SDL_Renderer * GLES_CreateRenderer(SDL_Window * window, Uint32 flags) { SDL_Renderer *renderer; GLES_RenderData *data; GLint value; Uint32 window_flags; int profile_mask = 0, major = 0, minor = 0; SDL_bool changed_window = SDL_FALSE; SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile_mask); SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major); SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor); window_flags = SDL_GetWindowFlags(window); if (!(window_flags & SDL_WINDOW_OPENGL) || profile_mask != SDL_GL_CONTEXT_PROFILE_ES || major != RENDERER_CONTEXT_MAJOR || minor != RENDERER_CONTEXT_MINOR) { changed_window = SDL_TRUE; SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); 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) { goto error; } } renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer)); if (!renderer) { SDL_OutOfMemory(); goto error; } data = (GLES_RenderData *) SDL_calloc(1, sizeof(*data)); if (!data) { GLES_DestroyRenderer(renderer); SDL_OutOfMemory(); goto error; } renderer->WindowEvent = GLES_WindowEvent; renderer->GetOutputSize = GLES_GetOutputSize; renderer->SupportsBlendMode = GLES_SupportsBlendMode; renderer->CreateTexture = GLES_CreateTexture; renderer->UpdateTexture = GLES_UpdateTexture; renderer->LockTexture = GLES_LockTexture; renderer->UnlockTexture = GLES_UnlockTexture; renderer->SetRenderTarget = GLES_SetRenderTarget; renderer->UpdateViewport = GLES_UpdateViewport; renderer->UpdateClipRect = GLES_UpdateClipRect; renderer->RenderClear = GLES_RenderClear; renderer->RenderDrawPoints = GLES_RenderDrawPoints; renderer->RenderDrawLines = GLES_RenderDrawLines; renderer->RenderFillRects = GLES_RenderFillRects; renderer->RenderCopy = GLES_RenderCopy; renderer->RenderCopyEx = GLES_RenderCopyEx; renderer->RenderReadPixels = GLES_RenderReadPixels; renderer->RenderPresent = GLES_RenderPresent; renderer->DestroyTexture = GLES_DestroyTexture; renderer->DestroyRenderer = GLES_DestroyRenderer; renderer->GL_BindTexture = GLES_BindTexture; renderer->GL_UnbindTexture = GLES_UnbindTexture; renderer->info = GLES_RenderDriver.info; renderer->info.flags = SDL_RENDERER_ACCELERATED; renderer->driverdata = data; renderer->window = window; data->context = SDL_GL_CreateContext(window); if (!data->context) { GLES_DestroyRenderer(renderer); goto error; } if (SDL_GL_MakeCurrent(window, data->context) < 0) { GLES_DestroyRenderer(renderer); goto error; } if (GLES_LoadFunctions(data) < 0) { GLES_DestroyRenderer(renderer); goto error; } if (flags & SDL_RENDERER_PRESENTVSYNC) { SDL_GL_SetSwapInterval(1); } else { SDL_GL_SetSwapInterval(0); } if (SDL_GL_GetSwapInterval() > 0) { renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC; } value = 0; data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value); renderer->info.max_texture_width = value; value = 0; data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value); renderer->info.max_texture_height = value; /* Android does not report GL_OES_framebuffer_object but the functionality seems to be there anyway */ if (SDL_GL_ExtensionSupported("GL_OES_framebuffer_object") || data->glGenFramebuffersOES) { data->GL_OES_framebuffer_object_supported = SDL_TRUE; renderer->info.flags |= SDL_RENDERER_TARGETTEXTURE; value = 0; data->glGetIntegerv(GL_FRAMEBUFFER_BINDING_OES, &value); data->window_framebuffer = (GLuint)value; } data->framebuffers = NULL; if (SDL_GL_ExtensionSupported("GL_OES_blend_func_separate")) { data->GL_OES_blend_func_separate_supported = SDL_TRUE; } if (SDL_GL_ExtensionSupported("GL_OES_blend_equation_separate")) { data->GL_OES_blend_equation_separate_supported = SDL_TRUE; } if (SDL_GL_ExtensionSupported("GL_OES_blend_subtract")) { data->GL_OES_blend_subtract_supported = SDL_TRUE; } /* Set up parameters for rendering */ GLES_ResetState(renderer); return renderer; error: if (changed_window) { /* Uh oh, better try to put it back... */ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile_mask); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor); SDL_RecreateWindow(window, window_flags); } return NULL; }
