SDL: Add OpenGLES2 implementation

From faded41ab1a9bbaf714e97c44df58768ce5d3f80 Mon Sep 17 00:00:00 2001
From: Sylvain <[EMAIL REDACTED]>
Date: Tue, 16 Mar 2021 15:11:13 +0100
Subject: [PATCH] Add OpenGLES2 implementation

---
 src/render/opengles2/SDL_render_gles2.c | 53 +++++++++++++++++++++++++
 1 file changed, 53 insertions(+)

diff --git a/src/render/opengles2/SDL_render_gles2.c b/src/render/opengles2/SDL_render_gles2.c
index 0d55d191b9..7cf67b9133 100644
--- a/src/render/opengles2/SDL_render_gles2.c
+++ b/src/render/opengles2/SDL_render_gles2.c
@@ -958,6 +958,41 @@ GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
     return 0;
 }
 
+static int
+GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
+        SDL_Vertex *vertices, int num_vertices, int *indices, int num_indices, float scale_x, float scale_y)
+{
+    int i;
+    const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
+    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;
+    }
+
+    cmd->data.draw.count = count;
+
+    for (i = 0; i < count; i++) {
+        SDL_Vertex *v = &vertices[indices ? indices[i] : i];
+
+        *(verts++) = v->position.x * scale_x;
+        *(verts++) = v->position.y * scale_y;
+        *(verts++) = (colorswap ? v->color.b : v->color.r) * inv255f;
+        *(verts++) = v->color.g * inv255f;
+        *(verts++) = (colorswap ? v->color.r : v->color.b) * inv255f;
+        *(verts++) = v->color.a * inv255f;
+
+        if (texture) {
+            *(verts++) = v->tex_coord.x / texture->w;
+            *(verts++) = v->tex_coord.y / texture->h;
+        }
+    }
+    return 0;
+}
+
 static int
 SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_ImageSource imgsrc)
 {
@@ -1333,6 +1368,23 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
                 break;
             }
 
+            case SDL_RENDERCMD_GEOMETRY: {
+                SDL_Texture *texture = cmd->data.draw.texture;
+                const size_t count = cmd->data.draw.count;
+                int ret;
+
+                if (texture) {
+                    ret = SetCopyState(renderer, cmd);
+                } else {
+                    ret = SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID);
+                }
+
+                if (ret == 0) {
+                    data->glDrawArrays(GL_TRIANGLES, 0, count);
+                }
+                break;
+            }
+
             case SDL_RENDERCMD_NO_OP:
                 break;
         }
@@ -2127,6 +2179,7 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
     renderer->QueueFillRects      = GLES2_QueueFillRects;
     renderer->QueueCopy           = GLES2_QueueCopy;
     renderer->QueueCopyEx         = GLES2_QueueCopyEx;
+    renderer->QueueGeometry       = GLES2_QueueGeometry;
     renderer->RunCommandQueue     = GLES2_RunCommandQueue;
     renderer->RenderReadPixels    = GLES2_RenderReadPixels;
     renderer->RenderPresent       = GLES2_RenderPresent;