#include "SDL_internal.h"
#ifdef SDL_VIDEO_RENDER_OGL_ES2
#include "../../video/SDL_sysvideo.h"
#include <SDL3/SDL_opengles2.h>
#include "../SDL_sysrender.h"
#include "../../video/SDL_pixels_c.h"
#include "SDL_shaders_gles2.h"
#ifdef SDL_PLATFORM_EMSCRIPTEN
#define USE_VERTEX_BUFFER_OBJECTS 1
#else
#define USE_VERTEX_BUFFER_OBJECTS 0
#endif
#define RENDERER_CONTEXT_MAJOR 2
#define RENDERER_CONTEXT_MINOR 0
#ifndef GL_FRAMEBUFFER_SRGB
#define GL_FRAMEBUFFER_SRGB 0x8DB9
#endif
typedef struct GLES2_FBOList GLES2_FBOList;
struct GLES2_FBOList
{
Uint32 w, h;
GLuint FBO;
GLES2_FBOList *next;
};
typedef struct
{
GLuint texture;
} GLES2_PaletteData;
typedef struct
{
GLuint texture;
bool texture_external;
GLenum texture_type;
GLenum pixel_format;
GLenum pixel_type;
void *pixel_data;
int pitch;
#ifdef SDL_HAVE_YUV
bool yuv;
bool nv12;
GLuint texture_v;
GLuint texture_v_external;
GLuint texture_u;
GLuint texture_u_external;
#endif
GLfloat texel_size[4];
SDL_ScaleMode texture_scale_mode;
SDL_TextureAddressMode texture_address_mode_u;
SDL_TextureAddressMode texture_address_mode_v;
GLES2_FBOList *fbo;
} GLES2_TextureData;
typedef enum
{
GLES2_ATTRIBUTE_POSITION = 0,
GLES2_ATTRIBUTE_COLOR = 1,
GLES2_ATTRIBUTE_TEXCOORD = 2,
} GLES2_Attribute;
typedef enum
{
GLES2_UNIFORM_PROJECTION,
GLES2_UNIFORM_TEXTURE,
GLES2_UNIFORM_TEXTURE_U,
GLES2_UNIFORM_TEXTURE_V,
GLES2_UNIFORM_PALETTE,
GLES2_UNIFORM_TEXEL_SIZE,
GLES2_UNIFORM_OFFSET,
GLES2_UNIFORM_MATRIX,
NUM_GLES2_UNIFORMS
} GLES2_Uniform;
static const char *GLES2_UniformNames[] = {
"u_projection",
"u_texture",
"u_texture_u",
"u_texture_v",
"u_palette",
"u_texel_size",
"u_offset",
"u_matrix"
};
SDL_COMPILE_TIME_ASSERT(GLES2_UniformNames, SDL_arraysize(GLES2_UniformNames) == NUM_GLES2_UNIFORMS);
typedef struct GLES2_ProgramCacheEntry
{
GLuint id;
GLuint vertex_shader;
GLuint fragment_shader;
GLuint uniform_locations[NUM_GLES2_UNIFORMS];
GLfloat projection[4][4];
float *shader_params;
struct GLES2_ProgramCacheEntry *prev;
struct GLES2_ProgramCacheEntry *next;
} GLES2_ProgramCacheEntry;
typedef struct GLES2_ProgramCache
{
int count;
GLES2_ProgramCacheEntry *head;
GLES2_ProgramCacheEntry *tail;
} GLES2_ProgramCache;
typedef enum
{
GLES2_IMAGESOURCE_INVALID,
GLES2_IMAGESOURCE_SOLID,
GLES2_IMAGESOURCE_TEXTURE_INDEX8,
GLES2_IMAGESOURCE_TEXTURE_ABGR,
GLES2_IMAGESOURCE_TEXTURE_ARGB,
GLES2_IMAGESOURCE_TEXTURE_RGB,
GLES2_IMAGESOURCE_TEXTURE_BGR,
GLES2_IMAGESOURCE_TEXTURE_YUV,
GLES2_IMAGESOURCE_TEXTURE_NV12,
GLES2_IMAGESOURCE_TEXTURE_NV21,
GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES
} GLES2_ImageSource;
typedef struct
{
SDL_Rect viewport;
bool viewport_dirty;
SDL_Texture *texture;
SDL_Texture *target;
SDL_BlendMode blend;
bool cliprect_enabled_dirty;
bool cliprect_enabled;
bool cliprect_dirty;
SDL_Rect cliprect;
bool texturing;
bool texturing_dirty;
SDL_FColor clear_color;
bool clear_color_dirty;
int drawablew;
int drawableh;
GLES2_ProgramCacheEntry *program;
const float *shader_params;
GLfloat projection[4][4];
} GLES2_DrawStateCache;
typedef struct GLES2_RenderData
{
SDL_GLContext context;
bool debug_enabled;
bool GL_OES_EGL_image_external_supported;
bool GL_EXT_blend_minmax_supported;
#define SDL_PROC(ret, func, params) ret (APIENTRY *func) params;
#include "SDL_gles2funcs.h"
#undef SDL_PROC
GLES2_FBOList *framebuffers;
GLuint window_framebuffer;
GLuint shader_id_cache[GLES2_SHADER_COUNT];
GLES2_ProgramCache program_cache;
Uint8 clear_r, clear_g, clear_b, clear_a;
#if USE_VERTEX_BUFFER_OBJECTS
GLuint vertex_buffers[8];
size_t vertex_buffer_size[8];
int current_vertex_buffer;
#endif
GLES2_DrawStateCache drawstate;
GLES2_ShaderIncludeType texcoord_precision_hint;
} GLES2_RenderData;
#define GLES2_MAX_CACHED_PROGRAMS 8
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)
default:
return "UNKNOWN";
}
#undef GL_ERROR_TRANSLATE
}
static void GL_ClearErrors(SDL_Renderer *renderer)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
if (!data->debug_enabled) {
return;
}
while (data->glGetError() != GL_NO_ERROR) {
}
}
static bool GL_CheckAllErrors(const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
bool result = true;
if (!data->debug_enabled) {
return true;
}
for (;;) {
GLenum error = data->glGetError();
if (error != GL_NO_ERROR) {
if (!prefix || 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#else
#define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, "SDL_render_gles2.c", SDL_LINE, SDL_FUNCTION)
#endif
static bool GLES2_LoadFunctions(GLES2_RenderData *data)
{
#ifdef SDL_VIDEO_DRIVER_UIKIT
#define __SDL_NOGETPROCADDR__
#elif defined(SDL_VIDEO_DRIVER_ANDROID)
#define __SDL_NOGETPROCADDR__
#endif
#if defined __SDL_NOGETPROCADDR__
#define SDL_PROC(ret, func, params) data->func = func;
#else
#define SDL_PROC(ret, func, params) \
do { \
data->func = (ret (APIENTRY *) params)SDL_GL_GetProcAddress(#func); \
if (!data->func) { \
return SDL_SetError("Couldn't load GLES2 function %s: %s", #func, SDL_GetError()); \
} \
} while (0);
#endif
#include "SDL_gles2funcs.h"
#undef SDL_PROC
return true;
}
static GLES2_FBOList *GLES2_GetFBO(GLES2_RenderData *data, Uint32 w, Uint32 h)
{
GLES2_FBOList *result = data->framebuffers;
while ((result) && ((result->w != w) || (result->h != h))) {
result = result->next;
}
if (!result) {
result = (GLES2_FBOList *)SDL_malloc(sizeof(GLES2_FBOList));
result->w = w;
result->h = h;
data->glGenFramebuffers(1, &result->FBO);
result->next = data->framebuffers;
data->framebuffers = result;
}
return result;
}
static bool GLES2_ActivateRenderer(SDL_Renderer *renderer)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
if (SDL_GL_GetCurrentContext() != data->context) {
data->drawstate.program = NULL;
if (!SDL_GL_MakeCurrent(renderer->window, data->context)) {
return false;
}
}
GL_ClearErrors(renderer);
return true;
}
static void GLES2_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
if (event->type == SDL_EVENT_WINDOW_MINIMIZED) {
data->glFinish();
}
}
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_EXT;
case SDL_BLENDOPERATION_MAXIMUM:
return GL_MAX_EXT;
default:
return GL_INVALID_ENUM;
}
}
static bool GLES2_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
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 == SDL_BLENDOPERATION_MINIMUM && !data->GL_EXT_blend_minmax_supported) {
return false;
}
if (colorOperation == SDL_BLENDOPERATION_MAXIMUM && !data->GL_EXT_blend_minmax_supported) {
return false;
}
return true;
}
static GLES2_ProgramCacheEntry *GLES2_CacheProgram(GLES2_RenderData *data, GLuint vertex, GLuint fragment)
{
GLES2_ProgramCacheEntry *entry;
GLint linkSuccessful;
int i;
entry = data->program_cache.head;
while (entry) {
if (entry->vertex_shader == vertex && entry->fragment_shader == fragment) {
break;
}
entry = entry->next;
}
if (entry) {
if (data->program_cache.head != entry) {
if (entry->next) {
entry->next->prev = entry->prev;
}
if (entry->prev) {
entry->prev->next = entry->next;
}
entry->prev = NULL;
entry->next = data->program_cache.head;
data->program_cache.head->prev = entry;
data->program_cache.head = entry;
}
return entry;
}
entry = (GLES2_ProgramCacheEntry *)SDL_calloc(1, sizeof(GLES2_ProgramCacheEntry));
if (!entry) {
return NULL;
}
entry->vertex_shader = vertex;
entry->fragment_shader = fragment;
