Update SDL3 from 3.2.4 to 3.2.20
This commit is contained in:
@@ -76,6 +76,8 @@ typedef struct GLES2_TextureData
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GLuint texture_u;
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GLuint texture_u_external;
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#endif
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SDL_ScaleMode texture_scale_mode;
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SDL_TextureAddressMode texture_address_mode;
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GLES2_FBOList *fbo;
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} GLES2_TextureData;
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@@ -168,6 +170,7 @@ typedef struct GLES2_RenderData
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bool debug_enabled;
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bool GL_OES_EGL_image_external_supported;
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bool GL_EXT_blend_minmax_supported;
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#define SDL_PROC(ret, func, params) ret (APIENTRY *func) params;
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@@ -987,8 +990,8 @@ static bool SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, c
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}
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if (texture) {
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SDL_Vertex *verts = (SDL_Vertex *)(((Uint8 *)vertices) + cmd->data.draw.first);
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data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *)&verts->tex_coord);
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uintptr_t base = (uintptr_t)vertices + cmd->data.draw.first; // address of first vertex, or base offset when using VBOs.
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data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *)(base + offsetof(SDL_Vertex, tex_coord)));
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}
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if (!GLES2_SelectProgram(data, imgsrc, texture ? texture->colorspace : SDL_COLORSPACE_SRGB)) {
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@@ -1021,14 +1024,31 @@ static bool SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, c
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// all drawing commands use this
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{
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SDL_VertexSolid *verts = (SDL_VertexSolid *)(((Uint8 *)vertices) + cmd->data.draw.first);
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data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *)&verts->position);
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data->glVertexAttribPointer(GLES2_ATTRIBUTE_COLOR, 4, GL_FLOAT, GL_TRUE /* Normalized */, stride, (const GLvoid *)&verts->color);
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uintptr_t base = (uintptr_t)vertices + cmd->data.draw.first; // address of first vertex, or base offset when using VBOs.
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data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *)(base + offsetof(SDL_VertexSolid, position)));
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data->glVertexAttribPointer(GLES2_ATTRIBUTE_COLOR, 4, GL_FLOAT, GL_TRUE /* Normalized */, stride, (const GLvoid *)(base + offsetof(SDL_VertexSolid, color)));
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}
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return true;
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}
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static bool SetTextureScaleMode(GLES2_RenderData *data, GLenum textype, SDL_ScaleMode scaleMode)
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{
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switch (scaleMode) {
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case SDL_SCALEMODE_NEAREST:
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data->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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data->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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break;
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case SDL_SCALEMODE_LINEAR:
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data->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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data->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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break;
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default:
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return SDL_SetError("Unknown texture scale mode: %d", scaleMode);
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}
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return true;
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}
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static bool SetTextureAddressMode(GLES2_RenderData *data, GLenum textype, SDL_TextureAddressMode addressMode)
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{
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switch (addressMode) {
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@@ -1051,6 +1071,7 @@ static bool SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, v
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
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GLES2_ImageSource sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
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SDL_Texture *texture = cmd->data.draw.texture;
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GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal;
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int ret;
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// Pick an appropriate shader
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@@ -1172,19 +1193,66 @@ static bool SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, v
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ret = SetDrawState(data, cmd, sourceType, vertices);
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if (texture != data->drawstate.texture) {
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GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal;
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#ifdef SDL_HAVE_YUV
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if (tdata->yuv) {
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data->glActiveTexture(GL_TEXTURE2);
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data->glBindTexture(tdata->texture_type, tdata->texture_v);
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data->glActiveTexture(GL_TEXTURE1);
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data->glBindTexture(tdata->texture_type, tdata->texture_u);
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data->glActiveTexture(GL_TEXTURE0);
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} else if (tdata->nv12) {
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data->glActiveTexture(GL_TEXTURE1);
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data->glBindTexture(tdata->texture_type, tdata->texture_u);
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data->glActiveTexture(GL_TEXTURE0);
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}
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#endif
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data->glBindTexture(tdata->texture_type, tdata->texture);
