/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2026 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"

#ifdef SDL_VIDEO_RENDER_OGL_ES
#include <SDL3/SDL_hints.h>
#include "../../video/SDL_sysvideo.h" /* For SDL_GL_SwapWindowWithResult */
#include <SDL3/SDL_opengles.h>
#include "../SDL_sysrender.h"
#include "../../SDL_utils_c.h"

#define RENDERER_CONTEXT_MAJOR 1
#define RENDERER_CONTEXT_MINOR 1

/* OpenGL ES 1.1 renderer implementation, based on the OpenGL renderer */

typedef struct GLES_FBOList GLES_FBOList;

struct GLES_FBOList
{
    Uint32 w, h;
    GLuint FBO;
    GLES_FBOList *next;
};

typedef struct
{
    SDL_Rect viewport;
    bool viewport_dirty;
    SDL_Texture *texture;
    SDL_Texture *target;
    int drawablew;
    int drawableh;
    SDL_BlendMode blend;
    bool cliprect_enabled_dirty;
    bool cliprect_enabled;
    bool cliprect_dirty;
    SDL_Rect cliprect;
    bool texturing;
    bool color_dirty;
    SDL_FColor color;
    bool clear_color_dirty;
    SDL_FColor clear_color;
} GLES_DrawStateCache;

typedef struct
{
    SDL_GLContext context;

#define SDL_PROC(ret, func, params) ret (APIENTRY *func) params;
#define SDL_PROC_OES                SDL_PROC
#include "SDL_glesfuncs.h"
#undef SDL_PROC
#undef SDL_PROC_OES
    bool GL_OES_framebuffer_object_supported;
    GLES_FBOList *framebuffers;
    GLuint window_framebuffer;

    bool GL_OES_blend_func_separate_supported;
    bool GL_OES_blend_equation_separate_supported;
    bool GL_OES_blend_subtract_supported;
    bool GL_EXT_blend_minmax_supported;

    GLES_DrawStateCache drawstate;

    GLenum textype;  // Probably GL_TEXTURE_2D, but might be other things, like TEXTURE_RECTANGLE, maybe if there's any extension...?

    bool pixelart_supported;

    bool debug_enabled;
    int errors;
    char **error_messages;
} GLES_RenderData;

typedef struct
{
    GLuint texture;
} GL_PaletteData;

typedef struct
{
    GLuint texture;
    GLenum textype;
    GLfloat texw;
    GLfloat texh;
    GLenum format;
    GLenum formattype;
    SDL_ScaleMode texture_scale_mode;
    GLenum texture_address_mode_u;
    GLenum texture_address_mode_v;
    void *pixels;
    int pitch;
    GLES_FBOList *fbo;
} GLES_TextureData;

static bool GLES_SetError(const char *prefix, GLenum result)
{
    const char *error;

    switch (result) {
    case GL_NO_ERROR:
        error = "GL_NO_ERROR";
        break;
    case GL_INVALID_ENUM:
        error = "GL_INVALID_ENUM";
        break;
    case GL_INVALID_VALUE:
        error = "GL_INVALID_VALUE";
        break;
    case GL_INVALID_OPERATION:
        error = "GL_INVALID_OPERATION";
        break;
    case GL_STACK_OVERFLOW:
        error = "GL_STACK_OVERFLOW";
        break;
    case GL_STACK_UNDERFLOW:
        error = "GL_STACK_UNDERFLOW";
        break;
    case GL_OUT_OF_MEMORY:
        error = "GL_OUT_OF_MEMORY";
        break;
    default:
        error = "UNKNOWN";
        break;
    }
    return SDL_SetError("%s: %s", prefix, error);
}

static bool GLES_LoadFunctions(GLES_RenderData *data)
{
#ifdef SDL_VIDEO_DRIVER_UIKIT
#define __SDL_NOGETPROCADDR__
#elif defined(SDL_VIDEO_DRIVER_ANDROID)
#define __SDL_NOGETPROCADDR__
#endif

#ifdef __SDL_NOGETPROCADDR__
#define SDL_PROC(ret, func, params)     data->func = func;
#define SDL_PROC_OES(ret, func, params) data->func = func;
#else
#define SDL_PROC(ret, func, params)                                                           \
    do {                                                                                      \
        data->func = (ret (APIENTRY *) params)SDL_GL_GetProcAddress(#func);                                            \
        if (!data->func) {                                                                    \
            return SDL_SetError("Couldn't load GLES function %s: %s", #func, SDL_GetError()); \
        }                                                                                     \
    } while (0);
#define SDL_PROC_OES(ret, func, params)            \
    do {                                           \
        data->func = (ret (APIENTRY *) params)SDL_GL_GetProcAddress(#func); \
    } while (0);
#endif /* __SDL_NOGETPROCADDR__ */

