Updated SDL 1.3 to the latest hg-5868:33245988e8a2 , video resize is not supported yet

This commit is contained in:
pelya
2011-12-05 19:46:32 +02:00
parent 2fe92bdcf9
commit aae35bbf37
678 changed files with 35446 additions and 77654 deletions

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_config.h"
#ifndef _SDL_sysrender_h
#define _SDL_sysrender_h
#include "SDL_render.h"
#include "SDL_events.h"
#include "SDL_yuv_sw_c.h"
/* The SDL 2D rendering system */
typedef struct SDL_RenderDriver SDL_RenderDriver;
/* Define the SDL texture structure */
struct SDL_Texture
{
const void *magic;
Uint32 format; /**< The pixel format of the texture */
int access; /**< SDL_TextureAccess */
int w; /**< The width of the texture */
int h; /**< The height of the texture */
int modMode; /**< The texture modulation mode */
SDL_BlendMode blendMode; /**< The texture blend mode */
Uint8 r, g, b, a; /**< Texture modulation values */
SDL_Renderer *renderer;
/* Support for formats not supported directly by the renderer */
SDL_Texture *native;
SDL_SW_YUVTexture *yuv;
void *pixels;
int pitch;
SDL_Rect locked_rect;
void *driverdata; /**< Driver specific texture representation */
SDL_Texture *prev;
SDL_Texture *next;
};
/* Define the SDL renderer structure */
struct SDL_Renderer
{
const void *magic;
void (*WindowEvent) (SDL_Renderer * renderer, const SDL_WindowEvent *event);
int (*CreateTexture) (SDL_Renderer * renderer, SDL_Texture * texture);
int (*SetTextureColorMod) (SDL_Renderer * renderer,
SDL_Texture * texture);
int (*SetTextureAlphaMod) (SDL_Renderer * renderer,
SDL_Texture * texture);
int (*SetTextureBlendMode) (SDL_Renderer * renderer,
SDL_Texture * texture);
int (*UpdateTexture) (SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels,
int pitch);
int (*LockTexture) (SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch);
void (*UnlockTexture) (SDL_Renderer * renderer, SDL_Texture * texture);
int (*UpdateViewport) (SDL_Renderer * renderer);
int (*RenderClear) (SDL_Renderer * renderer);
int (*RenderDrawPoints) (SDL_Renderer * renderer, const SDL_Point * points,
int count);
int (*RenderDrawLines) (SDL_Renderer * renderer, const SDL_Point * points,
int count);
int (*RenderFillRects) (SDL_Renderer * renderer, const SDL_Rect * rects,
int count);
int (*RenderCopy) (SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect);
int (*RenderReadPixels) (SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 format, void * pixels, int pitch);
void (*RenderPresent) (SDL_Renderer * renderer);
void (*DestroyTexture) (SDL_Renderer * renderer, SDL_Texture * texture);
void (*DestroyRenderer) (SDL_Renderer * renderer);
/* The current renderer info */
SDL_RendererInfo info;
/* The window associated with the renderer */
SDL_Window *window;
SDL_bool minimized;
/* The drawable area within the window */
SDL_Rect viewport;
/* The list of textures */
SDL_Texture *textures;
Uint8 r, g, b, a; /**< Color for drawing operations values */
SDL_BlendMode blendMode; /**< The drawing blend mode */
void *driverdata;
};
/* Define the SDL render driver structure */
struct SDL_RenderDriver
{
SDL_Renderer *(*CreateRenderer) (SDL_Window * window, Uint32 flags);
/* Info about the renderer capabilities */
SDL_RendererInfo info;
};
#if !SDL_RENDER_DISABLED
#if SDL_VIDEO_RENDER_D3D
extern SDL_RenderDriver D3D_RenderDriver;
#endif
#if SDL_VIDEO_RENDER_OGL
extern SDL_RenderDriver GL_RenderDriver;
#endif
#if SDL_VIDEO_RENDER_OGL_ES2
extern SDL_RenderDriver GLES2_RenderDriver;
#endif
#if SDL_VIDEO_RENDER_OGL_ES
extern SDL_RenderDriver GLES_RenderDriver;
#endif
#if SDL_VIDEO_RENDER_DIRECTFB
extern SDL_RenderDriver DirectFB_RenderDriver;
#endif
#if SDL_VIDEO_RENDER_NDS
extern SDL_RenderDriver NDS_RenderDriver;
#endif
extern SDL_RenderDriver SW_RenderDriver;
#endif /* !SDL_RENDER_DISABLED */
#endif /* _SDL_sysrender_h */
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_config.h"
#if (__GNUC__ > 2) && defined(__i386__) && __OPTIMIZE__ && SDL_ASSEMBLY_ROUTINES
#include "SDL_stdinc.h"
#include "mmx.h"
/* *INDENT-OFF* */
static mmx_t MMX_0080w = { .ud = {0x00800080, 0x00800080} };
static mmx_t MMX_00FFw = { .ud = {0x00ff00ff, 0x00ff00ff} };
static mmx_t MMX_FF00w = { .ud = {0xff00ff00, 0xff00ff00} };
static mmx_t MMX_Ycoeff = { .uw = {0x004a, 0x004a, 0x004a, 0x004a} };
static mmx_t MMX_UbluRGB = { .uw = {0x0072, 0x0072, 0x0072, 0x0072} };
static mmx_t MMX_VredRGB = { .uw = {0x0059, 0x0059, 0x0059, 0x0059} };
static mmx_t MMX_UgrnRGB = { .uw = {0xffea, 0xffea, 0xffea, 0xffea} };
static mmx_t MMX_VgrnRGB = { .uw = {0xffd2, 0xffd2, 0xffd2, 0xffd2} };
static mmx_t MMX_Ublu5x5 = { .uw = {0x0081, 0x0081, 0x0081, 0x0081} };
static mmx_t MMX_Vred5x5 = { .uw = {0x0066, 0x0066, 0x0066, 0x0066} };
static mmx_t MMX_Ugrn565 = { .uw = {0xffe8, 0xffe8, 0xffe8, 0xffe8} };
static mmx_t MMX_Vgrn565 = { .uw = {0xffcd, 0xffcd, 0xffcd, 0xffcd} };
static mmx_t MMX_red565 = { .uw = {0xf800, 0xf800, 0xf800, 0xf800} };
static mmx_t MMX_grn565 = { .uw = {0x07e0, 0x07e0, 0x07e0, 0x07e0} };
/**
This MMX assembler is my first assembler/MMX program ever.
Thus it maybe buggy.
Send patches to:
mvogt@rhrk.uni-kl.de
After it worked fine I have "obfuscated" the code a bit to have
more parallism in the MMX units. This means I moved
initilisation around and delayed other instruction.
Performance measurement did not show that this brought any advantage
but in theory it _should_ be faster this way.
The overall performanve gain to the C based dither was 30%-40%.
The MMX routine calculates 256bit=8RGB values in each cycle
(4 for row1 & 4 for row2)
The red/green/blue.. coefficents are taken from the mpeg_play
player. They look nice, but I dont know if you can have
better values, to avoid integer rounding errors.
IMPORTANT:
==========
It is a requirement that the cr/cb/lum are 8 byte aligned and
the out are 16byte aligned or you will/may get segfaults
*/
void ColorRGBDitherYV12MMX1X( int *colortab, Uint32 *rgb_2_pix,
unsigned char *lum, unsigned char *cr,
unsigned char *cb, unsigned char *out,
int rows, int cols, int mod )
{
Uint32 *row1;
Uint32 *row2;
unsigned char* y = lum +cols*rows; // Pointer to the end
int x = 0;
row1 = (Uint32 *)out; // 32 bit target
row2 = (Uint32 *)out+cols+mod; // start of second row
mod = (mod+cols+mod)*4; // increment for row1 in byte
__asm__ __volatile__ (
// tap dance to workaround the inability to use %%ebx at will...
// move one thing to the stack...
"pushl $0\n" // save a slot on the stack.
"pushl %%ebx\n" // save %%ebx.
"movl %0, %%ebx\n" // put the thing in ebx.
"movl %%ebx,4(%%esp)\n" // put the thing in the stack slot.
"popl %%ebx\n" // get back %%ebx (the PIC register).
".align 8\n"
"1:\n"
// create Cr (result in mm1)
"pushl %%ebx\n"
"movl 4(%%esp),%%ebx\n"
"movd (%%ebx),%%mm1\n" // 0 0 0 0 v3 v2 v1 v0
"popl %%ebx\n"
"pxor %%mm7,%%mm7\n" // 00 00 00 00 00 00 00 00
"movd (%2), %%mm2\n" // 0 0 0 0 l3 l2 l1 l0
"punpcklbw %%mm7,%%mm1\n" // 0 v3 0 v2 00 v1 00 v0
"punpckldq %%mm1,%%mm1\n" // 00 v1 00 v0 00 v1 00 v0
"psubw %9,%%mm1\n" // mm1-128:r1 r1 r0 r0 r1 r1 r0 r0
// create Cr_g (result in mm0)
"movq %%mm1,%%mm0\n" // r1 r1 r0 r0 r1 r1 r0 r0
"pmullw %10,%%mm0\n" // red*-46dec=0.7136*64
"pmullw %11,%%mm1\n" // red*89dec=1.4013*64
"psraw $6, %%mm0\n" // red=red/64
"psraw $6, %%mm1\n" // red=red/64
// create L1 L2 (result in mm2,mm4)
// L2=lum+cols
"movq (%2,%4),%%mm3\n" // 0 0 0 0 L3 L2 L1 L0
"punpckldq %%mm3,%%mm2\n" // L3 L2 L1 L0 l3 l2 l1 l0
"movq %%mm2,%%mm4\n" // L3 L2 L1 L0 l3 l2 l1 l0
"pand %12,%%mm2\n" // L3 0 L1 0 l3 0 l1 0
"pand %13,%%mm4\n" // 0 L2 0 L0 0 l2 0 l0
"psrlw $8,%%mm2\n" // 0 L3 0 L1 0 l3 0 l1
// create R (result in mm6)
"movq %%mm2,%%mm5\n" // 0 L3 0 L1 0 l3 0 l1
"movq %%mm4,%%mm6\n" // 0 L2 0 L0 0 l2 0 l0
"paddsw %%mm1, %%mm5\n" // lum1+red:x R3 x R1 x r3 x r1
"paddsw %%mm1, %%mm6\n" // lum1+red:x R2 x R0 x r2 x r0
"packuswb %%mm5,%%mm5\n" // R3 R1 r3 r1 R3 R1 r3 r1
"packuswb %%mm6,%%mm6\n" // R2 R0 r2 r0 R2 R0 r2 r0
"pxor %%mm7,%%mm7\n" // 00 00 00 00 00 00 00 00
"punpcklbw %%mm5,%%mm6\n" // R3 R2 R1 R0 r3 r2 r1 r0
// create Cb (result in mm1)
"movd (%1), %%mm1\n" // 0 0 0 0 u3 u2 u1 u0
"punpcklbw %%mm7,%%mm1\n" // 0 u3 0 u2 00 u1 00 u0
"punpckldq %%mm1,%%mm1\n" // 00 u1 00 u0 00 u1 00 u0
"psubw %9,%%mm1\n" // mm1-128:u1 u1 u0 u0 u1 u1 u0 u0
// create Cb_g (result in mm5)
"movq %%mm1,%%mm5\n" // u1 u1 u0 u0 u1 u1 u0 u0
"pmullw %14,%%mm5\n" // blue*-109dec=1.7129*64
"pmullw %15,%%mm1\n" // blue*114dec=1.78125*64
"psraw $6, %%mm5\n" // blue=red/64
"psraw $6, %%mm1\n" // blue=blue/64
// create G (result in mm7)
"movq %%mm2,%%mm3\n" // 0 L3 0 L1 0 l3 0 l1
"movq %%mm4,%%mm7\n" // 0 L2 0 L0 0 l2 0 l1
"paddsw %%mm5, %%mm3\n" // lum1+Cb_g:x G3t x G1t x g3t x g1t
"paddsw %%mm5, %%mm7\n" // lum1+Cb_g:x G2t x G0t x g2t x g0t
"paddsw %%mm0, %%mm3\n" // lum1+Cr_g:x G3 x G1 x g3 x g1
"paddsw %%mm0, %%mm7\n" // lum1+blue:x G2 x G0 x g2 x g0
"packuswb %%mm3,%%mm3\n" // G3 G1 g3 g1 G3 G1 g3 g1
"packuswb %%mm7,%%mm7\n" // G2 G0 g2 g0 G2 G0 g2 g0
"punpcklbw %%mm3,%%mm7\n" // G3 G2 G1 G0 g3 g2 g1 g0
// create B (result in mm5)
"movq %%mm2,%%mm3\n" // 0 L3 0 L1 0 l3 0 l1
"movq %%mm4,%%mm5\n" // 0 L2 0 L0 0 l2 0 l1
"paddsw %%mm1, %%mm3\n" // lum1+blue:x B3 x B1 x b3 x b1
"paddsw %%mm1, %%mm5\n" // lum1+blue:x B2 x B0 x b2 x b0
"packuswb %%mm3,%%mm3\n" // B3 B1 b3 b1 B3 B1 b3 b1
"packuswb %%mm5,%%mm5\n" // B2 B0 b2 b0 B2 B0 b2 b0
"punpcklbw %%mm3,%%mm5\n" // B3 B2 B1 B0 b3 b2 b1 b0
// fill destination row1 (needed are mm6=Rr,mm7=Gg,mm5=Bb)
"pxor %%mm2,%%mm2\n" // 0 0 0 0 0 0 0 0
"pxor %%mm4,%%mm4\n" // 0 0 0 0 0 0 0 0
"movq %%mm6,%%mm1\n" // R3 R2 R1 R0 r3 r2 r1 r0
"movq %%mm5,%%mm3\n" // B3 B2 B1 B0 b3 b2 b1 b0
// process lower lum
"punpcklbw %%mm4,%%mm1\n" // 0 r3 0 r2 0 r1 0 r0
"punpcklbw %%mm4,%%mm3\n" // 0 b3 0 b2 0 b1 0 b0
"movq %%mm1,%%mm2\n" // 0 r3 0 r2 0 r1 0 r0
"movq %%mm3,%%mm0\n" // 0 b3 0 b2 0 b1 0 b0
"punpcklwd %%mm1,%%mm3\n" // 0 r1 0 b1 0 r0 0 b0
"punpckhwd %%mm2,%%mm0\n" // 0 r3 0 b3 0 r2 0 b2
"pxor %%mm2,%%mm2\n" // 0 0 0 0 0 0 0 0
"movq %%mm7,%%mm1\n" // G3 G2 G1 G0 g3 g2 g1 g0
"punpcklbw %%mm1,%%mm2\n" // g3 0 g2 0 g1 0 g0 0
"punpcklwd %%mm4,%%mm2\n" // 0 0 g1 0 0 0 g0 0
"por %%mm3, %%mm2\n" // 0 r1 g1 b1 0 r0 g0 b0
"movq %%mm2,(%3)\n" // wrote out ! row1
"pxor %%mm2,%%mm2\n" // 0 0 0 0 0 0 0 0
"punpcklbw %%mm1,%%mm4\n" // g3 0 g2 0 g1 0 g0 0
"punpckhwd %%mm2,%%mm4\n" // 0 0 g3 0 0 0 g2 0
"por %%mm0, %%mm4\n" // 0 r3 g3 b3 0 r2 g2 b2
"movq %%mm4,8(%3)\n" // wrote out ! row1
// fill destination row2 (needed are mm6=Rr,mm7=Gg,mm5=Bb)
// this can be done "destructive"
"pxor %%mm2,%%mm2\n" // 0 0 0 0 0 0 0 0
"punpckhbw %%mm2,%%mm6\n" // 0 R3 0 R2 0 R1 0 R0
"punpckhbw %%mm1,%%mm5\n" // G3 B3 G2 B2 G1 B1 G0 B0
"movq %%mm5,%%mm1\n" // G3 B3 G2 B2 G1 B1 G0 B0
"punpcklwd %%mm6,%%mm1\n" // 0 R1 G1 B1 0 R0 G0 B0
"movq %%mm1,(%5)\n" // wrote out ! row2
"punpckhwd %%mm6,%%mm5\n" // 0 R3 G3 B3 0 R2 G2 B2
"movq %%mm5,8(%5)\n" // wrote out ! row2
"addl $4,%2\n" // lum+4
"leal 16(%3),%3\n" // row1+16
"leal 16(%5),%5\n" // row2+16
"addl $2,(%%esp)\n" // cr+2
"addl $2,%1\n" // cb+2
"addl $4,%6\n" // x+4
"cmpl %4,%6\n"
"jl 1b\n"
"addl %4,%2\n" // lum += cols
"addl %8,%3\n" // row1+= mod
"addl %8,%5\n" // row2+= mod
"movl $0,%6\n" // x=0
"cmpl %7,%2\n"
"jl 1b\n"
"addl $4,%%esp\n" // get rid of the stack slot we reserved.
"emms\n" // reset MMX registers.
:
: "m" (cr), "r"(cb),"r"(lum),
"r"(row1),"r"(cols),"r"(row2),"m"(x),"m"(y),"m"(mod),
"m"(MMX_0080w),"m"(MMX_VgrnRGB),"m"(MMX_VredRGB),
"m"(MMX_FF00w),"m"(MMX_00FFw),"m"(MMX_UgrnRGB),
"m"(MMX_UbluRGB)
);
}
void Color565DitherYV12MMX1X( int *colortab, Uint32 *rgb_2_pix,
unsigned char *lum, unsigned char *cr,
unsigned char *cb, unsigned char *out,
int rows, int cols, int mod )
{
Uint16 *row1;
Uint16 *row2;
unsigned char* y = lum +cols*rows; /* Pointer to the end */
int x = 0;
row1 = (Uint16 *)out; /* 16 bit target */
row2 = (Uint16 *)out+cols+mod; /* start of second row */
mod = (mod+cols+mod)*2; /* increment for row1 in byte */
__asm__ __volatile__(
// tap dance to workaround the inability to use %%ebx at will...
// move one thing to the stack...
"pushl $0\n" // save a slot on the stack.
"pushl %%ebx\n" // save %%ebx.
"movl %0, %%ebx\n" // put the thing in ebx.
"movl %%ebx, 4(%%esp)\n" // put the thing in the stack slot.
"popl %%ebx\n" // get back %%ebx (the PIC register).
".align 8\n"
"1:\n"
"movd (%1), %%mm0\n" // 4 Cb 0 0 0 0 u3 u2 u1 u0
"pxor %%mm7, %%mm7\n"
"pushl %%ebx\n"
"movl 4(%%esp), %%ebx\n"
"movd (%%ebx), %%mm1\n" // 4 Cr 0 0 0 0 v3 v2 v1 v0
"popl %%ebx\n"
"punpcklbw %%mm7, %%mm0\n" // 4 W cb 0 u3 0 u2 0 u1 0 u0
"punpcklbw %%mm7, %%mm1\n" // 4 W cr 0 v3 0 v2 0 v1 0 v0
"psubw %9, %%mm0\n"
"psubw %9, %%mm1\n"
"movq %%mm0, %%mm2\n" // Cb 0 u3 0 u2 0 u1 0 u0
"movq %%mm1, %%mm3\n" // Cr
"pmullw %10, %%mm2\n" // Cb2green 0 R3 0 R2 0 R1 0 R0
"movq (%2), %%mm6\n" // L1 l7 L6 L5 L4 L3 L2 L1 L0
"pmullw %11, %%mm0\n" // Cb2blue
"pand %12, %%mm6\n" // L1 00 L6 00 L4 00 L2 00 L0
"pmullw %13, %%mm3\n" // Cr2green
"movq (%2), %%mm7\n" // L2
"pmullw %14, %%mm1\n" // Cr2red
"psrlw $8, %%mm7\n" // L2 00 L7 00 L5 00 L3 00 L1
"pmullw %15, %%mm6\n" // lum1
"paddw %%mm3, %%mm2\n" // Cb2green + Cr2green == green
"pmullw %15, %%mm7\n" // lum2
"movq %%mm6, %%mm4\n" // lum1
"paddw %%mm0, %%mm6\n" // lum1 +blue 00 B6 00 B4 00 B2 00 B0
"movq %%mm4, %%mm5\n" // lum1
"paddw %%mm1, %%mm4\n" // lum1 +red 00 R6 00 R4 00 R2 00 R0
"paddw %%mm2, %%mm5\n" // lum1 +green 00 G6 00 G4 00 G2 00 G0
"psraw $6, %%mm4\n" // R1 0 .. 64
"movq %%mm7, %%mm3\n" // lum2 00 L7 00 L5 00 L3 00 L1
"psraw $6, %%mm5\n" // G1 - .. +
"paddw %%mm0, %%mm7\n" // Lum2 +blue 00 B7 00 B5 00 B3 00 B1
"psraw $6, %%mm6\n" // B1 0 .. 64
"packuswb %%mm4, %%mm4\n" // R1 R1
"packuswb %%mm5, %%mm5\n" // G1 G1
"packuswb %%mm6, %%mm6\n" // B1 B1
"punpcklbw %%mm4, %%mm4\n"
"punpcklbw %%mm5, %%mm5\n"
"pand %16, %%mm4\n"
"psllw $3, %%mm5\n" // GREEN 1
"punpcklbw %%mm6, %%mm6\n"
"pand %17, %%mm5\n"
"pand %16, %%mm6\n"
"por %%mm5, %%mm4\n" //
"psrlw $11, %%mm6\n" // BLUE 1
"movq %%mm3, %%mm5\n" // lum2
"paddw %%mm1, %%mm3\n" // lum2 +red 00 R7 00 R5 00 R3 00 R1
"paddw %%mm2, %%mm5\n" // lum2 +green 00 G7 00 G5 00 G3 00 G1
"psraw $6, %%mm3\n" // R2
"por %%mm6, %%mm4\n" // MM4
"psraw $6, %%mm5\n" // G2
"movq (%2, %4), %%mm6\n" // L3 load lum2
"psraw $6, %%mm7\n"
"packuswb %%mm3, %%mm3\n"
"packuswb %%mm5, %%mm5\n"
"packuswb %%mm7, %%mm7\n"
"pand %12, %%mm6\n" // L3
"punpcklbw %%mm3, %%mm3\n"
"punpcklbw %%mm5, %%mm5\n"
"pmullw %15, %%mm6\n" // lum3
"punpcklbw %%mm7, %%mm7\n"
"psllw $3, %%mm5\n" // GREEN 2
"pand %16, %%mm7\n"
"pand %16, %%mm3\n"
"psrlw $11, %%mm7\n" // BLUE 2
"pand %17, %%mm5\n"
"por %%mm7, %%mm3\n"
"movq (%2,%4), %%mm7\n" // L4 load lum2
"por %%mm5, %%mm3\n" //
"psrlw $8, %%mm7\n" // L4
"movq %%mm4, %%mm5\n"
"punpcklwd %%mm3, %%mm4\n"
"pmullw %15, %%mm7\n" // lum4
"punpckhwd %%mm3, %%mm5\n"
"movq %%mm4, (%3)\n" // write row1
"movq %%mm5, 8(%3)\n" // write row1
"movq %%mm6, %%mm4\n" // Lum3
"paddw %%mm0, %%mm6\n" // Lum3 +blue
"movq %%mm4, %%mm5\n" // Lum3
"paddw %%mm1, %%mm4\n" // Lum3 +red
"paddw %%mm2, %%mm5\n" // Lum3 +green
"psraw $6, %%mm4\n"
"movq %%mm7, %%mm3\n" // Lum4
"psraw $6, %%mm5\n"
"paddw %%mm0, %%mm7\n" // Lum4 +blue
"psraw $6, %%mm6\n" // Lum3 +blue
"movq %%mm3, %%mm0\n" // Lum4
"packuswb %%mm4, %%mm4\n"
"paddw %%mm1, %%mm3\n" // Lum4 +red
"packuswb %%mm5, %%mm5\n"
"paddw %%mm2, %%mm0\n" // Lum4 +green
"packuswb %%mm6, %%mm6\n"
"punpcklbw %%mm4, %%mm4\n"
"punpcklbw %%mm5, %%mm5\n"
"punpcklbw %%mm6, %%mm6\n"
"psllw $3, %%mm5\n" // GREEN 3
"pand %16, %%mm4\n"
"psraw $6, %%mm3\n" // psr 6
"psraw $6, %%mm0\n"
"pand %16, %%mm6\n" // BLUE
"pand %17, %%mm5\n"
"psrlw $11, %%mm6\n" // BLUE 3
"por %%mm5, %%mm4\n"
"psraw $6, %%mm7\n"
"por %%mm6, %%mm4\n"
"packuswb %%mm3, %%mm3\n"
"packuswb %%mm0, %%mm0\n"
"packuswb %%mm7, %%mm7\n"
"punpcklbw %%mm3, %%mm3\n"
"punpcklbw %%mm0, %%mm0\n"
"punpcklbw %%mm7, %%mm7\n"
"pand %16, %%mm3\n"
"pand %16, %%mm7\n" // BLUE
"psllw $3, %%mm0\n" // GREEN 4
"psrlw $11, %%mm7\n"
"pand %17, %%mm0\n"
"por %%mm7, %%mm3\n"
"por %%mm0, %%mm3\n"
"movq %%mm4, %%mm5\n"
"punpcklwd %%mm3, %%mm4\n"
"punpckhwd %%mm3, %%mm5\n"
"movq %%mm4, (%5)\n"
"movq %%mm5, 8(%5)\n"
"addl $8, %6\n"
"addl $8, %2\n"
"addl $4, (%%esp)\n"
"addl $4, %1\n"
"cmpl %4, %6\n"
"leal 16(%3), %3\n"
"leal 16(%5),%5\n" // row2+16
"jl 1b\n"
"addl %4, %2\n" // lum += cols
"addl %8, %3\n" // row1+= mod
"addl %8, %5\n" // row2+= mod
"movl $0, %6\n" // x=0
"cmpl %7, %2\n"
"jl 1b\n"
"addl $4, %%esp\n" // get rid of the stack slot we reserved.
"emms\n"
:
: "m" (cr), "r"(cb),"r"(lum),
"r"(row1),"r"(cols),"r"(row2),"m"(x),"m"(y),"m"(mod),
"m"(MMX_0080w),"m"(MMX_Ugrn565),"m"(MMX_Ublu5x5),
"m"(MMX_00FFw),"m"(MMX_Vgrn565),"m"(MMX_Vred5x5),
"m"(MMX_Ycoeff),"m"(MMX_red565),"m"(MMX_grn565)
);
}
/* *INDENT-ON* */
#endif /* GCC3 i386 inline assembly */
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_config.h"
#include "SDL_video.h"
/* This is the software implementation of the YUV texture support */
struct SDL_SW_YUVTexture
{
Uint32 format;
Uint32 target_format;
int w, h;
Uint8 *pixels;
int *colortab;
Uint32 *rgb_2_pix;
void (*Display1X) (int *colortab, Uint32 * rgb_2_pix,
unsigned char *lum, unsigned char *cr,
unsigned char *cb, unsigned char *out,
int rows, int cols, int mod);
void (*Display2X) (int *colortab, Uint32 * rgb_2_pix,
unsigned char *lum, unsigned char *cr,
unsigned char *cb, unsigned char *out,
int rows, int cols, int mod);
/* These are just so we don't have to allocate them separately */
Uint16 pitches[3];
Uint8 *planes[3];
/* This is a temporary surface in case we have to stretch copy */
SDL_Surface *stretch;
SDL_Surface *display;
};
typedef struct SDL_SW_YUVTexture SDL_SW_YUVTexture;
SDL_SW_YUVTexture *SDL_SW_CreateYUVTexture(Uint32 format, int w, int h);
int SDL_SW_QueryYUVTexturePixels(SDL_SW_YUVTexture * swdata, void **pixels,
int *pitch);
int SDL_SW_UpdateYUVTexture(SDL_SW_YUVTexture * swdata, const SDL_Rect * rect,
const void *pixels, int pitch);
int SDL_SW_LockYUVTexture(SDL_SW_YUVTexture * swdata, const SDL_Rect * rect,
void **pixels, int *pitch);
void SDL_SW_UnlockYUVTexture(SDL_SW_YUVTexture * swdata);
int SDL_SW_CopyYUVToRGB(SDL_SW_YUVTexture * swdata, const SDL_Rect * srcrect,
Uint32 target_format, int w, int h, void *pixels,
int pitch);
void SDL_SW_DestroyYUVTexture(SDL_SW_YUVTexture * swdata);
/* vi: set ts=4 sw=4 expandtab: */

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/* mmx.h
MultiMedia eXtensions GCC interface library for IA32.
To use this library, simply include this header file
and compile with GCC. You MUST have inlining enabled
in order for mmx_ok() to work; this can be done by
simply using -O on the GCC command line.
Compiling with -DMMX_TRACE will cause detailed trace
output to be sent to stderr for each mmx operation.
This adds lots of code, and obviously slows execution to
a crawl, but can be very useful for debugging.
THIS SOFTWARE IS PROVIDED ``AS IS'' AND WITHOUT ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, WITHOUT
LIMITATION, THE IMPLIED WARRANTIES OF MERCHANTABILITY
AND FITNESS FOR ANY PARTICULAR PURPOSE.
1997-99 by H. Dietz and R. Fisher
Notes:
It appears that the latest gas has the pand problem fixed, therefore
I'll undefine BROKEN_PAND by default.
*/
#ifndef _MMX_H
#define _MMX_H
/* Warning: at this writing, the version of GAS packaged
with most Linux distributions does not handle the
parallel AND operation mnemonic correctly. If the
symbol BROKEN_PAND is defined, a slower alternative
coding will be used. If execution of mmxtest results
in an illegal instruction fault, define this symbol.
*/
#undef BROKEN_PAND
/* The type of an value that fits in an MMX register
(note that long long constant values MUST be suffixed
by LL and unsigned long long values by ULL, lest
they be truncated by the compiler)
*/
typedef union
{
long long q; /* Quadword (64-bit) value */
unsigned long long uq; /* Unsigned Quadword */
int d[2]; /* 2 Doubleword (32-bit) values */
unsigned int ud[2]; /* 2 Unsigned Doubleword */
short w[4]; /* 4 Word (16-bit) values */
unsigned short uw[4]; /* 4 Unsigned Word */
char b[8]; /* 8 Byte (8-bit) values */
unsigned char ub[8]; /* 8 Unsigned Byte */
float s[2]; /* Single-precision (32-bit) value */
} __attribute__ ((aligned(8))) mmx_t; /* On an 8-byte (64-bit) boundary */
#if 0
/* Function to test if multimedia instructions are supported...
