From 17b82ce413cd4e087c115c5c49cd20908ad036f2 Mon Sep 17 00:00:00 2001 From: Sylvain Date: Sun, 8 Mar 2026 09:53:57 +0100 Subject: [PATCH] Add SDL2 opengles renderer --- src/render/opengles/SDL_glesfuncs.h | 62 ++ src/render/opengles/SDL_render_gles.c | 1212 +++++++++++++++++++++++++ 2 files changed, 1274 insertions(+) create mode 100644 src/render/opengles/SDL_glesfuncs.h create mode 100644 src/render/opengles/SDL_render_gles.c diff --git a/src/render/opengles/SDL_glesfuncs.h b/src/render/opengles/SDL_glesfuncs.h new file mode 100644 index 0000000000..fec9d060ff --- /dev/null +++ b/src/render/opengles/SDL_glesfuncs.h @@ -0,0 +1,62 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2026 Sam Lantinga + + 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. +*/ + +SDL_PROC(void, glBindTexture, (GLenum, GLuint)) +SDL_PROC(void, glBlendFunc, (GLenum, GLenum)) +SDL_PROC_OES(void, glBlendEquationOES, (GLenum)) +SDL_PROC_OES(void, glBlendEquationSeparateOES, (GLenum, GLenum)) +SDL_PROC_OES(void, glBlendFuncSeparateOES, (GLenum, GLenum, GLenum, GLenum)) +SDL_PROC(void, glClear, (GLbitfield)) +SDL_PROC(void, glClearColor, (GLclampf, GLclampf, GLclampf, GLclampf)) +SDL_PROC(void, glColor4f, (GLfloat, GLfloat, GLfloat, GLfloat)) +SDL_PROC(void, glColorPointer, (GLint, GLenum, GLsizei, const GLvoid *)) +SDL_PROC(void, glDeleteTextures, (GLsizei, const GLuint *)) +SDL_PROC(void, glDisable, (GLenum)) +SDL_PROC(void, glDisableClientState, (GLenum array)) +SDL_PROC(void, glDrawArrays, (GLenum, GLint, GLsizei)) +SDL_PROC_OES(void, glDrawTexfOES, (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat)) +SDL_PROC(void, glEnable, (GLenum)) +SDL_PROC(void, glEnableClientState, (GLenum)) +SDL_PROC(void, glFinish, (void)) +SDL_PROC_OES(void, glGenFramebuffersOES, (GLsizei, GLuint *)) +SDL_PROC(void, glGenTextures, (GLsizei, GLuint *)) +SDL_PROC(GLenum, glGetError, (void)) +SDL_PROC(void, glGetIntegerv, (GLenum, GLint *)) +SDL_PROC(void, glLoadIdentity, (void)) +SDL_PROC(void, glMatrixMode, (GLenum)) +SDL_PROC(void, glOrthof, (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat)) +SDL_PROC(void, glPixelStorei, (GLenum, GLint)) +SDL_PROC(void, glReadPixels, (GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoid *)) +SDL_PROC(void, glScissor, (GLint, GLint, GLsizei, GLsizei)) +SDL_PROC(void, glTexCoordPointer, (GLint, GLenum, GLsizei, const GLvoid *)) +SDL_PROC(void, glTexEnvf, (GLenum, GLenum, GLfloat)) +SDL_PROC(void, glTexImage2D, (GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *)) +SDL_PROC(void, glTexParameteri, (GLenum, GLenum, GLint)) +SDL_PROC(void, glTexParameteriv, (GLenum, GLenum, const GLint *)) +SDL_PROC(void, glTexSubImage2D, (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *)) +SDL_PROC(void, glVertexPointer, (GLint, GLenum, GLsizei, const GLvoid *)) +SDL_PROC(void, glViewport, (GLint, GLint, GLsizei, GLsizei)) +SDL_PROC_OES(void, glBindFramebufferOES, (GLenum, GLuint)) +SDL_PROC_OES(void, glFramebufferTexture2DOES, (GLenum, GLenum, GLenum, GLuint, GLint)) +SDL_PROC_OES(GLenum, glCheckFramebufferStatusOES, (GLenum)) +SDL_PROC_OES(void, glDeleteFramebuffersOES, (GLsizei, const GLuint *)) + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/src/render/opengles/SDL_render_gles.c b/src/render/opengles/SDL_render_gles.c new file mode 100644 index 0000000000..914758395b --- /dev/null +++ b/src/render/opengles/SDL_render_gles.c @@ -0,0 +1,1212 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2026 Sam Lantinga + + 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_internal.h" + +#if SDL_VIDEO_RENDER_OGL_ES + +#include "SDL_hints.h" +#include "../../video/SDL_sysvideo.h" /* For SDL_GL_SwapWindowWithResult */ +#include "SDL_opengles.h" +#include "../SDL_sysrender.h" +#include "../../SDL_utils_c.h" + +/* To prevent unnecessary window recreation, + * these should match the defaults selected in SDL_GL_ResetAttributes + */ + +#define RENDERER_CONTEXT_MAJOR 1 +#define RENDERER_CONTEXT_MINOR 1 + +#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 /* SDL_VIDEO_DRIVER_PANDORA */ + +/* OpenGL ES 1.1 renderer implementation, based on the OpenGL renderer */ + +/* Used to re-create the window with OpenGL ES capability */ +extern int SDL_RecreateWindow(SDL_Window *window, Uint32 flags); + +static const float inv255f = 1.0f / 255.0f; + +typedef struct GLES_FBOList GLES_FBOList; + +struct GLES_FBOList +{ + Uint32 w, h; + GLuint