early-access version 1667
This commit is contained in:
@@ -1,6 +1,6 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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@@ -58,35 +58,21 @@ typedef struct GLES2_TextureData
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GLenum pixel_type;
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void *pixel_data;
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int pitch;
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#if SDL_HAVE_YUV
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/* YUV texture support */
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SDL_bool yuv;
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SDL_bool nv12;
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GLenum texture_v;
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GLenum texture_u;
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#endif
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GLES2_FBOList *fbo;
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} GLES2_TextureData;
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typedef struct GLES2_ShaderCacheEntry
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{
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GLuint id;
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GLES2_ShaderType type;
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const GLES2_ShaderInstance *instance;
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int references;
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struct GLES2_ShaderCacheEntry *prev;
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struct GLES2_ShaderCacheEntry *next;
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} GLES2_ShaderCacheEntry;
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typedef struct GLES2_ShaderCache
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{
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int count;
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GLES2_ShaderCacheEntry *head;
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} GLES2_ShaderCache;
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typedef struct GLES2_ProgramCacheEntry
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{
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GLuint id;
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GLES2_ShaderCacheEntry *vertex_shader;
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GLES2_ShaderCacheEntry *fragment_shader;
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GLuint vertex_shader;
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GLuint fragment_shader;
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GLuint uniform_locations[16];
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Uint32 color;
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GLfloat projection[4][4];
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@@ -165,9 +151,8 @@ typedef struct GLES2_RenderData
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GLES2_FBOList *framebuffers;
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GLuint window_framebuffer;
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int shader_format_count;
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GLenum *shader_formats;
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GLES2_ShaderCache shader_cache;
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GLuint shader_id_cache[GLES2_SHADER_COUNT];
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GLES2_ProgramCache program_cache;
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Uint8 clear_r, clear_g, clear_b, clear_a;
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@@ -393,32 +378,10 @@ GLES2_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
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}
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static void
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GLES2_EvictShader(GLES2_RenderData *data, GLES2_ShaderCacheEntry *entry)
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{
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/* Unlink the shader from the cache */
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if (entry->next) {
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entry->next->prev = entry->prev;
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}
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if (entry->prev) {
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entry->prev->next = entry->next;
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}
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if (data->shader_cache.head == entry) {
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data->shader_cache.head = entry->next;
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}
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--data->shader_cache.count;
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/* Deallocate the shader */
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data->glDeleteShader(entry->id);
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SDL_free(entry);
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}
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static GLES2_ProgramCacheEntry *
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GLES2_CacheProgram(GLES2_RenderData *data, GLES2_ShaderCacheEntry *vertex,
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GLES2_ShaderCacheEntry *fragment)
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GLES2_CacheProgram(GLES2_RenderData *data, GLuint vertex, GLuint fragment)
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{
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GLES2_ProgramCacheEntry *entry;
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GLES2_ShaderCacheEntry *shaderEntry;
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GLint linkSuccessful;
