Separate vita piglet renderer. Add proper render initialization and window re-creation.

This commit is contained in:
Ivan Epifanov 2020-11-14 23:37:26 +03:00 committed by Sam Lantinga
parent d75ea51ac0
commit dbb730d395
10 changed files with 2481 additions and 226 deletions

View File

@ -21,8 +21,7 @@ SOURCES = \
src/filesystem/vita/*.c \ src/filesystem/vita/*.c \
src/render/*.c \ src/render/*.c \
src/render/software/*.c \ src/render/software/*.c \
src/render/opengles2/SDL_render_gles2.c \ src/render/vitagles2/*.c \
src/render/vita/*.c \
src/sensor/*.c \ src/sensor/*.c \
src/sensor/dummy/*.c \ src/sensor/dummy/*.c \
src/stdlib/*.c \ src/stdlib/*.c \

View File

@ -139,8 +139,12 @@
#define SDL_FILESYSTEM_VITA 1 #define SDL_FILESYSTEM_VITA 1
#define SDL_VIDEO_RENDER_OGL_ES2 1 #define SDL_VIDEO_RENDER_VITA_GLES2 1
//#define SDL_VIDEO_RENDER_VITA_GXM 1
#if defined(SDL_VIDEO_RENDER_VITA_GLES2)
#define SDL_VIDEO_OPENGL_ES2 1 #define SDL_VIDEO_OPENGL_ES2 1
#endif
/* VITA doesn't have haptic device (src/haptic/dummy/\*.c) */ /* VITA doesn't have haptic device (src/haptic/dummy/\*.c) */

View File

@ -95,6 +95,12 @@ static const SDL_RenderDriver *render_drivers[] = {
#if SDL_VIDEO_RENDER_OGL_ES2 #if SDL_VIDEO_RENDER_OGL_ES2
&GLES2_RenderDriver, &GLES2_RenderDriver,
#endif #endif
#if SDL_VIDEO_RENDER_VITA_GLES2
&VITA_GLES2_RenderDriver,
#endif
#if SDL_VIDEO_RENDER_VITA_GXM
&VITA_GXM__RenderDriver,
#endif
#if SDL_VIDEO_RENDER_OGL_ES #if SDL_VIDEO_RENDER_OGL_ES
&GLES_RenderDriver, &GLES_RenderDriver,
#endif #endif
@ -274,7 +280,9 @@ SDL_AllocateRenderVertices(SDL_Renderer *renderer, const size_t numbytes, const
while (newsize < needed) { while (newsize < needed) {
newsize *= 2; newsize *= 2;
} }
ptr = SDL_realloc(renderer->vertex_data, newsize); ptr = SDL_realloc(renderer->vertex_data, newsize);
if (ptr == NULL) { if (ptr == NULL) {
SDL_OutOfMemory(); SDL_OutOfMemory();
return NULL; return NULL;

View File

@ -245,6 +245,8 @@ extern SDL_RenderDriver D3D_RenderDriver;
extern SDL_RenderDriver D3D11_RenderDriver; extern SDL_RenderDriver D3D11_RenderDriver;
extern SDL_RenderDriver GL_RenderDriver; extern SDL_RenderDriver GL_RenderDriver;
extern SDL_RenderDriver GLES2_RenderDriver; extern SDL_RenderDriver GLES2_RenderDriver;
extern SDL_RenderDriver VITA_GLES2_RenderDriver;
extern SDL_RenderDriver VITA_GXM_RenderDriver;
extern SDL_RenderDriver GLES_RenderDriver; extern SDL_RenderDriver GLES_RenderDriver;
extern SDL_RenderDriver DirectFB_RenderDriver; extern SDL_RenderDriver DirectFB_RenderDriver;
extern SDL_RenderDriver METAL_RenderDriver; extern SDL_RenderDriver METAL_RenderDriver;

View File

@ -0,0 +1,77 @@
/*
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 *))

