OpenGLES2: remove RenderCopy and RenderCopyEx from back-end
parent
76f9fb96d9
commit
b92056bbea
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@ -91,8 +91,6 @@ typedef enum
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GLES2_ATTRIBUTE_POSITION = 0,
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GLES2_ATTRIBUTE_COLOR = 1,
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GLES2_ATTRIBUTE_TEXCOORD = 2,
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GLES2_ATTRIBUTE_ANGLE = 3,
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GLES2_ATTRIBUTE_CENTER = 4,
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} GLES2_Attribute;
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typedef enum
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@ -129,7 +127,6 @@ typedef struct
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SDL_bool cliprect_dirty;
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SDL_Rect cliprect;
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SDL_bool texturing;
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SDL_bool is_copy_ex;
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Uint32 clear_color;
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int drawablew;
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int drawableh;
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@ -422,8 +419,6 @@ GLES2_CacheProgram(GLES2_RenderData *data, GLuint vertex, GLuint fragment)
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data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position");
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data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_COLOR, "a_color");
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data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
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data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_ANGLE, "a_angle");
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data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_CENTER, "a_center");
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data->glLinkProgram(entry->id);
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data->glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful);
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if (!linkSuccessful) {
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@ -780,203 +775,6 @@ GLES2_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
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return 0;
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}
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static int
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GLES2_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
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const SDL_Rect * srcrect, const SDL_FRect * dstrect)
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{
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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 color;
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GLfloat minx, miny, maxx, maxy;
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GLfloat minu, maxu, minv, maxv;
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const size_t vertlen = 6 * (2 * sizeof (float) + sizeof (int) + 2 * sizeof (float));
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 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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if (colorswap == 0) {
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color = (cmd->data.draw.r << 0) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 16) | (cmd->data.draw.a << 24);
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} else {
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color = (cmd->data.draw.r << 16) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 0) | (cmd->data.draw.a << 24);
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}
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cmd->data.draw.count = 1;
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minx = dstrect->x;
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miny = dstrect->y;
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maxx = dstrect->x + dstrect->w;
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maxy = dstrect->y + dstrect->h;
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minu = (GLfloat) srcrect->x / texture->w;
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maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
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minv = (GLfloat) srcrect->y / texture->h;
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maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
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/* set these up as GL_TRIANGLES instead of GL_TRIANGLE_STRIP; it's more
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vertices, but we can then draw unconnected pieces in a single draw
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call if there are several draws in a row using the same texture
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(such as a particle system or texture atlas). */
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*(verts++) = minx;
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*(verts++) = miny;
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*((int *)verts++) = color;
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*(verts++) = minu;
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*(verts++) = minv;
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*(verts++) = maxx;
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*(verts++) = miny;
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*((int *)verts++) = color;
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*(verts++) = maxu;
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*(verts++) = minv;
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*(verts++) = minx;
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*(verts++) = maxy;
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*((int *)verts++) = color;
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*(verts++) = minu;
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*(verts++) = maxv;
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*(verts++) = maxx;
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*(verts++) = miny;
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*((int *)verts++) = color;
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*(verts++) = maxu;
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*(verts++) = minv;
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*(verts++) = minx;
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*(verts++) = maxy;
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*((int *)verts++) = color;
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*(verts++) = minu;
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*(verts++) = maxv;
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*(verts++) = maxx;
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*(verts++) = maxy;
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*((int *)verts++) = color;
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*(verts++) = maxu;
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*(verts++) = maxv;
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return 0;
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}
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static int
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GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
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const SDL_Rect * srcquad, const SDL_FRect * dstrect,
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const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
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{
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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 color;
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/* render expects cos value - 1 (see GLES2_Vertex_Default) */
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const float radian_angle = (float)(M_PI * (360.0 - angle) / 180.0);
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const GLfloat s = (GLfloat) SDL_sin(radian_angle);
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const GLfloat c = (GLfloat) SDL_cos(radian_angle) - 1.0f;
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const GLfloat centerx = center->x + dstrect->x;
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const GLfloat centery = center->y + dstrect->y;
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GLfloat minx, miny, maxx, maxy;
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GLfloat minu, maxu, minv, maxv;
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const size_t vertlen = 6 * (2 * sizeof (float) + sizeof (int) + (2 + 2 + 2) * sizeof (float));
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 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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if (colorswap == 0) {