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/* Check if we've already cached this program */
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@@ -456,8 +419,8 @@ GLES2_CacheProgram(GLES2_RenderData *data, GLES2_ShaderCacheEntry *vertex,
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/* Create the program and link it */
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entry->id = data->glCreateProgram();
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data->glAttachShader(entry->id, vertex->id);
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data->glAttachShader(entry->id, fragment->id);
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data->glAttachShader(entry->id, vertex);
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data->glAttachShader(entry->id, fragment);
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data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position");
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data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
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data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_ANGLE, "a_angle");
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@@ -512,20 +475,8 @@ GLES2_CacheProgram(GLES2_RenderData *data, GLES2_ShaderCacheEntry *vertex,
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data->program_cache.head = entry;
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++data->program_cache.count;
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/* Increment the refcount of the shaders we're using */
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++vertex->references;
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++fragment->references;
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/* Evict the last entry from the cache if we exceed the limit */
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if (data->program_cache.count > GLES2_MAX_CACHED_PROGRAMS) {
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shaderEntry = data->program_cache.tail->vertex_shader;
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if (--shaderEntry->references <= 0) {
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GLES2_EvictShader(data, shaderEntry);
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}
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shaderEntry = data->program_cache.tail->fragment_shader;
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if (--shaderEntry->references <= 0) {
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GLES2_EvictShader(data, shaderEntry);
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}
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data->glDeleteProgram(data->program_cache.tail->id);
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data->program_cache.tail = data->program_cache.tail->prev;
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if (data->program_cache.tail != NULL) {
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@@ -537,80 +488,34 @@ GLES2_CacheProgram(GLES2_RenderData *data, GLES2_ShaderCacheEntry *vertex,
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return entry;
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}
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static GLES2_ShaderCacheEntry *
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GLES2_CacheShader(GLES2_RenderData *data, GLES2_ShaderType type)
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static GLuint
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GLES2_CacheShader(GLES2_RenderData *data, GLES2_ShaderType type, GLenum shader_type)
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{
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const GLES2_Shader *shader;
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const GLES2_ShaderInstance *instance = NULL;
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GLES2_ShaderCacheEntry *entry = NULL;
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GLuint id;
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GLint compileSuccessful = GL_FALSE;
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int i, j;
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const Uint8 *shader_src = GLES2_GetShader(type);
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/* Find the corresponding shader */
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shader = GLES2_GetShader(type);
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if (!shader) {
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SDL_SetError("No shader matching the requested characteristics was found");
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return NULL;
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if (!shader_src) {
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SDL_SetError("No shader src");
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return 0;
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}
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/* Find a matching shader instance that's supported on this hardware */
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for (i = 0; i < shader->instance_count && !instance; ++i) {
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for (j = 0; j < data->shader_format_count && !instance; ++j) {
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if (!shader->instances[i]) {
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continue;
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}
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if (shader->instances[i]->format != data->shader_formats[j]) {
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continue;
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}
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instance = shader->instances[i];
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}
