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libsdl2: upgrade 2.0.8 -> 2.0.9
Drop 0001-GLES2-Get-sin-cos-out-of-vertex-shader.patch as it had been merged upstream. (From OE-Core rev: b46dbcad31c990b5556d61357e0a976948a5dede) Signed-off-by: Yi Zhao <yi.zhao@windriver.com> Signed-off-by: Richard Purdie <richard.purdie@linuxfoundation.org>
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@@ -1,141 +0,0 @@
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From c215ba1d52a3d4ef03af3ab1a5baa1863f812aed Mon Sep 17 00:00:00 2001
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From: =?UTF-8?q?Andreas=20M=C3=BCller?= <schnitzeltony@gmail.com>
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Date: Fri, 24 Aug 2018 23:10:25 +0200
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Subject: [PATCH] GLES2: Get sin/cos out of vertex shader
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MIME-Version: 1.0
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Content-Type: text/plain; charset=UTF-8
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Content-Transfer-Encoding: 8bit
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The only place angle is activated and causes effect is RenderCopyEx. All other
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methods which use vertex shader, leave angle disabled and cause useless sin/cos
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calculation in shader.
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To get around shader's interface is changed to a vector that contains results
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of sin and cos. To behave properly when disabled, cos value is set with offset
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-1.0 making 0.0 default when deactivated.
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As nice side effect it simplifies GLES2_UpdateVertexBuffer: All attributes are
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vectors now.
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Additional background:
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* On RaspberryPi it gives a performace win for operations. Tested with
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[1] numbers go down for 5-10% (not easy to estimate due to huge variation).
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* SDL_RenderCopyEx was tested with [2]
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* It works around left rotated display caused by low accuracy sin implemetation
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in RaspberryPi/VC4 [3]
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Upstream-Status: Accepted [4]
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[1] https://github.com/schnitzeltony/sdl2box
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[2] https://github.com/schnitzeltony/sdl2rendercopyex
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[3] https://github.com/anholt/mesa/issues/110
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[4] https://hg.libsdl.org/SDL/rev/e5a666405750
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Signed-off-by: Andreas Müller <schnitzeltony@gmail.com>
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---
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src/render/opengles2/SDL_render_gles2.c | 17 ++++++++++++-----
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src/render/opengles2/SDL_shaders_gles2.c | 14 +++++++++-----
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2 files changed, 21 insertions(+), 10 deletions(-)
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diff --git a/src/render/opengles2/SDL_render_gles2.c b/src/render/opengles2/SDL_render_gles2.c
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index 14671f7c8..7c54a7333 100644
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--- a/src/render/opengles2/SDL_render_gles2.c
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+++ b/src/render/opengles2/SDL_render_gles2.c
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@@ -1530,7 +1530,7 @@ GLES2_UpdateVertexBuffer(SDL_Renderer *renderer, GLES2_Attribute attr,
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GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
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#if !SDL_GLES2_USE_VBOS
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- data->glVertexAttribPointer(attr, attr == GLES2_ATTRIBUTE_ANGLE ? 1 : 2, GL_FLOAT, GL_FALSE, 0, vertexData);
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+ data->glVertexAttribPointer(attr, 2, GL_FLOAT, GL_FALSE, 0, vertexData);
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#else
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if (!data->vertex_buffers[attr]) {
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data->glGenBuffers(1, &data->vertex_buffers[attr]);
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@@ -1545,7 +1545,7 @@ GLES2_UpdateVertexBuffer(SDL_Renderer *renderer, GLES2_Attribute attr,
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data->glBufferSubData(GL_ARRAY_BUFFER, 0, dataSizeInBytes, vertexData);
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}
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- data->glVertexAttribPointer(attr, attr == GLES2_ATTRIBUTE_ANGLE ? 1 : 2, GL_FLOAT, GL_FALSE, 0, 0);
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+ data->glVertexAttribPointer(attr, 2, GL_FLOAT, GL_FALSE, 0, 0);
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#endif
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return 0;
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@@ -1853,6 +1853,8 @@ GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *s
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return GL_CheckError("", renderer);
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}
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+#define PI 3.14159265f
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+
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static int
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GLES2_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
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const SDL_FRect *dstrect, const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
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@@ -1861,8 +1863,9 @@ GLES2_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
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GLfloat vertices[8];
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GLfloat texCoords[8];
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GLfloat translate[8];
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- GLfloat fAngle[4];
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+ GLfloat fAngle[8];
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GLfloat tmp;