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data->drawstate.texture = texture;
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}
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if (cmd->data.draw.texture_scale_mode != tdata->texture_scale_mode) {
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#ifdef SDL_HAVE_YUV
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if (tdata->yuv) {
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data->glActiveTexture(GL_TEXTURE2);
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if (!SetTextureScaleMode(data, tdata->texture_type, cmd->data.draw.texture_scale_mode)) {
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return false;
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}
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data->glActiveTexture(GL_TEXTURE1);
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if (!SetTextureScaleMode(data, tdata->texture_type, cmd->data.draw.texture_scale_mode)) {
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return false;
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}
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data->glActiveTexture(GL_TEXTURE0);
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} else if (tdata->nv12) {
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data->glActiveTexture(GL_TEXTURE1);
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if (!SetTextureScaleMode(data, tdata->texture_type, cmd->data.draw.texture_scale_mode)) {
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return false;
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}
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data->glActiveTexture(GL_TEXTURE0);
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}
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#endif
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if (!SetTextureScaleMode(data, tdata->texture_type, cmd->data.draw.texture_scale_mode)) {
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return false;
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}
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tdata->texture_scale_mode = cmd->data.draw.texture_scale_mode;
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}
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if (cmd->data.draw.texture_address_mode != tdata->texture_address_mode) {
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#ifdef SDL_HAVE_YUV
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if (tdata->yuv) {
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data->glActiveTexture(GL_TEXTURE2);
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if (!SetTextureAddressMode(data, tdata->texture_type, cmd->data.draw.texture_address_mode)) {
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return false;
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}
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data->glActiveTexture(GL_TEXTURE1);
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data->glBindTexture(tdata->texture_type, tdata->texture_u);
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if (!SetTextureAddressMode(data, tdata->texture_type, cmd->data.draw.texture_address_mode)) {
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return false;
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}
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@@ -1192,8 +1260,6 @@ static bool SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, v
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data->glActiveTexture(GL_TEXTURE0);
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} else if (tdata->nv12) {
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data->glActiveTexture(GL_TEXTURE1);
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data->glBindTexture(tdata->texture_type, tdata->texture_u);
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if (!SetTextureAddressMode(data, tdata->texture_type, cmd->data.draw.texture_address_mode)) {
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return false;
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}
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@@ -1201,13 +1267,11 @@ static bool SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, v
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data->glActiveTexture(GL_TEXTURE0);
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}
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#endif
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data->glBindTexture(tdata->texture_type, tdata->texture);
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if (!SetTextureAddressMode(data, tdata->texture_type, cmd->data.draw.texture_address_mode)) {
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return false;
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}
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data->drawstate.texture = texture;
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tdata->texture_address_mode = cmd->data.draw.texture_address_mode;
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}
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return ret;
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@@ -1269,7 +1333,8 @@ static bool GLES2_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd
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if (data->current_vertex_buffer >= SDL_arraysize(data->vertex_buffers)) {
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data->current_vertex_buffer = 0;
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}
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vertices = NULL; // attrib pointers will be offsets into the VBO.
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// attrib pointers will be offsets into the VBO.
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vertices = (void *)(uintptr_t)0; // must be the exact value 0, not NULL (the representation of NULL is not guaranteed to be 0).
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#endif
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while (cmd) {
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@@ -1384,6 +1449,8 @@ static bool GLES2_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd
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same texture, we can combine them all into a single draw call. */
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SDL_Texture *thistexture = cmd->data.draw.texture;
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SDL_BlendMode thisblend = cmd->data.draw.blend;
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SDL_ScaleMode thisscalemode = cmd->data.draw.texture_scale_mode;
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SDL_TextureAddressMode thisaddressmode = cmd->data.draw.texture_address_mode;
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const SDL_RenderCommandType thiscmdtype = cmd->command;
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SDL_RenderCommand *finalcmd = cmd;
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SDL_RenderCommand *nextcmd = cmd->next;
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@@ -1393,7 +1460,10 @@ static bool GLES2_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd
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const SDL_RenderCommandType nextcmdtype = nextcmd->command;
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if (nextcmdtype != thiscmdtype) {
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break; // can't go any further on this draw call, different render command up next.
