Added optional error checking for OpenGL ES 2.0 in the same style as the OpenGL renderer. You can enable it like this: SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
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diff --git a/src/render/opengles2/SDL_render_gles2.c b/src/render/opengles2/SDL_render_gles2.c
index 1a1320e..4b7e645 100644
--- a/src/render/opengles2/SDL_render_gles2.c
+++ b/src/render/opengles2/SDL_render_gles2.c
@@ -138,6 +138,9 @@ typedef enum
typedef struct GLES2_DriverContext
{
SDL_GLContext *context;
+
+ SDL_bool debug_enabled;
+
struct {
int blendMode;
SDL_bool tex_coords;
@@ -158,6 +161,72 @@ typedef struct GLES2_DriverContext
#define GLES2_MAX_CACHED_PROGRAMS 8
+
+SDL_FORCE_INLINE const char*
+GL_TranslateError (GLenum error)
+{
+#define GL_ERROR_TRANSLATE(e) case e: return #e;
+ switch (error) {
+ GL_ERROR_TRANSLATE(GL_INVALID_ENUM)
+ GL_ERROR_TRANSLATE(GL_INVALID_VALUE)
+ GL_ERROR_TRANSLATE(GL_INVALID_OPERATION)
+ GL_ERROR_TRANSLATE(GL_OUT_OF_MEMORY)
+ GL_ERROR_TRANSLATE(GL_NO_ERROR)
+ default:
+ return "UNKNOWN";
+}
+#undef GL_ERROR_TRANSLATE
+}
+
+SDL_FORCE_INLINE void
+GL_ClearErrors(SDL_Renderer *renderer)
+{
+ GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata;
+
+ if (!data->debug_enabled)
+ {
+ return;
+ }
+ while (data->glGetError() != GL_NO_ERROR) {
+ continue;
+ }
+}
+
+SDL_FORCE_INLINE int
+GL_CheckAllErrors (const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function)
+{
+ GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata;
+ int ret = 0;
+
+ if (!data->debug_enabled)
+ {
+ return 0;
+ }
+ /* check gl errors (can return multiple errors) */
+ for (;;) {
+ GLenum error = data->glGetError();
+ if (error != GL_NO_ERROR) {
+ if (prefix == NULL || prefix[0] == '\0') {
+ prefix = "generic";
+ }
+ SDL_SetError("%s: %s (%d): %s %s (0x%X)", prefix, file, line, function, GL_TranslateError(error), error);
+ ret = -1;
+ } else {
+ break;
+ }
+ }
+ return ret;
+}
+
+#if 0
+#define GL_CheckError(prefix, renderer)
+#elif defined(_MSC_VER)
+#define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, __FILE__, __LINE__, __FUNCTION__)
+#else
+#define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, __FILE__, __LINE__, __PRETTY_FUNCTION__)
+#endif
+
+
/*************************************************************************************************
* Renderer state APIs *
*************************************************************************************************/
@@ -222,26 +291,29 @@ GLES2_GetFBO(GLES2_DriverContext *data, Uint32 w, Uint32 h)
static int
GLES2_ActivateRenderer(SDL_Renderer * renderer)
{
- GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
+ GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
- if (SDL_CurrentContext != rdata->context) {
+ if (SDL_CurrentContext != data->context) {
/* Null out the current program to ensure we set it again */
- rdata->current_program = NULL;
+ data->current_program = NULL;
- if (SDL_GL_MakeCurrent(renderer->window, rdata->context) < 0) {
+ if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) {
return -1;
}
- SDL_CurrentContext = rdata->context;
+ SDL_CurrentContext = data->context;
GLES2_UpdateViewport(renderer);
}
+
+ GL_ClearErrors(renderer);
+
return 0;
}
static void
GLES2_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{
- GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
+ GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED ||
event->event == SDL_WINDOWEVENT_SHOWN ||
@@ -252,45 +324,45 @@ GLES2_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
if (event->event == SDL_WINDOWEVENT_MINIMIZED) {
/* According to Apple documentation, we need to finish drawing NOW! */
- rdata->glFinish();
+ data->glFinish();
}
}
static int
GLES2_UpdateViewport(SDL_Renderer * renderer)
{
- GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
+ GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
- if (SDL_CurrentContext != rdata->context) {
+ if (SDL_CurrentContext != data->context) {
/* We'll update the viewport after we rebind the context */
return 0;
}
- rdata->glViewport(renderer->viewport.x, renderer->viewport.y,
+ data->glViewport(renderer->viewport.x, renderer->viewport.y,
renderer->viewport.w, renderer->viewport.h);
- if (rdata->current_program) {
+ if (data->current_program) {
GLES2_SetOrthographicProjection(renderer);
}
- return 0;
+ return GL_CheckError("", renderer);
}
static int
GLES2_UpdateClipRect(SDL_Renderer * renderer)
{
- GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
+ GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
const SDL_Rect *rect = &renderer->clip_rect;
- if (SDL_CurrentContext != rdata->context) {
+ if (SDL_CurrentContext != data->context) {
/* We'll update the clip rect after we rebind the context */
return 0;
}
if (!SDL_RectEmpty(rect)) {
- rdata->glEnable(GL_SCISSOR_TEST);
- rdata->glScissor(rect->x, renderer->viewport.h - rect->y - rect->h, rect->w, rect->h);
+ data->glEnable(GL_SCISSOR_TEST);
+ data->glScissor(rect->x, renderer->viewport.h - rect->y - rect->h, rect->w, rect->h);
} else {
- rdata->glDisable(GL_SCISSOR_TEST);
+ data->glDisable(GL_SCISSOR_TEST);
}
return 0;
}
@@ -298,19 +370,19 @@ GLES2_UpdateClipRect(SDL_Renderer * renderer)
static void
GLES2_DestroyRenderer(SDL_Renderer *renderer)
{
- GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
+ GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
/* Deallocate everything */
- if (rdata) {
+ if (data) {
GLES2_ActivateRenderer(renderer);
{
GLES2_ShaderCacheEntry *entry;
GLES2_ShaderCacheEntry *next;