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color = (cmd->data.draw.r << 0) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 16) | (cmd->data.draw.a << 24);
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} else {
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color = (cmd->data.draw.r << 16) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 0) | (cmd->data.draw.a << 24);
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}
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if (flip & SDL_FLIP_HORIZONTAL) {
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minx = dstrect->x + dstrect->w;
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maxx = dstrect->x;
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} else {
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minx = dstrect->x;
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maxx = dstrect->x + dstrect->w;
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}
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if (flip & SDL_FLIP_VERTICAL) {
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miny = dstrect->y + dstrect->h;
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maxy = dstrect->y;
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} else {
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miny = dstrect->y;
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maxy = dstrect->y + dstrect->h;
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}
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minu = ((GLfloat) srcquad->x) / ((GLfloat) texture->w);
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maxu = ((GLfloat) (srcquad->x + srcquad->w)) / ((GLfloat) texture->w);
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minv = ((GLfloat) srcquad->y) / ((GLfloat) texture->h);
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maxv = ((GLfloat) (srcquad->y + srcquad->h)) / ((GLfloat) texture->h);
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cmd->data.draw.count = 1;
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/* set these up as GL_TRIANGLES instead of GL_TRIANGLE_STRIP; it's more
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vertices, but we can then draw unconnected pieces in a single draw
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call if there are several draws in a row using the same texture
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(such as a particle system or texture atlas). */
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*(verts++) = minx;
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*(verts++) = miny;
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*((int *)verts++) = color;
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*(verts++) = minu;
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*(verts++) = minv;
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*(verts++) = s;
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*(verts++) = c;
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*(verts++) = centerx;
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*(verts++) = centery;
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*(verts++) = maxx;
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*(verts++) = miny;
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*((int *)verts++) = color;
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*(verts++) = maxu;
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*(verts++) = minv;
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*(verts++) = s;
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*(verts++) = c;
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*(verts++) = centerx;
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*(verts++) = centery;
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*(verts++) = minx;
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*(verts++) = maxy;
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*((int *)verts++) = color;
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*(verts++) = minu;
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*(verts++) = maxv;
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*(verts++) = s;
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*(verts++) = c;
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*(verts++) = centerx;
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*(verts++) = centery;
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*(verts++) = maxx;
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*(verts++) = miny;
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*((int *)verts++) = color;
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*(verts++) = maxu;
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*(verts++) = minv;
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*(verts++) = s;
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*(verts++) = c;
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*(verts++) = centerx;
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*(verts++) = centery;
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*(verts++) = minx;
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*(verts++) = maxy;
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*((int *)verts++) = color;
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*(verts++) = minu;
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*(verts++) = maxv;
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*(verts++) = s;
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*(verts++) = c;
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*(verts++) = centerx;
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*(verts++) = centery;
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*(verts++) = maxx;
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*(verts++) = maxy;
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*((int *)verts++) = color;
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*(verts++) = maxu;
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*(verts++) = maxv;
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*(verts++) = s;
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*(verts++) = c;
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*(verts++) = centerx;
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*(verts++) = centery;
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return 0;
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}
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#if SDL_HAVE_RENDER_GEOMETRY
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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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const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
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@ -1037,13 +835,10 @@ GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
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return 0;
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}
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#endif
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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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const SDL_bool was_copy_ex = data->drawstate.is_copy_ex;
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const SDL_bool is_copy_ex = (cmd->command == SDL_RENDERCMD_COPY_EX);
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SDL_Texture *texture = cmd->data.draw.texture;
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const SDL_BlendMode blend = cmd->data.draw.blend;
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GLES2_ProgramCacheEntry *program;
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@ -1121,10 +916,6 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
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stride += sizeof (GLfloat) * 2; /* tex coord */
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}
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if (is_copy_ex) {
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stride += sizeof (GLfloat) * (2 /* angle sin/cos */ + 2 /* center */);
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}
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if (texture) {
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data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) (uintptr_t) (cmd->data.draw.first + sizeof (GLfloat) * (2 + 1)));
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}
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@ -1161,22 +952,6 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
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data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) (uintptr_t) cmd->data.draw.first);
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data->glVertexAttribPointer(GLES2_ATTRIBUTE_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE /* Normalized */, stride, (const GLvoid *) (uintptr_t) (cmd->data.draw.first + sizeof (GLfloat) * 2));
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if (is_copy_ex != was_copy_ex) {