*/
inline extern int
mm_support(void)
{
/* Returns 1 if MMX instructions are supported,
3 if Cyrix MMX and Extended MMX instructions are supported
5 if AMD MMX and 3DNow! instructions are supported
0 if hardware does not support any of these
*/
register int rval = 0;
__asm__ __volatile__(
/* See if CPUID instruction is supported ... */
/* ... Get copies of EFLAGS into eax and ecx */
"pushf\n\t"
"popl %%eax\n\t" "movl %%eax, %%ecx\n\t"
/* ... Toggle the ID bit in one copy and store */
/* to the EFLAGS reg */
"xorl $0x200000, %%eax\n\t"
"push %%eax\n\t" "popf\n\t"
/* ... Get the (hopefully modified) EFLAGS */
"pushf\n\t" "popl %%eax\n\t"
/* ... Compare and test result */
"xorl %%eax, %%ecx\n\t" "testl $0x200000, %%ecx\n\t" "jz NotSupported1\n\t" /* CPUID not supported */
/* Get standard CPUID information, and
go to a specific vendor section */
"movl $0, %%eax\n\t" "cpuid\n\t"
/* Check for Intel */
"cmpl $0x756e6547, %%ebx\n\t"
"jne TryAMD\n\t"
"cmpl $0x49656e69, %%edx\n\t"
"jne TryAMD\n\t"
"cmpl $0x6c65746e, %%ecx\n"
"jne TryAMD\n\t" "jmp Intel\n\t"
/* Check for AMD */
"\nTryAMD:\n\t"
"cmpl $0x68747541, %%ebx\n\t"
"jne TryCyrix\n\t"
"cmpl $0x69746e65, %%edx\n\t"
"jne TryCyrix\n\t"
"cmpl $0x444d4163, %%ecx\n"
"jne TryCyrix\n\t" "jmp AMD\n\t"
/* Check for Cyrix */
"\nTryCyrix:\n\t"
"cmpl $0x69727943, %%ebx\n\t"
"jne NotSupported2\n\t"
"cmpl $0x736e4978, %%edx\n\t"
"jne NotSupported3\n\t"
"cmpl $0x64616574, %%ecx\n\t"
"jne NotSupported4\n\t"
/* Drop through to Cyrix... */
/* Cyrix Section */
/* See if extended CPUID level 80000001 is supported */
/* The value of CPUID/80000001 for the 6x86MX is undefined
according to the Cyrix CPU Detection Guide (Preliminary
Rev. 1.01 table 1), so we'll check the value of eax for
CPUID/0 to see if standard CPUID level 2 is supported.
According to the table, the only CPU which supports level
2 is also the only one which supports extended CPUID levels.
*/
"cmpl $0x2, %%eax\n\t" "jne MMXtest\n\t" /* Use standard CPUID instead */
/* Extended CPUID supported (in theory), so get extended
features */
"movl $0x80000001, %%eax\n\t" "cpuid\n\t" "testl $0x00800000, %%eax\n\t" /* Test for MMX */
"jz NotSupported5\n\t" /* MMX not supported */
"testl $0x01000000, %%eax\n\t" /* Test for Ext'd MMX */
"jnz EMMXSupported\n\t" "movl $1, %0:\n\n\t" /* MMX Supported */
"jmp Return\n\n" "EMMXSupported:\n\t" "movl $3, %0:\n\n\t" /* EMMX and MMX Supported */
"jmp Return\n\t"
/* AMD Section */
"AMD:\n\t"
/* See if extended CPUID is supported */
"movl $0x80000000, %%eax\n\t" "cpuid\n\t" "cmpl $0x80000000, %%eax\n\t" "jl MMXtest\n\t" /* Use standard CPUID instead */
/* Extended CPUID supported, so get extended features */
"movl $0x80000001, %%eax\n\t" "cpuid\n\t" "testl $0x00800000, %%edx\n\t" /* Test for MMX */
"jz NotSupported6\n\t" /* MMX not supported */
"testl $0x80000000, %%edx\n\t" /* Test for 3DNow! */
"jnz ThreeDNowSupported\n\t" "movl $1, %0:\n\n\t" /* MMX Supported */
"jmp Return\n\n" "ThreeDNowSupported:\n\t" "movl $5, %0:\n\n\t" /* 3DNow! and MMX Supported */
"jmp Return\n\t"
/* Intel Section */
"Intel:\n\t"
/* Check for MMX */
"MMXtest:\n\t" "movl $1, %%eax\n\t" "cpuid\n\t" "testl $0x00800000, %%edx\n\t" /* Test for MMX */
"jz NotSupported7\n\t" /* MMX Not supported */
"movl $1, %0:\n\n\t" /* MMX Supported */
"jmp Return\n\t"
/* Nothing supported */
"\nNotSupported1:\n\t" "#movl $101, %0:\n\n\t" "\nNotSupported2:\n\t" "#movl $102, %0:\n\n\t" "\nNotSupported3:\n\t" "#movl $103, %0:\n\n\t" "\nNotSupported4:\n\t" "#movl $104, %0:\n\n\t" "\nNotSupported5:\n\t" "#movl $105, %0:\n\n\t" "\nNotSupported6:\n\t" "#movl $106, %0:\n\n\t" "\nNotSupported7:\n\t" "#movl $107, %0:\n\n\t" "movl $0, %0:\n\n\t" "Return:\n\t":"=a"(rval): /* no input */
:"eax", "ebx", "ecx", "edx");
/* Return */
return (rval);
}
/* Function to test if mmx instructions are supported...
*/
inline extern int
mmx_ok(void)
{
/* Returns 1 if MMX instructions are supported, 0 otherwise */
return (mm_support() & 0x1);
}
#endif
/* Helper functions for the instruction macros that follow...
(note that memory-to-register, m2r, instructions are nearly
as efficient as register-to-register, r2r, instructions;
however, memory-to-memory instructions are really simulated
as a convenience, and are only 1/3 as efficient)
*/
#ifdef MMX_TRACE
/* Include the stuff for printing a trace to stderr...
*/
#define mmx_i2r(op, imm, reg) \
{ \
mmx_t mmx_trace; \
mmx_trace.uq = (imm); \
printf(#op "_i2r(" #imm "=0x%08x%08x, ", \
mmx_trace.d[1], mmx_trace.d[0]); \
__asm__ __volatile__ ("movq %%" #reg ", %0" \
: "=X" (mmx_trace) \
: /* nothing */ ); \
printf(#reg "=0x%08x%08x) => ", \
mmx_trace.d[1], mmx_trace.d[0]); \
__asm__ __volatile__ (#op " %0, %%" #reg \
: /* nothing */ \
: "X" (imm)); \
__asm__ __volatile__ ("movq %%" #reg ", %0" \
: "=X" (mmx_trace) \
: /* nothing */ ); \
printf(#reg "=0x%08x%08x\n", \
mmx_trace.d[1], mmx_trace.d[0]); \
}
#define mmx_m2r(op, mem, reg) \
{ \
mmx_t mmx_trace; \
mmx_trace = (mem); \
printf(#op "_m2r(" #mem "=0x%08x%08x, ", \
mmx_trace.d[1], mmx_trace.d[0]); \
__asm__ __volatile__ ("movq %%" #reg ", %0" \
: "=X" (mmx_trace) \
: /* nothing */ ); \
printf(#reg "=0x%08x%08x) => ", \
mmx_trace.d[1], mmx_trace.d[0]); \
__asm__ __volatile__ (#op " %0, %%" #reg \
: /* nothing */ \
: "X" (mem)); \
__asm__ __volatile__ ("movq %%" #reg ", %0" \
: "=X" (mmx_trace) \
: /* nothing */ ); \
printf(#reg "=0x%08x%08x\n", \
mmx_trace.d[1], mmx_trace.d[0]); \
}
#define mmx_r2m(op, reg, mem) \
{ \
mmx_t mmx_trace; \
__asm__ __volatile__ ("movq %%" #reg ", %0" \
: "=X" (mmx_trace) \
: /* nothing */ ); \
printf(#op "_r2m(" #reg "=0x%08x%08x, ", \
mmx_trace.d[1], mmx_trace.d[0]); \
mmx_trace = (mem); \
printf(#mem "=0x%08x%08x) => ", \
mmx_trace.d[1], mmx_trace.d[0]); \
__asm__ __volatile__ (#op " %%" #reg ", %0" \
: "=X" (mem) \
: /* nothing */ ); \
mmx_trace = (mem); \
printf(#mem "=0x%08x%08x\n", \
mmx_trace.d[1], mmx_trace.d[0]); \
}
#define mmx_r2r(op, regs, regd) \
{ \
mmx_t mmx_trace; \
__asm__ __volatile__ ("movq %%" #regs ", %0" \
: "=X" (mmx_trace) \
: /* nothing */ ); \
printf(#op "_r2r(" #regs "=0x%08x%08x, ", \
mmx_trace.d[1], mmx_trace.d[0]); \
__asm__ __volatile__ ("movq %%" #regd ", %0" \
: "=X" (mmx_trace) \
: /* nothing */ ); \
printf(#regd "=0x%08x%08x) => ", \
mmx_trace.d[1], mmx_trace.d[0]); \
__asm__ __volatile__ (#op " %" #regs ", %" #regd); \
__asm__ __volatile__ ("movq %%" #regd ", %0" \
: "=X" (mmx_trace) \
: /* nothing */ ); \
printf(#regd "=0x%08x%08x\n", \
mmx_trace.d[1], mmx_trace.d[0]); \
}
#define mmx_m2m(op, mems, memd) \
{ \
mmx_t mmx_trace; \
mmx_trace = (mems); \
printf(#op "_m2m(" #mems "=0x%08x%08x, ", \
mmx_trace.d[1], mmx_trace.d[0]); \
mmx_trace = (memd); \
printf(#memd "=0x%08x%08x) => ", \
mmx_trace.d[1], mmx_trace.d[0]); \
__asm__ __volatile__ ("movq %0, %%mm0\n\t" \
#op " %1, %%mm0\n\t" \
"movq %%mm0, %0" \
: "=X" (memd) \
: "X" (mems)); \
mmx_trace = (memd); \
printf(#memd "=0x%08x%08x\n", \
mmx_trace.d[1], mmx_trace.d[0]); \
}
#else
/* These macros are a lot simpler without the tracing...
*/
#define mmx_i2r(op, imm, reg) \
__asm__ __volatile__ (#op " %0, %%" #reg \
: /* nothing */ \
: "X" (imm) )
#define mmx_m2r(op, mem, reg) \
__asm__ __volatile__ (#op " %0, %%" #reg \
: /* nothing */ \
: "m" (mem))
#define mmx_r2m(op, reg, mem) \
__asm__ __volatile__ (#op " %%" #reg ", %0" \
: "=m" (mem) \
: /* nothing */ )
#define mmx_r2r(op, regs, regd) \
__asm__ __volatile__ (#op " %" #regs ", %" #regd)
#define mmx_m2m(op, mems, memd) \
__asm__ __volatile__ ("movq %0, %%mm0\n\t" \
#op " %1, %%mm0\n\t" \
"movq %%mm0, %0" \
: "=X" (memd) \
: "X" (mems))
#endif
/* 1x64 MOVe Quadword
(this is both a load and a store...
in fact, it is the only way to store)
*/
#define movq_m2r(var, reg) mmx_m2r(movq, var, reg)
#define movq_r2m(reg, var) mmx_r2m(movq, reg, var)
#define movq_r2r(regs, regd) mmx_r2r(movq, regs, regd)
#define movq(vars, vard) \
__asm__ __volatile__ ("movq %1, %%mm0\n\t" \
"movq %%mm0, %0" \
: "=X" (vard) \
: "X" (vars))
/* 1x32 MOVe Doubleword
(like movq, this is both load and store...
but is most useful for moving things between
mmx registers and ordinary registers)
*/
#define movd_m2r(var, reg) mmx_m2r(movd, var, reg)
#define movd_r2m(reg, var) mmx_r2m(movd, reg, var)
#define movd_r2r(regs, regd) mmx_r2r(movd, regs, regd)
#define movd(vars, vard) \
__asm__ __volatile__ ("movd %1, %%mm0\n\t" \
"movd %%mm0, %0" \
: "=X" (vard) \
: "X" (vars))
/* 2x32, 4x16, and 8x8 Parallel ADDs
*/
#define paddd_m2r(var, reg) mmx_m2r(paddd, var, reg)
#define paddd_r2r(regs, regd) mmx_r2r(paddd, regs, regd)
#define paddd(vars, vard) mmx_m2m(paddd, vars, vard)
#define paddw_m2r(var, reg) mmx_m2r(paddw, var, reg)
#define paddw_r2r(regs, regd) mmx_r2r(paddw, regs, regd)
#define paddw(vars, vard) mmx_m2m(paddw, vars, vard)
#define paddb_m2r(var, reg) mmx_m2r(paddb, var, reg)
#define paddb_r2r(regs, regd) mmx_r2r(paddb, regs, regd)
#define paddb(vars, vard) mmx_m2m(paddb, vars, vard)
/* 4x16 and 8x8 Parallel ADDs using Saturation arithmetic
*/
#define paddsw_m2r(var, reg) mmx_m2r(paddsw, var, reg)
#define paddsw_r2r(regs, regd) mmx_r2r(paddsw, regs, regd)
#define paddsw(vars, vard) mmx_m2m(paddsw, vars, vard)
#define paddsb_m2r(var, reg) mmx_m2r(paddsb, var, reg)
#define paddsb_r2r(regs, regd) mmx_r2r(paddsb, regs, regd)
#define paddsb(vars, vard) mmx_m2m(paddsb, vars, vard)
/* 4x16 and 8x8 Parallel ADDs using Unsigned Saturation arithmetic
*/
#define paddusw_m2r(var, reg) mmx_m2r(paddusw, var, reg)
#define paddusw_r2r(regs, regd) mmx_r2r(paddusw, regs, regd)
#define paddusw(vars, vard) mmx_m2m(paddusw, vars, vard)
#define paddusb_m2r(var, reg) mmx_m2r(paddusb, var, reg)
#define paddusb_r2r(regs, regd) mmx_r2r(paddusb, regs, regd)
#define paddusb(vars, vard) mmx_m2m(paddusb, vars, vard)
/* 2x32, 4x16, and 8x8 Parallel SUBs
*/
#define psubd_m2r(var, reg) mmx_m2r(psubd, var, reg)
#define psubd_r2r(regs, regd) mmx_r2r(psubd, regs, regd)
#define psubd(vars, vard) mmx_m2m(psubd, vars, vard)
#define psubw_m2r(var, reg) mmx_m2r(psubw, var, reg)
#define psubw_r2r(regs, regd) mmx_r2r(psubw, regs, regd)
#define psubw(vars, vard) mmx_m2m(psubw, vars, vard)
#define psubb_m2r(var, reg) mmx_m2r(psubb, var, reg)
#define psubb_r2r(regs, regd) mmx_r2r(psubb, regs, regd)
#define psubb(vars, vard) mmx_m2m(psubb, vars, vard)
/* 4x16 and 8x8 Parallel SUBs using Saturation arithmetic
*/
#define psubsw_m2r(var, reg) mmx_m2r(psubsw, var, reg)
#define psubsw_r2r(regs, regd) mmx_r2r(psubsw, regs, regd)
#define psubsw(vars, vard) mmx_m2m(psubsw, vars, vard)
#define psubsb_m2r(var, reg) mmx_m2r(psubsb, var, reg)
#define psubsb_r2r(regs, regd) mmx_r2r(psubsb, regs, regd)
#define psubsb(vars, vard) mmx_m2m(psubsb, vars, vard)
/* 4x16 and 8x8 Parallel SUBs using Unsigned Saturation arithmetic
*/
#define psubusw_m2r(var, reg) mmx_m2r(psubusw, var, reg)
#define psubusw_r2r(regs, regd) mmx_r2r(psubusw, regs, regd)
#define psubusw(vars, vard) mmx_m2m(psubusw, vars, vard)
#define psubusb_m2r(var, reg) mmx_m2r(psubusb, var, reg)
#define psubusb_r2r(regs, regd) mmx_r2r(psubusb, regs, regd)
#define psubusb(vars, vard) mmx_m2m(psubusb, vars, vard)
/* 4x16 Parallel MULs giving Low 4x16 portions of results
*/
#define pmullw_m2r(var, reg) mmx_m2r(pmullw, var, reg)
#define pmullw_r2r(regs, regd) mmx_r2r(pmullw, regs, regd)
#define pmullw(vars, vard) mmx_m2m(pmullw, vars, vard)
/* 4x16 Parallel MULs giving High 4x16 portions of results
*/
#define pmulhw_m2r(var, reg) mmx_m2r(pmulhw, var, reg)
#define pmulhw_r2r(regs, regd) mmx_r2r(pmulhw, regs, regd)
#define pmulhw(vars, vard) mmx_m2m(pmulhw, vars, vard)
/* 4x16->2x32 Parallel Mul-ADD
(muls like pmullw, then adds adjacent 16-bit fields
in the multiply result to make the final 2x32 result)
*/
#define pmaddwd_m2r(var, reg) mmx_m2r(pmaddwd, var, reg)
#define pmaddwd_r2r(regs, regd) mmx_r2r(pmaddwd, regs, regd)
#define pmaddwd(vars, vard) mmx_m2m(pmaddwd, vars, vard)
/* 1x64 bitwise AND
*/
#ifdef BROKEN_PAND
#define pand_m2r(var, reg) \
{ \
mmx_m2r(pandn, (mmx_t) -1LL, reg); \
mmx_m2r(pandn, var, reg); \
}
#define pand_r2r(regs, regd) \
{ \
mmx_m2r(pandn, (mmx_t) -1LL, regd); \
mmx_r2r(pandn, regs, regd) \
}
#define pand(vars, vard) \
{ \
movq_m2r(vard, mm0); \
mmx_m2r(pandn, (mmx_t) -1LL, mm0); \
mmx_m2r(pandn, vars, mm0); \
movq_r2m(mm0, vard); \
}
#else
#define pand_m2r(var, reg) mmx_m2r(pand, var, reg)
#define pand_r2r(regs, regd) mmx_r2r(pand, regs, regd)
#define pand(vars, vard) mmx_m2m(pand, vars, vard)
#endif
/* 1x64 bitwise AND with Not the destination
*/
#define pandn_m2r(var, reg) mmx_m2r(pandn, var, reg)
#define pandn_r2r(regs, regd) mmx_r2r(pandn, regs, regd)
#define pandn(vars, vard) mmx_m2m(pandn, vars, vard)
/* 1x64 bitwise OR
*/
#define por_m2r(var, reg) mmx_m2r(por, var, reg)
#define por_r2r(regs, regd) mmx_r2r(por, regs, regd)
#define por(vars, vard) mmx_m2m(por, vars, vard)
/* 1x64 bitwise eXclusive OR
*/
#define pxor_m2r(var, reg) mmx_m2r(pxor, var, reg)
#define pxor_r2r(regs, regd) mmx_r2r(pxor, regs, regd)
#define pxor(vars, vard) mmx_m2m(pxor, vars, vard)
/* 2x32, 4x16, and 8x8 Parallel CoMPare for EQuality
(resulting fields are either 0 or -1)
*/
#define pcmpeqd_m2r(var, reg) mmx_m2r(pcmpeqd, var, reg)
#define pcmpeqd_r2r(regs, regd) mmx_r2r(pcmpeqd, regs, regd)
#define pcmpeqd(vars, vard) mmx_m2m(pcmpeqd, vars, vard)
#define pcmpeqw_m2r(var, reg) mmx_m2r(pcmpeqw, var, reg)
#define pcmpeqw_r2r(regs, regd) mmx_r2r(pcmpeqw, regs, regd)
#define pcmpeqw(vars, vard) mmx_m2m(pcmpeqw, vars, vard)
#define pcmpeqb_m2r(var, reg) mmx_m2r(pcmpeqb, var, reg)
#define pcmpeqb_r2r(regs, regd) mmx_r2r(pcmpeqb, regs, regd)
#define pcmpeqb(vars, vard) mmx_m2m(pcmpeqb, vars, vard)
/* 2x32, 4x16, and 8x8 Parallel CoMPare for Greater Than
(resulting fields are either 0 or -1)
*/
#define pcmpgtd_m2r(var, reg) mmx_m2r(pcmpgtd, var, reg)
#define pcmpgtd_r2r(regs, regd) mmx_r2r(pcmpgtd, regs, regd)
#define pcmpgtd(vars, vard) mmx_m2m(pcmpgtd, vars, vard)
#define pcmpgtw_m2r(var, reg) mmx_m2r(pcmpgtw, var, reg)
#define pcmpgtw_r2r(regs, regd) mmx_r2r(pcmpgtw, regs, regd)
#define pcmpgtw(vars, vard) mmx_m2m(pcmpgtw, vars, vard)
#define pcmpgtb_m2r(var, reg) mmx_m2r(pcmpgtb, var, reg)
#define pcmpgtb_r2r(regs, regd) mmx_r2r(pcmpgtb, regs, regd)
#define pcmpgtb(vars, vard) mmx_m2m(pcmpgtb, vars, vard)
/* 1x64, 2x32, and 4x16 Parallel Shift Left Logical
*/
#define psllq_i2r(imm, reg) mmx_i2r(psllq, imm, reg)
#define psllq_m2r(var, reg) mmx_m2r(psllq, var, reg)
#define psllq_r2r(regs, regd) mmx_r2r(psllq, regs, regd)
#define psllq(vars, vard) mmx_m2m(psllq, vars, vard)
#define pslld_i2r(imm, reg) mmx_i2r(pslld, imm, reg)
#define pslld_m2r(var, reg) mmx_m2r(pslld, var, reg)
#define pslld_r2r(regs, regd) mmx_r2r(pslld, regs, regd)
#define pslld(vars, vard) mmx_m2m(pslld, vars, vard)
#define psllw_i2r(imm, reg) mmx_i2r(psllw, imm, reg)
#define psllw_m2r(var, reg) mmx_m2r(psllw, var, reg)
#define psllw_r2r(regs, regd) mmx_r2r(psllw, regs, regd)
#define psllw(vars, vard) mmx_m2m(psllw, vars, vard)
/* 1x64, 2x32, and 4x16 Parallel Shift Right Logical
*/
#define psrlq_i2r(imm, reg) mmx_i2r(psrlq, imm, reg)
#define psrlq_m2r(var, reg) mmx_m2r(psrlq, var, reg)
#define psrlq_r2r(regs, regd) mmx_r2r(psrlq, regs, regd)
#define psrlq(vars, vard) mmx_m2m(psrlq, vars, vard)
#define psrld_i2r(imm, reg) mmx_i2r(psrld, imm, reg)
#define psrld_m2r(var, reg) mmx_m2r(psrld, var, reg)
#define psrld_r2r(regs, regd) mmx_r2r(psrld, regs, regd)
#define psrld(vars, vard) mmx_m2m(psrld, vars, vard)
#define psrlw_i2r(imm, reg) mmx_i2r(psrlw, imm, reg)
#define psrlw_m2r(var, reg) mmx_m2r(psrlw, var, reg)
#define psrlw_r2r(regs, regd) mmx_r2r(psrlw, regs, regd)
#define psrlw(vars, vard) mmx_m2m(psrlw, vars, vard)
/* 2x32 and 4x16 Parallel Shift Right Arithmetic
*/
#define psrad_i2r(imm, reg) mmx_i2r(psrad, imm, reg)
#define psrad_m2r(var, reg) mmx_m2r(psrad, var, reg)
#define psrad_r2r(regs, regd) mmx_r2r(psrad, regs, regd)
#define psrad(vars, vard) mmx_m2m(psrad, vars, vard)
#define psraw_i2r(imm, reg) mmx_i2r(psraw, imm, reg)
#define psraw_m2r(var, reg) mmx_m2r(psraw, var, reg)
#define psraw_r2r(regs, regd) mmx_r2r(psraw, regs, regd)
#define psraw(vars, vard) mmx_m2m(psraw, vars, vard)
/* 2x32->4x16 and 4x16->8x8 PACK and Signed Saturate
(packs source and dest fields into dest in that order)
*/
#define packssdw_m2r(var, reg) mmx_m2r(packssdw, var, reg)
#define packssdw_r2r(regs, regd) mmx_r2r(packssdw, regs, regd)
#define packssdw(vars, vard) mmx_m2m(packssdw, vars, vard)
#define packsswb_m2r(var, reg) mmx_m2r(packsswb, var, reg)
#define packsswb_r2r(regs, regd) mmx_r2r(packsswb, regs, regd)
#define packsswb(vars, vard) mmx_m2m(packsswb, vars, vard)
/* 4x16->8x8 PACK and Unsigned Saturate
(packs source and dest fields into dest in that order)
*/
#define packuswb_m2r(var, reg) mmx_m2r(packuswb, var, reg)
#define packuswb_r2r(regs, regd) mmx_r2r(packuswb, regs, regd)
#define packuswb(vars, vard) mmx_m2m(packuswb, vars, vard)
/* 2x32->1x64, 4x16->2x32, and 8x8->4x16 UNPaCK Low
(interleaves low half of dest with low half of source
as padding in each result field)
*/
#define punpckldq_m2r(var, reg) mmx_m2r(punpckldq, var, reg)
#define punpckldq_r2r(regs, regd) mmx_r2r(punpckldq, regs, regd)
#define punpckldq(vars, vard) mmx_m2m(punpckldq, vars, vard)
#define punpcklwd_m2r(var, reg) mmx_m2r(punpcklwd, var, reg)
#define punpcklwd_r2r(regs, regd) mmx_r2r(punpcklwd, regs, regd)
#define punpcklwd(vars, vard) mmx_m2m(punpcklwd, vars, vard)
#define punpcklbw_m2r(var, reg) mmx_m2r(punpcklbw, var, reg)
#define punpcklbw_r2r(regs, regd) mmx_r2r(punpcklbw, regs, regd)
#define punpcklbw(vars, vard) mmx_m2m(punpcklbw, vars, vard)
/* 2x32->1x64, 4x16->2x32, and 8x8->4x16 UNPaCK High
(interleaves high half of dest with high half of source
as padding in each result field)
*/
#define punpckhdq_m2r(var, reg) mmx_m2r(punpckhdq, var, reg)
#define punpckhdq_r2r(regs, regd) mmx_r2r(punpckhdq, regs, regd)
#define punpckhdq(vars, vard) mmx_m2m(punpckhdq, vars, vard)
#define punpckhwd_m2r(var, reg) mmx_m2r(punpckhwd, var, reg)
#define punpckhwd_r2r(regs, regd) mmx_r2r(punpckhwd, regs, regd)
#define punpckhwd(vars, vard) mmx_m2m(punpckhwd, vars, vard)
#define punpckhbw_m2r(var, reg) mmx_m2r(punpckhbw, var, reg)
#define punpckhbw_r2r(regs, regd) mmx_r2r(punpckhbw, regs, regd)
#define punpckhbw(vars, vard) mmx_m2m(punpckhbw, vars, vard)
/* Empty MMx State
(used to clean-up when going from mmx to float use
of the registers that are shared by both; note that
there is no float-to-mmx operation needed, because
only the float tag word info is corruptible)
*/
#ifdef MMX_TRACE
#define emms() \
{ \
printf("emms()\n"); \
__asm__ __volatile__ ("emms"); \
}
#else
#define emms() __asm__ __volatile__ ("emms")
#endif
#endif
/* vi: set ts=4 sw=4 expandtab: */

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@@ -0,0 +1,361 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_config.h"
#if SDL_VIDEO_RENDER_NDS
#include <stdio.h>
#include <stdlib.h>
#include <nds.h>
#include <gl2d.h>
#include "SDL_video.h"
#include "../../video/SDL_sysvideo.h"
#include "SDL_render.h"
#include "../SDL_sysrender.h"
#include "SDL_log.h"
/* SDL NDS renderer implementation */
extern SDL_RenderDriver NDS_RenderDriver;
typedef struct
{
/* Whether current 3D engine is on the main or sub screen. */
int is_sub;
} NDS_RenderData;
typedef struct
{
glImage image[1];
} NDS_TextureData;
static int NDS_UpdateViewport(SDL_Renderer *renderer)
{
/* Nothing to do. */
return 0;
}
static int
NDS_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect)
{
NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata;
NDS_TextureData *txdat = (NDS_TextureData *) texture->driverdata;
int dest_y;
if (data->is_sub) {
dest_y = dstrect->y;
} else {
dest_y = dstrect->y-SCREEN_HEIGHT;
}
if (texture->w == dstrect->w && texture->h == dstrect->h) {
/* No scaling */
glSprite(dstrect->x, dest_y, GL_FLIP_NONE, txdat->image);
} else {
/* Convert the scaling proportion into a 20.12 value. */
s32 scale_w = divf32(dstrect->w << 12, texture->w << 12);
s32 scale_h = divf32(dstrect->h << 12, texture->h << 12);
glSpriteScaleXY(dstrect->x, dest_y, scale_w, scale_h, GL_FLIP_NONE, txdat->image);
}
return 0;
}
static int NDS_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
NDS_TextureData *txdat = NULL;
int i;
SDL_Log("NDS_CreateTexture: NDS_CreateTexture.\n");
/* Sanity checks. */
for (i=0; i<NDS_RenderDriver.info.num_texture_formats; i++) {
if (texture->format == NDS_RenderDriver.info.texture_formats[i])
break;
}
if (i == NDS_RenderDriver.info.num_texture_formats) {
SDL_SetError("Unsupported texture format (%x)", texture->format);
return -1;
}
if (texture->w > NDS_RenderDriver.info.max_texture_width) {
SDL_SetError("Texture too large (%d)", texture->w);
return -1;
}
if (texture->h > NDS_RenderDriver.info.max_texture_height) {
SDL_SetError("Texture too tall (%d)", texture->h);
return -1;
}
texture->driverdata = SDL_calloc(1, sizeof(NDS_TextureData));
txdat = (NDS_TextureData *) texture->driverdata;
if (!txdat) {
SDL_OutOfMemory();
return -1;
}
return 0;
}
static void
NDS_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
NDS_TextureData *txdat = texture->driverdata;
/* free anything else allocated for texture */
SDL_free(txdat);
}
/* size is no more than 512. */
static int get_gltexture_size(unsigned int size)
{
if (size > 256)
return TEXTURE_SIZE_512;
else if (size > 128)
return TEXTURE_SIZE_256;
else if (size > 64)
return TEXTURE_SIZE_128;
else if (size > 32)
return TEXTURE_SIZE_64;
else if (size > 16)
return TEXTURE_SIZE_32;
else if (size > 8)
return TEXTURE_SIZE_16;
else
return TEXTURE_SIZE_8;
}
static int NDS_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
{
NDS_TextureData *txdat = (NDS_TextureData *) texture->driverdata;
glLoadTileSet(txdat->image,
rect->w, rect->h,
rect->w, rect->h,
texture->format == SDL_PIXELFORMAT_ABGR1555 ? GL_RGBA : GL_RGB,
get_gltexture_size(rect->w),
get_gltexture_size(rect->h),
TEXGEN_OFF, 0, NULL,
pixels);
return 0;
}
static int NDS_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture,
const SDL_Rect *rect, void **pixels, int *pitch)
{
SDL_Log("enter %s (todo)\n", __func__);
return 0;
}
static void NDS_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
SDL_Log("enter %s\n", __func__);
/* stub! */
}
static int NDS_RenderClear(SDL_Renderer *renderer)
{
glClearColor(renderer->r >> 3,
renderer->g >> 3,
renderer->b >> 3,
renderer->a >> 3);
return 0;
}
static void NDS_RenderPresent(SDL_Renderer * renderer)
{
NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata;
static int frame =0;
glEnd2D();
glFlush(0);
swiWaitForVBlank();
/* wait for capture unit to be ready */
while(REG_DISPCAPCNT & DCAP_ENABLE);
/* 3D engine can only work on one screen at a time. */
data->is_sub = !data->is_sub;
if (data->is_sub) {
lcdMainOnBottom();
vramSetBankC(VRAM_C_LCD);
vramSetBankD(VRAM_D_SUB_SPRITE);
REG_DISPCAPCNT = DCAP_BANK(2) | DCAP_ENABLE | DCAP_SIZE(3);
} else {
lcdMainOnTop();
vramSetBankD(VRAM_D_LCD);
vramSetBankC(VRAM_C_SUB_BG);
REG_DISPCAPCNT = DCAP_BANK(3) | DCAP_ENABLE | DCAP_SIZE(3);
}
glBegin2D();
}
static int NDS_RenderDrawPoints(SDL_Renderer *renderer, const SDL_Point *points,
int count)
{
NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata;
int i;
int color = RGB15(renderer->r >> 3,
renderer->g >> 3,
renderer->b >> 3);
for (i=0; i < count; i++) {
if (data->is_sub) {
glPutPixel(points[i].x, points[i].y, color);
} else {
glPutPixel(points[i].x, points[i].y - SCREEN_HEIGHT, color);
}
}
return 0;
}
static int NDS_RenderDrawLines(SDL_Renderer *renderer, const SDL_Point *points,
int count)
{
NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata;
int i;
int color = RGB15(renderer->r >> 3,
renderer->g >> 3,
renderer->b >> 3);
for (i=0; i < count-1; i++) {
if (data->is_sub) {
glLine(points[i].x, points[i].y, points[i+1].x, points[i+1].y, color);
} else {
glLine(points[i].x, points[i].y - SCREEN_HEIGHT,
points[i+1].x, points[i+1].y - SCREEN_HEIGHT, color);
}
}
return 0;
}
static int NDS_RenderFillRects(SDL_Renderer *renderer, const SDL_Rect *rects,
int count)
{
NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata;
int i;
int color = RGB15(renderer->r >> 3,
renderer->g >> 3,
renderer->b >> 3);
for (i=0; i<count; i++) {
if (data->is_sub) {
glBoxFilled(rects[i].x, rects[i].y,
rects[i].x + rects[i].w,
rects[i].y + rects[i].h, color);
} else {
glBoxFilled(rects[i].x, rects[i].y - SCREEN_HEIGHT,
rects[i].x + rects[i].w,
rects[i].y + rects[i].h - SCREEN_HEIGHT,
color);
}
}
return 0;
}
static SDL_Renderer *
NDS_CreateRenderer(SDL_Window * window, Uint32 flags)
{
SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
SDL_DisplayMode *displayMode = &display->current_mode;
SDL_Renderer *renderer;
NDS_RenderData *data;
int bpp;
Uint32 Rmask, Gmask, Bmask, Amask;
if (displayMode->format != SDL_PIXELFORMAT_ABGR1555) {
SDL_SetError("Unsupported pixel format (%x)", displayMode->format);
return NULL;
}
if (!SDL_PixelFormatEnumToMasks(displayMode->format, &bpp,
&Rmask, &Gmask, &Bmask, &Amask)) {
SDL_SetError("Unknown display format");
return NULL;
}
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
if (!renderer) {
SDL_OutOfMemory();
return NULL;
}
data = (NDS_RenderData *) SDL_calloc(1, sizeof(*data));
if (!data) {
SDL_free(renderer);
SDL_OutOfMemory();
return NULL;
}
renderer->info = NDS_RenderDriver.info;
renderer->info.flags = SDL_RENDERER_ACCELERATED;
renderer->UpdateViewport = NDS_UpdateViewport;
renderer->CreateTexture = NDS_CreateTexture;
renderer->DestroyTexture = NDS_DestroyTexture;
renderer->RenderCopy = NDS_RenderCopy;
renderer->UpdateTexture = NDS_UpdateTexture;
renderer->LockTexture = NDS_LockTexture;
renderer->UnlockTexture = NDS_UnlockTexture;
renderer->RenderClear = NDS_RenderClear;
renderer->RenderPresent = NDS_RenderPresent;
renderer->RenderDrawPoints = NDS_RenderDrawPoints;
renderer->RenderDrawLines = NDS_RenderDrawLines;
renderer->RenderFillRects = NDS_RenderFillRects;
renderer->driverdata = data;
return renderer;
}
SDL_RenderDriver NDS_RenderDriver = {
.CreateRenderer = NDS_CreateRenderer,
.info = {
.name = "nds",
.flags = SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC,
.num_texture_formats = 2,
.texture_formats = { [0] = SDL_PIXELFORMAT_ABGR1555,
[1] = SDL_PIXELFORMAT_BGR555,
},
.max_texture_width = 512,
.max_texture_height = 512,
}
};
#endif /* SDL_VIDEO_RENDER_NDS */
/* vi: set ts=4 sw=4 expandtab: */

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/* list of OpenGL functions sorted alphabetically
If you need to use a GL function from the SDL video subsystem,
change it's entry from SDL_PROC_UNUSED to SDL_PROC and rebuild.