#include "SDL_glesfuncs.h"
#undef SDL_PROC
#undef SDL_PROC_OES
    return true;
}

static GLES_FBOList *GLES_GetFBO(GLES_RenderData *data, Uint32 w, Uint32 h)
{
    GLES_FBOList *result = data->framebuffers;
    while ((result) && ((result->w != w) || (result->h != h))) {
        result = result->next;
    }
    if (!result) {
        result = SDL_malloc(sizeof(GLES_FBOList));
        result->w = w;
        result->h = h;
        data->glGenFramebuffersOES(1, &result->FBO);
        result->next = data->framebuffers;
        data->framebuffers = result;
    }
    return result;
}

static bool GLES_ActivateRenderer(SDL_Renderer *renderer)
{
    GLES_RenderData *data = (GLES_RenderData *)renderer->internal;

    if (SDL_GL_GetCurrentContext() != data->context) {
        if (!SDL_GL_MakeCurrent(renderer->window, data->context)) {
            return false;
        }
    }

    return true;
}

static void GLES_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event)
{
    GLES_RenderData *data = (GLES_RenderData *)renderer->internal;

    if (event->type == SDL_EVENT_WINDOW_MINIMIZED) {
        /* According to Apple documentation, we need to finish drawing NOW! */
        data->glFinish();
    }
}

static bool GLES_GetOutputSize(SDL_Renderer *renderer, int *w, int *h)
{
    SDL_GetWindowSizeInPixels(renderer->window, w, h);
    return true;
}

static GLenum GetBlendFunc(SDL_BlendFactor factor)
{
    switch (factor) {
    case SDL_BLENDFACTOR_ZERO:
        return GL_ZERO;
    case SDL_BLENDFACTOR_ONE:
        return GL_ONE;
    case SDL_BLENDFACTOR_SRC_COLOR:
        return GL_SRC_COLOR;
    case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR:
        return GL_ONE_MINUS_SRC_COLOR;
    case SDL_BLENDFACTOR_SRC_ALPHA:
        return GL_SRC_ALPHA;
    case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA:
        return GL_ONE_MINUS_SRC_ALPHA;
    case SDL_BLENDFACTOR_DST_COLOR:
        return GL_DST_COLOR;
    case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR:
        return GL_ONE_MINUS_DST_COLOR;
    case SDL_BLENDFACTOR_DST_ALPHA:
        return GL_DST_ALPHA;
    case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA:
        return GL_ONE_MINUS_DST_ALPHA;
    default:
        return GL_INVALID_ENUM;
    }
}

static GLenum GetBlendEquation(SDL_BlendOperation operation)
{
    switch (operation) {
    case SDL_BLENDOPERATION_ADD:
        return GL_FUNC_ADD_OES;
    case SDL_BLENDOPERATION_SUBTRACT:
        return GL_FUNC_SUBTRACT_OES;
    case SDL_BLENDOPERATION_REV_SUBTRACT:
        return GL_FUNC_REVERSE_SUBTRACT_OES;
    case SDL_BLENDOPERATION_MINIMUM:
        return GL_MIN_EXT;
    case SDL_BLENDOPERATION_MAXIMUM:
        return GL_MAX_EXT;
    default:
        return GL_INVALID_ENUM;
    }
}

static bool GLES_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode)
{
    GLES_RenderData *data = (GLES_RenderData *)renderer->internal;
    SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
    SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
    SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
    SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode);
    SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
    SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);

    if (GetBlendFunc(srcColorFactor) == GL_INVALID_ENUM ||
        GetBlendFunc(srcAlphaFactor) == GL_INVALID_ENUM ||
        GetBlendEquation(colorOperation) == GL_INVALID_ENUM ||
        GetBlendFunc(dstColorFactor) == GL_INVALID_ENUM ||
        GetBlendFunc(dstAlphaFactor) == GL_INVALID_ENUM ||
        GetBlendEquation(alphaOperation) == GL_INVALID_ENUM) {
        return false;
    }
    if ((srcColorFactor != srcAlphaFactor || dstColorFactor != dstAlphaFactor) && !data->GL_OES_blend_func_separate_supported) {
        return false;
    }
    if (colorOperation != alphaOperation && !data->GL_OES_blend_equation_separate_supported) {
        return false;
    }
    if (colorOperation != SDL_BLENDOPERATION_ADD && !data->GL_OES_blend_subtract_supported) {
        return false;
    }
    if (colorOperation == SDL_BLENDOPERATION_MINIMUM && !data->GL_EXT_blend_minmax_supported) {
        return false;
    }
    if (colorOperation == SDL_BLENDOPERATION_MAXIMUM && !data->GL_EXT_blend_minmax_supported) {
        return false;
    }
    return true;
}


static bool SetTextureScaleMode(GLES_RenderData *data, GLenum textype, SDL_PixelFormat format, SDL_ScaleMode scaleMode)
{
    switch (scaleMode) {
    case SDL_SCALEMODE_NEAREST:
    case SDL_SCALEMODE_PIXELART:
        data->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        data->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        break;
    case SDL_SCALEMODE_LINEAR:
        data->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        data->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        break;
    default:
        return SDL_SetError("Unknown texture scale mode: %d", scaleMode);
    }
    return true;
}

