Test using glTextureRangeAPPLE
authorSam Lantinga <slouken@libsdl.org>
Sun, 12 Aug 2007 16:53:58 +0000
changeset 2233 fb01ee9716bc
parent 2232 6630fefab312
child 2234 cf8c3b0117b3
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?
src/video/SDL_renderer_gl.c
--- 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) {