FBO; + GLES_FBOList *next; +}; + +typedef struct +{ + SDL_Rect viewport; + SDL_bool viewport_dirty; + SDL_Texture *texture; + SDL_Texture *target; + int drawablew; + int drawableh; + SDL_BlendMode blend; + SDL_bool cliprect_enabled_dirty; + SDL_bool cliprect_enabled; + SDL_bool cliprect_dirty; + SDL_Rect cliprect; + SDL_bool texturing; + Uint32 color; + Uint32 clear_color; +} GLES_DrawStateCache; + +typedef struct +{ + SDL_GLContext context; + +#define SDL_PROC(ret, func, params) ret (APIENTRY *func) params; +#define SDL_PROC_OES SDL_PROC +#include "SDL_glesfuncs.h" +#undef SDL_PROC +#undef SDL_PROC_OES + SDL_bool GL_OES_framebuffer_object_supported; + GLES_FBOList *framebuffers; + GLuint window_framebuffer; + + SDL_bool GL_OES_blend_func_separate_supported; + SDL_bool GL_OES_blend_equation_separate_supported; + SDL_bool GL_OES_blend_subtract_supported; + SDL_bool GL_EXT_blend_minmax_supported; + + GLES_DrawStateCache drawstate; +} GLES_RenderData; + +typedef struct +{ + GLuint texture; + GLenum type; + GLfloat texw; + GLfloat texh; + GLenum format; + GLenum formattype; + void *pixels; + int pitch; + GLES_FBOList *fbo; +} GLES_TextureData; + +static int 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; + } + return SDL_SetError("%s: %s", prefix, error); +} + +static int GLES_LoadFunctions(GLES_RenderData *data) +{ +#ifdef SDL_VIDEO_DRIVER_UIKIT +#define __SDL_NOGETPROCADDR__ +#elif defined(SDL_VIDEO_DRIVER_ANDROID) +#define __SDL_NOGETPROCADDR__ +#elif defined(SDL_VIDEO_DRIVER_PANDORA) +#define __SDL_NOGETPROCADDR__ +#endif + +#ifdef __SDL_NOGETPROCADDR__ +#define SDL_PROC(ret, func, params) data->func = func; +#define SDL_PROC_OES(ret, func, params) data->func = func; +#else +#define SDL_PROC(ret, func, params) \ + do { \ + data->func = SDL_GL_GetProcAddress(#func); \ + if (!data->func) { \ + return SDL_SetError("Couldn't load GLES function %s: %s", #func, SDL_GetError()); \ + } \ + } while (0); +#define SDL_PROC_OES(ret, func, params) \ + do { \ + data->func = SDL_GL_GetProcAddress(#func); \ + } while (0); +#endif /* __SDL_NOGETPROCADDR__ */ + +#include "SDL_glesfuncs.h" +#undef SDL_PROC +#undef SDL_PROC_OES + return 0; +} + +static GLES_FBOList *GLES_GetFBO(GLES_RenderData *data, Uint32 w, Uint32 h) +{ + GLES_FBOList *result = data->framebuffers; + while ((result) && ((result->w != w) || (result->h != h))) { + result = result->next; + } + if (!result) { + result = SDL_malloc(sizeof(GLES_FBOList)); + result->w = w; + result->h = h; + data->glGenFramebuffersOES(1, &result->FBO); + result->next = data->framebuffers; + data->framebuffers = result; + } + return result; +} + +static int GLES_ActivateRenderer(SDL_Renderer *renderer) +{ + GLES_RenderData *data = (GLES_RenderData *)renderer->driverdata; + + if (SDL_GL_GetCurrentContext() != data->context) { + if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) { + return -1; + } + } + + return 0; +} + +static void GLES_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event) +{ + GLES_RenderData *data = (GLES_RenderData *)renderer->driverdata; + + if (event->event == SDL_WINDOWEVENT_MINIMIZED) { + /* According to Apple documentation, we need to finish drawing NOW! */ + data->glFinish(); + } +} + +static int GLES_GetOutputSize(SDL_Renderer *renderer, int *w, int *h) +{ + SDL_GL_GetDrawableSize(renderer->window, w, h); + return 0; +} + +static GLenum GetBlendFunc(SDL_BlendFactor factor) +{ + switch (factor) { + case SDL_BLENDFACTOR_ZERO: + return GL_ZERO; + case SDL_BLENDFACTOR_ONE: + return GL_ONE; + case SDL_BLENDFACTOR_SRC_COLOR: + return GL_SRC_COLOR; + case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR: + return GL_ONE_MINUS_SRC_COLOR; + case SDL_BLENDFACTOR_SRC_ALPHA: + return GL_SRC_ALPHA; + case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA: + return GL_ONE_MINUS_SRC_ALPHA; + case SDL_BLENDFACTOR_DST_COLOR: + return GL_DST_COLOR; + case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR: + return GL_ONE_MINUS_DST_COLOR; + case SDL_BLENDFACTOR_DST_ALPHA: + return GL_DST_ALPHA; + case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA: + return GL_ONE_MINUS_DST_ALPHA; + default: + return GL_INVALID_ENUM; + } +} + +static GLenum GetBlendEquation(SDL_BlendOperation operation) +{ + switch (operation) { + case SDL_BLENDOPERATION_ADD: + return GL_FUNC_ADD_OES; + case SDL_BLENDOPERATION_SUBTRACT: + return GL_FUNC_SUBTRACT_OES; + case