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

@@ -74,7 +74,6 @@ typedef struct GLES2_ProgramCacheEntry
GLuint vertex_shader;
GLuint fragment_shader;
GLuint uniform_locations[16];
Uint32 color;
GLfloat projection[4][4];
struct GLES2_ProgramCacheEntry *prev;
struct GLES2_ProgramCacheEntry *next;
@@ -90,16 +89,14 @@ typedef struct GLES2_ProgramCache
typedef enum
{
GLES2_ATTRIBUTE_POSITION = 0,
GLES2_ATTRIBUTE_TEXCOORD = 1,
GLES2_ATTRIBUTE_ANGLE = 2,
GLES2_ATTRIBUTE_CENTER = 3,
GLES2_ATTRIBUTE_COLOR = 1,
GLES2_ATTRIBUTE_TEXCOORD = 2,
} GLES2_Attribute;
typedef enum
{
GLES2_UNIFORM_PROJECTION,
GLES2_UNIFORM_TEXTURE,
GLES2_UNIFORM_COLOR,
GLES2_UNIFORM_TEXTURE_U,
GLES2_UNIFORM_TEXTURE_V
} GLES2_Uniform;
@@ -130,8 +127,6 @@ typedef struct
SDL_bool cliprect_dirty;
SDL_Rect cliprect;
SDL_bool texturing;
SDL_bool is_copy_ex;
Uint32 color;
Uint32 clear_color;
int drawablew;
int drawableh;
@@ -422,9 +417,8 @@ GLES2_CacheProgram(GLES2_RenderData *data, GLuint vertex, GLuint fragment)
data->glAttachShader(entry->id, vertex);
data->glAttachShader(entry->id, fragment);
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position");
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_COLOR, "a_color");
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_ANGLE, "a_angle");
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_CENTER, "a_center");
data->glLinkProgram(entry->id);
data->glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful);
if (!linkSuccessful) {
@@ -443,10 +437,6 @@ GLES2_CacheProgram(GLES2_RenderData *data, GLuint vertex, GLuint fragment)
data->glGetUniformLocation(entry->id, "u_texture_u");
entry->uniform_locations[GLES2_UNIFORM_TEXTURE] =
data->glGetUniformLocation(entry->id, "u_texture");
entry->uniform_locations[GLES2_UNIFORM_COLOR] =
data->glGetUniformLocation(entry->id, "u_color");
entry->color = 0;
data->glUseProgram(entry->id);
if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] != -1) {
@@ -461,9 +451,6 @@ GLES2_CacheProgram(GLES2_RenderData *data, GLuint vertex, GLuint fragment)
if (entry->uniform_locations[GLES2_UNIFORM_PROJECTION] != -1) {
data->glUniformMatrix4fv(entry->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)entry->projection);
}
if (entry->uniform_locations[GLES2_UNIFORM_COLOR] != -1) {
data->glUniform4f(entry->uniform_locations[GLES2_UNIFORM_COLOR], 0.0f, 0.0f, 0.0f, 0.0f);
}
/* Cache the linked program */
if (data->program_cache.head) {
@@ -582,10 +569,18 @@ GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, int w, int
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG;
break;
case SDL_YUV_CONVERSION_BT601:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601;
if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", SDL_FALSE)) {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG_BT601;
} else {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA_BT601;
}
break;
case SDL_YUV_CONVERSION_BT709:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709;
if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", SDL_FALSE)) {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG_BT709;
} else {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA_BT709;
}
break;
default:
SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
@@ -667,17 +662,27 @@ GLES2_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd)
static int
GLES2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 2 * sizeof (GLfloat), 0, &cmd->data.draw.first);
const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
int color;
const size_t vertlen = (2 * sizeof (float) + sizeof (int)) * count;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
int i;
if (!verts) {
return -1;
}
if (colorswap == 0) {
color = (cmd->data.draw.r << 0) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 16) | ((Uint32)cmd->data.draw.a << 24);
} else {
color = (cmd->data.draw.r << 16) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 0) | ((Uint32)cmd->data.draw.a << 24);
