From ca969eb2be8e54beac4a1be20278d685f818bfbd Mon Sep 17 00:00:00 2001
From: Ivan Epifanov <[EMAIL REDACTED]>
Date: Sat, 24 Apr 2021 10:29:52 +0300
Subject: [PATCH] Remove gles2 vita render
---
CMakeLists.txt | 1 -
include/SDL_config.h.cmake | 1 -
src/render/vitagles2/SDL_gles2funcs.h | 77 -
src/render/vitagles2/SDL_render_gles2vita.c | 2107 ------------------
src/render/vitagles2/SDL_shaders_gles2vita.c | 563 -----
src/render/vitagles2/SDL_shaders_gles2vita.h | 70 -
6 files changed, 2819 deletions(-)
delete mode 100644 src/render/vitagles2/SDL_gles2funcs.h
delete mode 100644 src/render/vitagles2/SDL_render_gles2vita.c
delete mode 100644 src/render/vitagles2/SDL_shaders_gles2vita.c
delete mode 100644 src/render/vitagles2/SDL_shaders_gles2vita.h
diff --git a/CMakeLists.txt b/CMakeLists.txt
index ef53c7116..358f32f3a 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -2118,7 +2118,6 @@ elseif(VITA)
if(HAVE_PIGS_IN_BLANKET_H)
set(SDL_VIDEO_OPENGL_ES2 1)
- set(SDL_VIDEO_RENDER_VITA_GLES2 1)
list(APPEND EXTRA_LIBS
pib
)
diff --git a/include/SDL_config.h.cmake b/include/SDL_config.h.cmake
index 78d3c6a1d..0446547e0 100644
--- a/include/SDL_config.h.cmake
+++ b/include/SDL_config.h.cmake
@@ -416,7 +416,6 @@
#cmakedefine SDL_VIDEO_RENDER_OGL_ES2 @SDL_VIDEO_RENDER_OGL_ES2@
#cmakedefine SDL_VIDEO_RENDER_DIRECTFB @SDL_VIDEO_RENDER_DIRECTFB@
#cmakedefine SDL_VIDEO_RENDER_METAL @SDL_VIDEO_RENDER_METAL@
-#cmakedefine SDL_VIDEO_RENDER_VITA_GLES2 @SDL_VIDEO_RENDER_VITA_GLES2@
#cmakedefine SDL_VIDEO_RENDER_VITA_GXM @SDL_VIDEO_RENDER_VITA_GXM@
/* Enable OpenGL support */
diff --git a/src/render/vitagles2/SDL_gles2funcs.h b/src/render/vitagles2/SDL_gles2funcs.h
deleted file mode 100644
index 94cfb8749..000000000
--- a/src/render/vitagles2/SDL_gles2funcs.h
+++ /dev/null
@@ -1,77 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2020 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
- 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, glActiveTexture, (GLenum))
-SDL_PROC(void, glAttachShader, (GLuint, GLuint))
-SDL_PROC(void, glBindAttribLocation, (GLuint, GLuint, const char *))
-SDL_PROC(void, glBindTexture, (GLenum, GLuint))
-SDL_PROC(void, glBlendEquationSeparate, (GLenum, GLenum))
-SDL_PROC(void, glBlendFuncSeparate, (GLenum, GLenum, GLenum, GLenum))
-SDL_PROC(void, glClear, (GLbitfield))
-SDL_PROC(void, glClearColor, (GLclampf, GLclampf, GLclampf, GLclampf))
-SDL_PROC(void, glCompileShader, (GLuint))
-SDL_PROC(GLuint, glCreateProgram, (void))
-SDL_PROC(GLuint, glCreateShader, (GLenum))
-SDL_PROC(void, glDeleteProgram, (GLuint))
-SDL_PROC(void, glDeleteShader, (GLuint))
-SDL_PROC(void, glDeleteTextures, (GLsizei, const GLuint *))
-SDL_PROC(void, glDisable, (GLenum))
-SDL_PROC(void, glDisableVertexAttribArray, (GLuint))
-SDL_PROC(void, glDrawArrays, (GLenum, GLint, GLsizei))
-SDL_PROC(void, glEnable, (GLenum))
-SDL_PROC(void, glEnableVertexAttribArray, (GLuint))
-SDL_PROC(void, glFinish, (void))
-SDL_PROC(void, glGenFramebuffers, (GLsizei, GLuint *))
-SDL_PROC(void, glGenTextures, (GLsizei, GLuint *))
-SDL_PROC(void, glGetBooleanv, (GLenum, GLboolean *))
-SDL_PROC(const GLubyte *, glGetString, (GLenum))
-SDL_PROC(GLenum, glGetError, (void))
-SDL_PROC(void, glGetIntegerv, (GLenum, GLint *))
-SDL_PROC(void, glGetProgramiv, (GLuint, GLenum, GLint *))
-SDL_PROC(void, glGetShaderInfoLog, (GLuint, GLsizei, GLsizei *, char *))
-SDL_PROC(void, glGetShaderiv, (GLuint, GLenum, GLint *))
-SDL_PROC(GLint, glGetUniformLocation, (GLuint, const char *))
-SDL_PROC(void, glLinkProgram, (GLuint))
