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-rwxr-xr-xSource/DirectFB/gfxdrivers/gl/gl_2d.c928
1 files changed, 928 insertions, 0 deletions
diff --git a/Source/DirectFB/gfxdrivers/gl/gl_2d.c b/Source/DirectFB/gfxdrivers/gl/gl_2d.c
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--- /dev/null
+++ b/Source/DirectFB/gfxdrivers/gl/gl_2d.c
@@ -0,0 +1,928 @@
+/*
+ (c) Copyright 2001-2009 The world wide DirectFB Open Source Community (directfb.org)
+ (c) Copyright 2000-2004 Convergence (integrated media) GmbH
+
+ All rights reserved.
+
+ This library is free software; you can redistribute it and/or
+ modify it under the terms of the GNU Lesser General Public
+ License as published by the Free Software Foundation; either
+ version 2 of the License, or (at your option) any later version.
+
+ This library is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ Lesser General Public License for more details.
+
+ You should have received a copy of the GNU Lesser General Public
+ License along with this library; if not, write to the
+ Free Software Foundation, Inc., 59 Temple Place - Suite 330,
+ Boston, MA 02111-1307, USA.
+*/
+
+//#define DIRECT_ENABLE_DEBUG
+
+#include <config.h>
+
+#include <directfb.h>
+
+#include <direct/debug.h>
+#include <direct/memcpy.h>
+#include <direct/messages.h>
+
+#include <core/state.h>
+#include <core/surface.h>
+#include <core/system.h>
+
+#include <gfx/convert.h>
+
+#include "gl_2d.h"
+#include "gl_gfxdriver.h"
+
+
+D_DEBUG_DOMAIN( GL__2D, "GL/2D", "OpenGL 2D Acceleration" );
+
+/*
+ * State validation flags.
+ *
+ * There's no prefix because of the macros below.
+ */
+enum {
+ DESTINATION = 0x00000001,
+ SCISSOR = 0x00000002,
+ MATRIX = 0x00000004,
+ RENDER_OPTS = 0x00000008,
+
+ COLOR_DRAW = 0x00000010,
+
+ SOURCE = 0x00000100,
+ COLOR_BLIT = 0x00000200,
+
+ BLENDFUNC = 0x00010000,
+
+ ALL = 0x0001031F
+};
+
+/*
+ * State handling macros.
+ */
+
+#define GL_VALIDATE(flags) do { gdev->v_flags |= (flags); } while (0)
+#define GL_INVALIDATE(flags) do { gdev->v_flags &= ~(flags); } while (0)
+
+#define GL_CHECK_VALIDATE(flag) do { \
+ if ((gdev->v_flags & flag) != flag) \
+ gl_validate_##flag( gdrv, gdev, state ); \
+ } while (0)
+
+
+/**********************************************************************************************************************/
+
+/*
+ * Called by glSetState() to ensure that the destination parameters are properly set
+ * for execution of rendering functions.
+ */
+static inline void
+gl_validate_DESTINATION( GLDriverData *gdrv,
+ GLDeviceData *gdev,
+ CardState *state )
+{
+ CoreSurface *surface = state->destination;
+ GLBufferData *buffer = state->dst.handle;
+
+ D_DEBUG_AT( GL__2D, "%s( %p )\n", __FUNCTION__, buffer );
+
+ D_MAGIC_ASSERT( buffer, GLBufferData );
+
+ if (buffer->flags & GLBF_UPDATE_TARGET) {
+ glViewport( 0, 0, surface->config.size.w, surface->config.size.h );
+
+ glMatrixMode( GL_PROJECTION );
+ glLoadIdentity();
+ glOrtho( 0, surface->config.size.w, 0, surface->config.size.h, -1, 1 );
+
+ glMatrixMode( GL_MODELVIEW );
+ glLoadIdentity();
+ glScalef( 1, -1, 1 );
+ glTranslatef( 0, - surface->config.size.h, 0 );
+
+ glShadeModel( GL_FLAT );
+ glDisable( GL_LIGHTING );
+
+ glDepthMask( GL_FALSE );
+ glDisable( GL_DEPTH_TEST );
+
+ glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST );
+ glDisable( GL_CULL_FACE );
+
+ glEnable( GL_SCISSOR_TEST );
+
+ GL_INVALIDATE( ALL );
+
+ buffer->flags &= ~GLBF_UPDATE_TARGET;
+ }
+
+ /* Set the flag. */
+ GL_VALIDATE( DESTINATION );
+}
+
+/*
+ * Called by glSetState() to ensure that the clip is properly set
+ * for execution of rendering functions.