*/
#define SDL_PROC_UNUSED(ret,func,params)
SDL_PROC_UNUSED(void, glAccum, (GLenum, GLfloat))
SDL_PROC_UNUSED(void, glAlphaFunc, (GLenum, GLclampf))
SDL_PROC_UNUSED(GLboolean, glAreTexturesResident,
(GLsizei, const GLuint *, GLboolean *))
SDL_PROC_UNUSED(void, glArrayElement, (GLint))
SDL_PROC(void, glBegin, (GLenum))
SDL_PROC(void, glBindTexture, (GLenum, GLuint))
SDL_PROC_UNUSED(void, glBitmap,
(GLsizei, GLsizei, GLfloat, GLfloat, GLfloat, GLfloat,
const GLubyte *))
SDL_PROC(void, glBlendFunc, (GLenum, GLenum))
SDL_PROC_UNUSED(void, glCallList, (GLuint))
SDL_PROC_UNUSED(void, glCallLists, (GLsizei, GLenum, const GLvoid *))
SDL_PROC(void, glClear, (GLbitfield))
SDL_PROC_UNUSED(void, glClearAccum, (GLfloat, GLfloat, GLfloat, GLfloat))
SDL_PROC(void, glClearColor, (GLclampf, GLclampf, GLclampf, GLclampf))
SDL_PROC_UNUSED(void, glClearDepth, (GLclampd))
SDL_PROC_UNUSED(void, glClearIndex, (GLfloat))
SDL_PROC_UNUSED(void, glClearStencil, (GLint))
SDL_PROC_UNUSED(void, glClipPlane, (GLenum, const GLdouble *))
SDL_PROC_UNUSED(void, glColor3b, (GLbyte, GLbyte, GLbyte))
SDL_PROC_UNUSED(void, glColor3bv, (const GLbyte *))
SDL_PROC_UNUSED(void, glColor3d, (GLdouble, GLdouble, GLdouble))
SDL_PROC_UNUSED(void, glColor3dv, (const GLdouble *))
SDL_PROC_UNUSED(void, glColor3f, (GLfloat, GLfloat, GLfloat))
SDL_PROC_UNUSED(void, glColor3fv, (const GLfloat *))
SDL_PROC_UNUSED(void, glColor3i, (GLint, GLint, GLint))
SDL_PROC_UNUSED(void, glColor3iv, (const GLint *))
SDL_PROC_UNUSED(void, glColor3s, (GLshort, GLshort, GLshort))
SDL_PROC_UNUSED(void, glColor3sv, (const GLshort *))
SDL_PROC_UNUSED(void, glColor3ub, (GLubyte, GLubyte, GLubyte))
SDL_PROC_UNUSED(void, glColor3ubv, (const GLubyte *))
SDL_PROC_UNUSED(void, glColor3ui, (GLuint, GLuint, GLuint))
SDL_PROC_UNUSED(void, glColor3uiv, (const GLuint *))
SDL_PROC_UNUSED(void, glColor3us, (GLushort, GLushort, GLushort))
SDL_PROC_UNUSED(void, glColor3usv, (const GLushort *))
SDL_PROC_UNUSED(void, glColor4b, (GLbyte, GLbyte, GLbyte, GLbyte))
SDL_PROC_UNUSED(void, glColor4bv, (const GLbyte *))
SDL_PROC_UNUSED(void, glColor4d, (GLdouble, GLdouble, GLdouble, GLdouble))
SDL_PROC_UNUSED(void, glColor4dv, (const GLdouble *))
SDL_PROC(void, glColor4f, (GLfloat, GLfloat, GLfloat, GLfloat))
SDL_PROC_UNUSED(void, glColor4fv, (const GLfloat *))
SDL_PROC_UNUSED(void, glColor4i, (GLint, GLint, GLint, GLint))
SDL_PROC_UNUSED(void, glColor4iv, (const GLint *))
SDL_PROC_UNUSED(void, glColor4s, (GLshort, GLshort, GLshort, GLshort))
SDL_PROC_UNUSED(void, glColor4sv, (const GLshort *))
SDL_PROC_UNUSED(void, glColor4ub,
(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha))
SDL_PROC_UNUSED(void, glColor4ubv, (const GLubyte * v))
SDL_PROC_UNUSED(void, glColor4ui,
(GLuint red, GLuint green, GLuint blue, GLuint alpha))
SDL_PROC_UNUSED(void, glColor4uiv, (const GLuint * v))
SDL_PROC_UNUSED(void, glColor4us,
(GLushort red, GLushort green, GLushort blue, GLushort alpha))
SDL_PROC_UNUSED(void, glColor4usv, (const GLushort * v))
SDL_PROC_UNUSED(void, glColorMask,
(GLboolean red, GLboolean green, GLboolean blue,
GLboolean alpha))
SDL_PROC_UNUSED(void, glColorMaterial, (GLenum face, GLenum mode))
SDL_PROC_UNUSED(void, glColorPointer,
(GLint size, GLenum type, GLsizei stride,
const GLvoid * pointer))
SDL_PROC_UNUSED(void, glCopyPixels,
(GLint x, GLint y, GLsizei width, GLsizei height,
GLenum type))
SDL_PROC_UNUSED(void, glCopyTexImage1D,
(GLenum target, GLint level, GLenum internalFormat, GLint x,
GLint y, GLsizei width, GLint border))
SDL_PROC_UNUSED(void, glCopyTexImage2D,
(GLenum target, GLint level, GLenum internalFormat, GLint x,
GLint y, GLsizei width, GLsizei height, GLint border))
SDL_PROC_UNUSED(void, glCopyTexSubImage1D,
(GLenum target, GLint level, GLint xoffset, GLint x, GLint y,
GLsizei width))
SDL_PROC_UNUSED(void, glCopyTexSubImage2D,
(GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLint x, GLint y, GLsizei width, GLsizei height))
SDL_PROC_UNUSED(void, glCullFace, (GLenum mode))
SDL_PROC_UNUSED(void, glDeleteLists, (GLuint list, GLsizei range))
SDL_PROC(void, glDeleteTextures, (GLsizei n, const GLuint * textures))
SDL_PROC_UNUSED(void, glDepthFunc, (GLenum func))
SDL_PROC_UNUSED(void, glDepthMask, (GLboolean flag))
SDL_PROC_UNUSED(void, glDepthRange, (GLclampd zNear, GLclampd zFar))
SDL_PROC(void, glDisable, (GLenum cap))
SDL_PROC_UNUSED(void, glDisableClientState, (GLenum array))
SDL_PROC_UNUSED(void, glDrawArrays, (GLenum mode, GLint first, GLsizei count))
SDL_PROC_UNUSED(void, glDrawBuffer, (GLenum mode))
SDL_PROC_UNUSED(void, glDrawElements,
(GLenum mode, GLsizei count, GLenum type,
const GLvoid * indices))
SDL_PROC(void, glDrawPixels,
(GLsizei width, GLsizei height, GLenum format, GLenum type,
const GLvoid * pixels))
SDL_PROC_UNUSED(void, glEdgeFlag, (GLboolean flag))
SDL_PROC_UNUSED(void, glEdgeFlagPointer,
(GLsizei stride, const GLvoid * pointer))
SDL_PROC_UNUSED(void, glEdgeFlagv, (const GLboolean * flag))
SDL_PROC(void, glEnable, (GLenum cap))
SDL_PROC_UNUSED(void, glEnableClientState, (GLenum array))
SDL_PROC(void, glEnd, (void))
SDL_PROC_UNUSED(void, glEndList, (void))
SDL_PROC_UNUSED(void, glEvalCoord1d, (GLdouble u))
SDL_PROC_UNUSED(void, glEvalCoord1dv, (const GLdouble * u))
SDL_PROC_UNUSED(void, glEvalCoord1f, (GLfloat u))
SDL_PROC_UNUSED(void, glEvalCoord1fv, (const GLfloat * u))
SDL_PROC_UNUSED(void, glEvalCoord2d, (GLdouble u, GLdouble v))
SDL_PROC_UNUSED(void, glEvalCoord2dv, (const GLdouble * u))
SDL_PROC_UNUSED(void, glEvalCoord2f, (GLfloat u, GLfloat v))
SDL_PROC_UNUSED(void, glEvalCoord2fv, (const GLfloat * u))
SDL_PROC_UNUSED(void, glEvalMesh1, (GLenum mode, GLint i1, GLint i2))
SDL_PROC_UNUSED(void, glEvalMesh2,
(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2))
SDL_PROC_UNUSED(void, glEvalPoint1, (GLint i))
SDL_PROC_UNUSED(void, glEvalPoint2, (GLint i, GLint j))
SDL_PROC_UNUSED(void, glFeedbackBuffer,
(GLsizei size, GLenum type, GLfloat * buffer))
SDL_PROC_UNUSED(void, glFinish, (void))
SDL_PROC_UNUSED(void, glFlush, (void))
SDL_PROC_UNUSED(void, glFogf, (GLenum pname, GLfloat param))
SDL_PROC_UNUSED(void, glFogfv, (GLenum pname, const GLfloat * params))
SDL_PROC_UNUSED(void, glFogi, (GLenum pname, GLint param))
SDL_PROC_UNUSED(void, glFogiv, (GLenum pname, const GLint * params))
SDL_PROC_UNUSED(void, glFrontFace, (GLenum mode))
SDL_PROC_UNUSED(void, glFrustum,
(GLdouble left, GLdouble right, GLdouble bottom,
GLdouble top, GLdouble zNear, GLdouble zFar))
SDL_PROC_UNUSED(GLuint, glGenLists, (GLsizei range))
SDL_PROC(void, glGenTextures, (GLsizei n, GLuint * textures))
SDL_PROC_UNUSED(void, glGetBooleanv, (GLenum pname, GLboolean * params))
SDL_PROC_UNUSED(void, glGetClipPlane, (GLenum plane, GLdouble * equation))
SDL_PROC_UNUSED(void, glGetDoublev, (GLenum pname, GLdouble * params))
SDL_PROC(GLenum, glGetError, (void))
SDL_PROC_UNUSED(void, glGetFloatv, (GLenum pname, GLfloat * params))
SDL_PROC(void, glGetIntegerv, (GLenum pname, GLint * params))
SDL_PROC_UNUSED(void, glGetLightfv,
(GLenum light, GLenum pname, GLfloat * params))
SDL_PROC_UNUSED(void, glGetLightiv,
(GLenum light, GLenum pname, GLint * params))
SDL_PROC_UNUSED(void, glGetMapdv, (GLenum target, GLenum query, GLdouble * v))
SDL_PROC_UNUSED(void, glGetMapfv, (GLenum target, GLenum query, GLfloat * v))
SDL_PROC_UNUSED(void, glGetMapiv, (GLenum target, GLenum query, GLint * v))
SDL_PROC_UNUSED(void, glGetMaterialfv,
(GLenum face, GLenum pname, GLfloat * params))
SDL_PROC_UNUSED(void, glGetMaterialiv,
(GLenum face, GLenum pname, GLint * params))
SDL_PROC_UNUSED(void, glGetPixelMapfv, (GLenum map, GLfloat * values))
SDL_PROC_UNUSED(void, glGetPixelMapuiv, (GLenum map, GLuint * values))
SDL_PROC_UNUSED(void, glGetPixelMapusv, (GLenum map, GLushort * values))
SDL_PROC_UNUSED(void, glGetPointerv, (GLenum pname, GLvoid * *params))
SDL_PROC_UNUSED(void, glGetPolygonStipple, (GLubyte * mask))
SDL_PROC(const GLubyte *, glGetString, (GLenum name))
SDL_PROC_UNUSED(void, glGetTexEnvfv,
(GLenum target, GLenum pname, GLfloat * params))
SDL_PROC_UNUSED(void, glGetTexEnviv,
(GLenum target, GLenum pname, GLint * params))
SDL_PROC_UNUSED(void, glGetTexGendv,
(GLenum coord, GLenum pname, GLdouble * params))
SDL_PROC_UNUSED(void, glGetTexGenfv,
(GLenum coord, GLenum pname, GLfloat * params))
SDL_PROC_UNUSED(void, glGetTexGeniv,
(GLenum coord, GLenum pname, GLint * params))
SDL_PROC_UNUSED(void, glGetTexImage,
(GLenum target, GLint level, GLenum format, GLenum type,
GLvoid * pixels))
SDL_PROC_UNUSED(void, glGetTexLevelParameterfv,
(GLenum target, GLint level, GLenum pname, GLfloat * params))
SDL_PROC_UNUSED(void, glGetTexLevelParameteriv,
(GLenum target, GLint level, GLenum pname, GLint * params))
SDL_PROC_UNUSED(void, glGetTexParameterfv,
(GLenum target, GLenum pname, GLfloat * params))
SDL_PROC_UNUSED(void, glGetTexParameteriv,
(GLenum target, GLenum pname, GLint * params))
SDL_PROC_UNUSED(void, glHint, (GLenum target, GLenum mode))
SDL_PROC_UNUSED(void, glIndexMask, (GLuint mask))
SDL_PROC_UNUSED(void, glIndexPointer,
(GLenum type, GLsizei stride, const GLvoid * pointer))
SDL_PROC_UNUSED(void, glIndexd, (GLdouble c))
SDL_PROC_UNUSED(void, glIndexdv, (const GLdouble * c))
SDL_PROC_UNUSED(void, glIndexf, (GLfloat c))
SDL_PROC_UNUSED(void, glIndexfv, (const GLfloat * c))
SDL_PROC_UNUSED(void, glIndexi, (GLint c))
SDL_PROC_UNUSED(void, glIndexiv, (const GLint * c))
SDL_PROC_UNUSED(void, glIndexs, (GLshort c))
SDL_PROC_UNUSED(void, glIndexsv, (const GLshort * c))
SDL_PROC_UNUSED(void, glIndexub, (GLubyte c))
SDL_PROC_UNUSED(void, glIndexubv, (const GLubyte * c))
SDL_PROC_UNUSED(void, glInitNames, (void))
SDL_PROC_UNUSED(void, glInterleavedArrays,
(GLenum format, GLsizei stride, const GLvoid * pointer))
SDL_PROC_UNUSED(GLboolean, glIsEnabled, (GLenum cap))
SDL_PROC_UNUSED(GLboolean, glIsList, (GLuint list))
SDL_PROC_UNUSED(GLboolean, glIsTexture, (GLuint texture))
SDL_PROC_UNUSED(void, glLightModelf, (GLenum pname, GLfloat param))
SDL_PROC_UNUSED(void, glLightModelfv, (GLenum pname, const GLfloat * params))
SDL_PROC_UNUSED(void, glLightModeli, (GLenum pname, GLint param))
SDL_PROC_UNUSED(void, glLightModeliv, (GLenum pname, const GLint * params))
SDL_PROC_UNUSED(void, glLightf, (GLenum light, GLenum pname, GLfloat param))
SDL_PROC_UNUSED(void, glLightfv,
(GLenum light, GLenum pname, const GLfloat * params))
SDL_PROC_UNUSED(void, glLighti, (GLenum light, GLenum pname, GLint param))
SDL_PROC_UNUSED(void, glLightiv,
(GLenum light, GLenum pname, const GLint * params))
SDL_PROC_UNUSED(void, glLineStipple, (GLint factor, GLushort pattern))
SDL_PROC(void, glLineWidth, (GLfloat width))
SDL_PROC_UNUSED(void, glListBase, (GLuint base))
SDL_PROC(void, glLoadIdentity, (void))
SDL_PROC_UNUSED(void, glLoadMatrixd, (const GLdouble * m))
SDL_PROC_UNUSED(void, glLoadMatrixf, (const GLfloat * m))
SDL_PROC_UNUSED(void, glLoadName, (GLuint name))
SDL_PROC_UNUSED(void, glLogicOp, (GLenum opcode))
SDL_PROC_UNUSED(void, glMap1d,
(GLenum target, GLdouble u1, GLdouble u2, GLint stride,
GLint order, const GLdouble * points))
SDL_PROC_UNUSED(void, glMap1f,
(GLenum target, GLfloat u1, GLfloat u2, GLint stride,
GLint order, const GLfloat * points))
SDL_PROC_UNUSED(void, glMap2d,
(GLenum target, GLdouble u1, GLdouble u2, GLint ustride,
GLint uorder, GLdouble v1, GLdouble v2, GLint vstride,
GLint vorder, const GLdouble * points))
SDL_PROC_UNUSED(void, glMap2f,
(GLenum target, GLfloat u1, GLfloat u2, GLint ustride,
GLint uorder, GLfloat v1, GLfloat v2, GLint vstride,
GLint vorder, const GLfloat * points))
SDL_PROC_UNUSED(void, glMapGrid1d, (GLint un, GLdouble u1, GLdouble u2))
SDL_PROC_UNUSED(void, glMapGrid1f, (GLint un, GLfloat u1, GLfloat u2))
SDL_PROC_UNUSED(void, glMapGrid2d,
(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1,
GLdouble v2))
SDL_PROC_UNUSED(void, glMapGrid2f,
(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1,
GLfloat v2))
SDL_PROC_UNUSED(void, glMaterialf, (GLenum face, GLenum pname, GLfloat param))
SDL_PROC_UNUSED(void, glMaterialfv,
(GLenum face, GLenum pname, const GLfloat * params))
SDL_PROC_UNUSED(void, glMateriali, (GLenum face, GLenum pname, GLint param))
SDL_PROC_UNUSED(void, glMaterialiv,
(GLenum face, GLenum pname, const GLint * params))
SDL_PROC(void, glMatrixMode, (GLenum mode))
SDL_PROC_UNUSED(void, glMultMatrixd, (const GLdouble * m))
SDL_PROC_UNUSED(void, glMultMatrixf, (const GLfloat * m))
SDL_PROC_UNUSED(void, glNewList, (GLuint list, GLenum mode))
SDL_PROC_UNUSED(void, glNormal3b, (GLbyte nx, GLbyte ny, GLbyte nz))
SDL_PROC_UNUSED(void, glNormal3bv, (const GLbyte * v))
SDL_PROC_UNUSED(void, glNormal3d, (GLdouble nx, GLdouble ny, GLdouble nz))
SDL_PROC_UNUSED(void, glNormal3dv, (const GLdouble * v))
SDL_PROC_UNUSED(void, glNormal3f, (GLfloat nx, GLfloat ny, GLfloat nz))
SDL_PROC_UNUSED(void, glNormal3fv, (const GLfloat * v))
SDL_PROC_UNUSED(void, glNormal3i, (GLint nx, GLint ny, GLint nz))
SDL_PROC_UNUSED(void, glNormal3iv, (const GLint * v))
SDL_PROC_UNUSED(void, glNormal3s, (GLshort nx, GLshort ny, GLshort nz))
SDL_PROC_UNUSED(void, glNormal3sv, (const GLshort * v))
SDL_PROC_UNUSED(void, glNormalPointer,
(GLenum type, GLsizei stride, const GLvoid * pointer))
SDL_PROC(void, glOrtho,
(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top,
GLdouble zNear, GLdouble zFar))
SDL_PROC_UNUSED(void, glPassThrough, (GLfloat token))
SDL_PROC_UNUSED(void, glPixelMapfv,
(GLenum map, GLsizei mapsize, const GLfloat * values))
SDL_PROC_UNUSED(void, glPixelMapuiv,
(GLenum map, GLsizei mapsize, const GLuint * values))
SDL_PROC_UNUSED(void, glPixelMapusv,
(GLenum map, GLsizei mapsize, const GLushort * values))
SDL_PROC_UNUSED(void, glPixelStoref, (GLenum pname, GLfloat param))
SDL_PROC(void, glPixelStorei, (GLenum pname, GLint param))
SDL_PROC_UNUSED(void, glPixelTransferf, (GLenum pname, GLfloat param))
SDL_PROC_UNUSED(void, glPixelTransferi, (GLenum pname, GLint param))
SDL_PROC_UNUSED(void, glPixelZoom, (GLfloat xfactor, GLfloat yfactor))
SDL_PROC(void, glPointSize, (GLfloat size))
SDL_PROC_UNUSED(void, glPolygonMode, (GLenum face, GLenum mode))
SDL_PROC_UNUSED(void, glPolygonOffset, (GLfloat factor, GLfloat units))
SDL_PROC_UNUSED(void, glPolygonStipple, (const GLubyte * mask))
SDL_PROC_UNUSED(void, glPopAttrib, (void))
SDL_PROC_UNUSED(void, glPopClientAttrib, (void))
SDL_PROC_UNUSED(void, glPopMatrix, (void))
SDL_PROC_UNUSED(void, glPopName, (void))
SDL_PROC_UNUSED(void, glPrioritizeTextures,
(GLsizei n, const GLuint * textures,
const GLclampf * priorities))
SDL_PROC_UNUSED(void, glPushAttrib, (GLbitfield mask))
SDL_PROC_UNUSED(void, glPushClientAttrib, (GLbitfield mask))
SDL_PROC_UNUSED(void, glPushMatrix, (void))
SDL_PROC_UNUSED(void, glPushName, (GLuint name))
SDL_PROC_UNUSED(void, glRasterPos2d, (GLdouble x, GLdouble y))
SDL_PROC_UNUSED(void, glRasterPos2dv, (const GLdouble * v))
SDL_PROC_UNUSED(void, glRasterPos2f, (GLfloat x, GLfloat y))
SDL_PROC_UNUSED(void, glRasterPos2fv, (const GLfloat * v))
SDL_PROC(void, glRasterPos2i, (GLint x, GLint y))
SDL_PROC_UNUSED(void, glRasterPos2iv, (const GLint * v))
SDL_PROC_UNUSED(void, glRasterPos2s, (GLshort x, GLshort y))
SDL_PROC_UNUSED(void, glRasterPos2sv, (const GLshort * v))
SDL_PROC_UNUSED(void, glRasterPos3d, (GLdouble x, GLdouble y, GLdouble z))
SDL_PROC_UNUSED(void, glRasterPos3dv, (const GLdouble * v))
SDL_PROC_UNUSED(void, glRasterPos3f, (GLfloat x, GLfloat y, GLfloat z))
SDL_PROC_UNUSED(void, glRasterPos3fv, (const GLfloat * v))
SDL_PROC_UNUSED(void, glRasterPos3i, (GLint x, GLint y, GLint z))
SDL_PROC_UNUSED(void, glRasterPos3iv, (const GLint * v))
SDL_PROC_UNUSED(void, glRasterPos3s, (GLshort x, GLshort y, GLshort z))
SDL_PROC_UNUSED(void, glRasterPos3sv, (const GLshort * v))
SDL_PROC_UNUSED(void, glRasterPos4d,
(GLdouble x, GLdouble y, GLdouble z, GLdouble w))
SDL_PROC_UNUSED(void, glRasterPos4dv, (const GLdouble * v))
SDL_PROC_UNUSED(void, glRasterPos4f,
(GLfloat x, GLfloat y, GLfloat z, GLfloat w))
SDL_PROC_UNUSED(void, glRasterPos4fv, (const GLfloat * v))
SDL_PROC_UNUSED(void, glRasterPos4i, (GLint x, GLint y, GLint z, GLint w))
SDL_PROC_UNUSED(void, glRasterPos4iv, (const GLint * v))
SDL_PROC_UNUSED(void, glRasterPos4s,
(GLshort x, GLshort y, GLshort z, GLshort w))
SDL_PROC_UNUSED(void, glRasterPos4sv, (const GLshort * v))
SDL_PROC(void, glReadBuffer, (GLenum mode))
SDL_PROC(void, glReadPixels,
(GLint x, GLint y, GLsizei width, GLsizei height,
GLenum format, GLenum type, GLvoid * pixels))
SDL_PROC_UNUSED(void, glRectd,
(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2))
SDL_PROC_UNUSED(void, glRectdv, (const GLdouble * v1, const GLdouble * v2))
SDL_PROC_UNUSED(void, glRectf,
(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2))
SDL_PROC_UNUSED(void, glRectfv, (const GLfloat * v1, const GLfloat * v2))
SDL_PROC(void, glRecti, (GLint x1, GLint y1, GLint x2, GLint y2))
SDL_PROC_UNUSED(void, glRectiv, (const GLint * v1, const GLint * v2))
SDL_PROC_UNUSED(void, glRects,
(GLshort x1, GLshort y1, GLshort x2, GLshort y2))
SDL_PROC_UNUSED(void, glRectsv, (const GLshort * v1, const GLshort * v2))
SDL_PROC_UNUSED(GLint, glRenderMode, (GLenum mode))
SDL_PROC_UNUSED(void, glRotated,
(GLdouble angle, GLdouble x, GLdouble y, GLdouble z))
SDL_PROC_UNUSED(void, glRotatef,
(GLfloat angle, GLfloat x, GLfloat y, GLfloat z))
SDL_PROC_UNUSED(void, glScaled, (GLdouble x, GLdouble y, GLdouble z))
SDL_PROC_UNUSED(void, glScalef, (GLfloat x, GLfloat y, GLfloat z))
SDL_PROC(void, glScissor, (GLint x, GLint y, GLsizei width, GLsizei height))
SDL_PROC_UNUSED(void, glSelectBuffer, (GLsizei size, GLuint * buffer))
SDL_PROC_UNUSED(void, glShadeModel, (GLenum mode))
SDL_PROC_UNUSED(void, glStencilFunc, (GLenum func, GLint ref, GLuint mask))
SDL_PROC_UNUSED(void, glStencilMask, (GLuint mask))
SDL_PROC_UNUSED(void, glStencilOp, (GLenum fail, GLenum zfail, GLenum zpass))
SDL_PROC_UNUSED(void, glTexCoord1d, (GLdouble s))
SDL_PROC_UNUSED(void, glTexCoord1dv, (const GLdouble * v))
SDL_PROC_UNUSED(void, glTexCoord1f, (GLfloat s))
SDL_PROC_UNUSED(void, glTexCoord1fv, (const GLfloat * v))
SDL_PROC_UNUSED(void, glTexCoord1i, (GLint s))
SDL_PROC_UNUSED(void, glTexCoord1iv, (const GLint * v))
SDL_PROC_UNUSED(void, glTexCoord1s, (GLshort s))
SDL_PROC_UNUSED(void, glTexCoord1sv, (const GLshort * v))
SDL_PROC_UNUSED(void, glTexCoord2d, (GLdouble s, GLdouble t))
SDL_PROC_UNUSED(void, glTexCoord2dv, (const GLdouble * v))
SDL_PROC(void, glTexCoord2f, (GLfloat s, GLfloat t))
SDL_PROC_UNUSED(void, glTexCoord2fv, (const GLfloat * v))
SDL_PROC_UNUSED(void, glTexCoord2i, (GLint s, GLint t))
SDL_PROC_UNUSED(void, glTexCoord2iv, (const GLint * v))
SDL_PROC_UNUSED(void, glTexCoord2s, (GLshort s, GLshort t))
SDL_PROC_UNUSED(void, glTexCoord2sv, (const GLshort * v))
SDL_PROC_UNUSED(void, glTexCoord3d, (GLdouble s, GLdouble t, GLdouble r))
SDL_PROC_UNUSED(void, glTexCoord3dv, (const GLdouble * v))
SDL_PROC_UNUSED(void, glTexCoord3f, (GLfloat s, GLfloat t, GLfloat r))
SDL_PROC_UNUSED(void, glTexCoord3fv, (const GLfloat * v))
SDL_PROC_UNUSED(void, glTexCoord3i, (GLint s, GLint t, GLint r))
SDL_PROC_UNUSED(void, glTexCoord3iv, (const GLint * v))
SDL_PROC_UNUSED(void, glTexCoord3s, (GLshort s, GLshort t, GLshort r))
SDL_PROC_UNUSED(void, glTexCoord3sv, (const GLshort * v))
SDL_PROC_UNUSED(void, glTexCoord4d,
(GLdouble s, GLdouble t, GLdouble r, GLdouble q))
SDL_PROC_UNUSED(void, glTexCoord4dv, (const GLdouble * v))
SDL_PROC_UNUSED(void, glTexCoord4f,
(GLfloat s, GLfloat t, GLfloat r, GLfloat q))
SDL_PROC_UNUSED(void, glTexCoord4fv, (const GLfloat * v))
SDL_PROC_UNUSED(void, glTexCoord4i, (GLint s, GLint t, GLint r, GLint q))
SDL_PROC_UNUSED(void, glTexCoord4iv, (const GLint * v))
SDL_PROC_UNUSED(void, glTexCoord4s,
(GLshort s, GLshort t, GLshort r, GLshort q))
SDL_PROC_UNUSED(void, glTexCoord4sv, (const GLshort * v))
SDL_PROC_UNUSED(void, glTexCoordPointer,
(GLint size, GLenum type, GLsizei stride,
const GLvoid * pointer))
SDL_PROC(void, glTexEnvf, (GLenum target, GLenum pname, GLfloat param))
SDL_PROC_UNUSED(void, glTexEnvfv,
(GLenum target, GLenum pname, const GLfloat * params))
SDL_PROC_UNUSED(void, glTexEnvi, (GLenum target, GLenum pname, GLint param))
SDL_PROC_UNUSED(void, glTexEnviv,
(GLenum target, GLenum pname, const GLint * params))
SDL_PROC_UNUSED(void, glTexGend, (GLenum coord, GLenum pname, GLdouble param))
SDL_PROC_UNUSED(void, glTexGendv,
(GLenum coord, GLenum pname, const GLdouble * params))
SDL_PROC_UNUSED(void, glTexGenf, (GLenum coord, GLenum pname, GLfloat param))
SDL_PROC_UNUSED(void, glTexGenfv,
(GLenum coord, GLenum pname, const GLfloat * params))
SDL_PROC_UNUSED(void, glTexGeni, (GLenum coord, GLenum pname, GLint param))
SDL_PROC_UNUSED(void, glTexGeniv,
(GLenum coord, GLenum pname, const GLint * params))
SDL_PROC_UNUSED(void, glTexImage1D,
(GLenum target, GLint level, GLint internalformat,
GLsizei width, GLint border, GLenum format, GLenum type,
const GLvoid * pixels))
SDL_PROC(void, glTexImage2D,
(GLenum target, GLint level, GLint internalformat, GLsizei width,
GLsizei height, GLint border, GLenum format, GLenum type,
const GLvoid * pixels))
SDL_PROC_UNUSED(void, glTexParameterf,
(GLenum target, GLenum pname, GLfloat param))
SDL_PROC_UNUSED(void, glTexParameterfv,
(GLenum target, GLenum pname, const GLfloat * params))
SDL_PROC(void, glTexParameteri, (GLenum target, GLenum pname, GLint param))
SDL_PROC_UNUSED(void, glTexParameteriv,
(GLenum target, GLenum pname, const GLint * params))
SDL_PROC_UNUSED(void, glTexSubImage1D,
(GLenum target, GLint level, GLint xoffset, GLsizei width,
GLenum format, GLenum type, const GLvoid * pixels))
SDL_PROC(void, glTexSubImage2D,
(GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height, GLenum format, GLenum type,
const GLvoid * pixels))
SDL_PROC_UNUSED(void, glTranslated, (GLdouble x, GLdouble y, GLdouble z))
SDL_PROC_UNUSED(void, glTranslatef, (GLfloat x, GLfloat y, GLfloat z))
SDL_PROC_UNUSED(void, glVertex2d, (GLdouble x, GLdouble y))
SDL_PROC_UNUSED(void, glVertex2dv, (const GLdouble * v))
SDL_PROC(void, glVertex2f, (GLfloat x, GLfloat y))
SDL_PROC_UNUSED(void, glVertex2fv, (const GLfloat * v))
SDL_PROC_UNUSED(void, glVertex2i, (GLint x, GLint y))
SDL_PROC_UNUSED(void, glVertex2iv, (const GLint * v))
SDL_PROC_UNUSED(void, glVertex2s, (GLshort x, GLshort y))
SDL_PROC_UNUSED(void, glVertex2sv, (const GLshort * v))
SDL_PROC_UNUSED(void, glVertex3d, (GLdouble x, GLdouble y, GLdouble z))
SDL_PROC_UNUSED(void, glVertex3dv, (const GLdouble * v))
SDL_PROC_UNUSED(void, glVertex3f, (GLfloat x, GLfloat y, GLfloat z))
SDL_PROC_UNUSED(void, glVertex3fv, (const GLfloat * v))
SDL_PROC_UNUSED(void, glVertex3i, (GLint x, GLint y, GLint z))
SDL_PROC_UNUSED(void, glVertex3iv, (const GLint * v))
SDL_PROC_UNUSED(void, glVertex3s, (GLshort x, GLshort y, GLshort z))
SDL_PROC_UNUSED(void, glVertex3sv, (const GLshort * v))
SDL_PROC_UNUSED(void, glVertex4d,
(GLdouble x, GLdouble y, GLdouble z, GLdouble w))
SDL_PROC_UNUSED(void, glVertex4dv, (const GLdouble * v))
SDL_PROC_UNUSED(void, glVertex4f,
(GLfloat x, GLfloat y, GLfloat z, GLfloat w))
SDL_PROC_UNUSED(void, glVertex4fv, (const GLfloat * v))
SDL_PROC_UNUSED(void, glVertex4i, (GLint x, GLint y, GLint z, GLint w))
SDL_PROC_UNUSED(void, glVertex4iv, (const GLint * v))
SDL_PROC_UNUSED(void, glVertex4s,
(GLshort x, GLshort y, GLshort z, GLshort w))
SDL_PROC_UNUSED(void, glVertex4sv, (const GLshort * v))
SDL_PROC_UNUSED(void, glVertexPointer,
(GLint size, GLenum type, GLsizei stride,
const GLvoid * pointer))
SDL_PROC(void, glViewport, (GLint x, GLint y, GLsizei width, GLsizei height))
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_config.h"
#if SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED
#include "SDL_stdinc.h"
#include "SDL_log.h"
#include "SDL_opengl.h"
#include "SDL_video.h"
#include "SDL_shaders_gl.h"
/* OpenGL shader implementation */
/*#define DEBUG_SHADERS*/
typedef struct
{
GLhandleARB program;
GLhandleARB vert_shader;
GLhandleARB frag_shader;
} GL_ShaderData;
struct GL_ShaderContext
{
GLenum (*glGetError)(void);
PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
PFNGLUNIFORM1IARBPROC glUniform1iARB;
PFNGLUNIFORM1FARBPROC glUniform1fARB;
PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
SDL_bool GL_ARB_texture_rectangle_supported;
GL_ShaderData shaders[NUM_SHADERS];
};
/*
* NOTE: Always use sampler2D, etc here. We'll #define them to the
* texture_rectangle versions if we choose to use that extension.