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+ float radian_angle;
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GLES2_ActivateRenderer(renderer);
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@@ -1872,7 +1875,11 @@ GLES2_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
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data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_CENTER);
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data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_ANGLE);
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- fAngle[0] = fAngle[1] = fAngle[2] = fAngle[3] = (GLfloat)(360.0f - angle);
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+
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+ radian_angle = PI * (360.0f - angle) / 180.f;
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+ fAngle[0] = fAngle[2] = fAngle[4] = fAngle[6] = (GLfloat)sin(radian_angle);
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+ /* render expects cos value - 1 (see GLES2_VertexSrc_Default_) */
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+ fAngle[1] = fAngle[3] = fAngle[5] = fAngle[7] = (GLfloat)cos(radian_angle) - 1.0f;
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/* Calculate the center of rotation */
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translate[0] = translate[2] = translate[4] = translate[6] = (center->x + dstrect->x);
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translate[1] = translate[3] = translate[5] = translate[7] = (center->y + dstrect->y);
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@@ -1901,7 +1908,7 @@ GLES2_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
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data->glVertexAttribPointer(GLES2_ATTRIBUTE_CENTER, 2, GL_FLOAT, GL_FALSE, 0, translate);
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data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);*/
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- GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_ANGLE, fAngle, 4 * sizeof(GLfloat));
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+ GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_ANGLE, fAngle, 8 * sizeof(GLfloat));
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GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_CENTER, translate, 8 * sizeof(GLfloat));
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GLES2_UpdateVertexBuffer(renderer, GLES2_ATTRIBUTE_POSITION, vertices, 8 * sizeof(GLfloat));
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diff --git a/src/render/opengles2/SDL_shaders_gles2.c b/src/render/opengles2/SDL_shaders_gles2.c
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index b0bcdff25..f428a4945 100644
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--- a/src/render/opengles2/SDL_shaders_gles2.c
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+++ b/src/render/opengles2/SDL_shaders_gles2.c
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@@ -30,20 +30,24 @@
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/*************************************************************************************************
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* Vertex/fragment shader source *
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*************************************************************************************************/
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-
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+/* Notes on a_angle:
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+ * It is a vector containing sin and cos for rotation matrix
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+ * To get correct rotation for most cases when a_angle is disabled cos
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+ value is decremented by 1.0 to get proper output with 0.0 which is
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+ default value
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+*/
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static const Uint8 GLES2_VertexSrc_Default_[] = " \
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uniform mat4 u_projection; \
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attribute vec2 a_position; \
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attribute vec2 a_texCoord; \
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- attribute float a_angle; \
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+ attribute vec2 a_angle; \
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attribute vec2 a_center; \
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varying vec2 v_texCoord; \
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\
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void main() \
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{ \
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- float angle = radians(a_angle); \
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- float c = cos(angle); \
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- float s = sin(angle); \
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+ float s = a_angle[0]; \
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+ float c = a_angle[1] + 1.0; \
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mat2 rotationMatrix = mat2(c, -s, s, c); \
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vec2 position = rotationMatrix * (a_position - a_center) + a_center; \
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v_texCoord = a_texCoord; \
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--
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2.14.4
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@@ -14,13 +14,12 @@ PROVIDES = "virtual/libsdl2"
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SRC_URI = "http://www.libsdl.org/release/SDL2-${PV}.tar.gz \
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file://more-gen-depends.patch \
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file://0001-GLES2-Get-sin-cos-out-of-vertex-shader.patch \
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"
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S = "${WORKDIR}/SDL2-${PV}"
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SRC_URI[md5sum] = "3800d705cef742c6a634f202c37f263f"
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SRC_URI[sha256sum] = "edc77c57308661d576e843344d8638e025a7818bff73f8fbfab09c3c5fd092ec"
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SRC_URI[md5sum] = "f2ecfba915c54f7200f504d8b48a5dfe"
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SRC_URI[sha256sum] = "255186dc676ecd0c1dbf10ec8a2cc5d6869b5079d8a38194c2aecdff54b324b1"
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inherit autotools lib_package binconfig pkgconfig
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