-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, glShaderBinary, (GLsizei, const GLuint *, GLenum, const void *, GLsizei))
-SDL_PROC(void, glShaderSource, (GLuint, GLsizei, const GLchar* const*, const GLint *))
-SDL_PROC(void, glTexImage2D, (GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const void *))
-SDL_PROC(void, glTexParameteri, (GLenum, GLenum, GLint))
-SDL_PROC(void, glTexSubImage2D, (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *))
-SDL_PROC(void, glUniform1i, (GLint, GLint))
-SDL_PROC(void, glUniform4f, (GLint, GLfloat, GLfloat, GLfloat, GLfloat))
-SDL_PROC(void, glUniformMatrix4fv, (GLint, GLsizei, GLboolean, const GLfloat *))
-SDL_PROC(void, glUseProgram, (GLuint))
-SDL_PROC(void, glVertexAttribPointer, (GLuint, GLint, GLenum, GLboolean, GLsizei, const void *))
-SDL_PROC(void, glViewport, (GLint, GLint, GLsizei, GLsizei))
-SDL_PROC(void, glBindFramebuffer, (GLenum, GLuint))
-SDL_PROC(void, glFramebufferTexture2D, (GLenum, GLenum, GLenum, GLuint, GLint))
-SDL_PROC(GLenum, glCheckFramebufferStatus, (GLenum))
-SDL_PROC(void, glDeleteFramebuffers, (GLsizei, const GLuint *))
-SDL_PROC(GLint, glGetAttribLocation, (GLuint, const GLchar *))
-SDL_PROC(void, glGetProgramInfoLog, (GLuint, GLsizei, GLsizei*, GLchar*))
-SDL_PROC(void, glGenBuffers, (GLsizei, GLuint *))
-SDL_PROC(void, glDeleteBuffers, (GLsizei, const GLuint *))
-SDL_PROC(void, glBindBuffer, (GLenum, GLuint))
-SDL_PROC(void, glBufferData, (GLenum, GLsizeiptr, const GLvoid *, GLenum))
-SDL_PROC(void, glBufferSubData, (GLenum, GLintptr, GLsizeiptr, const GLvoid *))
diff --git a/src/render/vitagles2/SDL_render_gles2vita.c b/src/render/vitagles2/SDL_render_gles2vita.c
deleted file mode 100644
index 97a23ce16..000000000
--- a/src/render/vitagles2/SDL_render_gles2vita.c
+++ /dev/null
@@ -1,2107 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2020 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
- 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_VITA_GLES2 && !SDL_RENDER_DISABLED
-
-#include "SDL_assert.h"
-#include "SDL_hints.h"
-#include "SDL_opengles2.h"
-#include "../SDL_sysrender.h"
-#include "../../video/SDL_blit.h"
-#include "SDL_shaders_gles2vita.h"
-
-//#include <psp2/gxm.h>
-//#include <psp2/types.h>
-//#include <psp2/kernel/sysmem.h>
-
-/* To prevent unnecessary window recreation,
- * these should match the defaults selected in SDL_GL_ResetAttributes
- */
-#define RENDERER_CONTEXT_MAJOR 2
-#define RENDERER_CONTEXT_MINOR 0
-
-/* Used to re-create the window with OpenGL ES capability */
-extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
-
-/*************************************************************************************************
- * Context structures *
- *************************************************************************************************/
-
-typedef struct VITA_GLES2_FBOList VITA_GLES2_FBOList;
-
-struct VITA_GLES2_FBOList
-{
- Uint32 w, h;
- GLuint FBO;
- VITA_GLES2_FBOList *next;
-};
-
-typedef struct VITA_GLES2_TextureData
-{
- GLenum texture;
- GLenum texture_type;
- GLenum pixel_format;
- GLenum pixel_type;
- void *pixel_data;
- int pitch;
- /* YUV texture support */
- SDL_bool yuv;
- SDL_bool nv12;
- GLenum texture_v;
- GLenum texture_u;
- VITA_GLES2_FBOList *fbo;
-} VITA_GLES2_TextureData;
-
-typedef struct VITA_GLES2_ShaderCacheEntry
-{
- GLuint id;
- VITA_GLES2_ShaderType type;
- const VITA_GLES2_ShaderInstance *instance;
- int references;
- struct VITA_GLES2_ShaderCacheEntry *prev;
- struct VITA_GLES2_ShaderCacheEntry *next;
-} VITA_GLES2_ShaderCacheEntry;
-
-typedef struct VITA_GLES2_ShaderCache
-{
- int count;