entry->id = data->glCreateProgram();
data->glAttachShader(entry->id, vertex);
data->glAttachShader(entry->id, fragment);
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position");
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_COLOR, "a_color");
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
data->glLinkProgram(entry->id);
data->glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful);
if (!linkSuccessful) {
data->glDeleteProgram(entry->id);
SDL_free(entry->shader_params);
SDL_free(entry);
SDL_SetError("Failed to link shader program");
return NULL;
}
for (i = 0; i < NUM_GLES2_UNIFORMS; ++i) {
entry->uniform_locations[i] = data->glGetUniformLocation(entry->id, GLES2_UniformNames[i]);
}
data->glUseProgram(entry->id);
if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] != -1) {
data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V], 2); }
if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U] != -1) {
data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U], 1); }
if (entry->uniform_locations[GLES2_UNIFORM_PALETTE] != -1) {
data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_PALETTE], 1); }
if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE] != -1) {
data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE], 0); }
if (entry->uniform_locations[GLES2_UNIFORM_PROJECTION] != -1) {
data->glUniformMatrix4fv(entry->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)entry->projection);
}
if (data->program_cache.head) {
entry->next = data->program_cache.head;
data->program_cache.head->prev = entry;
} else {
data->program_cache.tail = entry;
}
data->program_cache.head = entry;
++data->program_cache.count;
if (data->program_cache.count > GLES2_MAX_CACHED_PROGRAMS) {
GLES2_ProgramCacheEntry *oldest = data->program_cache.tail;
data->program_cache.tail = oldest->prev;
data->glDeleteProgram(oldest->id);
SDL_free(oldest->shader_params);
SDL_free(oldest);
--data->program_cache.count;
}
return entry;
}
static bool GLES2_CacheShader(GLES2_RenderData *data, GLES2_ShaderType type, GLenum shader_type)
{
GLuint id = 0;
GLint compileSuccessful = GL_FALSE;
int attempt, num_src;
const GLchar *shader_src_list[4];
const GLchar *shader_body = GLES2_GetShader(type);
if (!shader_body) {
return SDL_SetError("No shader body src");
}
for (attempt = 0; attempt < 2 && !compileSuccessful; ++attempt) {
num_src = 0;
#ifdef OPENGLES_300
shader_src_list[num_src++] = "#version 300 es\n";
#endif
shader_src_list[num_src++] = GLES2_GetShaderPrologue(type);
if (shader_type == GL_FRAGMENT_SHADER) {
if (attempt == 0) {
shader_src_list[num_src++] = GLES2_GetShaderInclude(data->texcoord_precision_hint);
} else {
shader_src_list[num_src++] = GLES2_GetShaderInclude(GLES2_SHADER_FRAGMENT_INCLUDE_UNDEF_PRECISION);
}
}
shader_src_list[num_src++] = shader_body;
SDL_assert(num_src <= SDL_arraysize(shader_src_list));
#ifdef DEBUG_PRINT_SHADERS
{
int i;
char *message = NULL;
SDL_asprintf(&message, "Compiling shader:\n");
for (i = 0; i < num_src; ++i) {
char *last_message = message;
SDL_asprintf(&message, "%s%s", last_message, shader_src_list[i]);
SDL_free(last_message);
}
SDL_Log("%s", message);
SDL_free(message);
}
#endif
id = data->glCreateShader(shader_type);
data->glShaderSource(id, num_src, shader_src_list, NULL);
data->glCompileShader(id);
data->glGetShaderiv(id, GL_COMPILE_STATUS, &compileSuccessful);
}
if (!compileSuccessful) {
char *info = NULL;
int length = 0;
data->glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
if (length > 0) {
info = (char *)SDL_malloc(length);
if (info) {
data->glGetShaderInfoLog(id, length, &length, info);
}
}
if (info) {
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Failed to load the shader %d: %s", type, info);
SDL_free(info);
} else {
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Failed to load the shader %d", type);
}
data->glDeleteShader(id);
return SDL_SetError("Failed to load the shader %d", type);
}
data->shader_id_cache[(Uint32)type] = id;
return true;
}
static bool GLES2_CacheShaders(GLES2_RenderData *data)
{
int shader;
data->texcoord_precision_hint = GLES2_GetTexCoordPrecisionEnumFromHint();
for (shader = 0; shader < GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES; ++shader) {
GLenum shader_type;
if (shader == GLES2_SHADER_VERTEX_DEFAULT) {
shader_type = GL_VERTEX_SHADER;
} else {
shader_type = GL_FRAGMENT_SHADER;
}
if (!GLES2_CacheShader(data, (GLES2_ShaderType)shader, shader_type)) {
return false;
}
}
return true;
}
static bool GLES2_SelectProgram(GLES2_RenderData *data, SDL_Texture *texture, GLES2_ImageSource source, SDL_ScaleMode scale_mode, SDL_Colorspace colorspace)
{
GLuint vertex;
GLuint fragment;
GLES2_ShaderType vtype, ftype;
GLES2_ProgramCacheEntry *program;
GLES2_TextureData *tdata = texture ? (GLES2_TextureData *)texture->internal : NULL;
const bool colorswap = (data->drawstate.target && (data->drawstate.target->format == SDL_PIXELFORMAT_BGRA32 || data->drawstate.target->format == SDL_PIXELFORMAT_BGRX32));
const float *shader_params = NULL;
int shader_params_len = 0;
vtype = GLES2_SHADER_VERTEX_DEFAULT;
switch (source) {
case GLES2_IMAGESOURCE_SOLID:
ftype = GLES2_SHADER_FRAGMENT_SOLID;
break;
case GLES2_IMAGESOURCE_TEXTURE_INDEX8:
switch (scale_mode) {
case SDL_SCALEMODE_NEAREST:
if (colorswap) {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_PALETTE_NEAREST_COLORSWAP;
} else {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_PALETTE_NEAREST;
}
break;
case SDL_SCALEMODE_LINEAR:
if (colorswap) {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_PALETTE_LINEAR_COLORSWAP;
} else {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_PALETTE_LINEAR;
}
shader_params = tdata->texel_size;
shader_params_len = 4 * sizeof(float);
break;
case SDL_SCALEMODE_PIXELART:
if (colorswap) {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_PALETTE_PIXELART_COLORSWAP;
} else {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_PALETTE_PIXELART;
}
shader_params = tdata->texel_size;
shader_params_len = 4 * sizeof(float);
break;
default:
SDL_assert(!"Unknown scale mode");
goto fault;
}
break;
case GLES2_IMAGESOURCE_TEXTURE_ABGR:
if (scale_mode == SDL_SCALEMODE_PIXELART) {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_PIXELART;
shader_params = tdata->texel_size;
shader_params_len = 4 * sizeof(float);
} else {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ABGR;
}
break;
case GLES2_IMAGESOURCE_TEXTURE_ARGB:
if (scale_mode == SDL_SCALEMODE_PIXELART) {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_PIXELART;
shader_params = tdata->texel_size;
shader_params_len = 4 * sizeof(float);
} else {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ARGB;
}
break;
case GLES2_IMAGESOURCE_TEXTURE_RGB:
if (scale_mode == SDL_SCALEMODE_PIXELART) {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_RGB_PIXELART;
shader_params = tdata->texel_size;
shader_params_len = 4 * sizeof(float);
} else {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_RGB;
}
break;
case GLES2_IMAGESOURCE_TEXTURE_BGR:
if (scale_mode == SDL_SCALEMODE_PIXELART) {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_BGR_PIXELART;
shader_params = tdata->texel_size;
shader_params_len = 4 * sizeof(float);