File diff suppressed because it is too large Load Diff

View File

@ -20,11 +20,11 @@
*/ */
#include "../../SDL_internal.h" #include "../../SDL_internal.h"
#if SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED #if SDL_VIDEO_RENDER_VITA_GLES2 && !SDL_RENDER_DISABLED
#include "SDL_video.h" #include "SDL_video.h"
#include "SDL_opengles2.h" #include "SDL_opengles2.h"
#include "../opengles2/SDL_shaders_gles2.h" #include "SDL_shaders_gles2vita.h"
#include "SDL_stdinc.h" #include "SDL_stdinc.h"
/* While Vita is gles2-compliant, shaders should be in Cg format, not glsl */ /* While Vita is gles2-compliant, shaders should be in Cg format, not glsl */
@ -38,7 +38,7 @@
value is decremented by 1.0 to get proper output with 0.0 which is value is decremented by 1.0 to get proper output with 0.0 which is
default value default value
*/ */
static const Uint8 GLES2_VertexSrc_Default_[] = " \ static const Uint8 VITA_GLES2_VertexSrc_Default_[] = " \
struct _Output { \ struct _Output { \
float2 v_texCoord : TEXCOORD0; \ float2 v_texCoord : TEXCOORD0; \
float4 position : POSITION; \ float4 position : POSITION; \
@ -67,14 +67,14 @@ static const Uint8 GLES2_VertexSrc_Default_[] = " \
} \ } \
"; ";
static const Uint8 GLES2_FragmentSrc_SolidSrc_[] = " \ static const Uint8 VITA_GLES2_FragmentSrc_SolidSrc_[] = " \
float4 main(uniform float4 u_color : COLOR) : COLOR \ float4 main(uniform float4 u_color : COLOR) : COLOR \
{ \ { \
return u_color; \ return u_color; \
} \ } \
"; ";
static const Uint8 GLES2_FragmentSrc_TextureABGRSrc_[] = " \ static const Uint8 VITA_GLES2_FragmentSrc_TextureABGRSrc_[] = " \
float4 main(uniform sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \ float4 main(uniform sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \
{ \ { \
float4 color = tex2D(u_texture, v_texCoord); \ float4 color = tex2D(u_texture, v_texCoord); \
@ -83,7 +83,7 @@ static const Uint8 GLES2_FragmentSrc_TextureABGRSrc_[] = " \
"; ";
/* ARGB to ABGR conversion */ /* ARGB to ABGR conversion */
static const Uint8 GLES2_FragmentSrc_TextureARGBSrc_[] = " \ static const Uint8 VITA_GLES2_FragmentSrc_TextureARGBSrc_[] = " \
float4 main(uniform sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \ float4 main(uniform sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \
{ \ { \
float4 abgr = tex2D(u_texture, v_texCoord); \ float4 abgr = tex2D(u_texture, v_texCoord); \
@ -95,7 +95,7 @@ static const Uint8 GLES2_FragmentSrc_TextureARGBSrc_[] = " \
"; ";
/* RGB to ABGR conversion */ /* RGB to ABGR conversion */
static const Uint8 GLES2_FragmentSrc_TextureRGBSrc_[] = " \ static const Uint8 VITA_GLES2_FragmentSrc_TextureRGBSrc_[] = " \
float4 main(uniform sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \ float4 main(uniform sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \
{ \ { \
float4 abgr = tex2D(u_texture, v_texCoord); \ float4 abgr = tex2D(u_texture, v_texCoord); \
@ -108,7 +108,7 @@ static const Uint8 GLES2_FragmentSrc_TextureRGBSrc_[] = " \
"; ";
/* BGR to ABGR conversion */ /* BGR to ABGR conversion */
static const Uint8 GLES2_FragmentSrc_TextureBGRSrc_[] = " \ static const Uint8 VITA_GLES2_FragmentSrc_TextureBGRSrc_[] = " \
float4 main(uniform sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \ float4 main(uniform sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \
{ \ { \
float4 abgr = tex2D(u_texture, v_texCoord); \ float4 abgr = tex2D(u_texture, v_texCoord); \
@ -219,58 +219,58 @@ static const Uint8 GLES2_FragmentSrc_TextureBGRSrc_[] = " \
"}" \ "}" \
/* YUV to ABGR conversion */ /* YUV to ABGR conversion */
static const Uint8 GLES2_FragmentSrc_TextureYUVJPEGSrc_[] = \ static const Uint8 VITA_GLES2_FragmentSrc_TextureYUVJPEGSrc_[] = \
YUV_SHADER_PROLOGUE \ YUV_SHADER_PROLOGUE \
JPEG_SHADER_CONSTANTS \ JPEG_SHADER_CONSTANTS \
YUV_SHADER_BODY \ YUV_SHADER_BODY \
; ;
static const Uint8 GLES2_FragmentSrc_TextureYUVBT601Src_[] = \ static const Uint8 VITA_GLES2_FragmentSrc_TextureYUVBT601Src_[] = \
YUV_SHADER_PROLOGUE \ YUV_SHADER_PROLOGUE \
BT601_SHADER_CONSTANTS \ BT601_SHADER_CONSTANTS \
YUV_SHADER_BODY \ YUV_SHADER_BODY \
; ;
static const Uint8 GLES2_FragmentSrc_TextureYUVBT709Src_[] = \ static const Uint8 VITA_GLES2_FragmentSrc_TextureYUVBT709Src_[] = \
YUV_SHADER_PROLOGUE \ YUV_SHADER_PROLOGUE \
