--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/src/video/glesrenderer/SDL_renderer_gles.c Thu Jul 17 23:31:42 2008 +0000
@@ -0,0 +1,841 @@
+/*
+ SDL - Simple DirectMedia Layer
+ Copyright (C) 1997-2006 Sam Lantinga
+
+ This library is free software; you can redistribute it and/or
+ modify it under the terms of the GNU Lesser General Public
+ License as published by the Free Software Foundation; either
+ version 2.1 of the License, or (at your option) any later version.
+
+ This library is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ Lesser General Public License for more details.
+
+ You should have received a copy of the GNU Lesser General Public
+ License along with this library; if not, write to the Free Software
+ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+
+ Sam Lantinga
+ slouken@libsdl.org
+*/
+#include "SDL_config.h"
+
+#if SDL_VIDEO_RENDER_OGL_ES
+
+#include "SDL_video.h"
+#include "SDL_opengles.h"
+#include "SDL_sysvideo.h"
+#include "SDL_pixels_c.h"
+#include "SDL_rect_c.h"
+#include "SDL_yuv_sw_c.h"
+
+/* OpenGL ES 1.1 renderer implementation */
+
+static const float inv255f = 1.0f / 255.0f;
+
+static SDL_Renderer *GL_CreateRenderer(SDL_Window * window, Uint32 flags);
+static int GL_ActivateRenderer(SDL_Renderer * renderer);
+static int GL_DisplayModeChanged(SDL_Renderer * renderer);
+static int GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
+static int GL_QueryTexturePixels(SDL_Renderer * renderer,
+ SDL_Texture * texture, void **pixels,
+ int *pitch);
+static int GL_SetTexturePalette(SDL_Renderer * renderer,
+ SDL_Texture * texture,
+ const SDL_Color * colors, int firstcolor,
+ int ncolors);
+static int GL_GetTexturePalette(SDL_Renderer * renderer,
+ SDL_Texture * texture, SDL_Color * colors,
+ int firstcolor, int ncolors);
+static int GL_SetTextureColorMod(SDL_Renderer * renderer,
+ SDL_Texture * texture);
+static int GL_SetTextureAlphaMod(SDL_Renderer * renderer,
+ SDL_Texture * texture);
+static int GL_SetTextureBlendMode(SDL_Renderer * renderer,
+ SDL_Texture * texture);
+static int GL_SetTextureScaleMode(SDL_Renderer * renderer,
+ SDL_Texture * texture);
+static int GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
+ const SDL_Rect * rect, const void *pixels,
+ int pitch);
+static int GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
+ const SDL_Rect * rect, int markDirty, void **pixels,
+ int *pitch);
+static void GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
+static void GL_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture,
+ int numrects, const SDL_Rect * rects);
+static int GL_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b,
+ Uint8 a, const SDL_Rect * rect);
+static int GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
+ const SDL_Rect * srcrect, const SDL_Rect * dstrect);
+static void GL_RenderPresent(SDL_Renderer * renderer);
+static void GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
+static void GL_DestroyRenderer(SDL_Renderer * renderer);
+
+
+SDL_RenderDriver GL_ES_RenderDriver = {
+ GL_CreateRenderer,
+ {
+ "opengl_es",
+ (SDL_RENDERER_SINGLEBUFFER | SDL_RENDERER_PRESENTDISCARD |
+ SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED),
+ (SDL_TEXTUREMODULATE_NONE | SDL_TEXTUREMODULATE_COLOR |