} else {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_BGR;
}
break;
#ifdef SDL_HAVE_YUV
case GLES2_IMAGESOURCE_TEXTURE_YUV:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV;
shader_params = SDL_GetYCbCRtoRGBConversionMatrix(colorspace, 0, 0, 8);
if (!shader_params) {
SDL_SetError("Unsupported YUV colorspace");
goto fault;
}
shader_params_len = 16 * sizeof(float);
break;
case GLES2_IMAGESOURCE_TEXTURE_NV12:
if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", false)) {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG;
} else {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA;
}
shader_params = SDL_GetYCbCRtoRGBConversionMatrix(colorspace, 0, 0, 8);
if (!shader_params) {
SDL_SetError("Unsupported YUV colorspace");
goto fault;
}
shader_params_len = 16 * sizeof(float);
break;
case GLES2_IMAGESOURCE_TEXTURE_NV21:
if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", false)) {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RG;
} else {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RA;
}
shader_params = SDL_GetYCbCRtoRGBConversionMatrix(colorspace, 0, 0, 8);
if (!shader_params) {
SDL_SetError("Unsupported YUV colorspace");
goto fault;
}
shader_params_len = 16 * sizeof(float);
break;
#endif case GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES;
break;
default:
SDL_assert(!"Unknown image source");
goto fault;
}
vertex = data->shader_id_cache[(Uint32)vtype];
if (!vertex) {
vertex = GLES2_CacheShader(data, vtype, GL_VERTEX_SHADER);
if (!vertex) {
goto fault;
}
}
fragment = data->shader_id_cache[(Uint32)ftype];
if (!fragment) {
fragment = GLES2_CacheShader(data, ftype, GL_FRAGMENT_SHADER);
if (!fragment) {
goto fault;
}
}
if (data->drawstate.program &&
data->drawstate.program->vertex_shader == vertex &&
data->drawstate.program->fragment_shader == fragment &&
(!shader_params ||
(data->drawstate.program->shader_params &&
SDL_memcmp(shader_params, data->drawstate.program->shader_params, shader_params_len) == 0))) {
return true;
}
program = GLES2_CacheProgram(data, vertex, fragment);
if (!program) {
goto fault;
}
data->glUseProgram(program->id);
SDL_assert(!shader_params || shader_params_len > 0);
if (shader_params &&
(!program->shader_params ||
SDL_memcmp(shader_params, program->shader_params, shader_params_len) != 0)) {
#ifdef SDL_HAVE_YUV
if (ftype >= GLES2_SHADER_FRAGMENT_TEXTURE_YUV) {
if (program->uniform_locations[GLES2_UNIFORM_OFFSET] != -1) {
data->glUniform3f(program->uniform_locations[GLES2_UNIFORM_OFFSET], shader_params[0], shader_params[1], shader_params[2]);
}
if (program->uniform_locations[GLES2_UNIFORM_MATRIX] != -1) {
GLfloat matrix[3 * 3];
matrix[0 * 3 + 0] = shader_params[4];
matrix[0 * 3 + 1] = shader_params[5];
matrix[0 * 3 + 2] = shader_params[6];
matrix[1 * 3 + 0] = shader_params[8];
matrix[1 * 3 + 1] = shader_params[9];
matrix[1 * 3 + 2] = shader_params[10];
matrix[2 * 3 + 0] = shader_params[12];
matrix[2 * 3 + 1] = shader_params[13];
matrix[2 * 3 + 2] = shader_params[14];
data->glUniformMatrix3fv(program->uniform_locations[GLES2_UNIFORM_MATRIX], 1, GL_FALSE, matrix);
}
}
else
#endif
{
data->glUniform4f(program->uniform_locations[GLES2_UNIFORM_TEXEL_SIZE], shader_params[0], shader_params[1], shader_params[2], shader_params[3]);
}
if (!program->shader_params) {
program->shader_params = (float *)SDL_malloc(shader_params_len);
}
if (program->shader_params) {
SDL_memcpy(program->shader_params, shader_params, shader_params_len);
}
}
data->drawstate.program = program;
return true;
fault:
data->drawstate.program = NULL;
return false;
}
static bool GLES2_QueueNoOp(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
{
return true; }
static bool GLES2_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count)
{
const bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_BGRA32 || renderer->target->format == SDL_PIXELFORMAT_BGRX32));
SDL_VertexSolid *verts = (SDL_VertexSolid *)SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first);
int i;
SDL_FColor color = cmd->data.draw.color;
const float color_scale = cmd->data.draw.color_scale;
if (!verts) {
return false;
}
color.r *= color_scale;
color.g *= color_scale;
color.b *= color_scale;
if (colorswap) {
float r = color.r;
color.r = color.b;
color.b = r;
}
cmd->data.draw.count = count;
for (i = 0; i < count; i++) {
verts->position.x = 0.5f + points[i].x;
verts->position.y = 0.5f + points[i].y;
verts->color = color;
verts++;
}
return true;
}
static bool GLES2_QueueDrawLines(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count)
{
const bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_BGRA32 || renderer->target->format == SDL_PIXELFORMAT_BGRX32));
int i;
GLfloat prevx, prevy;
SDL_VertexSolid *verts = (SDL_VertexSolid *)SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first);
SDL_FColor color = cmd->data.draw.color;
const float color_scale = cmd->data.draw.color_scale;
if (!verts) {
return false;
}
color.r *= color_scale;
color.g *= color_scale;
color.b *= color_scale;
if (colorswap) {
float r = color.r;
color.r = color.b;
color.b = r;
}
cmd->data.draw.count = count;
prevx = 0.5f + points->x;
prevy = 0.5f + points->y;
verts->position.x = prevx;
verts->position.y = prevy;
verts->color = color;
verts++;
for (i = 1; i < count; i++) {
const GLfloat xstart = prevx;
const GLfloat ystart = prevy;
const GLfloat xend = points[i].x + 0.5f; const GLfloat yend = points[i].y + 0.5f;
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->position.x = prevx;
verts->position.y = prevy;
verts->color = color;
verts++;
}
return true;
}
static bool GLES2_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)
{
int i;
const bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_BGRA32 || renderer->target->format == SDL_PIXELFORMAT_BGRX32));
int count = indices ? num_indices : num_vertices;
const float color_scale = cmd->data.draw.color_scale;
cmd->data.draw.count = count;
size_indices = indices ? size_indices : 0;
if (texture) {
SDL_Vertex *verts = (SDL_Vertex *)SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first);
if (!verts) {
return false;
}
for (i = 0; i < count; i++) {
int j;
float *xy_;
SDL_FColor col_;
float *uv_;
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);
col_ = *(SDL_FColor *)((char *)color + j * color_stride);
uv_ = (float *)((char *)uv + j * uv_stride);
verts->position.x = xy_[0] * scale_x;
verts->position.y = xy_[1] * scale_y;
col_.r *= color_scale;
col_.g *= color_scale;
col_.b *= color_scale;
if (colorswap) {
float r = col_.r;
col_.r = col_.b;
col_.b = r;
}
verts->color = col_;
verts->tex_coord.x = uv_[0];
verts->tex_coord.y = uv_[1];
verts++;
}
} else {
SDL_VertexSolid *verts = (SDL_VertexSolid *)SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first);
if (!verts) {
return false;
}
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);
col_ = *(SDL_FColor *)((char *)color + j * color_stride);
verts->position.x = xy_[0] * scale_x;
verts->position.y = xy_[1] * scale_y;
col_.r *= color_scale;
col_.g *= color_scale;
col_.b *= color_scale;
if (colorswap) {
float r = col_.r;
col_.r = col_.b;
col_.b = r;
}
verts->color = col_;
verts++;
}
}
return true;
}
static bool SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_ImageSource imgsrc, void *vertices)
{
SDL_Texture *texture = cmd->data.draw.texture;