static GLint TranslateAddressMode(SDL_TextureAddressMode addressMode)
{
    switch (addressMode) {
    case SDL_TEXTURE_ADDRESS_CLAMP:
        return GL_CLAMP_TO_EDGE;
    case SDL_TEXTURE_ADDRESS_WRAP:
        return GL_REPEAT;
    default:
        SDL_assert(!"Unknown texture address mode");
        return GL_CLAMP_TO_EDGE;
    }
}

static void SetTextureAddressMode(GLES_RenderData *data, GLenum textype, SDL_TextureAddressMode addressModeU, SDL_TextureAddressMode addressModeV)
{
    data->glTexParameteri(textype, GL_TEXTURE_WRAP_S, TranslateAddressMode(addressModeU));
    data->glTexParameteri(textype, GL_TEXTURE_WRAP_T, TranslateAddressMode(addressModeV));
}

static bool GLES_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props)
{
    GLES_RenderData *renderdata = (GLES_RenderData *)renderer->internal;
    GLES_TextureData *data;
    GLint internalFormat;
    GLenum format, textype;
    int texture_w, texture_h;
    GLenum result;

    GLES_ActivateRenderer(renderer);

    switch (texture->format) {
    case SDL_PIXELFORMAT_RGBA32:
        internalFormat = GL_RGBA;
        format = GL_RGBA;
        textype = GL_UNSIGNED_BYTE;
        break;
    default:
        return SDL_SetError("Texture format not supported");
    }

    data = (GLES_TextureData *)SDL_calloc(1, sizeof(*data));
    if (!data) {
        return SDL_OutOfMemory();
    }

    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
        data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
        data->pixels = SDL_calloc(1, texture->h * data->pitch);
        if (!data->pixels) {
            SDL_free(data);
            return SDL_OutOfMemory();
        }
    }

    if (texture->access == SDL_TEXTUREACCESS_TARGET) {
        if (!renderdata->GL_OES_framebuffer_object_supported) {
            SDL_free(data);
            return SDL_SetError("GL_OES_framebuffer_object not supported");
        }
        data->fbo = GLES_GetFBO(renderer->internal, texture->w, texture->h);
    } else {
        data->fbo = NULL;
    }

    renderdata->glGetError();
    renderdata->glEnable(GL_TEXTURE_2D);
    renderdata->glGenTextures(1, &data->texture);
    result = renderdata->glGetError();
    if (result != GL_NO_ERROR) {
        if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
            SDL_free(data->pixels);
        }
        SDL_free(data);
        return GLES_SetError("glGenTextures()", result);
    }

    data->textype = GL_TEXTURE_2D;
    /* no NPOV textures allowed in OpenGL ES (yet) */
    texture_w = SDL_powerof2(texture->w);
    texture_h = SDL_powerof2(texture->h);
    data->texw = (GLfloat)texture->w / texture_w;
    data->texh = (GLfloat)texture->h / texture_h;

    data->format = format;
    data->formattype = textype;
    data->texture_scale_mode = texture->scaleMode;
    data->texture_address_mode_u = SDL_TEXTURE_ADDRESS_CLAMP;
    data->texture_address_mode_v = SDL_TEXTURE_ADDRESS_CLAMP;

    renderdata->glBindTexture(data->textype, data->texture);
    renderdata->glTexImage2D(data->textype, 0, internalFormat, texture_w,
                             texture_h, 0, format, textype, NULL);

    SetTextureScaleMode(renderdata, data->textype, texture->format, texture->scaleMode);

    renderdata->glDisable(GL_TEXTURE_2D);
    renderdata->drawstate.texture = texture;
    renderdata->drawstate.texturing = false;

    result = renderdata->glGetError();
    if (result != GL_NO_ERROR) {
        if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
            SDL_free(data->pixels);
        }
        SDL_free(data);
        return GLES_SetError("glTexImage2D()", result);
    }

    texture->internal = data;
    return true;
}

static bool GLES_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture,
                              const SDL_Rect *rect, const void *pixels, int pitch)
{
    GLES_RenderData *renderdata = (GLES_RenderData *)renderer->internal;
    GLES_TextureData *data = (GLES_TextureData *)texture->internal;
    Uint8 *blob = NULL;
    Uint8 *src;
    int srcPitch;
    int y;

    GLES_ActivateRenderer(renderer);

    /* Bail out if we're supposed to update an empty rectangle */
    if (rect->w <= 0 || rect->h <= 0) {
        return true;
    }

    /* Reformat the texture data into a tightly packed array */
    srcPitch = rect->w * SDL_BYTESPERPIXEL(texture->format);
    src = (Uint8 *)pixels;
    if (pitch != srcPitch) {
        blob = (Uint8 *)SDL_malloc(srcPitch * rect->h);
        if (!blob) {
            return SDL_OutOfMemory();
        }
        src = blob;
        for (y = 0; y < rect->h; ++y) {
            SDL_memcpy(src, pixels, srcPitch);
            src += srcPitch;
            pixels = (Uint8 *)pixels + pitch;
        }
        src = blob;
    }