- entry = rdata->shader_cache.head;
+ entry = data->shader_cache.head;
while (entry)
{
- rdata->glDeleteShader(entry->id);
+ data->glDeleteShader(entry->id);
next = entry->next;
SDL_free(entry);
entry = next;
@@ -319,25 +391,26 @@ GLES2_DestroyRenderer(SDL_Renderer *renderer)
{
GLES2_ProgramCacheEntry *entry;
GLES2_ProgramCacheEntry *next;
- entry = rdata->program_cache.head;
+ entry = data->program_cache.head;
while (entry) {
- rdata->glDeleteProgram(entry->id);
+ data->glDeleteProgram(entry->id);
next = entry->next;
SDL_free(entry);
entry = next;
}
}
- if (rdata->context) {
- while (rdata->framebuffers) {
- GLES2_FBOList *nextnode = rdata->framebuffers->next;
- rdata->glDeleteFramebuffers(1, &rdata->framebuffers->FBO);
- SDL_free(rdata->framebuffers);
- rdata->framebuffers = nextnode;
+ if (data->context) {
+ while (data->framebuffers) {
+ GLES2_FBOList *nextnode = data->framebuffers->next;
+ data->glDeleteFramebuffers(1, &data->framebuffers->FBO);
+ GL_CheckError("", renderer);
+ SDL_free(data->framebuffers);
+ data->framebuffers = nextnode;
}
- SDL_GL_DeleteContext(rdata->context);
+ SDL_GL_DeleteContext(data->context);
}
- SDL_free(rdata->shader_formats);
- SDL_free(rdata);
+ SDL_free(data->shader_formats);
+ SDL_free(data);
}
SDL_free(renderer);
}
@@ -347,13 +420,13 @@ GLES2_DestroyRenderer(SDL_Renderer *renderer)
*************************************************************************************************/
static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture);
-static void GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture);
+static int GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
+ const void *pixels, int pitch);
static int GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
void **pixels, int *pitch);
static void GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture);
-static int GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
- const void *pixels, int pitch);
static int GLES2_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
+static void GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture);
static GLenum
GetScaleQuality(void)
@@ -370,8 +443,8 @@ GetScaleQuality(void)
static int
GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
- GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
- GLES2_TextureData *tdata;
+ GLES2_DriverContext *renderdata = (GLES2_DriverContext *)renderer->driverdata;
+ GLES2_TextureData *data;
GLenum format;
GLenum type;
GLenum scaleMode;
@@ -393,98 +466,59 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
}
/* Allocate a texture struct */
- tdata = (GLES2_TextureData *)SDL_calloc(1, sizeof(GLES2_TextureData));
- if (!tdata) {
+ data = (GLES2_TextureData *)SDL_calloc(1, sizeof(GLES2_TextureData));
+ if (!data) {
return SDL_OutOfMemory();
}
- tdata->texture = 0;
- tdata->texture_type = GL_TEXTURE_2D;
- tdata->pixel_format = format;
- tdata->pixel_type = type;
+ data->texture = 0;
+ data->texture_type = GL_TEXTURE_2D;
+ data->pixel_format = format;
+ data->pixel_type = type;
scaleMode = GetScaleQuality();
- /* Allocate a blob for image data */
+ /* Allocate a blob for image renderdata */
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
- tdata->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
- tdata->pixel_data = SDL_calloc(1, tdata->pitch * texture->h);
- if (!tdata->pixel_data) {
- SDL_free(tdata);
+ data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
+ data->pixel_data = SDL_calloc(1, data->pitch * texture->h);
+ if (!data->pixel_data) {
+ SDL_free(data);
return SDL_OutOfMemory();
}
}
/* Allocate the texture */
- rdata->glGenTextures(1, &tdata->texture);
- rdata->glActiveTexture(GL_TEXTURE0);
- rdata->glBindTexture(tdata->texture_type, tdata->texture);
- rdata->glTexParameteri(tdata->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
- rdata->glTexParameteri(tdata->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
- rdata->glTexParameteri(tdata->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- rdata->glTexParameteri(tdata->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- rdata->glTexImage2D(tdata->texture_type, 0, format, texture->w, texture->h, 0, format, type, NULL);
- texture->driverdata = tdata;
-
- if (texture->access == SDL_TEXTUREACCESS_TARGET) {
- tdata->fbo = GLES2_GetFBO(renderer->driverdata, texture->w, texture->h);
- } else {
- tdata->fbo = NULL;
+ GL_CheckError("", renderer);
+ renderdata->glGenTextures(1, &data->texture);
+ if (GL_CheckError("glGenTexures()", renderer) < 0) {
+ return -1;
}
+ texture->driverdata = data;
- return 0;
-}
-
-static void
-GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
-{
- GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
- GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
-
- GLES2_ActivateRenderer(renderer);
-
- /* Destroy the texture */
- if (tdata)
- {
- rdata->glDeleteTextures(1, &tdata->texture);
- SDL_free(tdata->pixel_data);
- SDL_free(tdata);
- texture->driverdata = NULL;
+ renderdata->glActiveTexture(GL_TEXTURE0);
+ renderdata->glBindTexture(data->texture_type, data->texture);
+ renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
+ renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
+ renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ renderdata->glTexImage2D(data->texture_type, 0, format, texture->w, texture->h, 0, format, type, NULL);
+ if (GL_CheckError("glTexImage2D()", renderer) < 0) {
+ return -1;
}
-}
-static int
-GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
- void **pixels, int *pitch)
-{
- GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