BT709_SHADER_CONSTANTS \ BT709_SHADER_CONSTANTS \
YUV_SHADER_BODY \ YUV_SHADER_BODY \
; ;
/* NV12 to ABGR conversion */ /* NV12 to ABGR conversion */
static const Uint8 GLES2_FragmentSrc_TextureNV12JPEGSrc_[] = \ static const Uint8 VITA_GLES2_FragmentSrc_TextureNV12JPEGSrc_[] = \
YUV_SHADER_PROLOGUE \ YUV_SHADER_PROLOGUE \
JPEG_SHADER_CONSTANTS \ JPEG_SHADER_CONSTANTS \
NV12_SHADER_BODY \ NV12_SHADER_BODY \
; ;
static const Uint8 GLES2_FragmentSrc_TextureNV12BT601Src_[] = \ static const Uint8 VITA_GLES2_FragmentSrc_TextureNV12BT601Src_[] = \
YUV_SHADER_PROLOGUE \ YUV_SHADER_PROLOGUE \
BT601_SHADER_CONSTANTS \ BT601_SHADER_CONSTANTS \
NV12_SHADER_BODY \ NV12_SHADER_BODY \
; ;
static const Uint8 GLES2_FragmentSrc_TextureNV12BT709Src_[] = \ static const Uint8 VITA_GLES2_FragmentSrc_TextureNV12BT709Src_[] = \
YUV_SHADER_PROLOGUE \ YUV_SHADER_PROLOGUE \
BT709_SHADER_CONSTANTS \ BT709_SHADER_CONSTANTS \
NV12_SHADER_BODY \ NV12_SHADER_BODY \
; ;
/* NV21 to ABGR conversion */ /* NV21 to ABGR conversion */
static const Uint8 GLES2_FragmentSrc_TextureNV21JPEGSrc_[] = \ static const Uint8 VITA_GLES2_FragmentSrc_TextureNV21JPEGSrc_[] = \
YUV_SHADER_PROLOGUE \ YUV_SHADER_PROLOGUE \
JPEG_SHADER_CONSTANTS \ JPEG_SHADER_CONSTANTS \
NV21_SHADER_BODY \ NV21_SHADER_BODY \
; ;
static const Uint8 GLES2_FragmentSrc_TextureNV21BT601Src_[] = \ static const Uint8 VITA_GLES2_FragmentSrc_TextureNV21BT601Src_[] = \
YUV_SHADER_PROLOGUE \ YUV_SHADER_PROLOGUE \
BT601_SHADER_CONSTANTS \ BT601_SHADER_CONSTANTS \
NV21_SHADER_BODY \ NV21_SHADER_BODY \
; ;
static const Uint8 GLES2_FragmentSrc_TextureNV21BT709Src_[] = \ static const Uint8 VITA_GLES2_FragmentSrc_TextureNV21BT709Src_[] = \
YUV_SHADER_PROLOGUE \ YUV_SHADER_PROLOGUE \
BT709_SHADER_CONSTANTS \ BT709_SHADER_CONSTANTS \
NV21_SHADER_BODY \ NV21_SHADER_BODY \
; ;
/* Custom Android video format texture */ /* Custom Android video format texture */
static const Uint8 GLES2_FragmentSrc_TextureExternalOESSrc_[] = " \ static const Uint8 VITA_GLES2_FragmentSrc_TextureExternalOESSrc_[] = " \
#extension GL_OES_EGL_image_external : require\n\ #extension GL_OES_EGL_image_external : require\n\
precision mediump float; \ precision mediump float; \
uniform samplerExternalOES u_texture; \ uniform samplerExternalOES u_texture; \
@ -284,116 +284,116 @@ static const Uint8 GLES2_FragmentSrc_TextureExternalOESSrc_[] = " \
} \ } \
"; ";
static const GLES2_ShaderInstance GLES2_VertexSrc_Default = { static const VITA_GLES2_ShaderInstance VITA_GLES2_VertexSrc_Default = {
GL_VERTEX_SHADER, GL_VERTEX_SHADER,
GLES2_SOURCE_SHADER, VITA_GLES2_SOURCE_SHADER,
sizeof(GLES2_VertexSrc_Default_), sizeof(VITA_GLES2_VertexSrc_Default_),
GLES2_VertexSrc_Default_ VITA_GLES2_VertexSrc_Default_
}; };
static const GLES2_ShaderInstance GLES2_FragmentSrc_SolidSrc = { static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_SolidSrc = {
GL_FRAGMENT_SHADER, GL_FRAGMENT_SHADER,
GLES2_SOURCE_SHADER, VITA_GLES2_SOURCE_SHADER,
sizeof(GLES2_FragmentSrc_SolidSrc_), sizeof(VITA_GLES2_FragmentSrc_SolidSrc_),
GLES2_FragmentSrc_SolidSrc_ VITA_GLES2_FragmentSrc_SolidSrc_
}; };
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureABGRSrc = { static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureABGRSrc = {
GL_FRAGMENT_SHADER, GL_FRAGMENT_SHADER,
GLES2_SOURCE_SHADER, VITA_GLES2_SOURCE_SHADER,
sizeof(GLES2_FragmentSrc_TextureABGRSrc_), sizeof(VITA_GLES2_FragmentSrc_TextureABGRSrc_),
GLES2_FragmentSrc_TextureABGRSrc_ VITA_GLES2_FragmentSrc_TextureABGRSrc_
}; };
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureARGBSrc = { static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureARGBSrc = {
GL_FRAGMENT_SHADER, GL_FRAGMENT_SHADER,
GLES2_SOURCE_SHADER, VITA_GLES2_SOURCE_SHADER,
sizeof(GLES2_FragmentSrc_TextureARGBSrc_), sizeof(VITA_GLES2_FragmentSrc_TextureARGBSrc_),
GLES2_FragmentSrc_TextureARGBSrc_ VITA_GLES2_FragmentSrc_TextureARGBSrc_
}; };
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureRGBSrc = { static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureRGBSrc = {
GL_FRAGMENT_SHADER, GL_FRAGMENT_SHADER,
GLES2_SOURCE_SHADER, VITA_GLES2_SOURCE_SHADER,
sizeof(GLES2_FragmentSrc_TextureRGBSrc_), sizeof(VITA_GLES2_FragmentSrc_TextureRGBSrc_),
GLES2_FragmentSrc_TextureRGBSrc_ VITA_GLES2_FragmentSrc_TextureRGBSrc_
}; };