+ SDL_TEXTUREMODULATE_ALPHA),
+ (SDL_TEXTUREBLENDMODE_NONE | SDL_TEXTUREBLENDMODE_MASK |
+ SDL_TEXTUREBLENDMODE_BLEND | SDL_TEXTUREBLENDMODE_ADD |
+ SDL_TEXTUREBLENDMODE_MOD),
+ (SDL_TEXTURESCALEMODE_NONE | SDL_TEXTURESCALEMODE_FAST |
+ SDL_TEXTURESCALEMODE_SLOW),
+#ifdef GL_IMG_texture_format_BGRA8888
+ 3,
+#else
+ 2,
+#endif
+ {
+#ifdef GL_IMG_texture_format_BGRA8888
+ SDL_PIXELFORMAT_ARGB8888,
+#endif
+ SDL_PIXELFORMAT_RGB24,
+ SDL_PIXELFORMAT_ABGR8888,
+ },
+ 0,
+ 0}
+};
+
+typedef struct
+{
+ SDL_GLContext context;
+ SDL_bool updateSize;
+ int blendMode;
+ int scaleMode;
+
+#ifndef APIENTRY
+#define APIENTRY
+#endif
+
+ SDL_bool useDrawTexture;
+ SDL_bool GL_OES_draw_texture_supported;
+
+ /* OpenGL ES functions */
+ #define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
+ #include "SDL_glesfuncs.h"
+ #undef SDL_PROC
+
+} GL_RenderData;
+
+typedef struct
+{
+ GLuint texture;
+ GLenum type;
+ GLfloat texw;
+ GLfloat texh;
+ GLenum format;
+ GLenum formattype;
+ void *pixels;
+ int pitch;
+ SDL_DirtyRectList dirty;
+} GL_TextureData;
+
+static void
+GL_SetError(const char *prefix, GLenum result)
+{
+ const char *error;
+
+ switch (result) {
+ case GL_NO_ERROR:
+ error = "GL_NO_ERROR";
+ break;
+ case GL_INVALID_ENUM:
+ error = "GL_INVALID_ENUM";
+ break;
+ case GL_INVALID_VALUE:
+ error = "GL_INVALID_VALUE";
+ break;
+ case GL_INVALID_OPERATION:
+ error = "GL_INVALID_OPERATION";
+ break;
+ case GL_STACK_OVERFLOW:
+ error = "GL_STACK_OVERFLOW";
+ break;
+ case GL_STACK_UNDERFLOW:
+ error = "GL_STACK_UNDERFLOW";
+ break;
+ case GL_OUT_OF_MEMORY:
+ error = "GL_OUT_OF_MEMORY";
+ break;
+ default:
+ error = "UNKNOWN";
+ break;
+ }
+ SDL_SetError("%s: %s", prefix, error);
+}
+
+static int
+GL_LoadFunctions(GL_RenderData * data)
+{
+
+ #define SDL_PROC(ret,func,params) \
+ data->func = func;
+ #include "SDL_glesfuncs.h"
+ #undef SDL_PROC
+
+ return 0;
+}
+
+void
+GL_AddRenderDriver(_THIS)
+{
+ if (_this->GL_CreateContext) {
+ SDL_AddRenderDriver(0, &GL_ES_RenderDriver);
+ }
+}
+
+SDL_Renderer *
+GL_CreateRenderer(SDL_Window * window, Uint32 flags)
+{
+
+ printf("gl(es) create renderer ...\n");
+
+ SDL_Renderer *renderer;
+ GL_RenderData *data;
+ GLint value;
+ int doublebuffer;
+
+ if (!(window->flags & SDL_WINDOW_OPENGL)) {
+ if (SDL_RecreateWindow(window, window->flags | SDL_WINDOW_OPENGL) < 0) {
+ return NULL;
+ }
+ }
+
+ renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
+ if (!renderer) {
+ SDL_OutOfMemory();
+ return NULL;
+ }
+
+ data = (GL_RenderData *) SDL_calloc(1, sizeof(*data));
+ if (!data) {
+ GL_DestroyRenderer(renderer);
+ SDL_OutOfMemory();
+ return NULL;
+ }
+
+ renderer->ActivateRenderer = GL_ActivateRenderer;
+ renderer->DisplayModeChanged = GL_DisplayModeChanged;
+ renderer->CreateTexture = GL_CreateTexture;
+ renderer->QueryTexturePixels = GL_QueryTexturePixels;
+ renderer->SetTexturePalette = GL_SetTexturePalette;
+ renderer->GetTexturePalette = GL_GetTexturePalette;
+ renderer->SetTextureColorMod = GL_SetTextureColorMod;
+ renderer->SetTextureAlphaMod = GL_SetTextureAlphaMod;
+ renderer->SetTextureBlendMode = GL_SetTextureBlendMode;
+ renderer->SetTextureScaleMode = GL_SetTextureScaleMode;
+ renderer->UpdateTexture = GL_UpdateTexture;