+ */
+static inline void
+gl_validate_SCISSOR( GLDriverData *gdrv,
+ GLDeviceData *gdev,
+ CardState *state )
+{
+ CoreSurface *surface = state->destination;
+
+ D_DEBUG_AT( GL__2D, "%s()\n", __FUNCTION__ );
+
+ glScissor( state->clip.x1,
+ surface->config.size.h - state->clip.y2 - 1,
+ state->clip.x2 - state->clip.x1 + 1,
+ state->clip.y2 - state->clip.y1 + 1 );
+
+ /* Set the flag. */
+ GL_VALIDATE( SCISSOR );
+}
+
+/*
+ * Called by glSetState() to ensure that the matrix is properly set
+ * for execution of rendering functions.
+ */
+static inline void
+gl_validate_MATRIX( GLDriverData *gdrv,
+ GLDeviceData *gdev,
+ CardState *state )
+{
+ CoreSurface *surface = state->destination;
+
+ D_DEBUG_AT( GL__2D, "%s()\n", __FUNCTION__ );
+
+ glMatrixMode( GL_MODELVIEW );
+ glLoadIdentity();
+ glScalef( 1, -1, 1 );
+ glTranslatef( 0, - surface->config.size.h, 0 );
+
+ if (state->render_options & DSRO_MATRIX) {
+ float m[16] = { 0 };
+
+#define M(n) (state->matrix[n] / 65536.0f)
+
+ m[0] = M(0); m[4] = M(1); m[ 8] = 0.0f; m[12] = M(2);
+ m[1] = M(3); m[5] = M(4); m[ 9] = 0.0f; m[13] = M(5);
+ m[2] = 0.0f; m[6] = 0.0f; m[10] = 1.0f; m[14] = 0.0f;
+ m[3] = M(6); m[7] = M(7); m[11] = 0.0f; m[15] = M(8);
+
+#undef M
+
+ D_DEBUG_AT( GL__2D, " -> %7.2f %7.2f %7.2f %7.2f\n", m[0], m[4], m[8], m[12] );
+ D_DEBUG_AT( GL__2D, " -> %7.2f %7.2f %7.2f %7.2f\n", m[1], m[5], m[9], m[13] );
+ D_DEBUG_AT( GL__2D, " -> %7.2f %7.2f %7.2f %7.2f\n", m[2], m[6], m[10], m[14] );
+ D_DEBUG_AT( GL__2D, " -> %7.2f %7.2f %7.2f %7.2f\n", m[3], m[7], m[11], m[15] );
+
+ glMultMatrixf( m );
+ }
+
+ /* Set the flag. */
+ GL_VALIDATE( MATRIX );
+}
+
+/*
+ * Called by glSetState() to ensure that the rendering options are properly set
+ * for execution of rendering functions.
+ */
+static inline void
+gl_validate_RENDER_OPTS( GLDriverData *gdrv,
+ GLDeviceData *gdev,
+ CardState *state )
+{
+ D_DEBUG_AT( GL__2D, "%s()\n", __FUNCTION__ );
+
+ if (state->render_options & DSRO_ANTIALIAS) {
+ glEnable( GL_LINE_SMOOTH );
+ //glEnable( GL_POLYGON_SMOOTH );
+ }
+ else {
+ glDisable( GL_LINE_SMOOTH );
+ //glDisable( GL_POLYGON_SMOOTH );
+ }
+
+ /* Set the flag. */
+ GL_VALIDATE( RENDER_OPTS );
+}
+
+/*
+ * Called by glSetState() to ensure that the color is properly set
+ * for execution of drawing functions.