SDL_Renderer * GL_CreateRenderer(SDL_Window * window, Uint32 flags) { SDL_Renderer *renderer; GL_RenderData *data; const char *hint; GLint value; Uint32 window_flags; window_flags = SDL_GetWindowFlags(window); if (!(window_flags & SDL_WINDOW_OPENGL)) { if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) { return NULL; } } renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer)); if (!renderer) { SDL_OutOfMemory(); return NULL; } data = (GL_RenderData *) SDL_calloc(1, sizeof(*data)); if (!data) { GL_DestroyRenderer(renderer); SDL_OutOfMemory(); return NULL; } renderer->WindowEvent = GL_WindowEvent; renderer->CreateTexture = GL_CreateTexture; renderer->UpdateTexture = GL_UpdateTexture; renderer->LockTexture = GL_LockTexture; renderer->UnlockTexture = GL_UnlockTexture; renderer->UpdateViewport = GL_UpdateViewport; renderer->RenderClear = GL_RenderClear; renderer->RenderDrawPoints = GL_RenderDrawPoints; renderer->RenderDrawLines = GL_RenderDrawLines; renderer->RenderFillRects = GL_RenderFillRects; renderer->RenderCopy = GL_RenderCopy; renderer->RenderReadPixels = GL_RenderReadPixels; renderer->RenderPresent = GL_RenderPresent; renderer->DestroyTexture = GL_DestroyTexture; renderer->DestroyRenderer = GL_DestroyRenderer; renderer->info = GL_RenderDriver.info; renderer->info.flags = SDL_RENDERER_ACCELERATED; renderer->driverdata = data; data->context = SDL_GL_CreateContext(window); if (!data->context) { GL_DestroyRenderer(renderer); return NULL; } if (SDL_GL_MakeCurrent(window, data->context) < 0) { GL_DestroyRenderer(renderer); return NULL; } if (GL_LoadFunctions(data) < 0) { GL_DestroyRenderer(renderer); return NULL; } #ifdef __MACOSX__ /* Enable multi-threaded rendering */ /* Disabled until Ryan finishes his VBO/PBO code... CGLEnable(CGLGetCurrentContext(), kCGLCEMPEngine); */ #endif if (flags & SDL_RENDERER_PRESENTVSYNC) { SDL_GL_SetSwapInterval(1); } else { SDL_GL_SetSwapInterval(0); } if (SDL_GL_GetSwapInterval() > 0) { renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC; } data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value); renderer->info.max_texture_width = value; data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value); renderer->info.max_texture_height = value; if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle") || SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) { data->GL_ARB_texture_rectangle_supported = SDL_TRUE; } if (SDL_GL_ExtensionSupported("GL_APPLE_texture_range")) { data->glTextureRangeAPPLE = (void (*)(GLenum, GLsizei, const GLvoid *)) SDL_GL_GetProcAddress("glTextureRangeAPPLE"); } /* Check for multitexture support */ if (SDL_GL_ExtensionSupported("GL_ARB_multitexture")) { data->glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC) SDL_GL_GetProcAddress("glActiveTextureARB"); if (data->glActiveTextureARB) { data->GL_ARB_multitexture_supported = SDL_TRUE; data->glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &data->num_texture_units); } } /* Check for shader support */ hint = SDL_GetHint(SDL_HINT_RENDER_OPENGL_SHADERS); if (!hint || *hint != '0') { data->shaders = GL_CreateShaderContext(); } SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL shaders: %s", data->shaders ? "ENABLED" : "DISABLED"); /* We support YV12 textures using 3 textures and a shader */ if (data->shaders && data->num_texture_units >= 3) { renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12; renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV; } /* Set up parameters for rendering */ GL_ResetState(renderer); return renderer; }