*/
static const char *shader_source[NUM_SHADERS][2] =
{
/* SHADER_NONE */
{ NULL, NULL },
/* SHADER_SOLID */
{
/* vertex shader */
"varying vec4 v_color;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
" v_color = gl_Color;\n"
"}",
/* fragment shader */
"varying vec4 v_color;\n"
"\n"
"void main()\n"
"{\n"
" gl_FragColor = v_color;\n"
"}"
},
/* SHADER_RGB */
{
/* vertex shader */
"varying vec4 v_color;\n"
"varying vec2 v_texCoord;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
" v_color = gl_Color;\n"
" v_texCoord = vec2(gl_MultiTexCoord0);\n"
"}",
/* fragment shader */
"varying vec4 v_color;\n"
"varying vec2 v_texCoord;\n"
"uniform sampler2D tex0;\n"
"\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(tex0, v_texCoord) * v_color;\n"
"}"
},
/* SHADER_YV12 */
{
/* vertex shader */
"varying vec4 v_color;\n"
"varying vec2 v_texCoord;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
" v_color = gl_Color;\n"
" v_texCoord = vec2(gl_MultiTexCoord0);\n"
"}",
/* fragment shader */
"varying vec4 v_color;\n"
"varying vec2 v_texCoord;\n"
"uniform sampler2D tex0; // Y \n"
"uniform sampler2D tex1; // U \n"
"uniform sampler2D tex2; // V \n"
"\n"
"// YUV offset \n"
"const vec3 offset = vec3(-0.0625, -0.5, -0.5);\n"
"\n"
"// RGB coefficients \n"
"const vec3 Rcoeff = vec3(1.164, 0.000, 1.596);\n"
"const vec3 Gcoeff = vec3(1.164, -0.391, -0.813);\n"
"const vec3 Bcoeff = vec3(1.164, 2.018, 0.000);\n"
"\n"
"void main()\n"
"{\n"
" vec2 tcoord;\n"
" vec3 yuv, rgb;\n"
"\n"
" // Get the Y value \n"
" tcoord = v_texCoord;\n"
" yuv.x = texture2D(tex0, tcoord).r;\n"
"\n"
" // Get the U and V values \n"
" tcoord *= 0.5;\n"
" yuv.y = texture2D(tex1, tcoord).r;\n"
" yuv.z = texture2D(tex2, tcoord).r;\n"
"\n"
" // Do the color transform \n"
" yuv += offset;\n"
" rgb.r = dot(yuv, Rcoeff);\n"
" rgb.g = dot(yuv, Gcoeff);\n"
" rgb.b = dot(yuv, Bcoeff);\n"
"\n"
" // That was easy. :) \n"
" gl_FragColor = vec4(rgb, 1.0) * v_color;\n"
"}"
},
};
static SDL_bool
CompileShader(GL_ShaderContext *ctx, GLhandleARB shader, const char *defines, const char *source)
{
GLint status;
const char *sources[2];
sources[0] = defines;
sources[1] = source;
ctx->glShaderSourceARB(shader, SDL_arraysize(sources), sources, NULL);
ctx->glCompileShaderARB(shader);
ctx->glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
if (status == 0) {
GLint length;
char *info;
ctx->glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
info = SDL_stack_alloc(char, length+1);
ctx->glGetInfoLogARB(shader, length, NULL, info);
SDL_LogError(SDL_LOG_CATEGORY_RENDER,
"Failed to compile shader:\n%s%s\n%s", defines, source, info);
#ifdef DEBUG_SHADERS
fprintf(stderr,
"Failed to compile shader:\n%s%s\n%s", defines, source, info);
#endif
SDL_stack_free(info);
return SDL_FALSE;
} else {
return SDL_TRUE;
}
}
static SDL_bool
CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_ShaderData *data)
{
const int num_tmus_bound = 4;
const char *vert_defines = "";
const char *frag_defines = "";
int i;
GLint location;
if (index == SHADER_NONE) {
return SDL_TRUE;
}
ctx->glGetError();
/* Make sure we use the correct sampler type for our texture type */
if (ctx->GL_ARB_texture_rectangle_supported) {
frag_defines =
"#define sampler2D sampler2DRect\n"
"#define texture2D texture2DRect\n";
}
/* Create one program object to rule them all */
data->program = ctx->glCreateProgramObjectARB();
/* Create the vertex shader */
data->vert_shader = ctx->glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
if (!CompileShader(ctx, data->vert_shader, vert_defines, shader_source[index][0])) {
return SDL_FALSE;
}
/* Create the fragment shader */
data->frag_shader = ctx->glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
if (!CompileShader(ctx, data->frag_shader, frag_defines, shader_source[index][1])) {
return SDL_FALSE;
}
/* ... and in the darkness bind them */
ctx->glAttachObjectARB(data->program, data->vert_shader);
ctx->glAttachObjectARB(data->program, data->frag_shader);
ctx->glLinkProgramARB(data->program);
/* Set up some uniform variables */
ctx->glUseProgramObjectARB(data->program);
for (i = 0; i < num_tmus_bound; ++i) {
char tex_name[5];
SDL_snprintf(tex_name, SDL_arraysize(tex_name), "tex%d", i);
location = ctx->glGetUniformLocationARB(data->program, tex_name);
if (location >= 0) {
ctx->glUniform1iARB(location, i);
}
}
ctx->glUseProgramObjectARB(0);
return (ctx->glGetError() == GL_NO_ERROR);
}
static void
DestroyShaderProgram(GL_ShaderContext *ctx, GL_ShaderData *data)
{
ctx->glDeleteObjectARB(data->vert_shader);
ctx->glDeleteObjectARB(data->frag_shader);
ctx->glDeleteObjectARB(data->program);
}
GL_ShaderContext *
GL_CreateShaderContext()
{
GL_ShaderContext *ctx;
SDL_bool shaders_supported;
int i;
ctx = (GL_ShaderContext *)SDL_calloc(1, sizeof(*ctx));
if (!ctx) {
return NULL;
}
if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle")
|| SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) {
ctx->GL_ARB_texture_rectangle_supported = SDL_TRUE;
}
/* Check for shader support */
shaders_supported = SDL_FALSE;
if (SDL_GL_ExtensionSupported("GL_ARB_shader_objects") &&
SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") &&
SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") &&
SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) {
ctx->glGetError = (GLenum (*)(void)) SDL_GL_GetProcAddress("glGetError");
ctx->glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) SDL_GL_GetProcAddress("glAttachObjectARB");
ctx->glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) SDL_GL_GetProcAddress("glCompileShaderARB");
ctx->glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glCreateProgramObjectARB");
ctx->glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) SDL_GL_GetProcAddress("glCreateShaderObjectARB");
ctx->glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC) SDL_GL_GetProcAddress("glDeleteObjectARB");
ctx->glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC) SDL_GL_GetProcAddress("glGetInfoLogARB");
ctx->glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC) SDL_GL_GetProcAddress("glGetObjectParameterivARB");
ctx->glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) SDL_GL_GetProcAddress("glGetUniformLocationARB");
ctx->glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) SDL_GL_GetProcAddress("glLinkProgramARB");
ctx->glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) SDL_GL_GetProcAddress("glShaderSourceARB");
ctx->glUniform1iARB = (PFNGLUNIFORM1IARBPROC) SDL_GL_GetProcAddress("glUniform1iARB");
ctx->glUniform1fARB = (PFNGLUNIFORM1FARBPROC) SDL_GL_GetProcAddress("glUniform1fARB");
ctx->glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glUseProgramObjectARB");
if (ctx->glGetError &&
ctx->glAttachObjectARB &&
ctx->glCompileShaderARB &&
ctx->glCreateProgramObjectARB &&
ctx->glCreateShaderObjectARB &&
ctx->glDeleteObjectARB &&
ctx->glGetInfoLogARB &&
ctx->glGetObjectParameterivARB &&
ctx->glGetUniformLocationARB &&
ctx->glLinkProgramARB &&
ctx->glShaderSourceARB &&
ctx->glUniform1iARB &&
ctx->glUniform1fARB &&
ctx->glUseProgramObjectARB) {
shaders_supported = SDL_TRUE;
}
}
if (!shaders_supported) {
SDL_free(ctx);
return NULL;
}
/* Compile all the shaders */
for (i = 0; i < NUM_SHADERS; ++i) {
if (!CompileShaderProgram(ctx, i, &ctx->shaders[i])) {
GL_DestroyShaderContext(ctx);
return NULL;
}
}
/* We're done! */
return ctx;
}
void
GL_SelectShader(GL_ShaderContext *ctx, GL_Shader shader)
{
ctx->glUseProgramObjectARB(ctx->shaders[shader].program);
}
void
GL_DestroyShaderContext(GL_ShaderContext *ctx)
{
int i;
for (i = 0; i < NUM_SHADERS; ++i) {
DestroyShaderProgram(ctx, &ctx->shaders[i]);
}
SDL_free(ctx);
}
#endif /* SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_config.h"
/* OpenGL shader implementation */
typedef enum {
SHADER_NONE,
SHADER_SOLID,
SHADER_RGB,
SHADER_YV12,
NUM_SHADERS
} GL_Shader;
typedef struct GL_ShaderContext GL_ShaderContext;
extern GL_ShaderContext * GL_CreateShaderContext();
extern void GL_SelectShader(GL_ShaderContext *ctx, GL_Shader shader);
extern void GL_DestroyShaderContext(GL_ShaderContext *ctx);
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_config.h"
#if SDL_VIDEO_RENDER_OGL_ES && !SDL_RENDER_DISABLED
#include "SDL_hints.h"
#include "SDL_opengles.h"
#include "../SDL_sysrender.h"
#include <android/log.h>
#if defined(SDL_VIDEO_DRIVER_PANDORA)
/* Empty function stub to get OpenGL ES 1.x support without */
/* OpenGL ES extension GL_OES_draw_texture supported */
GL_API void GL_APIENTRY
glDrawTexiOES(GLint x, GLint y, GLint z, GLint width, GLint height)
{
return;
}
#endif /* PANDORA */
/* OpenGL ES 1.1 renderer implementation, based on the OpenGL renderer */
static const float inv255f = 1.0f / 255.0f;
static SDL_Renderer *GLES_CreateRenderer(SDL_Window * window, Uint32 flags);
static void GLES_WindowEvent(SDL_Renderer * renderer,
const SDL_WindowEvent *event);
static int GLES_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int GLES_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels,
int pitch);
static int GLES_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch);
static void GLES_UnlockTexture(SDL_Renderer * renderer,
SDL_Texture * texture);
static int GLES_UpdateViewport(SDL_Renderer * renderer);
static int GLES_RenderClear(SDL_Renderer * renderer);
static int GLES_RenderDrawPoints(SDL_Renderer * renderer,
const SDL_Point * points, int count);
static int GLES_RenderDrawLines(SDL_Renderer * renderer,
const SDL_Point * points, int count);
static int GLES_RenderFillRects(SDL_Renderer * renderer,
const SDL_Rect * rects, int count);
static int GLES_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect,
const SDL_Rect * dstrect);
static int GLES_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 pixel_format, void * pixels, int pitch);
static void GLES_RenderPresent(SDL_Renderer * renderer);
static void GLES_DestroyTexture(SDL_Renderer * renderer,
SDL_Texture * texture);
static void GLES_DestroyRenderer(SDL_Renderer * renderer);
SDL_RenderDriver GLES_RenderDriver = {
GLES_CreateRenderer,
{
"opengles",
(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC),
5,
{SDL_PIXELFORMAT_ABGR8888,SDL_PIXELFORMAT_RGB565,SDL_PIXELFORMAT_RGBA5551,SDL_PIXELFORMAT_RGBA4444,SDL_PIXELFORMAT_RGB24},
0,
0}
};
typedef struct
{
SDL_GLContext context;
struct {
Uint32 color;
int blendMode;
SDL_bool tex_coords;
} current;
SDL_bool useDrawTexture;
SDL_bool GL_OES_draw_texture_supported;
} GLES_RenderData;
typedef struct
{
GLuint texture;
GLenum type;
GLfloat texw;
GLfloat texh;
GLenum format;
GLenum formattype;
void *pixels;
int pitch;
} GLES_TextureData;
static void
GLES_SetError(const char *prefix, GLenum result)
{
const char *error;
switch (result) {
case GL_NO_ERROR:
error = "GL_NO_ERROR";
break;
case GL_INVALID_ENUM:
error = "GL_INVALID_ENUM";
break;
case GL_INVALID_VALUE:
error = "GL_INVALID_VALUE";
break;
case GL_INVALID_OPERATION:
error = "GL_INVALID_OPERATION";
break;
case GL_STACK_OVERFLOW:
error = "GL_STACK_OVERFLOW";
break;
case GL_STACK_UNDERFLOW:
error = "GL_STACK_UNDERFLOW";
break;
case GL_OUT_OF_MEMORY:
error = "GL_OUT_OF_MEMORY";
break;
default:
error = "UNKNOWN";
break;
}
SDL_SetError("%s: %s", prefix, error);
}
static SDL_GLContext SDL_CurrentContext = NULL;
static int
GLES_ActivateRenderer(SDL_Renderer * renderer)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
if (SDL_CurrentContext != data->context) {
if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) {
return -1;
}
SDL_CurrentContext = data->context;
GLES_UpdateViewport(renderer);
}
return 0;
}
/* This is called if we need to invalidate all of the SDL OpenGL state */
extern void
GLES_ResetState(SDL_Renderer *renderer)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
if (SDL_CurrentContext == data->context) {
GLES_UpdateViewport(renderer);
} else {
GLES_ActivateRenderer(renderer);
}
data->current.color = 0;
data->current.blendMode = -1;
data->current.tex_coords = SDL_FALSE;
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
SDL_Renderer *
GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
{
SDL_Renderer *renderer;
GLES_RenderData *data;
GLint value;
__android_log_print(ANDROID_LOG_INFO, "SDL", "GLES_CreateRenderer(): creating GLES 1.x renderer");
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->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;
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
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_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
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
renderer->info.max_texture_width = value;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
renderer->info.max_texture_height = value;
/* Set up parameters for rendering */
GLES_ResetState(renderer);
return renderer;
}
static void
GLES_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{
__android_log_print(ANDROID_LOG_INFO, "SDL", "GLES_WindowEvent() called");
#ifndef ANDROID
if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
/* Rebind the context to the window area and update matrices */
SDL_CurrentContext = NULL;
}
#endif
if (event->event == SDL_WINDOWEVENT_MINIMIZED) {
/* According to Apple documentation, we need to finish drawing NOW! */
glFinish();
}
}
static __inline__ int
power_of_2(int input)
{
int value = 1;
while (value < input) {
value <<= 1;
}
return value;
}
static GLenum
GetScaleQuality(void)
{
const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY);
if (!hint || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) {
return GL_NEAREST;
} else {
return GL_LINEAR;
}
}
static int
GLES_CreateTextureInternal(SDL_Renderer * renderer, SDL_Texture * texture, GLES_TextureData *data)
{
GLint internalFormat;
GLenum format, type;
int texture_w, texture_h;
GLenum scaleMode;
GLenum result;
GLES_ActivateRenderer(renderer);
switch (texture->format) {
case SDL_PIXELFORMAT_ABGR8888:
internalFormat = GL_RGBA;
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
break;
case SDL_PIXELFORMAT_RGB565:
internalFormat = GL_RGB;
format = GL_RGB;
type = GL_UNSIGNED_SHORT_5_6_5;
break;
case SDL_PIXELFORMAT_RGBA5551:
internalFormat = GL_RGBA;
format = GL_RGBA;
type = GL_UNSIGNED_SHORT_5_5_5_1;
break;
case SDL_PIXELFORMAT_RGBA4444:
internalFormat = GL_RGBA;
format = GL_RGBA;
type = GL_UNSIGNED_SHORT_4_4_4_4;
break;
case SDL_PIXELFORMAT_RGB24:
internalFormat = GL_RGB;
format = GL_RGB;
type = GL_UNSIGNED_BYTE;
break;
default:
SDL_SetError("Texture format not supported");
return -1;
}
if(data == NULL) {
data = (GLES_TextureData *) SDL_calloc(1, sizeof(*data));
if (!data) {
SDL_OutOfMemory();
return -1;
}
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
data->pixels = SDL_calloc(1, texture->h * data->pitch);
if (!data->pixels) {
SDL_OutOfMemory();
SDL_free(data);
return -1;
}
}
}
texture->driverdata = data;
glGetError();
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &data->texture);
data->type = GL_TEXTURE_2D;
/* no NPOV textures allowed in OpenGL ES (yet) */
texture_w = power_of_2(texture->w);
texture_h = power_of_2(texture->h);
data->texw = (GLfloat) texture->w / texture_w;
data->texh = (GLfloat) texture->h / texture_h;
data->format = format;
data->formattype = type;
scaleMode = GetScaleQuality();
glBindTexture(data->type, data->texture);
glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER, scaleMode);
glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER, scaleMode);
glTexParameteri(data->type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(data->type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(data->type, 0, internalFormat, texture_w,
texture_h, 0, format, type, NULL);
glDisable(GL_TEXTURE_2D);
result = glGetError();
if (result != GL_NO_ERROR) {
GLES_SetError("glTexImage2D()", result);
return -1;
}
return 0;
}
static int
GLES_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
return GLES_CreateTextureInternal(renderer, texture, NULL);
}
extern int
GLES_ReinitTextureAndroid(SDL_Renderer * renderer, SDL_Texture * texture, void * data)
{
return GLES_CreateTextureInternal(renderer, texture, (GLES_TextureData *)data);
}
static int
GLES_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
{
GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
Uint8 *blob = NULL;
Uint8 *src;
int srcPitch;
int y;
GLES_ActivateRenderer(renderer);
/* Bail out if we're supposed to update an empty rectangle */
if (rect->w <= 0 || rect->h <= 0)
return 0;
/* Reformat the texture data into a tightly packed array */
srcPitch = rect->w * SDL_BYTESPERPIXEL(texture->format);
src = (Uint8 *)pixels;
if (pitch != srcPitch)
{
blob = (Uint8 *)SDL_malloc(srcPitch * rect->h);
if (!blob)
{
SDL_OutOfMemory();
return -1;
}
src = blob;
for (y = 0; y < rect->h; ++y)
{
SDL_memcpy(src, pixels, srcPitch);
src += srcPitch;
pixels = (Uint8 *)pixels + pitch;
}
src = blob;
}
/* Create a texture subimage with the supplied data */
glGetError();
glEnable(data->type);
glBindTexture(data->type, data->texture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexSubImage2D(data->type,
0,
rect->x,
rect->y,
rect->w,
rect->h,
data->format,
data->formattype,
src);
if (blob) {
SDL_free(blob);
}
if (glGetError() != GL_NO_ERROR)
{
SDL_SetError("Failed to update texture");
return -1;
}
return 0;
}
static int
GLES_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch)
{
GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
*pixels =
(void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
rect->x * SDL_BYTESPERPIXEL(texture->format));
*pitch = data->pitch;
return 0;
}
static void
GLES_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GLES_TextureData *data = (GLES_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;
GLES_UpdateTexture(renderer, texture, &rect, data->pixels, data->pitch);
}
static int
GLES_UpdateViewport(SDL_Renderer * renderer)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
if (SDL_CurrentContext != data->context) {
/* We'll update the viewport after we rebind the context */
return 0;
}
glViewport(renderer->viewport.x, renderer->viewport.y,
renderer->viewport.w, renderer->viewport.h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrthof((GLfloat) 0,
(GLfloat) renderer->viewport.w,
(GLfloat) renderer->viewport.h,
(GLfloat) 0, 0.0, 1.0);
return 0;
}
static void
GLES_SetColor(GLES_RenderData * data, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
{
Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
if (color != data->current.color) {
glColor4f((GLfloat) r * inv255f,
(GLfloat) g * inv255f,
(GLfloat) b * inv255f,
(GLfloat) a * inv255f);
data->current.color = color;
}
}
static void
GLES_SetBlendMode(GLES_RenderData * data, int blendMode)
{
if (blendMode != data->current.blendMode) {
switch (blendMode) {
case SDL_BLENDMODE_NONE:
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glDisable(GL_BLEND);
break;
case SDL_BLENDMODE_BLEND:
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case SDL_BLENDMODE_ADD:
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
break;
case SDL_BLENDMODE_MOD:
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_BLEND);
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
break;
}
data->current.blendMode = blendMode;
}
}
static void
GLES_SetTexCoords(GLES_RenderData * data, SDL_bool enabled)
{
if (enabled != data->current.tex_coords) {
if (enabled) {
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
} else {
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
data->current.tex_coords = enabled;
}
}
static void
GLES_SetDrawingState(SDL_Renderer * renderer)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
GLES_ActivateRenderer(renderer);
GLES_SetColor(data, (GLfloat) renderer->r,
(GLfloat) renderer->g,
(GLfloat) renderer->b,
(GLfloat) renderer->a);
GLES_SetBlendMode(data, renderer->blendMode);
GLES_SetTexCoords(data, SDL_FALSE);
}
static int
GLES_RenderClear(SDL_Renderer * renderer)
{
GLES_ActivateRenderer(renderer);
glClearColor((GLfloat) renderer->r * inv255f,
(GLfloat) renderer->g * inv255f,
(GLfloat) renderer->b * inv255f,
(GLfloat) renderer->a * inv255f);
glClear(GL_COLOR_BUFFER_BIT);
return 0;
}
static int
GLES_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points,
int count)
{
int i;
GLshort *vertices;
GLES_SetDrawingState(renderer);
vertices = SDL_stack_alloc(GLshort, count*2);
for (i = 0; i < count; ++i) {
vertices[2*i+0] = (GLshort)points[i].x;
vertices[2*i+1] = (GLshort)points[i].y;
}
glVertexPointer(2, GL_SHORT, 0, vertices);
glDrawArrays(GL_POINTS, 0, count);
SDL_stack_free(vertices);
return 0;
}
static int
GLES_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
int count)
{
int i;
GLshort *vertices;
GLES_SetDrawingState(renderer);
vertices = SDL_stack_alloc(GLshort, count*2);
for (i = 0; i < count; ++i) {
vertices[2*i+0] = (GLshort)points[i].x;
vertices[2*i+1] = (GLshort)points[i].y;
}
glVertexPointer(2, GL_SHORT, 0, vertices);
if (count > 2 &&
points[0].x == points[count-1].x && points[0].y == points[count-1].y) {
/* GL_LINE_LOOP takes care of the final segment */
--count;
glDrawArrays(GL_LINE_LOOP, 0, count);
} else {
glDrawArrays(GL_LINE_STRIP, 0, count);
/* We need to close the endpoint of the line */
glDrawArrays(GL_POINTS, count-1, 1);
}
SDL_stack_free(vertices);
return 0;
}
static int
GLES_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect * rects,
int count)
{
int i;
GLES_SetDrawingState(renderer);
for (i = 0; i < count; ++i) {
const SDL_Rect *rect = &rects[i];
GLshort minx = rect->x;
GLshort maxx = rect->x + rect->w;
GLshort miny = rect->y;
GLshort maxy = rect->y + rect->h;
GLshort vertices[8];
vertices[0] = minx;
vertices[1] = miny;
vertices[2] = maxx;
vertices[3] = miny;
vertices[4] = minx;
vertices[5] = maxy;
vertices[6] = maxx;
vertices[7] = maxy;
glVertexPointer(2, GL_SHORT, 0, vertices);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
return 0;
}
static int
GLES_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
int minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
GLES_ActivateRenderer(renderer);
glEnable(GL_TEXTURE_2D);
glBindTexture(texturedata->type, texturedata->texture);
if (texture->modMode) {
GLES_SetColor(data, texture->r, texture->g, texture->b, texture->a);
} else {
GLES_SetColor(data, 255, 255, 255, 255);
}
GLES_SetBlendMode(data, texture->blendMode);
GLES_SetTexCoords(data, SDL_TRUE);
if (data->GL_OES_draw_texture_supported && data->useDrawTexture) {
/* this code is a little funny because the viewport is upside down vs SDL's coordinate system */
GLint cropRect[4];
int w, h;
SDL_Window *window = renderer->window;
SDL_GetWindowSize(window, &w, &h);
cropRect[0] = srcrect->x;
cropRect[1] = srcrect->y + srcrect->h;
cropRect[2] = srcrect->w;
cropRect[3] = -srcrect->h;
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES,
cropRect);
glDrawTexiOES(renderer->viewport.x + dstrect->x,
h - (renderer->viewport.y + dstrect->y) - dstrect->h, 0,
dstrect->w, dstrect->h);
} else {
minx = dstrect->x;
miny = dstrect->y;
maxx = dstrect->x + dstrect->w;
maxy = dstrect->y + dstrect->h;
minu = (GLfloat) srcrect->x / texture->w;
minu *= texturedata->texw;
maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
maxu *= texturedata->texw;
minv = (GLfloat) srcrect->y / texture->h;
minv *= texturedata->texh;
maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
maxv *= texturedata->texh;
GLshort vertices[8];
GLfloat texCoords[8];
vertices[0] = minx;
vertices[1] = miny;
vertices[2] = maxx;
vertices[3] = miny;
vertices[4] = minx;
vertices[5] = maxy;
vertices[6] = maxx;
vertices[7] = maxy;
texCoords[0] = minu;
texCoords[1] = minv;
texCoords[2] = maxu;
texCoords[3] = minv;
texCoords[4] = minu;
texCoords[5] = maxv;
texCoords[6] = maxu;
texCoords[7] = maxv;
glVertexPointer(2, GL_SHORT, 0, vertices);
glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
