early-access version 1617

This commit is contained in:
pineappleEA
2021-04-20 21:40:33 +02:00
parent 242b6f6b49
commit f46563104f
510 changed files with 141726 additions and 62846 deletions

View File

@@ -23,8 +23,6 @@
#if SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED
#include "SDL_hints.h"
#include "SDL_log.h"
#include "SDL_assert.h"
#include "SDL_opengl.h"
#include "../SDL_sysrender.h"
#include "SDL_shaders_gl.h"
@@ -585,7 +583,6 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
renderdata->glGenTextures(1, &data->utexture);
renderdata->glGenTextures(1, &data->vtexture);
renderdata->glEnable(textype);
renderdata->glBindTexture(textype, data->utexture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER,
@@ -610,8 +607,6 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
GL_CLAMP_TO_EDGE);
renderdata->glTexImage2D(textype, 0, internalFormat, (texture_w+1)/2,
(texture_h+1)/2, 0, format, type, NULL);
renderdata->glDisable(textype);
}
if (texture->format == SDL_PIXELFORMAT_NV12 ||
@@ -619,8 +614,6 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
data->nv12 = SDL_TRUE;
renderdata->glGenTextures(1, &data->utexture);
renderdata->glEnable(textype);
renderdata->glBindTexture(textype, data->utexture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER,
scaleMode);
@@ -632,7 +625,6 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
GL_CLAMP_TO_EDGE);
renderdata->glTexImage2D(textype, 0, GL_LUMINANCE_ALPHA, (texture_w+1)/2,
(texture_h+1)/2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
renderdata->glDisable(textype);
}
return GL_CheckError("", renderer);
@@ -653,7 +645,6 @@ GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
renderdata->drawstate.texture = NULL; /* we trash this state. */
renderdata->glEnable(textype);
renderdata->glBindTexture(textype, data->texture);
renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, (pitch / texturebpp));
@@ -696,7 +687,6 @@ GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
(rect->w + 1)/2, (rect->h + 1)/2,
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, pixels);
}
renderdata->glDisable(textype);
return GL_CheckError("glTexSubImage2D()", renderer);
}
@@ -716,7 +706,6 @@ GL_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
renderdata->drawstate.texture = NULL; /* we trash this state. */
renderdata->glEnable(textype);
renderdata->glBindTexture(textype, data->texture);
renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Ypitch);
@@ -735,7 +724,6 @@ GL_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
renderdata->glTexSubImage2D(textype, 0, rect->x/2, rect->y/2,
(rect->w + 1)/2, (rect->h + 1)/2,
data->format, data->formattype, Vplane);
renderdata->glDisable(textype);
return GL_CheckError("glTexSubImage2D()", renderer);
}
@@ -776,15 +764,12 @@ GL_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Scale
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
GLenum glScaleMode = (scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
renderdata->glEnable(textype);
renderdata->glBindTexture(textype, data->texture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
renderdata->glDisable(textype);
if (texture->format == SDL_PIXELFORMAT_YV12 ||
texture->format == SDL_PIXELFORMAT_IYUV) {
renderdata->glEnable(textype);
renderdata->glBindTexture(textype, data->utexture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
@@ -792,16 +777,13 @@ GL_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Scale
renderdata->glBindTexture(textype, data->vtexture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
renderdata->glDisable(textype);
}
if (texture->format == SDL_PIXELFORMAT_NV12 ||
texture->format == SDL_PIXELFORMAT_NV21) {
renderdata->glEnable(textype);
renderdata->glBindTexture(textype, data->utexture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
renderdata->glDisable(textype);
}
}
@@ -865,6 +847,48 @@ GL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FP
return 0;
}
static int
GL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
int i;
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;
}
/* 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];
if (ystart == yend) { /* horizontal line */
verts[2] += (xend > xstart) ? 1.0f : -1.0f;
} else if (xstart == xend) { /* vertical line */
verts[3] += (yend > ystart) ? 1.0f : -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);
}
}
return 0;
}
static int
GL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
{
@@ -1228,59 +1252,13 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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);
if (count > 2 && (verts[0] == verts[(count-1)*2]) && (verts[1] == verts[(count*2)-1])) {
data->glBegin(GL_LINE_LOOP);
/* GL_LINE_LOOP takes care of the final segment */
for (i = 1; i < count; ++i, verts += 2) {
data->glVertex2f(verts[0], verts[1]);
}
data->glEnd();
} else {
#if defined(__MACOSX__) || defined(__WIN32__)
#else
int x1, y1, x2, y2;
#endif
data->glBegin(GL_LINE_STRIP);
for (i = 0; i < count; ++i, verts += 2) {
data->glVertex2f(verts[0], verts[1]);
}
data->glEnd();
verts -= 2 * count;
/* The line is half open, so we need one more point to complete it.
* http://www.opengl.org/documentation/specs/version1.1/glspec1.1/node47.html
* If we have to, we can use vertical line and horizontal line textures
* for vertical and horizontal lines, and then create custom textures
* for diagonal lines and software render those. It's terrible, but at
* least it would be pixel perfect.
*/
data->glBegin(GL_POINTS);
#if defined(__MACOSX__) || defined(__WIN32__)
/* Mac OS X and Windows seem to always leave the last point open */
data->glVertex2f(verts[(count-1)*2], verts[(count*2)-1]);
#else
/* Linux seems to leave the right-most or bottom-most point open */
x1 = verts[0];
y1 = verts[1];
x2 = verts[(count-1)*2];
y2 = verts[(count*2)-1];
if (x1 > x2) {
data->glVertex2f(x1, y1);
} else if (x2 > x1) {
data->glVertex2f(x2, y2);
}
if (y1 > y2) {
data->glVertex2f(x1, y1);
} else if (y2 > y1) {
data->glVertex2f(x2, y2);
}
#endif
data->glEnd();
data->glBegin(GL_LINE_STRIP);
for (i = 0; i < count; ++i, verts += 2) {
data->glVertex2f(verts[0], verts[1]);
}
data->glEnd();
break;
}
@@ -1566,7 +1544,7 @@ GL_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture)
}
SDL_Renderer *
static SDL_Renderer *
GL_CreateRenderer(SDL_Window * window, Uint32 flags)
{
SDL_Renderer *renderer;
@@ -1589,7 +1567,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR);
if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) {
if (SDL_RecreateWindow(window, (window_flags & ~(SDL_WINDOW_VULKAN | SDL_WINDOW_METAL)) | SDL_WINDOW_OPENGL) < 0) {
goto error;
}
}
@@ -1619,7 +1597,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->QueueSetViewport = GL_QueueSetViewport;
renderer->QueueSetDrawColor = GL_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
renderer->QueueDrawPoints = GL_QueueDrawPoints;
renderer->QueueDrawLines = GL_QueueDrawPoints; /* lines and points queue vertices the same way. */
renderer->QueueDrawLines = GL_QueueDrawLines;
renderer->QueueFillRects = GL_QueueFillRects;
renderer->QueueCopy = GL_QueueCopy;
renderer->QueueCopyEx = GL_QueueCopyEx;

View File

@@ -23,7 +23,6 @@
#if SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED
#include "SDL_stdinc.h"
#include "SDL_log.h"
#include "SDL_opengl.h"
#include "SDL_video.h"
#include "SDL_shaders_gl.h"