- VITA_GLES2_ShaderCacheEntry *head;
-} VITA_GLES2_ShaderCache;
-
-typedef struct VITA_GLES2_ProgramCacheEntry
-{
- GLuint id;
- VITA_GLES2_ShaderCacheEntry *vertex_shader;
- VITA_GLES2_ShaderCacheEntry *fragment_shader;
- GLuint uniform_locations[16];
- Uint32 color;
- GLfloat projection[4][4];
- struct VITA_GLES2_ProgramCacheEntry *prev;
- struct VITA_GLES2_ProgramCacheEntry *next;
-} VITA_GLES2_ProgramCacheEntry;
-
-typedef struct VITA_GLES2_ProgramCache
-{
- int count;
- VITA_GLES2_ProgramCacheEntry *head;
- VITA_GLES2_ProgramCacheEntry *tail;
-} VITA_GLES2_ProgramCache;
-
-typedef enum
-{
- VITA_GLES2_ATTRIBUTE_POSITION = 0,
- VITA_GLES2_ATTRIBUTE_TEXCOORD = 1,
- VITA_GLES2_ATTRIBUTE_ANGLE = 2,
- VITA_GLES2_ATTRIBUTE_CENTER = 3,
-} VITA_GLES2_Attribute;
-
-typedef enum
-{
- VITA_GLES2_UNIFORM_PROJECTION,
- VITA_GLES2_UNIFORM_TEXTURE,
- VITA_GLES2_UNIFORM_COLOR,
- VITA_GLES2_UNIFORM_TEXTURE_U,
- VITA_GLES2_UNIFORM_TEXTURE_V
-} VITA_GLES2_Uniform;
-
-typedef enum
-{
- VITA_GLES2_IMAGESOURCE_INVALID,
- VITA_GLES2_IMAGESOURCE_SOLID,
- VITA_GLES2_IMAGESOURCE_TEXTURE_ABGR,
- VITA_GLES2_IMAGESOURCE_TEXTURE_ARGB,
- VITA_GLES2_IMAGESOURCE_TEXTURE_RGB,
- VITA_GLES2_IMAGESOURCE_TEXTURE_BGR,
- VITA_GLES2_IMAGESOURCE_TEXTURE_YUV,
- VITA_GLES2_IMAGESOURCE_TEXTURE_NV12,
- VITA_GLES2_IMAGESOURCE_TEXTURE_NV21,
- VITA_GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES
-} VITA_GLES2_ImageSource;
-
-typedef struct
-{
- SDL_Rect viewport;
- SDL_bool viewport_dirty;
- SDL_Texture *texture;
- SDL_Texture *target;
- SDL_BlendMode blend;
- SDL_bool cliprect_enabled_dirty;
- SDL_bool cliprect_enabled;
- SDL_bool cliprect_dirty;
- SDL_Rect cliprect;
- SDL_bool texturing;
- SDL_bool is_copy_ex;
- Uint32 color;
- Uint32 clear_color;
- int drawablew;
- int drawableh;
- VITA_GLES2_ProgramCacheEntry *program;
- GLfloat projection[4][4];
-} VITA_GLES2_DrawStateCache;
-
-typedef struct VITA_GLES2_RenderData
-{
- SDL_GLContext *context;
-
- SDL_bool debug_enabled;
-
-#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
-#include "SDL_gles2funcs.h"
-#undef SDL_PROC
-
- VITA_GLES2_FBOList *framebuffers;
- GLuint window_framebuffer;
-
- int shader_format_count;
- GLenum *shader_formats;
- VITA_GLES2_ShaderCache shader_cache;
- VITA_GLES2_ProgramCache program_cache;
- Uint8 clear_r, clear_g, clear_b, clear_a;
-
- GLuint vertex_buffers[8];
- size_t vertex_buffer_size[8];
- int current_vertex_buffer;
- VITA_GLES2_DrawStateCache drawstate;
-} VITA_GLES2_RenderData;
-
-#define VITA_GLES2_MAX_CACHED_PROGRAMS 8
-
-static const float inv255f = 1.0f / 255.0f;
-
-
-SDL_FORCE_INLINE const char*
-GL_TranslateError (GLenum error)
-{
-#define GL_ERROR_TRANSLATE(e) case e: return #e;
- switch (error) {
- GL_ERROR_TRANSLATE(GL_INVALID_ENUM)
- GL_ERROR_TRANSLATE(GL_INVALID_VALUE)
- GL_ERROR_TRANSLATE(GL_INVALID_OPERATION)
- GL_ERROR_TRANSLATE(GL_OUT_OF_MEMORY)
- GL_ERROR_TRANSLATE(GL_NO_ERROR)
- default:
- return "UNKNOWN";
-}
-#undef GL_ERROR_TRANSLATE
-}
-
-SDL_FORCE_INLINE void
-GL_ClearErrors(SDL_Renderer *renderer)
-{
- VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *) renderer->driverdata;
-
- if (!data->debug_enabled) {
- return;
- }
- while (data->glGetError() != GL_NO_ERROR) {
- /* continue; */
- }
-}
-
-SDL_FORCE_INLINE int
-GL_CheckAllErrors (const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function)
-{
- VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *) renderer->driverdata;
- int ret = 0;
-
- if (!data->debug_enabled) {
- return 0;
- }
- /* check gl errors (can return multiple errors) */
- for (;;) {
- GLenum error = data->glGetError();