+ renderer->LockTexture = GL_LockTexture;
+ renderer->UnlockTexture = GL_UnlockTexture;
+ renderer->DirtyTexture = GL_DirtyTexture;
+ renderer->RenderFill = GL_RenderFill;
+ renderer->RenderCopy = GL_RenderCopy;
+ renderer->RenderPresent = GL_RenderPresent;
+ renderer->DestroyTexture = GL_DestroyTexture;
+ renderer->DestroyRenderer = GL_DestroyRenderer;
+ renderer->info = GL_ES_RenderDriver.info;
+ renderer->window = window->id;
+ renderer->driverdata = data;
+
+
+ renderer->info.flags = (SDL_RENDERER_PRESENTDISCARD | SDL_RENDERER_ACCELERATED);
+
+ if (GL_LoadFunctions(data) < 0) {
+ GL_DestroyRenderer(renderer);
+ return NULL;
+ }
+
+ data->context = SDL_GL_CreateContext(window->id);
+ if (!data->context) {
+ GL_DestroyRenderer(renderer);
+ return NULL;
+ }
+ if (SDL_GL_MakeCurrent(window->id, data->context) < 0) {
+ GL_DestroyRenderer(renderer);
+ return NULL;
+ }
+
+ if (flags & SDL_RENDERER_PRESENTVSYNC) {
+ SDL_GL_SetSwapInterval(1);
+ } else {
+ SDL_GL_SetSwapInterval(0);
+ }
+ if (SDL_GL_GetSwapInterval() > 0) {
+ renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
+ }
+
+ if (SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &doublebuffer) == 0) {
+ if (!doublebuffer) {
+ renderer->info.flags |= SDL_RENDERER_SINGLEBUFFER;
+ }
+ }
+
+ if (SDL_GL_ExtensionSupported("GL_OES_draw_texture")) {
+ printf("using draw texture\n");
+ data->GL_OES_draw_texture_supported = SDL_TRUE;
+ data->useDrawTexture = SDL_TRUE;
+ }
+ else {
+ printf("not using draw texture\n");
+ data->GL_OES_draw_texture_supported = SDL_FALSE;
+ data->useDrawTexture = SDL_FALSE;
+ }
+
+ data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
+ renderer->info.max_texture_width = value;
+ data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
+ renderer->info.max_texture_height = value;
+
+ /* Set up parameters for rendering */
+ data->blendMode = -1;
+ data->scaleMode = -1;
+ data->glDisable(GL_DEPTH_TEST);
+ data->glDisable(GL_CULL_FACE);
+ data->glEnable(GL_TEXTURE_2D);
+ data->updateSize = SDL_TRUE;
+
+ return renderer;
+}
+
+static int GL_ActivateRenderer(SDL_Renderer * renderer)
+{
+
+ GL_RenderData *data = (GL_RenderData *)renderer->driverdata;
+ SDL_Window *window = SDL_GetWindowFromID(renderer->window);
+
+ if (data->context == NULL) {
+ printf("Context is null, dude\n");
+ }
+
+ if (SDL_GL_MakeCurrent(window->id, data->context) < 0) {
+ return -1;
+ }
+ if (data->updateSize) {
+ data->glMatrixMode(GL_PROJECTION);
+ data->glLoadIdentity();
+ data->glMatrixMode(GL_MODELVIEW);
+ data->glLoadIdentity();
+ data->glViewport(0, 0, window->w, window->h);
+ data->glOrthof(0.0, (GLfloat)window->w, (GLfloat)window->h, 0.0,
+ 0.0, 1.0);
+ data->updateSize = SDL_FALSE;
+ }
+ return 0;
+}
+
+static int
+GL_DisplayModeChanged(SDL_Renderer * renderer)
+{
+ GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
+
+ data->updateSize = SDL_TRUE;
+ return 0;
+}
+
+static __inline__ int
+power_of_2(int input)
+{
+ int value = 1;
+
+ while (value < input) {
+ value <<= 1;
+ }
+ return value;
+}
+
+static int
+GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+ GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
+ SDL_Window *window = SDL_GetWindowFromID(renderer->window);
+ GL_TextureData *data;
+ GLint internalFormat;
