mirror of https://github.com/encounter/SDL.git
Add OpenGLES2 implementation
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6e26d320c6
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@ -958,6 +958,41 @@ GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
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return 0;
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}
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static int
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GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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SDL_Vertex *vertices, int num_vertices, int *indices, int num_indices, float scale_x, float scale_y)
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{
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int i;
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const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
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int count = indices ? num_indices : num_vertices;
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GLfloat *verts;
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int sz = 2 + 4 + (texture ? 2 : 0);
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verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * sz * sizeof (GLfloat), 0, &cmd->data.draw.first);
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if (!verts) {
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return -1;
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}
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cmd->data.draw.count = count;
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for (i = 0; i < count; i++) {
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SDL_Vertex *v = &vertices[indices ? indices[i] : i];
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*(verts++) = v->position.x * scale_x;
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*(verts++) = v->position.y * scale_y;
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*(verts++) = (colorswap ? v->color.b : v->color.r) * inv255f;
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*(verts++) = v->color.g * inv255f;
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*(verts++) = (colorswap ? v->color.r : v->color.b) * inv255f;
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*(verts++) = v->color.a * inv255f;
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if (texture) {
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*(verts++) = v->tex_coord.x / texture->w;
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*(verts++) = v->tex_coord.y / texture->h;
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}
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}
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return 0;
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}
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static int
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SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_ImageSource imgsrc)
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{
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@ -1333,6 +1368,23 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
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break;
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}
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case SDL_RENDERCMD_GEOMETRY: {
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SDL_Texture *texture = cmd->data.draw.texture;
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const size_t count = cmd->data.draw.count;
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int ret;
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if (texture) {
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ret = SetCopyState(renderer, cmd);
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} else {
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ret = SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID);
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}
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if (ret == 0) {
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data->glDrawArrays(GL_TRIANGLES, 0, count);
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}
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break;
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}
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case SDL_RENDERCMD_NO_OP:
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break;
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}
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@ -2127,6 +2179,7 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
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renderer->QueueFillRects = GLES2_QueueFillRects;
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renderer->QueueCopy = GLES2_QueueCopy;
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renderer->QueueCopyEx = GLES2_QueueCopyEx;
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renderer->QueueGeometry = GLES2_QueueGeometry;
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renderer->RunCommandQueue = GLES2_RunCommandQueue;
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renderer->RenderReadPixels = GLES2_RenderReadPixels;
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renderer->RenderPresent = GLES2_RenderPresent;
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