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureBGRSrc = { static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureBGRSrc = {
GL_FRAGMENT_SHADER, GL_FRAGMENT_SHADER,
GLES2_SOURCE_SHADER, VITA_GLES2_SOURCE_SHADER,
sizeof(GLES2_FragmentSrc_TextureBGRSrc_), sizeof(VITA_GLES2_FragmentSrc_TextureBGRSrc_),
GLES2_FragmentSrc_TextureBGRSrc_ VITA_GLES2_FragmentSrc_TextureBGRSrc_
}; };
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVJPEGSrc = { static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureYUVJPEGSrc = {
GL_FRAGMENT_SHADER, GL_FRAGMENT_SHADER,
GLES2_SOURCE_SHADER, VITA_GLES2_SOURCE_SHADER,
sizeof(GLES2_FragmentSrc_TextureYUVJPEGSrc_), sizeof(VITA_GLES2_FragmentSrc_TextureYUVJPEGSrc_),
GLES2_FragmentSrc_TextureYUVJPEGSrc_ VITA_GLES2_FragmentSrc_TextureYUVJPEGSrc_
}; };
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVBT601Src = { static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureYUVBT601Src = {
GL_FRAGMENT_SHADER, GL_FRAGMENT_SHADER,
GLES2_SOURCE_SHADER, VITA_GLES2_SOURCE_SHADER,
sizeof(GLES2_FragmentSrc_TextureYUVBT601Src_), sizeof(VITA_GLES2_FragmentSrc_TextureYUVBT601Src_),
GLES2_FragmentSrc_TextureYUVBT601Src_ VITA_GLES2_FragmentSrc_TextureYUVBT601Src_
}; };
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVBT709Src = { static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureYUVBT709Src = {
GL_FRAGMENT_SHADER, GL_FRAGMENT_SHADER,
GLES2_SOURCE_SHADER, VITA_GLES2_SOURCE_SHADER,
sizeof(GLES2_FragmentSrc_TextureYUVBT709Src_), sizeof(VITA_GLES2_FragmentSrc_TextureYUVBT709Src_),
GLES2_FragmentSrc_TextureYUVBT709Src_ VITA_GLES2_FragmentSrc_TextureYUVBT709Src_
}; };
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12JPEGSrc = { static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureNV12JPEGSrc = {
GL_FRAGMENT_SHADER, GL_FRAGMENT_SHADER,
GLES2_SOURCE_SHADER, VITA_GLES2_SOURCE_SHADER,
sizeof(GLES2_FragmentSrc_TextureNV12JPEGSrc_), sizeof(VITA_GLES2_FragmentSrc_TextureNV12JPEGSrc_),
GLES2_FragmentSrc_TextureNV12JPEGSrc_ VITA_GLES2_FragmentSrc_TextureNV12JPEGSrc_
}; };
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12BT601Src = { static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureNV12BT601Src = {
GL_FRAGMENT_SHADER, GL_FRAGMENT_SHADER,
GLES2_SOURCE_SHADER, VITA_GLES2_SOURCE_SHADER,
sizeof(GLES2_FragmentSrc_TextureNV12BT601Src_), sizeof(VITA_GLES2_FragmentSrc_TextureNV12BT601Src_),
GLES2_FragmentSrc_TextureNV12BT601Src_ VITA_GLES2_FragmentSrc_TextureNV12BT601Src_
}; };
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21BT709Src = { static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureNV21BT709Src = {
GL_FRAGMENT_SHADER, GL_FRAGMENT_SHADER,
GLES2_SOURCE_SHADER, VITA_GLES2_SOURCE_SHADER,
sizeof(GLES2_FragmentSrc_TextureNV21BT709Src_), sizeof(VITA_GLES2_FragmentSrc_TextureNV21BT709Src_),
GLES2_FragmentSrc_TextureNV21BT709Src_ VITA_GLES2_FragmentSrc_TextureNV21BT709Src_
}; };
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21JPEGSrc = { static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureNV21JPEGSrc = {
GL_FRAGMENT_SHADER, GL_FRAGMENT_SHADER,
GLES2_SOURCE_SHADER, VITA_GLES2_SOURCE_SHADER,
sizeof(GLES2_FragmentSrc_TextureNV21JPEGSrc_), sizeof(VITA_GLES2_FragmentSrc_TextureNV21JPEGSrc_),
GLES2_FragmentSrc_TextureNV21JPEGSrc_ VITA_GLES2_FragmentSrc_TextureNV21JPEGSrc_
}; };
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21BT601Src = { static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureNV21BT601Src = {
GL_FRAGMENT_SHADER, GL_FRAGMENT_SHADER,
GLES2_SOURCE_SHADER, VITA_GLES2_SOURCE_SHADER,
sizeof(GLES2_FragmentSrc_TextureNV21BT601Src_), sizeof(VITA_GLES2_FragmentSrc_TextureNV21BT601Src_),
GLES2_FragmentSrc_TextureNV21BT601Src_ VITA_GLES2_FragmentSrc_TextureNV21BT601Src_
}; };
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12BT709Src = { static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureNV12BT709Src = {
GL_FRAGMENT_SHADER, GL_FRAGMENT_SHADER,
GLES2_SOURCE_SHADER, VITA_GLES2_SOURCE_SHADER,
sizeof(GLES2_FragmentSrc_TextureNV12BT709Src_), sizeof(VITA_GLES2_FragmentSrc_TextureNV12BT709Src_),
GLES2_FragmentSrc_TextureNV12BT709Src_ VITA_GLES2_FragmentSrc_TextureNV12BT709Src_
}; };
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureExternalOESSrc = { static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureExternalOESSrc = {
GL_FRAGMENT_SHADER, GL_FRAGMENT_SHADER,
GLES2_SOURCE_SHADER, VITA_GLES2_SOURCE_SHADER,
sizeof(GLES2_FragmentSrc_TextureExternalOESSrc_), sizeof(VITA_GLES2_FragmentSrc_TextureExternalOESSrc_),
GLES2_FragmentSrc_TextureExternalOESSrc_ VITA_GLES2_FragmentSrc_TextureExternalOESSrc_
}; };
@ -401,115 +401,115 @@ static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureExternalOESSrc = {
* Vertex/fragment shader definitions * * Vertex/fragment shader definitions *
*************************************************************************************************/ *************************************************************************************************/
static GLES2_Shader GLES2_VertexShader_Default = { static VITA_GLES2_Shader VITA_GLES2_VertexShader_Default = {
1, 1,
{ {
&GLES2_VertexSrc_Default &VITA_GLES2_VertexSrc_Default
} }
}; };
static GLES2_Shader GLES2_FragmentShader_SolidSrc = { static VITA_GLES2_Shader VITA_GLES2_FragmentShader_SolidSrc = {
1, 1,
{ {
&GLES2_FragmentSrc_SolidSrc &VITA_GLES2_FragmentSrc_SolidSrc
} }
}; };
static GLES2_Shader GLES2_FragmentShader_TextureABGRSrc = { static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureABGRSrc = {
1, 1,
{ {
&GLES2_FragmentSrc_TextureABGRSrc &VITA_GLES2_FragmentSrc_TextureABGRSrc
} }
}; };
static GLES2_Shader GLES2_FragmentShader_TextureARGBSrc = { static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureARGBSrc = {
1, 1,
{ {
&GLES2_FragmentSrc_TextureARGBSrc &VITA_GLES2_FragmentSrc_TextureARGBSrc
} }
}; };
static GLES2_Shader GLES2_FragmentShader_TextureRGBSrc = { static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureRGBSrc = {
1, 1,
{ {
&GLES2_FragmentSrc_TextureRGBSrc &VITA_GLES2_FragmentSrc_TextureRGBSrc
} }
}; };
static GLES2_Shader GLES2_FragmentShader_TextureBGRSrc = { static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureBGRSrc = {
1, 1,
{ {
&GLES2_FragmentSrc_TextureBGRSrc &VITA_GLES2_FragmentSrc_TextureBGRSrc
} }
}; };
static GLES2_Shader GLES2_FragmentShader_TextureYUVJPEGSrc = { static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureYUVJPEGSrc = {
1, 1,
{ {
&GLES2_FragmentSrc_TextureYUVJPEGSrc &VITA_GLES2_FragmentSrc_TextureYUVJPEGSrc
} }
}; };
static GLES2_Shader GLES2_FragmentShader_TextureYUVBT601Src = { static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureYUVBT601Src = {
1, 1,
{ {
&GLES2_FragmentSrc_TextureYUVBT601Src &VITA_GLES2_FragmentSrc_TextureYUVBT601Src
} }
}; };
static GLES2_Shader GLES2_FragmentShader_TextureYUVBT709Src = { static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureYUVBT709Src = {
1, 1,
{ {
&GLES2_FragmentSrc_TextureYUVBT709Src &VITA_GLES2_FragmentSrc_TextureYUVBT709Src
} }
}; };
static GLES2_Shader GLES2_FragmentShader_TextureNV12JPEGSrc = { static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureNV12JPEGSrc = {
1, 1,
{ {
&GLES2_FragmentSrc_TextureNV12JPEGSrc &VITA_GLES2_FragmentSrc_TextureNV12JPEGSrc
} }
}; };
static GLES2_Shader GLES2_FragmentShader_TextureNV12BT601Src = { static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureNV12BT601Src = {
1, 1,
{ {
&GLES2_FragmentSrc_TextureNV12BT601Src &VITA_GLES2_FragmentSrc_TextureNV12BT601Src
} }
}; };
static GLES2_Shader GLES2_FragmentShader_TextureNV12BT709Src = { static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureNV12BT709Src = {
1, 1,
{ {
&GLES2_FragmentSrc_TextureNV12BT709Src &VITA_GLES2_FragmentSrc_TextureNV12BT709Src
} }
}; };
static GLES2_Shader GLES2_FragmentShader_TextureNV21JPEGSrc = { static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureNV21JPEGSrc = {
1, 1,
{ {
&GLES2_FragmentSrc_TextureNV21JPEGSrc &VITA_GLES2_FragmentSrc_TextureNV21JPEGSrc
} }
}; };
static GLES2_Shader GLES2_FragmentShader_TextureNV21BT601Src = { static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureNV21BT601Src = {
1, 1,
{ {
&GLES2_FragmentSrc_TextureNV21BT601Src &VITA_GLES2_FragmentSrc_TextureNV21BT601Src
} }
}; };
static GLES2_Shader GLES2_FragmentShader_TextureNV21BT709Src = { static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureNV21BT709Src = {
1, 1,
{ {
&GLES2_FragmentSrc_TextureNV21BT709Src &VITA_GLES2_FragmentSrc_TextureNV21BT709Src
} }
}; };
static GLES2_Shader GLES2_FragmentShader_TextureExternalOESSrc = { static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureExternalOESSrc = {