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} else if (nextcmd->data.draw.texture != thistexture || nextcmd->data.draw.blend != thisblend) {
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} else if (nextcmd->data.draw.texture != thistexture ||
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nextcmd->data.draw.texture_scale_mode != thisscalemode ||
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nextcmd->data.draw.texture_address_mode != thisaddressmode ||
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nextcmd->data.draw.blend != thisblend) {
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break; // can't go any further on this draw call, different texture/blendmode copy up next.
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} else {
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finalcmd = nextcmd; // we can combine copy operations here. Mark this one as the furthest okay command.
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@@ -1486,7 +1556,6 @@ static bool GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
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GLES2_TextureData *data;
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GLenum format;
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GLenum type;
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GLenum scaleMode;
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GLES2_ActivateRenderer(renderer);
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@@ -1512,9 +1581,12 @@ static bool GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
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#endif
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#ifdef GL_TEXTURE_EXTERNAL_OES
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case SDL_PIXELFORMAT_EXTERNAL_OES:
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format = GL_NONE;
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type = GL_NONE;
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break;
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if (renderdata->GL_OES_EGL_image_external_supported) {
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format = GL_NONE;
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type = GL_NONE;
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break;
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}
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SDL_FALLTHROUGH;
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#endif
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default:
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return SDL_SetError("Texture format not supported");
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@@ -1544,7 +1616,8 @@ static bool GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
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data->texture_u = 0;
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data->texture_v = 0;
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#endif
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scaleMode = (texture->scaleMode == SDL_SCALEMODE_NEAREST) ? GL_NEAREST : GL_LINEAR;
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data->texture_scale_mode = SDL_SCALEMODE_INVALID;
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data->texture_address_mode = SDL_TEXTURE_ADDRESS_INVALID;
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// Allocate a blob for image renderdata
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if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
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@@ -1578,13 +1651,13 @@ static bool GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
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} else {
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renderdata->glGenTextures(1, &data->texture_v);
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if (!GL_CheckError("glGenTexures()", renderer)) {
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SDL_free(data->pixel_data);
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SDL_free(data);
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return false;
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}
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}
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renderdata->glActiveTexture(GL_TEXTURE2);
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renderdata->glBindTexture(data->texture_type, data->texture_v);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
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renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL);
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SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER, data->texture_v);
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@@ -1594,20 +1667,24 @@ static bool GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
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} else {
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renderdata->glGenTextures(1, &data->texture_u);
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if (!GL_CheckError("glGenTexures()", renderer)) {
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SDL_free(data->pixel_data);
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SDL_free(data);
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return false;
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}
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}
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renderdata->glActiveTexture(GL_TEXTURE1);
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renderdata->glBindTexture(data->texture_type, data->texture_u);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
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renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL);
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if (!GL_CheckError("glTexImage2D()", renderer)) {
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SDL_free(data->pixel_data);
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SDL_free(data);
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return false;
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}
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SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER, data->texture_u);
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if (!SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace, texture->w, texture->h, 8)) {
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SDL_free(data->pixel_data);
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SDL_free(data);
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return SDL_SetError("Unsupported YUV colorspace");
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}
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} else if (data->nv12) {
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@@ -1617,20 +1694,24 @@ static bool GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
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} else {
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renderdata->glGenTextures(1, &data->texture_u);
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if (!GL_CheckError("glGenTexures()", renderer)) {
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SDL_free(data->pixel_data);
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SDL_free(data);
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return false;
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}