SDL_BLENDOPERATION_REV_SUBTRACT: + return GL_FUNC_REVERSE_SUBTRACT_OES; + case SDL_BLENDOPERATION_MINIMUM: + return GL_MIN_EXT; + case SDL_BLENDOPERATION_MAXIMUM: + return GL_MAX_EXT; + default: + return GL_INVALID_ENUM; + } +} + +static SDL_bool GLES_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode) +{ + GLES_RenderData *data = (GLES_RenderData *)renderer->driverdata; + SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode); + SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode); + SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode); + SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode); + SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode); + SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode); + + if (GetBlendFunc(srcColorFactor) == GL_INVALID_ENUM || + GetBlendFunc(srcAlphaFactor) == GL_INVALID_ENUM || + GetBlendEquation(colorOperation) == GL_INVALID_ENUM || + GetBlendFunc(dstColorFactor) == GL_INVALID_ENUM || + GetBlendFunc(dstAlphaFactor) == GL_INVALID_ENUM || + GetBlendEquation(alphaOperation) == GL_INVALID_ENUM) { + return SDL_FALSE; + } + if ((srcColorFactor != srcAlphaFactor || dstColorFactor != dstAlphaFactor) && !data->GL_OES_blend_func_separate_supported) { + return SDL_FALSE; + } + if (colorOperation != alphaOperation && !data->GL_OES_blend_equation_separate_supported) { + return SDL_FALSE; + } + if (colorOperation != SDL_BLENDOPERATION_ADD && !data->GL_OES_blend_subtract_supported) { + return SDL_FALSE; + } + if (colorOperation == SDL_BLENDOPERATION_MINIMUM && !data->GL_EXT_blend_minmax_supported) { + return SDL_FALSE; + } + if (colorOperation == SDL_BLENDOPERATION_MAXIMUM && !data->GL_EXT_blend_minmax_supported) { + return SDL_FALSE; + } + return SDL_TRUE; +} + +static int GLES_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture) +{ + GLES_RenderData *renderdata = (GLES_RenderData *)renderer->driverdata; + 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_RGBA32: + internalFormat = GL_RGBA; + format = GL_RGBA; + type = GL_UNSIGNED_BYTE; + break; + default: + return SDL_SetError("Texture format not supported"); + } + + data = (GLES_TextureData *)SDL_calloc(1, sizeof(*data)); + if (!data) { + return SDL_OutOfMemory(); + } + + 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_free(data); + return SDL_OutOfMemory(); + } + } + + if (texture->access == SDL_TEXTUREACCESS_TARGET) { + if (!renderdata->GL_OES_framebuffer_object_supported) { + SDL_free(data); + return SDL_SetError("GL_OES_framebuffer_object not supported"); + } + data->fbo = GLES_GetFBO(renderer->driverdata, texture->w, texture->h); + } else { + data->fbo = NULL; + } + + renderdata->glGetError(); + renderdata->glEnable(GL_TEXTURE_2D); + renderdata->glGenTextures(1, &data->texture); + result = renderdata->glGetError(); + if (result != GL_NO_ERROR) { + if (texture->access == SDL_TEXTUREACCESS_STREAMING) { + SDL_free(data->pixels); + } + SDL_free(data); + return GLES_SetError("glGenTextures()", result); + } + + data->type = GL_TEXTURE_2D; + /* no NPOV textures allowed in OpenGL ES (yet) */ + texture_w = SDL_powerof2(texture->w); + texture_h = SDL_powerof2(texture->h); + data->texw = (GLfloat)texture->w / texture_w; + data->texh = (GLfloat)texture->h / texture_h; + + data->format = format; + data->formattype = type; + scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR; + renderdata->glBindTexture(data->type, data->texture); + renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER, scaleMode); + renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER, scaleMode); + renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w, + texture_h, 0, format, type, NULL); + renderdata->glDisable(GL_TEXTURE_2D); + renderdata->drawstate.texture = texture; + renderdata->drawstate.texturing = SDL_FALSE; + + result = renderdata->glGetError(); + if (result != GL_NO_ERROR) { + if (texture->access == SDL_TEXTUREACCESS_STREAMING) { + SDL_free(data->pixels); + } + SDL_free(data); + return GLES_SetError("glTexImage2D()", result); + } + + texture->driverdata = data; + return 0; +} + +static int GLES_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, + const SDL_Rect *rect, const void *pixels, int pitch) +{ + GLES_RenderData *renderdata = (GLES_RenderData *)renderer->driverdata; + 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) { + return SDL_OutOfMemory(); + } + 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 */ + renderdata->glGetError(); + renderdata->glEnable(data->type); + renderdata->glBindTexture(data->type, data->texture); + renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + renderdata->glTexSubImage2D(data->type, + 0, + rect->x, + rect->y, + rect->w, + rect->h, + data->format, + data->formattype, + src); + renderdata->glDisable(data->type); + SDL_free(blob); + + renderdata->drawstate.texture = texture; + renderdata->drawstate.texturing = SDL_FALSE; + + if (renderdata->glGetError() != GL_NO_ERROR) { + return SDL_SetError("Failed to update texture"); + } + 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 void GLES_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode) +{ + GLES_RenderData *renderdata = (GLES_RenderData *)renderer->driverdata; + GLES_TextureData *data = (GLES_TextureData *)texture->driverdata; + GLenum glScaleMode = (scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR; + + renderdata->glBindTexture(data->type, data->texture); + renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER, glScaleMode); + renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER, glScaleMode); +} + +static int GLES_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture) +{ + GLES_RenderData *data = (GLES_RenderData *)renderer->driverdata; + GLES_TextureData *texturedata = NULL; + GLenum status; + + if (!data->GL_OES_framebuffer_object_supported) { + return SDL_SetError("Can't enable render target support in this renderer"); + } + + data->drawstate.viewport_dirty = SDL_TRUE; + + if (!texture) { + data->glBindFramebufferOES(GL_FRAMEBUFFER_OES, data->window_framebuffer); + return 0; + } + + texturedata = (GLES_TextureData *)texture->driverdata; + data->glBindFramebufferOES(GL_FRAMEBUFFER_OES, texturedata->fbo->FBO); + /* TODO: check if texture pixel format allows this operation */ + data->glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, texturedata->type, texturedata->texture, 0); + /* Check FBO status */ + status = data->glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES); + if (status != GL_FRAMEBUFFER_COMPLETE_OES) { + return SDL_SetError("glFramebufferTexture2DOES() failed"); + } + return 0; +} + +static int GLES_QueueSetViewport(SDL_Renderer *renderer, SDL_RenderCommand *cmd) +{ + return 0; /* nothing to do in this backend. */ +} + +static int GLES_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count) +{ + GLfloat *verts = (GLfloat *)SDL_AllocateRenderVertices(renderer, count * 2 * sizeof(GLfloat), 0, &cmd->data.draw.first); + int i; + + if (!verts) { + return -1; + } + + cmd->data.draw.count = count; + for (i = 0; i < count; i++) { + *(verts++) = 0.5f + points[i].x; + *(verts++) = 0.5f + points[i].y; + } + + return 0; +} + +static int GLES_QueueDrawLines(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count) +{ + int i; + GLfloat prevx, prevy; + const size_t vertlen = (sizeof(GLfloat) * 2) * count; + GLfloat *verts = (GLfloat *)SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first); + + if (!verts) { + return -1; + } + cmd->data.draw.count = count; + + /* 0.5f offset to hit the center of the pixel. */ + prevx = 0.5f + points->x; + prevy = 0.5f + points->y; + *(verts++) = prevx; + *(verts++) = prevy; + + /* bump the end of each line segment out a quarter of a pixel, to provoke + the diamond-exit rule. Without this, you won't just drop the last + pixel of the last line segment, but you might also drop pixels at the + edge of any given line segment along the way too. */ + for (i = 1; i < count; i++) { + const GLfloat xstart = prevx; + const GLfloat ystart = prevy; + const GLfloat xend = points[i].x + 0.5f; /* 0.5f to hit pixel center. */ + const GLfloat yend = points[i].y + 0.5f; + /* bump a little in the direction we are moving in. */ + const GLfloat deltax = xend - xstart; + const GLfloat deltay = yend - ystart; + const GLfloat angle = SDL_atan2f(deltay, deltax); + prevx = xend + (SDL_cosf(angle) * 0.25f); + prevy = yend + (SDL_sinf(angle) * 0.25f); + *(verts++) = prevx; + *(verts++) = prevy; + } + + return 0; +} + +static int GLES_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, + const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride, + int num_vertices, const void *indices, int num_indices, int size_indices, + float scale_x, float scale_y) +{ + GLES_TextureData *texturedata = NULL; + int i; + int count = indices ? num_indices : num_vertices; + GLfloat *verts; + int sz = 2 + 4 + (texture ? 