+ */
+static inline void
+gl_validate_COLOR_DRAW( GLDriverData *gdrv,
+ GLDeviceData *gdev,
+ CardState *state )
+{
+ D_DEBUG_AT( GL__2D, "%s()\n", __FUNCTION__ );
+
+ if (state->drawingflags & DSDRAW_SRC_PREMULTIPLY) {
+ int A = state->color.a + 1;
+
+ glColor4ub( (state->color.r * A) >> 8,
+ (state->color.g * A) >> 8,
+ (state->color.b * A) >> 8, state->color.a );
+ }
+ else
+ glColor4ub( state->color.r, state->color.g, state->color.b, state->color.a );
+
+ /* Set the flag. */
+ GL_VALIDATE( COLOR_DRAW );
+
+ /* Invalidates blitting color. */
+ GL_INVALIDATE( COLOR_BLIT );
+}
+
+/*
+ * Called by glSetState() to ensure that the source parameters are properly set
+ * for execution of blitting functions.
+ */
+static inline void
+gl_validate_SOURCE( GLDriverData *gdrv,
+ GLDeviceData *gdev,
+ CardState *state )
+{
+ GLBufferData *buffer = state->src.handle;
+
+ D_DEBUG_AT( GL__2D, "%s( %p )\n", __FUNCTION__, buffer );
+
+ D_MAGIC_ASSERT( buffer, GLBufferData );
+
+ glBindTexture( GL_TEXTURE_RECTANGLE_ARB, buffer->texture );
+
+ if (buffer->flags & GLBF_UPDATE_TEXTURE) {
+ glTexParameterf( GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ glTexParameterf( GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+
+ glTexParameterf( GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+ glTexParameterf( GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+
+ buffer->flags &= ~GLBF_UPDATE_TEXTURE;
+ }
+
+ /* Set the flag. */
+ GL_VALIDATE( SOURCE );
+}
+
+/*
+ * Called by glSetState() to ensure that the color is properly set
+ * for execution of blitting functions.
+ */
+static inline void
+gl_validate_COLOR_BLIT( GLDriverData *gdrv,
+ GLDeviceData *gdev,
+ CardState *state )
+{
+ int r, g, b, a;
+
+ D_DEBUG_AT( GL__2D, "%s()\n", __FUNCTION__ );
+
+ if (state->blittingflags & DSBLIT_COLORIZE) {
+ r = state->color.r;
+ g = state->color.g;
+ b = state->color.b;
+ }
+ else
+ r = g = b = 0xff;
+
+ if (state->blittingflags & DSBLIT_BLEND_COLORALPHA)
+ a = state->color.a;
+ else
+ a = 0xff;
+
+ if (state->blittingflags & DSBLIT_SRC_PREMULTCOLOR) {
+ int A = state->color.a + 1;
+
+ r = (r * A) >> 8;
+ g = (g * A) >> 8;
+ b = (b * A) >> 8;
+ }
+
+ glColor4ub( r, g, b, a );
+
+ /* Set the flag. */
+ GL_VALIDATE( COLOR_BLIT );
+
+ /* Invalidates drawing color. */
+ GL_INVALIDATE( COLOR_DRAW );
+}
+
+/*
+ * Called by glSetState() to ensure that the blend functions are properly set
+ * for execution of drawing and blitting functions.
