mirror of
https://github.com/love2d/megasource.git
synced 2026-08-19 12:14:41 +02:00
Updated SDL2 to the latest Mercurial revision.
This commit is contained in:
@@ -1,6 +1,6 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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@@ -224,8 +224,7 @@ GL_ClearErrors(SDL_Renderer *renderer)
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{
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GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata;
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if (!data->debug_enabled)
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{
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if (!data->debug_enabled) {
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return;
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}
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while (data->glGetError() != GL_NO_ERROR) {
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@@ -239,8 +238,7 @@ GL_CheckAllErrors (const char *prefix, SDL_Renderer *renderer, const char *file,
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GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata;
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int ret = 0;
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if (!data->debug_enabled)
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{
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if (!data->debug_enabled) {
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return 0;
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}
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/* check gl errors (can return multiple errors) */
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@@ -302,7 +300,7 @@ static int GLES2_LoadFunctions(GLES2_DriverContext * data)
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return SDL_SetError("Couldn't load GLES2 function %s: %s\n", #func, SDL_GetError()); \
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} \
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} while ( 0 );
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#endif /* _SDL_NOGETPROCADDR_ */
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#endif /* __SDL_NOGETPROCADDR__ */
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#include "SDL_gles2funcs.h"
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#undef SDL_PROC
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@@ -313,12 +311,10 @@ GLES2_FBOList *
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GLES2_GetFBO(GLES2_DriverContext *data, Uint32 w, Uint32 h)
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{
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GLES2_FBOList *result = data->framebuffers;
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while ((result) && ((result->w != w) || (result->h != h)) )
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{
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while ((result) && ((result->w != w) || (result->h != h)) ) {
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result = result->next;
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}
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if (result == NULL)
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{
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if (result == NULL) {
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result = SDL_malloc(sizeof(GLES2_FBOList));
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result->w = w;
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result->h = h;
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@@ -369,6 +365,13 @@ GLES2_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
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}
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}
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static int
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GLES2_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
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{
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SDL_GL_GetDrawableSize(renderer->window, w, h);
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return 0;
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}
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static int
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GLES2_UpdateViewport(SDL_Renderer * renderer)
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{
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@@ -379,8 +382,16 @@ GLES2_UpdateViewport(SDL_Renderer * renderer)
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return 0;
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}
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data->glViewport(renderer->viewport.x, renderer->viewport.y,
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renderer->viewport.w, renderer->viewport.h);
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if (renderer->target) {
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data->glViewport(renderer->viewport.x, renderer->viewport.y,
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renderer->viewport.w, renderer->viewport.h);
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} else {
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int w, h;
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SDL_GetRendererOutputSize(renderer, &w, &h);
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data->glViewport(renderer->viewport.x, (h - renderer->viewport.y - renderer->viewport.h),
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renderer->viewport.w, renderer->viewport.h);
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}
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if (data->current_program) {
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GLES2_SetOrthographicProjection(renderer);
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@@ -401,7 +412,14 @@ GLES2_UpdateClipRect(SDL_Renderer * renderer)
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if (renderer->clipping_enabled) {
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const SDL_Rect *rect = &renderer->clip_rect;
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data->glEnable(GL_SCISSOR_TEST);
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data->glScissor(rect->x, renderer->viewport.h - rect->y - rect->h, rect->w, rect->h);