1, 1,
{ {
&GLES2_FragmentSrc_TextureExternalOESSrc &VITA_GLES2_FragmentSrc_TextureExternalOESSrc
} }
}; };
@ -518,46 +518,46 @@ static GLES2_Shader GLES2_FragmentShader_TextureExternalOESSrc = {
* Shader selector * * Shader selector *
*************************************************************************************************/ *************************************************************************************************/
const GLES2_Shader *GLES2_GetShader(GLES2_ShaderType type) const VITA_GLES2_Shader *VITA_GLES2_GetShader(VITA_GLES2_ShaderType type)
{ {
switch (type) { switch (type) {
case GLES2_SHADER_VERTEX_DEFAULT: case VITA_GLES2_SHADER_VERTEX_DEFAULT:
return &GLES2_VertexShader_Default; return &VITA_GLES2_VertexShader_Default;
case GLES2_SHADER_FRAGMENT_SOLID_SRC: case VITA_GLES2_SHADER_FRAGMENT_SOLID_SRC:
return &GLES2_FragmentShader_SolidSrc; return &VITA_GLES2_FragmentShader_SolidSrc;
case GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC: case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC:
return &GLES2_FragmentShader_TextureABGRSrc; return &VITA_GLES2_FragmentShader_TextureABGRSrc;
case GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC: case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC:
return &GLES2_FragmentShader_TextureARGBSrc; return &VITA_GLES2_FragmentShader_TextureARGBSrc;
case GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC: case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC:
return &GLES2_FragmentShader_TextureRGBSrc; return &VITA_GLES2_FragmentShader_TextureRGBSrc;
case GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC: case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC:
return &GLES2_FragmentShader_TextureBGRSrc; return &VITA_GLES2_FragmentShader_TextureBGRSrc;
case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC: case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC:
return &GLES2_FragmentShader_TextureYUVJPEGSrc; return &VITA_GLES2_FragmentShader_TextureYUVJPEGSrc;
case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC: case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC:
return &GLES2_FragmentShader_TextureYUVBT601Src; return &VITA_GLES2_FragmentShader_TextureYUVBT601Src;
case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC: case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC:
return &GLES2_FragmentShader_TextureYUVBT709Src; return &VITA_GLES2_FragmentShader_TextureYUVBT709Src;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC: case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC:
return &GLES2_FragmentShader_TextureNV12JPEGSrc; return &VITA_GLES2_FragmentShader_TextureNV12JPEGSrc;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC: case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC:
return &GLES2_FragmentShader_TextureNV12BT601Src; return &VITA_GLES2_FragmentShader_TextureNV12BT601Src;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC: case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC:
return &GLES2_FragmentShader_TextureNV12BT709Src; return &VITA_GLES2_FragmentShader_TextureNV12BT709Src;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC: case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC:
return &GLES2_FragmentShader_TextureNV21JPEGSrc; return &VITA_GLES2_FragmentShader_TextureNV21JPEGSrc;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC: case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC:
return &GLES2_FragmentShader_TextureNV21BT601Src; return &VITA_GLES2_FragmentShader_TextureNV21BT601Src;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC: case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC:
return &GLES2_FragmentShader_TextureNV21BT709Src; return &VITA_GLES2_FragmentShader_TextureNV21BT709Src;
case GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC: case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC:
return &GLES2_FragmentShader_TextureExternalOESSrc; return &VITA_GLES2_FragmentShader_TextureExternalOESSrc;
default: default:
return NULL; return NULL;
} }
} }
#endif /* SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED */ #endif /* SDL_VIDEO_RENDER_VITA_GLES2 && !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */ /* vi: set ts=4 sw=4 expandtab: */