+ */
+static inline void
+gl_validate_BLENDFUNC( GLDriverData *gdrv,
+ GLDeviceData *gdev,
+ CardState *state )
+{
+ GLenum src = GL_ZERO, dst = GL_ZERO;
+
+ D_DEBUG_AT( GL__2D, "%s()\n", __FUNCTION__ );
+
+ switch (state->src_blend) {
+ case DSBF_ZERO:
+ break;
+
+ case DSBF_ONE:
+ src = GL_ONE;
+ break;
+
+ case DSBF_SRCCOLOR:
+ src = GL_SRC_COLOR;
+ break;
+
+ case DSBF_INVSRCCOLOR:
+ src = GL_ONE_MINUS_SRC_COLOR;
+ break;
+
+ case DSBF_SRCALPHA:
+ src = GL_SRC_ALPHA;
+ break;
+
+ case DSBF_INVSRCALPHA:
+ src = GL_ONE_MINUS_SRC_ALPHA;
+ break;
+
+ case DSBF_DESTALPHA:
+ src = GL_DST_ALPHA;
+ break;
+
+ case DSBF_INVDESTALPHA:
+ src = GL_ONE_MINUS_DST_ALPHA;
+ break;
+
+ case DSBF_DESTCOLOR:
+ src = GL_DST_COLOR;
+ break;
+
+ case DSBF_INVDESTCOLOR:
+ src = GL_ONE_MINUS_DST_COLOR;
+ break;
+
+ case DSBF_SRCALPHASAT:
+ src = GL_SRC_ALPHA_SATURATE;
+ break;
+
+ default:
+ D_BUG( "unexpected src blend function %d", state->src_blend );
+ }
+
+ switch (state->dst_blend) {
+ case DSBF_ZERO:
+ break;
+
+ case DSBF_ONE:
+ dst = GL_ONE;
+ break;
+
+ case DSBF_SRCCOLOR:
+ dst = GL_SRC_COLOR;
+ break;
+
+ case DSBF_INVSRCCOLOR:
+ dst = GL_ONE_MINUS_SRC_COLOR;
+ break;
+
+ case DSBF_SRCALPHA:
+ dst = GL_SRC_ALPHA;
+ break;
+
+ case DSBF_INVSRCALPHA:
+ dst = GL_ONE_MINUS_SRC_ALPHA;
+ break;
+
+ case DSBF_DESTALPHA:
+ dst = GL_DST_ALPHA;
+ break;
+
+ case DSBF_INVDESTALPHA:
+ dst = GL_ONE_MINUS_DST_ALPHA;
+ break;
+
+ case DSBF_DESTCOLOR:
+ dst = GL_DST_COLOR;
+ break;
+
+ case DSBF_INVDESTCOLOR:
+ dst = GL_ONE_MINUS_DST_COLOR;
+ break;
+
+ case DSBF_SRCALPHASAT:
+ dst = GL_SRC_ALPHA_SATURATE;
+ break;
+
+ default:
+ D_BUG( "unexpected dst blend function %d", state->dst_blend );
+ }
+
+ glBlendFunc( src, dst );
+
+ /* Set the flag. */
+ GL_VALIDATE( BLENDFUNC );
+}
+
+/**********************************************************************************************************************/
+
+/*
+ * Wait for the blitter to be idle.
+ *
+ * This function is called before memory that has been written to by the hardware is about to be
+ * accessed by the CPU (software driver) or another hardware entity like video encoder (by Flip()).
+ * It can also be called by applications explicitly, e.g. at the end of a benchmark loop to include
+ * execution time of queued commands in the measurement.
+ */
+DFBResult
+glEngineSync( void *drv, void *dev )
+{
+ GLDriverData *gdrv = drv;
+
+ D_DEBUG_AT( GL__2D, "%s()\n", __FUNCTION__ );
+
+ if (gdrv->calls > 0) {
+ glFinish();
+
+ gdrv->calls = 0;
+ }
+
+ return DFB_OK;
+}
+
+/*
+ * Reset the graphics engine.
