mirror of
https://github.com/shadps4-emu/ext-SDL.git
synced 2024-11-23 18:19:40 +00:00
Removed SDL_GL_BindTexture() and SDL_GL_UnbindTexture()
Now that we have the OpenGL texture properties, you can directly bind them yourself. Fixes https://github.com/libsdl-org/SDL/issues/2124
This commit is contained in:
parent
4d5bffc323
commit
7eae08cfc4
@ -959,6 +959,8 @@ The following functions have been renamed:
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* SDL_RenderWindowToLogical() => SDL_RenderCoordinatesFromWindow()
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The following functions have been removed:
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* SDL_GL_BindTexture() - use SDL_GetTextureProperties() to get the OpenGL texture ID and bind the texture directly
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* SDL_GL_UnbindTexture() - use SDL_GetTextureProperties() to get the OpenGL texture ID and unbind the texture directly
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* SDL_GetTextureUserData() - use SDL_GetTextureProperties() instead
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* SDL_RenderGetIntegerScale()
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* SDL_RenderSetIntegerScale() - this is now explicit with SDL_LOGICAL_PRESENTATION_INTEGER_SCALE
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@ -1746,60 +1746,6 @@ extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer *renderer);
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*/
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extern DECLSPEC int SDLCALL SDL_FlushRenderer(SDL_Renderer *renderer);
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/**
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* Bind an OpenGL/ES/ES2 texture to the current context.
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*
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* This is for use with OpenGL instructions when rendering OpenGL primitives
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* directly.
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*
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* If not NULL, `texw` and `texh` will be filled with the width and height
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* values suitable for the provided texture. In most cases, both will be 1.0,
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* however, on systems that support the GL_ARB_texture_rectangle extension,
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* these values will actually be the pixel width and height used to create the
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* texture, so this factor needs to be taken into account when providing
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* texture coordinates to OpenGL.
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*
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* You need a renderer to create an SDL_Texture, therefore you can only use
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* this function with an implicit OpenGL context from SDL_CreateRenderer(),
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* not with your own OpenGL context. If you need control over your OpenGL
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* context, you need to write your own texture-loading methods.
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*
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* Also note that SDL may upload RGB textures as BGR (or vice-versa), and
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* re-order the color channels in the shaders phase, so the uploaded texture
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* may have swapped color channels.
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*
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* \param texture the texture to bind to the current OpenGL/ES/ES2 context
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* \param texw a pointer to a float value which will be filled with the
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* texture width or NULL if you don't need that value
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* \param texh a pointer to a float value which will be filled with the
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* texture height or NULL if you don't need that value
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* \returns 0 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GL_MakeCurrent
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* \sa SDL_GL_UnbindTexture
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*/
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extern DECLSPEC int SDLCALL SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh);
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/**
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* Unbind an OpenGL/ES/ES2 texture from the current context.
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*
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* See SDL_GL_BindTexture() for examples on how to use these functions
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*
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* \param texture the texture to unbind from the current OpenGL/ES/ES2 context
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* \returns 0 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GL_BindTexture
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* \sa SDL_GL_MakeCurrent
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*/
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extern DECLSPEC int SDLCALL SDL_GL_UnbindTexture(SDL_Texture *texture);
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/**
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* Get the CAMetalLayer associated with the given Metal renderer.