}
cmd->data.draw.count = count;
for (i = 0; i < count; i++) {
*(verts++) = 0.5f + points[i].x;
*(verts++) = 0.5f + points[i].y;
*((int *)verts++) = color;
}
return 0;
@@ -686,211 +691,122 @@ GLES2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL
static int
GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
int color;
int i;
const size_t vertlen = (sizeof (GLfloat) * 2) * count;
GLfloat prevx, prevy;
const size_t vertlen = ((2 * sizeof (float)) + sizeof (int)) * 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;
if (colorswap == 0) {
color = (cmd->data.draw.r << 0) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 16) | ((Uint32)cmd->data.draw.a << 24);
} else {
color = (cmd->data.draw.r << 16) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 0) | ((Uint32)cmd->data.draw.a << 24);
}
/* 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];
cmd->data.draw.count = count;
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);
/* 0.5f offset to hit the center of the pixel. */
prevx = 0.5f + points->x;
prevy = 0.5f + points->y;
*(verts++) = prevx;
*(verts++) = prevy;
*((int *)verts++) = color;
/* 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;
*((int *)verts++) = color;
}
return 0;
}
static int
GLES2_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)
{
int i;
const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
int count = indices ? num_indices : num_vertices;
const size_t vertlen = (2 * sizeof (float) + sizeof (int) + (texture ? 2 : 0) * sizeof (float)) * count;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
if (!verts) {
return -1;
}
cmd->data.draw.count = count;
size_indices = indices ? size_indices : 0;
for (i = 0; i < count; i++) {
int j;
float *xy_;
int 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_ = *(int *)((char*)color + j * color_stride);
*(verts++) = xy_[0] * scale_x;
*(verts++) = xy_[1] * scale_y;
if (colorswap == 0) {
*((int *)verts++) = col_;
} else {
Uint8 r, g, b, a;
r = (col_ >> 0) & 0xff;
g = (col_ >> 8) & 0xff;
b = (col_ >> 16) & 0xff;
a = (col_ >> 24) & 0xff;
col_ = (r << 16) | (g << 8) | (b << 0) | ((Uint32)a << 24);
*((int *)verts++) = col_;
}
if (texture) {
float *uv_ = (float *)((char*)uv + j * uv_stride);
*(verts++) = uv_[0];
*(verts++) = uv_[1];
}
}
return 0;
}
static int
GLES2_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
GLES2_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect)
{
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;
maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
minv = (GLfloat) srcrect->y / texture->h;
maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
*(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
GLES2_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)
{
/* 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;
const GLfloat centerx = center->x + dstrect->x;
const GLfloat centery = center->y + dstrect->y;
GLfloat minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 32 * sizeof (GLfloat), 0, &cmd->data.draw.first);
if (!verts) {
return -1;
}
if (flip & SDL_FLIP_HORIZONTAL) {
minx = dstrect->x + dstrect->w;
maxx = dstrect->x;
} else {
minx = dstrect->x;
maxx = dstrect->x + dstrect->w;
}
if (flip & SDL_FLIP_VERTICAL) {
miny = dstrect->y + dstrect->h;
maxy = dstrect->y;
} else {
miny = dstrect->y;
maxy = dstrect->y + dstrect->h;
}
minu = ((GLfloat) srcquad->x) / ((GLfloat) texture->w);
maxu = ((GLfloat) (srcquad->x + srcquad->w)) / ((GLfloat) texture->w);
minv = ((GLfloat) srcquad->y) / ((GLfloat) texture->h);
maxv = ((GLfloat) (srcquad->y + srcquad->h)) / ((GLfloat) texture->h);
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++) = s;
*(verts++) = c;
*(verts++) = s;
*(verts++) = c;
*(verts++) = s;
*(verts++) = c;
*(verts++) = s;
*(verts++) = c;
*(verts++) = centerx;
*(verts++) = centery;
*(verts++) = centerx;
*(verts++) = centery;
*(verts++) = centerx;