View File

@ -0,0 +1,70 @@
/*
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"
#ifndef SDL_shaders_gles2vita_h_
#define SDL_shaders_gles2vita_h_
#if SDL_VIDEO_RENDER_VITA_GLES2
typedef struct VITA_GLES2_ShaderInstance
{
GLenum type;
GLenum format;
int length;
const void *data;
} VITA_GLES2_ShaderInstance;
typedef struct VITA_GLES2_Shader
{
int instance_count;
const VITA_GLES2_ShaderInstance *instances[4];
} VITA_GLES2_Shader;
typedef enum
{
VITA_GLES2_SHADER_VERTEX_DEFAULT,
VITA_GLES2_SHADER_FRAGMENT_SOLID_SRC,
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC,
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC,
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC,
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC,
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC,
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC,
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC,
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC,
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC,
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC,
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC,
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC,
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC,
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC
} VITA_GLES2_ShaderType;
#define VITA_GLES2_SOURCE_SHADER (GLenum)-1
const VITA_GLES2_Shader *VITA_GLES2_GetShader(VITA_GLES2_ShaderType type);
#endif /* SDL_VIDEO_RENDER_VITA_GLES2 */
#endif /* SDL_shaders_gles2vita_h_ */
/* vi: set ts=4 sw=4 expandtab: */