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}
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if (!instance) {
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SDL_SetError("The specified shader cannot be loaded on the current platform");
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return NULL;
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}
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/* Compile */
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id = data->glCreateShader(shader_type);
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data->glShaderSource(id, 1, (const char**)&shader_src, NULL);
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data->glCompileShader(id);
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data->glGetShaderiv(id, GL_COMPILE_STATUS, &compileSuccessful);
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/* Check if we've already cached this shader */
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entry = data->shader_cache.head;
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while (entry) {
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if (entry->instance == instance) {
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break;
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}
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entry = entry->next;
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}
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if (entry) {
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return entry;
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}
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/* Create a shader cache entry */
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entry = (GLES2_ShaderCacheEntry *)SDL_calloc(1, sizeof(GLES2_ShaderCacheEntry));
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if (!entry) {
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SDL_OutOfMemory();
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return NULL;
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}
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entry->type = type;
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entry->instance = instance;
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/* Compile or load the selected shader instance */
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entry->id = data->glCreateShader(instance->type);
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if (instance->format == (GLenum)-1) {
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data->glShaderSource(entry->id, 1, (const char **)(char *)&instance->data, NULL);
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data->glCompileShader(entry->id);
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data->glGetShaderiv(entry->id, GL_COMPILE_STATUS, &compileSuccessful);
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} else {
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data->glShaderBinary(1, &entry->id, instance->format, instance->data, instance->length);
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compileSuccessful = GL_TRUE;
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}
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if (!compileSuccessful) {
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SDL_bool isstack = SDL_FALSE;
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char *info = NULL;
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int length = 0;
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data->glGetShaderiv(entry->id, GL_INFO_LOG_LENGTH, &length);
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data->glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
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if (length > 0) {
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info = SDL_small_alloc(char, length, &isstack);
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if (info) {
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data->glGetShaderInfoLog(entry->id, length, &length, info);
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data->glGetShaderInfoLog(id, length, &length, info);
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}
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}
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if (info) {
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@@ -619,26 +524,21 @@ GLES2_CacheShader(GLES2_RenderData *data, GLES2_ShaderType type)
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} else {
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SDL_SetError("Failed to load the shader");
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}
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data->glDeleteShader(entry->id);
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SDL_free(entry);
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return NULL;
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data->glDeleteShader(id);
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return 0;
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}
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/* Link the shader entry in at the front of the cache */
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if (data->shader_cache.head) {
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entry->next = data->shader_cache.head;
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data->shader_cache.head->prev = entry;
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}
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data->shader_cache.head = entry;
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++data->shader_cache.count;
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return entry;
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/* Cache */
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data->shader_id_cache[(Uint32)type] = id;