*(verts++) = centery;
*(verts++) = centerx;
*(verts++) = centery;
return 0;
}
static int
SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_ImageSource imgsrc)
{
const SDL_bool was_copy_ex = data->drawstate.is_copy_ex;
const SDL_bool is_copy_ex = (cmd->command == SDL_RENDERCMD_COPY_EX);
SDL_Texture *texture = cmd->data.draw.texture;
const SDL_BlendMode blend = cmd->data.draw.blend;
GLES2_ProgramCacheEntry *program;
int stride = sizeof (GLfloat) * 2 /* position */ + sizeof (int) /* color */;
SDL_assert((texture != NULL) == (imgsrc != GLES2_IMAGESOURCE_SOLID));
@@ -961,7 +877,11 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
}
if (texture) {
data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (uintptr_t) (cmd->data.draw.first + (sizeof (GLfloat) * 8)));
stride += sizeof (GLfloat) * 2; /* tex coord */
}
if (texture) {
data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) (uintptr_t) (cmd->data.draw.first + sizeof (GLfloat) * (2 + 1)));
}
if (GLES2_SelectProgram(data, imgsrc, texture ? texture->w : 0, texture ? texture->h : 0) < 0) {
@@ -977,17 +897,6 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
}
}
if (program->uniform_locations[GLES2_UNIFORM_COLOR] != -1) {
if (data->drawstate.color != program->color) {
const Uint8 r = (data->drawstate.color >> 16) & 0xFF;
const Uint8 g = (data->drawstate.color >> 8) & 0xFF;
const Uint8 b = (data->drawstate.color >> 0) & 0xFF;
const Uint8 a = (data->drawstate.color >> 24) & 0xFF;
data->glUniform4f(program->uniform_locations[GLES2_UNIFORM_COLOR], r * inv255f, g * inv255f, b * inv255f, a * inv255f);
program->color = data->drawstate.color;
}
}
if (blend != data->drawstate.blend) {
if (blend == SDL_BLENDMODE_NONE) {
data->glDisable(GL_BLEND);
@@ -1004,23 +913,8 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
}
/* all drawing commands use this */
data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (uintptr_t) cmd->data.draw.first);
if (is_copy_ex != was_copy_ex) {
if (is_copy_ex) {
data->glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_ANGLE);
data->glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_CENTER);
} else {
data->glDisableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_ANGLE);
data->glDisableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_CENTER);
}
data->drawstate.is_copy_ex = is_copy_ex;
}
if (is_copy_ex) {
data->glVertexAttribPointer(GLES2_ATTRIBUTE_ANGLE, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (uintptr_t) (cmd->data.draw.first + (sizeof (GLfloat) * 16)));
data->glVertexAttribPointer(GLES2_ATTRIBUTE_CENTER, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (uintptr_t) (cmd->data.draw.first + (sizeof (GLfloat) * 24)));
}
data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) (uintptr_t) cmd->data.draw.first);
data->glVertexAttribPointer(GLES2_ATTRIBUTE_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE /* Normalized */, stride, (const GLvoid *) (uintptr_t) (cmd->data.draw.first + sizeof (GLfloat) * 2));
return 0;
}
@@ -1146,7 +1040,6 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
const int vboidx = data->current_vertex_buffer;
const GLuint vbo = data->vertex_buffers[vboidx];
size_t i;
if (GLES2_ActivateRenderer(renderer) < 0) {
return -1;
@@ -1154,7 +1047,14 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
data->drawstate.target = renderer->target;
if (!data->drawstate.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;
}
}
/* upload the new VBO data for this set of commands. */
@@ -1175,11 +1075,6 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
while (cmd) {
switch (cmd->command) {
case SDL_RENDERCMD_SETDRAWCOLOR: {
const Uint8 r = colorswap ? cmd->data.color.b : cmd->data.color.r;
const Uint8 g = cmd->data.color.g;
const Uint8 b = colorswap ? cmd->data.color.r : cmd->data.color.b;
const Uint8 a = cmd->data.color.a;
data->drawstate.color = ((a << 24) | (r << 16) | (g << 8) | b);
