early-access version 2835

This commit is contained in:
pineappleEA
2022-07-15 04:00:50 +02:00
parent 5c0ee5eba6
commit 0e7aef7e36
1173 changed files with 55320 additions and 18881 deletions

View File

@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -73,7 +73,7 @@ SDL_PROC_UNUSED(void, glColor4i, (GLint, GLint, GLint, GLint))
SDL_PROC_UNUSED(void, glColor4iv, (const GLint *))
SDL_PROC_UNUSED(void, glColor4s, (GLshort, GLshort, GLshort, GLshort))
SDL_PROC_UNUSED(void, glColor4sv, (const GLshort *))
SDL_PROC_UNUSED(void, glColor4ub,
SDL_PROC(void, glColor4ub,
(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha))
SDL_PROC_UNUSED(void, glColor4ubv, (const GLubyte * v))
SDL_PROC_UNUSED(void, glColor4ui,
@@ -86,7 +86,7 @@ SDL_PROC_UNUSED(void, glColorMask,
(GLboolean red, GLboolean green, GLboolean blue,
GLboolean alpha))
SDL_PROC_UNUSED(void, glColorMaterial, (GLenum face, GLenum mode))
SDL_PROC_UNUSED(void, glColorPointer,
SDL_PROC(void, glColorPointer,
(GLint size, GLenum type, GLsizei stride,
const GLvoid * pointer))
SDL_PROC_UNUSED(void, glCopyPixels,
@@ -111,8 +111,8 @@ SDL_PROC(void, glDepthFunc, (GLenum func))
SDL_PROC_UNUSED(void, glDepthMask, (GLboolean flag))
SDL_PROC_UNUSED(void, glDepthRange, (GLclampd zNear, GLclampd zFar))
SDL_PROC(void, glDisable, (GLenum cap))
SDL_PROC_UNUSED(void, glDisableClientState, (GLenum array))
SDL_PROC_UNUSED(void, glDrawArrays, (GLenum mode, GLint first, GLsizei count))
SDL_PROC(void, glDisableClientState, (GLenum array))
SDL_PROC(void, glDrawArrays, (GLenum mode, GLint first, GLsizei count))
SDL_PROC_UNUSED(void, glDrawBuffer, (GLenum mode))
SDL_PROC_UNUSED(void, glDrawElements,
(GLenum mode, GLsizei count, GLenum type,
@@ -125,7 +125,7 @@ SDL_PROC_UNUSED(void, glEdgeFlagPointer,
(GLsizei stride, const GLvoid * pointer))
SDL_PROC_UNUSED(void, glEdgeFlagv, (const GLboolean * flag))
SDL_PROC(void, glEnable, (GLenum cap))
SDL_PROC_UNUSED(void, glEnableClientState, (GLenum array))
SDL_PROC(void, glEnableClientState, (GLenum array))
SDL_PROC(void, glEnd, (void))
SDL_PROC_UNUSED(void, glEndList, (void))
SDL_PROC_UNUSED(void, glEvalCoord1d, (GLdouble u))
@@ -401,7 +401,7 @@ SDL_PROC_UNUSED(void, glTexCoord4iv, (const GLint * v))
SDL_PROC_UNUSED(void, glTexCoord4s,
(GLshort s, GLshort t, GLshort r, GLshort q))
SDL_PROC_UNUSED(void, glTexCoord4sv, (const GLshort * v))
SDL_PROC_UNUSED(void, glTexCoordPointer,
SDL_PROC(void, glTexCoordPointer,
(GLint size, GLenum type, GLsizei stride,
const GLvoid * pointer))
SDL_PROC(void, glTexEnvf, (GLenum target, GLenum pname, GLfloat param))
@@ -470,7 +470,7 @@ SDL_PROC_UNUSED(void, glVertex4iv, (const GLint * v))
SDL_PROC_UNUSED(void, glVertex4s,
(GLshort x, GLshort y, GLshort z, GLshort w))
SDL_PROC_UNUSED(void, glVertex4sv, (const GLshort * v))
SDL_PROC_UNUSED(void, glVertexPointer,
SDL_PROC(void, glVertexPointer,
(GLint size, GLenum type, GLsizei stride,
const GLvoid * pointer))
SDL_PROC(void, glViewport, (GLint x, GLint y, GLsizei width, GLsizei height))

View File

@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -30,6 +30,11 @@
#include <OpenGL/OpenGL.h>
#endif
#ifdef SDL_VIDEO_VITA_PVR_OGL
#include <GL/gl.h>
#include <GL/glext.h>
#endif
/* To prevent unnecessary window recreation,
* these should match the defaults selected in SDL_GL_ResetAttributes
*/
@@ -72,6 +77,9 @@ typedef struct
SDL_bool cliprect_dirty;
SDL_Rect cliprect;
SDL_bool texturing;
SDL_bool vertex_array;
SDL_bool color_array;
SDL_bool texture_array;
Uint32 color;
Uint32 clear_color;
} GL_DrawStateCache;
@@ -316,6 +324,20 @@ GL_GetFBO(GL_RenderData *data, Uint32 w, Uint32 h)