    /* Create a texture subimage with the supplied data */
    renderdata->glGetError();
    renderdata->glEnable(data->textype);
    renderdata->glBindTexture(data->textype, data->texture);
    renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    renderdata->glTexSubImage2D(data->textype,
                                0,
                                rect->x,
                                rect->y,
                                rect->w,
                                rect->h,
                                data->format,
                                data->formattype,
                                src);
    renderdata->glDisable(data->textype);
    SDL_free(blob);

    renderdata->drawstate.texture = texture;
    renderdata->drawstate.texturing = false;

    if (renderdata->glGetError() != GL_NO_ERROR) {
        return SDL_SetError("Failed to update texture");
    }
    return true;
}

static bool GLES_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture,
                            const SDL_Rect *rect, void **pixels, int *pitch)
{
    GLES_TextureData *data = (GLES_TextureData *)texture->internal;

    *pixels =
        (void *)((Uint8 *)data->pixels + rect->y * data->pitch +
                 rect->x * SDL_BYTESPERPIXEL(texture->format));
    *pitch = data->pitch;
    return true;
}

static void GLES_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
    GLES_TextureData *data = (GLES_TextureData *)texture->internal;
    SDL_Rect rect;

    /* We do whole texture updates, at least for now */
    rect.x = 0;
    rect.y = 0;
    rect.w = texture->w;
    rect.h = texture->h;
    GLES_UpdateTexture(renderer, texture, &rect, data->pixels, data->pitch);
}

static bool GLES_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
{
    GLES_RenderData *data = (GLES_RenderData *)renderer->internal;
    GLES_TextureData *texturedata = NULL;
    GLenum status;

    if (!data->GL_OES_framebuffer_object_supported) {
        return SDL_SetError("Can't enable render target support in this renderer");
    }

    data->drawstate.viewport_dirty = true;

    if (!texture) {
        data->glBindFramebufferOES(GL_FRAMEBUFFER_OES, data->window_framebuffer);
        return true;
    }

    texturedata = (GLES_TextureData *)texture->internal;
    data->glBindFramebufferOES(GL_FRAMEBUFFER_OES, texturedata->fbo->FBO);
    /* TODO: check if texture pixel format allows this operation */
    data->glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, texturedata->textype, texturedata->texture, 0);
    /* Check FBO status */
    status = data->glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES);
    if (status != GL_FRAMEBUFFER_COMPLETE_OES) {
        return SDL_SetError("glFramebufferTexture2DOES() failed");
    }
    return true;
}

static bool GLES_QueueSetViewport(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
{
    return true; /* nothing to do in this backend. */
}

static bool GLES_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count)
{
    GLfloat *verts = (GLfloat *)SDL_AllocateRenderVertices(renderer, count * 2 * sizeof(GLfloat), 0, &cmd->data.draw.first);
    int i;

    if (!verts) {
        return false;
    }

    cmd->data.draw.count = count;
    for (i = 0; i < count; i++) {
        *(verts++) = 0.5f + points[i].x;
        *(verts++) = 0.5f + points[i].y;
    }

    return true;
}

static bool GLES_QueueDrawLines(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count)
{
    int i;
    GLfloat prevx, prevy;
    const size_t vertlen = (sizeof(GLfloat) * 2) * count;
    GLfloat *verts = (GLfloat *)SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);

    if (!verts) {
        return false;
    }
    cmd->data.draw.count = count;

    /* 0.5f offset to hit the center of the pixel. */
    prevx = 0.5f + points->x;
    prevy = 0.5f + points->y;
    *(verts++) = prevx;
    *(verts++) = prevy;

    /* bump the end of each line segment out a quarter of a pixel, to provoke
       the diamond-exit rule. Without this, you won't just drop the last
       pixel of the last line segment, but you might also drop pixels at the
       edge of any given line segment along the way too. */
    for (i = 1; i < count; i++) {
        const GLfloat xstart = prevx;
        const GLfloat ystart = prevy;
        const GLfloat xend = points[i].x + 0.5f; /* 0.5f to hit pixel center. */
        const GLfloat yend = points[i].y + 0.5f;
        /* bump a little in the direction we are moving in. */
        const GLfloat deltax = xend - xstart;
        const GLfloat deltay = yend - ystart;
        const GLfloat angle = SDL_atan2f(deltay, deltax);
        prevx = xend + (SDL_cosf(angle) * 0.25f);
        prevy = yend + (SDL_sinf(angle) * 0.25f);
        *(verts++) = prevx;
        *(verts++) = prevy;
    }

    return true;
}

static bool GLES_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
                              const float *xy, int xy_stride, const SDL_FColor *color, int color_stride, const float *uv, int uv_stride,
                              int num_vertices, const void *indices, int num_indices, int size_indices,
                              float scale_x, float scale_y)
{
    GLES_TextureData *texturedata = NULL;
    int i;
    int count = indices ? num_indices : num_vertices;
    const float color_scale = cmd->data.draw.color_scale;
    GLfloat *verts;
    int sz = 2 + 4 + (texture ? 2 : 0);

    verts = (GLfloat *)SDL_AllocateRenderVertices(renderer, count * sz * sizeof(GLfloat), 0, &cmd->data.draw.first);
    if (!verts) {
        return false;
    }

    if (texture) {
        texturedata = (GLES_TextureData *)texture->internal;
    }

    cmd->data.draw.count = count;
    size_indices = indices ? size_indices : 0;

    for (i = 0; i < count; i++) {
        int j;
        float *xy_;
        SDL_FColor *col_;
        if (size_indices == 4) {
            j = ((const Uint32 *)indices)[i];
        } else if (size_indices == 2) {
            j = ((const Uint16 *)indices)[i];
        } else if (size_indices == 1) {
            j = ((const Uint8 *)indices)[i];
        } else {
            j = i;
        }

        xy_ = (float *)((char *)xy + j * xy_stride);
        col_ = (SDL_FColor *)((char *)color + j * color_stride);