break;
}
@@ -1211,7 +1106,7 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
const Uint8 g = cmd->data.color.g;
const Uint8 b = colorswap ? cmd->data.color.r : 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;
@@ -1230,38 +1125,88 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
break;
}
case SDL_RENDERCMD_DRAW_POINTS: {
if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID) == 0) {
data->glDrawArrays(GL_POINTS, 0, (GLsizei) cmd->data.draw.count);
}
case SDL_RENDERCMD_FILL_RECTS: /* unused */
break;
case SDL_RENDERCMD_COPY: /* unused */
break;
case SDL_RENDERCMD_COPY_EX: /* unused */
break;
}
case SDL_RENDERCMD_DRAW_LINES: {
const size_t count = cmd->data.draw.count;
SDL_assert(count >= 2);
if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID) == 0) {
data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) count);
}
break;
}
size_t count = cmd->data.draw.count;
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;
case SDL_RENDERCMD_FILL_RECTS: {
const size_t count = cmd->data.draw.count;
size_t offset = 0;
if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID) == 0) {
for (i = 0; i < count; ++i, offset += 4) {
data->glDrawArrays(GL_TRIANGLE_STRIP, (GLsizei) offset, 4);
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 += cmd->data.draw.count;
}
nextcmd = nextcmd->next;
}
data->glDrawArrays(GL_LINES, 0, (GLsizei)count);
cmd = finalcmd; /* skip any copy commands we just combined in here. */
}
}
break;
}
case SDL_RENDERCMD_COPY:
case SDL_RENDERCMD_COPY_EX: {
if (SetCopyState(renderer, cmd) == 0) {
data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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 += cmd->data.draw.count;
}
nextcmd = nextcmd->next;
}
if (thistexture) {
ret = SetCopyState(renderer, cmd);
} else {
ret = SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID);
}
if (ret == 0) {
int op = GL_TRIANGLES; /* SDL_RENDERCMD_GEOMETRY */
if (thiscmdtype == SDL_RENDERCMD_DRAW_POINTS) {
op = GL_POINTS;
}
data->glDrawArrays(op, 0, (GLsizei) count);
}
cmd = finalcmd; /* skip any copy commands we just combined in here. */
break;
}
@@ -1882,6 +1827,26 @@ GLES2_RenderPresent(SDL_Renderer *renderer)
SDL_GL_SwapWindow(renderer->window);
}
static int
GLES2_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;
}
/*************************************************************************************************
* Bind/unbinding of textures
@@ -2056,14 +2021,13 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
renderer->QueueSetDrawColor = GLES2_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
renderer->QueueDrawPoints = GLES2_QueueDrawPoints;
renderer->QueueDrawLines = GLES2_QueueDrawLines;
renderer->QueueFillRects = GLES2_QueueFillRects;
renderer->QueueCopy = GLES2_QueueCopy;
renderer->QueueCopyEx = GLES2_QueueCopyEx;
renderer->QueueGeometry = GLES2_QueueGeometry;
renderer->RunCommandQueue = GLES2_RunCommandQueue;
renderer->RenderReadPixels = GLES2_RenderReadPixels;
renderer->RenderPresent = GLES2_RenderPresent;
renderer->DestroyTexture = GLES2_DestroyTexture;
renderer->DestroyRenderer = GLES2_DestroyRenderer;
renderer->SetVSync = GLES2_SetVSync;
renderer->GL_BindTexture = GLES2_BindTexture;
renderer->GL_UnbindTexture = GLES2_UnbindTexture;
@@ -2081,12 +2045,12 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
data->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_COLOR);
data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
data->glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
data->drawstate.blend = SDL_BLENDMODE_INVALID;
data->drawstate.color = 0xFFFFFFFF;
data->drawstate.clear_color = 0xFFFFFFFF;
data->drawstate.projection[3][0] = -1.0f;
data->drawstate.projection[3][3] = 1.0f;

View File

@@ -30,52 +30,43 @@
/*************************************************************************************************
* Vertex/fragment shader source *
