Update SDL to version 2.0.10.

This commit is contained in:
Alex Szpakowski
2019-07-25 19:13:03 -03:00
parent 7b84b428d5
commit e173593f7c
842 changed files with 14306 additions and 5672 deletions
+1 -1
View File
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2019 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
+43 -10
View File
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2019 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
@@ -178,7 +178,7 @@ GL_ClearErrors(SDL_Renderer *renderer)
data->errors = 0;
data->error_messages = NULL;
}
} else {
} else if (data->glGetError != NULL) {
while (data->glGetError() != GL_NO_ERROR) {
continue;
}
@@ -234,18 +234,19 @@ GL_LoadFunctions(GL_RenderData * data)
#ifdef __SDL_NOGETPROCADDR__
#define SDL_PROC(ret,func,params) data->func=func;
#else
int retval = 0;
#define SDL_PROC(ret,func,params) \
do { \
data->func = SDL_GL_GetProcAddress(#func); \
if ( ! data->func ) { \
return SDL_SetError("Couldn't load GL function %s: %s", #func, SDL_GetError()); \
retval = SDL_SetError("Couldn't load GL function %s: %s", #func, SDL_GetError()); \
} \
} while ( 0 );
#endif /* __SDL_NOGETPROCADDR__ */
#include "SDL_glfuncs.h"
#undef SDL_PROC
return 0;
return retval;
}
static int
@@ -405,10 +406,17 @@ convert_format(GL_RenderData *renderdata, Uint32 pixel_format,
{
switch (pixel_format) {
case SDL_PIXELFORMAT_ARGB8888:
case SDL_PIXELFORMAT_RGB888:
*internalFormat = GL_RGBA8;
*format = GL_BGRA;
*type = GL_UNSIGNED_INT_8_8_8_8_REV;
break;
case SDL_PIXELFORMAT_ABGR8888:
case SDL_PIXELFORMAT_BGR888:
*internalFormat = GL_RGBA8;
*format = GL_RGBA;
*type = GL_UNSIGNED_INT_8_8_8_8_REV;
break;
case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_NV12:
@@ -443,6 +451,8 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
GL_ActivateRenderer(renderer);
renderdata->drawstate.texture = NULL; /* we trash this state. */
if (texture->access == SDL_TEXTUREACCESS_TARGET &&
!renderdata->GL_EXT_framebuffer_object_supported) {
return SDL_SetError("Render targets not supported by OpenGL");
@@ -641,6 +651,8 @@ GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
GL_ActivateRenderer(renderer);
renderdata->drawstate.texture = NULL; /* we trash this state. */
renderdata->glEnable(textype);
renderdata->glBindTexture(textype, data->texture);
renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
@@ -702,6 +714,8 @@ GL_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
GL_ActivateRenderer(renderer);
renderdata->drawstate.texture = NULL; /* we trash this state. */
renderdata->glEnable(textype);
renderdata->glBindTexture(textype, data->texture);
renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
@@ -767,6 +781,8 @@ GL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
return SDL_SetError("Render targets not supported by OpenGL");
}
data->drawstate.viewport_dirty = SDL_TRUE;
if (texture == NULL) {
data->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
return 0;
@@ -797,7 +813,7 @@ static int
GL_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);
size_t i;
int i;
if (!verts) {
return -1;
@@ -816,7 +832,7 @@ static int
GL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
{
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 4 * sizeof (GLfloat), 0, &cmd->data.draw.first);
size_t i;
int i;
if (!verts) {
return -1;
@@ -1011,7 +1027,13 @@ SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd)
{
SDL_Texture *texture = cmd->data.draw.texture;
const GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
GL_Shader shader = SHADER_RGB;
GL_Shader shader;
if (texture->format == SDL_PIXELFORMAT_ABGR8888 || texture->format == SDL_PIXELFORMAT_ARGB8888) {
shader = SHADER_RGBA;
} else {
shader = SHADER_RGB;
}
if (data->shaders) {
if (texturedata->yuv || texturedata->nv12) {
@@ -1469,6 +1491,9 @@ GL_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, floa
}
data->glBindTexture(textype, texturedata->texture);
data->drawstate.texturing = SDL_TRUE;
data->drawstate.texture = texture;
if(texw) *texw = (float)texturedata->texw;
if(texh) *texh = (float)texturedata->texh;
@@ -1496,6 +1521,9 @@ GL_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture)
data->glDisable(textype);
data->drawstate.texturing = SDL_FALSE;
data->drawstate.texture = NULL;
return 0;
}
@@ -1513,7 +1541,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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) {
@@ -1719,8 +1747,13 @@ SDL_RenderDriver GL_RenderDriver = {
{
"opengl",
(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
1,
{SDL_PIXELFORMAT_ARGB8888},
4,
{
SDL_PIXELFORMAT_ARGB8888,
SDL_PIXELFORMAT_ABGR8888,
SDL_PIXELFORMAT_RGB888,
SDL_PIXELFORMAT_BGR888
},
0,
0}
};
+18 -1
View File
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2019 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
@@ -240,6 +240,23 @@ static const char *shader_source[NUM_SHADERS][2] =
"\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(tex0, v_texCoord);\n"
" gl_FragColor.a = 1.0;\n"
" gl_FragColor *= v_color;\n"
"}"
},
/* SHADER_RGBA */
{
/* vertex shader */
TEXTURE_VERTEX_SHADER,
/* 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"
"}"
},
+2 -1
View File
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2019 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
@@ -31,6 +31,7 @@ typedef enum {
SHADER_NONE,
SHADER_SOLID,
SHADER_RGB,
SHADER_RGBA,
SHADER_YUV_JPEG,
SHADER_YUV_BT601,
SHADER_YUV_BT709,