        *(verts++) = xy_[0] * scale_x;
        *(verts++) = xy_[1] * scale_y;

        *(verts++) = col_->r * color_scale;
        *(verts++) = col_->g * color_scale;
        *(verts++) = col_->b * color_scale;
        *(verts++) = col_->a;

        if (texture) {
            float *uv_ = (float *)((char *)uv + j * uv_stride);
            *(verts++) = uv_[0] * texturedata->texw;
            *(verts++) = uv_[1] * texturedata->texh;
        }
    }
    return true;
}

static void SetDrawState(GLES_RenderData *data, const SDL_RenderCommand *cmd)
{
    const SDL_BlendMode blend = cmd->data.draw.blend;

    if (data->drawstate.viewport_dirty) {
        const SDL_Rect *viewport = &data->drawstate.viewport;
        const bool istarget = (data->drawstate.target != NULL);
        data->glMatrixMode(GL_PROJECTION);
        data->glLoadIdentity();
        data->glViewport(viewport->x,
                         istarget ? viewport->y : (data->drawstate.drawableh - viewport->y - viewport->h),
                         viewport->w, viewport->h);
        if (viewport->w && viewport->h) {
            data->glOrthof((GLfloat)0, (GLfloat)viewport->w,
                           (GLfloat)(istarget ? 0 : viewport->h),
                           (GLfloat)(istarget ? viewport->h : 0),
                           0.0, 1.0);
        }
        data->glMatrixMode(GL_MODELVIEW);
        data->drawstate.viewport_dirty = false;
    }

    if (data->drawstate.cliprect_enabled_dirty) {
        if (data->drawstate.cliprect_enabled) {
            data->glEnable(GL_SCISSOR_TEST);
        } else {
            data->glDisable(GL_SCISSOR_TEST);
        }
        data->drawstate.cliprect_enabled_dirty = false;
    }

    if (data->drawstate.cliprect_enabled && data->drawstate.cliprect_dirty) {
        const SDL_Rect *viewport = &data->drawstate.viewport;
        const SDL_Rect *rect = &data->drawstate.cliprect;
        const bool istarget = (data->drawstate.target != NULL);
        data->glScissor(viewport->x + rect->x,
                        istarget ? viewport->y + rect->y : data->drawstate.drawableh - viewport->y - rect->y - rect->h,
                        rect->w, rect->h);
        data->drawstate.cliprect_dirty = false;
    }

    if (blend != data->drawstate.blend) {
        if (blend == SDL_BLENDMODE_NONE) {
            data->glDisable(GL_BLEND);
        } else {
            data->glEnable(GL_BLEND);
            if (data->GL_OES_blend_func_separate_supported) {
                data->glBlendFuncSeparateOES(GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blend)),
                                             GetBlendFunc(SDL_GetBlendModeDstColorFactor(blend)),
                                             GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blend)),
                                             GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blend)));
            } else {
                data->glBlendFunc(GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blend)),
                                  GetBlendFunc(SDL_GetBlendModeDstColorFactor(blend)));
            }
            if (data->GL_OES_blend_equation_separate_supported) {
                data->glBlendEquationSeparateOES(GetBlendEquation(SDL_GetBlendModeColorOperation(blend)),
                                                 GetBlendEquation(SDL_GetBlendModeAlphaOperation(blend)));
            } else if (data->GL_OES_blend_subtract_supported) {
                data->glBlendEquationOES(GetBlendEquation(SDL_GetBlendModeColorOperation(blend)));
            }
        }
        data->drawstate.blend = blend;
    }

    if ((cmd->data.draw.texture != NULL) != data->drawstate.texturing) {
        if (cmd->data.draw.texture == NULL) {
            data->glDisable(GL_TEXTURE_2D);
            data->glDisableClientState(GL_TEXTURE_COORD_ARRAY);
            data->drawstate.texturing = false;
        } else {
            data->glEnable(GL_TEXTURE_2D);
            data->glEnableClientState(GL_TEXTURE_COORD_ARRAY);
            data->drawstate.texturing = true;
        }
    }
}

static void SetCopyState(GLES_RenderData *data, const SDL_RenderCommand *cmd)
{
    SDL_Texture *texture = cmd->data.draw.texture;
    GLES_TextureData *texturedata = (GLES_TextureData *)texture->internal;
    const GLenum textype = data->textype;