*************************************************************************************************/
/* Notes on a_angle:
* It is a vector containing sin and cos for rotation matrix
* To get correct rotation for most cases when a_angle is disabled cos
value is decremented by 1.0 to get proper output with 0.0 which is
default value
*/
static const Uint8 GLES2_Vertex_Default[] = " \
uniform mat4 u_projection; \
attribute vec2 a_position; \
attribute vec4 a_color; \
attribute vec2 a_texCoord; \
attribute vec2 a_angle; \
attribute vec2 a_center; \
varying vec2 v_texCoord; \
varying vec4 v_color; \
\
void main() \
{ \
float s = a_angle[0]; \
float c = a_angle[1] + 1.0; \
mat2 rotationMatrix = mat2(c, -s, s, c); \
vec2 position = rotationMatrix * (a_position - a_center) + a_center; \
v_texCoord = a_texCoord; \
gl_Position = u_projection * vec4(position, 0.0, 1.0);\
gl_Position = u_projection * vec4(a_position, 0.0, 1.0);\
gl_PointSize = 1.0; \
v_color = a_color; \
} \
";
static const Uint8 GLES2_Fragment_Solid[] = " \
precision mediump float; \
uniform vec4 u_color; \
varying vec4 v_color; \
\
void main() \
{ \
gl_FragColor = u_color; \
gl_FragColor = v_color; \
} \
";
static const Uint8 GLES2_Fragment_TextureABGR[] = " \
precision mediump float; \
uniform sampler2D u_texture; \
uniform vec4 u_color; \
varying vec4 v_color; \
varying vec2 v_texCoord; \
\
void main() \
{ \
gl_FragColor = texture2D(u_texture, v_texCoord); \
gl_FragColor *= u_color; \
gl_FragColor *= v_color; \
} \
";
@@ -83,7 +74,7 @@ static const Uint8 GLES2_Fragment_TextureABGR[] = " \
static const Uint8 GLES2_Fragment_TextureARGB[] = " \
precision mediump float; \
uniform sampler2D u_texture; \
uniform vec4 u_color; \
varying vec4 v_color; \
varying vec2 v_texCoord; \
\
void main() \
@@ -92,7 +83,7 @@ static const Uint8 GLES2_Fragment_TextureARGB[] = " \
gl_FragColor = abgr; \
gl_FragColor.r = abgr.b; \
gl_FragColor.b = abgr.r; \
gl_FragColor *= u_color; \
gl_FragColor *= v_color; \
} \
";
@@ -100,7 +91,7 @@ static const Uint8 GLES2_Fragment_TextureARGB[] = " \
static const Uint8 GLES2_Fragment_TextureRGB[] = " \
precision mediump float; \
uniform sampler2D u_texture; \
uniform vec4 u_color; \
varying vec4 v_color; \
varying vec2 v_texCoord; \
\
void main() \
@@ -110,7 +101,7 @@ static const Uint8 GLES2_Fragment_TextureRGB[] = " \
gl_FragColor.r = abgr.b; \
gl_FragColor.b = abgr.r; \
gl_FragColor.a = 1.0; \
gl_FragColor *= u_color; \
gl_FragColor *= v_color; \
} \
";
@@ -118,7 +109,7 @@ static const Uint8 GLES2_Fragment_TextureRGB[] = " \
static const Uint8 GLES2_Fragment_TextureBGR[] = " \
precision mediump float; \
uniform sampler2D u_texture; \
uniform vec4 u_color; \
varying vec4 v_color; \
varying vec2 v_texCoord; \
\
void main() \
@@ -126,7 +117,7 @@ static const Uint8 GLES2_Fragment_TextureBGR[] = " \
vec4 abgr = texture2D(u_texture, v_texCoord); \
gl_FragColor = abgr; \
gl_FragColor.a = 1.0; \
gl_FragColor *= u_color; \
gl_FragColor *= v_color; \
} \
";
@@ -163,7 +154,7 @@ static const Uint8 GLES2_Fragment_TextureBGR[] = " \
"uniform sampler2D u_texture;\n" \
"uniform sampler2D u_texture_u;\n" \
"uniform sampler2D u_texture_v;\n" \
"uniform vec4 u_color;\n" \
"varying vec4 v_color;\n" \
"varying vec2 v_texCoord;\n" \
"\n" \
@@ -185,10 +176,10 @@ static const Uint8 GLES2_Fragment_TextureBGR[] = " \
"\n" \
" // That was easy. :) \n" \
" gl_FragColor = vec4(rgb, 1);\n" \
" gl_FragColor *= u_color;\n" \
" gl_FragColor *= v_color;\n" \
"}" \
#define NV12_SHADER_BODY \
#define NV12_RA_SHADER_BODY \
"\n" \
"void main()\n" \
"{\n" \
@@ -205,7 +196,27 @@ static const Uint8 GLES2_Fragment_TextureBGR[] = " \
"\n" \
" // That was easy. :) \n" \
" gl_FragColor = vec4(rgb, 1);\n" \
" gl_FragColor *= u_color;\n" \
" gl_FragColor *= v_color;\n" \
"}" \
#define NV12_RG_SHADER_BODY \
"\n" \
"void main()\n" \
"{\n" \
" mediump vec3 yuv;\n" \
" lowp vec3 rgb;\n" \
"\n" \
" // Get the YUV values \n" \