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*
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@ -110,7 +110,6 @@ SDL3_0.0.0 {
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SDL_FlushRenderer;
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SDL_GDKGetTaskQueue;
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SDL_GDKSuspendComplete;
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SDL_GL_BindTexture;
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SDL_GL_CreateContext;
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SDL_GL_DeleteContext;
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SDL_GL_ExtensionSupported;
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@ -125,7 +124,6 @@ SDL3_0.0.0 {
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SDL_GL_SetAttribute;
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SDL_GL_SetSwapInterval;
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SDL_GL_SwapWindow;
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SDL_GL_UnbindTexture;
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SDL_GL_UnloadLibrary;
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SDL_GUIDFromString;
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SDL_GUIDToString;
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@ -134,7 +134,6 @@
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#define SDL_FlushRenderer SDL_FlushRenderer_REAL
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#define SDL_GDKGetTaskQueue SDL_GDKGetTaskQueue_REAL
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#define SDL_GDKSuspendComplete SDL_GDKSuspendComplete_REAL
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#define SDL_GL_BindTexture SDL_GL_BindTexture_REAL
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#define SDL_GL_CreateContext SDL_GL_CreateContext_REAL
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#define SDL_GL_DeleteContext SDL_GL_DeleteContext_REAL
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#define SDL_GL_ExtensionSupported SDL_GL_ExtensionSupported_REAL
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@ -149,7 +148,6 @@
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#define SDL_GL_SetAttribute SDL_GL_SetAttribute_REAL
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#define SDL_GL_SetSwapInterval SDL_GL_SetSwapInterval_REAL
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#define SDL_GL_SwapWindow SDL_GL_SwapWindow_REAL
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#define SDL_GL_UnbindTexture SDL_GL_UnbindTexture_REAL
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#define SDL_GL_UnloadLibrary SDL_GL_UnloadLibrary_REAL
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#define SDL_GUIDFromString SDL_GUIDFromString_REAL
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#define SDL_GUIDToString SDL_GUIDToString_REAL
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@ -194,7 +194,6 @@ SDL_DYNAPI_PROC(int,SDL_FlashWindow,(SDL_Window *a, SDL_FlashOperation b),(a,b),
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SDL_DYNAPI_PROC(void,SDL_FlushEvent,(Uint32 a),(a),)
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SDL_DYNAPI_PROC(void,SDL_FlushEvents,(Uint32 a, Uint32 b),(a,b),)
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SDL_DYNAPI_PROC(int,SDL_FlushRenderer,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GL_BindTexture,(SDL_Texture *a, float *b, float *c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_GLContext,SDL_GL_CreateContext,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GL_DeleteContext,(SDL_GLContext a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GL_ExtensionSupported,(const char *a),(a),return)
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@ -209,7 +208,6 @@ SDL_DYNAPI_PROC(void,SDL_GL_ResetAttributes,(void),(),)
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SDL_DYNAPI_PROC(int,SDL_GL_SetAttribute,(SDL_GLattr a, int b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_GL_SetSwapInterval,(int a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GL_SwapWindow,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GL_UnbindTexture,(SDL_Texture *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_GL_UnloadLibrary,(void),(),)
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SDL_DYNAPI_PROC(SDL_GUID,SDL_GUIDFromString,(const char *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_GUIDToString,(SDL_GUID a, char *b, int c),(a,b,c),return)
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@ -4153,38 +4153,6 @@ void SDL_DestroyRenderer(SDL_Renderer *renderer)
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renderer->DestroyRenderer(renderer);
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}
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int SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh)
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{
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SDL_Renderer *renderer;
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CHECK_TEXTURE_MAGIC(texture, -1);
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renderer = texture->renderer;
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if (texture->native) {
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return SDL_GL_BindTexture(texture->native, texw, texh);
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} else if (renderer && renderer->GL_BindTexture) {
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FlushRenderCommandsIfTextureNeeded(texture); /* in case the app is going to mess with it. */
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return renderer->GL_BindTexture(renderer, texture, texw, texh);
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} else {
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return SDL_Unsupported();
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}
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}
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int SDL_GL_UnbindTexture(SDL_Texture *texture)
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{
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SDL_Renderer *renderer;
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CHECK_TEXTURE_MAGIC(texture, -1);
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renderer = texture->renderer;
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if (texture->native) {
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return SDL_GL_UnbindTexture(texture->native);
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} else if (renderer && renderer->GL_UnbindTexture) {
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FlushRenderCommandsIfTextureNeeded(texture); /* in case the app messed with it. */
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return renderer->GL_UnbindTexture(renderer, texture);
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}
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return SDL_Unsupported();
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}
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void *SDL_GetRenderMetalLayer(SDL_Renderer *renderer)
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{
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CHECK_RENDERER_MAGIC(renderer, NULL);
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@ -209,9 +209,6 @@ struct SDL_Renderer
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int (*SetVSync)(SDL_Renderer *renderer, int vsync);
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int (*GL_BindTexture)(SDL_Renderer *renderer, SDL_Texture *texture, float *texw, float *texh);
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int (*GL_UnbindTexture)(SDL_Renderer *renderer, SDL_Texture *texture);
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void *(*GetMetalLayer)(SDL_Renderer *renderer);
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void *(*GetMetalCommandEncoder)(SDL_Renderer *renderer);
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@ -1145,7 +1145,7 @@ static int SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const
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}
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/* This is a little awkward but should avoid texcoord arrays getting into