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return id;
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}
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static int
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GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, int w, int h)
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{
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GLES2_ShaderCacheEntry *vertex = NULL;
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GLES2_ShaderCacheEntry *fragment = NULL;
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GLuint vertex;
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GLuint fragment;
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GLES2_ShaderType vtype, ftype;
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GLES2_ProgramCacheEntry *program;
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@@ -646,30 +546,30 @@ GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, int w, int
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vtype = GLES2_SHADER_VERTEX_DEFAULT;
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switch (source) {
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case GLES2_IMAGESOURCE_SOLID:
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ftype = GLES2_SHADER_FRAGMENT_SOLID_SRC;
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ftype = GLES2_SHADER_FRAGMENT_SOLID;
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break;
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case GLES2_IMAGESOURCE_TEXTURE_ABGR:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC;
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ABGR;
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break;
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case GLES2_IMAGESOURCE_TEXTURE_ARGB:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC;
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ARGB;
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break;
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case GLES2_IMAGESOURCE_TEXTURE_RGB:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC;
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_RGB;
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break;
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case GLES2_IMAGESOURCE_TEXTURE_BGR:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC;
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_BGR;
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break;
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case GLES2_IMAGESOURCE_TEXTURE_YUV:
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switch (SDL_GetYUVConversionModeForResolution(w, h)) {
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case SDL_YUV_CONVERSION_JPEG:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC;
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG;
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break;
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case SDL_YUV_CONVERSION_BT601:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC;
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601;
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break;
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case SDL_YUV_CONVERSION_BT709:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC;
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709;
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break;
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default:
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SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
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@@ -679,13 +579,13 @@ GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, int w, int
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case GLES2_IMAGESOURCE_TEXTURE_NV12:
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switch (SDL_GetYUVConversionModeForResolution(w, h)) {
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case SDL_YUV_CONVERSION_JPEG:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC;
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG;
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break;
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case SDL_YUV_CONVERSION_BT601:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC;
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601;
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break;
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case SDL_YUV_CONVERSION_BT709:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC;
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709;
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break;
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default:
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SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
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@@ -695,13 +595,13 @@ GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, int w, int
|
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case GLES2_IMAGESOURCE_TEXTURE_NV21:
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switch (SDL_GetYUVConversionModeForResolution(w, h)) {
|
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case SDL_YUV_CONVERSION_JPEG:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC;
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG;
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break;
|
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case SDL_YUV_CONVERSION_BT601:
|
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC;
|
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601;
|
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break;
|
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case SDL_YUV_CONVERSION_BT709:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC;
