early-access version 2281

This commit is contained in:
pineappleEA
2021-12-07 02:20:09 +01:00
parent c2ae6d480a
commit c4fa174d53
591 changed files with 36978 additions and 18653 deletions

View File

@@ -27,6 +27,7 @@ SDL_PROC_OES(void, glBlendFuncSeparateOES, (GLenum, GLenum, GLenum, GLenum))
SDL_PROC(void, glClear, (GLbitfield))
SDL_PROC(void, glClearColor, (GLclampf, GLclampf, GLclampf, GLclampf))
SDL_PROC(void, glColor4f, (GLfloat, GLfloat, GLfloat, GLfloat))
SDL_PROC(void, glColorPointer, (GLint, GLenum, GLsizei, const GLvoid *))
SDL_PROC(void, glDeleteTextures, (GLsizei, const GLuint *))
SDL_PROC(void, glDisable, (GLenum))
SDL_PROC(void, glDisableClientState, (GLenum array))
@@ -56,10 +57,6 @@ SDL_PROC(void, glViewport, (GLint, GLint, GLsizei, GLsizei))
SDL_PROC_OES(void, glBindFramebufferOES, (GLenum, GLuint))
SDL_PROC_OES(void, glFramebufferTexture2DOES, (GLenum, GLenum, GLenum, GLuint, GLint))
SDL_PROC_OES(GLenum, glCheckFramebufferStatusOES, (GLenum))
SDL_PROC(void, glPushMatrix, (void))
SDL_PROC(void, glTranslatef, (GLfloat, GLfloat, GLfloat))
SDL_PROC(void, glRotatef, (GLfloat, GLfloat, GLfloat, GLfloat))
SDL_PROC(void, glPopMatrix, (void))
SDL_PROC_OES(void, glDeleteFramebuffersOES, (GLsizei, const GLuint*))
/* vi: set ts=4 sw=4 expandtab: */