glDisable(GL_TEXTURE_2D);
return 0;
}
static int
GLES_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 pixel_format, void * pixels, int pitch)
{
SDL_Window *window = renderer->window;
Uint32 temp_format = SDL_PIXELFORMAT_ABGR8888;
void *temp_pixels;
int temp_pitch;
Uint8 *src, *dst, *tmp;
int w, h, length, rows;
int status;
GLES_ActivateRenderer(renderer);
temp_pitch = rect->w * SDL_BYTESPERPIXEL(temp_format);
temp_pixels = SDL_malloc(rect->h * temp_pitch);
if (!temp_pixels) {
SDL_OutOfMemory();
return -1;
}
SDL_GetWindowSize(window, &w, &h);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(rect->x, (h-rect->y)-rect->h, rect->w, rect->h,
GL_RGBA, GL_UNSIGNED_BYTE, temp_pixels);
/* Flip the rows to be top-down */
length = rect->w * SDL_BYTESPERPIXEL(temp_format);
src = (Uint8*)temp_pixels + (rect->h-1)*temp_pitch;
dst = (Uint8*)temp_pixels;
tmp = SDL_stack_alloc(Uint8, length);
rows = rect->h / 2;
while (rows--) {
SDL_memcpy(tmp, dst, length);
SDL_memcpy(dst, src, length);
SDL_memcpy(src, tmp, length);
dst += temp_pitch;
src -= temp_pitch;
}
SDL_stack_free(tmp);
status = SDL_ConvertPixels(rect->w, rect->h,
temp_format, temp_pixels, temp_pitch,
pixel_format, pixels, pitch);
SDL_free(temp_pixels);
return status;
}
static void
GLES_RenderPresent(SDL_Renderer * renderer)
{
GLES_ActivateRenderer(renderer);
SDL_GL_SwapWindow(renderer->window);
}
static void
GLES_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
GLES_ActivateRenderer(renderer);
if (!data) {
return;
}
if (data->texture) {
glDeleteTextures(1, &data->texture);
}
if (data->pixels) {
SDL_free(data->pixels);
}
SDL_free(data);
texture->driverdata = NULL;
}
static void
GLES_DestroyRenderer(SDL_Renderer * renderer)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
if (data) {
if (data->context) {
SDL_GL_DeleteContext(data->context);
}
SDL_free(data);
}
SDL_free(renderer);
}
#endif /* SDL_VIDEO_RENDER_OGL_ES && !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_config.h"
#if SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED
#include "SDL_video.h"
#include "SDL_opengles2.h"
#include "SDL_shaders_gles2.h"
#include "SDL_stdinc.h"
/*************************************************************************************************
* Vertex/fragment shader source *
*************************************************************************************************/
static const Uint8 GLES2_VertexSrc_Default_[] = " \
uniform mat4 u_projection; \
attribute vec4 a_position; \
attribute vec2 a_texCoord; \
varying vec2 v_texCoord; \
\
void main() \
{ \
v_texCoord = a_texCoord; \
gl_Position = u_projection * a_position; \
gl_PointSize = 1.0; \
} \
";
static const Uint8 GLES2_FragmentSrc_SolidSrc_[] = " \
precision mediump float; \
uniform vec4 u_color; \
\
void main() \
{ \
gl_FragColor = u_color; \
} \
";
static const Uint8 GLES2_FragmentSrc_TextureSrc_[] = " \
precision mediump float; \
uniform sampler2D u_texture; \
uniform vec4 u_modulation; \
varying vec2 v_texCoord; \
\
void main() \
{ \
gl_FragColor = texture2D(u_texture, v_texCoord); \
gl_FragColor *= u_modulation; \
} \
";
static const GLES2_ShaderInstance GLES2_VertexSrc_Default = {
GL_VERTEX_SHADER,
GLES2_SOURCE_SHADER,
sizeof(GLES2_VertexSrc_Default_),
GLES2_VertexSrc_Default_
};
static const GLES2_ShaderInstance GLES2_FragmentSrc_SolidSrc = {
GL_FRAGMENT_SHADER,
GLES2_SOURCE_SHADER,
sizeof(GLES2_FragmentSrc_SolidSrc_),
GLES2_FragmentSrc_SolidSrc_
};
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureSrc = {
GL_FRAGMENT_SHADER,
GLES2_SOURCE_SHADER,
sizeof(GLES2_FragmentSrc_TextureSrc_),
GLES2_FragmentSrc_TextureSrc_
};
/*************************************************************************************************
* Vertex/fragment shader binaries (NVIDIA Tegra 1/2) *
*************************************************************************************************/
#if GLES2_INCLUDE_NVIDIA_SHADERS
#define GL_NVIDIA_PLATFORM_BINARY_NV 0x890B
static const Uint8 GLES2_VertexTegra_Default_[] = {
243, 193, 1, 142, 31, 109, 131, 38, 6, 0, 1, 0, 5, 0, 0, 0, 17, 0, 0, 0, 1, 0, 0, 0, 73, 0,
0, 0, 46, 0, 0, 0, 48, 0, 0, 0, 2, 0, 0, 0, 85, 0, 0, 0, 2, 0, 0, 0, 24, 0, 0, 0, 3, 0, 0, 0,
91, 0, 0, 0, 1, 0, 0, 0, 16, 0, 0, 0, 5, 0, 0, 0, 95, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 95, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0,
13, 0, 0, 0, 102, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 16, 0, 0, 0, 104, 0, 0, 0, 1, 0, 0, 0, 32, 0, 0, 0, 17, 0, 0, 0, 112, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 18, 0, 0, 0, 112, 0, 0, 0, 80, 0, 0, 0, 80, 0, 0, 0, 19, 0, 0, 0, 132, 0,
0, 0, 104, 0, 0, 0, 104, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 109, 97, 110, 70, 73, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 97,
95, 112, 111, 115, 105, 116, 105, 111, 110, 0, 97, 95, 116, 101, 120, 67, 111, 111, 114, 100,
0, 118, 95, 116, 101, 120, 67, 111, 111, 114, 100, 0, 117, 95, 112, 114, 111, 106, 101, 99,
116, 105, 111, 110, 0, 0, 0, 0, 0, 0, 0, 82, 139, 0, 0, 0, 0, 0, 0, 11, 0, 0, 0, 80, 139, 0,
0, 1, 0, 0, 0, 22, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 33, 0, 0, 0, 92, 139, 0, 0,
1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 240, 0, 0, 0, 0, 0, 0, 1, 0,
0, 0, 64, 0, 0, 0, 80, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 193, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 128, 63, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 66, 24, 0, 6, 34, 108, 28,
0, 0, 42, 16, 128, 0, 195, 192, 6, 129, 252, 255, 65, 96, 108, 28, 0, 0, 0, 0, 0, 1, 195, 192,
6, 1, 252, 255, 33, 96, 108, 156, 31, 64, 8, 1, 64, 0, 131, 192, 6, 1, 156, 159, 65, 96, 108,
28, 0, 0, 85, 32, 0, 1, 195, 192, 6, 1, 252, 255, 33, 96, 108, 156, 31, 64, 0, 64, 64, 0, 131,
192, 134, 1, 152, 31, 65, 96, 108, 156, 31, 64, 127, 48, 0, 1, 195, 192, 6, 129, 129, 255, 33,
96
};
static const Uint8 GLES2_FragmentTegra_None_SolidSrc_[] = {
155, 191, 159, 1, 47, 109, 131, 38, 6, 0, 1, 0, 5, 0, 0, 0, 17, 0, 0, 0, 1, 0, 0, 0, 73, 0,
0, 0, 8, 0, 0, 0, 8, 0, 0, 0, 2, 0, 0, 0, 75, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 75,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 75, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0,
75, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 75, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0, 13, 0,
0, 0, 82, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 14, 0, 0, 0, 84, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
22, 0, 0, 0, 84, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, 0, 23, 0, 0, 0, 92, 0, 0, 0, 1, 0, 0, 0, 4,
0, 0, 0, 15, 0, 0, 0, 93, 0, 0, 0, 1, 0, 0, 0, 80, 0, 0, 0, 17, 0, 0, 0, 113, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 18, 0, 0, 0, 113, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 19, 0, 0, 0, 113, 0, 0,
0, 108, 0, 0, 0, 108, 0, 0, 0, 20, 0, 0, 0, 113, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 21, 0, 0,
0, 113, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 109, 97, 110, 70, 73, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 117, 95, 99, 111, 108, 111, 114, 0, 0, 0, 0, 0, 82, 139, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 48, 0, 0, 0, 0, 0, 0, 0, 0, 0, 241, 0, 0, 0, 240, 0, 0,
0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 0, 0,
0, 0, 0, 1, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 21, 32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 20, 0, 0, 0, 16, 0, 0, 0, 16, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 65, 82, 50, 48, 45, 66, 73, 78, 1,
0, 0, 0, 1, 0, 0, 0, 1, 0, 65, 37, 0, 0, 0, 0, 1, 0, 0, 21, 0, 0, 0, 0, 1, 0, 1, 38, 0, 0, 0,
0, 1, 0, 1, 39, 0, 0, 0, 0, 1, 0, 1, 40, 1, 0, 0, 0, 8, 0, 4, 40, 0, 40, 0, 0, 0, 242, 65, 63,
192, 200, 0, 0, 0, 242, 65, 63, 128, 168, 0, 0, 0, 242, 65, 63, 64, 72, 0, 0, 0, 242, 65, 63,
1, 0, 6, 40, 0, 0, 0, 0, 1, 0, 1, 41, 5, 0, 2, 0
};
static const Uint8 GLES2_FragmentTegra_Alpha_SolidSrc_[] = {
169, 153, 195, 28, 47, 109, 131, 38, 6, 0, 1, 0, 5, 0, 0, 0, 17, 0, 0, 0, 1, 0, 0, 0, 73, 0,
0, 0, 8, 0, 0, 0, 8, 0, 0, 0, 2, 0, 0, 0, 75, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 75,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 75, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0,
75, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 75, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0, 13, 0,
0, 0, 82, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 14, 0, 0, 0, 84, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
22, 0, 0, 0, 84, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, 0, 23, 0, 0, 0, 92, 0, 0, 0, 1, 0, 0, 0, 4,
0, 0, 0, 15, 0, 0, 0, 93, 0, 0, 0, 1, 0, 0, 0, 80, 0, 0, 0, 17, 0, 0, 0, 113, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 18, 0, 0, 0, 113, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 19, 0, 0, 0, 113, 0, 0,
0, 220, 0, 0, 0, 220, 0, 0, 0, 20, 0, 0, 0, 113, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 21, 0, 0,
0, 113, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 109, 97, 110, 70, 73, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 117, 95, 99, 111, 108, 111, 114, 0, 0, 0, 0, 0, 82, 139, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 48, 0, 0, 0, 0, 0, 0, 118, 118, 17, 241, 0, 0, 0, 240, 0,
0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0, 0, 0, 7, 0, 0, 0, 2, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 21, 32, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 20, 0, 0, 0, 16, 0, 0, 0, 16, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 65, 82, 50, 48, 45, 66, 73, 78,
1, 0, 0, 0, 3, 0, 0, 0, 3, 0, 65, 37, 8, 0, 129, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 21, 0,
0, 0, 0, 3, 0, 1, 38, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 1, 39, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 3, 0, 1, 40, 1, 0, 0, 0, 5, 0, 0, 0, 9, 0, 0, 0, 24, 0, 4, 40, 232, 231, 15,
0, 0, 242, 65, 62, 194, 72, 1, 0, 0, 250, 65, 63, 194, 40, 1, 0, 0, 250, 65, 63, 192, 168, 1,
0, 0, 242, 1, 64, 192, 168, 1, 0, 0, 242, 1, 68, 168, 32, 0, 0, 0, 50, 64, 0, 192, 168, 15,
0, 0, 242, 1, 66, 168, 64, 0, 16, 0, 242, 65, 1, 232, 231, 15, 0, 0, 242, 65, 62, 168, 160,
0, 0, 0, 50, 64, 2, 104, 192, 0, 0, 36, 48, 66, 4, 232, 231, 15, 0, 0, 242, 65, 62, 3, 0, 6,
40, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 1, 41, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 2, 0
};
static const Uint8 GLES2_FragmentTegra_Additive_SolidSrc_[] = {
59, 71, 42, 17, 47, 109, 131, 38, 6, 0, 1, 0, 5, 0, 0, 0, 17, 0, 0, 0, 1, 0, 0, 0, 73, 0, 0,
0, 8, 0, 0, 0, 8, 0, 0, 0, 2, 0, 0, 0, 75, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 75,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 75, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0,
75, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 75, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0, 13, 0,
0, 0, 82, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 14, 0, 0, 0, 84, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
22, 0, 0, 0, 84, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, 0, 23, 0, 0, 0, 92, 0, 0, 0, 1, 0, 0, 0, 4,
0, 0, 0, 15, 0, 0, 0, 93, 0, 0, 0, 1, 0, 0, 0, 80, 0, 0, 0, 17, 0, 0, 0, 113, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 18, 0, 0, 0, 113, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 19, 0, 0, 0, 113, 0, 0,
0, 108, 0, 0, 0, 108, 0, 0, 0, 20, 0, 0, 0, 113, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 21, 0, 0,
0, 113, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 109, 97, 110, 70, 73, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 117, 95, 99, 111, 108, 111, 114, 0, 0, 0, 0, 0, 82, 139, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 48, 0, 0, 0, 0, 0, 0, 22, 22, 17, 241, 0, 0, 0, 240, 0,
0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0, 0, 0, 7, 0, 0, 0, 2, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 21, 32, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 20, 0, 0, 0, 16, 0, 0, 0, 16, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 65, 82, 50, 48, 45, 66, 73, 78,
1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 65, 37, 8, 0, 129, 0, 1, 0, 0, 21, 0, 0, 0, 0, 1, 0, 1, 38, 0,
0, 0, 0, 1, 0, 1, 39, 0, 0, 0, 0, 1, 0, 1, 40, 1, 0, 0, 0, 8, 0, 4, 40, 192, 200, 0, 0, 0, 26,
0, 70, 192, 40, 0, 0, 0, 2, 0, 64, 192, 72, 0, 0, 0, 10, 0, 66, 192, 168, 0, 0, 0, 18, 0, 68,
1, 0, 6, 40, 0, 0, 0, 0, 1, 0, 1, 41, 5, 0, 2, 0
};
static const Uint8 GLES2_FragmentTegra_Modulated_SolidSrc_[] = {
37, 191, 49, 17, 47, 109, 131, 38, 6, 0, 1, 0, 5, 0, 0, 0, 17, 0, 0, 0, 1, 0, 0, 0, 73, 0, 0,
0, 8, 0, 0, 0, 8, 0, 0, 0, 2, 0, 0, 0, 75, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 75,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 75, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0,
75, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 75, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0, 13, 0,
0, 0, 82, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 14, 0, 0, 0, 84, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
22, 0, 0, 0, 84, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, 0, 23, 0, 0, 0, 92, 0, 0, 0, 1, 0, 0, 0, 4,
0, 0, 0, 15, 0, 0, 0, 93, 0, 0, 0, 1, 0, 0, 0, 80, 0, 0, 0, 17, 0, 0, 0, 113, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 18, 0, 0, 0, 113, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 19, 0, 0, 0, 113, 0, 0,
0, 108, 0, 0, 0, 108, 0, 0, 0, 20, 0, 0, 0, 113, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 21, 0, 0,
0, 113, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 109, 97, 110, 70, 73, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 117, 95, 99, 111, 108, 111, 114, 0, 0, 0, 0, 0, 82, 139, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 48, 0, 0, 0, 0, 0, 0, 32, 32, 17, 241, 0, 0, 0, 240, 0,
0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0, 0, 0, 7, 0, 0, 0, 2, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 21, 32, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 20, 0, 0, 0, 16, 0, 0, 0, 16, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 65, 82, 50, 48, 45, 66, 73, 78,
1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 65, 37, 8, 0, 129, 0, 1, 0, 0, 21, 0, 0, 0, 0, 1, 0, 1, 38, 0,
0, 0, 0, 1, 0, 1, 39, 0, 0, 0, 0, 1, 0, 1, 40, 1, 0, 0, 0, 8, 0, 4, 40, 104, 192, 0, 0, 0, 242,
1, 70, 8, 32, 0, 0, 0, 242, 1, 64, 40, 64, 0, 0, 0, 242, 1, 66, 72, 160, 0, 0, 0, 242, 1, 68,
1, 0, 6, 40, 0, 0, 0, 0, 1, 0, 1, 41, 5, 0, 2, 0
};
static const Uint8 GLES2_FragmentTegra_None_TextureSrc_[] = {
220, 217, 41, 211, 47, 109, 131, 38, 6, 0, 1, 0, 5, 0, 0, 0, 17, 0, 0, 0, 1, 0, 0, 0, 73, 0,
0, 0, 34, 0, 0, 0, 36, 0, 0, 0, 2, 0, 0, 0, 82, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0,
82, 0, 0, 0, 1, 0, 0, 0, 20, 0, 0, 0, 6, 0, 0, 0, 87, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0,
0, 0, 87, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 87, 0, 0, 0, 2, 0, 0, 0, 56, 0, 0, 0,
13, 0, 0, 0, 101, 0, 0, 0, 4, 0, 0, 0, 16, 0, 0, 0, 14, 0, 0, 0, 105, 0, 0, 0, 1, 0, 0, 0, 4,
0, 0, 0, 22, 0, 0, 0, 106, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, 0, 23, 0, 0, 0, 114, 0, 0, 0, 1, 0,
0, 0, 4, 0, 0, 0, 15, 0, 0, 0, 115, 0, 0, 0, 1, 0, 0, 0, 80, 0, 0, 0, 17, 0, 0, 0, 135, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 18, 0, 0, 0, 135, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 19, 0, 0, 0, 135,
0, 0, 0, 120, 0, 0, 0, 120, 0, 0, 0, 20, 0, 0, 0, 135, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 21,
0, 0, 0, 135, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 109, 97, 110, 70, 73, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 118, 95, 116, 101, 120, 67, 111, 111, 114, 100, 0, 117, 95, 109, 111, 100, 117, 108,
97, 116, 105, 111, 110, 0, 117, 95, 116, 101, 120, 116, 117, 114, 101, 0, 0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 0, 0, 0, 0, 220, 0, 0, 0, 0, 0, 0, 0, 11, 0, 0, 0, 82, 139, 0, 0, 1, 0, 0, 0, 1,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 24, 0, 0, 0, 94, 139, 0, 0, 1, 0, 0, 0, 1, 0, 0,
0, 2, 0, 0, 0, 16, 0, 0, 0, 0, 0, 0, 0, 5, 48, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0, 241, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240,
0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 1, 0,
0, 0, 1, 0, 0, 0, 21, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 24, 0, 0, 0, 16, 0, 0, 0, 16, 0, 0,
0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 65, 82, 50, 48, 45, 66, 73, 78, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 65, 37, 0, 0, 0, 0, 1, 0,
0, 21, 0, 0, 0, 0, 1, 0, 1, 38, 1, 0, 0, 0, 2, 0, 4, 38, 186, 81, 78, 16, 2, 1, 0, 0, 1, 0,
1, 39, 0, 4, 0, 0, 1, 0, 1, 40, 1, 0, 0, 0, 8, 0, 4, 40, 104, 192, 0, 0, 0, 242, 1, 70, 8, 32,
0, 0, 0, 242, 1, 64, 40, 64, 0, 0, 0, 242, 1, 66, 72, 160, 0, 0, 0, 242, 1, 68, 1, 0, 6, 40,
0, 0, 0, 0, 1, 0, 1, 41, 5, 0, 2, 0
};
static const Uint8 GLES2_FragmentTegra_Alpha_TextureSrc_[] = {
71, 202, 114, 229, 47, 109, 131, 38, 6, 0, 1, 0, 5, 0, 0, 0, 17, 0, 0, 0, 1, 0, 0, 0, 73, 0,
0, 0, 34, 0, 0, 0, 36, 0, 0, 0, 2, 0, 0, 0, 82, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0,
82, 0, 0, 0, 1, 0, 0, 0, 20, 0, 0, 0, 6, 0, 0, 0, 87, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0,
0, 0, 87, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 87, 0, 0, 0, 2, 0, 0, 0, 56, 0, 0, 0,
13, 0, 0, 0, 101, 0, 0, 0, 4, 0, 0, 0, 16, 0, 0, 0, 14, 0, 0, 0, 105, 0, 0, 0, 1, 0, 0, 0, 4,
0, 0, 0, 22, 0, 0, 0, 106, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, 0, 23, 0, 0, 0, 114, 0, 0, 0, 1, 0,
0, 0, 4, 0, 0, 0, 15, 0, 0, 0, 115, 0, 0, 0, 1, 0, 0, 0, 80, 0, 0, 0, 17, 0, 0, 0, 135, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 18, 0, 0, 0, 135, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 19, 0, 0, 0, 135,
0, 0, 0, 176, 0, 0, 0, 176, 0, 0, 0, 20, 0, 0, 0, 135, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 21,
0, 0, 0, 135, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 109, 97, 110, 70, 73, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 118, 95, 116, 101, 120, 67, 111, 111, 114, 100, 0, 117, 95, 109, 111, 100, 117, 108,
97, 116, 105, 111, 110, 0, 117, 95, 116, 101, 120, 116, 117, 114, 101, 0, 0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 0, 0, 0, 0, 220, 0, 0, 0, 0, 0, 0, 0, 11, 0, 0, 0, 82, 139, 0, 0, 1, 0, 0, 0, 1,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 24, 0, 0, 0, 94, 139, 0, 0, 1, 0, 0, 0, 1, 0, 0,
0, 2, 0, 0, 0, 16, 0, 0, 0, 0, 0, 0, 0, 5, 48, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 1, 118, 118, 17, 241, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0,
240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 7, 0, 0, 0, 2, 0, 0, 0,
1, 0, 0, 0, 2, 0, 0, 0, 21, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 24, 0, 0, 0, 16, 0, 0, 0, 16,
0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 65, 82, 50, 48, 45, 66, 73, 78, 1, 0, 0, 0, 2, 0, 0, 0, 2, 0, 65, 37, 0, 0, 0, 0,
8, 0, 129, 0, 1, 0, 0, 21, 0, 0, 0, 0, 2, 0, 1, 38, 1, 0, 0, 0, 0, 0, 0, 0, 2, 0, 4, 38, 186,
81, 78, 16, 2, 1, 0, 0, 2, 0, 1, 39, 0, 4, 0, 0, 0, 0, 0, 0, 2, 0, 1, 40, 1, 0, 0, 0, 5, 0,
0, 0, 16, 0, 4, 40, 40, 160, 1, 0, 0, 242, 1, 66, 8, 192, 1, 0, 0, 242, 1, 64, 104, 32, 1, 0,
0, 242, 1, 70, 72, 64, 1, 0, 0, 242, 1, 68, 154, 192, 0, 0, 37, 34, 64, 3, 8, 32, 0, 0, 5, 58,
208, 4, 40, 64, 0, 0, 5, 50, 208, 4, 72, 160, 0, 0, 37, 42, 208, 4, 2, 0, 6, 40, 0, 0, 0, 0,
0, 0, 0, 0, 2, 0, 1, 41, 0, 0, 0, 0, 5, 0, 2, 0
};
static const Uint8 GLES2_FragmentTegra_Additive_TextureSrc_[] = {
161, 234, 193, 234, 47, 109, 131, 38, 6, 0, 1, 0, 5, 0, 0, 0, 17, 0, 0, 0, 1, 0, 0, 0, 73, 0,
0, 0, 34, 0, 0, 0, 36, 0, 0, 0, 2, 0, 0, 0, 82, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0,
82, 0, 0, 0, 1, 0, 0, 0, 20, 0, 0, 0, 6, 0, 0, 0, 87, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0,
0, 0, 87, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 87, 0, 0, 0, 2, 0, 0, 0, 56, 0, 0, 0,
13, 0, 0, 0, 101, 0, 0, 0, 4, 0, 0, 0, 16, 0, 0, 0, 14, 0, 0, 0, 105, 0, 0, 0, 1, 0, 0, 0, 4,
0, 0, 0, 22, 0, 0, 0, 106, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, 0, 23, 0, 0, 0, 114, 0, 0, 0, 1, 0,
0, 0, 4, 0, 0, 0, 15, 0, 0, 0, 115, 0, 0, 0, 1, 0, 0, 0, 80, 0, 0, 0, 17, 0, 0, 0, 135, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 18, 0, 0, 0, 135, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 19, 0, 0, 0, 135,
0, 0, 0, 176, 0, 0, 0, 176, 0, 0, 0, 20, 0, 0, 0, 135, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 21,
0, 0, 0, 135, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 109, 97, 110, 70, 73, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 118, 95, 116, 101, 120, 67, 111, 111, 114, 100, 0, 117, 95, 109, 111, 100, 117, 108,
97, 116, 105, 111, 110, 0, 117, 95, 116, 101, 120, 116, 117, 114, 101, 0, 0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 0, 0, 0, 0, 220, 0, 0, 0, 0, 0, 0, 0, 11, 0, 0, 0, 82, 139, 0, 0, 1, 0, 0, 0, 1,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 24, 0, 0, 0, 94, 139, 0, 0, 1, 0, 0, 0, 1, 0, 0,
0, 2, 0, 0, 0, 16, 0, 0, 0, 0, 0, 0, 0, 5, 48, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 1, 22, 22, 17, 241, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240,
0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 7, 0, 0, 0, 2, 0, 0, 0, 1, 0,
0, 0, 2, 0, 0, 0, 21, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 24, 0, 0, 0, 16, 0, 0, 0, 16, 0, 0,
0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 65, 82, 50, 48, 45, 66, 73, 78, 1, 0, 0, 0, 2, 0, 0, 0, 2, 0, 65, 37, 0, 0, 0, 0, 8, 0,
129, 0, 1, 0, 0, 21, 0, 0, 0, 0, 2, 0, 1, 38, 1, 0, 0, 0, 0, 0, 0, 0, 2, 0, 4, 38, 186, 81,
78, 16, 2, 1, 0, 0, 2, 0, 1, 39, 0, 4, 0, 0, 0, 0, 0, 0, 2, 0, 1, 40, 1, 0, 0, 0, 5, 0, 0, 0,
16, 0, 4, 40, 40, 160, 1, 0, 0, 242, 1, 66, 104, 32, 1, 0, 0, 242, 1, 70, 8, 192, 1, 0, 0, 242,
1, 64, 72, 64, 1, 0, 0, 242, 1, 68, 136, 192, 0, 0, 0, 26, 64, 4, 136, 32, 0, 0, 0, 2, 64, 7,
136, 64, 0, 0, 0, 10, 64, 6, 136, 160, 0, 0, 0, 18, 64, 5, 2, 0, 6, 40, 0, 0, 0, 0, 0, 0, 0,
0, 2, 0, 1, 41, 0, 0, 0, 0, 5, 0, 2, 0
};
static const Uint8 GLES2_FragmentTegra_Modulated_TextureSrc_[] = {
75, 132, 201, 227, 47, 109, 131, 38, 6, 0, 1, 0, 5, 0, 0, 0, 17, 0, 0, 0, 1, 0, 0, 0, 73, 0,
0, 0, 34, 0, 0, 0, 36, 0, 0, 0, 2, 0, 0, 0, 82, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0,
82, 0, 0, 0, 1, 0, 0, 0, 20, 0, 0, 0, 6, 0, 0, 0, 87, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0,
0, 0, 87, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 87, 0, 0, 0, 2, 0, 0, 0, 56, 0, 0, 0,
13, 0, 0, 0, 101, 0, 0, 0, 4, 0, 0, 0, 16, 0, 0, 0, 14, 0, 0, 0, 105, 0, 0, 0, 1, 0, 0, 0, 4,
0, 0, 0, 22, 0, 0, 0, 106, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, 0, 23, 0, 0, 0, 114, 0, 0, 0, 1, 0,
0, 0, 4, 0, 0, 0, 15, 0, 0, 0, 115, 0, 0, 0, 1, 0, 0, 0, 80, 0, 0, 0, 17, 0, 0, 0, 135, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 18, 0, 0, 0, 135, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 19, 0, 0, 0, 135,
0, 0, 0, 176, 0, 0, 0, 176, 0, 0, 0, 20, 0, 0, 0, 135, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 21,
0, 0, 0, 135, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 109, 97, 110, 70, 73, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 118, 95, 116, 101, 120, 67, 111, 111, 114, 100, 0, 117, 95, 109, 111, 100, 117, 108,
97, 116, 105, 111, 110, 0, 117, 95, 116, 101, 120, 116, 117, 114, 101, 0, 0, 0, 0, 0, 0, 0,
2, 0, 0, 0, 0, 0, 0, 0, 220, 0, 0, 0, 0, 0, 0, 0, 11, 0, 0, 0, 82, 139, 0, 0, 1, 0, 0, 0, 1,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 24, 0, 0, 0, 94, 139, 0, 0, 1, 0, 0, 0, 1, 0, 0,