-
- /* Retrieve the buffer/pitch for the specified region */
- *pixels = (Uint8 *)tdata->pixel_data +
- (tdata->pitch * rect->y) +
- (rect->x * SDL_BYTESPERPIXEL(texture->format));
- *pitch = tdata->pitch;
-
- return 0;
-}
-
-static void
-GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
-{
- GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
- SDL_Rect rect;
+ if (texture->access == SDL_TEXTUREACCESS_TARGET) {
+ data->fbo = GLES2_GetFBO(renderer->driverdata, texture->w, texture->h);
+ } else {
+ data->fbo = NULL;
+ }
- /* We do whole texture updates, at least for now */
- rect.x = 0;
- rect.y = 0;
- rect.w = texture->w;
- rect.h = texture->h;
- GLES2_UpdateTexture(renderer, texture, &rect, tdata->pixel_data, tdata->pitch);
+ return GL_CheckError("", renderer);
}
static int
GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
const void *pixels, int pitch)
{
- GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
+ GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
Uint8 *blob = NULL;
Uint8 *src;
@@ -516,10 +550,10 @@ GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
}
/* Create a texture subimage with the supplied data */
- rdata->glActiveTexture(GL_TEXTURE0);
- rdata->glBindTexture(tdata->texture_type, tdata->texture);
- rdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- rdata->glTexSubImage2D(tdata->texture_type,
+ data->glActiveTexture(GL_TEXTURE0);
+ data->glBindTexture(tdata->texture_type, tdata->texture);
+ data->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ data->glTexSubImage2D(tdata->texture_type,
0,
rect->x,
rect->y,
@@ -530,9 +564,38 @@ GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
src);
SDL_free(blob);
+ return GL_CheckError("glTexSubImage2D()", renderer);
+}
+
+static int
+GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
+ void **pixels, int *pitch)
+{
+ GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
+
+ /* Retrieve the buffer/pitch for the specified region */
+ *pixels = (Uint8 *)tdata->pixel_data +
+ (tdata->pitch * rect->y) +
+ (rect->x * SDL_BYTESPERPIXEL(texture->format));
+ *pitch = tdata->pitch;
+
return 0;
}
+static void
+GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
+{
+ GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
+ SDL_Rect rect;
+
+ /* We do whole texture updates, at least for now */
+ rect.x = 0;
+ rect.y = 0;
+ rect.w = texture->w;
+ rect.h = texture->h;
+ GLES2_UpdateTexture(renderer, texture, &rect, tdata->pixel_data, tdata->pitch);
+}
+
static int
GLES2_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
{
@@ -556,6 +619,24 @@ GLES2_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
return 0;
}
+static void
+GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
+{
+ GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
+ GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
+
+ GLES2_ActivateRenderer(renderer);
+
+ /* Destroy the texture */
+ if (tdata)
+ {
+ data->glDeleteTextures(1, &tdata->texture);
+ SDL_free(tdata->pixel_data);
+ SDL_free(tdata);
+ texture->driverdata = NULL;
+ }
+}
+
/*************************************************************************************************
* Shader management functions *
*************************************************************************************************/
@@ -574,13 +655,13 @@ static GLES2_ProgramCacheEntry *
GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex,
GLES2_ShaderCacheEntry *fragment, SDL_BlendMode blendMode)
{
- GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
+ GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
GLES2_ProgramCacheEntry *entry;
GLES2_ShaderCacheEntry *shaderEntry;
GLint linkSuccessful;
/* Check if we've already cached this program */
- entry = rdata->program_cache.head;
+ entry = data->program_cache.head;
while (entry)
{
if (entry->vertex_shader == vertex && entry->fragment_shader == fragment)
@@ -589,16 +670,16 @@ GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex,
}
if (entry)
{
- if (rdata->program_cache.head != entry)
+ if (data->program_cache.head != entry)
{
if (entry->next)
entry->next->prev = entry->prev;
if (entry->prev)
entry->prev->next = entry->next;
entry->prev = NULL;
- entry->next = rdata->program_cache.head;
- rdata->program_cache.head->prev = entry;
- rdata->program_cache.head = entry;
+ entry->next = data->program_cache.head;
+ data->program_cache.head->prev = entry;
+ data->program_cache.head = entry;
}
return entry;
}
@@ -615,18 +696,18 @@ GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex,
entry->blend_mode = blendMode;
/* Create the program and link it */
- entry->id = rdata->glCreateProgram();
- rdata->glAttachShader(entry->id, vertex->id);
- rdata->glAttachShader(entry->id, fragment->id);
- rdata->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position");
- rdata->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
- rdata->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_ANGLE, "a_angle");
- rdata->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_CENTER, "a_center");
- rdata->glLinkProgram(entry->id);
- rdata->glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful);
+ entry->id = data->glCreateProgram();
+ data->glAttachShader(entry->id, vertex->id);
+ data->glAttachShader(entry->id, fragment->id);
+ data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position");
+ 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)
{
- rdata->glDeleteProgram(entry->id);
+ data->glDeleteProgram(entry->id);
SDL_free(entry);
SDL_SetError("Failed to link shader program");