return result;
}
static void
GL_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{
/* If the window x/y/w/h changed at all, assume the viewport has been
* changed behind our backs. x/y changes might seem weird but viewport
* resets have been observed on macOS at minimum!
*/
if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED ||
event->event == SDL_WINDOWEVENT_MOVED) {
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
data->drawstate.viewport_dirty = SDL_TRUE;
}
}
static int
GL_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
{
@@ -981,7 +1003,7 @@ GL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPo
static int
GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
const float *xy, int xy_stride, const SDL_Color *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)
{
@@ -989,9 +1011,9 @@ GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
int i;
int count = indices ? num_indices : num_vertices;
GLfloat *verts;
int sz = 2 + 4 + (texture ? 2 : 0);
size_t sz = 2 * sizeof(GLfloat) + 4 * sizeof(Uint8) + (texture ? 2 : 0) * sizeof(GLfloat);
verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * sz * sizeof (GLfloat), 0, &cmd->data.draw.first);
verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * sz, 0, &cmd->data.draw.first);
if (!verts) {
return -1;
}
@@ -1006,7 +1028,6 @@ GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
for (i = 0; i < count; i++) {
int j;
float *xy_;
SDL_Color col_;
if (size_indices == 4) {
j = ((const Uint32 *)indices)[i];
} else if (size_indices == 2) {
@@ -1018,15 +1039,14 @@ GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
}
xy_ = (float *)((char*)xy + j * xy_stride);
col_ = *(SDL_Color *)((char*)color + j * color_stride);
*(verts++) = xy_[0] * scale_x;
*(verts++) = xy_[1] * scale_y;
*(verts++) = col_.r * inv255f;
*(verts++) = col_.g * inv255f;
*(verts++) = col_.b * inv255f;
*(verts++) = col_.a * inv255f;
/* Not really a float, but it is still 4 bytes and will be cast to the
right type in the graphics driver. */
SDL_memcpy(verts, ((char*)color + j * color_stride), sizeof(*color));
++verts;
if (texture) {
float *uv_ = (float *)((char*)uv + j * uv_stride);
@@ -1037,10 +1057,13 @@ GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
return 0;
}
static void
static int
SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader shader)
{
const SDL_BlendMode blend = cmd->data.draw.blend;
SDL_bool vertex_array;
SDL_bool color_array;
SDL_bool texture_array;
if (data->drawstate.viewport_dirty) {
const SDL_bool istarget = data->drawstate.target != NULL;
@@ -1106,9 +1129,46 @@ SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader
data->drawstate.texturing = SDL_TRUE;
}
}
vertex_array = cmd->command == SDL_RENDERCMD_DRAW_POINTS
|| cmd->command == SDL_RENDERCMD_DRAW_LINES
|| cmd->command == SDL_RENDERCMD_GEOMETRY;
color_array = cmd->command == SDL_RENDERCMD_GEOMETRY;
texture_array = cmd->data.draw.texture != NULL;
if (vertex_array != data->drawstate.vertex_array) {
if (vertex_array) {
data->glEnableClientState(GL_VERTEX_ARRAY);
} else {
data->glDisableClientState(GL_VERTEX_ARRAY);
}
data->drawstate.vertex_array = vertex_array;
}
if (color_array != data->drawstate.color_array) {
if (color_array) {
data->glEnableClientState(GL_COLOR_ARRAY);
} else {
data->glDisableClientState(GL_COLOR_ARRAY);
}
data->drawstate.color_array = color_array;
}
/* This is a little awkward but should avoid texcoord arrays getting into
a bad state if SDL_GL_BindTexture/UnbindTexture are called. */
if (texture_array != data->drawstate.texture_array) {
if (texture_array) {