0, 2, 0, 0, 0, 16, 0, 0, 0, 0, 0, 0, 0, 5, 48, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 1, 32, 32, 17, 241, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 240,
0, 0, 0, 240, 0, 0, 0, 240, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 7, 0, 0, 0, 2, 0, 0, 0, 1, 0,
0, 0, 2, 0, 0, 0, 21, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 24, 0, 0, 0, 16, 0, 0, 0, 16, 0, 0,
0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 65, 82, 50, 48, 45, 66, 73, 78, 1, 0, 0, 0, 2, 0, 0, 0, 2, 0, 65, 37, 0, 0, 0, 0, 8, 0,
129, 0, 1, 0, 0, 21, 0, 0, 0, 0, 2, 0, 1, 38, 1, 0, 0, 0, 0, 0, 0, 0, 2, 0, 4, 38, 186, 81,
78, 16, 2, 1, 0, 0, 2, 0, 1, 39, 0, 4, 0, 0, 0, 0, 0, 0, 2, 0, 1, 40, 1, 0, 0, 0, 5, 0, 0, 0,
16, 0, 4, 40, 40, 160, 1, 0, 0, 242, 1, 66, 8, 192, 1, 0, 0, 242, 1, 64, 104, 32, 1, 0, 0, 242,
1, 70, 72, 64, 1, 0, 0, 242, 1, 68, 104, 192, 0, 0, 0, 242, 65, 4, 232, 32, 0, 0, 0, 242, 65,
0, 40, 64, 0, 0, 0, 242, 65, 6, 72, 160, 0, 0, 0, 242, 65, 5, 2, 0, 6, 40, 0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 1, 41, 0, 0, 0, 0, 5, 0, 2, 0
};
static const GLES2_ShaderInstance GLES2_VertexTegra_Default = {
GL_VERTEX_SHADER,
GL_NVIDIA_PLATFORM_BINARY_NV,
sizeof(GLES2_VertexTegra_Default_),
GLES2_VertexTegra_Default_
};
static const GLES2_ShaderInstance GLES2_FragmentTegra_None_SolidSrc = {
GL_FRAGMENT_SHADER,
GL_NVIDIA_PLATFORM_BINARY_NV,
sizeof(GLES2_FragmentTegra_None_SolidSrc_),
GLES2_FragmentTegra_None_SolidSrc_
};
static const GLES2_ShaderInstance GLES2_FragmentTegra_Alpha_SolidSrc = {
GL_FRAGMENT_SHADER,
GL_NVIDIA_PLATFORM_BINARY_NV,
sizeof(GLES2_FragmentTegra_Alpha_SolidSrc_),
GLES2_FragmentTegra_Alpha_SolidSrc_
};
static const GLES2_ShaderInstance GLES2_FragmentTegra_Additive_SolidSrc = {
GL_FRAGMENT_SHADER,
GL_NVIDIA_PLATFORM_BINARY_NV,
sizeof(GLES2_FragmentTegra_Additive_SolidSrc_),
GLES2_FragmentTegra_Additive_SolidSrc_
};
static const GLES2_ShaderInstance GLES2_FragmentTegra_Modulated_SolidSrc = {
GL_FRAGMENT_SHADER,
GL_NVIDIA_PLATFORM_BINARY_NV,
sizeof(GLES2_FragmentTegra_Modulated_SolidSrc_),
GLES2_FragmentTegra_Modulated_SolidSrc_
};
static const GLES2_ShaderInstance GLES2_FragmentTegra_None_TextureSrc = {
GL_FRAGMENT_SHADER,
GL_NVIDIA_PLATFORM_BINARY_NV,
sizeof(GLES2_FragmentTegra_None_TextureSrc_),
GLES2_FragmentTegra_None_TextureSrc_
};
static const GLES2_ShaderInstance GLES2_FragmentTegra_Alpha_TextureSrc = {
GL_FRAGMENT_SHADER,
GL_NVIDIA_PLATFORM_BINARY_NV,
sizeof(GLES2_FragmentTegra_Alpha_TextureSrc_),
GLES2_FragmentTegra_Alpha_TextureSrc_
};
static const GLES2_ShaderInstance GLES2_FragmentTegra_Additive_TextureSrc = {
GL_FRAGMENT_SHADER,
GL_NVIDIA_PLATFORM_BINARY_NV,
sizeof(GLES2_FragmentTegra_Additive_TextureSrc_),
GLES2_FragmentTegra_Additive_TextureSrc_
};
static const GLES2_ShaderInstance GLES2_FragmentTegra_Modulated_TextureSrc = {
GL_FRAGMENT_SHADER,
GL_NVIDIA_PLATFORM_BINARY_NV,
sizeof(GLES2_FragmentTegra_Modulated_TextureSrc_),
GLES2_FragmentTegra_Modulated_TextureSrc_
};
#endif /* GLES2_INCLUDE_NVIDIA_SHADERS */
/*************************************************************************************************
* Vertex/fragment shader definitions *
*************************************************************************************************/
static GLES2_Shader GLES2_VertexShader_Default = {
2,
{
#if GLES2_INCLUDE_NVIDIA_SHADERS
&GLES2_VertexTegra_Default,
#endif
&GLES2_VertexSrc_Default
}
};
static GLES2_Shader GLES2_FragmentShader_None_SolidSrc = {
2,
{
#if GLES2_INCLUDE_NVIDIA_SHADERS
&GLES2_FragmentTegra_None_SolidSrc,
#endif
&GLES2_FragmentSrc_SolidSrc
}
};
static GLES2_Shader GLES2_FragmentShader_Alpha_SolidSrc = {
2,
{
#if GLES2_INCLUDE_NVIDIA_SHADERS
&GLES2_FragmentTegra_Alpha_SolidSrc,
#endif
&GLES2_FragmentSrc_SolidSrc
}
};
static GLES2_Shader GLES2_FragmentShader_Additive_SolidSrc = {
2,
{
#if GLES2_INCLUDE_NVIDIA_SHADERS
&GLES2_FragmentTegra_Additive_SolidSrc,
#endif
&GLES2_FragmentSrc_SolidSrc
}
};
static GLES2_Shader GLES2_FragmentShader_Modulated_SolidSrc = {
2,
{
#if GLES2_INCLUDE_NVIDIA_SHADERS
&GLES2_FragmentTegra_Modulated_SolidSrc,
#endif
&GLES2_FragmentSrc_SolidSrc
}
};
static GLES2_Shader GLES2_FragmentShader_None_TextureSrc = {
2,
{
#if GLES2_INCLUDE_NVIDIA_SHADERS
&GLES2_FragmentTegra_None_TextureSrc,
#endif
&GLES2_FragmentSrc_TextureSrc
}
};
static GLES2_Shader GLES2_FragmentShader_Alpha_TextureSrc = {
2,
{
#if GLES2_INCLUDE_NVIDIA_SHADERS
&GLES2_FragmentTegra_Alpha_TextureSrc,
#endif
&GLES2_FragmentSrc_TextureSrc
}
};
static GLES2_Shader GLES2_FragmentShader_Additive_TextureSrc = {
2,
{
#if GLES2_INCLUDE_NVIDIA_SHADERS
&GLES2_FragmentTegra_Additive_TextureSrc,
#endif
&GLES2_FragmentSrc_TextureSrc
}
};
static GLES2_Shader GLES2_FragmentShader_Modulated_TextureSrc = {
2,
{
#if GLES2_INCLUDE_NVIDIA_SHADERS
&GLES2_FragmentTegra_Modulated_TextureSrc,
#endif
&GLES2_FragmentSrc_TextureSrc
}
};
/*************************************************************************************************
* Shader selector *
*************************************************************************************************/
const GLES2_Shader *GLES2_GetShader(GLES2_ShaderType type, SDL_BlendMode blendMode)
{
switch (type)
{
case GLES2_SHADER_VERTEX_DEFAULT:
return &GLES2_VertexShader_Default;
case GLES2_SHADER_FRAGMENT_SOLID_SRC:
switch (blendMode)
{
case SDL_BLENDMODE_NONE:
return &GLES2_FragmentShader_None_SolidSrc;
case SDL_BLENDMODE_BLEND:
return &GLES2_FragmentShader_Alpha_SolidSrc;
case SDL_BLENDMODE_ADD:
return &GLES2_FragmentShader_Additive_SolidSrc;
case SDL_BLENDMODE_MOD:
return &GLES2_FragmentShader_Modulated_SolidSrc;
default:
return NULL;
}
case GLES2_SHADER_FRAGMENT_TEXTURE_SRC:
switch (blendMode)
{
case SDL_BLENDMODE_NONE:
return &GLES2_FragmentShader_None_TextureSrc;
case SDL_BLENDMODE_BLEND:
return &GLES2_FragmentShader_Alpha_TextureSrc;
case SDL_BLENDMODE_ADD:
return &GLES2_FragmentShader_Additive_TextureSrc;
case SDL_BLENDMODE_MOD:
return &GLES2_FragmentShader_Modulated_TextureSrc;
default:
return NULL;
}
default:
return NULL;
}
}
#endif /* SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */

View File

@@ -0,0 +1,57 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_config.h"
#if SDL_VIDEO_RENDER_OGL_ES2
#ifndef SDL_shaderdata_h_
#define SDL_shaderdata_h_
typedef struct GLES2_ShaderInstance
{
GLenum type;
GLenum format;
int length;
const void *data;
} GLES2_ShaderInstance;
typedef struct GLES2_Shader
{
int instance_count;
const GLES2_ShaderInstance *instances[4];
} GLES2_Shader;
typedef enum
{
GLES2_SHADER_VERTEX_DEFAULT,
GLES2_SHADER_FRAGMENT_SOLID_SRC,
GLES2_SHADER_FRAGMENT_TEXTURE_SRC
} GLES2_ShaderType;
#define GLES2_SOURCE_SHADER (GLenum)-1
const GLES2_Shader *GLES2_GetShader(GLES2_ShaderType type, SDL_BlendMode blendMode);
#endif /* SDL_shaderdata_h_ */
#endif /* SDL_VIDEO_RENDER_OGL_ES2 */
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_config.h"
#if !SDL_RENDER_DISABLED
#include "SDL_draw.h"
#include "SDL_blendfillrect.h"
static int
SDL_BlendFillRect_RGB555(SDL_Surface * dst, const SDL_Rect * rect,
SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
{
unsigned inva = 0xff - a;
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
FILLRECT(Uint16, DRAW_SETPIXEL_BLEND_RGB555);
break;
case SDL_BLENDMODE_ADD:
FILLRECT(Uint16, DRAW_SETPIXEL_ADD_RGB555);
break;
case SDL_BLENDMODE_MOD:
FILLRECT(Uint16, DRAW_SETPIXEL_MOD_RGB555);
break;
default:
FILLRECT(Uint16, DRAW_SETPIXEL_RGB555);
break;
}
return 0;
}
static int
SDL_BlendFillRect_RGB565(SDL_Surface * dst, const SDL_Rect * rect,
SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
{
unsigned inva = 0xff - a;
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
FILLRECT(Uint16, DRAW_SETPIXEL_BLEND_RGB565);
break;
case SDL_BLENDMODE_ADD:
FILLRECT(Uint16, DRAW_SETPIXEL_ADD_RGB565);
break;
case SDL_BLENDMODE_MOD:
FILLRECT(Uint16, DRAW_SETPIXEL_MOD_RGB565);
break;
default:
FILLRECT(Uint16, DRAW_SETPIXEL_RGB565);
break;
}
return 0;
}
static int
SDL_BlendFillRect_RGB888(SDL_Surface * dst, const SDL_Rect * rect,
SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
{
unsigned inva = 0xff - a;
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
FILLRECT(Uint32, DRAW_SETPIXEL_BLEND_RGB888);
break;
case SDL_BLENDMODE_ADD:
FILLRECT(Uint32, DRAW_SETPIXEL_ADD_RGB888);
break;
case SDL_BLENDMODE_MOD:
FILLRECT(Uint32, DRAW_SETPIXEL_MOD_RGB888);
break;
default:
FILLRECT(Uint32, DRAW_SETPIXEL_RGB888);
break;
}
return 0;
}
static int
SDL_BlendFillRect_ARGB8888(SDL_Surface * dst, const SDL_Rect * rect,
SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
{
unsigned inva = 0xff - a;
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
FILLRECT(Uint32, DRAW_SETPIXEL_BLEND_ARGB8888);
break;
case SDL_BLENDMODE_ADD:
FILLRECT(Uint32, DRAW_SETPIXEL_ADD_ARGB8888);
break;
case SDL_BLENDMODE_MOD:
FILLRECT(Uint32, DRAW_SETPIXEL_MOD_ARGB8888);
break;
default:
FILLRECT(Uint32, DRAW_SETPIXEL_ARGB8888);
break;
}
return 0;
}
static int
SDL_BlendFillRect_RGB(SDL_Surface * dst, const SDL_Rect * rect,
SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
{
SDL_PixelFormat *fmt = dst->format;
unsigned inva = 0xff - a;
switch (fmt->BytesPerPixel) {
case 2:
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
FILLRECT(Uint16, DRAW_SETPIXEL_BLEND_RGB);
break;
case SDL_BLENDMODE_ADD:
FILLRECT(Uint16, DRAW_SETPIXEL_ADD_RGB);
break;
case SDL_BLENDMODE_MOD:
FILLRECT(Uint16, DRAW_SETPIXEL_MOD_RGB);
break;
default:
FILLRECT(Uint16, DRAW_SETPIXEL_RGB);
break;
}
return 0;
case 4:
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
FILLRECT(Uint32, DRAW_SETPIXEL_BLEND_RGB);
break;
case SDL_BLENDMODE_ADD:
FILLRECT(Uint32, DRAW_SETPIXEL_ADD_RGB);
break;
case SDL_BLENDMODE_MOD:
FILLRECT(Uint32, DRAW_SETPIXEL_MOD_RGB);
break;
default:
FILLRECT(Uint32, DRAW_SETPIXEL_RGB);
break;
}
return 0;
default:
SDL_Unsupported();
return -1;
}
}
static int
SDL_BlendFillRect_RGBA(SDL_Surface * dst, const SDL_Rect * rect,
SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
{
SDL_PixelFormat *fmt = dst->format;
unsigned inva = 0xff - a;
switch (fmt->BytesPerPixel) {
case 4:
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
FILLRECT(Uint32, DRAW_SETPIXEL_BLEND_RGBA);
break;
case SDL_BLENDMODE_ADD:
FILLRECT(Uint32, DRAW_SETPIXEL_ADD_RGBA);
break;
case SDL_BLENDMODE_MOD:
FILLRECT(Uint32, DRAW_SETPIXEL_MOD_RGBA);
break;
default:
FILLRECT(Uint32, DRAW_SETPIXEL_RGBA);
break;
}
return 0;
default:
SDL_Unsupported();
return -1;
}
}
int
SDL_BlendFillRect(SDL_Surface * dst, const SDL_Rect * rect,
SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
{
SDL_Rect clipped;
if (!dst) {
SDL_SetError("Passed NULL destination surface");
return -1;
}
/* This function doesn't work on surfaces < 8 bpp */
if (dst->format->BitsPerPixel < 8) {
SDL_SetError("SDL_BlendFillRect(): Unsupported surface format");
return -1;
}
/* If 'rect' == NULL, then fill the whole surface */
if (rect) {
/* Perform clipping */
if (!SDL_IntersectRect(rect, &dst->clip_rect, &clipped)) {
return 0;
}
rect = &clipped;
} else {
rect = &dst->clip_rect;
}
if (blendMode == SDL_BLENDMODE_BLEND || blendMode == SDL_BLENDMODE_ADD) {
r = DRAW_MUL(r, a);
g = DRAW_MUL(g, a);
b = DRAW_MUL(b, a);
}
switch (dst->format->BitsPerPixel) {
case 15:
switch (dst->format->Rmask) {
case 0x7C00:
return SDL_BlendFillRect_RGB555(dst, rect, blendMode, r, g, b, a);
}
break;
case 16:
switch (dst->format->Rmask) {
case 0xF800:
return SDL_BlendFillRect_RGB565(dst, rect, blendMode, r, g, b, a);
}
break;
case 32:
switch (dst->format->Rmask) {
case 0x00FF0000:
if (!dst->format->Amask) {
return SDL_BlendFillRect_RGB888(dst, rect, blendMode, r, g, b, a);
} else {
return SDL_BlendFillRect_ARGB8888(dst, rect, blendMode, r, g, b, a);
}
break;
}
break;
default:
break;
}
if (!dst->format->Amask) {
return SDL_BlendFillRect_RGB(dst, rect, blendMode, r, g, b, a);
} else {
return SDL_BlendFillRect_RGBA(dst, rect, blendMode, r, g, b, a);
}
}
int
SDL_BlendFillRects(SDL_Surface * dst, const SDL_Rect * rects, int count,
SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
{
SDL_Rect rect;
int i;
int (*func)(SDL_Surface * dst, const SDL_Rect * rect,
SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a) = NULL;
int status = 0;
if (!dst) {
SDL_SetError("Passed NULL destination surface");
return -1;
}
/* This function doesn't work on surfaces < 8 bpp */
if (dst->format->BitsPerPixel < 8) {
SDL_SetError("SDL_BlendFillRects(): Unsupported surface format");
return -1;
}
if (blendMode == SDL_BLENDMODE_BLEND || blendMode == SDL_BLENDMODE_ADD) {
r = DRAW_MUL(r, a);
g = DRAW_MUL(g, a);
b = DRAW_MUL(b, a);
}
/* FIXME: Does this function pointer slow things down significantly? */
switch (dst->format->BitsPerPixel) {
case 15:
switch (dst->format->Rmask) {
case 0x7C00:
func = SDL_BlendFillRect_RGB555;
}
break;
case 16:
switch (dst->format->Rmask) {
case 0xF800:
func = SDL_BlendFillRect_RGB565;
}
break;
case 32:
switch (dst->format->Rmask) {
case 0x00FF0000:
if (!dst->format->Amask) {
func = SDL_BlendFillRect_RGB888;
} else {
func = SDL_BlendFillRect_ARGB8888;
}
break;
}
break;
default:
break;
}
if (!func) {
if (!dst->format->Amask) {
func = SDL_BlendFillRect_RGB;
} else {
func = SDL_BlendFillRect_RGBA;
}
}
for (i = 0; i < count; ++i) {
/* Perform clipping */
if (!SDL_IntersectRect(&rects[i], &dst->clip_rect, &rect)) {
continue;
}
status = func(dst, &rect, blendMode, r, g, b, a);
}
return status;
}
#endif /* !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */

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@@ -0,0 +1,27 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_config.h"
extern int SDL_BlendFillRect(SDL_Surface * dst, const SDL_Rect * rect, SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
extern int SDL_BlendFillRects(SDL_Surface * dst, const SDL_Rect * rects, int count, SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
/* vi: set ts=4 sw=4 expandtab: */

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@@ -0,0 +1,781 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_config.h"
#if !SDL_RENDER_DISABLED
#include "SDL_draw.h"
#include "SDL_blendline.h"
#include "SDL_blendpoint.h"
static void
SDL_BlendLine_RGB2(SDL_Surface * dst, int x1, int y1, int x2, int y2,
SDL_BlendMode blendMode, Uint8 _r, Uint8 _g, Uint8 _b, Uint8 _a,
SDL_bool draw_end)
{
const SDL_PixelFormat *fmt = dst->format;
unsigned r, g, b, a, inva;
if (blendMode == SDL_BLENDMODE_BLEND || blendMode == SDL_BLENDMODE_ADD) {
r = DRAW_MUL(_r, _a);
g = DRAW_MUL(_g, _a);
b = DRAW_MUL(_b, _a);
a = _a;
} else {
r = _r;
g = _g;
b = _b;
a = _a;
}
inva = (a ^ 0xff);
if (y1 == y2) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
HLINE(Uint16, DRAW_SETPIXEL_BLEND_RGB, draw_end);
break;
case SDL_BLENDMODE_ADD:
HLINE(Uint16, DRAW_SETPIXEL_ADD_RGB, draw_end);
break;
case SDL_BLENDMODE_MOD:
HLINE(Uint16, DRAW_SETPIXEL_MOD_RGB, draw_end);
break;
default:
HLINE(Uint16, DRAW_SETPIXEL_RGB, draw_end);
break;
}
} else if (x1 == x2) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
VLINE(Uint16, DRAW_SETPIXEL_BLEND_RGB, draw_end);
break;
case SDL_BLENDMODE_ADD:
VLINE(Uint16, DRAW_SETPIXEL_ADD_RGB, draw_end);
break;
case SDL_BLENDMODE_MOD:
VLINE(Uint16, DRAW_SETPIXEL_MOD_RGB, draw_end);
break;
default:
VLINE(Uint16, DRAW_SETPIXEL_RGB, draw_end);
break;
}
} else if (ABS(x1 - x2) == ABS(y1 - y2)) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
DLINE(Uint16, DRAW_SETPIXEL_BLEND_RGB, draw_end);
break;
case SDL_BLENDMODE_ADD:
DLINE(Uint16, DRAW_SETPIXEL_ADD_RGB, draw_end);
break;
case SDL_BLENDMODE_MOD:
DLINE(Uint16, DRAW_SETPIXEL_MOD_RGB, draw_end);
break;
default:
DLINE(Uint16, DRAW_SETPIXEL_RGB, draw_end);
break;
}
} else {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY2_BLEND_RGB, DRAW_SETPIXELXY2_BLEND_RGB,
draw_end);
break;
case SDL_BLENDMODE_ADD:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY2_ADD_RGB, DRAW_SETPIXELXY2_ADD_RGB,
draw_end);
break;
case SDL_BLENDMODE_MOD:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY2_MOD_RGB, DRAW_SETPIXELXY2_MOD_RGB,
draw_end);
break;
default:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY2_RGB, DRAW_SETPIXELXY2_BLEND_RGB,
draw_end);
break;
}
}
}
static void
SDL_BlendLine_RGB555(SDL_Surface * dst, int x1, int y1, int x2, int y2,
SDL_BlendMode blendMode, Uint8 _r, Uint8 _g, Uint8 _b, Uint8 _a,
SDL_bool draw_end)
{
unsigned r, g, b, a, inva;
if (blendMode == SDL_BLENDMODE_BLEND || blendMode == SDL_BLENDMODE_ADD) {
r = DRAW_MUL(_r, _a);
g = DRAW_MUL(_g, _a);
b = DRAW_MUL(_b, _a);
a = _a;
} else {
r = _r;
g = _g;
b = _b;
a = _a;
}
inva = (a ^ 0xff);
if (y1 == y2) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
HLINE(Uint16, DRAW_SETPIXEL_BLEND_RGB555, draw_end);
break;
case SDL_BLENDMODE_ADD:
HLINE(Uint16, DRAW_SETPIXEL_ADD_RGB555, draw_end);
break;
case SDL_BLENDMODE_MOD:
HLINE(Uint16, DRAW_SETPIXEL_MOD_RGB555, draw_end);
break;
default:
HLINE(Uint16, DRAW_SETPIXEL_RGB555, draw_end);
break;
}
} else if (x1 == x2) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
VLINE(Uint16, DRAW_SETPIXEL_BLEND_RGB555, draw_end);
break;
case SDL_BLENDMODE_ADD:
VLINE(Uint16, DRAW_SETPIXEL_ADD_RGB555, draw_end);
break;
case SDL_BLENDMODE_MOD:
VLINE(Uint16, DRAW_SETPIXEL_MOD_RGB555, draw_end);
break;
default:
VLINE(Uint16, DRAW_SETPIXEL_RGB555, draw_end);
break;
}
} else if (ABS(x1 - x2) == ABS(y1 - y2)) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
DLINE(Uint16, DRAW_SETPIXEL_BLEND_RGB555, draw_end);
break;
case SDL_BLENDMODE_ADD:
DLINE(Uint16, DRAW_SETPIXEL_ADD_RGB555, draw_end);
break;
case SDL_BLENDMODE_MOD:
DLINE(Uint16, DRAW_SETPIXEL_MOD_RGB555, draw_end);
break;
default:
DLINE(Uint16, DRAW_SETPIXEL_RGB555, draw_end);
break;
}
} else {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY_BLEND_RGB555, DRAW_SETPIXELXY_BLEND_RGB555,
draw_end);
break;
case SDL_BLENDMODE_ADD:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY_ADD_RGB555, DRAW_SETPIXELXY_ADD_RGB555,
draw_end);
break;
case SDL_BLENDMODE_MOD:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY_MOD_RGB555, DRAW_SETPIXELXY_MOD_RGB555,
draw_end);
break;
default:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY_RGB555, DRAW_SETPIXELXY_BLEND_RGB555,
draw_end);
break;
}
}
}
static void
SDL_BlendLine_RGB565(SDL_Surface * dst, int x1, int y1, int x2, int y2,
SDL_BlendMode blendMode, Uint8 _r, Uint8 _g, Uint8 _b, Uint8 _a,
SDL_bool draw_end)
{
unsigned r, g, b, a, inva;
if (blendMode == SDL_BLENDMODE_BLEND || blendMode == SDL_BLENDMODE_ADD) {
r = DRAW_MUL(_r, _a);
g = DRAW_MUL(_g, _a);
b = DRAW_MUL(_b, _a);
a = _a;
} else {
r = _r;
g = _g;
b = _b;
a = _a;
}
inva = (a ^ 0xff);
if (y1 == y2) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
HLINE(Uint16, DRAW_SETPIXEL_BLEND_RGB565, draw_end);
break;
case SDL_BLENDMODE_ADD:
HLINE(Uint16, DRAW_SETPIXEL_ADD_RGB565, draw_end);
break;
case SDL_BLENDMODE_MOD:
HLINE(Uint16, DRAW_SETPIXEL_MOD_RGB565, draw_end);
break;
default:
HLINE(Uint16, DRAW_SETPIXEL_RGB565, draw_end);
break;
}
} else if (x1 == x2) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
VLINE(Uint16, DRAW_SETPIXEL_BLEND_RGB565, draw_end);
break;
case SDL_BLENDMODE_ADD:
VLINE(Uint16, DRAW_SETPIXEL_ADD_RGB565, draw_end);
break;
case SDL_BLENDMODE_MOD:
VLINE(Uint16, DRAW_SETPIXEL_MOD_RGB565, draw_end);
break;
default:
VLINE(Uint16, DRAW_SETPIXEL_RGB565, draw_end);
break;
}
} else if (ABS(x1 - x2) == ABS(y1 - y2)) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
DLINE(Uint16, DRAW_SETPIXEL_BLEND_RGB565, draw_end);
break;
case SDL_BLENDMODE_ADD:
DLINE(Uint16, DRAW_SETPIXEL_ADD_RGB565, draw_end);
break;
case SDL_BLENDMODE_MOD:
DLINE(Uint16, DRAW_SETPIXEL_MOD_RGB565, draw_end);
break;
default:
DLINE(Uint16, DRAW_SETPIXEL_RGB565, draw_end);
break;
}
} else {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY_BLEND_RGB565, DRAW_SETPIXELXY_BLEND_RGB565,
draw_end);
break;
case SDL_BLENDMODE_ADD:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY_ADD_RGB565, DRAW_SETPIXELXY_ADD_RGB565,
draw_end);
break;
case SDL_BLENDMODE_MOD:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY_MOD_RGB565, DRAW_SETPIXELXY_MOD_RGB565,
draw_end);
break;
default:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY_RGB565, DRAW_SETPIXELXY_BLEND_RGB565,
draw_end);
break;
}
}
}
static void
SDL_BlendLine_RGB4(SDL_Surface * dst, int x1, int y1, int x2, int y2,
SDL_BlendMode blendMode, Uint8 _r, Uint8 _g, Uint8 _b, Uint8 _a,
SDL_bool draw_end)
{
const SDL_PixelFormat *fmt = dst->format;
unsigned r, g, b, a, inva;
if (blendMode == SDL_BLENDMODE_BLEND || blendMode == SDL_BLENDMODE_ADD) {
r = DRAW_MUL(_r, _a);
g = DRAW_MUL(_g, _a);
b = DRAW_MUL(_b, _a);
a = _a;
} else {
r = _r;
g = _g;
b = _b;
a = _a;
}
inva = (a ^ 0xff);
if (y1 == y2) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
HLINE(Uint32, DRAW_SETPIXEL_BLEND_RGB, draw_end);
break;
case SDL_BLENDMODE_ADD:
HLINE(Uint32, DRAW_SETPIXEL_ADD_RGB, draw_end);
break;
case SDL_BLENDMODE_MOD:
HLINE(Uint32, DRAW_SETPIXEL_MOD_RGB, draw_end);
break;
default:
HLINE(Uint32, DRAW_SETPIXEL_RGB, draw_end);
break;
}
} else if (x1 == x2) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
VLINE(Uint32, DRAW_SETPIXEL_BLEND_RGB, draw_end);
break;
case SDL_BLENDMODE_ADD:
VLINE(Uint32, DRAW_SETPIXEL_ADD_RGB, draw_end);
break;
case SDL_BLENDMODE_MOD:
VLINE(Uint32, DRAW_SETPIXEL_MOD_RGB, draw_end);
break;
default:
VLINE(Uint32, DRAW_SETPIXEL_RGB, draw_end);
break;
}
} else if (ABS(x1 - x2) == ABS(y1 - y2)) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
DLINE(Uint32, DRAW_SETPIXEL_BLEND_RGB, draw_end);
break;
case SDL_BLENDMODE_ADD:
DLINE(Uint32, DRAW_SETPIXEL_ADD_RGB, draw_end);
break;
case SDL_BLENDMODE_MOD:
DLINE(Uint32, DRAW_SETPIXEL_MOD_RGB, draw_end);
break;
default:
DLINE(Uint32, DRAW_SETPIXEL_RGB, draw_end);
break;
}
} else {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY4_BLEND_RGB, DRAW_SETPIXELXY4_BLEND_RGB,
draw_end);
break;
case SDL_BLENDMODE_ADD:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY4_ADD_RGB, DRAW_SETPIXELXY4_ADD_RGB,
draw_end);
break;
case SDL_BLENDMODE_MOD:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY4_MOD_RGB, DRAW_SETPIXELXY4_MOD_RGB,
draw_end);
break;
default:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY4_RGB, DRAW_SETPIXELXY4_BLEND_RGB,
draw_end);
break;
}
}
}
static void
SDL_BlendLine_RGBA4(SDL_Surface * dst, int x1, int y1, int x2, int y2,
SDL_BlendMode blendMode, Uint8 _r, Uint8 _g, Uint8 _b, Uint8 _a,
SDL_bool draw_end)
{
const SDL_PixelFormat *fmt = dst->format;
unsigned r, g, b, a, inva;
if (blendMode == SDL_BLENDMODE_BLEND || blendMode == SDL_BLENDMODE_ADD) {
r = DRAW_MUL(_r, _a);
g = DRAW_MUL(_g, _a);
b = DRAW_MUL(_b, _a);
a = _a;
} else {
r = _r;
g = _g;
b = _b;
a = _a;
}
inva = (a ^ 0xff);
if (y1 == y2) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
HLINE(Uint32, DRAW_SETPIXEL_BLEND_RGBA, draw_end);
break;
case SDL_BLENDMODE_ADD:
HLINE(Uint32, DRAW_SETPIXEL_ADD_RGBA, draw_end);
break;
case SDL_BLENDMODE_MOD:
HLINE(Uint32, DRAW_SETPIXEL_MOD_RGBA, draw_end);
break;
default:
HLINE(Uint32, DRAW_SETPIXEL_RGBA, draw_end);
break;
}
} else if (x1 == x2) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
VLINE(Uint32, DRAW_SETPIXEL_BLEND_RGBA, draw_end);
break;
case SDL_BLENDMODE_ADD:
VLINE(Uint32, DRAW_SETPIXEL_ADD_RGBA, draw_end);
break;
case SDL_BLENDMODE_MOD:
VLINE(Uint32, DRAW_SETPIXEL_MOD_RGBA, draw_end);
break;
default:
VLINE(Uint32, DRAW_SETPIXEL_RGBA, draw_end);
break;
}
} else if (ABS(x1 - x2) == ABS(y1 - y2)) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
DLINE(Uint32, DRAW_SETPIXEL_BLEND_RGBA, draw_end);
break;
case SDL_BLENDMODE_ADD:
DLINE(Uint32, DRAW_SETPIXEL_ADD_RGBA, draw_end);
break;
case SDL_BLENDMODE_MOD:
DLINE(Uint32, DRAW_SETPIXEL_MOD_RGBA, draw_end);
break;
default:
DLINE(Uint32, DRAW_SETPIXEL_RGBA, draw_end);
break;