return NULL;
@@ -634,47 +715,47 @@ GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex,
/* Predetermine locations of uniform variables */
entry->uniform_locations[GLES2_UNIFORM_PROJECTION] =
- rdata->glGetUniformLocation(entry->id, "u_projection");
+ data->glGetUniformLocation(entry->id, "u_projection");
entry->uniform_locations[GLES2_UNIFORM_TEXTURE] =
- rdata->glGetUniformLocation(entry->id, "u_texture");
+ data->glGetUniformLocation(entry->id, "u_texture");
entry->uniform_locations[GLES2_UNIFORM_MODULATION] =
- rdata->glGetUniformLocation(entry->id, "u_modulation");
+ data->glGetUniformLocation(entry->id, "u_modulation");
entry->uniform_locations[GLES2_UNIFORM_COLOR] =
- rdata->glGetUniformLocation(entry->id, "u_color");
+ data->glGetUniformLocation(entry->id, "u_color");
entry->uniform_locations[GLES2_UNIFORM_COLORTABLE] =
- rdata->glGetUniformLocation(entry->id, "u_colorTable");
+ data->glGetUniformLocation(entry->id, "u_colorTable");
/* Cache the linked program */
- if (rdata->program_cache.head)
+ if (data->program_cache.head)
{
- entry->next = rdata->program_cache.head;
- rdata->program_cache.head->prev = entry;
+ entry->next = data->program_cache.head;
+ data->program_cache.head->prev = entry;
}
else
{
- rdata->program_cache.tail = entry;
+ data->program_cache.tail = entry;
}
- rdata->program_cache.head = entry;
- ++rdata->program_cache.count;
+ data->program_cache.head = entry;
+ ++data->program_cache.count;
/* Increment the refcount of the shaders we're using */
++vertex->references;
++fragment->references;
/* Evict the last entry from the cache if we exceed the limit */
- if (rdata->program_cache.count > GLES2_MAX_CACHED_PROGRAMS)
+ if (data->program_cache.count > GLES2_MAX_CACHED_PROGRAMS)
{
- shaderEntry = rdata->program_cache.tail->vertex_shader;
+ shaderEntry = data->program_cache.tail->vertex_shader;
if (--shaderEntry->references <= 0)
GLES2_EvictShader(renderer, shaderEntry);
- shaderEntry = rdata->program_cache.tail->fragment_shader;
+ shaderEntry = data->program_cache.tail->fragment_shader;
if (--shaderEntry->references <= 0)
GLES2_EvictShader(renderer, shaderEntry);
- rdata->glDeleteProgram(rdata->program_cache.tail->id);
- rdata->program_cache.tail = rdata->program_cache.tail->prev;
- SDL_free(rdata->program_cache.tail->next);
- rdata->program_cache.tail->next = NULL;
- --rdata->program_cache.count;
+ data->glDeleteProgram(data->program_cache.tail->id);
+ data->program_cache.tail = data->program_cache.tail->prev;
+ SDL_free(data->program_cache.tail->next);
+ data->program_cache.tail->next = NULL;
+ --data->program_cache.count;
}
return entry;
}
@@ -682,7 +763,7 @@ GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex,
static GLES2_ShaderCacheEntry *
GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type, SDL_BlendMode blendMode)
{
- GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
+ GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
const GLES2_Shader *shader;
const GLES2_ShaderInstance *instance = NULL;
GLES2_ShaderCacheEntry *entry = NULL;
@@ -700,13 +781,13 @@ GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type, SDL_BlendMode b
/* Find a matching shader instance that's supported on this hardware */
for (i = 0; i < shader->instance_count && !instance; ++i)
{
- for (j = 0; j < rdata->shader_format_count && !instance; ++j)
+ for (j = 0; j < data->shader_format_count && !instance; ++j)
{
if (!shader->instances)
continue;
if (!shader->instances[i])
continue;
- if (shader->instances[i]->format != rdata->shader_formats[j])
+ if (shader->instances[i]->format != data->shader_formats[j])
continue;
instance = shader->instances[i];
}
@@ -718,7 +799,7 @@ GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type, SDL_BlendMode b
}
/* Check if we've already cached this shader */
- entry = rdata->shader_cache.head;
+ entry = data->shader_cache.head;
while (entry)
{
if (entry->instance == instance)
@@ -739,16 +820,16 @@ GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type, SDL_BlendMode b
entry->instance = instance;
/* Compile or load the selected shader instance */
- entry->id = rdata->glCreateShader(instance->type);
+ entry->id = data->glCreateShader(instance->type);
if (instance->format == (GLenum)-1)
{
- rdata->glShaderSource(entry->id, 1, (const char **)&instance->data, NULL);
- rdata->glCompileShader(entry->id);
- rdata->glGetShaderiv(entry->id, GL_COMPILE_STATUS, &compileSuccessful);
+ data->glShaderSource(entry->id, 1, (const char **)&instance->data, NULL);
+ data->glCompileShader(entry->id);
+ data->glGetShaderiv(entry->id, GL_COMPILE_STATUS, &compileSuccessful);
}
else
{
- rdata->glShaderBinary(1, &entry->id, instance->format, instance->data, instance->length);
+ data->glShaderBinary(1, &entry->id, instance->format, instance->data, instance->length);
compileSuccessful = GL_TRUE;
}
if (!compileSuccessful)
@@ -756,11 +837,11 @@ GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type, SDL_BlendMode b
char *info = NULL;
int length = 0;
- rdata->glGetShaderiv(entry->id, GL_INFO_LOG_LENGTH, &length);
+ data->glGetShaderiv(entry->id, GL_INFO_LOG_LENGTH, &length);
if (length > 0) {
info = SDL_stack_alloc(char, length);
if (info) {
- rdata->glGetShaderInfoLog(entry->id, length, &length, info);
+ data->glGetShaderInfoLog(entry->id, length, &length, info);
}
}
if (info) {
@@ -769,45 +850,45 @@ GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type, SDL_BlendMode b
} else {
SDL_SetError("Failed to load the shader");
}
- rdata->glDeleteShader(entry->id);
+ data->glDeleteShader(entry->id);
SDL_free(entry);