+ GLenum format, type;
+ int texture_w, texture_h;
+ GLenum result;
+ switch (texture->format) {
+ case SDL_PIXELFORMAT_INDEX1LSB:
+ case SDL_PIXELFORMAT_INDEX1MSB:
+ case SDL_PIXELFORMAT_INDEX8:
+ case SDL_PIXELFORMAT_RGB332:
+ case SDL_PIXELFORMAT_RGB444:
+ case SDL_PIXELFORMAT_RGB555:
+ case SDL_PIXELFORMAT_ARGB4444:
+ case SDL_PIXELFORMAT_ARGB1555:
+ case SDL_PIXELFORMAT_BGR24:
+ case SDL_PIXELFORMAT_BGR888: /* can't convert 32 bit format to 24 */
+ case SDL_PIXELFORMAT_RGB888:
+ case SDL_PIXELFORMAT_RGBA8888:
+ case SDL_PIXELFORMAT_ARGB2101010:
+ SDL_SetError("Unsupported format");
+ return -1;
+ case SDL_PIXELFORMAT_ARGB8888:
+ #ifdef GL_IMG_texture_format_BGRA8888
+ internalFormat = GL_RGBA;
+ format = GL_RGBA;
+ type = GL_UNSIGNED_BYTE;
+ break;
+ #else
+ SDL_SetError("Unsupported format");
+ return -1;
+ #endif
+ case SDL_PIXELFORMAT_RGB24:
+ internalFormat = GL_RGB;
+ format = GL_RGB;
+ type = GL_UNSIGNED_BYTE;
+ break;
+ case SDL_PIXELFORMAT_ABGR8888:
+ internalFormat = GL_RGBA;
+ format = GL_RGBA;
+ type = GL_UNSIGNED_BYTE;
+ break;
+ /*
+ These formats would be supported if SDL had the necessary pixel formats
+ case SDL_PIXELFORMAT_BGR565:
+ internalFormat = GL_RGB;
+ format = GL_RGB;
+ type = GL_UNSIGNED_SHORT_5_6_5;
+ break;
+ case SDL_PIXELFORMAT_ABGR5551:
+ internalFormat = GL_RGBA;
+ format = GL_RGBA;
+ type = GL_UNSIGNED_SHORT_5_5_5_1;
+ break;
+ case SDL_PIXELFORMAT_ABGR4444:
+ internalFormat = GL_RGBA;
+ format = GL_RGBA;
+ type = GL_UNSIGNED_SHORT_4_4_4_4;
+ break;
+ */
+ default:
+ SDL_SetError("Unsupported texture format");
+ return -1;
+ }
+ data = (GL_TextureData *) SDL_calloc(1, sizeof(*data));
+ if (!data) {
+ SDL_OutOfMemory();
+ return -1;
+ }
+
+ if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
+ data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
+ data->pixels = SDL_malloc(texture->h * data->pitch);
+ if (!data->pixels) {
+ SDL_OutOfMemory();
+ SDL_free(data);
+ return -1;
+ }
+ }
+
+ texture->driverdata = data;
+
+ renderdata->glGetError();
+ renderdata->glGenTextures(1, &data->texture);
+
+ data->type = GL_TEXTURE_2D;
+ texture_w = power_of_2(texture->w);
+ texture_h = power_of_2(texture->h);
+ data->texw = (GLfloat) texture->w / texture_w;
+ data->texh = (GLfloat) texture->h / texture_h;
+
+ data->format = format;
+ data->formattype = type;
+ renderdata->glBindTexture(data->type, data->texture);
+ renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER,
+ GL_NEAREST);
+ renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER,
+ GL_NEAREST);
+ renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
+ GL_CLAMP_TO_EDGE);
+ renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
+ GL_CLAMP_TO_EDGE);
+
+ renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
+ texture_h, 0, format, type, NULL);
+
+ result = renderdata->glGetError();
+ if (result != GL_NO_ERROR) {
+ GL_SetError("glTexImage2D()", result);
+ return -1;
+ }
+ return 0;
+}
+
+static int
+GL_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture,
+ void **pixels, int *pitch)
+{
+ GL_TextureData *data = (GL_TextureData *) texture->driverdata;
+
+ *pixels = data->pixels;
+ *pitch = data->pitch;
+ return 0;
+}
+
+static int
+GL_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