}
} else {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY4_BLEND_RGBA, DRAW_SETPIXELXY4_BLEND_RGBA,
draw_end);
break;
case SDL_BLENDMODE_ADD:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY4_ADD_RGBA, DRAW_SETPIXELXY4_ADD_RGBA,
draw_end);
break;
case SDL_BLENDMODE_MOD:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY4_MOD_RGBA, DRAW_SETPIXELXY4_MOD_RGBA,
draw_end);
break;
default:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY4_RGBA, DRAW_SETPIXELXY4_BLEND_RGBA,
draw_end);
break;
}
}
}
static void
SDL_BlendLine_RGB888(SDL_Surface * dst, int x1, int y1, int x2, int y2,
SDL_BlendMode blendMode, Uint8 _r, Uint8 _g, Uint8 _b, Uint8 _a,
SDL_bool draw_end)
{
unsigned r, g, b, a, inva;
if (blendMode == SDL_BLENDMODE_BLEND || blendMode == SDL_BLENDMODE_ADD) {
r = DRAW_MUL(_r, _a);
g = DRAW_MUL(_g, _a);
b = DRAW_MUL(_b, _a);
a = _a;
} else {
r = _r;
g = _g;
b = _b;
a = _a;
}
inva = (a ^ 0xff);
if (y1 == y2) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
HLINE(Uint32, DRAW_SETPIXEL_BLEND_RGB888, draw_end);
break;
case SDL_BLENDMODE_ADD:
HLINE(Uint32, DRAW_SETPIXEL_ADD_RGB888, draw_end);
break;
case SDL_BLENDMODE_MOD:
HLINE(Uint32, DRAW_SETPIXEL_MOD_RGB888, draw_end);
break;
default:
HLINE(Uint32, DRAW_SETPIXEL_RGB888, draw_end);
break;
}
} else if (x1 == x2) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
VLINE(Uint32, DRAW_SETPIXEL_BLEND_RGB888, draw_end);
break;
case SDL_BLENDMODE_ADD:
VLINE(Uint32, DRAW_SETPIXEL_ADD_RGB888, draw_end);
break;
case SDL_BLENDMODE_MOD:
VLINE(Uint32, DRAW_SETPIXEL_MOD_RGB888, draw_end);
break;
default:
VLINE(Uint32, DRAW_SETPIXEL_RGB888, draw_end);
break;
}
} else if (ABS(x1 - x2) == ABS(y1 - y2)) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
DLINE(Uint32, DRAW_SETPIXEL_BLEND_RGB888, draw_end);
break;
case SDL_BLENDMODE_ADD:
DLINE(Uint32, DRAW_SETPIXEL_ADD_RGB888, draw_end);
break;
case SDL_BLENDMODE_MOD:
DLINE(Uint32, DRAW_SETPIXEL_MOD_RGB888, draw_end);
break;
default:
DLINE(Uint32, DRAW_SETPIXEL_RGB888, draw_end);
break;
}
} else {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY_BLEND_RGB888, DRAW_SETPIXELXY_BLEND_RGB888,
draw_end);
break;
case SDL_BLENDMODE_ADD:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY_ADD_RGB888, DRAW_SETPIXELXY_ADD_RGB888,
draw_end);
break;
case SDL_BLENDMODE_MOD:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY_MOD_RGB888, DRAW_SETPIXELXY_MOD_RGB888,
draw_end);
break;
default:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY_RGB888, DRAW_SETPIXELXY_BLEND_RGB888,
draw_end);
break;
}
}
}
static void
SDL_BlendLine_ARGB8888(SDL_Surface * dst, int x1, int y1, int x2, int y2,
SDL_BlendMode blendMode, Uint8 _r, Uint8 _g, Uint8 _b, Uint8 _a,
SDL_bool draw_end)
{
unsigned r, g, b, a, inva;
if (blendMode == SDL_BLENDMODE_BLEND || blendMode == SDL_BLENDMODE_ADD) {
r = DRAW_MUL(_r, _a);
g = DRAW_MUL(_g, _a);
b = DRAW_MUL(_b, _a);
a = _a;
} else {
r = _r;
g = _g;
b = _b;
a = _a;
}
inva = (a ^ 0xff);
if (y1 == y2) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
HLINE(Uint32, DRAW_SETPIXEL_BLEND_ARGB8888, draw_end);
break;
case SDL_BLENDMODE_ADD:
HLINE(Uint32, DRAW_SETPIXEL_ADD_ARGB8888, draw_end);
break;
case SDL_BLENDMODE_MOD:
HLINE(Uint32, DRAW_SETPIXEL_MOD_ARGB8888, draw_end);
break;
default:
HLINE(Uint32, DRAW_SETPIXEL_ARGB8888, draw_end);
break;
}
} else if (x1 == x2) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
VLINE(Uint32, DRAW_SETPIXEL_BLEND_ARGB8888, draw_end);
break;
case SDL_BLENDMODE_ADD:
VLINE(Uint32, DRAW_SETPIXEL_ADD_ARGB8888, draw_end);
break;
case SDL_BLENDMODE_MOD:
VLINE(Uint32, DRAW_SETPIXEL_MOD_ARGB8888, draw_end);
break;
default:
VLINE(Uint32, DRAW_SETPIXEL_ARGB8888, draw_end);
break;
}
} else if (ABS(x1 - x2) == ABS(y1 - y2)) {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
DLINE(Uint32, DRAW_SETPIXEL_BLEND_ARGB8888, draw_end);
break;
case SDL_BLENDMODE_ADD:
DLINE(Uint32, DRAW_SETPIXEL_ADD_ARGB8888, draw_end);
break;
case SDL_BLENDMODE_MOD:
DLINE(Uint32, DRAW_SETPIXEL_MOD_ARGB8888, draw_end);
break;
default:
DLINE(Uint32, DRAW_SETPIXEL_ARGB8888, draw_end);
break;
}
} else {
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY_BLEND_ARGB8888, DRAW_SETPIXELXY_BLEND_ARGB8888,
draw_end);
break;
case SDL_BLENDMODE_ADD:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY_ADD_ARGB8888, DRAW_SETPIXELXY_ADD_ARGB8888,
draw_end);
break;
case SDL_BLENDMODE_MOD:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY_MOD_ARGB8888, DRAW_SETPIXELXY_MOD_ARGB8888,
draw_end);
break;
default:
AALINE(x1, y1, x2, y2,
DRAW_SETPIXELXY_ARGB8888, DRAW_SETPIXELXY_BLEND_ARGB8888,
draw_end);
break;
}
}
}
typedef void (*BlendLineFunc) (SDL_Surface * dst,
int x1, int y1, int x2, int y2,
SDL_BlendMode blendMode,
Uint8 r, Uint8 g, Uint8 b, Uint8 a,
SDL_bool draw_end);
static BlendLineFunc
SDL_CalculateBlendLineFunc(const SDL_PixelFormat * fmt)
{
switch (fmt->BytesPerPixel) {
case 2:
if (fmt->Rmask == 0x7C00) {
return SDL_BlendLine_RGB555;
} else if (fmt->Rmask == 0xF800) {
return SDL_BlendLine_RGB565;
} else {
return SDL_BlendLine_RGB2;
}
break;
case 4:
if (fmt->Rmask == 0x00FF0000) {
if (fmt->Amask) {
return SDL_BlendLine_ARGB8888;
} else {
return SDL_BlendLine_RGB888;
}
} else {
if (fmt->Amask) {
return SDL_BlendLine_RGBA4;
} else {
return SDL_BlendLine_RGB4;
}
}
}
return NULL;
}
int
SDL_BlendLine(SDL_Surface * dst, int x1, int y1, int x2, int y2,
SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
{
BlendLineFunc func;
if (!dst) {
SDL_SetError("SDL_BlendLine(): Passed NULL destination surface");
return -1;
}
func = SDL_CalculateBlendLineFunc(dst->format);
if (!func) {
SDL_SetError("SDL_BlendLine(): Unsupported surface format");
return -1;
}
/* Perform clipping */
/* FIXME: We don't actually want to clip, as it may change line slope */
if (!SDL_IntersectRectAndLine(&dst->clip_rect, &x1, &y1, &x2, &y2)) {
return 0;
}
func(dst, x1, y1, x2, y2, blendMode, r, g, b, a, SDL_TRUE);
return 0;
}
int
SDL_BlendLines(SDL_Surface * dst, const SDL_Point * points, int count,
SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
{
int i;
int x1, y1;
int x2, y2;
SDL_bool draw_end;
BlendLineFunc func;
if (!dst) {
SDL_SetError("SDL_BlendLines(): Passed NULL destination surface");
return -1;
}
func = SDL_CalculateBlendLineFunc(dst->format);
if (!func) {
SDL_SetError("SDL_BlendLines(): Unsupported surface format");
return -1;
}
for (i = 1; i < count; ++i) {
x1 = points[i-1].x;
y1 = points[i-1].y;
x2 = points[i].x;
y2 = points[i].y;
/* Perform clipping */
/* FIXME: We don't actually want to clip, as it may change line slope */
if (!SDL_IntersectRectAndLine(&dst->clip_rect, &x1, &y1, &x2, &y2)) {
continue;
}
/* Draw the end if it was clipped */
draw_end = (x2 != points[i].x || y2 != points[i].y);
func(dst, x1, y1, x2, y2, blendMode, r, g, b, a, draw_end);
}
if (points[0].x != points[count-1].x || points[0].y != points[count-1].y) {
SDL_BlendPoint(dst, points[count-1].x, points[count-1].y,
blendMode, r, g, b, a);
}
return 0;
}
#endif /* !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_config.h"
extern int SDL_BlendLine(SDL_Surface * dst, int x1, int y1, int x2, int y2, SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
extern int SDL_BlendLines(SDL_Surface * dst, const SDL_Point * points, int count, SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_config.h"
#if !SDL_RENDER_DISABLED
#include "SDL_draw.h"
#include "SDL_blendpoint.h"
static int
SDL_BlendPoint_RGB555(SDL_Surface * dst, int x, int y, SDL_BlendMode blendMode, Uint8 r,
Uint8 g, Uint8 b, Uint8 a)
{
unsigned inva = 0xff - a;
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
DRAW_SETPIXELXY_BLEND_RGB555(x, y);
break;
case SDL_BLENDMODE_ADD:
DRAW_SETPIXELXY_ADD_RGB555(x, y);
break;
case SDL_BLENDMODE_MOD:
DRAW_SETPIXELXY_MOD_RGB555(x, y);
break;
default:
DRAW_SETPIXELXY_RGB555(x, y);
break;
}
return 0;
}
static int
SDL_BlendPoint_RGB565(SDL_Surface * dst, int x, int y, SDL_BlendMode blendMode, Uint8 r,
Uint8 g, Uint8 b, Uint8 a)
{
unsigned inva = 0xff - a;
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
DRAW_SETPIXELXY_BLEND_RGB565(x, y);
break;
case SDL_BLENDMODE_ADD:
DRAW_SETPIXELXY_ADD_RGB565(x, y);
break;
case SDL_BLENDMODE_MOD:
DRAW_SETPIXELXY_MOD_RGB565(x, y);
break;
default:
DRAW_SETPIXELXY_RGB565(x, y);
break;
}
return 0;
}
static int
SDL_BlendPoint_RGB888(SDL_Surface * dst, int x, int y, SDL_BlendMode blendMode, Uint8 r,
Uint8 g, Uint8 b, Uint8 a)
{
unsigned inva = 0xff - a;
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
DRAW_SETPIXELXY_BLEND_RGB888(x, y);
break;
case SDL_BLENDMODE_ADD:
DRAW_SETPIXELXY_ADD_RGB888(x, y);
break;
case SDL_BLENDMODE_MOD:
DRAW_SETPIXELXY_MOD_RGB888(x, y);
break;
default:
DRAW_SETPIXELXY_RGB888(x, y);
break;
}
return 0;
}
static int
SDL_BlendPoint_ARGB8888(SDL_Surface * dst, int x, int y, SDL_BlendMode blendMode,
Uint8 r, Uint8 g, Uint8 b, Uint8 a)
{
unsigned inva = 0xff - a;
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
DRAW_SETPIXELXY_BLEND_ARGB8888(x, y);
break;
case SDL_BLENDMODE_ADD:
DRAW_SETPIXELXY_ADD_ARGB8888(x, y);
break;
case SDL_BLENDMODE_MOD:
DRAW_SETPIXELXY_MOD_ARGB8888(x, y);
break;
default:
DRAW_SETPIXELXY_ARGB8888(x, y);
break;
}
return 0;
}
static int
SDL_BlendPoint_RGB(SDL_Surface * dst, int x, int y, SDL_BlendMode blendMode, Uint8 r,
Uint8 g, Uint8 b, Uint8 a)
{
SDL_PixelFormat *fmt = dst->format;
unsigned inva = 0xff - a;
switch (fmt->BytesPerPixel) {
case 2:
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
DRAW_SETPIXELXY2_BLEND_RGB(x, y);
break;
case SDL_BLENDMODE_ADD:
DRAW_SETPIXELXY2_ADD_RGB(x, y);
break;
case SDL_BLENDMODE_MOD:
DRAW_SETPIXELXY2_MOD_RGB(x, y);
break;
default:
DRAW_SETPIXELXY2_RGB(x, y);
break;
}
return 0;
case 4:
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
DRAW_SETPIXELXY4_BLEND_RGB(x, y);
break;
case SDL_BLENDMODE_ADD:
DRAW_SETPIXELXY4_ADD_RGB(x, y);
break;
case SDL_BLENDMODE_MOD:
DRAW_SETPIXELXY4_MOD_RGB(x, y);
break;
default:
DRAW_SETPIXELXY4_RGB(x, y);
break;
}
return 0;
default:
SDL_Unsupported();
return -1;
}
}
static int
SDL_BlendPoint_RGBA(SDL_Surface * dst, int x, int y, SDL_BlendMode blendMode, Uint8 r,
Uint8 g, Uint8 b, Uint8 a)
{
SDL_PixelFormat *fmt = dst->format;
unsigned inva = 0xff - a;
switch (fmt->BytesPerPixel) {
case 4:
switch (blendMode) {
case SDL_BLENDMODE_BLEND:
DRAW_SETPIXELXY4_BLEND_RGBA(x, y);
break;
case SDL_BLENDMODE_ADD:
DRAW_SETPIXELXY4_ADD_RGBA(x, y);
break;
case SDL_BLENDMODE_MOD:
DRAW_SETPIXELXY4_MOD_RGBA(x, y);
break;
default:
DRAW_SETPIXELXY4_RGBA(x, y);
break;
}
return 0;
default:
SDL_Unsupported();
return -1;
}
}
int
SDL_BlendPoint(SDL_Surface * dst, int x, int y, SDL_BlendMode blendMode, Uint8 r,
Uint8 g, Uint8 b, Uint8 a)
{
if (!dst) {
SDL_SetError("Passed NULL destination surface");
return -1;
}
/* This function doesn't work on surfaces < 8 bpp */
if (dst->format->BitsPerPixel < 8) {
SDL_SetError("SDL_BlendPoint(): Unsupported surface format");
return -1;
}
/* Perform clipping */
if (x < dst->clip_rect.x || y < dst->clip_rect.y ||
x >= (dst->clip_rect.x + dst->clip_rect.w) ||
y >= (dst->clip_rect.y + dst->clip_rect.h)) {
return 0;
}
if (blendMode == SDL_BLENDMODE_BLEND || blendMode == SDL_BLENDMODE_ADD) {
r = DRAW_MUL(r, a);
g = DRAW_MUL(g, a);
b = DRAW_MUL(b, a);
}
switch (dst->format->BitsPerPixel) {
case 15:
switch (dst->format->Rmask) {
case 0x7C00:
return SDL_BlendPoint_RGB555(dst, x, y, blendMode, r, g, b, a);
}
break;
case 16:
switch (dst->format->Rmask) {
case 0xF800:
return SDL_BlendPoint_RGB565(dst, x, y, blendMode, r, g, b, a);
}
break;
case 32:
switch (dst->format->Rmask) {
case 0x00FF0000:
if (!dst->format->Amask) {
return SDL_BlendPoint_RGB888(dst, x, y, blendMode, r, g, b,
a);
} else {
return SDL_BlendPoint_ARGB8888(dst, x, y, blendMode, r, g, b,
a);
}
break;
}
break;
default:
break;
}
if (!dst->format->Amask) {
return SDL_BlendPoint_RGB(dst, x, y, blendMode, r, g, b, a);
} else {
return SDL_BlendPoint_RGBA(dst, x, y, blendMode, r, g, b, a);
}
}
int
SDL_BlendPoints(SDL_Surface * dst, const SDL_Point * points, int count,
SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
{
int minx, miny;
int maxx, maxy;
int i;
int x, y;
int (*func)(SDL_Surface * dst, int x, int y,
SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a) = NULL;
int status = 0;
if (!dst) {
SDL_SetError("Passed NULL destination surface");
return -1;
}
/* This function doesn't work on surfaces < 8 bpp */
if (dst->format->BitsPerPixel < 8) {
SDL_SetError("SDL_BlendPoints(): Unsupported surface format");
return (-1);
}
if (blendMode == SDL_BLENDMODE_BLEND || blendMode == SDL_BLENDMODE_ADD) {
r = DRAW_MUL(r, a);
g = DRAW_MUL(g, a);
b = DRAW_MUL(b, a);
}
/* FIXME: Does this function pointer slow things down significantly? */
switch (dst->format->BitsPerPixel) {
case 15:
switch (dst->format->Rmask) {
case 0x7C00:
func = SDL_BlendPoint_RGB555;
break;
}
break;
case 16:
switch (dst->format->Rmask) {
case 0xF800:
func = SDL_BlendPoint_RGB565;
break;
}
break;
case 32:
switch (dst->format->Rmask) {
case 0x00FF0000:
if (!dst->format->Amask) {
func = SDL_BlendPoint_RGB888;
} else {
func = SDL_BlendPoint_ARGB8888;
}
break;
}
break;
default:
break;
}
if (!func) {
if (!dst->format->Amask) {
func = SDL_BlendPoint_RGB;
} else {
func = SDL_BlendPoint_RGBA;
}
}
minx = dst->clip_rect.x;
maxx = dst->clip_rect.x + dst->clip_rect.w - 1;
miny = dst->clip_rect.y;
maxy = dst->clip_rect.y + dst->clip_rect.h - 1;
for (i = 0; i < count; ++i) {
x = points[i].x;
y = points[i].y;
if (x < minx || x > maxx || y < miny || y > maxy) {
continue;
}
status = func(dst, x, y, blendMode, r, g, b, a);
}
return status;
}
#endif /* !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_config.h"
extern int SDL_BlendPoint(SDL_Surface * dst, int x, int y, SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
extern int SDL_BlendPoints(SDL_Surface * dst, const SDL_Point * points, int count, SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_config.h"
#include "../../video/SDL_blit.h"
/* This code assumes that r, g, b, a are the source color,
* and in the blend and add case, the RGB values are premultiplied by a.
*/
#define DRAW_MUL(_a, _b) (((unsigned)(_a)*(_b))/255)
#define DRAW_FASTSETPIXEL(type) \
*pixel = (type) color
#define DRAW_FASTSETPIXEL1 DRAW_FASTSETPIXEL(Uint8)
#define DRAW_FASTSETPIXEL2 DRAW_FASTSETPIXEL(Uint16)
#define DRAW_FASTSETPIXEL4 DRAW_FASTSETPIXEL(Uint32)
#define DRAW_FASTSETPIXELXY(x, y, type, bpp, color) \
*(type *)((Uint8 *)dst->pixels + (y) * dst->pitch \
+ (x) * bpp) = (type) color
#define DRAW_FASTSETPIXELXY1(x, y) DRAW_FASTSETPIXELXY(x, y, Uint8, 1, color)
#define DRAW_FASTSETPIXELXY2(x, y) DRAW_FASTSETPIXELXY(x, y, Uint16, 2, color)
#define DRAW_FASTSETPIXELXY4(x, y) DRAW_FASTSETPIXELXY(x, y, Uint32, 4, color)
#define DRAW_SETPIXEL(setpixel) \
do { \
unsigned sr = r, sg = g, sb = b, sa = a; (void) sa; \
setpixel; \
} while (0)
#define DRAW_SETPIXEL_BLEND(getpixel, setpixel) \
do { \
unsigned sr, sg, sb, sa; (void) sa; \
getpixel; \
sr = DRAW_MUL(inva, sr) + r; \
sg = DRAW_MUL(inva, sg) + g; \
sb = DRAW_MUL(inva, sb) + b; \
setpixel; \
} while (0)
#define DRAW_SETPIXEL_ADD(getpixel, setpixel) \
do { \
unsigned sr, sg, sb, sa; (void) sa; \
getpixel; \
sr += r; if (sr > 0xff) sr = 0xff; \
sg += g; if (sg > 0xff) sg = 0xff; \
sb += b; if (sb > 0xff) sb = 0xff; \
setpixel; \
} while (0)
#define DRAW_SETPIXEL_MOD(getpixel, setpixel) \
do { \
unsigned sr, sg, sb, sa; (void) sa; \
getpixel; \
sr = DRAW_MUL(sr, r); \
sg = DRAW_MUL(sg, g); \
sb = DRAW_MUL(sb, b); \
setpixel; \
} while (0)
#define DRAW_SETPIXELXY(x, y, type, bpp, op) \
do { \
type *pixel = (type *)((Uint8 *)dst->pixels + (y) * dst->pitch \
+ (x) * bpp); \
op; \
} while (0)
/*
* Define draw operators for RGB555
*/
#define DRAW_SETPIXEL_RGB555 \
DRAW_SETPIXEL(RGB555_FROM_RGB(*pixel, sr, sg, sb))
#define DRAW_SETPIXEL_BLEND_RGB555 \
DRAW_SETPIXEL_BLEND(RGB_FROM_RGB555(*pixel, sr, sg, sb), \
RGB555_FROM_RGB(*pixel, sr, sg, sb))
#define DRAW_SETPIXEL_ADD_RGB555 \
DRAW_SETPIXEL_ADD(RGB_FROM_RGB555(*pixel, sr, sg, sb), \
RGB555_FROM_RGB(*pixel, sr, sg, sb))
#define DRAW_SETPIXEL_MOD_RGB555 \
DRAW_SETPIXEL_MOD(RGB_FROM_RGB555(*pixel, sr, sg, sb), \
RGB555_FROM_RGB(*pixel, sr, sg, sb))
#define DRAW_SETPIXELXY_RGB555(x, y) \
DRAW_SETPIXELXY(x, y, Uint16, 2, DRAW_SETPIXEL_RGB555)
#define DRAW_SETPIXELXY_BLEND_RGB555(x, y) \
DRAW_SETPIXELXY(x, y, Uint16, 2, DRAW_SETPIXEL_BLEND_RGB555)
#define DRAW_SETPIXELXY_ADD_RGB555(x, y) \
DRAW_SETPIXELXY(x, y, Uint16, 2, DRAW_SETPIXEL_ADD_RGB555)
#define DRAW_SETPIXELXY_MOD_RGB555(x, y) \
DRAW_SETPIXELXY(x, y, Uint16, 2, DRAW_SETPIXEL_MOD_RGB555)
/*
* Define draw operators for RGB565
*/
#define DRAW_SETPIXEL_RGB565 \
DRAW_SETPIXEL(RGB565_FROM_RGB(*pixel, sr, sg, sb))
#define DRAW_SETPIXEL_BLEND_RGB565 \
DRAW_SETPIXEL_BLEND(RGB_FROM_RGB565(*pixel, sr, sg, sb), \
RGB565_FROM_RGB(*pixel, sr, sg, sb))
#define DRAW_SETPIXEL_ADD_RGB565 \
DRAW_SETPIXEL_ADD(RGB_FROM_RGB565(*pixel, sr, sg, sb), \
RGB565_FROM_RGB(*pixel, sr, sg, sb))
#define DRAW_SETPIXEL_MOD_RGB565 \
DRAW_SETPIXEL_MOD(RGB_FROM_RGB565(*pixel, sr, sg, sb), \
RGB565_FROM_RGB(*pixel, sr, sg, sb))
#define DRAW_SETPIXELXY_RGB565(x, y) \
DRAW_SETPIXELXY(x, y, Uint16, 2, DRAW_SETPIXEL_RGB565)
#define DRAW_SETPIXELXY_BLEND_RGB565(x, y) \
DRAW_SETPIXELXY(x, y, Uint16, 2, DRAW_SETPIXEL_BLEND_RGB565)
#define DRAW_SETPIXELXY_ADD_RGB565(x, y) \
DRAW_SETPIXELXY(x, y, Uint16, 2, DRAW_SETPIXEL_ADD_RGB565)
#define DRAW_SETPIXELXY_MOD_RGB565(x, y) \
DRAW_SETPIXELXY(x, y, Uint16, 2, DRAW_SETPIXEL_MOD_RGB565)
/*
* Define draw operators for RGB888
*/
#define DRAW_SETPIXEL_RGB888 \
DRAW_SETPIXEL(RGB888_FROM_RGB(*pixel, sr, sg, sb))
#define DRAW_SETPIXEL_BLEND_RGB888 \
DRAW_SETPIXEL_BLEND(RGB_FROM_RGB888(*pixel, sr, sg, sb), \
RGB888_FROM_RGB(*pixel, sr, sg, sb))
#define DRAW_SETPIXEL_ADD_RGB888 \
DRAW_SETPIXEL_ADD(RGB_FROM_RGB888(*pixel, sr, sg, sb), \
RGB888_FROM_RGB(*pixel, sr, sg, sb))
#define DRAW_SETPIXEL_MOD_RGB888 \
DRAW_SETPIXEL_MOD(RGB_FROM_RGB888(*pixel, sr, sg, sb), \
RGB888_FROM_RGB(*pixel, sr, sg, sb))
#define DRAW_SETPIXELXY_RGB888(x, y) \
DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_RGB888)
#define DRAW_SETPIXELXY_BLEND_RGB888(x, y) \
DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_BLEND_RGB888)
#define DRAW_SETPIXELXY_ADD_RGB888(x, y) \
DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_ADD_RGB888)
#define DRAW_SETPIXELXY_MOD_RGB888(x, y) \
DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_MOD_RGB888)
/*
* Define draw operators for ARGB8888
*/
#define DRAW_SETPIXEL_ARGB8888 \
DRAW_SETPIXEL(ARGB8888_FROM_RGBA(*pixel, sr, sg, sb, sa))
#define DRAW_SETPIXEL_BLEND_ARGB8888 \
DRAW_SETPIXEL_BLEND(RGBA_FROM_ARGB8888(*pixel, sr, sg, sb, sa), \
ARGB8888_FROM_RGBA(*pixel, sr, sg, sb, sa))
#define DRAW_SETPIXEL_ADD_ARGB8888 \
DRAW_SETPIXEL_ADD(RGBA_FROM_ARGB8888(*pixel, sr, sg, sb, sa), \
ARGB8888_FROM_RGBA(*pixel, sr, sg, sb, sa))
#define DRAW_SETPIXEL_MOD_ARGB8888 \
DRAW_SETPIXEL_MOD(RGBA_FROM_ARGB8888(*pixel, sr, sg, sb, sa), \
ARGB8888_FROM_RGBA(*pixel, sr, sg, sb, sa))
#define DRAW_SETPIXELXY_ARGB8888(x, y) \
DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_ARGB8888)
#define DRAW_SETPIXELXY_BLEND_ARGB8888(x, y) \
DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_BLEND_ARGB8888)
#define DRAW_SETPIXELXY_ADD_ARGB8888(x, y) \
DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_ADD_ARGB8888)
#define DRAW_SETPIXELXY_MOD_ARGB8888(x, y) \
DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_MOD_ARGB8888)
/*
* Define draw operators for general RGB
*/
#define DRAW_SETPIXEL_RGB \
DRAW_SETPIXEL(PIXEL_FROM_RGB(*pixel, fmt, sr, sg, sb))
#define DRAW_SETPIXEL_BLEND_RGB \
DRAW_SETPIXEL_BLEND(RGB_FROM_PIXEL(*pixel, fmt, sr, sg, sb), \
PIXEL_FROM_RGB(*pixel, fmt, sr, sg, sb))
#define DRAW_SETPIXEL_ADD_RGB \
DRAW_SETPIXEL_ADD(RGB_FROM_PIXEL(*pixel, fmt, sr, sg, sb), \
PIXEL_FROM_RGB(*pixel, fmt, sr, sg, sb))
#define DRAW_SETPIXEL_MOD_RGB \
DRAW_SETPIXEL_MOD(RGB_FROM_PIXEL(*pixel, fmt, sr, sg, sb), \
PIXEL_FROM_RGB(*pixel, fmt, sr, sg, sb))
#define DRAW_SETPIXELXY2_RGB(x, y) \
DRAW_SETPIXELXY(x, y, Uint16, 2, DRAW_SETPIXEL_RGB)
#define DRAW_SETPIXELXY4_RGB(x, y) \
DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_RGB)
#define DRAW_SETPIXELXY2_BLEND_RGB(x, y) \
DRAW_SETPIXELXY(x, y, Uint16, 2, DRAW_SETPIXEL_BLEND_RGB)
#define DRAW_SETPIXELXY4_BLEND_RGB(x, y) \
DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_BLEND_RGB)
#define DRAW_SETPIXELXY2_ADD_RGB(x, y) \
DRAW_SETPIXELXY(x, y, Uint16, 2, DRAW_SETPIXEL_ADD_RGB)
#define DRAW_SETPIXELXY4_ADD_RGB(x, y) \
DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_ADD_RGB)
#define DRAW_SETPIXELXY2_MOD_RGB(x, y) \
DRAW_SETPIXELXY(x, y, Uint16, 2, DRAW_SETPIXEL_MOD_RGB)
#define DRAW_SETPIXELXY4_MOD_RGB(x, y) \
DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_MOD_RGB)
/*
* Define draw operators for general RGBA
*/
#define DRAW_SETPIXEL_RGBA \
DRAW_SETPIXEL(PIXEL_FROM_RGBA(*pixel, fmt, sr, sg, sb, sa))
#define DRAW_SETPIXEL_BLEND_RGBA \
DRAW_SETPIXEL_BLEND(RGBA_FROM_PIXEL(*pixel, fmt, sr, sg, sb, sa), \
PIXEL_FROM_RGBA(*pixel, fmt, sr, sg, sb, sa))
#define DRAW_SETPIXEL_ADD_RGBA \
DRAW_SETPIXEL_ADD(RGBA_FROM_PIXEL(*pixel, fmt, sr, sg, sb, sa), \
PIXEL_FROM_RGBA(*pixel, fmt, sr, sg, sb, sa))
#define DRAW_SETPIXEL_MOD_RGBA \
DRAW_SETPIXEL_MOD(RGBA_FROM_PIXEL(*pixel, fmt, sr, sg, sb, sa), \
PIXEL_FROM_RGBA(*pixel, fmt, sr, sg, sb, sa))
#define DRAW_SETPIXELXY4_RGBA(x, y) \
DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_RGBA)
#define DRAW_SETPIXELXY4_BLEND_RGBA(x, y) \
DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_BLEND_RGBA)
#define DRAW_SETPIXELXY4_ADD_RGBA(x, y) \
DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_ADD_RGBA)
#define DRAW_SETPIXELXY4_MOD_RGBA(x, y) \
DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_MOD_RGBA)
/*
* Define line drawing macro
*/
#define ABS(_x) ((_x) < 0 ? -(_x) : (_x))
/* Horizontal line */
#define HLINE(type, op, draw_end) \
{ \
int length; \
int pitch = (dst->pitch / dst->format->BytesPerPixel); \
type *pixel; \
if (x1 <= x2) { \
pixel = (type *)dst->pixels + y1 * pitch + x1; \
length = draw_end ? (x2-x1+1) : (x2-x1); \
} else { \
pixel = (type *)dst->pixels + y1 * pitch + x2; \
if (!draw_end) { \
++pixel; \
} \
length = draw_end ? (x1-x2+1) : (x1-x2); \
} \
while (length--) { \
op; \
++pixel; \
} \
}
/* Vertical line */
#define VLINE(type, op, draw_end) \
{ \
int length; \
int pitch = (dst->pitch / dst->format->BytesPerPixel); \
type *pixel; \
if (y1 <= y2) { \
pixel = (type *)dst->pixels + y1 * pitch + x1; \
length = draw_end ? (y2-y1+1) : (y2-y1); \
} else { \
pixel = (type *)dst->pixels + y2 * pitch + x1; \
if (!draw_end) { \
pixel += pitch; \
} \
length = draw_end ? (y1-y2+1) : (y1-y2); \
} \
while (length--) { \
op; \
pixel += pitch; \
} \
}
/* Diagonal line */
#define DLINE(type, op, draw_end) \
{ \
int length; \
int pitch = (dst->pitch / dst->format->BytesPerPixel); \
type *pixel; \
if (y1 <= y2) { \
pixel = (type *)dst->pixels + y1 * pitch + x1; \
if (x1 <= x2) { \
++pitch; \
} else { \
--pitch; \
} \
length = (y2-y1); \
} else { \
pixel = (type *)dst->pixels + y2 * pitch + x2; \
if (x2 <= x1) { \
++pitch; \
} else { \
--pitch; \
} \
if (!draw_end) { \
pixel += pitch; \
} \
length = (y1-y2); \
} \
if (draw_end) { \
++length; \
} \
while (length--) { \
op; \
pixel += pitch; \
} \
}
/* Bresenham's line algorithm */
#define BLINE(x1, y1, x2, y2, op, draw_end) \
{ \
int i, deltax, deltay, numpixels; \
int d, dinc1, dinc2; \
int x, xinc1, xinc2; \
int y, yinc1, yinc2; \
\
deltax = ABS(x2 - x1); \
deltay = ABS(y2 - y1); \
\
if (deltax >= deltay) { \
numpixels = deltax + 1; \
d = (2 * deltay) - deltax; \
dinc1 = deltay * 2; \