const SDL_BlendMode blend = cmd->data.draw.blend;
GLES2_ProgramCacheEntry *program;
int stride;
SDL_assert((texture != NULL) == (imgsrc != GLES2_IMAGESOURCE_SOLID));
if (data->drawstate.viewport_dirty) {
const SDL_Rect *viewport = &data->drawstate.viewport;
data->glViewport(viewport->x,
data->drawstate.target ? viewport->y : (data->drawstate.drawableh - viewport->y - viewport->h),
viewport->w, viewport->h);
if (viewport->w && viewport->h) {
data->drawstate.projection[0][0] = 2.0f / viewport->w;
data->drawstate.projection[1][1] = (data->drawstate.target ? 2.0f : -2.0f) / viewport->h;
data->drawstate.projection[3][1] = data->drawstate.target ? -1.0f : 1.0f;
}
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 (data->drawstate.texturing_dirty || ((texture != NULL) != data->drawstate.texturing)) {
if (!texture) {
data->glDisableVertexAttribArray((GLenum)GLES2_ATTRIBUTE_TEXCOORD);
data->drawstate.texturing = false;
} else {
data->glEnableVertexAttribArray((GLenum)GLES2_ATTRIBUTE_TEXCOORD);
data->drawstate.texturing = true;
}
data->drawstate.texturing_dirty = false;
}
if (texture) {
stride = sizeof(SDL_Vertex);
} else {
stride = sizeof(SDL_VertexSolid);
}
if (texture) {
uintptr_t base = (uintptr_t)vertices + cmd->data.draw.first; data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *)(base + offsetof(SDL_Vertex, tex_coord)));
}
SDL_Colorspace colorspace = texture ? texture->colorspace : SDL_COLORSPACE_SRGB;
if (!GLES2_SelectProgram(data, texture, imgsrc, cmd->data.draw.texture_scale_mode, colorspace)) {
return false;
}
program = data->drawstate.program;
if (program->uniform_locations[GLES2_UNIFORM_PROJECTION] != -1) {
if (SDL_memcmp(program->projection, data->drawstate.projection, sizeof(data->drawstate.projection)) != 0) {
data->glUniformMatrix4fv(program->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)data->drawstate.projection);
SDL_memcpy(program->projection, data->drawstate.projection, sizeof(data->drawstate.projection));
}
}
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->glBlendEquationSeparate(GetBlendEquation(SDL_GetBlendModeColorOperation(blend)),
GetBlendEquation(SDL_GetBlendModeAlphaOperation(blend)));
}
data->drawstate.blend = blend;
}
{
uintptr_t base = (uintptr_t)vertices + cmd->data.draw.first; data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *)(base + offsetof(SDL_VertexSolid, position)));
data->glVertexAttribPointer(GLES2_ATTRIBUTE_COLOR, 4, GL_FLOAT, GL_TRUE , stride, (const GLvoid *)(base + offsetof(SDL_VertexSolid, color)));
}
return true;
}
static bool SetTextureScaleMode(GLES2_RenderData *data, GLenum textype, SDL_PixelFormat format, SDL_ScaleMode scaleMode)
{
switch (scaleMode) {
case SDL_SCALEMODE_NEAREST:
data->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
data->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
break;
case SDL_SCALEMODE_LINEAR:
if (format == SDL_PIXELFORMAT_INDEX8) {
data->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
data->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
} else {
data->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
data->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
break;
case SDL_SCALEMODE_PIXELART:
#ifdef OPENGLES_300
if (format == SDL_PIXELFORMAT_INDEX8) {
data->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
data->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
} else {
data->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
data->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
#else
data->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
data->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
#endif
break;
default:
return SDL_SetError("Unknown texture scale mode: %d", scaleMode);
}
return true;
}
static GLint TranslateAddressMode(SDL_TextureAddressMode addressMode)
{
switch (addressMode) {
case SDL_TEXTURE_ADDRESS_CLAMP:
return GL_CLAMP_TO_EDGE;
case SDL_TEXTURE_ADDRESS_WRAP:
return GL_REPEAT;
default:
SDL_assert(!"Unknown texture address mode");
return GL_CLAMP_TO_EDGE;
}
}
static void SetTextureAddressMode(GLES2_RenderData *data, GLenum textype, SDL_TextureAddressMode addressModeU, SDL_TextureAddressMode addressModeV)
{
data->glTexParameteri(textype, GL_TEXTURE_WRAP_S, TranslateAddressMode(addressModeU));
data->glTexParameteri(textype, GL_TEXTURE_WRAP_T, TranslateAddressMode(addressModeV));
}
static bool SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, void *vertices)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
GLES2_ImageSource sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
SDL_Texture *texture = cmd->data.draw.texture;
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal;
int ret;
if (renderer->target) {
if (renderer->target->format != texture->format) {
switch (texture->format) {
case SDL_PIXELFORMAT_INDEX8:
sourceType = GLES2_IMAGESOURCE_TEXTURE_INDEX8;
break;
case SDL_PIXELFORMAT_BGRA32:
switch (renderer->target->format) {
case SDL_PIXELFORMAT_RGBA32:
case SDL_PIXELFORMAT_RGBX32:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
break;
case SDL_PIXELFORMAT_BGRX32:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
break;
default:
break;
}
break;
case SDL_PIXELFORMAT_RGBA32:
switch (renderer->target->format) {
case SDL_PIXELFORMAT_BGRA32:
case SDL_PIXELFORMAT_BGRX32:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
break;
case SDL_PIXELFORMAT_RGBX32:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
break;
default:
break;
}
break;
case SDL_PIXELFORMAT_BGRX32:
switch (renderer->target->format) {
case SDL_PIXELFORMAT_RGBA32:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
break;
case SDL_PIXELFORMAT_BGRA32:
sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
break;
case SDL_PIXELFORMAT_RGBX32:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
break;
default:
break;
}
break;
case SDL_PIXELFORMAT_RGBX32:
switch (renderer->target->format) {
case SDL_PIXELFORMAT_RGBA32:
sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
break;
case SDL_PIXELFORMAT_BGRA32:
sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB;
break;
case SDL_PIXELFORMAT_BGRX32:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
break;
default:
break;
}
break;
#ifdef SDL_HAVE_YUV
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_YV12:
sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV;
break;
case SDL_PIXELFORMAT_NV12:
sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12;
break;
case SDL_PIXELFORMAT_NV21:
sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21;
break;
#endif
case SDL_PIXELFORMAT_EXTERNAL_OES:
sourceType = GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES;
break;
default:
return SDL_SetError("Unsupported texture format");
}
} else {
sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; }
} else {
switch (texture->format) {
case SDL_PIXELFORMAT_INDEX8:
sourceType = GLES2_IMAGESOURCE_TEXTURE_INDEX8;
break;
case SDL_PIXELFORMAT_BGRA32:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
break;
case SDL_PIXELFORMAT_RGBA32:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
break;
case SDL_PIXELFORMAT_BGRX32:
sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB;
break;
case SDL_PIXELFORMAT_RGBX32:
sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