return NULL;
}
/* Link the shader entry in at the front of the cache */
- if (rdata->shader_cache.head)
+ if (data->shader_cache.head)
{
- entry->next = rdata->shader_cache.head;
- rdata->shader_cache.head->prev = entry;
+ entry->next = data->shader_cache.head;
+ data->shader_cache.head->prev = entry;
}
- rdata->shader_cache.head = entry;
- ++rdata->shader_cache.count;
+ data->shader_cache.head = entry;
+ ++data->shader_cache.count;
return entry;
}
static void
GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry)
{
- GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
+ GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
/* Unlink the shader from the cache */
if (entry->next)
entry->next->prev = entry->prev;
if (entry->prev)
entry->prev->next = entry->next;
- if (rdata->shader_cache.head == entry)
- rdata->shader_cache.head = entry->next;
- --rdata->shader_cache.count;
+ if (data->shader_cache.head == entry)
+ data->shader_cache.head = entry->next;
+ --data->shader_cache.count;
/* Deallocate the shader */
- rdata->glDeleteShader(entry->id);
+ data->glDeleteShader(entry->id);
SDL_free(entry);
}
static int
GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, SDL_BlendMode blendMode)
{
- GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
+ GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
GLES2_ShaderCacheEntry *vertex = NULL;
GLES2_ShaderCacheEntry *fragment = NULL;
GLES2_ShaderType vtype, ftype;
@@ -845,9 +926,9 @@ GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, SDL_BlendM
goto fault;
/* Check if we need to change programs at all */
- if (rdata->current_program &&
- rdata->current_program->vertex_shader == vertex &&
- rdata->current_program->fragment_shader == fragment)
+ if (data->current_program &&
+ data->current_program->vertex_shader == vertex &&
+ data->current_program->fragment_shader == fragment)
return 0;
/* Generate a matching program */
@@ -856,10 +937,10 @@ GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, SDL_BlendM
goto fault;
/* Select that program in OpenGL */
- rdata->glUseProgram(program->id);
+ data->glUseProgram(program->id);
/* Set the current program */
- rdata->current_program = program;
+ data->current_program = program;
/* Activate an orthographic projection */
if (GLES2_SetOrthographicProjection(renderer) < 0)
@@ -872,14 +953,14 @@ fault:
GLES2_EvictShader(renderer, vertex);
if (fragment && fragment->references <= 0)
GLES2_EvictShader(renderer, fragment);
- rdata->current_program = NULL;
+ data->current_program = NULL;
return -1;
}
static int
GLES2_SetOrthographicProjection(SDL_Renderer *renderer)
{
- GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
+ GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
GLfloat projection[4][4];
GLuint locProjection;
@@ -914,8 +995,8 @@ GLES2_SetOrthographicProjection(SDL_Renderer *renderer)
projection[3][3] = 1.0f;
/* Set the projection matrix */
- locProjection = rdata->current_program->uniform_locations[GLES2_UNIFORM_PROJECTION];
- rdata->glUniformMatrix4fv(locProjection, 1, GL_FALSE, (GLfloat *)projection);
+ locProjection = data->current_program->uniform_locations[GLES2_UNIFORM_PROJECTION];
+ data->glUniformMatrix4fv(locProjection, 1, GL_FALSE, (GLfloat *)projection);
return 0;
}
@@ -942,88 +1023,88 @@ static void GLES2_RenderPresent(SDL_Renderer *renderer);
static int
GLES2_RenderClear(SDL_Renderer * renderer)
{
- GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
+ GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
GLES2_ActivateRenderer(renderer);
- rdata->glClearColor((GLfloat) renderer->r * inv255f,
+ data->glClearColor((GLfloat) renderer->r * inv255f,
(GLfloat) renderer->g * inv255f,
(GLfloat) renderer->b * inv255f,
(GLfloat) renderer->a * inv255f);
- rdata->glClear(GL_COLOR_BUFFER_BIT);
+ data->glClear(GL_COLOR_BUFFER_BIT);
return 0;
}
static void
-GLES2_SetBlendMode(GLES2_DriverContext *rdata, int blendMode)
+GLES2_SetBlendMode(GLES2_DriverContext *data, int blendMode)
{
- if (blendMode != rdata->current.blendMode) {
+ if (blendMode != data->current.blendMode) {
switch (blendMode) {
default:
case SDL_BLENDMODE_NONE:
- rdata->glDisable(GL_BLEND);
+ data->glDisable(GL_BLEND);
break;
case SDL_BLENDMODE_BLEND:
- rdata->glEnable(GL_BLEND);
- rdata->glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ data->glEnable(GL_BLEND);
+ data->glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
break;
case SDL_BLENDMODE_ADD:
- rdata->glEnable(GL_BLEND);
- rdata->glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
+ data->glEnable(GL_BLEND);
+ data->glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
break;
case SDL_BLENDMODE_MOD:
- rdata->glEnable(GL_BLEND);
- rdata->glBlendFuncSeparate(GL_ZERO, GL_SRC_COLOR, GL_ZERO, GL_ONE);
+ data->glEnable(GL_BLEND);
+ data->glBlendFuncSeparate(GL_ZERO, GL_SRC_COLOR, GL_ZERO, GL_ONE);
break;
}
- rdata->current.blendMode = blendMode;
+ data->current.blendMode = blendMode;
}
}
static void
-GLES2_SetTexCoords(GLES2_DriverContext * rdata, SDL_bool enabled)
+GLES2_SetTexCoords(GLES2_DriverContext * data, SDL_bool enabled)
{
- if (enabled != rdata->current.tex_coords) {
+ if (enabled != data->current.tex_coords) {
if (enabled) {
- rdata->glEnableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
+ data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
} else {
- rdata->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
+ data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
}
- rdata->current.tex_coords = enabled;
+ data->current.tex_coords = enabled;
}
}
static int