data->glEnableClientState(GL_TEXTURE_COORD_ARRAY);
} else {
data->glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
data->drawstate.texture_array = texture_array;
}
return 0;
}
static void
static int
SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd)
{
SDL_Texture *texture = cmd->data.draw.texture;
@@ -1144,6 +1204,8 @@ SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd)
data->drawstate.texture = texture;
}
return 0;
}
static int
@@ -1151,7 +1213,6 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
{
/* !!! FIXME: it'd be nice to use a vertex buffer instead of immediate mode... */
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
size_t i;
if (GL_ActivateRenderer(renderer) < 0) {
return -1;
@@ -1170,9 +1231,9 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
}
#ifdef __MACOSX__
// On macOS, moving the window seems to invalidate the OpenGL viewport state,
// so don't bother trying to persist it across frames; always reset it.
// Workaround for: https://github.com/libsdl-org/SDL/issues/1504
// On macOS on older systems, the OpenGL view change and resize events aren't
// necessarily synchronized, so just always reset it.
// Workaround for: https://discourse.libsdl.org/t/sdl-2-0-22-prerelease/35306/6
data->drawstate.viewport_dirty = SDL_TRUE;
#endif
@@ -1185,10 +1246,7 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
const Uint8 a = cmd->data.color.a;
const Uint32 color = (((Uint32)a << 24) | (r << 16) | (g << 8) | b);
if (color != data->drawstate.color) {
data->glColor4f((GLfloat) r * inv255f,
(GLfloat) g * inv255f,
(GLfloat) b * inv255f,
(GLfloat) a * inv255f);
data->glColor4ub((GLubyte) r, (GLubyte) g, (GLubyte) b, (GLubyte) a);
data->drawstate.color = color;
}
break;
@@ -1209,6 +1267,7 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled;
data->drawstate.cliprect_enabled_dirty = SDL_TRUE;
}
if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof (SDL_Rect)) != 0) {
SDL_memcpy(&data->drawstate.cliprect, rect, sizeof (SDL_Rect));
data->drawstate.cliprect_dirty = SDL_TRUE;
@@ -1237,32 +1296,6 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
}
data->glClear(GL_COLOR_BUFFER_BIT);
break;
}
case SDL_RENDERCMD_DRAW_POINTS: {
const size_t count = cmd->data.draw.count;
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
SetDrawState(data, cmd, SHADER_SOLID);
data->glBegin(GL_POINTS);
for (i = 0; i < count; i++, verts += 2) {
data->glVertex2f(verts[0], verts[1]);
}
data->glEnd();
break;
}
case SDL_RENDERCMD_DRAW_LINES: {
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
const size_t count = cmd->data.draw.count;
SDL_assert(count >= 2);
SetDrawState(data, cmd, SHADER_SOLID);
data->glBegin(GL_LINE_STRIP);
for (i = 0; i < count; ++i, verts += 2) {
data->glVertex2f(verts[0], verts[1]);
}
data->glEnd();
break;
}
@@ -1275,47 +1308,113 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
case SDL_RENDERCMD_COPY_EX: /* unused */
break;
case SDL_RENDERCMD_GEOMETRY: {
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
SDL_Texture *texture = cmd->data.draw.texture;
const size_t count = cmd->data.draw.count;
case SDL_RENDERCMD_DRAW_LINES: {
if (SetDrawState(data, cmd, SHADER_SOLID) == 0) {
size_t count = cmd->data.draw.count;
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
if (texture) {
SetCopyState(data, cmd);
} else {
SetDrawState(data, cmd, SHADER_SOLID);
}
/* SetDrawState handles glEnableClientState. */
data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, verts);
{
size_t j;
float currentColor[4];
data->glGetFloatv(GL_CURRENT_COLOR, currentColor);
data->glBegin(GL_TRIANGLES);
for (j = 0; j < count; ++j)