|
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709;
|
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break;
|
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default:
|
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SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
|
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@@ -709,20 +609,27 @@ GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, int w, int
|
||||
}
|
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break;
|
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case GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES:
|
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC;
|
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES;
|
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break;
|
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default:
|
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goto fault;
|
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}
|
||||
|
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/* Load the requested shaders */
|
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vertex = GLES2_CacheShader(data, vtype);
|
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vertex = data->shader_id_cache[(Uint32)vtype];
|
||||
if (!vertex) {
|
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goto fault;
|
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vertex = GLES2_CacheShader(data, vtype, GL_VERTEX_SHADER);
|
||||
if (!vertex) {
|
||||
goto fault;
|
||||
}
|
||||
}
|
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fragment = GLES2_CacheShader(data, ftype);
|
||||
|
||||
fragment = data->shader_id_cache[(Uint32)ftype];
|
||||
if (!fragment) {
|
||||
goto fault;
|
||||
fragment = GLES2_CacheShader(data, ftype, GL_FRAGMENT_SHADER);
|
||||
if (!fragment) {
|
||||
goto fault;
|
||||
}
|
||||
}
|
||||
|
||||
/* Check if we need to change programs at all */
|
||||
@@ -747,12 +654,6 @@ GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, int w, int
|
||||
/* Clean up and return */
|
||||
return 0;
|
||||
fault:
|
||||
if (vertex && vertex->references <= 0) {
|
||||
GLES2_EvictShader(data, vertex);
|
||||
}
|
||||
if (fragment && fragment->references <= 0) {
|
||||
GLES2_EvictShader(data, fragment);
|
||||
}
|
||||
data->drawstate.program = NULL;
|
||||
return -1;
|
||||
}
|
||||
@@ -809,9 +710,9 @@ GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
|
||||
const GLfloat yend = verts[3];
|
||||
|
||||
if (ystart == yend) { /* horizontal line */
|
||||
verts[2] += (xend > xstart) ? 1.0f : -1.0f;
|
||||
verts[(xend > xstart) ? 2 : 0] += 1.0f;
|
||||
} else if (xstart == xend) { /* vertical line */
|
||||
verts[3] += (yend > ystart) ? 1.0f : -1.0f;
|
||||
verts[(yend > ystart) ? 3 : 1] += 1.0f;
|
||||
} else { /* bump a pixel in the direction we are moving in. */
|
||||
const GLfloat deltax = xend - xstart;
|
||||
const GLfloat deltay = yend - ystart;
|
||||
@@ -905,7 +806,7 @@ GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
|
||||
const SDL_Rect * srcquad, const SDL_FRect * dstrect,
|
||||
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
|
||||
{
|
||||
/* render expects cos value - 1 (see GLES2_VertexSrc_Default_) */
|
||||
/* render expects cos value - 1 (see GLES2_Vertex_Default) */
|
||||
const float radian_angle = (float)(M_PI * (360.0 - angle) / 180.0);
|
||||
const GLfloat s = (GLfloat) SDL_sin(radian_angle);
|
||||
const GLfloat c = (GLfloat) SDL_cos(radian_angle) - 1.0f;
|
||||
@@ -1037,6 +938,7 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
|
||||
|
||||
if (texture) {
|
||||
GLES2_TextureData *tdata = (GLES2_TextureData *) texture->driverdata;
|
||||
#if SDL_HAVE_YUV
|
||||
if (tdata->yuv) {
|
||||
data->glActiveTexture(GL_TEXTURE2);
|
||||
data->glBindTexture(tdata->texture_type, tdata->texture_v);
|
||||
@@ -1051,6 +953,7 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
|
||||
|
||||
data->glActiveTexture(GL_TEXTURE0);
|
||||
}
|
||||
#endif
|
||||
data->glBindTexture(tdata->texture_type, tdata->texture);
|
||||
}
|
||||
|
||||
@@ -1382,14 +1285,12 @@ GLES2_DestroyRenderer(SDL_Renderer *renderer)
|
||||
GLES2_ActivateRenderer(renderer);
|
||||
|
||||
{
|
||||
GLES2_ShaderCacheEntry *entry;
|
||||
GLES2_ShaderCacheEntry *next;
|
||||
entry = data->shader_cache.head;
|
||||
while (entry) {
|
||||
data->glDeleteShader(entry->id);
|
||||
next = entry->next;
|
||||
SDL_free(entry);
|
||||
entry = next;
|
||||
int i;
|
||||
for (i = 0; i < GLES2_SHADER_COUNT; i++) {
|
||||
GLuint id = data->shader_id_cache[i];
|
||||
if (id) {
|
||||
data->glDeleteShader(id);
|
||||
}
|
||||
}
|
||||
}
|
||||
{
|
||||
@@ -1419,7 +1320,6 @@ GLES2_DestroyRenderer(SDL_Renderer *renderer)
|
||||
SDL_GL_DeleteContext(data->context);
|
||||
}
|
||||
|
||||
SDL_free(data->shader_formats);
|
||||
SDL_free(data);
|
||||
}
|
||||
SDL_free(renderer);
|
||||
@@ -1483,10 +1383,12 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
|
||||
#endif
|
||||
data->pixel_format = format;
|
||||
data->pixel_type = type;
|
||||
#if 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));
|
||||
data->texture_u = 0;
|
||||
data->texture_v = 0;
|
||||
#endif
|
||||
scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
|
||||
|
||||
/* Allocate a blob for image renderdata */
|
||||
@@ -1494,6 +1396,7 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
|
||||
size_t size;
|
||||
data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
|
||||
size = texture->h * data->pitch;
|
||||
#if SDL_HAVE_YUV
|
||||
if (data->yuv) {
|
||||
/* Need to add size for the U and V planes */
|
||||
size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
|
||||
@@ -1501,6 +1404,7 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
|
||||
/* Need to add size for the U/V plane */
|
||||
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);
|
||||
@@ -1511,6 +1415,7 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