+ */
+void
+glEngineReset( void *drv, void *dev )
+{
+ D_DEBUG_AT( GL__2D, "%s()\n", __FUNCTION__ );
+}
+
+/*
+ * Start processing of queued commands if required.
+ *
+ * This function is called before returning from the graphics core to the application.
+ * Usually that's after each rendering function. The only functions causing multiple commands
+ * to be queued with a single emition at the end are DrawString(), TileBlit(), BatchBlit(),
+ * DrawLines() and possibly FillTriangle() which is emulated using multiple FillRectangle() calls.
+ */
+void
+glEmitCommands( void *drv, void *dev )
+{
+ GLDriverData *gdrv = drv;
+
+ D_DEBUG_AT( GL__2D, "%s()\n", __FUNCTION__ );
+
+ if (gdrv->calls > 523) {
+ glFlush();
+
+ gdrv->calls = 1;
+ }
+}
+
+/**********************************************************************************************************************/
+
+/*
+ * Check for acceleration of 'accel' using the given 'state'.
+ */
+void
+glCheckState( void *drv,
+ void *dev,
+ CardState *state,
+ DFBAccelerationMask accel )
+{
+ D_DEBUG_AT( GL__2D, "%s( state %p, accel 0x%08x ) <- dest %p [%lu]\n", __FUNCTION__,
+ state, accel, state->destination, state->dst.offset );
+
+ /* Return if the desired function is not supported at all. */
+ if (accel & ~(GL_SUPPORTED_DRAWINGFUNCTIONS | GL_SUPPORTED_BLITTINGFUNCTIONS)) {
+ D_DEBUG_AT( GL__2D, " -> unsupported function\n" );
+ return;
+ }
+
+ /* Return if the destination format is not supported. */
+ switch (state->destination->config.format) {
+ case DSPF_ARGB:
+ case DSPF_RGB32:
+ break;
+
+ default:
+ D_DEBUG_AT( GL__2D, " -> unsupported destination format %s\n",
+ dfb_pixelformat_name(state->destination->config.format) );
+ return;
+ }
+
+ /* Check if drawing or blitting is requested. */
+ if (DFB_DRAWING_FUNCTION( accel )) {
+ /* Return if unsupported drawing flags are set. */
+ if (state->drawingflags & ~GL_SUPPORTED_DRAWINGFLAGS) {
+ D_DEBUG_AT( GL__2D, " -> unsupported drawing flags 0x%08x\n", state->drawingflags );
+ return;
+ }
+ }
+ else {
+ /* Return if the source format is not supported. */
+ switch (state->source->config.format) {
+ case DSPF_ARGB:
+ case DSPF_RGB32:
+ break;
+
+ default:
+ D_DEBUG_AT( GL__2D, " -> unsupported source format %s\n",
+ dfb_pixelformat_name(state->source->config.format) );
+ return;
+ }
+
+ /* Return if unsupported blitting flags are set. */
+ if (state->blittingflags & ~GL_SUPPORTED_BLITTINGFLAGS) {
+ D_DEBUG_AT( GL__2D, " -> unsupported blitting flags 0x%08x\n", state->blittingflags );
+ return;
+ }
+ }
+
+ /* Enable acceleration of the function. */
+ state->accel |= accel;
+
+ D_DEBUG_AT( GL__2D, " => OK\n" );
+}
+
+/*
+ * Make sure that the hardware is programmed for execution of 'accel' according to the 'state'.
+ */
+void
+glSetState( void *drv,
+ void *dev,
+ GraphicsDeviceFuncs *funcs,
+ CardState *state,
+ DFBAccelerationMask accel )
+{
+ GLDriverData *gdrv = drv;
+ GLDeviceData *gdev = dev;
+ StateModificationFlags modified = state->mod_hw;
+
+ D_DEBUG_AT( GL__2D, "%s( state %p, accel 0x%08x ) <- dest %p, modified 0x%08x\n", __FUNCTION__,
+ state, accel, state->destination, modified );
+
+ /*
+ * 1) Invalidate hardware states
+ *
+ * Each modification to the hw independent state invalidates one or more hardware states.