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a bad state if SDL_GL_BindTexture/UnbindTexture are called. */
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a bad state if the application is manually binding textures */
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if (texture_array != data->drawstate.texture_array) {
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if (texture_array) {
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data->glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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@ -1610,105 +1610,6 @@ static void GL_DestroyRenderer(SDL_Renderer *renderer)
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SDL_free(renderer);
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}
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static int GL_BindTexture(SDL_Renderer *renderer, SDL_Texture *texture, float *texw, float *texh)
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{
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GL_RenderData *data = (GL_RenderData *)renderer->driverdata;
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GL_TextureData *texturedata = (GL_TextureData *)texture->driverdata;
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const GLenum textype = data->textype;
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GL_ActivateRenderer(renderer);
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data->glEnable(textype);
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#if SDL_HAVE_YUV
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if (texturedata->yuv) {
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if (data->GL_ARB_multitexture_supported) {
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data->glActiveTextureARB(GL_TEXTURE2_ARB);
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}
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data->glBindTexture(textype, texturedata->vtexture);
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if (data->GL_ARB_multitexture_supported) {
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data->glActiveTextureARB(GL_TEXTURE1_ARB);
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}
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data->glBindTexture(textype, texturedata->utexture);
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if (data->GL_ARB_multitexture_supported) {
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data->glActiveTextureARB(GL_TEXTURE0_ARB);
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}
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}
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if (texturedata->nv12) {
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if (data->GL_ARB_multitexture_supported) {
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data->glActiveTextureARB(GL_TEXTURE1_ARB);
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}
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data->glBindTexture(textype, texturedata->utexture);
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if (data->GL_ARB_multitexture_supported) {
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data->glActiveTextureARB(GL_TEXTURE0_ARB);
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}
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}
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#endif
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data->glBindTexture(textype, texturedata->texture);
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data->drawstate.texturing = SDL_TRUE;
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data->drawstate.texture = texture;
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if (texw) {
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*texw = (float)texturedata->texw;
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}
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if (texh) {
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*texh = (float)texturedata->texh;
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}
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return 0;
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}
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static int GL_UnbindTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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{
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GL_RenderData *data = (GL_RenderData *)renderer->driverdata;
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const GLenum textype = data->textype;
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#if SDL_HAVE_YUV
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GL_TextureData *texturedata = (GL_TextureData *)texture->driverdata;
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#endif
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GL_ActivateRenderer(renderer);
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#if SDL_HAVE_YUV
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if (texturedata->yuv) {
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if (data->GL_ARB_multitexture_supported) {
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data->glActiveTextureARB(GL_TEXTURE2_ARB);
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}
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data->glBindTexture(textype, 0);
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data->glDisable(textype);
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if (data->GL_ARB_multitexture_supported) {
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data->glActiveTextureARB(GL_TEXTURE1_ARB);
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}
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data->glBindTexture(textype, 0);
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data->glDisable(textype);
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if (data->GL_ARB_multitexture_supported) {
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data->glActiveTextureARB(GL_TEXTURE0_ARB);
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}
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}
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if (texturedata->nv12) {
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if (data->GL_ARB_multitexture_supported) {
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data->glActiveTextureARB(GL_TEXTURE1_ARB);
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}
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data->glBindTexture(textype, 0);
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data->glDisable(textype);
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if (data->GL_ARB_multitexture_supported) {
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data->glActiveTextureARB(GL_TEXTURE0_ARB);
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}
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}
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#endif
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data->glBindTexture(textype, 0);
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data->glDisable(textype);
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data->drawstate.texturing = SDL_FALSE;
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data->drawstate.texture = NULL;
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return 0;
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}
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static int GL_SetVSync(SDL_Renderer *renderer, const int vsync)
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{
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int retval;
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@ -1828,8 +1729,6 @@ static SDL_Renderer *GL_CreateRenderer(SDL_Window *window, SDL_PropertiesID crea
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renderer->DestroyTexture = GL_DestroyTexture;
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renderer->DestroyRenderer = GL_DestroyRenderer;
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renderer->SetVSync = GL_SetVSync;
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renderer->GL_BindTexture = GL_BindTexture;
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renderer->GL_UnbindTexture = GL_UnbindTexture;
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renderer->info = GL_RenderDriver.info;