{
const GLfloat x = *(verts++);
const GLfloat y = *(verts++);
if (count > 2) {
/* joined lines cannot be grouped */
data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)count);
} else {
/* let's group non joined lines */
SDL_RenderCommand *finalcmd = cmd;
SDL_RenderCommand *nextcmd = cmd->next;
SDL_BlendMode thisblend = cmd->data.draw.blend;
const GLfloat r = *(verts++);
const GLfloat g = *(verts++);
const GLfloat b = *(verts++);
const GLfloat a = *(verts++);
data->glColor4f(r, g, b, a);
if (texture) {
GLfloat u = *(verts++);
GLfloat v = *(verts++);
data->glTexCoord2f(u,v);
while (nextcmd != NULL) {
const SDL_RenderCommandType nextcmdtype = nextcmd->command;
if (nextcmdtype != SDL_RENDERCMD_DRAW_LINES) {
break; /* can't go any further on this draw call, different render command up next. */
} else if (nextcmd->data.draw.count != 2) {
break; /* can't go any further on this draw call, those are joined lines */
} else if (nextcmd->data.draw.blend != thisblend) {
break; /* can't go any further on this draw call, different blendmode copy up next. */
} else {
finalcmd = nextcmd; /* we can combine copy operations here. Mark this one as the furthest okay command. */
count += nextcmd->data.draw.count;
}
nextcmd = nextcmd->next;
}
data->glVertex2f(x, y);
data->glDrawArrays(GL_LINES, 0, (GLsizei)count);
cmd = finalcmd; /* skip any copy commands we just combined in here. */
}
data->glEnd();
data->glColor4f(currentColor[0], currentColor[1], currentColor[2], currentColor[3]);
}
break;
}
}
case SDL_RENDERCMD_DRAW_POINTS:
case SDL_RENDERCMD_GEOMETRY: {
/* as long as we have the same copy command in a row, with the
same texture, we can combine them all into a single draw call. */
SDL_Texture *thistexture = cmd->data.draw.texture;
SDL_BlendMode thisblend = cmd->data.draw.blend;
const SDL_RenderCommandType thiscmdtype = cmd->command;
SDL_RenderCommand *finalcmd = cmd;
SDL_RenderCommand *nextcmd = cmd->next;
size_t count = cmd->data.draw.count;
int ret;
while (nextcmd != NULL) {
const SDL_RenderCommandType nextcmdtype = nextcmd->command;
if (nextcmdtype != thiscmdtype) {
break; /* can't go any further on this draw call, different render command up next. */
} else if (nextcmd->data.draw.texture != thistexture || nextcmd->data.draw.blend != thisblend) {
break; /* can't go any further on this draw call, different texture/blendmode copy up next. */
} else {
finalcmd = nextcmd; /* we can combine copy operations here. Mark this one as the furthest okay command. */
count += nextcmd->data.draw.count;
}
nextcmd = nextcmd->next;
}
if (thistexture) {
ret = SetCopyState(data, cmd);
} else {
ret = SetDrawState(data, cmd, SHADER_SOLID);
}
if (ret == 0) {
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
int op = GL_TRIANGLES; /* SDL_RENDERCMD_GEOMETRY */
if (thiscmdtype == SDL_RENDERCMD_DRAW_POINTS) {
op = GL_POINTS;
}
if (thiscmdtype == SDL_RENDERCMD_DRAW_POINTS) {
/* SetDrawState handles glEnableClientState. */
data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, verts);
} else {
/* SetDrawState handles glEnableClientState. */
if (thistexture) {
data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 5, verts + 0);
data->glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(float) * 5, verts + 2);
data->glTexCoordPointer(2, GL_FLOAT, sizeof(float) * 5, verts + 3);
} else {
data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 3, verts + 0);
data->glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(float) * 3, verts + 2);
}
}
data->glDrawArrays(op, 0, (GLsizei) count);
/* Restore previously set color when we're done. */