2 : 0); + + verts = (GLfloat *)SDL_AllocateRenderVertices(renderer, count * sz * sizeof(GLfloat), 0, &cmd->data.draw.first); + if (!verts) { + return -1; + } + + if (texture) { + texturedata = (GLES_TextureData *)texture->driverdata; + } + + cmd->data.draw.count = count; + size_indices = indices ? size_indices : 0; + + for (i = 0; i < count; i++) { + int j; + float *xy_; + SDL_Color col_; + if (size_indices == 4) { + j = ((const Uint32 *)indices)[i]; + } else if (size_indices == 2) { + j = ((const Uint16 *)indices)[i]; + } else if (size_indices == 1) { + j = ((const Uint8 *)indices)[i]; + } else { + j = i; + } + + xy_ = (float *)((char *)xy + j * xy_stride); + col_ = *(SDL_Color *)((char *)color + j * color_stride); + + *(verts++) = xy_[0] * scale_x; + *(verts++) = xy_[1] * scale_y; + + *(verts++) = col_.r * inv255f; + *(verts++) = col_.g * inv255f; + *(verts++) = col_.b * inv255f; + *(verts++) = col_.a * inv255f; + + if (texture) { + float *uv_ = (float *)((char *)uv + j * uv_stride); + *(verts++) = uv_[0] * texturedata->texw; + *(verts++) = uv_[1] * texturedata->texh; + } + } + return 0; +} + +static void SetDrawState(GLES_RenderData *data, const SDL_RenderCommand *cmd) +{ + const SDL_BlendMode blend = cmd->data.draw.blend; + const Uint8 r = cmd->data.draw.r; + const Uint8 g = cmd->data.draw.g; + const Uint8 b = cmd->data.draw.b; + const Uint8 a = cmd->data.draw.a; + const Uint32 color = (((Uint32)a << 24) | (r << 16) | (g << 8) | b); + + if (color != data->drawstate.color) { + const GLfloat fr = ((GLfloat)r) * inv255f; + const GLfloat fg = ((GLfloat)g) * inv255f; + const GLfloat fb = ((GLfloat)b) * inv255f; + const GLfloat fa = ((GLfloat)a) * inv255f; + data->glColor4f(fr, fg, fb, fa); + data->drawstate.color = color; + } + + if (data->drawstate.viewport_dirty) { + const SDL_Rect *viewport = &data->drawstate.viewport; + const SDL_bool istarget = (data->drawstate.target != NULL); + data->glMatrixMode(GL_PROJECTION); + data->glLoadIdentity(); + data->glViewport(viewport->x, + istarget ? viewport->y : (data->drawstate.drawableh - viewport->y - viewport->h), + viewport->w, viewport->h); + if (viewport->w && viewport->h) { + data->glOrthof((GLfloat)0, (GLfloat)viewport->w, + (GLfloat)(istarget ? 0 : viewport->h), + (GLfloat)(istarget ? viewport->h : 0), + 0.0, 1.0); + } + data->glMatrixMode(GL_MODELVIEW); + data->drawstate.viewport_dirty = SDL_FALSE; + } + + if (data->drawstate.cliprect_enabled_dirty) { + if (data->drawstate.cliprect_enabled) { + data->glEnable(GL_SCISSOR_TEST); + } else { + data->glDisable(GL_SCISSOR_TEST); + } + data->drawstate.cliprect_enabled_dirty = SDL_FALSE; + } + + if (data->drawstate.cliprect_enabled && data->drawstate.cliprect_dirty) { + const SDL_Rect *viewport = &data->drawstate.viewport; + const SDL_Rect *rect = &data->drawstate.cliprect; + const SDL_bool istarget = (data->drawstate.target != NULL); + data->glScissor(viewport->x + rect->x, + istarget ? viewport->y + rect->y : data->drawstate.drawableh - viewport->y - rect->y - rect->h, + rect->w, rect->h); + data->drawstate.cliprect_dirty = SDL_FALSE; + } + + if (blend != data->drawstate.blend) { + if (blend == SDL_BLENDMODE_NONE) { + data->glDisable(GL_BLEND); + } else { + data->glEnable(GL_BLEND); + if (data->GL_OES_blend_func_separate_supported) { + data->glBlendFuncSeparateOES(GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blend)), + GetBlendFunc(SDL_GetBlendModeDstColorFactor(blend)), + GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blend)), + GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blend))); + } else { + data->glBlendFunc(GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blend)), + GetBlendFunc(SDL_GetBlendModeDstColorFactor(blend))); + } + if (data->GL_OES_blend_equation_separate_supported) { + data->glBlendEquationSeparateOES(GetBlendEquation(SDL_GetBlendModeColorOperation(blend)), + GetBlendEquation(SDL_GetBlendModeAlphaOperation(blend))); + } else if (data->GL_OES_blend_subtract_supported) { + data->glBlendEquationOES(GetBlendEquation(SDL_GetBlendModeColorOperation(blend))); + } + } + data->drawstate.blend = blend; + } + + if ((cmd->data.draw.texture != NULL) != data->drawstate.texturing) { + if (cmd->data.draw.texture == NULL) { + data->glDisable(GL_TEXTURE_2D); + data->glDisableClientState(GL_TEXTURE_COORD_ARRAY); + data->drawstate.texturing = SDL_FALSE; + } else { + data->glEnable(GL_TEXTURE_2D); + data->glEnableClientState(GL_TEXTURE_COORD_ARRAY); + data->drawstate.texturing = SDL_TRUE; + } + } +} + +static void SetCopyState(GLES_RenderData *data, const SDL_RenderCommand *cmd) +{ + SDL_Texture *texture = cmd->data.draw.texture; + SetDrawState(data, cmd); + + if (texture != data->drawstate.texture) { + GLES_TextureData *texturedata = (GLES_TextureData *)texture->driverdata; + data->glBindTexture(GL_TEXTURE_2D, texturedata->texture); + data->drawstate.texture = texture; + } +} + +static int GLES_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize) +{ + GLES_RenderData *data = (GLES_RenderData *)renderer->driverdata; + + if (GLES_ActivateRenderer(renderer) < 0) { + return -1; + } + + data->drawstate.target = renderer->target; + + if (!renderer->target) { + int w, h; + SDL_GL_GetDrawableSize(renderer->window, &w, &h); + if ((w != data->drawstate.drawablew) || (h != data->drawstate.drawableh)) { + data->drawstate.viewport_dirty = SDL_TRUE; // if the window dimensions changed, invalidate the current viewport, etc. + data->drawstate.cliprect_dirty = SDL_TRUE; + data->drawstate.drawablew = w; + data->drawstate.drawableh = h; + } + } + + while (cmd) { + switch (cmd->command) { + case SDL_RENDERCMD_SETDRAWCOLOR: + { + break; /* not used in this render backend. */ + } + + case SDL_RENDERCMD_SETVIEWPORT: + { + SDL_Rect *viewport = &data->drawstate.viewport; + if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof(cmd->data.viewport.rect)) != 0) { + SDL_copyp(viewport, &cmd->data.viewport.rect); + data->drawstate.viewport_dirty = SDL_TRUE; + } + break; + } + + case SDL_RENDERCMD_SETCLIPRECT: + { + const SDL_Rect *rect = &cmd->data.cliprect.rect; + if (data->drawstate.cliprect_enabled != cmd->data.cliprect.enabled) { + data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled; + data->drawstate.cliprect_enabled_dirty = SDL_TRUE; + } + if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof(*rect)) != 0) { + SDL_copyp(&data->drawstate.cliprect, rect); + data->drawstate.cliprect_dirty = SDL_TRUE; + } + break; + } + + case SDL_RENDERCMD_CLEAR: + { + const Uint8 r = cmd->data.color.r; + const Uint8 g = cmd->data.color.g; + const Uint8 b = cmd->data.color.b; + const Uint8 a = cmd->data.color.a; + const Uint32 color = (((Uint32)a << 24) | (r << 16) | (g << 8) | b); + if (color != data->drawstate.clear_color) { + const GLfloat fr = ((GLfloat)r) * inv255f; + const GLfloat fg = ((GLfloat)g) * inv255f; + const GLfloat fb = ((GLfloat)b) * inv255f; + const GLfloat fa = ((GLfloat)a) * inv255f; + data->glClearColor(fr, fg, fb, fa); + data->drawstate.clear_color = color; + } + + if (data->drawstate.cliprect_enabled || data->drawstate.cliprect_enabled_dirty) { + data->glDisable(GL_SCISSOR_TEST); + data->drawstate.cliprect_enabled_dirty = data->drawstate.cliprect_enabled; + } + + data->glClear(GL_COLOR_BUFFER_BIT); + + break; + } + + case SDL_RENDERCMD_DRAW_POINTS: + { + const size_t count = cmd->data.draw.count; + const GLfloat *verts = (GLfloat *)(((Uint8 *)vertices) + cmd->data.draw.first); + SetDrawState(data, cmd); + data->glVertexPointer(2, GL_FLOAT, 0, verts); + data->glDrawArrays(GL_POINTS, 0, (GLsizei)count); + break; + } + + case SDL_RENDERCMD_DRAW_LINES: + { + const GLfloat *verts = (GLfloat *)(((Uint8 *)vertices) + cmd->data.draw.first); + const size_t count = cmd->data.draw.count; + SDL_assert(count >= 2); + SetDrawState(data, cmd); + data->glVertexPointer(2, GL_FLOAT, 0, verts); + data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)count); + break; + } + + case SDL_RENDERCMD_FILL_RECTS: /* unused */ + break; + + case SDL_RENDERCMD_COPY: /* unused */ + break; + + case SDL_RENDERCMD_COPY_EX: /* unused */ + break; + + case SDL_RENDERCMD_GEOMETRY: + { + const GLfloat *verts = (GLfloat *)(((Uint8 *)vertices) + cmd->data.draw.first); + SDL_Texture *texture = cmd->data.draw.texture; + const size_t count = cmd->data.draw.count; + int stride = (2 + 4 + (texture ? 