break;
#ifdef SDL_HAVE_YUV
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_YV12:
sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV;
break;
case SDL_PIXELFORMAT_NV12:
sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12;
break;
case SDL_PIXELFORMAT_NV21:
sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21;
break;
#endif
case SDL_PIXELFORMAT_EXTERNAL_OES:
sourceType = GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES;
break;
default:
return SDL_SetError("Unsupported texture format");
}
}
ret = SetDrawState(data, cmd, sourceType, vertices);
if (texture != data->drawstate.texture) {
#ifdef SDL_HAVE_YUV
if (tdata->yuv) {
data->glActiveTexture(GL_TEXTURE2);
data->glBindTexture(tdata->texture_type, tdata->texture_v);
data->glActiveTexture(GL_TEXTURE1);
data->glBindTexture(tdata->texture_type, tdata->texture_u);
data->glActiveTexture(GL_TEXTURE0);
} else if (tdata->nv12) {
data->glActiveTexture(GL_TEXTURE1);
data->glBindTexture(tdata->texture_type, tdata->texture_u);
data->glActiveTexture(GL_TEXTURE0);
}
#endif
if (texture->palette) {
GLES2_PaletteData *palette = (GLES2_PaletteData *)texture->palette->internal;
data->glActiveTexture(GL_TEXTURE1);
data->glBindTexture(tdata->texture_type, palette->texture);
data->glActiveTexture(GL_TEXTURE0);
}
data->glBindTexture(tdata->texture_type, tdata->texture);
data->drawstate.texture = texture;
}
if (cmd->data.draw.texture_scale_mode != tdata->texture_scale_mode) {
#ifdef SDL_HAVE_YUV
if (tdata->yuv) {
data->glActiveTexture(GL_TEXTURE2);
if (!SetTextureScaleMode(data, tdata->texture_type, texture->format, cmd->data.draw.texture_scale_mode)) {
return false;
}
data->glActiveTexture(GL_TEXTURE1);
if (!SetTextureScaleMode(data, tdata->texture_type, texture->format, cmd->data.draw.texture_scale_mode)) {
return false;
}
data->glActiveTexture(GL_TEXTURE0);
} else if (tdata->nv12) {
data->glActiveTexture(GL_TEXTURE1);
if (!SetTextureScaleMode(data, tdata->texture_type, texture->format, cmd->data.draw.texture_scale_mode)) {
return false;
}
data->glActiveTexture(GL_TEXTURE0);
}
#endif
if (texture->palette) {
data->glActiveTexture(GL_TEXTURE1);
if (!SetTextureScaleMode(data, tdata->texture_type, SDL_PIXELFORMAT_UNKNOWN, SDL_SCALEMODE_NEAREST)) {
return false;
}
data->glActiveTexture(GL_TEXTURE0);
}
if (!SetTextureScaleMode(data, tdata->texture_type, texture->format, cmd->data.draw.texture_scale_mode)) {
return false;
}
tdata->texture_scale_mode = cmd->data.draw.texture_scale_mode;
}
if (cmd->data.draw.texture_address_mode_u != tdata->texture_address_mode_u ||
cmd->data.draw.texture_address_mode_v != tdata->texture_address_mode_v) {
#ifdef SDL_HAVE_YUV
if (tdata->yuv) {
data->glActiveTexture(GL_TEXTURE2);
SetTextureAddressMode(data, tdata->texture_type, cmd->data.draw.texture_address_mode_u, cmd->data.draw.texture_address_mode_v);
data->glActiveTexture(GL_TEXTURE1);
SetTextureAddressMode(data, tdata->texture_type, cmd->data.draw.texture_address_mode_u, cmd->data.draw.texture_address_mode_v);
data->glActiveTexture(GL_TEXTURE0);
} else if (tdata->nv12) {
data->glActiveTexture(GL_TEXTURE1);
SetTextureAddressMode(data, tdata->texture_type, cmd->data.draw.texture_address_mode_u, cmd->data.draw.texture_address_mode_v);
data->glActiveTexture(GL_TEXTURE0);
}
#endif
if (texture->palette) {
data->glActiveTexture(GL_TEXTURE1);
SetTextureAddressMode(data, tdata->texture_type, SDL_TEXTURE_ADDRESS_CLAMP, SDL_TEXTURE_ADDRESS_CLAMP);
data->glActiveTexture(GL_TEXTURE0);
}
SetTextureAddressMode(data, tdata->texture_type, cmd->data.draw.texture_address_mode_u, cmd->data.draw.texture_address_mode_v);
tdata->texture_address_mode_u = cmd->data.draw.texture_address_mode_u;
tdata->texture_address_mode_v = cmd->data.draw.texture_address_mode_v;
}
return ret;
}
static void GLES2_InvalidateCachedState(SDL_Renderer *renderer)
{
GLES2_DrawStateCache *cache = &((GLES2_RenderData *)renderer->internal)->drawstate;
cache->viewport_dirty = true;
cache->texture = NULL;
cache->blend = SDL_BLENDMODE_INVALID;
cache->cliprect_enabled_dirty = true;
cache->cliprect_dirty = true;
cache->texturing_dirty = true;
cache->clear_color_dirty = true;
cache->drawablew = 0;
cache->drawableh = 0;
cache->program = NULL;
}
static bool GLES2_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
const bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_BGRA32 || renderer->target->format == SDL_PIXELFORMAT_BGRX32));
#if USE_VERTEX_BUFFER_OBJECTS
const int vboidx = data->current_vertex_buffer;
const GLuint vbo = data->vertex_buffers[vboidx];
#endif
if (!GLES2_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; data->drawstate.cliprect_dirty = true;
data->drawstate.drawablew = w;
data->drawstate.drawableh = h;
}
}
#if USE_VERTEX_BUFFER_OBJECTS
data->glBindBuffer(GL_ARRAY_BUFFER, vbo);
if (data->vertex_buffer_size[vboidx] < vertsize) {
data->glBufferData(GL_ARRAY_BUFFER, vertsize, vertices, GL_STREAM_DRAW);
data->vertex_buffer_size[vboidx] = vertsize;
} else {
data->glBufferSubData(GL_ARRAY_BUFFER, 0, vertsize, vertices);
}
data->current_vertex_buffer++;
if (data->current_vertex_buffer >= SDL_arraysize(data->vertex_buffers)) {
data->current_vertex_buffer = 0;
}
vertices = (void *)(uintptr_t)0; #endif
while (cmd) {
switch (cmd->command) {
case SDL_RENDERCMD_SETDRAWCOLOR:
{
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 = (colorswap ? cmd->data.color.color.b : 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 = (colorswap ? cmd->data.color.color.r : 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: break;
case SDL_RENDERCMD_COPY: break;
case SDL_RENDERCMD_COPY_EX: break;
case SDL_RENDERCMD_DRAW_LINES:
{
if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID, vertices)) {
size_t count = cmd->data.draw.count;
if (count > 2) {
data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)count);
} else {
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; } else if (nextcmd->data.draw.count != 2) {
break; } else if (nextcmd->data.draw.blend != thisblend) {
break; } else {
finalcmd = nextcmd; count += nextcmd->data.draw.count;
}
nextcmd = nextcmd->next;
}
data->glDrawArrays(GL_LINES, 0, (GLsizei)count);
cmd = finalcmd; }
}
break;
}
case SDL_RENDERCMD_DRAW_POINTS:
case SDL_RENDERCMD_GEOMETRY:
{
SDL_Texture *thistexture = cmd->data.draw.texture;
SDL_BlendMode thisblend = cmd->data.draw.blend;
SDL_ScaleMode thisscalemode = cmd->data.draw.texture_scale_mode;
SDL_TextureAddressMode thisaddressmode_u = cmd->data.draw.texture_address_mode_u;
SDL_TextureAddressMode thisaddressmode_v = cmd->data.draw.texture_address_mode_v;
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; } else if (nextcmd->data.draw.texture != thistexture ||
nextcmd->data.draw.texture_scale_mode != thisscalemode ||
nextcmd->data.draw.texture_address_mode_u != thisaddressmode_u ||
nextcmd->data.draw.texture_address_mode_v != thisaddressmode_v ||
nextcmd->data.draw.blend != thisblend) {
break; } else {
finalcmd = nextcmd; count += nextcmd->data.draw.count;
}
nextcmd = nextcmd->next;
}
if (thistexture) {
ret = SetCopyState(renderer, cmd, vertices);
} else {
ret = SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID, vertices);
}
if (ret) {
int op = GL_TRIANGLES; if (thiscmdtype == SDL_RENDERCMD_DRAW_POINTS) {