    SetDrawState(data, cmd);

    if (texture != data->drawstate.texture) {
        data->glBindTexture(GL_TEXTURE_2D, texturedata->texture);
        data->drawstate.texture = texture;
    }


    if (cmd->data.draw.texture_scale_mode != texturedata->texture_scale_mode) {
        SetTextureScaleMode(data, textype, texture->format, cmd->data.draw.texture_scale_mode);
        texturedata->texture_scale_mode = cmd->data.draw.texture_scale_mode;
    }

    if (cmd->data.draw.texture_address_mode_u != texturedata->texture_address_mode_u ||
        cmd->data.draw.texture_address_mode_v != texturedata->texture_address_mode_v) {
        SetTextureAddressMode(data, textype, cmd->data.draw.texture_address_mode_u, cmd->data.draw.texture_address_mode_v);
        texturedata->texture_address_mode_u = cmd->data.draw.texture_address_mode_u;
        texturedata->texture_address_mode_v = cmd->data.draw.texture_address_mode_v;
    }
}

static void GLES_InvalidateCachedState(SDL_Renderer *renderer)
{
    GLES_DrawStateCache *cache = &((GLES_RenderData *)renderer->internal)->drawstate;
    cache->viewport_dirty = true;
    cache->texture = NULL;
    cache->drawablew = 0;
    cache->drawableh = 0;
    cache->blend = SDL_BLENDMODE_INVALID;
    cache->cliprect_enabled_dirty = true;
    cache->cliprect_dirty = true;
    cache->color_dirty = true;
    cache->clear_color_dirty = true;
}

static bool GLES_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
{
    GLES_RenderData *data = (GLES_RenderData *)renderer->internal;

    if (!GLES_ActivateRenderer(renderer)) {
        return false;
    }

    data->drawstate.target = renderer->target;

    if (!renderer->target) {
        int w, h;
        SDL_GetWindowSizeInPixels(renderer->window, &w, &h);
        if ((w != data->drawstate.drawablew) || (h != data->drawstate.drawableh)) {
            data->drawstate.viewport_dirty = true; // if the window dimensions changed, invalidate the current viewport, etc.
            data->drawstate.cliprect_dirty = true;
            data->drawstate.drawablew = w;
            data->drawstate.drawableh = h;
        }
    }

    while (cmd) {
        switch (cmd->command) {
        case SDL_RENDERCMD_SETDRAWCOLOR:
        {
            const float r = cmd->data.color.color.r * cmd->data.color.color_scale;
            const float g = cmd->data.color.color.g * cmd->data.color.color_scale;
            const float b = cmd->data.color.color.b * cmd->data.color.color_scale;
            const float a = cmd->data.color.color.a;
            if (data->drawstate.color_dirty ||
                (r != data->drawstate.color.r) ||
                (g != data->drawstate.color.g) ||
                (b != data->drawstate.color.b) ||
                (a != data->drawstate.color.a)) {
                data->glColor4f(r, g, b, a);
                data->drawstate.color.r = r;
                data->drawstate.color.g = g;
                data->drawstate.color.b = b;
                data->drawstate.color.a = a;
                data->drawstate.color_dirty = false;
            }
            break;
        }

        case SDL_RENDERCMD_SETVIEWPORT:
        {
            SDL_Rect *viewport = &data->drawstate.viewport;
            if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof(cmd->data.viewport.rect)) != 0) {
                SDL_copyp(viewport, &cmd->data.viewport.rect);
                data->drawstate.viewport_dirty = true;
            }
            break;
        }

        case SDL_RENDERCMD_SETCLIPRECT:
        {
            const SDL_Rect *rect = &cmd->data.cliprect.rect;
            if (data->drawstate.cliprect_enabled != cmd->data.cliprect.enabled) {
                data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled;
                data->drawstate.cliprect_enabled_dirty = true;
            }
            if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof(*rect)) != 0) {
                SDL_copyp(&data->drawstate.cliprect, rect);
                data->drawstate.cliprect_dirty = true;
            }
            break;
        }

        case SDL_RENDERCMD_CLEAR:
        {
            const float r = cmd->data.color.color.r * cmd->data.color.color_scale;
            const float g = cmd->data.color.color.g * cmd->data.color.color_scale;
            const float b = cmd->data.color.color.b * cmd->data.color.color_scale;
            const float a = cmd->data.color.color.a;
            if (data->drawstate.clear_color_dirty ||
                (r != data->drawstate.clear_color.r) ||
                (g != data->drawstate.clear_color.g) ||
                (b != data->drawstate.clear_color.b) ||
                (a != data->drawstate.clear_color.a)) {
                data->glClearColor(r, g, b, a);
                data->drawstate.clear_color.r = r;
                data->drawstate.clear_color.g = g;
                data->drawstate.clear_color.b = b;
                data->drawstate.clear_color.a = a;
                data->drawstate.clear_color_dirty = false;
            }

            if (data->drawstate.cliprect_enabled || data->drawstate.cliprect_enabled_dirty) {
                data->glDisable(GL_SCISSOR_TEST);
                data->drawstate.cliprect_enabled_dirty = data->drawstate.cliprect_enabled;
            }

            data->glClear(GL_COLOR_BUFFER_BIT);