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if (renderer->target) {
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data->glScissor(renderer->viewport.x + rect->x, renderer->viewport.y + rect->y, rect->w, rect->h);
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} else {
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int w, h;
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SDL_GetRendererOutputSize(renderer, &w, &h);
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data->glScissor(renderer->viewport.x + rect->x, (h - renderer->viewport.y - renderer->viewport.h) + rect->y, rect->w, rect->h);
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}
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} else {
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data->glDisable(GL_SCISSOR_TEST);
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}
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@@ -421,8 +439,7 @@ GLES2_DestroyRenderer(SDL_Renderer *renderer)
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GLES2_ShaderCacheEntry *entry;
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GLES2_ShaderCacheEntry *next;
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entry = data->shader_cache.head;
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while (entry)
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{
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while (entry) {
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data->glDeleteShader(entry->id);
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next = entry->next;
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SDL_free(entry);
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@@ -670,8 +687,9 @@ GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
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GLES2_ActivateRenderer(renderer);
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/* Bail out if we're supposed to update an empty rectangle */
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if (rect->w <= 0 || rect->h <= 0)
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if (rect->w <= 0 || rect->h <= 0) {
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return 0;
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}
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/* Create a texture subimage with the supplied data */
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data->glBindTexture(tdata->texture_type, tdata->texture);
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@@ -748,8 +766,9 @@ GLES2_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
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GLES2_ActivateRenderer(renderer);
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/* Bail out if we're supposed to update an empty rectangle */
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if (rect->w <= 0 || rect->h <= 0)
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if (rect->w <= 0 || rect->h <= 0) {
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return 0;
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}
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data->glBindTexture(tdata->texture_type, tdata->texture_v);
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GLES2_TexSubImage2D(data, tdata->texture_type,
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@@ -845,8 +864,7 @@ GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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GLES2_ActivateRenderer(renderer);
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/* Destroy the texture */
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if (tdata)
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{
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if (tdata) {
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data->glDeleteTextures(1, &tdata->texture);
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if (tdata->texture_v) {
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data->glDeleteTextures(1, &tdata->texture_v);
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@@ -885,20 +903,20 @@ GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex,
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/* Check if we've already cached this program */
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entry = data->program_cache.head;
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while (entry)
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{
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if (entry->vertex_shader == vertex && entry->fragment_shader == fragment)
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while (entry) {
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if (entry->vertex_shader == vertex && entry->fragment_shader == fragment) {
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break;
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}
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entry = entry->next;
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}
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if (entry)
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{
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if (data->program_cache.head != entry)
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{
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if (entry->next)
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if (entry) {
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if (data->program_cache.head != entry) {
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if (entry->next) {
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entry->next->prev = entry->prev;
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if (entry->prev)
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}
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if (entry->prev) {
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entry->prev->next = entry->next;
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}
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entry->prev = NULL;
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entry->next = data->program_cache.head;
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data->program_cache.head->prev = entry;
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@@ -909,8 +927,7 @@ GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex,
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/* Create a program cache entry */
