBTRACT; - case SDL_BLENDOPERATION_REV_SUBTRACT: - return GL_FUNC_REVERSE_SUBTRACT; - case SDL_BLENDOPERATION_MINIMUM: - return GL_MIN; - case SDL_BLENDOPERATION_MAXIMUM: - return GL_MAX; - default: - return GL_INVALID_ENUM; - } -} - -static bool GL_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode) -{ - SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode); - SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode); - SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode); - SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode); - SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode); - SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode); - - if (GetBlendFunc(srcColorFactor) == GL_INVALID_ENUM || - GetBlendFunc(srcAlphaFactor) == GL_INVALID_ENUM || - GetBlendEquation(colorOperation) == GL_INVALID_ENUM || - GetBlendFunc(dstColorFactor) == GL_INVALID_ENUM || - GetBlendFunc(dstAlphaFactor) == GL_INVALID_ENUM || - GetBlendEquation(alphaOperation) == GL_INVALID_ENUM) { - return false; - } - if (colorOperation != alphaOperation) { - return false; - } - return true; -} - -static bool convert_format(Uint32 pixel_format, GLint *internalFormat, GLenum *format, GLenum *type) -{ - switch (pixel_format) { - case SDL_PIXELFORMAT_ARGB8888: - case SDL_PIXELFORMAT_XRGB8888: - *internalFormat = GL_RGBA8; - *format = GL_BGRA; - *type = GL_UNSIGNED_BYTE; // previously GL_UNSIGNED_INT_8_8_8_8_REV, seeing if this is better in modern times. - break; - case SDL_PIXELFORMAT_ABGR8888: - case SDL_PIXELFORMAT_XBGR8888: - *internalFormat = GL_RGBA8; - *format = GL_RGBA; - *type = GL_UNSIGNED_BYTE; // previously GL_UNSIGNED_INT_8_8_8_8_REV, seeing if this is better in modern times. - break; - case SDL_PIXELFORMAT_YV12: - case SDL_PIXELFORMAT_IYUV: - case SDL_PIXELFORMAT_NV12: - case SDL_PIXELFORMAT_NV21: - *internalFormat = GL_LUMINANCE; - *format = GL_LUMINANCE; - *type = GL_UNSIGNED_BYTE; - break; -#ifdef SDL_PLATFORM_MACOS - case SDL_PIXELFORMAT_UYVY: - *internalFormat = GL_RGB8; - *format = GL_YCBCR_422_APPLE; - *type = GL_UNSIGNED_SHORT_8_8_APPLE; - break; -#endif - default: - return false; - } - return true; -} - -static bool GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props) -{ - GL_RenderData *renderdata = (GL_RenderData *)renderer->internal; - const GLenum textype = renderdata->textype; - GL_TextureData *data; - GLint internalFormat; - GLenum format, type; - int texture_w, texture_h; - GLenum scaleMode; - - GL_ActivateRenderer(renderer); - - renderdata->drawstate.texture = NULL; // we trash this state. - renderdata->drawstate.texturing_dirty = true; // we trash this state. - - if (texture->access == SDL_TEXTUREACCESS_TARGET && - !renderdata->GL_EXT_framebuffer_object_supported) { - return SDL_SetError("Render targets not supported by OpenGL"); - } - - if (!convert_format(texture->format, &internalFormat, &format, &type)) { - return SDL_SetError("Texture format %s not supported by OpenGL", - SDL_GetPixelFormatName(texture->format)); - } - - data = (GL_TextureData *)SDL_calloc(1, sizeof(*data)); - if (!data) { - return false; - } - - if (texture->access == SDL_TEXTUREACCESS_STREAMING) { - size_t size; - data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format); - size = (size_t)texture->h * data->pitch; - if (texture->format == SDL_PIXELFORMAT_YV12 || - texture->format == SDL_PIXELFORMAT_IYUV) { - // Need to add size for the U and V planes - size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2); - } - if (texture->format == SDL_PIXELFORMAT_NV12 || - texture->format == SDL_PIXELFORMAT_NV21) { - // Need to add size for the U/V plane - size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2); - } - data->pixels = SDL_calloc(1, size); - if (!data->pixels) { - SDL_free(data); - return false; - } - } - - if (texture->access == SDL_TEXTUREACCESS_TARGET) { - data->fbo = GL_GetFBO(renderdata, texture->w, texture->h); - } else { - data->fbo = NULL; - } - - data->texture = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER, 0); - if (data->texture) { - data->texture_external = true; - } else { - GL_CheckError("", renderer); - renderdata->glGenTextures(1, &data->texture); - if (!GL_CheckError("glGenTextures()", renderer)) { - if (data->pixels) { - SDL_free(data->pixels); - } - SDL_free(data); - return false; - } - } - texture->internal = data; - - if (renderdata->GL_ARB_texture_non_power_of_two_supported) { - texture_w = texture->w; - texture_h = texture->h; - data->texw = 1.0f; - data->texh = 1.0f; - } else if (renderdata->GL_ARB_texture_rectangle_supported) { - texture_w = texture->w; - texture_h = texture->h; - data->texw = (GLfloat)texture_w; - data->texh = (GLfloat)texture_h; - } else { - texture_w = SDL_powerof2(texture->w); - texture_h = SDL_powerof2(texture->h); - data->texw = (GLfloat)(texture->w) / texture_w; - data->texh = (GLfloat)texture->h / texture_h; - } - SDL_PropertiesID props = SDL_GetTextureProperties(texture); - SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER, data->texture); - SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER, (Sint64) textype); - SDL_SetFloatProperty(props, SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT, data->texw); - SDL_SetFloatProperty(props, SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT, data->texh); - - data->format = format; - data->formattype = type; - scaleMode = (texture->scaleMode == SDL_SCALEMODE_NEAREST) ? GL_NEAREST : GL_LINEAR; - renderdata->glEnable(textype); - renderdata->glBindTexture(textype, data->texture); - renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, scaleMode); - renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, scaleMode); -#ifdef SDL_PLATFORM_MACOS -#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(textype, GL_TEXTURE_STORAGE_HINT_APPLE, - GL_STORAGE_SHARED_APPLE); - } else { - renderdata->glTexParameteri(textype, GL_TEXTURE_STORAGE_HINT_APPLE, - GL_STORAGE_CACHED_APPLE); - } - if (texture->access == SDL_TEXTUREACCESS_STREAMING && texture->format == SDL_PIXELFORMAT_ARGB8888 && (texture->w % 8) == 0) { - renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE); - renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, - (data->pitch / SDL_BYTESPERPIXEL(texture->format))); - renderdata->glTexImage2D(textype, 0, internalFormat, texture_w, - texture_h, 0, format, type, data->pixels); - renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE); - } else -#endif - { - renderdata->glTexImage2D(textype, 0, internalFormat, texture_w, - texture_h, 0, format, type, NULL); - } - renderdata->glDisable(textype); - if (!GL_CheckError("glTexImage2D()", renderer)) { - return false; - } - -#ifdef SDL_HAVE_YUV - if (texture->format == SDL_PIXELFORMAT_YV12 || - texture->format == SDL_PIXELFORMAT_IYUV) { - data->yuv = true; - - data->utexture = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER, 0); - if (data->utexture) { - data->utexture_external = true; - } else { - renderdata->glGenTextures(1, &data->utexture); - } - data->vtexture = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER, 0); - if (data->vtexture) { - data->vtexture_external = true; - } else { - renderdata->glGenTextures(1, &data->vtexture); - } - - renderdata->glBindTexture(textype, data->utexture); - renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, - scaleMode); - renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, - scaleMode); - renderdata->glTexImage2D(textype, 0, internalFormat, (texture_w + 1) / 2, - (texture_h + 1) / 2, 0, format, type, NULL); - SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER, data->utexture); - - renderdata->glBindTexture(textype, data->vtexture); - renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, - scaleMode); - renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, - scaleMode); - renderdata->glTexImage2D(textype, 0, internalFormat, (texture_w + 1) / 2, - (texture_h + 1) / 2, 0, format, type, NULL); - SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER, data->vtexture); - } - - if (texture->format == SDL_PIXELFORMAT_NV12 || - texture->format == SDL_PIXELFORMAT_NV21) { - data->nv12 = true; - - data->utexture = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER, 0); - if (data->utexture) { - data->utexture_external = true; - } else { - renderdata->glGenTextures(1, &data->utexture); - } - renderdata->glBindTexture(textype, data->utexture); - renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, - scaleMode); - renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, - scaleMode); - renderdata->glTexImage2D(textype, 0, GL_LUMINANCE_ALPHA, (texture_w + 1) / 2, - (texture_h + 1) / 2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL); - SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER, data->utexture); - } -#endif - - if (texture->format == SDL_PIXELFORMAT_ABGR8888 || texture->format == SDL_PIXELFORMAT_ARGB8888) { - data->shader = SHADER_RGBA; - } else { - data->shader = SHADER_RGB; - } - -#ifdef SDL_HAVE_YUV - if (data->yuv || data->nv12) { - if (data->yuv) { - data->shader = SHADER_YUV; - } else if (texture->format == SDL_PIXELFORMAT_NV12) { - if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", false)) { - data->shader = SHADER_NV12_RG; - } else { - data->shader = SHADER_NV12_RA; - } - } else { - if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", false)) { - data->shader = SHADER_NV21_RG; - } else { - data->shader = SHADER_NV21_RA; - } - } - data->shader_params = SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace, texture->w, texture->h, 8); - if (!data->shader_params) { - return SDL_SetError("Unsupported YUV colorspace"); - } - } -#endif // SDL_HAVE_YUV - - return GL_CheckError("", renderer); -} - -static bool GL_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, - const SDL_Rect *rect, const void *pixels, int pitch) -{ - GL_RenderData *renderdata = (GL_RenderData *)renderer->internal; - const GLenum textype = renderdata->textype; - GL_TextureData *data = (GL_TextureData *)texture->internal; - const int texturebpp = SDL_BYTESPERPIXEL(texture->format); - - SDL_assert_release(texturebpp != 0); // otherwise, division by zero later. - - GL_ActivateRenderer(renderer); - - renderdata->drawstate.texture = NULL; // we trash this state. - - renderdata->glBindTexture(textype, data->texture); - renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, (pitch / texturebpp)); - renderdata->glTexSubImage2D(textype, 0, rect->x, rect->y, rect->w, - rect->h, data->format, data->formattype, - pixels); -#ifdef SDL_HAVE_YUV - if (data->yuv) { - renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, ((pitch + 1) / 2)); - - // Skip to the correct offset into the next texture - pixels = (const void *)((const Uint8 *)pixels + rect->h * pitch); - if (texture->format == SDL_PIXELFORMAT_YV12) { - renderdata->glBindTexture(textype, data->vtexture); - } else { - renderdata->glBindTexture(textype, data->utexture); - } - renderdata->glTexSubImage2D(textype, 0, rect->x / 2, rect->y / 2, - (rect->w + 1) / 2, (rect->h + 1) / 2, - data->format, data->formattype, pixels); - - // Skip to the correct offset into the next texture - pixels = (const void *)((const Uint8 *)pixels + ((rect->h + 1) / 2) * ((pitch + 1) / 2)); - if (texture->format == SDL_PIXELFORMAT_YV12) { - renderdata->glBindTexture(textype, data->utexture); - } else { - renderdata->glBindTexture(textype, data->vtexture); - } - renderdata->glTexSubImage2D(textype, 0, rect->x / 2, rect->y / 2, - (rect->w + 1) / 2, (rect->h + 1) / 2, - data->format, data->formattype, pixels); - } - - if (data->nv12) { - renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, ((pitch + 1) / 2)); - - // Skip to the correct offset into the next texture - pixels = (const void *)((const Uint8 *)pixels + rect->h * pitch); - renderdata->glBindTexture(textype, data->utexture); - renderdata->glTexSubImage2D(textype, 0, rect->x / 2, rect->y / 2, - (rect->w + 1) / 2, (rect->h + 1) / 2, - GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, pixels); - } -#endif - return GL_CheckError("glTexSubImage2D()", renderer); -} - -#ifdef SDL_HAVE_YUV -static bool GL_UpdateTextureYUV(SDL_Renderer *renderer, SDL_Texture *texture, - const SDL_Rect *rect, - const Uint8 *Yplane, int Ypitch, - const Uint8 *Uplane, int