+ */
+
+ /* Simply invalidate all? */
+ if (modified == SMF_ALL) {
+ GL_INVALIDATE( ALL );
+ }
+ else if (modified) {
+ if (modified & SMF_DESTINATION)
+ GL_INVALIDATE( DESTINATION );
+
+ if (modified & SMF_CLIP)
+ GL_INVALIDATE( SCISSOR );
+
+ if (modified & SMF_MATRIX)
+ GL_INVALIDATE( MATRIX );
+
+ if (modified & SMF_RENDER_OPTIONS)
+ GL_INVALIDATE( MATRIX | RENDER_OPTS );
+
+ if (modified & SMF_COLOR)
+ GL_INVALIDATE( COLOR_DRAW | COLOR_BLIT );
+
+ if (modified & SMF_DRAWING_FLAGS)
+ GL_INVALIDATE( COLOR_DRAW );
+
+ if (modified & SMF_BLITTING_FLAGS)
+ GL_INVALIDATE( COLOR_BLIT );
+
+ if (modified & SMF_SOURCE)
+ GL_INVALIDATE( SOURCE );
+
+ if (modified & (SMF_SRC_BLEND | SMF_DST_BLEND))
+ GL_INVALIDATE( BLENDFUNC );
+ }
+
+ /*
+ * 2) Validate hardware states
+ *
+ * Each function has its own set of states that need to be validated.
+ */
+
+ /* Always requiring valid destination, clip, matrix and options... */
+ GL_CHECK_VALIDATE( DESTINATION );
+ GL_CHECK_VALIDATE( SCISSOR );
+ GL_CHECK_VALIDATE( MATRIX );
+ GL_CHECK_VALIDATE( RENDER_OPTS );
+
+ /* Depending on the function... */
+ switch (accel) {
+ case DFXL_FILLRECTANGLE:
+ case DFXL_DRAWRECTANGLE:
+ case DFXL_DRAWLINE:
+ case DFXL_FILLTRIANGLE:
+ glDisable( GL_TEXTURE_RECTANGLE_ARB );
+
+ /* ...require valid drawing color. */
+ GL_CHECK_VALIDATE( COLOR_DRAW );
+
+ /* If alpha blending is used... */
+ if (state->drawingflags & DSDRAW_BLEND) {
+ /* ...require valid blend functions. */
+ GL_CHECK_VALIDATE( BLENDFUNC );
+
+ glEnable( GL_BLEND );
+ }
+ else
+ glDisable( GL_BLEND );
+
+
+ /*
+ * 3) Tell which functions can be called without further validation, i.e. SetState()
+ *
+ * When the hw independent state is changed, this collection is reset.
+ */
+ state->set = GL_SUPPORTED_DRAWINGFUNCTIONS;
+ break;
+
+ case DFXL_BLIT:
+ case DFXL_STRETCHBLIT:
+ glEnable( GL_TEXTURE_RECTANGLE_ARB );
+
+ /* ...require valid source. */
+ GL_CHECK_VALIDATE( SOURCE );
+
+
+ /* If alpha blending is used... */
+ if (state->blittingflags & (DSBLIT_BLEND_ALPHACHANNEL | DSBLIT_BLEND_COLORALPHA)) {
+ /* ...require valid blend functions. */
+ GL_CHECK_VALIDATE( BLENDFUNC );
+
+ glEnable( GL_BLEND );
+ }
+ else
+ glDisable( GL_BLEND );
+
+
+ /* If colorizing or premultiplication of global alpha is used... */
+ if (state->blittingflags & (DSBLIT_COLORIZE | DSBLIT_SRC_PREMULTCOLOR | DSBLIT_BLEND_COLORALPHA)) {
+ /* ...require valid color. */
+ GL_CHECK_VALIDATE( COLOR_BLIT );
+
+ /* Enable texture modulation */
+ glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+ }
+ else
+ /* Disable texture modulation */
+ glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
+
+
+ /*
+ * 3) Tell which functions can be called without further validation, i.e. SetState()
+ *
+ * When the hw independent state is changed, this collection is reset.