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entry = (GLES2_ProgramCacheEntry *)SDL_calloc(1, sizeof(GLES2_ProgramCacheEntry));
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if (!entry)
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{
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if (!entry) {
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SDL_OutOfMemory();
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return NULL;
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}
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@@ -928,8 +945,7 @@ GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex,
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data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_CENTER, "a_center");
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data->glLinkProgram(entry->id);
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data->glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful);
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if (!linkSuccessful)
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{
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if (!linkSuccessful) {
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data->glDeleteProgram(entry->id);
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SDL_free(entry);
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SDL_SetError("Failed to link shader program");
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@@ -962,13 +978,10 @@ GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex,
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data->glUniform4f(entry->uniform_locations[GLES2_UNIFORM_COLOR], 1.0f, 1.0f, 1.0f, 1.0f);
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/* Cache the linked program */
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if (data->program_cache.head)
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{
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if (data->program_cache.head) {
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entry->next = data->program_cache.head;
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data->program_cache.head->prev = entry;
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}
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else
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{
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} else {
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data->program_cache.tail = entry;
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}
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data->program_cache.head = entry;
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@@ -979,14 +992,15 @@ GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex,
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++fragment->references;
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/* Evict the last entry from the cache if we exceed the limit */
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if (data->program_cache.count > GLES2_MAX_CACHED_PROGRAMS)
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{
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if (data->program_cache.count > GLES2_MAX_CACHED_PROGRAMS) {
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shaderEntry = data->program_cache.tail->vertex_shader;
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if (--shaderEntry->references <= 0)
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if (--shaderEntry->references <= 0) {
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GLES2_EvictShader(renderer, shaderEntry);
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}
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shaderEntry = data->program_cache.tail->fragment_shader;
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if (--shaderEntry->references <= 0)
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if (--shaderEntry->references <= 0) {
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GLES2_EvictShader(renderer, shaderEntry);
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}
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data->glDeleteProgram(data->program_cache.tail->id);
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data->program_cache.tail = data->program_cache.tail->prev;
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SDL_free(data->program_cache.tail->next);
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@@ -1008,47 +1022,43 @@ GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type, SDL_BlendMode b
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/* Find the corresponding shader */
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shader = GLES2_GetShader(type, blendMode);
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if (!shader)
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{
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if (!shader) {
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SDL_SetError("No shader matching the requested characteristics was found");
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return NULL;
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}
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/* Find a matching shader instance that's supported on this hardware */
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for (i = 0; i < shader->instance_count && !instance; ++i)
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{
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for (j = 0; j < data->shader_format_count && !instance; ++j)
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{
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if (!shader->instances)
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for (i = 0; i < shader->instance_count && !instance; ++i) {
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for (j = 0; j < data->shader_format_count && !instance; ++j) {
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if (!shader->instances[i]) {
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continue;
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if (!shader->instances[i])
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continue;
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if (shader->instances[i]->format != data->shader_formats[j])
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}