SDL_Renderer * GLES_CreateRenderer(SDL_Window * window, Uint32 flags) { SDL_Renderer *renderer; GLES_RenderData *data; GLint value; Uint32 windowFlags; SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1); windowFlags = SDL_GetWindowFlags(window); if (!(windowFlags & SDL_WINDOW_OPENGL)) { if (SDL_RecreateWindow(window, windowFlags | SDL_WINDOW_OPENGL) < 0) { /* Uh oh, better try to put it back... */ SDL_RecreateWindow(window, windowFlags); return NULL; } } renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer)); if (!renderer) { SDL_OutOfMemory(); return NULL; } data = (GLES_RenderData *) SDL_calloc(1, sizeof(*data)); if (!data) { GLES_DestroyRenderer(renderer); SDL_OutOfMemory(); return NULL; } renderer->WindowEvent = GLES_WindowEvent; renderer->CreateTexture = GLES_CreateTexture; renderer->UpdateTexture = GLES_UpdateTexture; renderer->LockTexture = GLES_LockTexture; renderer->UnlockTexture = GLES_UnlockTexture; renderer->SetRenderTarget = GLES_SetRenderTarget; renderer->UpdateViewport = GLES_UpdateViewport; renderer->RenderClear = GLES_RenderClear; renderer->RenderDrawPoints = GLES_RenderDrawPoints; renderer->RenderDrawLines = GLES_RenderDrawLines; renderer->RenderFillRects = GLES_RenderFillRects; renderer->RenderCopy = GLES_RenderCopy; renderer->RenderReadPixels = GLES_RenderReadPixels; renderer->RenderPresent = GLES_RenderPresent; renderer->DestroyTexture = GLES_DestroyTexture; renderer->DestroyRenderer = GLES_DestroyRenderer; renderer->info = GLES_RenderDriver.info; renderer->info.flags = SDL_RENDERER_ACCELERATED; renderer->driverdata = data; renderer->window = window; data->context = SDL_GL_CreateContext(window); if (!data->context) { GLES_DestroyRenderer(renderer); return NULL; } if (SDL_GL_MakeCurrent(window, data->context) < 0) { GLES_DestroyRenderer(renderer); return NULL; } if (GLES_LoadFunctions(data) < 0) { GLES_DestroyRenderer(renderer); return NULL; } if (flags & SDL_RENDERER_PRESENTVSYNC) { SDL_GL_SetSwapInterval(1); } else { SDL_GL_SetSwapInterval(0); } if (SDL_GL_GetSwapInterval() > 0) { renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC; } #if SDL_VIDEO_DRIVER_PANDORA data->GL_OES_draw_texture_supported = SDL_FALSE; data->useDrawTexture = SDL_FALSE; #else if (SDL_GL_ExtensionSupported("GL_OES_draw_texture")) { data->GL_OES_draw_texture_supported = SDL_TRUE; data->useDrawTexture = SDL_TRUE; } else { data->GL_OES_draw_texture_supported = SDL_FALSE; data->useDrawTexture = SDL_FALSE; } #endif value = 0; data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value); renderer->info.max_texture_width = value; value = 0; data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value); renderer->info.max_texture_height = value; if (SDL_GL_ExtensionSupported("GL_OES_framebuffer_object")) { data->GL_OES_framebuffer_object_supported = SDL_TRUE; renderer->info.flags |= SDL_RENDERER_TARGETTEXTURE; value = 0; data->glGetIntegerv(GL_FRAMEBUFFER_BINDING_OES, &value); data->window_framebuffer = (GLuint)value; } data->framebuffers = NULL; /* Set up parameters for rendering */ GLES_ResetState(renderer); return renderer; }