GLES2_SetDrawingState(SDL_Renderer * renderer)
{
- GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
+ GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
int blendMode = renderer->blendMode;
GLuint locColor;
GLES2_ActivateRenderer(renderer);
- GLES2_SetBlendMode(rdata, blendMode);
+ GLES2_SetBlendMode(data, blendMode);
- GLES2_SetTexCoords(rdata, SDL_FALSE);
+ GLES2_SetTexCoords(data, SDL_FALSE);
/* Activate an appropriate shader and set the projection matrix */
if (GLES2_SelectProgram(renderer, GLES2_IMAGESOURCE_SOLID, blendMode) < 0)
return -1;
/* Select the color to draw with */
- locColor = rdata->current_program->uniform_locations[GLES2_UNIFORM_COLOR];
+ locColor = data->current_program->uniform_locations[GLES2_UNIFORM_COLOR];
if (renderer->target &&
(renderer->target->format == SDL_PIXELFORMAT_ARGB8888 ||
renderer->target->format == SDL_PIXELFORMAT_RGB888)) {
- rdata->glUniform4f(locColor,
+ data->glUniform4f(locColor,
renderer->b * inv255f,
renderer->g * inv255f,
renderer->r * inv255f,
renderer->a * inv255f);
} else {
- rdata->glUniform4f(locColor,
+ data->glUniform4f(locColor,
renderer->r * inv255f,
renderer->g * inv255f,
renderer->b * inv255f,
@@ -1035,7 +1116,7 @@ GLES2_SetDrawingState(SDL_Renderer * renderer)
static int
GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count)
{
- GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
+ GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
GLfloat *vertices;
int idx;
@@ -1052,8 +1133,8 @@ GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int cou
vertices[idx * 2] = x;
vertices[(idx * 2) + 1] = y;
}
- rdata->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
- rdata->glDrawArrays(GL_POINTS, 0, count);
+ data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
+ data->glDrawArrays(GL_POINTS, 0, count);
SDL_stack_free(vertices);
return 0;
}
@@ -1061,7 +1142,7 @@ GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int cou
static int
GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count)
{
- GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
+ GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
GLfloat *vertices;
int idx;
@@ -1078,22 +1159,23 @@ GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_FPoint *points, int coun
vertices[idx * 2] = x;
vertices[(idx * 2) + 1] = y;
}
- rdata->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
- rdata->glDrawArrays(GL_LINE_STRIP, 0, count);
+ data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
+ data->glDrawArrays(GL_LINE_STRIP, 0, count);
/* We need to close the endpoint of the line */
if (count == 2 ||
points[0].x != points[count-1].x || points[0].y != points[count-1].y) {
- rdata->glDrawArrays(GL_POINTS, count-1, 1);
+ data->glDrawArrays(GL_POINTS, count-1, 1);
}
SDL_stack_free(vertices);
- return 0;
+
+ return GL_CheckError("", renderer);
}
static int
GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count)
{
- GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
+ GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
GLfloat vertices[8];
int idx;
@@ -1118,17 +1200,17 @@ GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count)
vertices[5] = yMax;
vertices[6] = xMax;
vertices[7] = yMax;
- rdata->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
- rdata->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
+ data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
- return 0;
+ return GL_CheckError("", renderer);
}
static int
GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
const SDL_FRect *dstrect)
{
- GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
+ GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
GLES2_ImageSource sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
SDL_BlendMode blendMode;
@@ -1225,23 +1307,23 @@ GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *s
return -1;
/* Select the target texture */
- locTexture = rdata->current_program->uniform_locations[GLES2_UNIFORM_TEXTURE];
- rdata->glActiveTexture(GL_TEXTURE0);
- rdata->glBindTexture(tdata->texture_type, tdata->texture);
- rdata->glUniform1i(locTexture, 0);
+ locTexture = data->current_program->uniform_locations[GLES2_UNIFORM_TEXTURE];
+ data->glActiveTexture(GL_TEXTURE0);
+ data->glBindTexture(tdata->texture_type, tdata->texture);
+ data->glUniform1i(locTexture, 0);
/* Configure color modulation */
- locModulation = rdata->current_program->uniform_locations[GLES2_UNIFORM_MODULATION];
+ locModulation = data->current_program->uniform_locations[GLES2_UNIFORM_MODULATION];
if (renderer->target &&
(renderer->target->format == SDL_PIXELFORMAT_ARGB8888 ||
renderer->target->format == SDL_PIXELFORMAT_RGB888)) {
- rdata->glUniform4f(locModulation,
+ data->glUniform4f(locModulation,
texture->b * inv255f,
texture->g * inv255f,
texture->r * inv255f,
texture->a * inv255f);
} else {
- rdata->glUniform4f(locModulation,
+ data->glUniform4f(locModulation,
texture->r * inv255f,
texture->g * inv255f,
texture->b * inv255f,
@@ -1249,9 +1331,9 @@ GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *s
}
/* Configure texture blending */
- GLES2_SetBlendMode(rdata, blendMode);
+ GLES2_SetBlendMode(data, blendMode);
- GLES2_SetTexCoords(rdata, SDL_TRUE);
+ GLES2_SetTexCoords(data, SDL_TRUE);
/* Emit the textured quad */
vertices[0] = dstrect->x;
@@ -1262,7 +1344,7 @@ GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *s
vertices[5] = (dstrect->y + dstrect->h);
vertices[6] = (dstrect->x + dstrect->w);
vertices[7] = (dstrect->y + dstrect->h);
- rdata->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