- if (error != GL_NO_ERROR) {
- if (prefix == NULL || prefix[0] == '\0') {
- prefix = "generic";
- }
- SDL_SetError("%s: %s (%d): %s %s (0x%X)", prefix, file, line, function, GL_TranslateError(error), error);
- ret = -1;
- } else {
- break;
- }
- }
- return ret;
-}
-
-#if 0
-#define GL_CheckError(prefix, renderer)
-#else
-#define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, SDL_FILE, SDL_LINE, SDL_FUNCTION)
-#endif
-
-/*************************************************************************************************
- * Renderer state APIs *
- *************************************************************************************************/
-
-static int VITA_GLES2_LoadFunctions(VITA_GLES2_RenderData * data)
-{
-#define SDL_PROC(ret,func,params) data->func=func;
-#include "SDL_gles2funcs.h"
-#undef SDL_PROC
- return 0;
-}
-
-static VITA_GLES2_FBOList *
-VITA_GLES2_GetFBO(VITA_GLES2_RenderData *data, Uint32 w, Uint32 h)
-{
- VITA_GLES2_FBOList *result = data->framebuffers;
- while ((result) && ((result->w != w) || (result->h != h)) ) {
- result = result->next;
- }
- if (result == NULL) {
- result = SDL_malloc(sizeof(VITA_GLES2_FBOList));
- result->w = w;
- result->h = h;
- data->glGenFramebuffers(1, &result->FBO);
- result->next = data->framebuffers;
- data->framebuffers = result;
- }
- return result;
-}
-
-static int
-VITA_GLES2_ActivateRenderer(SDL_Renderer * renderer)
-{
- VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *)renderer->driverdata;
-
- if (SDL_GL_GetCurrentContext() != data->context) {
- /* Null out the current program to ensure we set it again */
- data->drawstate.program = NULL;
-
- if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) {
- return -1;
- }
- }
-
- GL_ClearErrors(renderer);
-
- return 0;
-}
-
-static void
-VITA_GLES2_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
-{
- VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *)renderer->driverdata;
-
- if (event->event == SDL_WINDOWEVENT_MINIMIZED) {
- /* According to Apple documentation, we need to finish drawing NOW! */
- data->glFinish();
- }
-}
-
-static int
-VITA_GLES2_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;
- case SDL_BLENDOPERATION_SUBTRACT:
- return GL_FUNC_SUBTRACT;
- case SDL_BLENDOPERATION_REV_SUBTRACT:
- return GL_FUNC_REVERSE_SUBTRACT;
- default:
- return GL_INVALID_ENUM;
- }
-}
-
-static SDL_bool
-VITA_GLES2_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
-{
- 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;
- }
- return SDL_TRUE;
-}
-
-
-static void
-VITA_GLES2_EvictShader(VITA_GLES2_RenderData *data, VITA_GLES2_ShaderCacheEntry *entry)
-{
- /* Unlink the shader from the cache */
- if (entry->next) {
- entry->next->prev = entry->prev;
- }
- if (entry->prev) {
- entry->prev->next = entry->next;
- }
- if (data->shader_cache.head == entry) {
- data->shader_cache.head = entry->next;
- }
- --data->shader_cache.count;
-
- /* Deallocate the shader */
- data->glDeleteShader(entry->id);
- SDL_free(entry);
-}
-
-static VITA_GLES2_ProgramCacheEntry *
-VITA_GLES2_CacheProgram(VITA_GLES2_RenderData *data, VITA_GLES2_ShaderCacheEntry *vertex,
- VITA_GLES2_ShaderCacheEntry *fragment)
-{
- VITA_GLES2_ProgramCacheEntry *entry;
- VITA_GLES2_ShaderCacheEntry *shaderEntry;
- GLint linkSuccessful;
-
- /* Check if we've already cached this program */
- entry = data->program_cache.head;
- while (entry) {
- if (entry->vertex_shader == vertex && entry->fragment_shader == fragment) {
- break;
- }
- entry = entry->next;
- }
- if (entry) {
- if (data->program_cache.head != entry) {
- if (entry->next) {