2 : 0)) * sizeof(float); + + if (texture) { + SetCopyState(data, cmd); + } else { + SetDrawState(data, cmd); + } + + data->glEnableClientState(GL_COLOR_ARRAY); + + data->glVertexPointer(2, GL_FLOAT, stride, verts); + data->glColorPointer(4, GL_FLOAT, stride, verts + 2); + if (texture) { + data->glTexCoordPointer(2, GL_FLOAT, stride, verts + 2 + 4); + } + + data->glDrawArrays(GL_TRIANGLES, 0, (GLsizei)count); + + data->glDisableClientState(GL_COLOR_ARRAY); + break; + } + + case SDL_RENDERCMD_NO_OP: + break; + } + + cmd = cmd->next; + } + + return 0; +} + +static int GLES_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect, + Uint32 pixel_format, void *pixels, int pitch) +{ + GLES_RenderData *data = (GLES_RenderData *)renderer->driverdata; + Uint32 temp_format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_RGBA32; + 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) { + return SDL_OutOfMemory(); + } + + SDL_GetRendererOutputSize(renderer, &w, &h); + + data->glPixelStorei(GL_PACK_ALIGNMENT, 1); + + data->glReadPixels(rect->x, renderer->target ? rect->y : (h - rect->y) - rect->h, + rect->w, rect->h, GL_RGBA, GL_UNSIGNED_BYTE, temp_pixels); + + /* Flip the rows to be top-down if necessary */ + if (!renderer->target) { + SDL_bool isstack; + length = rect->w * SDL_BYTESPERPIXEL(temp_format); + src = (Uint8 *)temp_pixels + (rect->h - 1) * temp_pitch; + dst = (Uint8 *)temp_pixels; + tmp = SDL_small_alloc(Uint8, length, &isstack); + 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_small_free(tmp, isstack); + } + + status = SDL_ConvertPixels(rect->w, rect->h, + temp_format, temp_pixels, temp_pitch, + pixel_format, pixels, pitch); + SDL_free(temp_pixels); + + return status; +} + +static int GLES_RenderPresent(SDL_Renderer *renderer) +{ + GLES_ActivateRenderer(renderer); + + return SDL_GL_SwapWindowWithResult(renderer->window); +} + +static void GLES_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture) +{ + GLES_RenderData *renderdata = (GLES_RenderData *)renderer->driverdata; + + GLES_TextureData *data = (GLES_TextureData *)texture->driverdata; + + GLES_ActivateRenderer(renderer); + + if (renderdata->drawstate.texture == texture) { + renderdata->drawstate.texture = NULL; + } + if (renderdata->drawstate.target == texture) { + renderdata->drawstate.target = NULL; + } + + if (!data) { + return; + } + if (data->texture) { + renderdata->glDeleteTextures(1, &data->texture); + } + 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) { + while (data->framebuffers) { + GLES_FBOList *nextnode = data->framebuffers->next; + data->glDeleteFramebuffersOES(1, &data->framebuffers->FBO); + SDL_free(data->framebuffers); + data->framebuffers = nextnode; + } + SDL_GL_DeleteContext(data->context); + } + SDL_free(data); + } +} + +static int GLES_BindTexture(SDL_Renderer *renderer, SDL_Texture *texture, float *texw, float *texh) +{ + GLES_RenderData *data = (GLES_RenderData *)renderer->driverdata; + GLES_TextureData *texturedata = (GLES_TextureData *)texture->driverdata; + GLES_ActivateRenderer(renderer); + + data->glEnable(GL_TEXTURE_2D); + data->glBindTexture(texturedata->type, texturedata->texture); + + data->drawstate.texture = texture; + data->drawstate.texturing = SDL_TRUE; + + if (texw) { + *texw = (float)texturedata->texw; + } + if (texh) { + *texh = (float)texturedata->texh; + } + + return 0; +} + +static int GLES_UnbindTexture(SDL_Renderer *renderer, SDL_Texture *texture) +{ + GLES_RenderData *data = (GLES_RenderData *)renderer->driverdata; + GLES_TextureData *texturedata = (GLES_TextureData *)texture->driverdata; + GLES_ActivateRenderer(renderer); + data->glDisable(texturedata->type); + + data->drawstate.texture = NULL; + data->drawstate.texturing = SDL_FALSE; + + return 0; +} + +static int GLES_SetVSync(SDL_Renderer *renderer, const int vsync) +{ + int retval; + if (vsync) { + retval = SDL_GL_SetSwapInterval(1); + } else { + retval = SDL_GL_SetSwapInterval(0); + } + if (retval != 0) { + return retval; + } + if (SDL_GL_GetSwapInterval() != 0) { + renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC; + } else { + renderer->info.flags &= ~SDL_RENDERER_PRESENTVSYNC; + } + return retval; +} + +static int GLES_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, Uint32 flags) +{ + GLES_RenderData *data = NULL; + GLint value; + Uint32 window_flags; + int profile_mask = 0, major = 0, minor = 0; + SDL_bool changed_window = SDL_FALSE; + + SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile_mask); + SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major); + SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor); + + window_flags = SDL_GetWindowFlags(window); + if (!