View File

@@ -564,194 +564,98 @@ static int
GLES_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
int i;
GLfloat prevx, prevy;
const size_t vertlen = (sizeof (GLfloat) * 2) * count;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
if (!verts) {
return -1;
}
cmd->data.draw.count = count;
/* Offset to hit the center of the pixel. */
for (i = 0; i < count; i++) {
*(verts++) = 0.5f + points[i].x;
*(verts++) = 0.5f + points[i].y;
/* 0.5f offset to hit the center of the pixel. */
prevx = 0.5f + points->x;
prevy = 0.5f + points->y;
*(verts++) = prevx;
*(verts++) = prevy;
/* bump the end of each line segment out a quarter of a pixel, to provoke
the diamond-exit rule. Without this, you won't just drop the last
pixel of the last line segment, but you might also drop pixels at the
edge of any given line segment along the way too. */
for (i = 1; i < count; i++) {
const GLfloat xstart = prevx;
const GLfloat ystart = prevy;
const GLfloat xend = points[i].x + 0.5f; /* 0.5f to hit pixel center. */
const GLfloat yend = points[i].y + 0.5f;
/* bump a little in the direction we are moving in. */
const GLfloat deltax = xend - xstart;
const GLfloat deltay = yend - ystart;
const GLfloat angle = SDL_atan2f(deltay, deltax);
prevx = xend + (SDL_cosf(angle) * 0.25f);
prevy = yend + (SDL_sinf(angle) * 0.25f);
*(verts++) = prevx;
*(verts++) = prevy;
}
/* Make the last line segment one pixel longer, to satisfy the
diamond-exit rule. */
verts -= 4;
{
const GLfloat xstart = verts[0];
const GLfloat ystart = verts[1];
const GLfloat xend = verts[2];
const GLfloat yend = verts[3];
return 0;
}
if (ystart == yend) { /* horizontal line */
verts[(xend > xstart) ? 2 : 0] += 1.0f;
} else if (xstart == xend) { /* vertical line */
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;
const GLfloat angle = SDL_atan2f(deltay, deltax);
verts[2] += SDL_cosf(angle);
verts[3] += SDL_sinf(angle);
static int
GLES_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,
int num_vertices, const void *indices, int num_indices, int size_indices,
float scale_x, float scale_y)
{
GLES_TextureData *texturedata = NULL;
int i;
int count = indices ? num_indices : num_vertices;
GLfloat *verts;
int sz = 2 + 4 + (texture ? 2 : 0);
verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * sz * sizeof (GLfloat), 0, &cmd->data.draw.first);
if (!verts) {
return -1;
}
if (texture) {
texturedata = (GLES_TextureData *) texture->driverdata;
}
cmd->data.draw.count = count;
size_indices = indices ? size_indices : 0;
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) {
j = ((const Uint16 *)indices)[i];
} else if (size_indices == 1) {
j = ((const Uint8 *)indices)[i];
} else {
j = i;
}
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;
if (texture) {
float *uv_ = (float *)((char*)uv + j * uv_stride);
*(verts++) = uv_[0] * texturedata->texw;
*(verts++) = uv_[1] * texturedata->texh;
}
}
return 0;
}
static int
GLES_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
{
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 8 * sizeof (GLfloat), 0, &cmd->data.draw.first);
int i;
if (!verts) {
return -1;
}
cmd->data.draw.count = count;
for (i = 0; i < count; i++) {
const SDL_FRect *rect = &rects[i];
const GLfloat minx = rect->x;
const GLfloat maxx = rect->x + rect->w;
const GLfloat miny = rect->y;
const GLfloat maxy = rect->y + rect->h;
*(verts++) = minx;
*(verts++) = miny;
*(verts++) = maxx;
*(verts++) = miny;
*(verts++) = minx;
*(verts++) = maxy;
*(verts++) = maxx;
*(verts++) = maxy;
}
return 0;
}
static int
GLES_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect)
{
GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
GLfloat minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 16 * sizeof (GLfloat), 0, &cmd->data.draw.first);
if (!verts) {
return -1;
}
cmd->data.draw.count = 1;
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;
*(verts++) = minx;
*(verts++) = miny;
*(verts++) = maxx;
*(verts++) = miny;
*(verts++) = minx;
*(verts++) = maxy;
*(verts++) = maxx;
*(verts++) = maxy;
*(verts++) = minu;
*(verts++) = minv;
*(verts++) = maxu;
*(verts++) = minv;
*(verts++) = minu;
*(verts++) = maxv;
*(verts++) = maxu;
*(verts++) = maxv;
return 0;
}
static int
GLES_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
const SDL_Rect * srcquad, const SDL_FRect * dstrect,
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
{
GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
GLfloat minx, miny, maxx, maxy;
GLfloat centerx, centery;
GLfloat minu, maxu, minv, maxv;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 19 * sizeof (GLfloat), 0, &cmd->data.draw.first);
if (!verts) {
return -1;
}
centerx = center->x;
centery = center->y;
if (flip & SDL_FLIP_HORIZONTAL) {
minx = dstrect->w - centerx;
maxx = -centerx;
}
else {
minx = -centerx;
maxx = dstrect->w - centerx;
}
if (flip & SDL_FLIP_VERTICAL) {
miny = dstrect->h - centery;
maxy = -centery;
}
else {
miny = -centery;
maxy = dstrect->h - centery;
}
minu = (GLfloat) srcquad->x / texture->w;
minu *= texturedata->texw;
maxu = (GLfloat) (srcquad->x + srcquad->w) / texture->w;
maxu *= texturedata->texw;
minv = (GLfloat) srcquad->y / texture->h;
minv *= texturedata->texh;
maxv = (GLfloat) (srcquad->y + srcquad->h) / texture->h;
maxv *= texturedata->texh;
cmd->data.draw.count = 1;
*(verts++) = minx;