+ data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
texCoords[0] = srcrect->x / (GLfloat)texture->w;
texCoords[1] = srcrect->y / (GLfloat)texture->h;
texCoords[2] = (srcrect->x + srcrect->w) / (GLfloat)texture->w;
@@ -1271,16 +1353,17 @@ GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *s
texCoords[5] = (srcrect->y + srcrect->h) / (GLfloat)texture->h;
texCoords[6] = (srcrect->x + srcrect->w) / (GLfloat)texture->w;
texCoords[7] = (srcrect->y + srcrect->h) / (GLfloat)texture->h;
- rdata->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, texCoords);
- rdata->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- return 0;
+ data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, texCoords);
+ data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ return GL_CheckError("", renderer);
}
static int
GLES2_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
const SDL_FRect *dstrect, const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
{
- GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
+ GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
GLES2_ImageSource sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
SDL_BlendMode blendMode;
@@ -1294,8 +1377,8 @@ GLES2_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
GLES2_ActivateRenderer(renderer);
- rdata->glEnableVertexAttribArray(GLES2_ATTRIBUTE_CENTER);
- rdata->glEnableVertexAttribArray(GLES2_ATTRIBUTE_ANGLE);
+ data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_CENTER);
+ data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_ANGLE);
fAngle[0] = fAngle[1] = fAngle[2] = fAngle[3] = (GLfloat)(360.0f - angle);
/* Calculate the center of rotation */
translate[0] = translate[2] = translate[4] = translate[6] = (center->x + dstrect->x);
@@ -1387,23 +1470,23 @@ GLES2_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
return -1;
/* Select the target texture */
- locTexture = rdata->current_program->uniform_locations[GLES2_UNIFORM_TEXTURE];
- rdata->glActiveTexture(GL_TEXTURE0);
- rdata->glBindTexture(tdata->texture_type, tdata->texture);
- rdata->glUniform1i(locTexture, 0);
+ locTexture = data->current_program->uniform_locations[GLES2_UNIFORM_TEXTURE];
+ data->glActiveTexture(GL_TEXTURE0);
+ data->glBindTexture(tdata->texture_type, tdata->texture);
+ data->glUniform1i(locTexture, 0);
/* Configure color modulation */
- locModulation = rdata->current_program->uniform_locations[GLES2_UNIFORM_MODULATION];
+ locModulation = data->current_program->uniform_locations[GLES2_UNIFORM_MODULATION];
if (renderer->target &&
(renderer->target->format == SDL_PIXELFORMAT_ARGB8888 ||
renderer->target->format == SDL_PIXELFORMAT_RGB888)) {
- rdata->glUniform4f(locModulation,
+ data->glUniform4f(locModulation,
texture->b * inv255f,
texture->g * inv255f,
texture->r * inv255f,
texture->a * inv255f);
} else {
- rdata->glUniform4f(locModulation,
+ data->glUniform4f(locModulation,
texture->r * inv255f,
texture->g * inv255f,
texture->b * inv255f,
@@ -1411,9 +1494,9 @@ GLES2_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
}
/* Configure texture blending */
- GLES2_SetBlendMode(rdata, blendMode);
+ GLES2_SetBlendMode(data, blendMode);
- GLES2_SetTexCoords(rdata, SDL_TRUE);
+ GLES2_SetTexCoords(data, SDL_TRUE);
/* Emit the textured quad */
vertices[0] = dstrect->x;
@@ -1435,9 +1518,9 @@ GLES2_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
vertices[5] = vertices[7] = tmp;
}
- rdata->glVertexAttribPointer(GLES2_ATTRIBUTE_ANGLE, 1, GL_FLOAT, GL_FALSE, 0, &fAngle);
- rdata->glVertexAttribPointer(GLES2_ATTRIBUTE_CENTER, 2, GL_FLOAT, GL_FALSE, 0, translate);
- rdata->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
+ data->glVertexAttribPointer(GLES2_ATTRIBUTE_ANGLE, 1, GL_FLOAT, GL_FALSE, 0, &fAngle);
+ data->glVertexAttribPointer(GLES2_ATTRIBUTE_CENTER, 2, GL_FLOAT, GL_FALSE, 0, translate);
+ data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
texCoords[0] = srcrect->x / (GLfloat)texture->w;
texCoords[1] = srcrect->y / (GLfloat)texture->h;
@@ -1447,18 +1530,19 @@ GLES2_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
texCoords[5] = (srcrect->y + srcrect->h) / (GLfloat)texture->h;
texCoords[6] = (srcrect->x + srcrect->w) / (GLfloat)texture->w;
texCoords[7] = (srcrect->y + srcrect->h) / (GLfloat)texture->h;
- rdata->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, texCoords);
- rdata->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- rdata->glDisableVertexAttribArray(GLES2_ATTRIBUTE_CENTER);
- rdata->glDisableVertexAttribArray(GLES2_ATTRIBUTE_ANGLE);
- return 0;
+ data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, texCoords);
+ data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_CENTER);
+ data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_ANGLE);
+
+ return GL_CheckError("", renderer);
}
static int
GLES2_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 pixel_format, void * pixels, int pitch)
{
- GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
+ GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
Uint32 temp_format = SDL_PIXELFORMAT_ABGR8888;
void *temp_pixels;
int temp_pitch;
@@ -1476,10 +1560,13 @@ GLES2_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
SDL_GetRendererOutputSize(renderer, &w, &h);
- rdata->glPixelStorei(GL_PACK_ALIGNMENT, 1);
+ data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
- rdata->glReadPixels(rect->x, (h-rect->y)-rect->h, rect->w, rect->h,
+ data->glReadPixels(rect->x, (h-rect->y)-rect->h, rect->w, rect->h,
GL_RGBA, GL_UNSIGNED_BYTE, temp_pixels);
+ if (GL_CheckError("glReadPixels()", renderer) < 0) {