            break;
        }

        case SDL_RENDERCMD_DRAW_POINTS:
        {
            const size_t count = cmd->data.draw.count;
            const GLfloat *verts = (GLfloat *)(((Uint8 *)vertices) + cmd->data.draw.first);
            SetDrawState(data, cmd);
            data->glVertexPointer(2, GL_FLOAT, 0, verts);
            data->glDrawArrays(GL_POINTS, 0, (GLsizei)count);
            break;
        }

        case SDL_RENDERCMD_DRAW_LINES:
        {
            const GLfloat *verts = (GLfloat *)(((Uint8 *)vertices) + cmd->data.draw.first);
            const size_t count = cmd->data.draw.count;
            SDL_assert(count >= 2);
            SetDrawState(data, cmd);
            data->glVertexPointer(2, GL_FLOAT, 0, verts);
            data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)count);
            break;
        }

        case SDL_RENDERCMD_FILL_RECTS: /* unused */
            break;

        case SDL_RENDERCMD_COPY: /* unused */
            break;

        case SDL_RENDERCMD_COPY_EX: /* unused */
            break;

        case SDL_RENDERCMD_GEOMETRY:
        {
            const GLfloat *verts = (GLfloat *)(((Uint8 *)vertices) + cmd->data.draw.first);
            SDL_Texture *texture = cmd->data.draw.texture;
            const size_t count = cmd->data.draw.count;
            int stride = (2 + 4 + (texture ? 2 : 0)) * sizeof(float);

            if (texture) {
                SetCopyState(data, cmd);
            } else {
                SetDrawState(data, cmd);
            }

            data->glEnableClientState(GL_COLOR_ARRAY);

            data->glVertexPointer(2, GL_FLOAT, stride, verts);
            data->glColorPointer(4, GL_FLOAT, stride, verts + 2);
            if (texture) {
                data->glTexCoordPointer(2, GL_FLOAT, stride, verts + 2 + 4);
            }

            data->glDrawArrays(GL_TRIANGLES, 0, (GLsizei)count);

            data->glDisableClientState(GL_COLOR_ARRAY);
            break;
        }

        case SDL_RENDERCMD_NO_OP:
            break;
        }

        cmd = cmd->next;
    }

    return true;
}

static SDL_Surface *GLES_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect)
{
    GLES_RenderData *data = (GLES_RenderData *)renderer->internal;
    SDL_PixelFormat format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_RGBA32;
    SDL_Surface *surface;

    surface = SDL_CreateSurfaceUninitialized(rect->w, rect->h, format);
    if (!surface) {
        return NULL;
    }

    int y = rect->y;
    if (!renderer->target) {
        int w, h;
        SDL_GetRenderOutputSize(renderer, &w, &h);
        y = (h - y) - rect->h;
    }

    data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
    data->glReadPixels(rect->x, y, rect->w, rect->h, GL_RGBA, GL_UNSIGNED_BYTE, surface->pixels);

    // Flip the rows to be top-down if necessary
    if (!renderer->target) {
        SDL_FlipSurface(surface, SDL_FLIP_VERTICAL);
    }
    return surface;
}

static bool GLES_RenderPresent(SDL_Renderer *renderer)
{
    GLES_ActivateRenderer(renderer);

    return SDL_GL_SwapWindow(renderer->window);
}

static void GLES_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
    GLES_RenderData *renderdata = (GLES_RenderData *)renderer->internal;

    GLES_TextureData *data = (GLES_TextureData *)texture->internal;

    GLES_ActivateRenderer(renderer);

    if (renderdata->drawstate.texture == texture) {
        renderdata->drawstate.texture = NULL;
    }
    if (renderdata->drawstate.target == texture) {
        renderdata->drawstate.target = NULL;
    }

    if (!data) {
        return;
    }
    if (data->texture) {
        renderdata->glDeleteTextures(1, &data->texture);
    }
    SDL_free(data->pixels);
    SDL_free(data);
    texture->internal = NULL;
}

static void GLES_DestroyRenderer(SDL_Renderer *renderer)
{
    GLES_RenderData *data = (GLES_RenderData *)renderer->internal;

    if (data) {
        if (data->context) {
            while (data->framebuffers) {
                GLES_FBOList *nextnode = data->framebuffers->next;
                data->glDeleteFramebuffersOES(1, &data->framebuffers->FBO);
                SDL_free(data->framebuffers);
                data->framebuffers = nextnode;
            }
            SDL_GL_DestroyContext(data->context);
        }
        SDL_free(data);
    }
}

static bool GLES_SetVSync(SDL_Renderer *renderer, const int vsync)
{
    int interval = 0;

    if (!SDL_GL_SetSwapInterval(vsync)) {
        return false;
    }

    if (!SDL_GL_GetSwapInterval(&interval)) {
        return false;
    }

    if (interval != vsync) {
        return SDL_Unsupported();
    }
    return true;
}

static bool GLES_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_PropertiesID create_props)
{
    GLES_RenderData *data = NULL;
    GLint value;
    Uint32 window_flags;
    int profile_mask = 0, major = 0, minor = 0;
    bool changed_window = false;