+ const SDL_Color * colors, int firstcolor, int ncolors)
+{
+ SDL_SetError("OpenGL ES does not support paletted textures");
+ return -1;
+}
+
+static int
+GL_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
+ SDL_Color * colors, int firstcolor, int ncolors)
+{
+ SDL_SetError("OpenGL ES does not support paletted textures");
+ return -1;
+}
+
+static void
+SetupTextureUpdate(GL_RenderData * renderdata, SDL_Texture * texture,
+ int pitch)
+{
+
+
+ GL_TextureData *data = (GL_TextureData *) texture->driverdata;
+ renderdata->glBindTexture(data->type, data->texture);
+ renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+}
+
+static int
+GL_SetTextureColorMod(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+ return 0;
+}
+
+static int
+GL_SetTextureAlphaMod(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+ return 0;
+}
+
+static int
+GL_SetTextureBlendMode(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+ switch (texture->blendMode) {
+ case SDL_TEXTUREBLENDMODE_NONE:
+ case SDL_TEXTUREBLENDMODE_MASK:
+ case SDL_TEXTUREBLENDMODE_BLEND:
+ case SDL_TEXTUREBLENDMODE_ADD:
+ case SDL_TEXTUREBLENDMODE_MOD:
+ return 0;
+ default:
+ SDL_Unsupported();
+ texture->blendMode = SDL_TEXTUREBLENDMODE_NONE;
+ return -1;
+ }
+}
+
+static int
+GL_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+ switch (texture->scaleMode) {
+ case SDL_TEXTURESCALEMODE_NONE:
+ case SDL_TEXTURESCALEMODE_FAST:
+ case SDL_TEXTURESCALEMODE_SLOW:
+ return 0;
+ case SDL_TEXTURESCALEMODE_BEST:
+ SDL_Unsupported();
+ texture->scaleMode = SDL_TEXTURESCALEMODE_SLOW;
+ return -1;
+ default:
+ SDL_Unsupported();
+ texture->scaleMode = SDL_TEXTURESCALEMODE_NONE;
+ return -1;
+ }
+}
+
+static int
+GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
+ const SDL_Rect * rect, const void *pixels, int pitch)
+{
+ GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
+ GL_TextureData *data = (GL_TextureData *) texture->driverdata;
+ GLenum result;
+
+ SetupTextureUpdate(renderdata, texture, pitch);
+ renderdata->glGetError();
+ renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
+ rect->h, data->format, data->formattype,
+ pixels);
+ result = renderdata->glGetError();
+ if (result != GL_NO_ERROR) {
+ GL_SetError("glTexSubImage2D()", result);
+ return -1;
+ }
+ return 0;
+}
+
+static int
+GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
+ const SDL_Rect * rect, int markDirty, void **pixels,
+ int *pitch)
+{
+ GL_TextureData *data = (GL_TextureData *) texture->driverdata;
+
+ if (markDirty) {
+ SDL_AddDirtyRect(&data->dirty, rect);
+ }
+
+ *pixels =
+ (void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
+ rect->x * SDL_BYTESPERPIXEL(texture->format));
+ *pitch = data->pitch;
+ return 0;
+}
+
+static void
+GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+}
+
+static void
+GL_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects,
+ const SDL_Rect * rects)
+{
+ GL_TextureData *data = (GL_TextureData *) texture->driverdata;
+ int i;
+
+ for (i = 0; i < numrects; ++i) {
+ SDL_AddDirtyRect(&data->dirty, &rects[i]);
+ }
+}
+
+static int
+GL_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a,
+ const SDL_Rect * rect)
+{
+
+ GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