- entry->next->prev = entry->prev;
- }
- if (entry->prev) {
- entry->prev->next = entry->next;
- }
- entry->prev = NULL;
- entry->next = data->program_cache.head;
- data->program_cache.head->prev = entry;
- data->program_cache.head = entry;
- }
- return entry;
- }
-
- /* Create a program cache entry */
- entry = (VITA_GLES2_ProgramCacheEntry *)SDL_calloc(1, sizeof(VITA_GLES2_ProgramCacheEntry));
- if (!entry) {
- SDL_OutOfMemory();
- return NULL;
- }
- entry->vertex_shader = vertex;
- entry->fragment_shader = fragment;
-
- /* Create the program and link it */
- entry->id = data->glCreateProgram();
- data->glAttachShader(entry->id, vertex->id);
- data->glAttachShader(entry->id, fragment->id);
- data->glBindAttribLocation(entry->id, VITA_GLES2_ATTRIBUTE_POSITION, "a_position");
- data->glBindAttribLocation(entry->id, VITA_GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
- data->glBindAttribLocation(entry->id, VITA_GLES2_ATTRIBUTE_ANGLE, "a_angle");
- data->glBindAttribLocation(entry->id, VITA_GLES2_ATTRIBUTE_CENTER, "a_center");
- data->glLinkProgram(entry->id);
- data->glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful);
- if (!linkSuccessful) {
- data->glDeleteProgram(entry->id);
- SDL_free(entry);
- SDL_SetError("Failed to link shader program");
- return NULL;
- }
-
- /* Predetermine locations of uniform variables */
- entry->uniform_locations[VITA_GLES2_UNIFORM_PROJECTION] =
- data->glGetUniformLocation(entry->id, "u_projection");
- entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE_V] =
- data->glGetUniformLocation(entry->id, "u_texture_v");
- entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE_U] =
- data->glGetUniformLocation(entry->id, "u_texture_u");
- entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE] =
- data->glGetUniformLocation(entry->id, "u_texture");
- entry->uniform_locations[VITA_GLES2_UNIFORM_COLOR] =
- data->glGetUniformLocation(entry->id, "u_color");
-
- entry->color = 0;
-
- data->glUseProgram(entry->id);
- if (entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE_V] != -1) {
- data->glUniform1i(entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE_V], 2); /* always texture unit 2. */
- }
- if (entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE_U] != -1) {
- data->glUniform1i(entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE_U], 1); /* always texture unit 1. */
- }
- if (entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE] != -1) {
- data->glUniform1i(entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE], 0); /* always texture unit 0. */
- }
- if (entry->uniform_locations[VITA_GLES2_UNIFORM_PROJECTION] != -1) {
- data->glUniformMatrix4fv(entry->uniform_locations[VITA_GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)entry->projection);
- }
- if (entry->uniform_locations[VITA_GLES2_UNIFORM_COLOR] != -1) {
- data->glUniform4f(entry->uniform_locations[VITA_GLES2_UNIFORM_COLOR], 0.0f, 0.0f, 0.0f, 0.0f);
- }
-
- /* Cache the linked program */
- if (data->program_cache.head) {
- entry->next = data->program_cache.head;
- data->program_cache.head->prev = entry;
- } else {
- data->program_cache.tail = entry;
- }
- data->program_cache.head = entry;
- ++data->program_cache.count;
-
- /* Increment the refcount of the shaders we're using */
- ++vertex->references;
- ++fragment->references;
-
- /* Evict the last entry from the cache if we exceed the limit */
- if (data->program_cache.count > VITA_GLES2_MAX_CACHED_PROGRAMS) {
- shaderEntry = data->program_cache.tail->vertex_shader;
- if (--shaderEntry->references <= 0) {