*(verts++) = miny;
*(verts++) = maxx;
*(verts++) = miny;
*(verts++) = minx;
*(verts++) = maxy;
*(verts++) = maxx;
*(verts++) = maxy;
*(verts++) = minu;
*(verts++) = minv;
*(verts++) = maxu;
*(verts++) = minv;
*(verts++) = minu;
*(verts++) = maxv;
*(verts++) = maxu;
*(verts++) = maxv;
*(verts++) = (GLfloat) dstrect->x + centerx;
*(verts++) = (GLfloat) dstrect->y + centery;
*(verts++) = (GLfloat) angle;
return 0;
}
@@ -763,7 +667,7 @@ SetDrawState(GLES_RenderData *data, const SDL_RenderCommand *cmd)
const Uint8 g = cmd->data.draw.g;
const Uint8 b = cmd->data.draw.b;
const Uint8 a = cmd->data.draw.a;
const Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
const Uint32 color = (((Uint32)a << 24) | (r << 16) | (g << 8) | b);
if (color != data->drawstate.color) {
const GLfloat fr = ((GLfloat) r) * inv255f;
@@ -865,7 +769,6 @@ static int
GLES_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
size_t i;
if (GLES_ActivateRenderer(renderer) < 0) {
return -1;
@@ -874,7 +777,15 @@ GLES_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vert
data->drawstate.target = renderer->target;
if (!renderer->target) {
SDL_GL_GetDrawableSize(renderer->window, &data->drawstate.drawablew, &data->drawstate.drawableh);
int w, h;
SDL_GL_GetDrawableSize(renderer->window, &w, &h);
if ((w != data->drawstate.drawablew) || (h != data->drawstate.drawableh)) {
data->drawstate.viewport_dirty = SDL_TRUE; // if the window dimensions changed, invalidate the current viewport, etc.
data->drawstate.cliprect_dirty = SDL_TRUE;
data->drawstate.drawablew = w;
data->drawstate.drawableh = h;
}
}
while (cmd) {
@@ -910,7 +821,7 @@ GLES_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vert
const Uint8 g = cmd->data.color.g;
const Uint8 b = cmd->data.color.b;
const Uint8 a = cmd->data.color.a;
const Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
const Uint32 color = (((Uint32)a << 24) | (r << 16) | (g << 8) | b);
if (color != data->drawstate.clear_color) {
const GLfloat fr = ((GLfloat) r) * inv255f;
const GLfloat fg = ((GLfloat) g) * inv255f;
@@ -949,42 +860,38 @@ GLES_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vert
break;
}
case SDL_RENDERCMD_FILL_RECTS: {
case SDL_RENDERCMD_FILL_RECTS: /* unused */
break;
case SDL_RENDERCMD_COPY: /* unused */
break;
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;
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
GLsizei offset = 0;
SetDrawState(data, cmd);
data->glVertexPointer(2, GL_FLOAT, 0, verts);
for (i = 0; i < count; ++i, offset += 4) {
data->glDrawArrays(GL_TRIANGLE_STRIP, offset, 4);
int stride = (2 + 4 + (texture ? 2 : 0)) * sizeof (float);
if (texture) {
SetCopyState(data, cmd);
} else {
SetDrawState(data, cmd);
}
break;
}
case SDL_RENDERCMD_COPY: {
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
SetCopyState(data, cmd);
data->glVertexPointer(2, GL_FLOAT, 0, verts);
data->glTexCoordPointer(2, GL_FLOAT, 0, verts + 8);
data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
break;
}
data->glEnableClientState(GL_COLOR_ARRAY);
case SDL_RENDERCMD_COPY_EX: {
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
const GLfloat translatex = verts[16];
const GLfloat translatey = verts[17];
const GLfloat angle = verts[18];
SetCopyState(data, cmd);
data->glVertexPointer(2, GL_FLOAT, 0, verts);
data->glTexCoordPointer(2, GL_FLOAT, 0, verts + 8);
data->glVertexPointer(2, GL_FLOAT, stride, verts);
data->glColorPointer(4, GL_FLOAT, stride, verts + 2);
if (texture) {
data->glTexCoordPointer(2, GL_FLOAT, stride, verts + 2 + 4);
}
/* Translate to flip, rotate, translate to position */
data->glPushMatrix();
data->glTranslatef(translatex, translatey, 0.0f);
data->glRotatef(angle, 0.0, 0.0, 1.0);
data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
data->glPopMatrix();
data->glDrawArrays(GL_TRIANGLES, 0, (GLsizei) count);
data->glDisableClientState(GL_COLOR_ARRAY);
break;
}
@@ -1141,6 +1048,27 @@ static int GLES_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture)
return 0;
}
static int
GLES_SetVSync(SDL_Renderer * renderer, const int vsync)
{
int retval;
if (vsync) {
retval = SDL_GL_SetSwapInterval(1);
} else {
retval = SDL_GL_SetSwapInterval(0);
}
if (retval != 0) {
return retval;
}
if (SDL_GL_GetSwapInterval() > 0) {
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
} else {
renderer->info.flags &= ~SDL_RENDERER_PRESENTVSYNC;
}
return retval;
}
static SDL_Renderer *
GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
{
@@ -1195,14 +1123,13 @@ GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->QueueSetDrawColor = GLES_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
renderer->QueueDrawPoints = GLES_QueueDrawPoints;
renderer->QueueDrawLines = GLES_QueueDrawLines;
renderer->QueueFillRects = GLES_QueueFillRects;
renderer->QueueCopy = GLES_QueueCopy;
renderer->QueueCopyEx = GLES_QueueCopyEx;
renderer->QueueGeometry = GLES_QueueGeometry;
renderer->RunCommandQueue = GLES_RunCommandQueue;
renderer->RenderReadPixels = GLES_RenderReadPixels;
renderer->RenderPresent = GLES_RenderPresent;
renderer->DestroyTexture = GLES_DestroyTexture;
renderer->DestroyRenderer = GLES_DestroyRenderer;
renderer->SetVSync = GLES_SetVSync;
renderer->GL_BindTexture = GLES_BindTexture;
renderer->GL_UnbindTexture = GLES_UnbindTexture;
renderer->info = GLES_RenderDriver.info;