if (thiscmdtype != SDL_RENDERCMD_DRAW_POINTS) {
Uint32 color = data->drawstate.color;
GLubyte a = (GLubyte)((color >> 24) & 0xFF);
GLubyte r = (GLubyte)((color >> 16) & 0xFF);
GLubyte g = (GLubyte)((color >> 8) & 0xFF);
GLubyte b = (GLubyte)((color >> 0) & 0xFF);
data->glColor4ub(r, g, b, a);
}
}
cmd = finalcmd; /* skip any copy commands we just combined in here. */
break;
}
case SDL_RENDERCMD_NO_OP:
break;
@@ -1324,6 +1423,21 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
cmd = cmd->next;
}
/* Turn off vertex array state when we're done, in case external code
relies on it being off. */
if (data->drawstate.vertex_array) {
data->glDisableClientState(GL_VERTEX_ARRAY);
data->drawstate.vertex_array = SDL_FALSE;
}
if (data->drawstate.color_array) {
data->glDisableClientState(GL_COLOR_ARRAY);
data->drawstate.color_array = SDL_FALSE;
}
if (data->drawstate.texture_array) {
data->glDisableClientState(GL_TEXTURE_COORD_ARRAY);
data->drawstate.texture_array = SDL_FALSE;
}
return GL_CheckError("", renderer);
}
@@ -1595,6 +1709,32 @@ GL_SetVSync(SDL_Renderer * renderer, const int vsync)
return retval;
}
static SDL_bool
GL_IsProbablyAccelerated(const GL_RenderData *data)
{
/*const char *vendor = (const char *) data->glGetString(GL_VENDOR);*/
const char *renderer = (const char *) data->glGetString(GL_RENDERER);
#ifdef __WINDOWS__
if (SDL_strcmp(renderer, "GDI Generic") == 0) {
return SDL_FALSE; /* Microsoft's fallback software renderer. Fix your system! */
}
#endif
#ifdef __APPLE__
if (SDL_strcmp(renderer, "Apple Software Renderer") == 0) {
return SDL_FALSE; /* (a probably very old) Apple software-based OpenGL. */
}
#endif
if (SDL_strcmp(renderer, "Software Rasterizer") == 0) {
return SDL_FALSE; /* (a probably very old) Software Mesa, or some other generic thing. */
}
/* !!! FIXME: swrast? llvmpipe? softpipe? */
return SDL_TRUE;
}
static SDL_Renderer *
GL_CreateRenderer(SDL_Window * window, Uint32 flags)
@@ -1605,11 +1745,14 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
Uint32 window_flags;
int profile_mask = 0, major = 0, minor = 0;
SDL_bool changed_window = SDL_FALSE;
const char *hint;
SDL_bool non_power_of_two_supported = SDL_FALSE;
SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile_mask);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor);
#ifndef SDL_VIDEO_VITA_PVR_OGL
window_flags = SDL_GetWindowFlags(window);
if (!(window_flags & SDL_WINDOW_OPENGL) ||
profile_mask == SDL_GL_CONTEXT_PROFILE_ES || major != RENDERER_CONTEXT_MAJOR || minor != RENDERER_CONTEXT_MINOR) {
@@ -1623,6 +1766,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
goto error;
}
}
#endif
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
if (!renderer) {
@@ -1637,6 +1781,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
goto error;
}
renderer->WindowEvent = GL_WindowEvent;
renderer->GetOutputSize = GL_GetOutputSize;
renderer->SupportsBlendMode = GL_SupportsBlendMode;
renderer->CreateTexture = GL_CreateTexture;
@@ -1663,7 +1808,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->GL_BindTexture = GL_BindTexture;
renderer->GL_UnbindTexture = GL_UnbindTexture;
renderer->info = GL_RenderDriver.info;
renderer->info.flags = SDL_RENDERER_ACCELERATED;
renderer->info.flags = 0; /* will set some flags below. */
renderer->driverdata = data;
renderer->window = window;
@@ -1687,6 +1832,10 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
goto error;
}
if (GL_IsProbablyAccelerated(data)) {
renderer->info.flags |= SDL_RENDERER_ACCELERATED;
}
#ifdef __MACOSX__
/* Enable multi-threaded rendering */
/* Disabled until Ryan finishes his VBO/PBO code...