op = GL_POINTS;
}
data->glDrawArrays(op, 0, (GLsizei)count);
}
cmd = finalcmd; break;
}
case SDL_RENDERCMD_NO_OP:
break;
}
cmd = cmd->next;
}
return GL_CheckError("", renderer);
}
static void GLES2_DestroyRenderer(SDL_Renderer *renderer)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
if (data) {
GLES2_ActivateRenderer(renderer);
{
int i;
for (i = 0; i < GLES2_SHADER_COUNT; i++) {
GLuint id = data->shader_id_cache[i];
if (id) {
data->glDeleteShader(id);
}
}
}
{
GLES2_ProgramCacheEntry *entry;
GLES2_ProgramCacheEntry *next;
entry = data->program_cache.head;
while (entry) {
next = entry->next;
data->glDeleteProgram(entry->id);
SDL_free(entry->shader_params);
SDL_free(entry);
entry = next;
}
}
if (data->context) {
while (data->framebuffers) {
GLES2_FBOList *nextnode = data->framebuffers->next;
data->glDeleteFramebuffers(1, &data->framebuffers->FBO);
GL_CheckError("", renderer);
SDL_free(data->framebuffers);
data->framebuffers = nextnode;
}
#if USE_VERTEX_BUFFER_OBJECTS
data->glDeleteBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers);
GL_CheckError("", renderer);
#endif
SDL_GL_DestroyContext(data->context);
}
SDL_free(data);
}
}
static bool GLES2_CreatePalette(SDL_Renderer *renderer, SDL_TexturePalette *palette)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
GLES2_PaletteData *palettedata = (GLES2_PaletteData *)SDL_calloc(1, sizeof(*palettedata));
if (!palettedata) {
return false;
}
palette->internal = palettedata;
data->drawstate.texture = NULL;
data->glGenTextures(1, &palettedata->texture);
if (!GL_CheckError("glGenTexures()", renderer)) {
return false;
}
data->glBindTexture(GL_TEXTURE_2D, palettedata->texture);
data->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
if (!GL_CheckError("glTexImage2D()", renderer)) {
return false;
}
SetTextureScaleMode(data, GL_TEXTURE_2D, SDL_PIXELFORMAT_UNKNOWN, SDL_SCALEMODE_NEAREST);
SetTextureAddressMode(data, GL_TEXTURE_2D, SDL_TEXTURE_ADDRESS_CLAMP, SDL_TEXTURE_ADDRESS_CLAMP);
return true;
}
static bool GLES2_UpdatePalette(SDL_Renderer *renderer, SDL_TexturePalette *palette, int ncolors, SDL_Color *colors)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
GLES2_PaletteData *palettedata = (GLES2_PaletteData *)palette->internal;
GLES2_ActivateRenderer(renderer);
data->drawstate.texture = NULL;
data->glBindTexture(GL_TEXTURE_2D, palettedata->texture);
data->glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, ncolors, 1, GL_RGBA, GL_UNSIGNED_BYTE, colors);
return GL_CheckError("glTexSubImage2D()", renderer);
}
static void GLES2_DestroyPalette(SDL_Renderer *renderer, SDL_TexturePalette *palette)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
GLES2_PaletteData *palettedata = (GLES2_PaletteData *)palette->internal;
if (palettedata) {
data->glDeleteTextures(1, &palettedata->texture);
SDL_free(palettedata);
}
}
static bool GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props)
{
GLES2_RenderData *renderdata = (GLES2_RenderData *)renderer->internal;
GLES2_TextureData *data;
GLenum format;
GLenum type;
GLES2_ActivateRenderer(renderer);
renderdata->drawstate.texture = NULL;
switch (texture->format) {
case SDL_PIXELFORMAT_BGRA32:
case SDL_PIXELFORMAT_RGBA32:
case SDL_PIXELFORMAT_BGRX32:
case SDL_PIXELFORMAT_RGBX32:
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
break;
case SDL_PIXELFORMAT_INDEX8:
#ifdef SDL_HAVE_YUV
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_NV12:
case SDL_PIXELFORMAT_NV21:
#endif
format = GL_LUMINANCE;
type = GL_UNSIGNED_BYTE;
break;
#ifdef GL_TEXTURE_EXTERNAL_OES
case SDL_PIXELFORMAT_EXTERNAL_OES:
if (renderdata->GL_OES_EGL_image_external_supported) {
format = GL_NONE;
type = GL_NONE;
break;
}
SDL_FALLTHROUGH;
#endif
default:
return SDL_SetError("Texture format not supported");
}
if (texture->format == SDL_PIXELFORMAT_EXTERNAL_OES &&
texture->access != SDL_TEXTUREACCESS_STATIC) {
return SDL_SetError("Unsupported texture access for SDL_PIXELFORMAT_EXTERNAL_OES");
}
data = (GLES2_TextureData *)SDL_calloc(1, sizeof(GLES2_TextureData));
if (!data) {
return false;
}
data->texture = 0;
#ifdef GL_TEXTURE_EXTERNAL_OES
data->texture_type = (texture->format == SDL_PIXELFORMAT_EXTERNAL_OES) ? GL_TEXTURE_EXTERNAL_OES : GL_TEXTURE_2D;
#else
data->texture_type = GL_TEXTURE_2D;
#endif
data->pixel_format = format;
data->pixel_type = type;
#ifdef SDL_HAVE_YUV
data->yuv = ((texture->format == SDL_PIXELFORMAT_IYUV) || (texture->format == SDL_PIXELFORMAT_YV12));
data->nv12 = ((texture->format == SDL_PIXELFORMAT_NV12) || (texture->format == SDL_PIXELFORMAT_NV21));
#endif
data->texture_scale_mode = texture->scaleMode;
data->texture_address_mode_u = SDL_TEXTURE_ADDRESS_CLAMP;
data->texture_address_mode_v = SDL_TEXTURE_ADDRESS_CLAMP;
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
size_t size;
data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
size = (size_t)texture->h * data->pitch;
#ifdef SDL_HAVE_YUV
if (data->yuv) {
size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
} else if (data->nv12) {
size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
}
#endif
data->pixel_data = SDL_calloc(1, size);
if (!data->pixel_data) {
SDL_free(data);
return false;
}
}
GL_CheckError("", renderer);
data->texel_size[0] = 1.0f / texture->w;
data->texel_size[1] = 1.0f / texture->h;
data->texel_size[2] = texture->w;
data->texel_size[3] = texture->h;
#ifdef SDL_HAVE_YUV
if (data->yuv) {
data->texture_v = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER, 0);
if (data->texture_v) {
data->texture_v_external = true;
} else {
renderdata->glGenTextures(1, &data->texture_v);
if (!GL_CheckError("glGenTexures()", renderer)) {
SDL_free(data->pixel_data);
SDL_free(data);
return false;
}
}
renderdata->glActiveTexture(GL_TEXTURE2);
renderdata->glBindTexture(data->texture_type, data->texture_v);
renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL);
if (!GL_CheckError("glTexImage2D()", renderer)) {
SDL_free(data->pixel_data);
SDL_free(data);
return false;
}
SetTextureScaleMode(renderdata, data->texture_type, texture->format, data->texture_scale_mode);
SetTextureAddressMode(renderdata, data->texture_type, data->texture_address_mode_u, data->texture_address_mode_v);
SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER, data->texture_v);
data->texture_u = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER, 0);
if (data->texture_u) {
data->texture_u_external = true;
} else {
renderdata->glGenTextures(1, &data->texture_u);
if (!GL_CheckError("glGenTexures()", renderer)) {
SDL_free(data->pixel_data);
SDL_free(data);
return false;
}
}
renderdata->glActiveTexture(GL_TEXTURE1);
renderdata->glBindTexture(data->texture_type, data->texture_u);
renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL);
if (!GL_CheckError("glTexImage2D()", renderer)) {
SDL_free(data->pixel_data);
SDL_free(data);
return false;
}
SetTextureScaleMode(renderdata, data->texture_type, texture->format, data->texture_scale_mode);
SetTextureAddressMode(renderdata, data->texture_type, data->texture_address_mode_u, data->texture_address_mode_v);
SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER, data->texture_u);
if (!SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace, texture->w, texture->h, 8)) {
SDL_free(data->pixel_data);