- VITA_GLES2_EvictShader(data, shaderEntry);
- }
- shaderEntry = data->program_cache.tail->fragment_shader;
- if (--shaderEntry->references <= 0) {
- VITA_GLES2_EvictShader(data, shaderEntry);
- }
- data->glDeleteProgram(data->program_cache.tail->id);
- data->program_cache.tail = data->program_cache.tail->prev;
- if (data->program_cache.tail != NULL) {
- SDL_free(data->program_cache.tail->next);
- data->program_cache.tail->next = NULL;
- }
- --data->program_cache.count;
- }
- return entry;
-}
-
-static VITA_GLES2_ShaderCacheEntry *
-VITA_GLES2_CacheShader(VITA_GLES2_RenderData *data, VITA_GLES2_ShaderType type)
-{
- const VITA_GLES2_Shader *shader;
- const VITA_GLES2_ShaderInstance *instance = NULL;
- VITA_GLES2_ShaderCacheEntry *entry = NULL;
- GLint compileSuccessful = GL_FALSE;
- int i, j;
-
- /* Find the corresponding shader */
- shader = VITA_GLES2_GetShader(type);
- if (!shader) {
- SDL_SetError("No shader matching the requested characteristics was found");
- return NULL;
- }
-
- /* Find a matching shader instance that's supported on this hardware */
- for (i = 0; i < shader->instance_count && !instance; ++i) {
- for (j = 0; j < data->shader_format_count && !instance; ++j) {
- if (!shader->instances[i]) {
- continue;
- }
- if (shader->instances[i]->format != data->shader_formats[j]) {
- continue;
- }
- instance = shader->instances[i];
- }
- }
- if (!instance) {
- SDL_SetError("The specified shader cannot be loaded on the current platform");
- return NULL;
- }
-
- /* Check if we've already cached this shader */
- entry = data->shader_cache.head;
- while (entry) {
- if (entry->instance == instance) {
- break;
- }
- entry = entry->next;
- }
- if (entry) {
- return entry;
- }
-
- /* Create a shader cache entry */
- entry = (VITA_GLES2_ShaderCacheEntry *)SDL_calloc(1, sizeof(VITA_GLES2_ShaderCacheEntry));
- if (!entry) {
- SDL_OutOfMemory();
- return NULL;
- }
- entry->type = type;
- entry->instance = instance;
-
- /* Compile or load the selected shader instance */
- entry->id = data->glCreateShader(instance->type);
- if (instance->format == (GLenum)-1) {
- data->glShaderSource(entry->id, 1, (const char **)(char *)&instance->data, NULL);
- data->glCompileShader(entry->id);
- data->glGetShaderiv(entry->id, GL_COMPILE_STATUS, &compileSuccessful);
- } else {
- data->glShaderBinary(1, &entry->id, instance->format, instance->data, instance->length);
- compileSuccessful = GL_TRUE;
- }
- if (!compileSuccessful) {
- SDL_bool isstack = SDL_FALSE;
- char *info = NULL;
- int length = 0;
-
- data->glGetShaderiv(entry->id, GL_INFO_LOG_LENGTH, &length);
- if (length > 0) {
- info = SDL_small_alloc(char, length, &isstack);
- if (info) {
- data->glGetShaderInfoLog(entry->id, length, &length, info);
- }
- }
- if (info) {
- SDL_SetError("Failed to load the shader: %s", info);
- SDL_small_free(info, isstack);
- } else {
- SDL_SetError("Failed to load the shader");
- }
- data->glDeleteShader(entry->id);
- SDL_free(entry);
- return NULL;
- }
-
- /* Link the shader entry in at the front of the cache */
- if (data->shader_cache.head) {
- entry->next = data->shader_cache.head;
- data->shader_cache.head->prev = entry;
- }
- data->shader_cache.head = entry;
- ++data->shader_cache.count;
- return entry;
-}
-
-static int
-VITA_GLES2_SelectProgram(VITA_GLES2_RenderData *data, VITA_GLES2_ImageSource source, int w, int h)
-{
- VITA_GLES2_ShaderCacheEntry *vertex = NULL;
- VITA_GLES2_ShaderCacheEntry *fragment = NULL;
- VITA_GLES2_ShaderType vtype, ftype;
- VITA_GLES2_ProgramCacheEntry *program;
-
- /* Select an appropriate shader pair for the specified modes */