(window_flags & SDL_WINDOW_OPENGL) || + profile_mask != SDL_GL_CONTEXT_PROFILE_ES || major != RENDERER_CONTEXT_MAJOR || minor != RENDERER_CONTEXT_MINOR) { + + changed_window = SDL_TRUE; + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR); + + if (SDL_RecreateWindow(window, (window_flags & ~(SDL_WINDOW_VULKAN | SDL_WINDOW_METAL)) | SDL_WINDOW_OPENGL) < 0) { + goto error; + } + } + + data = (GLES_RenderData *)SDL_calloc(1, sizeof(*data)); + if (!data) { + GLES_DestroyRenderer(renderer); + SDL_OutOfMemory(); + goto error; + } + + renderer->WindowEvent = GLES_WindowEvent; + renderer->GetOutputSize = GLES_GetOutputSize; + renderer->SupportsBlendMode = GLES_SupportsBlendMode; + renderer->CreateTexture = GLES_CreateTexture; + renderer->UpdateTexture = GLES_UpdateTexture; + renderer->LockTexture = GLES_LockTexture; + renderer->UnlockTexture = GLES_UnlockTexture; + renderer->SetTextureScaleMode = GLES_SetTextureScaleMode; + renderer->SetRenderTarget = GLES_SetRenderTarget; + renderer->QueueSetViewport = GLES_QueueSetViewport; + renderer->QueueSetDrawColor = GLES_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */ + renderer->QueueDrawPoints = GLES_QueueDrawPoints; + renderer->QueueDrawLines = GLES_QueueDrawLines; + renderer->QueueGeometry = GLES_QueueGeometry; + renderer->RunCommandQueue = GLES_RunCommandQueue; + renderer->RenderReadPixels = GLES_RenderReadPixels; + renderer->RenderPresent = GLES_RenderPresent; + renderer->DestroyTexture = GLES_DestroyTexture; + renderer->DestroyRenderer = GLES_DestroyRenderer; + renderer->SetVSync = GLES_SetVSync; + renderer->GL_BindTexture = GLES_BindTexture; + renderer->GL_UnbindTexture = GLES_UnbindTexture; + renderer->info = GLES_RenderDriver.info; + renderer->info.flags = SDL_RENDERER_ACCELERATED; + renderer->driverdata = data; + renderer->window = window; + + data->context = SDL_GL_CreateContext(window); + if (!data->context) { + GLES_DestroyRenderer(renderer); + goto error; + } + if (SDL_GL_MakeCurrent(window, data->context) < 0) { + GLES_DestroyRenderer(renderer); + goto error; + } + + if (GLES_LoadFunctions(data) < 0) { + GLES_DestroyRenderer(renderer); + goto error; + } + + if (flags & SDL_RENDERER_PRESENTVSYNC) { + SDL_GL_SetSwapInterval(1); + } else { + SDL_GL_SetSwapInterval(0); + } + if (SDL_GL_GetSwapInterval() != 0) { + renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC; + } + + value = 0; + data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value); + renderer->info.max_texture_width = value; + value = 0; + data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value); + renderer->info.max_texture_height = value; + + /* Android does not report GL_OES_framebuffer_object but the functionality seems to be there anyway */ + if (SDL_GL_ExtensionSupported("GL_OES_framebuffer_object") || data->glGenFramebuffersOES) { + data->GL_OES_framebuffer_object_supported = SDL_TRUE; + renderer->info.flags |= SDL_RENDERER_TARGETTEXTURE; + + value = 0; + data->glGetIntegerv(GL_FRAMEBUFFER_BINDING_OES, &value); + data->window_framebuffer = (GLuint)value; + } + data->framebuffers = NULL; + + if (SDL_GL_ExtensionSupported("GL_OES_blend_func_separate")) { + data->GL_OES_blend_func_separate_supported = SDL_TRUE; + } + if (SDL_GL_ExtensionSupported("GL_OES_blend_equation_separate")) { + data->GL_OES_blend_equation_separate_supported = SDL_TRUE; + } + if (SDL_GL_ExtensionSupported("GL_OES_blend_subtract")) { + data->GL_OES_blend_subtract_supported = SDL_TRUE; + } + if (SDL_GL_ExtensionSupported("GL_EXT_blend_minmax")) { + data->GL_EXT_blend_minmax_supported = SDL_TRUE; + } + + /* Set up parameters for rendering */ + data->glDisable(GL_DEPTH_TEST); + data->glDisable(GL_CULL_FACE); + + data->glMatrixMode(GL_MODELVIEW); + data->glLoadIdentity(); + + data->glEnableClientState(GL_VERTEX_ARRAY); + data->glDisableClientState(GL_TEXTURE_COORD_ARRAY); + + data->glClearColor(1.0f, 1.0f, 1.0f, 1.0f); + + data->drawstate.blend = SDL_BLENDMODE_INVALID; + data->drawstate.color = 0xFFFFFFFF; + data->drawstate.clear_color = 0xFFFFFFFF; + + return 0; + +error: + if (changed_window) { + /* Uh oh, better try to put it back... */ + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile_mask); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor); + SDL_RecreateWindow(window, window_flags); + } + return -1; +} + +SDL_RenderDriver GLES_RenderDriver = { + GLES_CreateRenderer, + { "opengles", + (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC), + 1, + { SDL_PIXELFORMAT_RGBA32 }, + 0, + 0 } +}; + +#endif /* SDL_VIDEO_RENDER_OGL_ES */ + +/* vi: set ts=4 sw=4 expandtab: */