SDL_free(data);
return SDL_SetError("Unsupported YUV colorspace");
}
} else if (data->nv12) {
data->texture_u = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER, 0);
if (data->texture_u) {
data->texture_u_external = true;
} else {
renderdata->glGenTextures(1, &data->texture_u);
if (!GL_CheckError("glGenTexures()", renderer)) {
SDL_free(data->pixel_data);
SDL_free(data);
return false;
}
}
renderdata->glActiveTexture(GL_TEXTURE1);
renderdata->glBindTexture(data->texture_type, data->texture_u);
renderdata->glTexImage2D(data->texture_type, 0, GL_LUMINANCE_ALPHA, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
if (!GL_CheckError("glTexImage2D()", renderer)) {
SDL_free(data->pixel_data);
SDL_free(data);
return false;
}
SetTextureScaleMode(renderdata, data->texture_type, texture->format, data->texture_scale_mode);
SetTextureAddressMode(renderdata, data->texture_type, data->texture_address_mode_u, data->texture_address_mode_v);
SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER, data->texture_u);
if (!SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace, texture->w, texture->h, 8)) {
SDL_free(data->pixel_data);
SDL_free(data);
return SDL_SetError("Unsupported YUV colorspace");
}
}
#endif
data->texture = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER, 0);
if (data->texture) {
data->texture_external = true;
} else {
renderdata->glGenTextures(1, &data->texture);
if (!GL_CheckError("glGenTexures()", renderer)) {
SDL_free(data->pixel_data);
SDL_free(data);
return false;
}
}
texture->internal = data;
renderdata->glActiveTexture(GL_TEXTURE0);
renderdata->glBindTexture(data->texture_type, data->texture);
if (texture->format != SDL_PIXELFORMAT_EXTERNAL_OES) {
renderdata->glTexImage2D(data->texture_type, 0, format, texture->w, texture->h, 0, format, type, NULL);
if (!GL_CheckError("glTexImage2D()", renderer)) {
return false;
}
}
SetTextureScaleMode(renderdata, data->texture_type, texture->format, data->texture_scale_mode);
SetTextureAddressMode(renderdata, data->texture_type, data->texture_address_mode_u, data->texture_address_mode_v);
SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER, data->texture);
SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER, data->texture_type);
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
data->fbo = GLES2_GetFBO((GLES2_RenderData *)renderer->internal, texture->w, texture->h);
} else {
data->fbo = NULL;
}
return GL_CheckError("", renderer);
}
static bool GLES2_TexSubImage2D(GLES2_RenderData *data, GLenum target, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels, GLint pitch, GLint bpp)
{
Uint8 *blob = NULL;
Uint8 *src;
size_t src_pitch;
int y;
if ((width == 0) || (height == 0) || (bpp == 0)) {
return true; }
src_pitch = (size_t)width * bpp;
src = (Uint8 *)pixels;
if ((size_t)pitch != src_pitch) {
blob = (Uint8 *)SDL_malloc(src_pitch * height);
if (!blob) {
return false;
}
src = blob;
for (y = 0; y < height; ++y) {
SDL_memcpy(src, pixels, src_pitch);
src += src_pitch;
pixels = (Uint8 *)pixels + pitch;
}
src = blob;
}
data->glTexSubImage2D(target, 0, xoffset, yoffset, width, height, format, type, src);
SDL_free(blob);
return true;
}
static bool GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
const void *pixels, int pitch)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal;
GLES2_ActivateRenderer(renderer);
if (rect->w <= 0 || rect->h <= 0) {
return true;
}
data->drawstate.texture = NULL;
data->glBindTexture(tdata->texture_type, tdata->texture);
GLES2_TexSubImage2D(data, tdata->texture_type,
rect->x,
rect->y,
rect->w,
rect->h,
tdata->pixel_format,
tdata->pixel_type,
pixels, pitch, SDL_BYTESPERPIXEL(texture->format));
#ifdef SDL_HAVE_YUV
if (tdata->yuv) {
pixels = (const void *)((const Uint8 *)pixels + rect->h * pitch);
if (texture->format == SDL_PIXELFORMAT_YV12) {
data->glBindTexture(tdata->texture_type, tdata->texture_v);
} else {
data->glBindTexture(tdata->texture_type, tdata->texture_u);
}
GLES2_TexSubImage2D(data, tdata->texture_type,
rect->x / 2,
rect->y / 2,
(rect->w + 1) / 2,
(rect->h + 1) / 2,
tdata->pixel_format,
tdata->pixel_type,
pixels, (pitch + 1) / 2, 1);
pixels = (const void *)((const Uint8 *)pixels + ((rect->h + 1) / 2) * ((pitch + 1) / 2));
if (texture->format == SDL_PIXELFORMAT_YV12) {
data->glBindTexture(tdata->texture_type, tdata->texture_u);
} else {
data->glBindTexture(tdata->texture_type, tdata->texture_v);
}
GLES2_TexSubImage2D(data, tdata->texture_type,
rect->x / 2,
rect->y / 2,
(rect->w + 1) / 2,
(rect->h + 1) / 2,
tdata->pixel_format,
tdata->pixel_type,
pixels, (pitch + 1) / 2, 1);
} else if (tdata->nv12) {
pixels = (const void *)((const Uint8 *)pixels + rect->h * pitch);
data->glBindTexture(tdata->texture_type, tdata->texture_u);
GLES2_TexSubImage2D(data, tdata->texture_type,
rect->x / 2,
rect->y / 2,
(rect->w + 1) / 2,
(rect->h + 1) / 2,
GL_LUMINANCE_ALPHA,
GL_UNSIGNED_BYTE,
pixels, 2 * ((pitch + 1) / 2), 2);
}
#endif
return GL_CheckError("glTexSubImage2D()", renderer);
}
#ifdef SDL_HAVE_YUV
static bool GLES2_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)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal;
GLES2_ActivateRenderer(renderer);
if (rect->w <= 0 || rect->h <= 0) {
return true;
}
data->drawstate.texture = NULL;
data->glBindTexture(tdata->texture_type, tdata->texture_v);
GLES2_TexSubImage2D(data, tdata->texture_type,
rect->x / 2,
rect->y / 2,
(rect->w + 1) / 2,
(rect->h + 1) / 2,
tdata->pixel_format,
tdata->pixel_type,
Vplane, Vpitch, 1);
data->glBindTexture(tdata->texture_type, tdata->texture_u);
GLES2_TexSubImage2D(data, tdata->texture_type,
rect->x / 2,
rect->y / 2,
(rect->w + 1) / 2,
(rect->h + 1) / 2,
tdata->pixel_format,
tdata->pixel_type,
Uplane, Upitch, 1);
data->glBindTexture(tdata->texture_type, tdata->texture);
GLES2_TexSubImage2D(data, tdata->texture_type,
rect->x,
rect->y,
rect->w,
rect->h,
tdata->pixel_format,
tdata->pixel_type,
Yplane, Ypitch, 1);
return GL_CheckError("glTexSubImage2D()", renderer);
}
static bool GLES2_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture,
const SDL_Rect *rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *UVplane, int UVpitch)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal;
GLES2_ActivateRenderer(renderer);
if (rect->w <= 0 || rect->h <= 0) {
return true;
}
data->drawstate.texture = NULL;
data->glBindTexture(tdata->texture_type, tdata->texture_u);
GLES2_TexSubImage2D(data, tdata->texture_type,
rect->x / 2,
rect->y / 2,
(rect->w + 1) / 2,
(rect->h + 1) / 2,
GL_LUMINANCE_ALPHA,
GL_UNSIGNED_BYTE,
UVplane, UVpitch, 2);
data->glBindTexture(tdata->texture_type, tdata->texture);
GLES2_TexSubImage2D(data, tdata->texture_type,
rect->x,
rect->y,
rect->w,
rect->h,
tdata->pixel_format,
tdata->pixel_type,
Yplane, Ypitch, 1);
return GL_CheckError("glTexSubImage2D()", renderer);
}
#endif
static bool GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
void **pixels, int *pitch)
{
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal;
*pixels = (Uint8 *)tdata->pixel_data +
(tdata->pitch * rect->y) +
(rect->x * SDL_BYTESPERPIXEL(texture->format));
*pitch = tdata->pitch;
return true;
}
static void GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal;
SDL_Rect rect;
rect.x = 0;
rect.y = 0;
rect.w = texture->w;