+ return -1;
+ }
/* Flip the rows to be top-down */
length = rect->w * SDL_BYTESPERPIXEL(temp_format);
@@ -1520,7 +1607,8 @@ GLES2_RenderPresent(SDL_Renderer *renderer)
static int GLES2_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh);
static int GLES2_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture);
-static int GLES2_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh) {
+static int GLES2_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh)
+{
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
GLES2_TextureData *texturedata = (GLES2_TextureData *)texture->driverdata;
GLES2_ActivateRenderer(renderer);
@@ -1533,7 +1621,8 @@ static int GLES2_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, flo
return 0;
}
-static int GLES2_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture) {
+static int GLES2_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture)
+{
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
GLES2_TextureData *texturedata = (GLES2_TextureData *)texture->driverdata;
GLES2_ActivateRenderer(renderer);
@@ -1553,26 +1642,28 @@ static int GLES2_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture) {
static void
GLES2_ResetState(SDL_Renderer *renderer)
{
- GLES2_DriverContext *rdata = (GLES2_DriverContext *) renderer->driverdata;
+ GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata;
- if (SDL_CurrentContext == rdata->context) {
+ if (SDL_CurrentContext == data->context) {
GLES2_UpdateViewport(renderer);
} else {
GLES2_ActivateRenderer(renderer);
}
- rdata->current.blendMode = -1;
- rdata->current.tex_coords = SDL_FALSE;
+ data->current.blendMode = -1;
+ data->current.tex_coords = SDL_FALSE;
+
+ data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
+ data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
- rdata->glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
- rdata->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
+ GL_CheckError("", renderer);
}
static SDL_Renderer *
GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
{
SDL_Renderer *renderer;
- GLES2_DriverContext *rdata;
+ GLES2_DriverContext *data;
GLint nFormats;
#ifndef ZUNE_HD
GLboolean hasCompiler;
@@ -1601,30 +1692,30 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
return NULL;
}
- rdata = (GLES2_DriverContext *)SDL_calloc(1, sizeof(GLES2_DriverContext));
- if (!rdata) {
+ data = (GLES2_DriverContext *)SDL_calloc(1, sizeof(GLES2_DriverContext));
+ if (!data) {
GLES2_DestroyRenderer(renderer);
SDL_OutOfMemory();
return NULL;
}
renderer->info = GLES2_RenderDriver.info;
renderer->info.flags = SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE;
- renderer->driverdata = rdata;
+ renderer->driverdata = data;
renderer->window = window;
/* Create an OpenGL ES 2.0 context */
- rdata->context = SDL_GL_CreateContext(window);
- if (!rdata->context)
+ data->context = SDL_GL_CreateContext(window);
+ if (!data->context)
{
GLES2_DestroyRenderer(renderer);
return NULL;
}
- if (SDL_GL_MakeCurrent(window, rdata->context) < 0) {
+ if (SDL_GL_MakeCurrent(window, data->context) < 0) {
GLES2_DestroyRenderer(renderer);
return NULL;
}
- if (GLES2_LoadFunctions(rdata) < 0) {
+ if (GLES2_LoadFunctions(data) < 0) {
GLES2_DestroyRenderer(renderer);
return NULL;
}
@@ -1638,11 +1729,17 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
}
+ /* Check for debug output support */
+ if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_FLAGS, &value) == 0 &&
+ (value & SDL_GL_CONTEXT_DEBUG_FLAG)) {
+ data->debug_enabled = SDL_TRUE;
+ }
+
value = 0;
- rdata->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
+ data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
renderer->info.max_texture_width = value;
value = 0;
- rdata->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
+ data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
renderer->info.max_texture_height = value;
/* Determine supported shader formats */
@@ -1650,30 +1747,30 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
#ifdef ZUNE_HD
nFormats = 1;
#else /* !ZUNE_HD */
- rdata->glGetIntegerv(GL_NUM_SHADER_BINARY_FORMATS, &nFormats);
- rdata->glGetBooleanv(GL_SHADER_COMPILER, &hasCompiler);
+ data->glGetIntegerv(GL_NUM_SHADER_BINARY_FORMATS, &nFormats);
+ data->glGetBooleanv(GL_SHADER_COMPILER, &hasCompiler);
if (hasCompiler)
++nFormats;
#endif /* ZUNE_HD */
- rdata->shader_formats = (GLenum *)SDL_calloc(nFormats, sizeof(GLenum));
- if (!rdata->shader_formats)
+ data->shader_formats = (GLenum *)SDL_calloc(nFormats, sizeof(GLenum));
+ if (!data->shader_formats)
{
GLES2_DestroyRenderer(renderer);
SDL_OutOfMemory();
return NULL;
}
- rdata->shader_format_count = nFormats;
+ data->shader_format_count = nFormats;
#ifdef ZUNE_HD
- rdata->shader_formats[0] = GL_NVIDIA_PLATFORM_BINARY_NV;
+ data->shader_formats[0] = GL_NVIDIA_PLATFORM_BINARY_NV;
#else /* !ZUNE_HD */
- rdata->glGetIntegerv(GL_SHADER_BINARY_FORMATS, (GLint *)rdata->shader_formats);
+ data->glGetIntegerv(GL_SHADER_BINARY_FORMATS, (GLint *)data->shader_formats);
if (hasCompiler)
- rdata->shader_formats[nFormats - 1] = (GLenum)-1;
+ data->shader_formats[nFormats - 1] = (GLenum)-1;
#endif /* ZUNE_HD */
- rdata->framebuffers = NULL;
- rdata->glGetIntegerv(GL_FRAMEBUFFER_BINDING, &window_framebuffer);
- rdata->window_framebuffer = (GLuint)window_framebuffer;
+ data->framebuffers = NULL;
+ data->glGetIntegerv(GL_FRAMEBUFFER_BINDING, &window_framebuffer);
+ data->window_framebuffer = (GLuint)window_framebuffer;
/* Populate the function pointers for the module */
renderer->WindowEvent = &GLES2_WindowEvent;