" yuv.x = texture2D(u_texture, v_texCoord).r;\n" \
" yuv.yz = texture2D(u_texture_u, v_texCoord).rg;\n" \
"\n" \
" // Do the color transform \n" \
" yuv += offset;\n" \
" rgb = matrix * yuv;\n" \
"\n" \
" // That was easy. :) \n" \
" gl_FragColor = vec4(rgb, 1);\n" \
" gl_FragColor *= v_color;\n" \
"}" \
#define NV21_SHADER_BODY \
@@ -225,7 +236,7 @@ static const Uint8 GLES2_Fragment_TextureBGR[] = " \
"\n" \
" // That was easy. :) \n" \
" gl_FragColor = vec4(rgb, 1);\n" \
" gl_FragColor *= u_color;\n" \
" gl_FragColor *= v_color;\n" \
"}" \
/* YUV to ABGR conversion */
@@ -249,17 +260,27 @@ static const Uint8 GLES2_Fragment_TextureYUVBT709[] = \
static const Uint8 GLES2_Fragment_TextureNV12JPEG[] = \
YUV_SHADER_PROLOGUE \
JPEG_SHADER_CONSTANTS \
NV12_SHADER_BODY \
NV12_RA_SHADER_BODY \
;
static const Uint8 GLES2_Fragment_TextureNV12BT601[] = \
static const Uint8 GLES2_Fragment_TextureNV12BT601_RA[] = \
YUV_SHADER_PROLOGUE \
BT601_SHADER_CONSTANTS \
NV12_SHADER_BODY \
NV12_RA_SHADER_BODY \
;
static const Uint8 GLES2_Fragment_TextureNV12BT709[] = \
static const Uint8 GLES2_Fragment_TextureNV12BT601_RG[] = \
YUV_SHADER_PROLOGUE \
BT601_SHADER_CONSTANTS \
NV12_RG_SHADER_BODY \
;
static const Uint8 GLES2_Fragment_TextureNV12BT709_RA[] = \
YUV_SHADER_PROLOGUE \
BT709_SHADER_CONSTANTS \
NV12_SHADER_BODY \
NV12_RA_SHADER_BODY \
;
static const Uint8 GLES2_Fragment_TextureNV12BT709_RG[] = \
YUV_SHADER_PROLOGUE \
BT709_SHADER_CONSTANTS \
NV12_RG_SHADER_BODY \
;
/* NV21 to ABGR conversion */
@@ -284,13 +305,13 @@ static const Uint8 GLES2_Fragment_TextureExternalOES[] = " \
#extension GL_OES_EGL_image_external : require\n\
precision mediump float; \
uniform samplerExternalOES u_texture; \
uniform vec4 u_color; \
varying vec4 v_color; \
varying vec2 v_texCoord; \
\
void main() \
{ \
gl_FragColor = texture2D(u_texture, v_texCoord); \
gl_FragColor *= u_color; \
gl_FragColor *= v_color; \
} \
";
@@ -322,10 +343,14 @@ const Uint8 *GLES2_GetShader(GLES2_ShaderType type)
return GLES2_Fragment_TextureYUVBT709;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG:
return GLES2_Fragment_TextureNV12JPEG;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601:
return GLES2_Fragment_TextureNV12BT601;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709:
return GLES2_Fragment_TextureNV12BT709;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA_BT601:
return GLES2_Fragment_TextureNV12BT601_RA;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG_BT601:
return GLES2_Fragment_TextureNV12BT601_RG;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA_BT709:
return GLES2_Fragment_TextureNV12BT709_RA;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG_BT709:
return GLES2_Fragment_TextureNV12BT709_RG;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG:
return GLES2_Fragment_TextureNV21JPEG;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601:

View File

@@ -38,16 +38,17 @@ typedef enum
GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601,
GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709,
GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG,
GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601,
GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709,
GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA_BT601,
GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG_BT601,
GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA_BT709,
GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG_BT709,
GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG,
GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601,
GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709,
GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES
GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES,
GLES2_SHADER_COUNT
} GLES2_ShaderType;
#define GLES2_SHADER_COUNT 16
const Uint8 *GLES2_GetShader(GLES2_ShaderType type);
#endif /* SDL_VIDEO_RENDER_OGL_ES2 */