SDL_Renderer * GLES_CreateRenderer(SDL_Window * window, Uint32 flags) { SDL_Renderer *renderer; GLES_RenderData *data; GLint value; int doublebuffer; if (!(window->flags & SDL_WINDOW_OPENGL)) { if (SDL_RecreateWindow(window, window->flags | SDL_WINDOW_OPENGL) < 0) { return NULL; } } renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer)); if (!renderer) { SDL_OutOfMemory(); return NULL; } data = (GLES_RenderData *) SDL_calloc(1, sizeof(*data)); if (!data) { GLES_DestroyRenderer(renderer); SDL_OutOfMemory(); return NULL; } renderer->ActivateRenderer = GLES_ActivateRenderer; renderer->DisplayModeChanged = GLES_DisplayModeChanged; renderer->CreateTexture = GLES_CreateTexture; renderer->QueryTexturePixels = GLES_QueryTexturePixels; renderer->SetTexturePalette = GLES_SetTexturePalette; renderer->GetTexturePalette = GLES_GetTexturePalette; renderer->SetTextureColorMod = GLES_SetTextureColorMod; renderer->SetTextureAlphaMod = GLES_SetTextureAlphaMod; renderer->SetTextureBlendMode = GLES_SetTextureBlendMode; renderer->SetTextureScaleMode = GLES_SetTextureScaleMode; renderer->UpdateTexture = GLES_UpdateTexture; renderer->LockTexture = GLES_LockTexture; renderer->UnlockTexture = GLES_UnlockTexture; renderer->DirtyTexture = GLES_DirtyTexture; renderer->RenderDrawPoints = GLES_RenderDrawPoints; renderer->RenderDrawLines = GLES_RenderDrawLines; renderer->RenderDrawRects = GLES_RenderDrawRects; renderer->RenderFillRects = GLES_RenderFillRects; renderer->RenderCopy = GLES_RenderCopy; renderer->RenderPresent = GLES_RenderPresent; renderer->DestroyTexture = GLES_DestroyTexture; renderer->DestroyRenderer = GLES_DestroyRenderer; renderer->info = GL_ES_RenderDriver.info; renderer->window = window; renderer->driverdata = data; renderer->info.flags = (SDL_RENDERER_PRESENTDISCARD | SDL_RENDERER_ACCELERATED); #if defined(__QNXNTO__) #if _NTO_VERSION<=641 /* QNX's OpenGL ES implementation is broken regarding */ /* packed textures support, affected versions 6.3.2, 6.4.0, 6.4.1 */ renderer->info.num_texture_formats = 2; renderer->info.texture_formats[0] = SDL_PIXELFORMAT_ABGR8888; renderer->info.texture_formats[1] = SDL_PIXELFORMAT_BGR24; #endif /* _NTO_VERSION */ #endif /* __QNXNTO__ */ if (GLES_LoadFunctions(data) < 0) { GLES_DestroyRenderer(renderer); return NULL; } data->context = SDL_GL_CreateContext(window); if (!data->context) { GLES_DestroyRenderer(renderer); return NULL; } if (SDL_GL_MakeCurrent(window, data->context) < 0) { GLES_DestroyRenderer(renderer); return NULL; } if (flags & SDL_RENDERER_PRESENTVSYNC) { SDL_GL_SetSwapInterval(1); } else { SDL_GL_SetSwapInterval(0); } if (SDL_GL_GetSwapInterval() > 0) { renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC; } if (SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &doublebuffer) == 0) { if (!doublebuffer) { renderer->info.flags |= SDL_RENDERER_SINGLEBUFFER; } } #if SDL_VIDEO_DRIVER_PANDORA data->GL_OES_draw_texture_supported = SDL_FALSE; data->useDrawTexture = SDL_FALSE; #else if (SDL_GL_ExtensionSupported("GL_OES_draw_texture")) { data->GL_OES_draw_texture_supported = SDL_TRUE; data->useDrawTexture = SDL_TRUE; } else { data->GL_OES_draw_texture_supported = SDL_FALSE; data->useDrawTexture = SDL_FALSE; } #endif data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value); renderer->info.max_texture_width = value; data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value); renderer->info.max_texture_height = value; /* Set up parameters for rendering */ data->blendMode = -1; data->glDisable(GL_DEPTH_TEST); data->glDisable(GL_CULL_FACE); data->updateSize = SDL_TRUE; return renderer; }