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renderer->info.flags = 0; /* will set some flags below. */
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renderer->driverdata = data;
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@ -2013,57 +2013,6 @@ static int GLES2_SetVSync(SDL_Renderer *renderer, const int vsync)
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return retval;
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}
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/*************************************************************************************************
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* Bind/unbinding of textures
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*************************************************************************************************/
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static int GLES2_BindTexture(SDL_Renderer *renderer, SDL_Texture *texture, float *texw, float *texh)
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{
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
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GLES2_TextureData *texturedata = (GLES2_TextureData *)texture->driverdata;
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GLES2_ActivateRenderer(renderer);
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#if SDL_HAVE_YUV
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if (texturedata->yuv) {
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data->glActiveTexture(GL_TEXTURE2);
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data->glBindTexture(texturedata->texture_type, texturedata->texture_v);
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data->glActiveTexture(GL_TEXTURE1);
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data->glBindTexture(texturedata->texture_type, texturedata->texture_u);
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data->glActiveTexture(GL_TEXTURE0);
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} else if (texturedata->nv12) {
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data->glActiveTexture(GL_TEXTURE1);
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data->glBindTexture(texturedata->texture_type, texturedata->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(texturedata->texture_type, texturedata->texture);
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data->drawstate.texture = texture;
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if (texw) {
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*texw = 1.0;
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}
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if (texh) {
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*texh = 1.0;
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}
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return 0;
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}
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static int GLES2_UnbindTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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{
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
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GLES2_TextureData *texturedata = (GLES2_TextureData *)texture->driverdata;
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GLES2_ActivateRenderer(renderer);
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data->glBindTexture(texturedata->texture_type, 0);
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data->drawstate.texture = NULL;
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return 0;
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}
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/*************************************************************************************************
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* Renderer instantiation *
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*************************************************************************************************/
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@ -2220,8 +2169,6 @@ static SDL_Renderer *GLES2_CreateRenderer(SDL_Window *window, SDL_PropertiesID c
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renderer->DestroyTexture = GLES2_DestroyTexture;
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renderer->DestroyRenderer = GLES2_DestroyRenderer;
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renderer->SetVSync = GLES2_SetVSync;
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renderer->GL_BindTexture = GLES2_BindTexture;
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renderer->GL_UnbindTexture = GLES2_UnbindTexture;
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#if SDL_HAVE_YUV
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renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
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renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
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@ -508,6 +508,8 @@ static SDL_bool GetTextureForDRMFrame(AVFrame *frame, SDL_Texture **texture)
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const AVDRMFrameDescriptor *desc = (const AVDRMFrameDescriptor *)frame->data[0];
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int i, j, image_index, num_planes;
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EGLDisplay display = eglGetCurrentDisplay();
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SDL_PropertiesID props;
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GLuint textures[2];
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/* FIXME: Assuming NV12 data format */
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num_planes = 0;
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@ -536,8 +538,13 @@ static SDL_bool GetTextureForDRMFrame(AVFrame *frame, SDL_Texture **texture)
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SDL_SetTextureBlendMode(*texture, SDL_BLENDMODE_NONE);
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SDL_SetTextureScaleMode(*texture, SDL_SCALEMODE_LINEAR);
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/* Bind the texture for importing */
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SDL_GL_BindTexture(*texture, NULL, NULL);
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props = SDL_GetTextureProperties(*texture);
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textures[0] = (GLuint)SDL_GetNumberProperty(props, SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_NUMBER, 0);
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textures[1] = (GLuint)SDL_GetNumberProperty(props, SDL_PROPERTY_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER, 0);
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if (!textures[0] || !textures[1]) {
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SDL_SetError("Couldn't get NV12 OpenGL textures");
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return SDL_FALSE;
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}
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/* import the frame into OpenGL */
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image_index = 0;
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@ -559,13 +566,12 @@ static SDL_bool GetTextureForDRMFrame(AVFrame *frame, SDL_Texture **texture)
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EGLImage pImage = eglCreateImage(display, EGL_NO_CONTEXT, EGL_LINUX_DMA_BUF_EXT, NULL, img_attr);
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glActiveTextureARBFunc(GL_TEXTURE0_ARB + image_index);
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glBindTexture(GL_TEXTURE_2D, textures[image_index]);
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glEGLImageTargetTexture2DOESFunc(GL_TEXTURE_2D, pImage);
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++image_index;
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}
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}
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SDL_GL_UnbindTexture(*texture);
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return SDL_TRUE;
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#else
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return SDL_FALSE;
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