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if (shader->instances[i]->format != data->shader_formats[j]) {
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continue;
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}
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instance = shader->instances[i];
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}
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}
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if (!instance)
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{
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if (!instance) {
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SDL_SetError("The specified shader cannot be loaded on the current platform");
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return NULL;
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}
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/* Check if we've already cached this shader */
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entry = data->shader_cache.head;
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while (entry)
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{
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if (entry->instance == instance)
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while (entry) {
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if (entry->instance == instance) {
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break;
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}
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entry = entry->next;
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}
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if (entry)
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if (entry) {
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return entry;
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}
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/* Create a shader cache entry */
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entry = (GLES2_ShaderCacheEntry *)SDL_calloc(1, sizeof(GLES2_ShaderCacheEntry));
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if (!entry)
|
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{
|
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if (!entry) {
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SDL_OutOfMemory();
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return NULL;
|
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}
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@@ -1057,19 +1067,15 @@ GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type, SDL_BlendMode b
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||||
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||||
/* Compile or load the selected shader instance */
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||||
entry->id = data->glCreateShader(instance->type);
|
||||
if (instance->format == (GLenum)-1)
|
||||
{
|
||||
if (instance->format == (GLenum)-1) {
|
||||
data->glShaderSource(entry->id, 1, (const char **)&instance->data, NULL);
|
||||
data->glCompileShader(entry->id);
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||||
data->glGetShaderiv(entry->id, GL_COMPILE_STATUS, &compileSuccessful);
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
data->glShaderBinary(1, &entry->id, instance->format, instance->data, instance->length);
|
||||
compileSuccessful = GL_TRUE;
|
||||
}
|
||||
if (!compileSuccessful)
|
||||
{
|
||||
if (!compileSuccessful) {
|
||||
char *info = NULL;
|
||||
int length = 0;
|
||||
|
||||
@@ -1092,8 +1098,7 @@ GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type, SDL_BlendMode b
|
||||
}
|
||||
|
||||
/* Link the shader entry in at the front of the cache */
|
||||
if (data->shader_cache.head)
|
||||
{
|
||||
if (data->shader_cache.head) {
|
||||
entry->next = data->shader_cache.head;
|
||||
data->shader_cache.head->prev = entry;
|
||||
}
|
||||
@@ -1108,12 +1113,15 @@ GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry)
|
||||
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
|
||||
|
||||
/* Unlink the shader from the cache */
|
||||
if (entry->next)
|
||||
if (entry->next) {
|
||||
entry->next->prev = entry->prev;
|
||||
if (entry->prev)
|
||||
}
|
||||
if (entry->prev) {
|
||||
entry->prev->next = entry->next;
|
||||
if (data->shader_cache.head == entry)
|
||||
}
|
||||
if (data->shader_cache.head == entry) {
|
||||
data->shader_cache.head = entry->next;
|
||||
}
|
||||
--data->shader_cache.count;
|
||||
|
||||
/* Deallocate the shader */
|
||||
@@ -1132,8 +1140,7 @@ GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, SDL_BlendM
|
||||
|
||||
/* Select an appropriate shader pair for the specified modes */
|
||||
vtype = GLES2_SHADER_VERTEX_DEFAULT;
|
||||
switch (source)
|
||||
{
|
||||
switch (source) {
|
||||
case GLES2_IMAGESOURCE_SOLID:
|
||||
ftype = GLES2_SHADER_FRAGMENT_SOLID_SRC;
|
||||
break;
|
||||
@@ -1164,22 +1171,26 @@ GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, SDL_BlendM
|
||||
|
||||
/* Load the requested shaders */
|
||||
vertex = GLES2_CacheShader(renderer, vtype, blendMode);
|
||||
if (!vertex)
|
||||
if (!vertex) {
|
||||
goto fault;
|
||||
}
|
||||
fragment = GLES2_CacheShader(renderer, ftype, blendMode);
|
||||
if (!fragment)
|
||||
if (!fragment) {
|
||||
goto fault;
|
||||
}
|
||||
|
||||
/* Check if we need to change programs at all */
|
||||
if (data->current_program &&
|
||||
data->current_program->vertex_shader == vertex &&
|
||||
data->current_program->fragment_shader == fragment)
|
||||
data->current_program->fragment_shader == fragment) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
/* Generate a matching program */
|
||||
program = GLES2_CacheProgram(renderer, vertex, fragment, blendMode);
|
||||
if (!program)
|
||||
if (!program) {
|
||||
goto fault;
|
||||
}
|
||||
|
||||
/* Select that program in OpenGL */
|
||||
data->glUseProgram(program->id);
|
||||
@@ -1188,16 +1199,19 @@ GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, SDL_BlendM
|
||||
data->current_program = program;
|
||||
|
||||
/* Activate an orthographic projection */
|
||||
if (GLES2_SetOrthographicProjection(renderer) < 0)
|
||||
if (GLES2_SetOrthographicProjection(renderer) < 0) {
|
||||
goto fault;
|
||||
}
|
||||
|
||||
/* Clean up and return */
|
||||
return 0;
|
||||
fault:
|
||||
if (vertex && vertex->references <= 0)
|
||||
if (vertex && vertex->references <= 0) {
|
||||
GLES2_EvictShader(renderer, vertex);
|
||||