+ */
+ state->set = GL_SUPPORTED_BLITTINGFUNCTIONS;
+ break;
+
+ default:
+ D_BUG( "unexpected drawing/blitting function" );
+ break;
+ }
+
+ gdrv->blittingflags = state->blittingflags;
+
+ /*
+ * 4) Clear modification flags
+ *
+ * All flags have been evaluated in 1) and remembered for further validation.
+ * If the hw independent state is not modified, this function won't get called
+ * for subsequent rendering functions, unless they aren't defined by 3).
+ */
+ state->mod_hw = 0;
+}
+
+/**********************************************************************************************************************/
+
+/*
+ * Render a filled rectangle using the current hardware state.
+ */
+bool
+glFillRectangle( void *drv, void *dev, DFBRectangle *rect )
+{
+ GLDriverData *gdrv = drv;
+
+ int x1 = rect->x;
+ int y1 = rect->y;
+ int x2 = rect->w + x1;
+ int y2 = rect->h + y1;
+
+ D_DEBUG_AT( GL__2D, "%s( %4d,%4d-%4dx%4d )\n", __FUNCTION__, DFB_RECTANGLE_VALS( rect ) );
+
+ glBegin( GL_QUADS );
+
+ glVertex2i( x1, y1 );
+ glVertex2i( x2, y1 );
+ glVertex2i( x2, y2 );
+ glVertex2i( x1, y2 );
+
+ glEnd();
+
+
+ gdrv->calls += 1 + rect->w * rect->h / (23 * 42);
+
+ return true;
+}
+
+/*
+ * Render a rectangle outline using the current hardware state.
+ */
+bool
+glDrawRectangle( void *drv, void *dev, DFBRectangle *rect )
+{
+ GLDriverData *gdrv = drv;
+
+ int x1 = rect->x + 1;
+ int y1 = rect->y;
+ int x2 = rect->x + rect->w;
+ int y2 = rect->y + rect->h - 1;
+
+ D_DEBUG_AT( GL__2D, "%s( %4d,%4d-%4dx%4d )\n", __FUNCTION__, DFB_RECTANGLE_VALS( rect ) );
+
+ glBegin( GL_LINE_LOOP );
+
+ glVertex2i( x1, y1 );
+ glVertex2i( x2, y1 );
+ glVertex2i( x2, y2 );
+ glVertex2i( x1, y2 );
+
+ glEnd();
+
+
+ gdrv->calls++;
+
+ return true;
+}
+
+/*
+ * Render a line using the current hardware state.
+ */
+bool
+glDrawLine( void *drv, void *dev, DFBRegion *line )
+{
+ GLDriverData *gdrv = drv;
+
+ int x1 = line->x1;
+ int y1 = line->y1;
+ int x2 = line->x2;
+ int y2 = line->y2;
+
+ D_DEBUG_AT( GL__2D, "%s( %4d,%4d-%4d,%4d )\n", __FUNCTION__, DFB_REGION_VALS( line ) );
+
+ glBegin( GL_LINES );
+
+ glVertex2i( x1, y1 );
+ glVertex2i( x2, y2 );
+
+ glEnd();
+
+
+ gdrv->calls++;
+
+ return true;
+}
+
+/*
+ * Render a line using the current hardware state.