- vtype = VITA_GLES2_SHADER_VERTEX_DEFAULT;
- switch (source) {
- case VITA_GLES2_IMAGESOURCE_SOLID:
- ftype = VITA_GLES2_SHADER_FRAGMENT_SOLID_SRC;
- break;
- case VITA_GLES2_IMAGESOURCE_TEXTURE_ABGR:
- ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC;
- break;
- case VITA_GLES2_IMAGESOURCE_TEXTURE_ARGB:
- ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC;
- break;
- case VITA_GLES2_IMAGESOURCE_TEXTURE_RGB:
- ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC;
- break;
- case VITA_GLES2_IMAGESOURCE_TEXTURE_BGR:
- ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC;
- break;
- case VITA_GLES2_IMAGESOURCE_TEXTURE_YUV:
- switch (SDL_GetYUVConversionModeForResolution(w, h)) {
- case SDL_YUV_CONVERSION_JPEG:
- ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC;
- break;
- case SDL_YUV_CONVERSION_BT601:
- ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC;
- break;
- case SDL_YUV_CONVERSION_BT709:
- ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC;
- break;
- default:
- SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
- goto fault;
- }
- break;
- case VITA_GLES2_IMAGESOURCE_TEXTURE_NV12:
- switch (SDL_GetYUVConversionModeForResolution(w, h)) {
- case SDL_YUV_CONVERSION_JPEG:
- ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC;
- break;
- case SDL_YUV_CONVERSION_BT601:
- ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC;
- break;
- case SDL_YUV_CONVERSION_BT709:
- ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC;
- break;
- default:
- SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
- goto fault;
- }
- break;
- case VITA_GLES2_IMAGESOURCE_TEXTURE_NV21:
- switch (SDL_GetYUVConversionModeForResolution(w, h)) {
- case SDL_YUV_CONVERSION_JPEG:
- ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC;
- break;
- case SDL_YUV_CONVERSION_BT601:
- ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC;
- break;
- case SDL_YUV_CONVERSION_BT709:
- ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC;
- break;
- default:
- SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
- goto fault;
- }
- break;
- case VITA_GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES:
- ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC;
- break;
- default:
- goto fault;
- }
-
- /* Load the requested shaders */
- vertex = VITA_GLES2_CacheShader(data, vtype);
- if (!vertex) {
- goto fault;
- }
- fragment = VITA_GLES2_CacheShader(data, ftype);
- if (!fragment) {
- goto fault;
- }
-
- /* Check if we need to change programs at all */
- if (data->drawstate.program &&
- data->drawstate.program->vertex_shader == vertex &&
- data->drawstate.program->fragment_shader == fragment) {
- return 0;
- }
-
- /* Generate a matching program */
- program = VITA_GLES2_CacheProgram(data, vertex, fragment);
- if (!program) {
- goto fault;
- }
-
- /* Select that program in OpenGL */
- data->glUseProgram(program->id);
-
- /* Set the current program */
- data->drawstate.program = program;
-
- /* Clean up and return */
- return 0;
-fault:
- if (vertex && vertex->references <= 0) {
- VITA_GLES2_EvictShader(data, vertex);
- }
- if (fragment && fragment->references <= 0) {
- VITA_GLES2_EvictShader(data, fragment);
- }
- data->drawstate.program = NULL;
- return -1;
-}
-
-static int
-VITA_GLES2_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd)
-{
- return 0; /* nothing to do in this backend. */
-}
-
-static int
-VITA_GLES2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
-{
-
- GLfloat *verts = (GLfloat *) SDL_AllocateRenderVerti
(Patch may be truncated, please check the link at the top of this post.)