Upitch, - const Uint8 *Vplane, int Vpitch) -{ - GL_RenderData *renderdata = (GL_RenderData *)renderer->internal; - const GLenum textype = renderdata->textype; - GL_TextureData *data = (GL_TextureData *)texture->internal; - - GL_ActivateRenderer(renderer); - - renderdata->drawstate.texture = NULL; // we trash this state. - - renderdata->glBindTexture(textype, data->texture); - renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Ypitch); - renderdata->glTexSubImage2D(textype, 0, rect->x, rect->y, rect->w, - rect->h, data->format, data->formattype, - Yplane); - - renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Upitch); - renderdata->glBindTexture(textype, data->utexture); - renderdata->glTexSubImage2D(textype, 0, rect->x / 2, rect->y / 2, - (rect->w + 1) / 2, (rect->h + 1) / 2, - data->format, data->formattype, Uplane); - - renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Vpitch); - renderdata->glBindTexture(textype, data->vtexture); - renderdata->glTexSubImage2D(textype, 0, rect->x / 2, rect->y / 2, - (rect->w + 1) / 2, (rect->h + 1) / 2, - data->format, data->formattype, Vplane); - - return GL_CheckError("glTexSubImage2D()", renderer); -} - -static bool GL_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture, - const SDL_Rect *rect, - const Uint8 *Yplane, int Ypitch, - const Uint8 *UVplane, int UVpitch) -{ - GL_RenderData *renderdata = (GL_RenderData *)renderer->internal; - const GLenum textype = renderdata->textype; - GL_TextureData *data = (GL_TextureData *)texture->internal; - - GL_ActivateRenderer(renderer); - - renderdata->drawstate.texture = NULL; // we trash this state. - - renderdata->glBindTexture(textype, data->texture); - renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Ypitch); - renderdata->glTexSubImage2D(textype, 0, rect->x, rect->y, rect->w, - rect->h, data->format, data->formattype, - Yplane); - - renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, UVpitch / 2); - renderdata->glBindTexture(textype, data->utexture); - renderdata->glTexSubImage2D(textype, 0, rect->x / 2, rect->y / 2, - (rect->w + 1) / 2, (rect->h + 1) / 2, - GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, UVplane); - - return GL_CheckError("glTexSubImage2D()", renderer); -} -#endif - -static bool GL_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, - const SDL_Rect *rect, void **pixels, int *pitch) -{ - GL_TextureData *data = (GL_TextureData *)texture->internal; - - data->locked_rect = *rect; - *pixels = - (void *)((Uint8 *)data->pixels + rect->y * data->pitch + - rect->x * SDL_BYTESPERPIXEL(texture->format)); - *pitch = data->pitch; - return true; -} - -static void GL_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture) -{ - GL_TextureData *data = (GL_TextureData *)texture->internal; - const SDL_Rect *rect; - void *pixels; - - rect = &data->locked_rect; - pixels = - (void *)((Uint8 *)data->pixels + rect->y * data->pitch + - rect->x * SDL_BYTESPERPIXEL(texture->format)); - GL_UpdateTexture(renderer, texture, rect, pixels, data->pitch); -} - -static void GL_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode) -{ - GL_RenderData *renderdata = (GL_RenderData *)renderer->internal; - const GLenum textype = renderdata->textype; - GL_TextureData *data = (GL_TextureData *)texture->internal; - GLenum glScaleMode = (scaleMode == SDL_SCALEMODE_NEAREST) ? GL_NEAREST : GL_LINEAR; - - renderdata->glBindTexture(textype, data->texture); - renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode); - renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode); - -#ifdef SDL_HAVE_YUV - if (texture->format == SDL_PIXELFORMAT_YV12 || - texture->format == SDL_PIXELFORMAT_IYUV) { - renderdata->glBindTexture(textype, data->utexture); - renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode); - renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode); - - renderdata->glBindTexture(textype, data->vtexture); - renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode); - renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode); - } - - if (texture->format == SDL_PIXELFORMAT_NV12 || - texture->format == SDL_PIXELFORMAT_NV21) { - renderdata->glBindTexture(textype, data->utexture); - renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode); - renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode); - } -#endif -} - -static bool GL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture) -{ - GL_RenderData *data = (GL_RenderData *)renderer->internal; - GL_TextureData *texturedata; - GLenum status; - - GL_ActivateRenderer(renderer); - - if (!data->GL_EXT_framebuffer_object_supported) { - return SDL_SetError("Render targets not supported by OpenGL"); - } - - data->drawstate.viewport_dirty = true; - - if (!texture) { - data->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); - return true; - } - - texturedata = (GL_TextureData *)texture->internal; - data->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, texturedata->fbo->FBO); - // TODO: check if texture pixel format allows this operation - data->glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, data->textype, texturedata->texture, 0); - // Check FBO status - status = data->glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); - if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { - return SDL_SetError("glFramebufferTexture2DEXT() failed"); - } - return true; -} - -/* !!! FIXME: all these Queue* calls set up the vertex buffer the way the immediate mode - !!! FIXME: renderer wants it, but this might want to operate differently if we move to - !!! FIXME: VBOs at some point. */ -static bool GL_QueueNoOp(SDL_Renderer *renderer, SDL_RenderCommand *cmd) -{ - return true; // nothing to do in this backend. -} - -static bool GL_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count) -{ - GLfloat *verts = (GLfloat *)SDL_AllocateRenderVertices(renderer, count * 2 * sizeof(GLfloat), 0, &cmd->data.draw.first); - int i; - - if (!verts) { - return false; - } - - cmd->data.draw.count = count; - for (i = 0; i < count; i++) { - *(verts++) = 0.5f + points[i].x; - *(verts++) = 0.5f + points[i].y; - } - - return true; -} - -static