+ */
+bool
+glFillTriangle( void *drv, void *dev, DFBTriangle *tri )
+{
+ GLDriverData *gdrv = drv;
+
+ D_DEBUG_AT( GL__2D, "%s( %4d,%4d-%4d,%4d-%4d,%4d )\n", __FUNCTION__,
+ tri->x1, tri->y1, tri->x2, tri->y2, tri->x3, tri->y3 );
+
+ glBegin( GL_TRIANGLES );
+
+ glVertex2i( tri->x1, tri->y1 );
+ glVertex2i( tri->x2, tri->y2 );
+ glVertex2i( tri->x3, tri->y3 );
+
+ glEnd();
+
+
+ gdrv->calls += 23;
+
+ return true;
+}
+
+/*
+ * Blit a rectangle using the current hardware state.
+ */
+bool
+glBlit( void *drv, void *dev, DFBRectangle *srect, int dx, int dy )
+{
+ GLDriverData *gdrv = drv;
+
+ int x1 = dx;
+ int y1 = dy;
+ int x2 = srect->w + x1;
+ int y2 = srect->h + y1;
+
+ int tx1 = srect->x;
+ int ty1 = srect->y;
+ int tx2 = srect->w + tx1;
+ int ty2 = srect->h + ty1;
+
+ D_DEBUG_AT( GL__2D, "%s( %4d,%4d-%4dx%4d <- %4d,%4d )\n", __FUNCTION__,
+ dx, dy, srect->w, srect->h, srect->x, srect->y );
+
+ /* Might also use GL_TEXTURE matrix, but isn't this less overhead in state management? */
+ if (gdrv->blittingflags & DSBLIT_ROTATE180) {
+ int tmp;
+
+ tmp = tx1; tx1 = tx2; tx2 = tmp;
+ tmp = ty1; ty1 = ty2; ty2 = tmp;
+ }
+
+ glBegin( GL_QUADS );
+
+ glTexCoord2i( tx1, ty1 );
+ glVertex2i( x1, y1 );
+
+ glTexCoord2i( tx2, ty1 );
+ glVertex2i( x2, y1 );
+
+ glTexCoord2i( tx2, ty2 );
+ glVertex2i( x2, y2 );
+
+ glTexCoord2i( tx1, ty2 );
+ glVertex2i( x1, y2 );
+
+ glEnd();
+
+
+ gdrv->calls += 1 + srect->w * srect->h / (23 * 42);
+
+ return true;
+}
+
+/*
+ * Blit a scaled rectangle using the current hardware state.
+ */
+bool
+glStretchBlit( void *drv, void *dev, DFBRectangle *srect, DFBRectangle *drect )
+{
+ GLDriverData *gdrv = drv;
+
+ int x1 = drect->x;
+ int y1 = drect->y;
+ int x2 = drect->w + x1;
+ int y2 = drect->h + y1;
+
+ int tx1 = srect->x;
+ int ty1 = srect->y;
+ int tx2 = srect->w + tx1;
+ int ty2 = srect->h + ty1;
+
+ D_DEBUG_AT( GL__2D, "%s( %4d,%4d-%4dx%4d <- %4d,%4d-%4dx%4d )\n", __FUNCTION__,
+ DFB_RECTANGLE_VALS( drect ), DFB_RECTANGLE_VALS( srect ) );
+
+ /* Might also use GL_TEXTURE matrix, but isn't this less overhead in state management? */
+ if (gdrv->blittingflags & DSBLIT_ROTATE180) {
+ int tmp;
+
+ tmp = tx1; tx1 = tx2; tx2 = tmp;
+ tmp = ty1; ty1 = ty2; ty2 = tmp;
+ }
+
+ glBegin( GL_QUADS );
+
+ glTexCoord2i( tx1, ty1 );
+ glVertex2i( x1, y1 );
+
+ glTexCoord2i( tx2, ty1 );
+ glVertex2i( x2, y1 );
+
+ glTexCoord2i( tx2, ty2 );
+ glVertex2i( x2, y2 );
+
+ glTexCoord2i( tx1, ty2 );
+ glVertex2i( x1, y2 );
+
+ glEnd();
+
+
+ gdrv->calls += 1 + drect->w * drect->h / (23 * 42);
+
+ return true;
+}
+