Test using glTextureRangeAPPLE
This actually ends up being quite a bit slower on my MacBook, but I'm
checking it in to test on a PPC iMac.
Maybe someone knows why it's slower?
--- a/src/video/SDL_renderer_gl.c Sun Aug 12 16:26:10 2007 +0000
+++ b/src/video/SDL_renderer_gl.c Sun Aug 12 16:53:58 2007 +0000
@@ -117,8 +117,8 @@
{
SDL_GLContext context;
SDL_bool updateSize;
+ SDL_bool GL_ARB_texture_rectangle_supported;
SDL_bool GL_EXT_paletted_texture_supported;
- SDL_bool GL_ARB_texture_rectangle_supported;
int blendMode;
int scaleMode;
@@ -128,6 +128,8 @@
#undef SDL_PROC
PFNGLCOLORTABLEEXTPROC glColorTableEXT;
+ void (*glTextureRangeAPPLE) (GLenum target, GLsizei length,
+ const GLvoid * pointer);
} GL_RenderData;
typedef struct
@@ -329,6 +331,11 @@
}
--info->num_texture_formats;
}
+ if (SDL_GL_ExtensionSupported("GL_APPLE_texture_range")) {
+ data->glTextureRangeAPPLE =
+ (void (*)(GLenum, GLsizei, const GLvoid *))
+ SDL_GL_GetProcAddress("glTextureRangeAPPLE");
+ }
/* Set up parameters for rendering */
data->blendMode = -1;
@@ -450,9 +457,15 @@
type = GL_UNSIGNED_BYTE;
break;
case SDL_PIXELFORMAT_RGB888:
+#ifdef __MACOSX__
+ internalFormat = GL_RGBA;
+ format = GL_BGRA;
+ type = GL_UNSIGNED_INT_8_8_8_8_REV;
+#else
internalFormat = GL_RGB8;
format = GL_BGRA;
type = GL_UNSIGNED_BYTE;
+#endif
break;
case SDL_PIXELFORMAT_BGR24:
internalFormat = GL_RGB8;
@@ -563,6 +576,11 @@
}
if (data->pixels && internalFormat == GL_RGBA && format == GL_BGRA
&& type == GL_UNSIGNED_INT_8_8_8_8_REV && data->pixels) {
+ if (renderdata->glTextureRangeAPPLE) {
+ renderdata->glTextureRangeAPPLE(data->type,
+ texture->h * data->pitch,
+ data->pixels);
+ }
renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
texture_h, 0, format, type, data->pixels);
@@ -788,6 +806,17 @@
int bpp = SDL_BYTESPERPIXEL(texture->format);
int pitch = texturedata->pitch;
+#ifdef __MACOSX__
+ if (texture->format == SDL_PIXELFORMAT_RGB888) {
+ int i;
+ Uint8 *p = (Uint8 *) texturedata->pixels;
+ p += 3;
+ for (i = texture->h * pitch / 4; i--;) {
+ *p = 0xff;
+ p += 4;
+ }
+ }
+#endif
SetupTextureUpdate(data, texture, pitch);
data->glBindTexture(texturedata->type, texturedata->texture);
for (dirty = texturedata->dirty.list; dirty; dirty = dirty->next) {