bool GL_QueueDrawLines(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count) -{ - int i; - GLfloat prevx, prevy; - const size_t vertlen = (sizeof(GLfloat) * 2) * count; - GLfloat *verts = (GLfloat *)SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first); - - if (!verts) { - return false; - } - cmd->data.draw.count = count; - - // 0.5f offset to hit the center of the pixel. - prevx = 0.5f + points->x; - prevy = 0.5f + points->y; - *(verts++) = prevx; - *(verts++) = prevy; - - /* bump the end of each line segment out a quarter of a pixel, to provoke - the diamond-exit rule. Without this, you won't just drop the last - pixel of the last line segment, but you might also drop pixels at the - edge of any given line segment along the way too. */ - for (i = 1; i < count; i++) { - const GLfloat xstart = prevx; - const GLfloat ystart = prevy; - const GLfloat xend = points[i].x + 0.5f; // 0.5f to hit pixel center. - const GLfloat yend = points[i].y + 0.5f; - // bump a little in the direction we are moving in. - const GLfloat deltax = xend - xstart; - const GLfloat deltay = yend - ystart; - const GLfloat angle = SDL_atan2f(deltay, deltax); - prevx = xend + (SDL_cosf(angle) * 0.25f); - prevy = yend + (SDL_sinf(angle) * 0.25f); - *(verts++) = prevx; - *(verts++) = prevy; - } - - return true; -} - -static bool GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, - const float *xy, int xy_stride, const SDL_FColor *color, int color_stride, const float *uv, int uv_stride, - int num_vertices, const void *indices, int num_indices, int size_indices, - float scale_x, float scale_y) -{ - GL_TextureData *texturedata = NULL; - int i; - int count = indices ? num_indices : num_vertices; - GLfloat *verts; - size_t sz = 2 * sizeof(GLfloat) + 4 * sizeof(GLfloat) + (texture ? 2 : 0) * sizeof(GLfloat); - const float color_scale = cmd->data.draw.color_scale; - - verts = (GLfloat *)SDL_AllocateRenderVertices(renderer, count * sz, 0, &cmd->data.draw.first); - if (!verts) { - return false; - } - - if (texture) { - texturedata = (GL_TextureData *)texture->internal; - } - - cmd->data.draw.count = count; - size_indices = indices ? size_indices : 0; - - for (i = 0; i < count; i++) { - int j; - float *xy_; - SDL_FColor *col_; - if (size_indices == 4) { - j = ((const Uint32 *)indices)[i]; - } else if (size_indices == 2) { - j = ((const Uint16 *)indices)[i]; - } else if (size_indices == 1) { - j = ((const Uint8 *)indices)[i]; - } else { - j = i; - } - - xy_ = (float *)((char *)xy + j * xy_stride); - - *(verts++) = xy_[0] * scale_x; - *(verts++) = xy_[1] * scale_y; - - col_ = (SDL_FColor *)((char *)color + j * color_stride); - *(verts++) = col_->r * color_scale; - *(verts++) = col_->g * color_scale; - *(verts++) = col_->b * color_scale; - *(verts++) = col_->a; - - if (texture) { - float *uv_ = (float *)((char *)uv + j * uv_stride); - *(verts++) = uv_[0] * texturedata->texw; - *(verts++) = uv_[1] * texturedata->texh; - } - } - return true; -} - -static bool SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader shader, const float *shader_params) -{ - const SDL_BlendMode blend = cmd->data.draw.blend; - bool vertex_array; - bool color_array; - bool texture_array; - - if (data->drawstate.viewport_dirty) { - const bool istarget = data->drawstate.target != NULL; - const SDL_Rect *viewport = &data->drawstate.viewport; - data->glMatrixMode(GL_PROJECTION); - data->glLoadIdentity(); - data->glViewport(viewport->x, - istarget ? viewport->y : (data->drawstate.drawableh - viewport->y - viewport->h), - viewport->w, viewport->h); - if (viewport->w && viewport->h) { - data->glOrtho((GLdouble)0, (GLdouble)viewport->w, - (GLdouble)(istarget ? 0 : viewport->h), - (GLdouble)(istarget ? viewport->h : 0), - 0.0, 1.0); - } - data->glMatrixMode(GL_MODELVIEW); - data->drawstate.viewport_dirty = false; - } - - if (data->drawstate.cliprect_enabled_dirty) { - if (!data->drawstate.cliprect_enabled) { - data->glDisable(GL_SCISSOR_TEST); - } else { - data->glEnable(GL_SCISSOR_TEST); - } - data->drawstate.cliprect_enabled_dirty = false; - } - - if (data->drawstate.cliprect_enabled && data->drawstate.cliprect_dirty) { - const SDL_Rect *viewport = &data->drawstate.viewport; - const SDL_Rect *rect = &data->drawstate.cliprect; - data->glScissor(viewport->x + rect->x, - data->drawstate.target ? viewport->y + rect->y : data->drawstate.drawableh - viewport->y - rect->y - rect->h, - rect->w, rect->h); - data->drawstate.cliprect_dirty = false; - } - - if (blend != data->drawstate.blend) { - if (blend == SDL_BLENDMODE_NONE) { - data->glDisable(GL_BLEND); - } else { - data->glEnable(GL_BLEND); - data->glBlendFuncSeparate(GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blend)), - GetBlendFunc(SDL_GetBlendModeDstColorFactor(blend)), - GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blend)), - GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blend))); - data->glBlendEquation(GetBlendEquation(SDL_GetBlendModeColorOperation(blend))); - } - data->drawstate.blend = blend; - } - - if (data->shaders && - (shader != data->drawstate.shader || shader_params != data->drawstate.shader_params)) { - GL_SelectShader(data->shaders, shader, shader_params); - data->drawstate.shader = shader; - data->drawstate.shader_params = shader_params; - } - - if (data->drawstate.texturing_dirty || ((cmd->data.draw.texture != NULL) != data->drawstate.texturing)) { - if (!cmd->data.draw.texture) { - data->glDisable(data->textype); - data->drawstate.texturing = false; - } else { - data->glEnable(data->textype); - data->drawstate.texturing = true; - } - data->drawstate.texturing_dirty = false; - } - - vertex_array = cmd->command == SDL_RENDERCMD_DRAW_POINTS || cmd->command == SDL_RENDERCMD_DRAW_LINES || cmd->command == SDL_RENDERCMD_GEOMETRY; - color_array = cmd->command == SDL_RENDERCMD_GEOMETRY; - texture_array = cmd->data.draw.texture != NULL; - - if (vertex_array != data->drawstate.vertex_array) { - if (vertex_array) { - data->glEnableClientState(GL_VERTEX_ARRAY); - } else { - data->glDisableClientState(GL_VERTEX_ARRAY); - } - data->drawstate.vertex_array = vertex_array; - } - - if (color_array != data->drawstate.color_array) { - if (color_array) { - data->glEnableClientState(GL_COLOR_ARRAY); - } else { - data->glDisableClientState(GL_COLOR_ARRAY); - } - data->drawstate.color_array = color_array; - } - - /* This is a little awkward but should avoid texcoord arrays getting into - a bad state if the application is manually binding textures */ - if (texture_array != data->drawstate.texture_array) { - if (texture_array) { - data->glEnableClientState(GL_TEXTURE_COORD_ARRAY); - } else { - data->glDisableClientState(GL_TEXTURE_COORD_ARRAY); - } - data->drawstate.texture_array = texture_array; - } - - return true; -} - -static bool SetTextureAddressMode(GL_RenderData *data, GLenum textype, SDL_TextureAddressMode addressMode) -{ - switch (addressMode) { - case SDL_TEXTURE_ADDRESS_CLAMP: - data->glTexParameteri(textype, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - data->glTexParameteri(textype, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - break; - case SDL_TEXTURE_ADDRESS_WRAP: - data->glTexParameteri(textype, GL_TEXTURE_WRAP_S, GL_REPEAT); - data->glTexParameteri(textype, GL_TEXTURE_WRAP_T, GL_REPEAT); - break; - default: - return SDL_SetError("Unknown texture address mode: %d", addressMode); - } - return true; -} - -static bool SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd) -{ - SDL_Texture *texture = cmd->data.draw.texture; - const GL_TextureData *texturedata = (GL_TextureData *)texture->internal; - - SetDrawState(data, cmd, texturedata->shader, texturedata->shader_params); - - if (texture != data->drawstate.texture) { - const GLenum textype = data->textype; -#ifdef SDL_HAVE_YUV - if (texturedata->yuv) { - if (data->GL_ARB_multitexture_supported) { - data->glActiveTextureARB(GL_TEXTURE2_ARB); - } - data->glBindTexture(textype, texturedata->vtexture); - - if (!SetTextureAddressMode(data, textype, cmd->data.draw.texture_address_mode)) { - return false; - } - - if (data->GL_ARB_multitexture_supported) { - data->glActiveTextureARB(GL_TEXTURE1_ARB); - } - data->glBindTexture(textype, texturedata->utexture); - - if (!SetTextureAddressMode(data, textype, cmd->data.draw.texture_address_mode)) { - return false; - } - } - if (texturedata->nv12) { - if (data->GL_ARB_multitexture_supported) { - data->glActiveTextureARB(GL_TEXTURE1_ARB); - } - data->glBindTexture(textype, texturedata->utexture); - - if (!SetTextureAddressMode(data, textype, cmd->data.draw.texture_address_mode)) { - return false; - } - } -#endif - if (data->GL_ARB_multitexture_supported) { - data->glActiveTextureARB(GL_TEXTURE0_ARB); - } - data->glBindTexture(textype, texturedata->texture); - - if (!SetTextureAddressMode(data, textype, cmd->data.draw.texture_address_mode)) { - return false; - } - - data->drawstate.texture = texture; - } - - return true; -} - -static void GL_InvalidateCachedState(SDL_Renderer *renderer) -{ - GL_DrawStateCache *cache = &((GL_RenderData *)renderer->internal)->drawstate; - cache->viewport_dirty = true; - cache->texture = NULL; - cache->drawablew = 0; - cache->drawableh = 0; - cache->blend = SDL_BLENDMODE_INVALID; - cache->shader = SHADER_INVALID; - cache->cliprect_enabled_dirty = true; - cache->cliprect_dirty = true; - cache->texturing_dirty = true; - cache->vertex_array = false; // !!! FIXME: this resets to false at the end of GL_RunCommandQueue, but we could cache this more aggressively. - cache->color_array = false; // !!! FIXME: this resets to false at the end of GL_RunCommandQueue, but we could cache this more aggressively. - cache->texture_array = false; // !!! FIXME: this resets to false at the end of GL_RunCommandQueue, but we could cache this more aggressively. - cache->color_dirty = true; - cache->clear_color_dirty = true; -} - -static bool GL_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize) -{ - // !!! FIXME: it'd be nice to use a vertex buffer instead of immediate mode... - GL_RenderData *data = (GL_RenderData *)renderer->internal; - - if (!GL_ActivateRenderer(renderer)) { - return false; - } - - data->drawstate.target = renderer->target; - if (!data->drawstate.target) { - int w, h; - SDL_GetWindowSizeInPixels(renderer->window, &w, &h); - if ((w != data->drawstate.drawablew) || (h != data->drawstate.drawableh)) { - data->drawstate.viewport_dirty = true; // if the window dimensions changed, invalidate the current viewport, etc. - data->drawstate.cliprect_dirty = true; - data->drawstate.drawablew = w; - data->drawstate.drawableh = h; - } - } - -#ifdef SDL_PLATFORM_MACOS - // On macOS on older systems, the OpenGL view change and resize events aren't - // necessarily synchronized, so just always reset it. - // Workaround for: https://discourse.libsdl.org/t/sdl-2-0-22-prerelease/35306/6 - data->drawstate.viewport_dirty = true; -#endif - - while (cmd) { - switch (cmd->command) { - case SDL_RENDERCMD_SETDRAWCOLOR: - { - const float r = cmd->data.color.color.r * cmd->data.color.color_scale; - const float g = cmd->data.color.color.g * cmd->data.color.color_scale; - const float b = cmd->data.color.color.b * cmd->data.color.color_scale; - const float a = cmd->data.color.color.a; - if (data->drawstate.color_dirty || - (r != data->drawstate.color.r) || - (g != data->drawstate.color.g) || - (b != data->drawstate.color.b) || - (a != data->drawstate.color.a)) { - data->glColor4f(r, g, b, a); - data->drawstate.color.r = r; - data->drawstate.color.g = g; - data->drawstate.color.b = b; - data->drawstate.color.a = a; - data->drawstate.color_dirty = false; - } - break; - } - - case SDL_RENDERCMD_SETVIEWPORT: - { - SDL_Rect *viewport = &data->drawstate.viewport; - if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof(cmd->data.viewport.rect)) != 0) { - SDL_copyp(viewport, &cmd->data.viewport.rect); - data->drawstate.viewport_dirty = true; - data->drawstate.cliprect_dirty = true; - } - break; - } - - case SDL_RENDERCMD_SETCLIPRECT: - { - const SDL_Rect *rect = &cmd->data.cliprect.rect; - if (data->drawstate.cliprect_enabled != cmd->data.cliprect.enabled) { - data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled; - data->drawstate.cliprect_enabled_dirty = true; - } - - if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof(*rect)) != 0) { - SDL_copyp(&data->drawstate.cliprect, rect); - data->drawstate.cliprect_dirty = true; - } - break; - } - - case SDL_RENDERCMD_CLEAR: - { - const float r = cmd->data.color.color.r * cmd->data.color.color_scale; - const float g = cmd->data.color.color.g * cmd->data.color.color_scale; - const float b = cmd->data.color.color.b * cmd->data.color.color_scale; - const float a = cmd->data.color.color.a; - if (data->drawstate.clear_color_dirty || - (r != data->drawstate.clear_color.r) || - (g != data->drawstate.clear_color.g) || - (b != data->drawstate.clear_color.b) || - (a != data->drawstate.clear_color.a)) { - data->glClearColor(r, g, b, a); - data->drawstate.clear_color.r = r; - data->drawstate.clear_color.g = g; - data->drawstate.clear_color.b = b; - data->drawstate.clear_color.a = a; - data->drawstate.clear_color_dirty = false; - } - - if (data->drawstate.cliprect_enabled || data->drawstate.cliprect_enabled_dirty) { - data->glDisable(GL_SCISSOR_TEST); - data->drawstate.cliprect_enabled_dirty = data->drawstate.cliprect_enabled; - } - - data->glClear(GL_COLOR_BUFFER_BIT); - break; - } - - case SDL_RENDERCMD_FILL_RECTS: // unused - break; - - case SDL_RENDERCMD_COPY: // unused - break; - - case SDL_RENDERCMD_COPY_EX: // unused - break; - - case SDL_RENDERCMD_DRAW_LINES: - { - if (SetDrawState(data, cmd, SHADER_SOLID, NULL)) { - size_t count = cmd->data.draw.count; - const GLfloat *verts = (GLfloat *)(((Uint8 *)vertices) + cmd->data.draw.first); - - // SetDrawState handles glEnableClientState. - data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, verts); - - if (count > 2) { - // joined lines cannot be grouped - data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)count); - } else { - // let's group non joined lines - SDL_RenderCommand *finalcmd = cmd; - SDL_RenderCommand *nextcmd = cmd->next; - SDL_BlendMode thisblend = cmd->data.draw.blend; - - while (nextcmd) { - const SDL_RenderCommandType nextcmdtype = nextcmd->command; - if (nextcmdtype != SDL_RENDERCMD_DRAW_LINES) { - break; // can't go any further on this draw call, different render command up next. - } else if (nextcmd->data.draw.count != 2) { - break; // can't go any further on this draw call, those are joined lines - } else if (nextcmd->data.draw.blend != thisblend) { - break; // can't go any further on this draw call, different blendmode copy up next. - } else { - finalcmd = nextcmd; // we can combine copy operations here. Mark this one as the furthest okay command. - count += nextcmd->data.draw.count; - } - nextcmd = nextcmd->next; - } - - data->glDrawArrays(GL_LINES, 0, (GLsizei)count); - cmd = finalcmd; // skip any copy commands we just combined in here. - } - } - break; - } - - case SDL_RENDERCMD_DRAW_POINTS: - case SDL_RENDERCMD_GEOMETRY: - { - /* as long as we have the same copy command in a row, with the - same texture, we can combine them all into a single draw call. */ - SDL_Texture *thistexture = cmd->data.draw.texture; - SDL_BlendMode thisblend = cmd->data.draw.blend; - const SDL_RenderCommandType thiscmdtype = cmd->command; - SDL_RenderCommand *finalcmd = cmd; - SDL_RenderCommand *nextcmd = cmd->next; - size_t count = cmd->data.draw.count; - int ret; - while (nextcmd) { - const SDL_RenderCommandType nextcmdtype = nextcmd->command; - if (nextcmdtype != thiscmdtype) { - break; // can't go any further on this draw call, different render command up next. - } else if (nextcmd->data.draw.texture != thistexture || nextcmd->data.draw.blend != thisblend) { - break; // can't go any further on this draw call, different texture/blendmode copy up next. - } else { - finalcmd = nextcmd; // we can combine copy operations here. Mark this one as the furthest okay command. - count += nextcmd->data.draw.count; - } - nextcmd = nextcmd->next; - } - - if (thistexture) { - ret = SetCopyState(data, cmd); - } else { - ret = SetDrawState(data, cmd, SHADER_SOLID, NULL); - } - - if (ret) { - const GLfloat *verts = (GLfloat *)(((Uint8 *)vertices) + cmd->data.draw.first); - int op = GL_TRIANGLES; // SDL_RENDERCMD_GEOMETRY - if (thiscmdtype == SDL_RENDERCMD_DRAW_POINTS) { - op = GL_POINTS; - } - - if (thiscmdtype == SDL_RENDERCMD_DRAW_POINTS) { - // SetDrawState handles glEnableClientState. - data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, verts); - } else { - // SetDrawState handles glEnableClientState. - if (thistexture) { - data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 8, verts + 0); - data->glColorPointer(4, GL_FLOAT, sizeof(float) * 8, verts + 2); - data->glTexCoordPointer(2, GL_FLOAT, sizeof(float) * 8, verts + 6); - } else { - data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 6, verts + 0); - data->glColorPointer(4, GL_FLOAT, sizeof(float) * 6, verts + 2); - } - } - - data->glDrawArrays(op, 0, (GLsizei)count); - - // Restore previously set color when we're done. - if (thiscmdtype != SDL_RENDERCMD_DRAW_POINTS) { - const float r = data->drawstate.color.r; - const float g = data->drawstate.color.g; - const float b = data->drawstate.color.b; - const float a = data->drawstate.color.a; - data->glColor4f(r, g, b, a); - } - } - - cmd = finalcmd; // skip any copy commands we just combined in here. - break; - } - - case SDL_RENDERCMD_NO_OP: - break; - } - - cmd = cmd->next; - } - - /* Turn off vertex array state when we're done, in case external code - relies on it being off. */ - if (data->drawstate.vertex_array) { - data->glDisableClientState(GL_VERTEX_ARRAY); - data->drawstate.vertex_array = false; - } - if (data->drawstate.color_array) { - data->glDisableClientState(GL_COLOR_ARRAY); - data->drawstate.color_array = false; - } - if (data->drawstate.texture_array) { - data->glDisableClientState(GL_TEXTURE_COORD_ARRAY); - data->drawstate.texture_array = false; - } - - return GL_CheckError("", renderer); -} - -static SDL_Surface *GL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect) -{ - GL_RenderData *data = (GL_RenderData *)renderer->internal; - SDL_PixelFormat format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_ARGB8888; - GLint internalFormat; - GLenum targetFormat, type; - SDL_Surface *surface; - - GL_ActivateRenderer(renderer); - - if (!convert_format(format, &internalFormat, &targetFormat, &type)) { - SDL_SetError("Texture format %s not supported by OpenGL", SDL_GetPixelFormatName(format)); - return NULL; - } - - surface = SDL_CreateSurface(rect->w, rect->h, format); - if (!surface) { - return NULL; - } - - int y = rect->y; - if (!renderer->target) { - int w, h; - SDL_GetRenderOutputSize(renderer, &w, &h); - y = (h - y) - rect->h; - } - - data->glPixelStorei(GL_PACK_ALIGNMENT, 1); - data->glPixelStorei(GL_PACK_ROW_LENGTH, (surface->pitch / SDL_BYTESPERPIXEL(format))); - data->glReadPixels(rect->x, y, rect->w, rect->h, targetFormat, type, surface->pixels); - - if (!GL_CheckError("glReadPixels()", renderer)) { - SDL_DestroySurface(surface); - return NULL; - } - - // Flip the rows to be top-down if necessary - if (!renderer->target) { - SDL_FlipSurface(surface, SDL_FLIP_VERTICAL); - } - return surface; -} - -static bool GL_RenderPresent(SDL_Renderer *renderer) -{ - GL_ActivateRenderer(renderer); - - return SDL_GL_SwapWindow(renderer->window); -} - -static void GL_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture) -{ - GL_RenderData *renderdata = (GL_RenderData *)renderer->internal; - GL_TextureData *data = (GL_TextureData *)texture->internal; - - GL_ActivateRenderer(renderer); - - if (renderdata->drawstate.texture == texture) { - renderdata->drawstate.texture = NULL; - } - if (renderdata->drawstate.target == texture) { - renderdata->drawstate.target = NULL; - } - - if (!data) { - return; - } - if (data->texture && !data->texture_external) { - renderdata->glDeleteTextures(1, &data->texture); - } -#ifdef SDL_HAVE_YUV - if (data->yuv) { - if (!data->utexture_external) { - renderdata->glDeleteTextures(1, &data->utexture); - } - if (!data->vtexture_external) { - renderdata->glDeleteTextures(1, &data->vtexture); - } - } - if (data->nv12) { - if (!data->utexture_external) { - renderdata->glDeleteTextures(1, &data->utexture); - } - } -#endif - SDL_free(data->pixels); - SDL_free(data); - texture->internal = NULL; -} - -static void GL_DestroyRenderer(SDL_Renderer *renderer) -{ - GL_RenderData *data = (GL_RenderData *)renderer->internal; - - if (data) { - if (data->context) { - // make sure we delete the right resources! - GL_ActivateRenderer(renderer); - } - - GL_ClearErrors(renderer); - if (data->GL_ARB_debug_output_supported) { - PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARBFunc = (PFNGLDEBUGMESSAGECALLBACKARBPROC)SDL_GL_GetProcAddress("glDebugMessageCallbackARB"); - - // Uh oh, we don't have a safe way of removing ourselves from the callback chain, if it changed after we set our callback. - // For now, just always replace the callback with the original one - glDebugMessageCallbackARBFunc(data->next_error_callback, data->next_error_userparam); - } - if (data->shaders) { - GL_DestroyShaderContext(data->shaders); - } - if (data->context) { - while (data->framebuffers) { - GL_FBOList *nextnode = data->framebuffers->next; - // delete the framebuffer object - data->glDeleteFramebuffersEXT(1, &data->framebuffers->FBO); - GL_CheckError("", renderer); - SDL_free(data->framebuffers); - data->framebuffers = nextnode; - } - SDL_GL_DestroyContext(data->context); - } - SDL_free(data); - } -} - -static bool GL_SetVSync(SDL_Renderer *renderer, const int vsync) -{ - int interval = 0; - - if (!SDL_GL_SetSwapInterval(vsync)) { - return false; - } - - if (!SDL_GL_GetSwapInterval(&interval)) { - return false; - } - - if (interval != vsync) { - return SDL_Unsupported(); - } - return true; -} - -static bool GL_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_PropertiesID create_props) -{ - GL_RenderData *data = NULL; - GLint value; - SDL_WindowFlags window_flags; - int profile_mask = 0, major = 0, minor = 0; - bool changed_window = false; - const char *hint; - bool non_power_of_two_supported = false; - - SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile_mask); - SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major); - SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor); - -#ifndef SDL_VIDEO_VITA_PVR_OGL - SDL_SyncWindow(window); - window_flags = SDL_GetWindowFlags(window); - if (!(window_flags & SDL_WINDOW_OPENGL) || - profile_mask == SDL_GL_CONTEXT_PROFILE_ES || major != RENDERER_CONTEXT_MAJOR || minor != RENDERER_CONTEXT_MINOR) { - - changed_window = true; - SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, 0); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR); - - if (!SDL_RecreateWindow(window, (window_flags & ~(SDL_WINDOW_VULKAN | SDL_WINDOW_METAL)) | SDL_WINDOW_OPENGL)) { - goto error; - } - } -#endif - - SDL_SetupRendererColorspace(renderer, create_props); - - if (renderer->output_colorspace != SDL_COLORSPACE_SRGB) { - SDL_SetError("Unsupported output colorspace"); - goto error; - } - - data = (GL_RenderData *)SDL_calloc(1, sizeof(*data)); - if (!data) { - goto error; - } - - renderer->WindowEvent = GL_WindowEvent; - renderer->SupportsBlendMode = GL_SupportsBlendMode; - renderer->CreateTexture = GL_CreateTexture; - renderer->UpdateTexture = GL_UpdateTexture; -#ifdef SDL_HAVE_YUV - renderer->UpdateTextureYUV = GL_UpdateTextureYUV; - renderer->UpdateTextureNV = GL_UpdateTextureNV; -#endif - renderer->LockTexture = GL_LockTexture; - renderer->UnlockTexture = GL_UnlockTexture; - renderer->SetTextureScaleMode = GL_SetTextureScaleMode; - renderer->SetRenderTarget = GL_SetRenderTarget; - renderer->QueueSetViewport = GL_QueueNoOp; - renderer->QueueSetDrawColor = GL_QueueNoOp; - renderer->QueueDrawPoints = GL_QueueDrawPoints; - renderer->QueueDrawLines = GL_QueueDrawLines; - renderer->QueueGeometry = GL_QueueGeometry; - renderer->InvalidateCachedState = GL_InvalidateCachedState; - renderer->RunCommandQueue = GL_RunCommandQueue; - renderer->RenderReadPixels = GL_RenderReadPixels; - renderer->RenderPresent = GL_RenderPresent; - renderer->DestroyTexture = GL_DestroyTexture; - renderer->DestroyRenderer = GL_DestroyRenderer; - renderer->SetVSync = GL_SetVSync; - renderer->internal = data; - GL_InvalidateCachedState(renderer); - renderer->window = window; - - renderer->name = GL_RenderDriver.name; - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ARGB8888); - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR8888); - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XRGB8888); - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XBGR8888); - - data->context = SDL_GL_CreateContext(window); - if (!data->context) { - goto error; - } - if (!SDL_GL_MakeCurrent(window, data->context)) { - goto error; - } - - if (!GL_LoadFunctions(data)) { - goto error; - } - -#ifdef SDL_PLATFORM_MACOS - // Enable multi-threaded rendering - /* Disabled until Ryan finishes his VBO/PBO code... - CGLEnable(CGLGetCurrentContext(), kCGLCEMPEngine); - */ -#endif - - // Check for debug output support - if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_FLAGS, &value) && - (value & SDL_GL_CONTEXT_DEBUG_FLAG)) { - data->debug_enabled = true; - } - if (data->debug_enabled && SDL_GL_ExtensionSupported("GL_ARB_debug_output")) { - PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARBFunc = (PFNGLDEBUGMESSAGECALLBACKARBPROC)SDL_GL_GetProcAddress("glDebugMessageCallbackARB"); - - data->GL_ARB_debug_output_supported = true; - data->glGetPointerv(GL_DEBUG_CALLBACK_FUNCTION_ARB, (GLvoid **)(char *)&data->next_error_callback); - data->glGetPointerv(GL_DEBUG_CALLBACK_USER_PARAM_ARB, &data->next_error_userparam); - glDebugMessageCallbackARBFunc(GL_HandleDebugMessage, renderer); - - // Make sure our callback is called when errors actually happen - data->glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB); - } - - hint = SDL_GetHint("GL_ARB_texture_non_power_of_two"); - if (!hint || *hint != '0') { - bool isGL2 = false; - const char *verstr = (const char *)data->glGetString(GL_VERSION); - if (verstr) { - char verbuf[16]; - char *ptr; - SDL_strlcpy(verbuf, verstr, sizeof(verbuf)); - ptr = SDL_strchr(verbuf, '.'); - if (ptr) { - *ptr = '\0'; - if (SDL_atoi(verbuf) >= 2) { - isGL2 = true; - } - } - } - if (isGL2 || SDL_GL_ExtensionSupported("GL_ARB_texture_non_power_of_two")) { - non_power_of_two_supported = true; - } - } - - data->textype = GL_TEXTURE_2D; - if (non_power_of_two_supported) { - data->GL_ARB_texture_non_power_of_two_supported = true; - data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value); - SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, value); - } else if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle") || - SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) { - data->GL_ARB_texture_rectangle_supported = true; - data->textype = GL_TEXTURE_RECTANGLE_ARB; - data->glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB, &value); - SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, value); - } else { - data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value); - SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, value); - } - - // Check for multitexture support - if (SDL_GL_ExtensionSupported("GL_ARB_multitexture")) { - data->glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC)SDL_GL_GetProcAddress("glActiveTextureARB"); - if (data->glActiveTextureARB) { - data->GL_ARB_multitexture_supported = true; - data->glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &data->num_texture_units); - } - } - - // Check for shader support - data->shaders = GL_CreateShaderContext(); - SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL shaders: %s", - data->shaders ? "ENABLED" : "DISABLED"); -#ifdef SDL_HAVE_YUV - // We support YV12 textures using 3 textures and a shader - if (data->shaders && data->num_texture_units >= 3) { - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_YV12); - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_IYUV); - } - - // We support NV12 textures using 2 textures and a shader - if (data->shaders && data->num_texture_units >= 2) { - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV12); - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV21); - } -#endif -#ifdef SDL_PLATFORM_MACOS - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_UYVY); -#endif - - if (SDL_GL_ExtensionSupported("GL_EXT_framebuffer_object")) { - data->GL_EXT_framebuffer_object_supported = true; - data->glGenFramebuffersEXT = (PFNGLGENFRAMEBUFFERSEXTPROC) - SDL_GL_GetProcAddress("glGenFramebuffersEXT"); - data->glDeleteFramebuffersEXT = (PFNGLDELETEFRAMEBUFFERSEXTPROC) - SDL_GL_GetProcAddress("glDeleteFramebuffersEXT"); - data->glFramebufferTexture2DEXT = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC) - SDL_GL_GetProcAddress("glFramebufferTexture2DEXT"); - data->glBindFramebufferEXT = (PFNGLBINDFRAMEBUFFEREXTPROC) - SDL_GL_GetProcAddress("glBindFramebufferEXT"); - data->glCheckFramebufferStatusEXT = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC) - SDL_GL_GetProcAddress("glCheckFramebufferStatusEXT"); - } else { - SDL_SetError("Can't create render targets, GL_EXT_framebuffer_object not available"); - goto error; - } - - // Set up parameters for rendering - data->glMatrixMode(GL_MODELVIEW); - data->glLoadIdentity(); - data->glDisable(GL_DEPTH_TEST); - data->glDisable(GL_CULL_FACE); - data->glDisable(GL_SCISSOR_TEST); - data->glDisable(data->textype); - data->glClearColor(1.0f, 1.0f, 1.0f, 1.0f); - data->glColor4f(1.0f, 1.0f, 1.0f, 1.0f); - // This ended up causing video discrepancies between OpenGL and Direct3D - // data->glEnable(GL_LINE_SMOOTH); - - data->drawstate.color.r = 1.0f; - data->drawstate.color.g = 1.0f; - data->drawstate.color.b = 1.0f; - data->drawstate.color.a = 1.0f; - data->drawstate.clear_color.r = 1.0f; - data->drawstate.clear_color.g = 1.0f; - data->drawstate.clear_color.b = 1.0f; - data->drawstate.clear_color.a = 1.0f; - - return true; - -error: - if (changed_window) { - // Uh oh, better try to put it back... - char *error = SDL_strdup(SDL_GetError()); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile_mask); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor); - SDL_RecreateWindow(window, window_flags); - SDL_SetError("%s", error); - SDL_free(error); - } - return false; -} - -SDL_RenderDriver GL_RenderDriver = { - GL_CreateRenderer, "opengl" -}; - -#endif // SDL_VIDEO_RENDER_OGL -- cgit v1.2.3