    SDL_SetupRendererColorspace(renderer, create_props);

    SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile_mask);
    SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major);
    SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor);

    SDL_SyncWindow(window);
    window_flags = SDL_GetWindowFlags(window);
    if (!(window_flags & SDL_WINDOW_OPENGL) ||
        profile_mask != SDL_GL_CONTEXT_PROFILE_ES || major != RENDERER_CONTEXT_MAJOR || minor != RENDERER_CONTEXT_MINOR) {

        changed_window = true;
        SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
        SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR);
        SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR);

        if (!SDL_RecreateWindow(window, (window_flags & ~(SDL_WINDOW_VULKAN | SDL_WINDOW_METAL)) | SDL_WINDOW_OPENGL)) {
            goto error;
        }
    }

    data = (GLES_RenderData *)SDL_calloc(1, sizeof(*data));
    if (!data) {
        SDL_OutOfMemory();
        goto error;
    }

    renderer->WindowEvent = GLES_WindowEvent;
    renderer->GetOutputSize = GLES_GetOutputSize;
    renderer->SupportsBlendMode = GLES_SupportsBlendMode;

    renderer->CreateTexture = GLES_CreateTexture;
    renderer->UpdateTexture = GLES_UpdateTexture;
    renderer->LockTexture = GLES_LockTexture;
    renderer->UnlockTexture = GLES_UnlockTexture;
    renderer->SetRenderTarget = GLES_SetRenderTarget;
    renderer->QueueSetViewport = GLES_QueueSetViewport;
    renderer->QueueSetDrawColor = GLES_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
    renderer->QueueDrawPoints = GLES_QueueDrawPoints;
    renderer->QueueDrawLines = GLES_QueueDrawLines;
    renderer->QueueGeometry = GLES_QueueGeometry;
    renderer->InvalidateCachedState = GLES_InvalidateCachedState;
    renderer->RunCommandQueue = GLES_RunCommandQueue;
    renderer->RenderReadPixels = GLES_RenderReadPixels;
    renderer->RenderPresent = GLES_RenderPresent;
    renderer->DestroyTexture = GLES_DestroyTexture;
    renderer->DestroyRenderer = GLES_DestroyRenderer;
    renderer->SetVSync = GLES_SetVSync;
    renderer->internal = data;
    GLES_InvalidateCachedState(renderer);
    renderer->window = window;

    renderer->name = GLES_RenderDriver.name;

    data->context = SDL_GL_CreateContext(window);
    if (!data->context) {
        goto error;
    }
    if (!SDL_GL_MakeCurrent(window, data->context)) {
        goto error;
    }

    if (!GLES_LoadFunctions(data)) {
        goto error;
    }

    SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA32);

    // Check for debug output support
    if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_FLAGS, &value) &&
        (value & SDL_GL_CONTEXT_DEBUG_FLAG)) {
        data->debug_enabled = true;
    }

    value = 0;
    data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
    SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, value);

    /* Android does not report GL_OES_framebuffer_object but the functionality seems to be there anyway */
    if (SDL_GL_ExtensionSupported("GL_OES_framebuffer_object") || data->glGenFramebuffersOES) {
        data->GL_OES_framebuffer_object_supported = true;

        value = 0;
        data->glGetIntegerv(GL_FRAMEBUFFER_BINDING_OES, &value);
        data->window_framebuffer = (GLuint)value;
    }
    data->framebuffers = NULL;

    if (SDL_GL_ExtensionSupported("GL_OES_blend_func_separate")) {
        data->GL_OES_blend_func_separate_supported = true;
    }
    if (SDL_GL_ExtensionSupported("GL_OES_blend_equation_separate")) {
        data->GL_OES_blend_equation_separate_supported = true;
    }
    if (SDL_GL_ExtensionSupported("GL_OES_blend_subtract")) {
        data->GL_OES_blend_subtract_supported = true;
    }
    if (SDL_GL_ExtensionSupported("GL_EXT_blend_minmax")) {
        data->GL_EXT_blend_minmax_supported = true;
    }

    data->textype = GL_TEXTURE_2D;  // this might be other things, like TEXTURE_RECTANGLE, maybe if there's any extension...?

    /* Set up parameters for rendering */
    data->glDisable(GL_DEPTH_TEST);
    data->glDisable(GL_CULL_FACE);

    data->glMatrixMode(GL_MODELVIEW);
    data->glLoadIdentity();

    data->glEnableClientState(GL_VERTEX_ARRAY);
    data->glDisableClientState(GL_TEXTURE_COORD_ARRAY);

    data->glClearColor(1.0f, 1.0f, 1.0f, 1.0f);

    data->drawstate.blend = SDL_BLENDMODE_INVALID;
    return true;

error:
    if (changed_window) {
        /* Uh oh, better try to put it back... */
        SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile_mask);
        SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major);
        SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor);
        SDL_RecreateWindow(window, window_flags);
    }
    return false;
}

SDL_RenderDriver GLES_RenderDriver = {
    GLES_CreateRenderer, "opengles"
};

#endif /* SDL_VIDEO_RENDER_OGL_ES */

