From 7fe60435bce6595a9c58a9bfd8244d74b5320e96 Mon Sep 17 00:00:00 2001 From: Benjamin Franzke Date: Tue, 15 Jan 2013 08:46:13 +0100 Subject: Import DirectFB141_2k11R3_beta5 --- Source/DirectFB/gfxdrivers/gl/gl_2d.c | 928 ++++++++++++++++++++++++++++++++++ 1 file changed, 928 insertions(+) create mode 100755 Source/DirectFB/gfxdrivers/gl/gl_2d.c (limited to 'Source/DirectFB/gfxdrivers/gl/gl_2d.c') diff --git a/Source/DirectFB/gfxdrivers/gl/gl_2d.c b/Source/DirectFB/gfxdrivers/gl/gl_2d.c new file mode 100755 index 0000000..a56f845 --- /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 + +#include + +#include +#include +#include + +#include +#include +#include + +#include + +#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; +} + -- cgit