+ SDL_Window *window = SDL_GetWindowFromID(renderer->window);
+
+ /* set proper drawing color */
+ GLfloat oldClearColor[4];
+
+ data->glGetFloatv(GL_COLOR_CLEAR_VALUE, oldClearColor);
+
+ data->glClearColor((GLclampf) r * inv255f, (GLclampf) g * inv255f,
+ (GLclampf) b * inv255f, (GLclampf) a * inv255f);
+
+ data->glScissor(rect->x, window->h - rect->y - rect->h, rect->w, rect->h);
+ data->glEnable(GL_SCISSOR_TEST);
+ data->glClear(GL_COLOR_BUFFER_BIT);
+ data->glDisable(GL_SCISSOR_TEST);
+
+ /* reset clear color */
+ data->glClearColor(oldClearColor[0], oldClearColor[1], oldClearColor[2], oldClearColor[2]);
+
+ return 0;
+}
+
+static int
+GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
+ const SDL_Rect * srcrect, const SDL_Rect * dstrect)
+{
+
+ GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
+ GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
+ int minx, miny, maxx, maxy;
+ GLfloat minu, maxu, minv, maxv;
+ int i;
+ void *temp_buffer; /* used for reformatting dirty rect pixels */
+ void *temp_ptr;
+
+ if (texturedata->dirty.list) {
+ SDL_DirtyRect *dirty;
+ void *pixels;
+ int bpp = SDL_BYTESPERPIXEL(texture->format);
+ int pitch = texturedata->pitch;
+
+ SetupTextureUpdate(data, texture, pitch);
+
+ data->glBindTexture(texturedata->type, texturedata->texture);
+ for (dirty = texturedata->dirty.list; dirty; dirty = dirty->next) {
+ SDL_Rect *rect = &dirty->rect;
+ pixels = (void *) ((Uint8 *) texturedata->pixels + rect->y * pitch + rect->x * bpp);
+ /* There is no GL_UNPACK_ROW_LENGTH in OpenGLES
+ we must do this reformatting ourselves(!)
+
+ maybe it'd be a good idea to keep a temp buffer around
+ for this purpose rather than allocating it each time
+ */
+ temp_buffer = SDL_malloc(rect->w * rect->h * bpp);
+ temp_ptr = temp_buffer;
+ for (i=0; i<rect->h; i++) {
+ SDL_memcpy(temp_ptr, pixels, rect->w * bpp);
+ temp_ptr += rect->w * bpp;
+ pixels += pitch;
+ }
+
+ data->glTexSubImage2D(texturedata->type, 0, rect->x, rect->y,
+ rect->w, rect->h, texturedata->format,
+ texturedata->formattype, temp_buffer);
+
+ SDL_free(temp_buffer);
+
+ }
+ SDL_ClearDirtyRects(&texturedata->dirty);
+ }
+
+ data->glBindTexture(texturedata->type, texturedata->texture);
+ data->glEnable(GL_TEXTURE_2D);
+
+ if (texture->modMode) {
+ data->glColor4f((GLfloat) texture->r * inv255f,
+ (GLfloat) texture->g * inv255f,
+ (GLfloat) texture->b * inv255f,
+ (GLfloat) texture->a * inv255f);
+ } else {
+ data->glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
+ }
+
+ //if (texture->blendMode != data->blendMode) {
+ switch (texture->blendMode) {
+ case SDL_TEXTUREBLENDMODE_NONE:
+ data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
+ data->glDisable(GL_BLEND);
+ break;
+ case SDL_TEXTUREBLENDMODE_MASK:
+ case SDL_TEXTUREBLENDMODE_BLEND:
+ data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ data->glEnable(GL_BLEND);
+ data->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ break;
+ case SDL_TEXTUREBLENDMODE_ADD:
+ data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ data->glEnable(GL_BLEND);
+ data->glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ break;
+ case SDL_TEXTUREBLENDMODE_MOD:
+ data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ data->glEnable(GL_BLEND);