View File

@ -26,6 +26,7 @@
#include <string.h> #include <string.h>
#include "SDL_error.h" #include "SDL_error.h"
#include "SDL_log.h"
#include "SDL_vitavideo.h" #include "SDL_vitavideo.h"
#include "SDL_vitagl_c.h" #include "SDL_vitagl_c.h"
@ -47,7 +48,7 @@
int int
VITA_GL_LoadLibrary(_THIS, const char *path) VITA_GL_LoadLibrary(_THIS, const char *path)
{ {
pibInit(PIB_SHACCCG); pibInit(PIB_SHACCCG | PIB_GET_PROC_ADDR_CORE);
return 0; return 0;
} }
@ -80,8 +81,6 @@ VITA_GL_CreateContext(_THIS, SDL_Window * window)
EGLint num_configs; EGLint num_configs;
int i; int i;
/* EGL init taken from glutCreateWindow() in VITAGL's glut.c. */
EGLCHK(display = eglGetDisplay(0)); EGLCHK(display = eglGetDisplay(0));
EGLCHK(eglInitialize(display, NULL, NULL)); EGLCHK(eglInitialize(display, NULL, NULL));
@ -90,27 +89,19 @@ VITA_GL_CreateContext(_THIS, SDL_Window * window)
EGLCHK(eglBindAPI(EGL_OPENGL_ES_API)); EGLCHK(eglBindAPI(EGL_OPENGL_ES_API));
/* Setup the config based on SDL's current values. */
i = 0; i = 0;
attribs[i++] = EGL_RED_SIZE; attribs[i++] = EGL_RED_SIZE;
attribs[i++] = 8;//_this->gl_config.red_size; attribs[i++] = 8;
attribs[i++] = EGL_GREEN_SIZE; attribs[i++] = EGL_GREEN_SIZE;
attribs[i++] = 8;//_this->gl_config.green_size; attribs[i++] = 8;
attribs[i++] = EGL_BLUE_SIZE; attribs[i++] = EGL_BLUE_SIZE;
attribs[i++] = 8;//_this->gl_config.blue_size; attribs[i++] = 8;
attribs[i++] = EGL_DEPTH_SIZE; attribs[i++] = EGL_DEPTH_SIZE;
attribs[i++] = 32;//_this->gl_config.depth_size; attribs[i++] = 0;
// if (_this->gl_config.alpha_size)
{
attribs[i++] = EGL_ALPHA_SIZE; attribs[i++] = EGL_ALPHA_SIZE;
attribs[i++] = 8;//_this->gl_config.alpha_size; attribs[i++] = 8;
}
if (_this->gl_config.stencil_size)
{
attribs[i++] = EGL_STENCIL_SIZE; attribs[i++] = EGL_STENCIL_SIZE;
attribs[i++] = _this->gl_config.stencil_size; attribs[i++] = 0;;
}
attribs[i++] = EGL_SURFACE_TYPE; attribs[i++] = EGL_SURFACE_TYPE;
attribs[i++] = 5; attribs[i++] = 5;
@ -118,6 +109,9 @@ VITA_GL_CreateContext(_THIS, SDL_Window * window)
attribs[i++] = EGL_RENDERABLE_TYPE; attribs[i++] = EGL_RENDERABLE_TYPE;
attribs[i++] = EGL_OPENGL_ES2_BIT; attribs[i++] = EGL_OPENGL_ES2_BIT;
attribs[i++] = EGL_CONFORMANT;
attribs[i++] = EGL_OPENGL_ES2_BIT;
attribs[i++] = EGL_NONE; attribs[i++] = EGL_NONE;
EGLCHK(eglChooseConfig(display, attribs, &config, 1, &num_configs)); EGLCHK(eglChooseConfig(display, attribs, &config, 1, &num_configs));
@ -146,7 +140,6 @@ VITA_GL_CreateContext(_THIS, SDL_Window * window)
_this->gl_data->context = context; _this->gl_data->context = context;
_this->gl_data->surface = surface; _this->gl_data->surface = surface;
return context; return context;
} }

View File

@ -41,9 +41,6 @@
SDL_Window *Vita_Window; SDL_Window *Vita_Window;
/* unused
static SDL_bool VITA_initialized = SDL_FALSE;
*/
static int static int
VITA_Available(void) VITA_Available(void)
{ {
@ -67,15 +64,6 @@ VITA_Create()
SDL_VideoData *phdata; SDL_VideoData *phdata;
SDL_GLDriverData *gldata; SDL_GLDriverData *gldata;
int status;
/* Check if VITA could be initialized */
status = VITA_Available();
if (status == 0) {
/* VITA could not be used */
return NULL;
}
/* Initialize SDL_VideoDevice structure */ /* Initialize SDL_VideoDevice structure */
device = (SDL_VideoDevice *) SDL_calloc(1, sizeof(SDL_VideoDevice)); device = (SDL_VideoDevice *) SDL_calloc(1, sizeof(SDL_VideoDevice));
if (device == NULL) { if (device == NULL) {
@ -225,8 +213,8 @@ VITA_CreateWindow(_THIS, SDL_Window * window)
// Vita can only have one window // Vita can only have one window
if (Vita_Window != NULL) if (Vita_Window != NULL)
{ {
// Replace this with something else SDL_SetError("Only one window supported");
return SDL_OutOfMemory(); return -1;
} }
Vita_Window = window; Vita_Window = window;
@ -292,6 +280,17 @@ VITA_SetWindowGrab(_THIS, SDL_Window * window, SDL_bool grabbed)
void void
VITA_DestroyWindow(_THIS, SDL_Window * window) VITA_DestroyWindow(_THIS, SDL_Window * window)
{ {
SDL_VideoData *videodata = (SDL_VideoData *)_this->driverdata;
SDL_WindowData *data;
data = window->driverdata;
if (data) {
// TODO: should we destroy egl context? No one sane should recreate ogl window as non-ogl
SDL_free(data);
}
window->driverdata = NULL;
Vita_Window = NULL;
} }
/*****************************************************************************/ /*****************************************************************************/