rect.h = texture->h;
GLES2_UpdateTexture(renderer, texture, &rect, tdata->pixel_data, tdata->pitch);
}
static bool GLES2_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
GLES2_TextureData *texturedata = NULL;
GLenum status;
data->drawstate.viewport_dirty = true;
if (!texture) {
data->glBindFramebuffer(GL_FRAMEBUFFER, data->window_framebuffer);
} else {
texturedata = (GLES2_TextureData *)texture->internal;
data->glBindFramebuffer(GL_FRAMEBUFFER, texturedata->fbo->FBO);
data->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texturedata->texture_type, texturedata->texture, 0);
status = data->glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
return SDL_SetError("glFramebufferTexture2D() failed");
}
}
return true;
}
static void GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal;
GLES2_ActivateRenderer(renderer);
if (data->drawstate.texture == texture) {
data->drawstate.texture = NULL;
data->drawstate.shader_params = NULL;
}
if (data->drawstate.target == texture) {
data->drawstate.target = NULL;
}
if (tdata) {
if (tdata->texture && !tdata->texture_external) {
data->glDeleteTextures(1, &tdata->texture);
}
#ifdef SDL_HAVE_YUV
if (tdata->texture_v && !tdata->texture_v_external) {
data->glDeleteTextures(1, &tdata->texture_v);
}
if (tdata->texture_u && !tdata->texture_u_external) {
data->glDeleteTextures(1, &tdata->texture_u);
}
#endif
SDL_free(tdata->pixel_data);
SDL_free(tdata);
texture->internal = NULL;
}
}
static SDL_Surface *GLES2_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
SDL_PixelFormat format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_RGBA32;
SDL_Surface *surface;
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->glReadPixels(rect->x, y, rect->w, rect->h, GL_RGBA, GL_UNSIGNED_BYTE, surface->pixels);
if (!GL_CheckError("glReadPixels()", renderer)) {
SDL_DestroySurface(surface);
return NULL;
}
if (!renderer->target) {
SDL_FlipSurface(surface, SDL_FLIP_VERTICAL);
}
return surface;
}
static bool GLES2_RenderPresent(SDL_Renderer *renderer)
{
return SDL_GL_SwapWindow(renderer->window);
}
static bool GLES2_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 GLES2_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_PropertiesID create_props)
{
GLES2_RenderData *data = NULL;
SDL_WindowFlags window_flags = 0;
GLint window_framebuffer;
GLint value;
int profile_mask = 0, major = 0, minor = 0;
bool changed_window = false;
SDL_SetupRendererColorspace(renderer, create_props);
if (renderer->output_colorspace != SDL_COLORSPACE_SRGB) {
SDL_SetError("Unsupported output colorspace");
goto error;
}
if (!SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile_mask)) {
goto error;
}
if (!SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major)) {
goto error;
}
if (!SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor)) {
goto error;
}
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) {
changed_window = true;
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR);
if (!SDL_ReconfigureWindow(window, (window_flags & ~(SDL_WINDOW_VULKAN | SDL_WINDOW_METAL)) | SDL_WINDOW_OPENGL)) {
goto error;
}
}
data = (GLES2_RenderData *)SDL_calloc(1, sizeof(GLES2_RenderData));
if (!data) {
goto error;
}
renderer->internal = data;
GLES2_InvalidateCachedState(renderer);
renderer->window = window;
renderer->WindowEvent = GLES2_WindowEvent;
renderer->SupportsBlendMode = GLES2_SupportsBlendMode;
renderer->CreatePalette = GLES2_CreatePalette;
renderer->UpdatePalette = GLES2_UpdatePalette;
renderer->DestroyPalette = GLES2_DestroyPalette;
renderer->CreateTexture = GLES2_CreateTexture;
renderer->UpdateTexture = GLES2_UpdateTexture;
#ifdef SDL_HAVE_YUV
renderer->UpdateTextureYUV = GLES2_UpdateTextureYUV;
renderer->UpdateTextureNV = GLES2_UpdateTextureNV;
#endif
renderer->LockTexture = GLES2_LockTexture;
renderer->UnlockTexture = GLES2_UnlockTexture;
renderer->SetRenderTarget = GLES2_SetRenderTarget;
renderer->QueueSetViewport = GLES2_QueueNoOp;
renderer->QueueSetDrawColor = GLES2_QueueNoOp;
renderer->QueueDrawPoints = GLES2_QueueDrawPoints;
renderer->QueueDrawLines = GLES2_QueueDrawLines;
renderer->QueueGeometry = GLES2_QueueGeometry;
renderer->InvalidateCachedState = GLES2_InvalidateCachedState;
renderer->RunCommandQueue = GLES2_RunCommandQueue;
renderer->RenderReadPixels = GLES2_RenderReadPixels;
renderer->RenderPresent = GLES2_RenderPresent;
renderer->DestroyTexture = GLES2_DestroyTexture;
renderer->DestroyRenderer = GLES2_DestroyRenderer;
renderer->SetVSync = GLES2_SetVSync;
renderer->name = GLES2_RenderDriver.name;
SDL_GL_SetAttribute(SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, 0);
data->context = SDL_GL_CreateContext(window);
if (!data->context) {
goto error;
}
if (!SDL_GL_MakeCurrent(window, data->context)) {
goto error;
}
if (!GLES2_LoadFunctions(data)) {
goto error;
}
if (!GLES2_CacheShaders(data)) {
goto error;
}
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_FLAGS, &value) &&
(value & SDL_GL_CONTEXT_DEBUG_FLAG)) {
data->debug_enabled = true;
}
value = 0;
data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, value);
#if USE_VERTEX_BUFFER_OBJECTS
data->glGenBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers);
#endif
data->framebuffers = NULL;
data->glGetIntegerv(GL_FRAMEBUFFER_BINDING, &window_framebuffer);
data->window_framebuffer = (GLuint)window_framebuffer;
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRA32); SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA32);
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRX32);
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBX32);
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_INDEX8);
#ifdef SDL_HAVE_YUV
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_YV12);
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_IYUV);
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV12);
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV21);
#endif
#ifdef GL_TEXTURE_EXTERNAL_OES
if (SDL_GL_ExtensionSupported("GL_OES_EGL_image_external")) {
data->GL_OES_EGL_image_external_supported = true;
if (!GLES2_CacheShader(data, GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES, GL_FRAGMENT_SHADER)) {
goto error;
}
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_EXTERNAL_OES);
}
#endif
if (SDL_GL_ExtensionSupported("GL_EXT_blend_minmax")) {
data->GL_EXT_blend_minmax_supported = true;
}
if ((major < 3) && !SDL_GL_ExtensionSupported("GL_ARB_texture_non_power_of_two")) {
renderer->npot_texture_wrap_unsupported = true;
}
if (SDL_GL_ExtensionSupported("GL_EXT_sRGB_write_control")) {
data->glDisable(GL_FRAMEBUFFER_SRGB);
}
data->glDisable(GL_DEPTH_TEST);
data->glDisable(GL_CULL_FACE);
data->glActiveTexture(GL_TEXTURE0);
data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
data->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_COLOR);
data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
data->glClearColor(1.0f, 1.0f, 1.0f, 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;
data->drawstate.projection[3][0] = -1.0f;
data->drawstate.projection[3][3] = 1.0f;
GL_CheckError("", renderer);
return true;
error:
if (changed_window) {
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 GLES2_RenderDriver = {
GLES2_CreateRenderer, "opengles2"
};
#endif