if (fragment && fragment->references <= 0)
|
||||
}
|
||||
if (fragment && fragment->references <= 0) {
|
||||
GLES2_EvictShader(renderer, fragment);
|
||||
}
|
||||
data->current_program = NULL;
|
||||
return -1;
|
||||
}
|
||||
@@ -1412,8 +1426,9 @@ GLES2_UpdateVertexBuffer(SDL_Renderer *renderer, GLES2_Attribute attr,
|
||||
#if !SDL_GLES2_USE_VBOS
|
||||
data->glVertexAttribPointer(attr, attr == GLES2_ATTRIBUTE_ANGLE ? 1 : 2, GL_FLOAT, GL_FALSE, 0, vertexData);
|
||||
#else
|
||||
if (!data->vertex_buffers[attr])
|
||||
if (!data->vertex_buffers[attr]) {
|
||||
data->glGenBuffers(1, &data->vertex_buffers[attr]);
|
||||
}
|
||||
|
||||
data->glBindBuffer(GL_ARRAY_BUFFER, data->vertex_buffers[attr]);
|
||||
|
||||
@@ -1541,58 +1556,53 @@ GLES2_SetupCopy(SDL_Renderer *renderer, SDL_Texture *texture)
|
||||
if (renderer->target) {
|
||||
/* Check if we need to do color mapping between the source and render target textures */
|
||||
if (renderer->target->format != texture->format) {
|
||||
switch (texture->format)
|
||||
{
|
||||
switch (texture->format) {
|
||||
case SDL_PIXELFORMAT_ARGB8888:
|
||||
switch (renderer->target->format)
|
||||
{
|
||||
case SDL_PIXELFORMAT_ABGR8888:
|
||||
case SDL_PIXELFORMAT_BGR888:
|
||||
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
||||
break;
|
||||
case SDL_PIXELFORMAT_RGB888:
|
||||
sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
|
||||
break;
|
||||
switch (renderer->target->format) {
|
||||
case SDL_PIXELFORMAT_ABGR8888:
|
||||
case SDL_PIXELFORMAT_BGR888:
|
||||
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
||||
break;
|
||||
case SDL_PIXELFORMAT_RGB888:
|
||||
sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case SDL_PIXELFORMAT_ABGR8888:
|
||||
switch (renderer->target->format)
|
||||
{
|
||||
case SDL_PIXELFORMAT_ARGB8888:
|
||||
case SDL_PIXELFORMAT_RGB888:
|
||||
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
||||
break;
|
||||
case SDL_PIXELFORMAT_BGR888:
|
||||
sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
|
||||
break;
|
||||
switch (renderer->target->format) {
|
||||
case SDL_PIXELFORMAT_ARGB8888:
|
||||
case SDL_PIXELFORMAT_RGB888:
|
||||
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
||||
break;
|
||||
case SDL_PIXELFORMAT_BGR888:
|
||||
sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case SDL_PIXELFORMAT_RGB888:
|
||||
switch (renderer->target->format)
|
||||
{
|
||||
case SDL_PIXELFORMAT_ABGR8888:
|
||||
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
||||
break;
|
||||
case SDL_PIXELFORMAT_ARGB8888:
|
||||
sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
|
||||
break;
|
||||
case SDL_PIXELFORMAT_BGR888:
|
||||
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
||||
break;
|
||||
switch (renderer->target->format) {
|
||||
case SDL_PIXELFORMAT_ABGR8888:
|
||||
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
||||
break;
|
||||
case SDL_PIXELFORMAT_ARGB8888:
|
||||
sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
|
||||
break;
|
||||
case SDL_PIXELFORMAT_BGR888:
|
||||
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case SDL_PIXELFORMAT_BGR888:
|
||||
switch (renderer->target->format)
|
||||
{
|
||||
case SDL_PIXELFORMAT_ABGR8888:
|
||||
sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
|
||||
break;
|
||||
case SDL_PIXELFORMAT_ARGB8888:
|
||||
sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB;
|
||||
break;
|
||||
case SDL_PIXELFORMAT_RGB888:
|
||||
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
||||
break;
|
||||
switch (renderer->target->format) {
|
||||
case SDL_PIXELFORMAT_ABGR8888:
|
||||
sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
|
||||
break;
|
||||
case SDL_PIXELFORMAT_ARGB8888:
|
||||
sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB;
|
||||
break;
|
||||
case SDL_PIXELFORMAT_RGB888:
|
||||
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case SDL_PIXELFORMAT_IYUV:
|
||||
@@ -1608,11 +1618,11 @@ GLES2_SetupCopy(SDL_Renderer *renderer, SDL_Texture *texture)
|
||||
default:
|
||||
return SDL_SetError("Unsupported texture format");
|
||||
}
|
||||
} else {
|
||||
sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; /* Texture formats match, use the non color mapping shader (even if the formats are not ABGR) */
|
||||
}
|
||||
else sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; /* Texture formats match, use the non color mapping shader (even if the formats are not ABGR) */
|
||||
} else {
|
||||
switch (texture->format)
|
||||
{
|
||||
switch (texture->format) {
|
||||
case SDL_PIXELFORMAT_ARGB8888:
|
||||
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
|
||||
break;
|
||||
@@ -1877,8 +1887,12 @@ static int GLES2_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, flo
|
||||
|
||||
data->glBindTexture(texturedata->texture_type, texturedata->texture);
|
||||
|
||||
if(texw) *texw = 1.0;
|
||||
if(texh) *texh = 1.0;
|
||||
if (texw) {
|
||||
*texw = 1.0;
|
||||
}
|
||||
if (texh) {
|
||||
*texh = 1.0;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
@@ -2034,12 +2048,12 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
|
||||
#else /* !ZUNE_HD */
|
||||
data->glGetIntegerv(GL_NUM_SHADER_BINARY_FORMATS, &nFormats);
|
||||
data->glGetBooleanv(GL_SHADER_COMPILER, &hasCompiler);
|
||||
if (hasCompiler)
|
||||
if (hasCompiler) {
|
||||
++nFormats;
|
||||
}
|
||||
#endif /* ZUNE_HD */
|
||||
data->shader_formats = (GLenum *)SDL_calloc(nFormats, sizeof(GLenum));
|
||||
if (!data->shader_formats)
|
||||
{
|
||||
if (!data->shader_formats) {
|
||||
GLES2_DestroyRenderer(renderer);
|
||||
SDL_OutOfMemory();
|
||||
goto error;
|
||||
@@ -2049,8 +2063,9 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
|
||||
data->shader_formats[0] = GL_NVIDIA_PLATFORM_BINARY_NV;
|
||||
#else /* !ZUNE_HD */
|
||||
data->glGetIntegerv(GL_SHADER_BINARY_FORMATS, (GLint *)data->shader_formats);
|
||||
if (hasCompiler)
|
||||
if (hasCompiler) {
|
||||
data->shader_formats[nFormats - 1] = (GLenum)-1;
|
||||
}
|
||||
#endif /* ZUNE_HD */
|
||||
|
||||
data->framebuffers = NULL;
|
||||
@@ -2059,6 +2074,7 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
|
||||
|
||||
/* Populate the function pointers for the module */
|
||||
renderer->WindowEvent = &GLES2_WindowEvent;
|
||||
renderer->GetOutputSize = &GLES2_GetOutputSize;
|
||||
renderer->CreateTexture = &GLES2_CreateTexture;
|
||||
renderer->UpdateTexture = &GLES2_UpdateTexture;
|
||||
renderer->UpdateTextureYUV = &GLES2_UpdateTextureYUV;
|
||||
|
||||
Reference in New Issue
Block a user