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if (is_copy_ex) {
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data->glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_ANGLE);
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data->glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_CENTER);
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} else {
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data->glDisableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_ANGLE);
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data->glDisableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_CENTER);
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}
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data->drawstate.is_copy_ex = is_copy_ex;
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}
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if (is_copy_ex) {
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data->glVertexAttribPointer(GLES2_ATTRIBUTE_ANGLE, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) (uintptr_t) (cmd->data.draw.first + sizeof (GLfloat) * (2 + 1 + 2)));
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data->glVertexAttribPointer(GLES2_ATTRIBUTE_CENTER, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) (uintptr_t) (cmd->data.draw.first + sizeof (GLfloat) * (2 + 1 + 2 + 2)));
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}
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return 0;
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}
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@ -1414,15 +1189,21 @@ 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_COPY:
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case SDL_RENDERCMD_COPY_EX: {
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case SDL_RENDERCMD_COPY: /* unused */
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break;
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case SDL_RENDERCMD_COPY_EX: /* unused */
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break;
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case SDL_RENDERCMD_GEOMETRY: {
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/* as long as we have the same copy command in a row, with the
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same texture, we can combine them all into a single draw call. */
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SDL_Texture *thistexture = cmd->data.draw.texture;
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const SDL_RenderCommandType thiscmdtype = cmd->command;
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SDL_RenderCommand *finalcmd = cmd;
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SDL_RenderCommand *nextcmd = cmd->next;
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int quads = 1;
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size_t count = cmd->data.draw.count;
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int ret;
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while (nextcmd != NULL) {
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const SDL_RenderCommandType nextcmdtype = nextcmd->command;
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if (nextcmdtype != thiscmdtype) {
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@ -1434,26 +1215,12 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
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break; /* can't go any further on this draw call, different texture copy up next. */
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} else {
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finalcmd = nextcmd; /* we can combine copy operations here. Mark this one as the furthest okay command. */
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quads++;
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count += cmd->data.draw.count;
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}
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nextcmd = nextcmd->next;
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}
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if (SetCopyState(renderer, cmd) == 0) {
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data->glDrawArrays(GL_TRIANGLES, 0, quads * 6);
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}
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cmd = finalcmd; /* skip any copy commands we just combined in here. */
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break;
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}
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case SDL_RENDERCMD_GEOMETRY: {
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#if SDL_HAVE_RENDER_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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if (thistexture) {
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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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@ -1462,7 +1229,8 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
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if (ret == 0) {
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data->glDrawArrays(GL_TRIANGLES, 0, (GLsizei) count);
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}
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#endif
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cmd = finalcmd; /* skip any copy commands we just combined in here. */
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break;
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}
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@ -2278,11 +2046,7 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
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renderer->QueueDrawPoints = GLES2_QueueDrawPoints;
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renderer->QueueDrawLines = GLES2_QueueDrawLines;
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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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#if SDL_HAVE_RENDER_GEOMETRY
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renderer->QueueGeometry = GLES2_QueueGeometry;
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#endif
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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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@ -30,30 +30,18 @@
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/*************************************************************************************************
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* Vertex/fragment shader source *
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*************************************************************************************************/
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/* Notes on a_angle:
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* It is a vector containing sin and cos for rotation matrix
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* To get correct rotation for most cases when a_angle is disabled cos
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value is decremented by 1.0 to get proper output with 0.0 which is
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default value
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*/
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static const Uint8 GLES2_Vertex_Default[] = " \
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uniform mat4 u_projection; \
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attribute vec2 a_position; \
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attribute vec4 a_color; \
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attribute vec2 a_texCoord; \
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attribute vec2 a_angle; \
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attribute vec2 a_center; \
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varying vec2 v_texCoord; \
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varying vec4 v_color; \
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\
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void main() \
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{ \
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float s = a_angle[0]; \
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float c = a_angle[1] + 1.0; \
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mat2 rotationMatrix = mat2(c, -s, s, c); \
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vec2 position = rotationMatrix * (a_position - a_center) + a_center; \
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v_texCoord = a_texCoord; \
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gl_Position = u_projection * vec4(position, 0.0, 1.0);\
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gl_Position = u_projection * vec4(a_position, 0.0, 1.0);\
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gl_PointSize = 1.0; \
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v_color = a_color; \
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} \
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