|
||||
/* Allocate the texture */
|
||||
GL_CheckError("", renderer);
|
||||
|
||||
#if SDL_HAVE_YUV
|
||||
if (data->yuv) {
|
||||
renderdata->glGenTextures(1, &data->texture_v);
|
||||
if (GL_CheckError("glGenTexures()", renderer) < 0) {
|
||||
@@ -1554,6 +1459,7 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
renderdata->glGenTextures(1, &data->texture);
|
||||
if (GL_CheckError("glGenTexures()", renderer) < 0) {
|
||||
@@ -1646,6 +1552,7 @@ GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
|
||||
tdata->pixel_type,
|
||||
pixels, pitch, SDL_BYTESPERPIXEL(texture->format));
|
||||
|
||||
#if SDL_HAVE_YUV
|
||||
if (tdata->yuv) {
|
||||
/* Skip to the correct offset into the next texture */
|
||||
pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
|
||||
@@ -1692,10 +1599,12 @@ GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
|
||||
GL_UNSIGNED_BYTE,
|
||||
pixels, 2 * ((pitch + 1) / 2), 2);
|
||||
}
|
||||
#endif
|
||||
|
||||
return GL_CheckError("glTexSubImage2D()", renderer);
|
||||
}
|
||||
|
||||
#if SDL_HAVE_YUV
|
||||
static int
|
||||
GLES2_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
|
||||
const SDL_Rect * rect,
|
||||
@@ -1748,6 +1657,48 @@ GLES2_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
|
||||
return GL_CheckError("glTexSubImage2D()", renderer);
|
||||
}
|
||||
|
||||
static int
|
||||
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->driverdata;
|
||||
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
|
||||
|
||||
GLES2_ActivateRenderer(renderer);
|
||||
|
||||
/* Bail out if we're supposed to update an empty rectangle */
|
||||
if (rect->w <= 0 || rect->h <= 0) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
data->drawstate.texture = NULL; /* we trash this state. */
|
||||
|
||||
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 int
|
||||
GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
|
||||
void **pixels, int *pitch)
|
||||
@@ -1784,6 +1735,7 @@ GLES2_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Sc
|
||||
GLES2_TextureData *data = (GLES2_TextureData *) texture->driverdata;
|
||||
GLenum glScaleMode = (scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
|
||||
|
||||
#if SDL_HAVE_YUV
|
||||
if (data->yuv) {
|
||||
renderdata->glActiveTexture(GL_TEXTURE2);
|
||||
renderdata->glBindTexture(data->texture_type, data->texture_v);
|
||||
@@ -1800,6 +1752,7 @@ GLES2_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Sc
|
||||
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
|
||||
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
|
||||
}
|
||||
#endif
|
||||
|
||||
renderdata->glActiveTexture(GL_TEXTURE0);
|
||||
renderdata->glBindTexture(data->texture_type, data->texture);
|
||||
@@ -1850,12 +1803,14 @@ GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
|
||||
/* Destroy the texture */
|
||||
if (tdata) {
|
||||
data->glDeleteTextures(1, &tdata->texture);
|
||||
#if SDL_HAVE_YUV
|
||||
if (tdata->texture_v) {
|
||||
data->glDeleteTextures(1, &tdata->texture_v);
|
||||
}
|
||||
if (tdata->texture_u) {
|
||||
data->glDeleteTextures(1, &tdata->texture_u);
|
||||
}
|
||||
#endif
|
||||
SDL_free(tdata->pixel_data);
|
||||
SDL_free(tdata);
|
||||
texture->driverdata = NULL;
|
||||
@@ -1970,20 +1925,11 @@ static int GLES2_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture)
|
||||
* Renderer instantiation *
|
||||
*************************************************************************************************/
|
||||
|
||||
#ifdef ZUNE_HD
|
||||
#define GL_NVIDIA_PLATFORM_BINARY_NV 0x890B
|
||||
#endif
|
||||
|
||||
|
||||
static SDL_Renderer *
|
||||
GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
|
||||
{
|
||||
SDL_Renderer *renderer;
|
||||
GLES2_RenderData *data;
|
||||
GLint nFormats;
|
||||
#ifndef ZUNE_HD
|
||||
GLboolean hasCompiler;
|
||||
#endif
|
||||
Uint32 window_flags = 0; /* -Wconditional-uninitialized */
|
||||
GLint window_framebuffer;
|
||||
GLint value;
|
||||
@@ -2085,33 +2031,6 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
|
||||
data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
|
||||
renderer->info.max_texture_height = value;
|
||||
|
||||
/* Determine supported shader formats */
|
||||
/* HACK: glGetInteger is broken on the Zune HD's compositor, so we just hardcode this */
|
||||
#ifdef ZUNE_HD
|
||||
nFormats = 1;
|
||||
#else /* !ZUNE_HD */
|
||||
data->glGetIntegerv(GL_NUM_SHADER_BINARY_FORMATS, &nFormats);
|
||||
data->glGetBooleanv(GL_SHADER_COMPILER, &hasCompiler);
|
||||
if (hasCompiler) {
|
||||
++nFormats;
|
||||
}
|
||||
#endif /* ZUNE_HD */
|
||||
data->shader_formats = (GLenum *)SDL_calloc(nFormats, sizeof(GLenum));
|
||||
if (!data->shader_formats) {
|
||||
GLES2_DestroyRenderer(renderer);
|
||||
SDL_OutOfMemory();
|
||||
goto error;
|
||||
}
|
||||
data->shader_format_count = nFormats;
|
||||
#ifdef ZUNE_HD
|
||||
data->shader_formats[0] = GL_NVIDIA_PLATFORM_BINARY_NV;
|
||||
#else /* !ZUNE_HD */
|
||||
data->glGetIntegerv(GL_SHADER_BINARY_FORMATS, (GLint *)data->shader_formats);
|
||||
if (hasCompiler) {
|
||||
data->shader_formats[nFormats - 1] = (GLenum)-1;
|
||||
}
|
||||
#endif /* ZUNE_HD */
|
||||
|
||||
/* we keep a few of these and cycle through them, so data can live for a few frames. */
|
||||
data->glGenBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers);
|
||||
|
||||
@@ -2125,7 +2044,10 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
|
||||
renderer->SupportsBlendMode = GLES2_SupportsBlendMode;
|
||||
renderer->CreateTexture = GLES2_CreateTexture;
|
||||
renderer->UpdateTexture = GLES2_UpdateTexture;
|
||||
#if SDL_HAVE_YUV
|
||||
renderer->UpdateTextureYUV = GLES2_UpdateTextureYUV;
|
||||
renderer->UpdateTextureNV = GLES2_UpdateTextureNV;
|
||||
#endif
|
||||
renderer->LockTexture = GLES2_LockTexture;
|
||||
renderer->UnlockTexture = GLES2_UnlockTexture;
|
||||
renderer->SetTextureScaleMode = GLES2_SetTextureScaleMode;
|
||||
|
Reference in New Issue
Block a user