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}
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renderdata->glActiveTexture(GL_TEXTURE1);
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renderdata->glBindTexture(data->texture_type, data->texture_u);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
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renderdata->glTexImage2D(data->texture_type, 0, GL_LUMINANCE_ALPHA, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
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if (!GL_CheckError("glTexImage2D()", renderer)) {
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SDL_free(data->pixel_data);
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SDL_free(data);
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return false;
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}
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SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER, data->texture_u);
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if (!SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace, texture->w, texture->h, 8)) {
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SDL_free(data->pixel_data);
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SDL_free(data);
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return SDL_SetError("Unsupported YUV colorspace");
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}
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}
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@@ -1642,14 +1723,14 @@ static bool GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
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} else {
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renderdata->glGenTextures(1, &data->texture);
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if (!GL_CheckError("glGenTexures()", renderer)) {
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SDL_free(data->pixel_data);
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SDL_free(data);
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return false;
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}
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}
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texture->internal = data;
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renderdata->glActiveTexture(GL_TEXTURE0);
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renderdata->glBindTexture(data->texture_type, data->texture);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
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if (texture->format != SDL_PIXELFORMAT_EXTERNAL_OES) {
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renderdata->glTexImage2D(data->texture_type, 0, format, texture->w, texture->h, 0, format, type, NULL);
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if (!GL_CheckError("glTexImage2D()", renderer)) {
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@@ -1900,37 +1981,6 @@ static void GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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GLES2_UpdateTexture(renderer, texture, &rect, tdata->pixel_data, tdata->pitch);
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}
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static void GLES2_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode)
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{
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GLES2_RenderData *renderdata = (GLES2_RenderData *)renderer->internal;
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GLES2_TextureData *data = (GLES2_TextureData *)texture->internal;
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GLenum glScaleMode = (scaleMode == SDL_SCALEMODE_NEAREST) ? GL_NEAREST : GL_LINEAR;
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#ifdef SDL_HAVE_YUV
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if (data->yuv) {
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renderdata->glActiveTexture(GL_TEXTURE2);
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renderdata->glBindTexture(data->texture_type, data->texture_v);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
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renderdata->glActiveTexture(GL_TEXTURE1);
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renderdata->glBindTexture(data->texture_type, data->texture_u);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
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} else if (data->nv12) {
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renderdata->glActiveTexture(GL_TEXTURE1);
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renderdata->glBindTexture(data->texture_type, data->texture_u);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
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}
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#endif
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renderdata->glActiveTexture(GL_TEXTURE0);
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renderdata->glBindTexture(data->texture_type, data->texture);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
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}
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static bool GLES2_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
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{
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
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@@ -2099,8 +2149,8 @@ static bool GLES2_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL
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renderer->window = window;
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renderer->name = GLES2_RenderDriver.name;
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA32);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRA32);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA32);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRX32);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBX32);
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@@ -2151,7 +2201,6 @@ static bool GLES2_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL
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#endif
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renderer->LockTexture = GLES2_LockTexture;
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renderer->UnlockTexture = GLES2_UnlockTexture;
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renderer->SetTextureScaleMode = GLES2_SetTextureScaleMode;
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||||
renderer->SetRenderTarget = GLES2_SetRenderTarget;
|
||||
renderer->QueueSetViewport = GLES2_QueueNoOp;
|
||||
renderer->QueueSetDrawColor = GLES2_QueueNoOp;
|
||||
@@ -2172,7 +2221,11 @@ static bool GLES2_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL
|
||||
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV21);
|
||||
#endif
|
||||
#ifdef GL_TEXTURE_EXTERNAL_OES
|
||||
if (GLES2_CacheShader(data, GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES, GL_FRAGMENT_SHADER)) {
|
||||
if (SDL_GL_ExtensionSupported("GL_OES_EGL_image_external")) {
|
||||
data->GL_OES_EGL_image_external_supported = true;
|
||||
if (!GLES2_CacheShader(data, GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES, GL_FRAGMENT_SHADER)) {
|
||||
goto error;
|
||||
}
|
||||
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_EXTERNAL_OES);
|
||||
}
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user