dinc2 = (deltay - deltax) * 2; \
xinc1 = 1; \
xinc2 = 1; \
yinc1 = 0; \
yinc2 = 1; \
} else { \
numpixels = deltay + 1; \
d = (2 * deltax) - deltay; \
dinc1 = deltax * 2; \
dinc2 = (deltax - deltay) * 2; \
xinc1 = 0; \
xinc2 = 1; \
yinc1 = 1; \
yinc2 = 1; \
} \
\
if (x1 > x2) { \
xinc1 = -xinc1; \
xinc2 = -xinc2; \
} \
if (y1 > y2) { \
yinc1 = -yinc1; \
yinc2 = -yinc2; \
} \
\
x = x1; \
y = y1; \
\
if (!draw_end) { \
--numpixels; \
} \
for (i = 0; i < numpixels; ++i) { \
op(x, y); \
if (d < 0) { \
d += dinc1; \
x += xinc1; \
y += yinc1; \
} else { \
d += dinc2; \
x += xinc2; \
y += yinc2; \
} \
} \
}
/* Xiaolin Wu's line algorithm, based on Michael Abrash's implementation */
#define WULINE(x1, y1, x2, y2, opaque_op, blend_op, draw_end) \
{ \
Uint16 ErrorAdj, ErrorAcc; \
Uint16 ErrorAccTemp, Weighting; \
int DeltaX, DeltaY, Temp, XDir; \
unsigned r, g, b, a, inva; \
\
/* Draw the initial pixel, which is always exactly intersected by \
the line and so needs no weighting */ \
opaque_op(x1, y1); \
\
/* Draw the final pixel, which is always exactly intersected by the line \
and so needs no weighting */ \
if (draw_end) { \
opaque_op(x2, y2); \
} \
\
/* Make sure the line runs top to bottom */ \
if (y1 > y2) { \
Temp = y1; y1 = y2; y2 = Temp; \
Temp = x1; x1 = x2; x2 = Temp; \
} \
DeltaY = y2 - y1; \
\
if ((DeltaX = x2 - x1) >= 0) { \
XDir = 1; \
} else { \
XDir = -1; \
DeltaX = -DeltaX; /* make DeltaX positive */ \
} \
\
/* line is not horizontal, diagonal, or vertical */ \
ErrorAcc = 0; /* initialize the line error accumulator to 0 */ \
\
/* Is this an X-major or Y-major line? */ \
if (DeltaY > DeltaX) { \
/* Y-major line; calculate 16-bit fixed-point fractional part of a \
pixel that X advances each time Y advances 1 pixel, truncating the \
result so that we won't overrun the endpoint along the X axis */ \
ErrorAdj = ((unsigned long) DeltaX << 16) / (unsigned long) DeltaY; \
/* Draw all pixels other than the first and last */ \
while (--DeltaY) { \
ErrorAccTemp = ErrorAcc; /* remember currrent accumulated error */ \
ErrorAcc += ErrorAdj; /* calculate error for next pixel */ \
if (ErrorAcc <= ErrorAccTemp) { \
/* The error accumulator turned over, so advance the X coord */ \
x1 += XDir; \
} \
y1++; /* Y-major, so always advance Y */ \
/* The IntensityBits most significant bits of ErrorAcc give us the \
intensity weighting for this pixel, and the complement of the \
weighting for the paired pixel */ \
Weighting = ErrorAcc >> 8; \
{ \
a = DRAW_MUL(_a, (Weighting ^ 255)); \
r = DRAW_MUL(_r, a); \
g = DRAW_MUL(_g, a); \
b = DRAW_MUL(_b, a); \
inva = (a ^ 0xFF); \
blend_op(x1, y1); \
} \
{ \
a = DRAW_MUL(_a, Weighting); \
r = DRAW_MUL(_r, a); \
g = DRAW_MUL(_g, a); \
b = DRAW_MUL(_b, a); \
inva = (a ^ 0xFF); \
blend_op(x1 + XDir, y1); \
} \
} \
} else { \
/* X-major line; calculate 16-bit fixed-point fractional part of a \
pixel that Y advances each time X advances 1 pixel, truncating the \
result to avoid overrunning the endpoint along the X axis */ \
ErrorAdj = ((unsigned long) DeltaY << 16) / (unsigned long) DeltaX; \
/* Draw all pixels other than the first and last */ \
while (--DeltaX) { \
ErrorAccTemp = ErrorAcc; /* remember currrent accumulated error */ \
ErrorAcc += ErrorAdj; /* calculate error for next pixel */ \
if (ErrorAcc <= ErrorAccTemp) { \
/* The error accumulator turned over, so advance the Y coord */ \
y1++; \
} \
x1 += XDir; /* X-major, so always advance X */ \
/* The IntensityBits most significant bits of ErrorAcc give us the \
intensity weighting for this pixel, and the complement of the \
weighting for the paired pixel */ \
Weighting = ErrorAcc >> 8; \
{ \
a = DRAW_MUL(_a, (Weighting ^ 255)); \
r = DRAW_MUL(_r, a); \
g = DRAW_MUL(_g, a); \
b = DRAW_MUL(_b, a); \
inva = (a ^ 0xFF); \
blend_op(x1, y1); \
} \
{ \
a = DRAW_MUL(_a, Weighting); \
r = DRAW_MUL(_r, a); \
g = DRAW_MUL(_g, a); \
b = DRAW_MUL(_b, a); \
inva = (a ^ 0xFF); \
blend_op(x1, y1 + 1); \
} \
} \
} \
}
#ifdef AA_LINES
#define AALINE(x1, y1, x2, y2, opaque_op, blend_op, draw_end) \
WULINE(x1, y1, x2, y2, opaque_op, blend_op, draw_end)
#else
#define AALINE(x1, y1, x2, y2, opaque_op, blend_op, draw_end) \
BLINE(x1, y1, x2, y2, opaque_op, draw_end)
#endif
/*
* Define fill rect macro
*/
#define FILLRECT(type, op) \
do { \
int width = rect->w; \
int height = rect->h; \
int pitch = (dst->pitch / dst->format->BytesPerPixel); \
int skip = pitch - width; \
type *pixel = (type *)dst->pixels + rect->y * pitch + rect->x; \
while (height--) { \
{ int n = (width+3)/4; \
switch (width & 3) { \
case 0: do { op; pixel++; \
case 3: op; pixel++; \
case 2: op; pixel++; \
case 1: op; pixel++; \
} while ( --n > 0 ); \
} \
} \
pixel += skip; \
} \
} while (0)
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_config.h"
#if !SDL_RENDER_DISABLED
#include "SDL_draw.h"
#include "SDL_drawline.h"
#include "SDL_drawpoint.h"
static void
SDL_DrawLine1(SDL_Surface * dst, int x1, int y1, int x2, int y2, Uint32 color,
SDL_bool draw_end)
{
if (y1 == y2) {
//HLINE(Uint8, DRAW_FASTSETPIXEL1, draw_end);
int length;
int pitch = (dst->pitch / dst->format->BytesPerPixel);
Uint8 *pixel;
if (x1 <= x2) {
pixel = (Uint8 *)dst->pixels + y1 * pitch + x1;
length = draw_end ? (x2-x1+1) : (x2-x1);
} else {
pixel = (Uint8 *)dst->pixels + y1 * pitch + x2;
if (!draw_end) {
++pixel;
}
length = draw_end ? (x1-x2+1) : (x1-x2);
}
SDL_memset(pixel, color, length);
} else if (x1 == x2) {
VLINE(Uint8, DRAW_FASTSETPIXEL1, draw_end);
} else if (ABS(x1 - x2) == ABS(y1 - y2)) {
DLINE(Uint8, DRAW_FASTSETPIXEL1, draw_end);
} else {
BLINE(x1, y1, x2, y2, DRAW_FASTSETPIXELXY1, draw_end);
}
}
static void
SDL_DrawLine2(SDL_Surface * dst, int x1, int y1, int x2, int y2, Uint32 color,
SDL_bool draw_end)
{
if (y1 == y2) {
HLINE(Uint16, DRAW_FASTSETPIXEL2, draw_end);
} else if (x1 == x2) {
VLINE(Uint16, DRAW_FASTSETPIXEL2, draw_end);
} else if (ABS(x1 - x2) == ABS(y1 - y2)) {
DLINE(Uint16, DRAW_FASTSETPIXEL2, draw_end);
} else {
Uint8 _r, _g, _b, _a;
const SDL_PixelFormat * fmt = dst->format;
SDL_GetRGBA(color, fmt, &_r, &_g, &_b, &_a);
if (fmt->Rmask == 0x7C00) {
AALINE(x1, y1, x2, y2,
DRAW_FASTSETPIXELXY2, DRAW_SETPIXELXY_BLEND_RGB555,
draw_end);
} else if (fmt->Rmask == 0xF800) {
AALINE(x1, y1, x2, y2,
DRAW_FASTSETPIXELXY2, DRAW_SETPIXELXY_BLEND_RGB565,
draw_end);
} else {
AALINE(x1, y1, x2, y2,
DRAW_FASTSETPIXELXY2, DRAW_SETPIXELXY2_BLEND_RGB,
draw_end);
}
}
}
static void
SDL_DrawLine4(SDL_Surface * dst, int x1, int y1, int x2, int y2, Uint32 color,
SDL_bool draw_end)
{
if (y1 == y2) {
HLINE(Uint32, DRAW_FASTSETPIXEL4, draw_end);
} else if (x1 == x2) {
VLINE(Uint32, DRAW_FASTSETPIXEL4, draw_end);
} else if (ABS(x1 - x2) == ABS(y1 - y2)) {
DLINE(Uint32, DRAW_FASTSETPIXEL4, draw_end);
} else {
Uint8 _r, _g, _b, _a;
const SDL_PixelFormat * fmt = dst->format;
SDL_GetRGBA(color, fmt, &_r, &_g, &_b, &_a);
if (fmt->Rmask == 0x00FF0000) {
if (!fmt->Amask) {
AALINE(x1, y1, x2, y2,
DRAW_FASTSETPIXELXY4, DRAW_SETPIXELXY_BLEND_RGB888,
draw_end);
} else {
AALINE(x1, y1, x2, y2,
DRAW_FASTSETPIXELXY4, DRAW_SETPIXELXY_BLEND_ARGB8888,
draw_end);
}
} else {
AALINE(x1, y1, x2, y2,
DRAW_FASTSETPIXELXY4, DRAW_SETPIXELXY4_BLEND_RGB,
draw_end);
}
}
}
typedef void (*DrawLineFunc) (SDL_Surface * dst,
int x1, int y1, int x2, int y2,
Uint32 color, SDL_bool draw_end);
static DrawLineFunc
SDL_CalculateDrawLineFunc(const SDL_PixelFormat * fmt)
{
switch (fmt->BytesPerPixel) {
case 1:
if (fmt->BitsPerPixel < 8) {
break;
}
return SDL_DrawLine1;
case 2:
return SDL_DrawLine2;
case 4:
return SDL_DrawLine4;
}
return NULL;
}
int
SDL_DrawLine(SDL_Surface * dst, int x1, int y1, int x2, int y2, Uint32 color)
{
DrawLineFunc func;
if (!dst) {
SDL_SetError("SDL_DrawLine(): Passed NULL destination surface");
return -1;
}
func = SDL_CalculateDrawLineFunc(dst->format);
if (!func) {
SDL_SetError("SDL_DrawLine(): Unsupported surface format");
return -1;
}
/* Perform clipping */
/* FIXME: We don't actually want to clip, as it may change line slope */
if (!SDL_IntersectRectAndLine(&dst->clip_rect, &x1, &y1, &x2, &y2)) {
return 0;
}
func(dst, x1, y1, x2, y2, color, SDL_TRUE);
return 0;
}
int
SDL_DrawLines(SDL_Surface * dst, const SDL_Point * points, int count,
Uint32 color)
{
int i;
int x1, y1;
int x2, y2;
SDL_bool draw_end;
DrawLineFunc func;
if (!dst) {
SDL_SetError("SDL_DrawLines(): Passed NULL destination surface");
return -1;
}
func = SDL_CalculateDrawLineFunc(dst->format);
if (!func) {
SDL_SetError("SDL_DrawLines(): Unsupported surface format");
return -1;
}
for (i = 1; i < count; ++i) {
x1 = points[i-1].x;
y1 = points[i-1].y;
x2 = points[i].x;
y2 = points[i].y;
/* Perform clipping */
/* FIXME: We don't actually want to clip, as it may change line slope */
if (!SDL_IntersectRectAndLine(&dst->clip_rect, &x1, &y1, &x2, &y2)) {
continue;
}
/* Draw the end if it was clipped */
draw_end = (x2 != points[i].x || y2 != points[i].y);
func(dst, x1, y1, x2, y2, color, draw_end);
}
if (points[0].x != points[count-1].x || points[0].y != points[count-1].y) {
SDL_DrawPoint(dst, points[count-1].x, points[count-1].y, color);
}
return 0;
}
#endif /* !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_config.h"
extern int SDL_DrawLine(SDL_Surface * dst, int x1, int y1, int x2, int y2, Uint32 color);
extern int SDL_DrawLines(SDL_Surface * dst, const SDL_Point * points, int count, Uint32 color);
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_config.h"
#if !SDL_RENDER_DISABLED
#include "SDL_draw.h"
#include "SDL_drawpoint.h"
int
SDL_DrawPoint(SDL_Surface * dst, int x, int y, Uint32 color)
{
if (!dst) {
SDL_SetError("Passed NULL destination surface");
return -1;
}
/* This function doesn't work on surfaces < 8 bpp */
if (dst->format->BitsPerPixel < 8) {
SDL_SetError("SDL_DrawPoint(): Unsupported surface format");
return -1;
}
/* Perform clipping */
if (x < dst->clip_rect.x || y < dst->clip_rect.y ||
x >= (dst->clip_rect.x + dst->clip_rect.w) ||
y >= (dst->clip_rect.y + dst->clip_rect.h)) {
return 0;
}
switch (dst->format->BytesPerPixel) {
case 1:
DRAW_FASTSETPIXELXY1(x, y);
break;
case 2:
DRAW_FASTSETPIXELXY2(x, y);
break;
case 3:
SDL_Unsupported();
return -1;
case 4:
DRAW_FASTSETPIXELXY4(x, y);
break;
}
return 0;
}
int
SDL_DrawPoints(SDL_Surface * dst, const SDL_Point * points, int count,
Uint32 color)
{
int minx, miny;
int maxx, maxy;
int i;
int x, y;
if (!dst) {
SDL_SetError("Passed NULL destination surface");
return -1;
}
/* This function doesn't work on surfaces < 8 bpp */
if (dst->format->BitsPerPixel < 8) {
SDL_SetError("SDL_DrawPoints(): Unsupported surface format");
return -1;
}
minx = dst->clip_rect.x;
maxx = dst->clip_rect.x + dst->clip_rect.w - 1;
miny = dst->clip_rect.y;
maxy = dst->clip_rect.y + dst->clip_rect.h - 1;
for (i = 0; i < count; ++i) {
x = points[i].x;
y = points[i].y;
if (x < minx || x > maxx || y < miny || y > maxy) {
continue;
}
switch (dst->format->BytesPerPixel) {
case 1:
DRAW_FASTSETPIXELXY1(x, y);
break;
case 2:
DRAW_FASTSETPIXELXY2(x, y);
break;
case 3:
SDL_Unsupported();
return -1;
case 4:
DRAW_FASTSETPIXELXY4(x, y);
break;
}
}
return 0;
}
#endif /* !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_config.h"
extern int SDL_DrawPoint(SDL_Surface * dst, int x, int y, Uint32 color);
extern int SDL_DrawPoints(SDL_Surface * dst, const SDL_Point * points, int count, Uint32 color);
/* vi: set ts=4 sw=4 expandtab: */

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@@ -0,0 +1,546 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_config.h"
#if !SDL_RENDER_DISABLED
#include "../SDL_sysrender.h"
#include "SDL_render_sw_c.h"
#include "SDL_draw.h"
#include "SDL_blendfillrect.h"
#include "SDL_blendline.h"
#include "SDL_blendpoint.h"
#include "SDL_drawline.h"
#include "SDL_drawpoint.h"
/* SDL surface based renderer implementation */
static SDL_Renderer *SW_CreateRenderer(SDL_Window * window, Uint32 flags);
static void SW_WindowEvent(SDL_Renderer * renderer,
const SDL_WindowEvent *event);
static int SW_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int SW_SetTextureColorMod(SDL_Renderer * renderer,
SDL_Texture * texture);
static int SW_SetTextureAlphaMod(SDL_Renderer * renderer,
SDL_Texture * texture);
static int SW_SetTextureBlendMode(SDL_Renderer * renderer,
SDL_Texture * texture);
static int SW_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels,
int pitch);
static int SW_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch);
static void SW_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int SW_UpdateViewport(SDL_Renderer * renderer);
static int SW_RenderClear(SDL_Renderer * renderer);
static int SW_RenderDrawPoints(SDL_Renderer * renderer,
const SDL_Point * points, int count);
static int SW_RenderDrawLines(SDL_Renderer * renderer,
const SDL_Point * points, int count);
static int SW_RenderFillRects(SDL_Renderer * renderer,
const SDL_Rect * rects, int count);
static int SW_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect);
static int SW_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 format, void * pixels, int pitch);
static void SW_RenderPresent(SDL_Renderer * renderer);
static void SW_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static void SW_DestroyRenderer(SDL_Renderer * renderer);
SDL_RenderDriver SW_RenderDriver = {
SW_CreateRenderer,
{
"software",
SDL_RENDERER_SOFTWARE,
8,
{
SDL_PIXELFORMAT_RGB555,
SDL_PIXELFORMAT_RGB565,
SDL_PIXELFORMAT_RGB888,
SDL_PIXELFORMAT_BGR888,
SDL_PIXELFORMAT_ARGB8888,
SDL_PIXELFORMAT_RGBA8888,
SDL_PIXELFORMAT_ABGR8888,
SDL_PIXELFORMAT_BGRA8888
},
0,
0}
};
typedef struct
{
SDL_Surface *surface;
} SW_RenderData;
static SDL_Surface *
SW_ActivateRenderer(SDL_Renderer * renderer)
{
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
if (!data->surface) {
data->surface = SDL_GetWindowSurface(renderer->window);
SW_UpdateViewport(renderer);
}
return data->surface;
}
SDL_Renderer *
SW_CreateRendererForSurface(SDL_Surface * surface)
{
SDL_Renderer *renderer;
SW_RenderData *data;
if (!surface) {
SDL_SetError("Can't create renderer for NULL surface");
return NULL;
}
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
if (!renderer) {
SDL_OutOfMemory();
return NULL;
}
data = (SW_RenderData *) SDL_calloc(1, sizeof(*data));
if (!data) {
SW_DestroyRenderer(renderer);
SDL_OutOfMemory();
return NULL;
}
data->surface = surface;
renderer->WindowEvent = SW_WindowEvent;
renderer->CreateTexture = SW_CreateTexture;
renderer->SetTextureColorMod = SW_SetTextureColorMod;
renderer->SetTextureAlphaMod = SW_SetTextureAlphaMod;
renderer->SetTextureBlendMode = SW_SetTextureBlendMode;
renderer->UpdateTexture = SW_UpdateTexture;
renderer->LockTexture = SW_LockTexture;
renderer->UnlockTexture = SW_UnlockTexture;
renderer->UpdateViewport = SW_UpdateViewport;
renderer->DestroyTexture = SW_DestroyTexture;
renderer->RenderClear = SW_RenderClear;
renderer->RenderDrawPoints = SW_RenderDrawPoints;
renderer->RenderDrawLines = SW_RenderDrawLines;
renderer->RenderFillRects = SW_RenderFillRects;
renderer->RenderCopy = SW_RenderCopy;
renderer->RenderReadPixels = SW_RenderReadPixels;
renderer->RenderPresent = SW_RenderPresent;
renderer->DestroyRenderer = SW_DestroyRenderer;
renderer->info = SW_RenderDriver.info;
renderer->driverdata = data;
SW_ActivateRenderer(renderer);
return renderer;
}
SDL_Renderer *
SW_CreateRenderer(SDL_Window * window, Uint32 flags)
{
SDL_Surface *surface;
surface = SDL_GetWindowSurface(window);
if (!surface) {
return NULL;
}
return SW_CreateRendererForSurface(surface);
}
static void
SW_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
data->surface = NULL;
}
}
static int
SW_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
int bpp;
Uint32 Rmask, Gmask, Bmask, Amask;
if (!SDL_PixelFormatEnumToMasks
(texture->format, &bpp, &Rmask, &Gmask, &Bmask, &Amask)) {
SDL_SetError("Unknown texture format");
return -1;
}
texture->driverdata =
SDL_CreateRGBSurface(0, texture->w, texture->h, bpp, Rmask, Gmask,
Bmask, Amask);
SDL_SetSurfaceColorMod(texture->driverdata, texture->r, texture->g,
texture->b);
SDL_SetSurfaceAlphaMod(texture->driverdata, texture->a);
SDL_SetSurfaceBlendMode(texture->driverdata, texture->blendMode);
if (texture->access == SDL_TEXTUREACCESS_STATIC) {
SDL_SetSurfaceRLE(texture->driverdata, 1);
}
if (!texture->driverdata) {
return -1;
}
return 0;
}
static int
SW_SetTextureColorMod(SDL_Renderer * renderer, SDL_Texture * texture)
{
SDL_Surface *surface = (SDL_Surface *) texture->driverdata;
return SDL_SetSurfaceColorMod(surface, texture->r, texture->g,
texture->b);
}
static int
SW_SetTextureAlphaMod(SDL_Renderer * renderer, SDL_Texture * texture)
{
SDL_Surface *surface = (SDL_Surface *) texture->driverdata;
return SDL_SetSurfaceAlphaMod(surface, texture->a);
}
static int
SW_SetTextureBlendMode(SDL_Renderer * renderer, SDL_Texture * texture)
{
SDL_Surface *surface = (SDL_Surface *) texture->driverdata;
return SDL_SetSurfaceBlendMode(surface, texture->blendMode);
}
static int
SW_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
{
SDL_Surface *surface = (SDL_Surface *) texture->driverdata;
Uint8 *src, *dst;
int row;
size_t length;
if(SDL_MUSTLOCK(surface))
SDL_LockSurface(surface);
src = (Uint8 *) pixels;
dst = (Uint8 *) surface->pixels +
rect->y * surface->pitch +
rect->x * surface->format->BytesPerPixel;
length = rect->w * surface->format->BytesPerPixel;
for (row = 0; row < rect->h; ++row) {
SDL_memcpy(dst, src, length);
src += pitch;
dst += surface->pitch;
}
if(SDL_MUSTLOCK(surface))
SDL_UnlockSurface(surface);
return 0;
}
static int
SW_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch)
{
SDL_Surface *surface = (SDL_Surface *) texture->driverdata;
*pixels =
(void *) ((Uint8 *) surface->pixels + rect->y * surface->pitch +
rect->x * surface->format->BytesPerPixel);
*pitch = surface->pitch;
return 0;
}
static void
SW_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
}
static int
SW_UpdateViewport(SDL_Renderer * renderer)
{
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
SDL_Surface *surface = data->surface;
if (!surface) {
/* We'll update the viewport after we recreate the surface */
return 0;
}
if (!renderer->viewport.w && !renderer->viewport.h) {
/* There may be no window, so update the viewport directly */
renderer->viewport.w = surface->w;
renderer->viewport.h = surface->h;
}
SDL_SetClipRect(data->surface, &renderer->viewport);
return 0;
}
static int
SW_RenderClear(SDL_Renderer * renderer)
{
SDL_Surface *surface = SW_ActivateRenderer(renderer);
Uint32 color;
SDL_Rect clip_rect;
if (!surface) {
return -1;
}
color = SDL_MapRGBA(surface->format,
renderer->r, renderer->g, renderer->b, renderer->a);
/* By definition the clear ignores the clip rect */
clip_rect = surface->clip_rect;
SDL_SetClipRect(surface, NULL);
SDL_FillRect(surface, NULL, color);
SDL_SetClipRect(surface, &clip_rect);
return 0;
}
static int
SW_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points,
int count)
{
SDL_Surface *surface = SW_ActivateRenderer(renderer);
SDL_Point *temp = NULL;
int status;
if (!surface) {
return -1;
}
if (renderer->viewport.x || renderer->viewport.y) {
int i;
int x = renderer->viewport.x;
int y = renderer->viewport.y;
temp = SDL_stack_alloc(SDL_Point, count);
for (i = 0; i < count; ++i) {
temp[i].x = x + points[i].x;
temp[i].y = y + points[i].x;
}
points = temp;
}
/* Draw the points! */
if (renderer->blendMode == SDL_BLENDMODE_NONE) {
Uint32 color = SDL_MapRGBA(surface->format,
renderer->r, renderer->g, renderer->b,
renderer->a);
status = SDL_DrawPoints(surface, points, count, color);
} else {
status = SDL_BlendPoints(surface, points, count,
renderer->blendMode,
renderer->r, renderer->g, renderer->b,
renderer->a);
}
if (temp) {
SDL_stack_free(temp);
}
return status;
}
static int
SW_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
int count)
{
SDL_Surface *surface = SW_ActivateRenderer(renderer);
SDL_Point *temp = NULL;
int status;
if (!surface) {
return -1;
}
if (renderer->viewport.x || renderer->viewport.y) {
int i;
int x = renderer->viewport.x;
int y = renderer->viewport.y;
temp = SDL_stack_alloc(SDL_Point, count);
for (i = 0; i < count; ++i) {
temp[i].x = x + points[i].x;
temp[i].y = y + points[i].y;
}
points = temp;
}
/* Draw the lines! */
if (renderer->blendMode == SDL_BLENDMODE_NONE) {
Uint32 color = SDL_MapRGBA(surface->format,
renderer->r, renderer->g, renderer->b,
renderer->a);
status = SDL_DrawLines(surface, points, count, color);
} else {
status = SDL_BlendLines(surface, points, count,
renderer->blendMode,
renderer->r, renderer->g, renderer->b,
renderer->a);
}
if (temp) {
SDL_stack_free(temp);
}
return status;
}
static int
SW_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect * rects, int count)
{
SDL_Surface *surface = SW_ActivateRenderer(renderer);
SDL_Rect *temp = NULL;
int status;
if (!surface) {
return -1;
}
if (renderer->viewport.x || renderer->viewport.y) {
int i;
int x = renderer->viewport.x;
int y = renderer->viewport.y;
temp = SDL_stack_alloc(SDL_Rect, count);
for (i = 0; i < count; ++i) {
temp[i].x = x + rects[i].x;
temp[i].y = y + rects[i].y;
temp[i].w = rects[i].w;
temp[i].h = rects[i].h;
}
rects = temp;
}
if (renderer->blendMode == SDL_BLENDMODE_NONE) {
Uint32 color = SDL_MapRGBA(surface->format,
renderer->r, renderer->g, renderer->b,
renderer->a);
status = SDL_FillRects(surface, rects, count, color);
} else {
status = SDL_BlendFillRects(surface, rects, count,
renderer->blendMode,
renderer->r, renderer->g, renderer->b,
renderer->a);
}
if (temp) {
SDL_stack_free(temp);
}
return status;
}
static int
SW_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect)
{
SDL_Surface *surface = SW_ActivateRenderer(renderer);
SDL_Surface *src = (SDL_Surface *) texture->driverdata;
SDL_Rect final_rect = *dstrect;
if (!surface) {
return -1;
}
if (renderer->viewport.x || renderer->viewport.y) {
final_rect.x += renderer->viewport.x;
final_rect.y += renderer->viewport.y;
}
if ( srcrect->w == final_rect.w && srcrect->h == final_rect.h ) {
return SDL_BlitSurface(src, srcrect, surface, &final_rect);
} else {
return SDL_BlitScaled(src, srcrect, surface, &final_rect);
}
}
static int
SW_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 format, void * pixels, int pitch)
{
SDL_Surface *surface = SW_ActivateRenderer(renderer);
Uint32 src_format;
void *src_pixels;
SDL_Rect final_rect;
if (!surface) {
return -1;
}
if (renderer->viewport.x || renderer->viewport.y) {
final_rect.x = renderer->viewport.x + rect->x;
final_rect.y = renderer->viewport.y + rect->y;
final_rect.w = rect->w;
final_rect.h = rect->h;
rect = &final_rect;
}
if (rect->x < 0 || rect->x+rect->w > surface->w ||
rect->y < 0 || rect->y+rect->h > surface->h) {
SDL_SetError("Tried to read outside of surface bounds");
return -1;
}
src_format = surface->format->format;
src_pixels = (void*)((Uint8 *) surface->pixels +
rect->y * surface->pitch +
rect->x * surface->format->BytesPerPixel);
return SDL_ConvertPixels(rect->w, rect->h,
src_format, src_pixels, surface->pitch,
format, pixels, pitch);
}
static void
SW_RenderPresent(SDL_Renderer * renderer)
{
SDL_Window *window = renderer->window;
if (window) {
SDL_UpdateWindowSurface(window);
}
}
static void
SW_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
SDL_Surface *surface = (SDL_Surface *) texture->driverdata;
SDL_FreeSurface(surface);
}
static void
SW_DestroyRenderer(SDL_Renderer * renderer)
{
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
if (data) {
SDL_free(data);
}
SDL_free(renderer);
}
#endif /* !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */

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@@ -0,0 +1,24 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
extern SDL_Renderer * SW_CreateRendererForSurface(SDL_Surface * surface);
/* vi: set ts=4 sw=4 expandtab: */