+ data->glBlendFunc(GL_ZERO, GL_SRC_COLOR);
+ break;
+ }
+ data->blendMode = texture->blendMode;
+ // }
+
+ // if (texture->scaleMode != data->scaleMode) {
+ switch (texture->scaleMode) {
+ case SDL_TEXTURESCALEMODE_NONE:
+ case SDL_TEXTURESCALEMODE_FAST:
+ data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
+ GL_NEAREST);
+ data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
+ GL_NEAREST);
+ break;
+ case SDL_TEXTURESCALEMODE_SLOW:
+ case SDL_TEXTURESCALEMODE_BEST:
+ data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
+ GL_LINEAR);
+ data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
+ GL_LINEAR);
+ break;
+ }
+ data->scaleMode = texture->scaleMode;
+ //}
+
+ if (data->GL_OES_draw_texture_supported && data->useDrawTexture) {
+ /* this code is a little funny because the viewport is upside down vs SDL's coordinate system */
+ SDL_Window *window = SDL_GetWindowFromID(renderer->window);
+ GLint cropRect[4];
+ cropRect[0] = srcrect->x;
+ cropRect[1] = srcrect->y + srcrect->h;
+ cropRect[2] = srcrect->w;
+ cropRect[3] = -srcrect->h;
+ data->glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, cropRect);
+ data->glDrawTexiOES(dstrect->x, window->h - dstrect->y - dstrect->h, 0, dstrect->w, dstrect->h);
+ }
+ else {
+
+ minx = dstrect->x;
+ miny = dstrect->y;
+ maxx = dstrect->x + dstrect->w;
+ maxy = dstrect->y + dstrect->h;
+
+ minu = (GLfloat) srcrect->x / texture->w;
+ minu *= texturedata->texw;
+ maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
+ maxu *= texturedata->texw;
+ minv = (GLfloat) srcrect->y / texture->h;
+ minv *= texturedata->texh;
+ maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
+ maxv *= texturedata->texh;
+
+ GLshort vertices[8];
+ GLfloat texCoords[8];
+
+ vertices[0] = minx; vertices[1] = miny;
+ vertices[2] = maxx; vertices[3] = miny;
+ vertices[4] = minx; vertices[5] = maxy;
+ vertices[6] = maxx; vertices[7] = maxy;
+
+ texCoords[0] = minu; texCoords[1] = minv;
+ texCoords[2] = maxu; texCoords[3] = minv;
+ texCoords[4] = minu; texCoords[5] = maxv;
+ texCoords[6] = maxu; texCoords[7] = maxv;
+
+ data->glVertexPointer(2, GL_SHORT, 0, vertices);
+ data->glEnableClientState(GL_VERTEX_ARRAY);
+ data->glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
+ data->glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ }
+
+ return 0;
+}
+
+static void
+GL_RenderPresent(SDL_Renderer * renderer)
+{
+ SDL_GL_SwapWindow(renderer->window);
+}
+
+static void
+GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+ GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
+ GL_TextureData *data = (GL_TextureData *) texture->driverdata;
+
+ if (!data) {
+ return;
+ }
+ if (data->texture) {
+ glDeleteTextures(1, &data->texture);
+ }
+ if (data->pixels) {
+ SDL_free(data->pixels);
+ }
+ SDL_FreeDirtyRects(&data->dirty);
+ SDL_free(data);
+ texture->driverdata = NULL;
+}
+
+static void
+GL_DestroyRenderer(SDL_Renderer * renderer)
+{
+ GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
+
+ if (data) {
+ if (data->context) {
+ /* SDL_GL_MakeCurrent(0, NULL); *//* doesn't do anything */
+ SDL_GL_DeleteContext(data->context);
+ }
+ SDL_free(data);
+ }
+ SDL_free(renderer);
+}
+
+#endif /* SDL_VIDEO_RENDER_OGL */
+
+/* vi: set ts=4 sw=4 expandtab: */