@@ -1720,15 +1869,37 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
data->glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
}
hint = SDL_getenv("GL_ARB_texture_non_power_of_two");
if (!hint || *hint != '0') {
SDL_bool isGL2 = SDL_FALSE;
const char *verstr = (const char *)data->glGetString(GL_VERSION);
if (verstr) {
char verbuf[16];
char *ptr;
SDL_strlcpy(verbuf, verstr, sizeof (verbuf));
ptr = SDL_strchr(verbuf, '.');
if (ptr) {
*ptr = '\0';
if (SDL_atoi(verbuf) >= 2) {
isGL2 = SDL_TRUE;
}
}
}
if (isGL2 || SDL_GL_ExtensionSupported("GL_ARB_texture_non_power_of_two")) {
non_power_of_two_supported = SDL_TRUE;
}
}
data->textype = GL_TEXTURE_2D;
if (SDL_GL_ExtensionSupported("GL_ARB_texture_non_power_of_two")) {
if (non_power_of_two_supported) {
data->GL_ARB_texture_non_power_of_two_supported = SDL_TRUE;
data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
renderer->info.max_texture_width = value;
renderer->info.max_texture_height = value;
} else if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle") ||
SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) {
data->GL_ARB_texture_rectangle_supported = SDL_TRUE;
data->textype = GL_TEXTURE_RECTANGLE_ARB;
}
if (data->GL_ARB_texture_rectangle_supported) {
data->glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB, &value);
renderer->info.max_texture_width = value;
renderer->info.max_texture_height = value;
@@ -1753,7 +1924,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
}
SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL shaders: %s",
data->shaders ? "ENABLED" : "DISABLED");
#if SDL_HAVE_YUV
/* We support YV12 textures using 3 textures and a shader */
if (data->shaders && data->num_texture_units >= 3) {
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
@@ -1761,7 +1932,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV12;
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV21;
}
#endif
#ifdef __MACOSX__
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_UYVY;
#endif
@@ -1790,7 +1961,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
data->glDisable(GL_SCISSOR_TEST);
data->glDisable(data->textype);
data->glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
data->glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
data->glColor4ub(255, 255, 255, 255);
/* This ended up causing video discrepancies between OpenGL and Direct3D */
/* data->glEnable(GL_LINE_SMOOTH); */

View File

@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -284,7 +284,7 @@ static const char *shader_source[NUM_SHADERS][2] =
" gl_FragColor = texture2D(tex0, v_texCoord) * v_color;\n"
"}"
},
#if SDL_HAVE_YUV
/* SHADER_YUV_JPEG */
{
/* vertex shader */
@@ -384,6 +384,7 @@ static const char *shader_source[NUM_SHADERS][2] =
BT709_SHADER_CONSTANTS
NV21_SHADER_BODY
},
#endif /* SDL_HAVE_YUV */
};
static SDL_bool

View File

@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -32,6 +32,7 @@ typedef enum {
SHADER_SOLID,
SHADER_RGB,
SHADER_RGBA,
#if SDL_HAVE_YUV
SHADER_YUV_JPEG,
SHADER_YUV_BT601,
SHADER_YUV_BT709,
@@ -43,6 +44,7 @@ typedef enum {
SHADER_NV21_JPEG,
SHADER_NV21_BT601,
SHADER_NV21_BT709,
#endif
NUM_SHADERS
} GL_Shader;