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opengles: Readd an OpenGL ES 1 renderer to SDL3! (#15185)

This readds the "opengles" renderer, updated from SDL2 to work on SDL3.

Fixes #15661.

Co-authored-by: Ryan C. Gordon <icculus@icculus.org>
Co-authored-by: Cameron Cawley <ccawley2011@gmail.com>
Sylvain Becker 14 часов назад
Родитель
Сommit
d4236dcd85

+ 2 - 0
CMakeLists.txt

@@ -1615,6 +1615,7 @@ if(ANDROID)
       set(SDL_VIDEO_OPENGL_EGL 1)
       set(HAVE_OPENGLES TRUE)
       set(SDL_VIDEO_OPENGL_ES 1)
+      set(SDL_VIDEO_RENDER_OGL_ES 1)
       set(SDL_VIDEO_OPENGL_ES2 1)
       set(SDL_VIDEO_RENDER_OGL_ES2 1)
 
@@ -2729,6 +2730,7 @@ elseif(APPLE)
       if(IOS OR TVOS OR VISIONOS OR WATCHOS)
         set(SDL_FRAMEWORK_OPENGLES 1)
         set(SDL_VIDEO_OPENGL_ES 1)
+        set(SDL_VIDEO_RENDER_OGL_ES 1)
       else()
         set(SDL_VIDEO_OPENGL_EGL 1)
       endif()

+ 1 - 0
cmake/sdlchecks.cmake

@@ -921,6 +921,7 @@ macro(CheckOpenGLES)
     if(HAVE_OPENGLES_V1)
       set(HAVE_OPENGLES TRUE)
       set(SDL_VIDEO_OPENGL_ES 1)
+      set(SDL_VIDEO_RENDER_OGL_ES 1)
     endif()
     if(HAVE_OPENGLES_V2)
       set(HAVE_OPENGLES TRUE)

+ 1 - 0
include/build_config/SDL_build_config.h.cmake

@@ -461,6 +461,7 @@
 #cmakedefine SDL_VIDEO_RENDER_METAL 1
 #cmakedefine SDL_VIDEO_RENDER_VULKAN 1
 #cmakedefine SDL_VIDEO_RENDER_OGL 1
+#cmakedefine SDL_VIDEO_RENDER_OGL_ES 1
 #cmakedefine SDL_VIDEO_RENDER_OGL_ES2 1
 #cmakedefine SDL_VIDEO_RENDER_NGAGE 1
 #cmakedefine SDL_VIDEO_RENDER_PS2 1

+ 3 - 0
src/render/SDL_render.c

@@ -129,6 +129,9 @@ static const SDL_RenderDriver *render_drivers[] = {
 #ifdef SDL_VIDEO_RENDER_OGL_ES2
     &GLES2_RenderDriver,
 #endif
+#ifdef SDL_VIDEO_RENDER_OGL_ES
+    &GLES_RenderDriver,
+#endif
 #ifdef SDL_VIDEO_RENDER_PS2
     &PS2_RenderDriver,
 #endif

+ 1 - 0
src/render/SDL_sysrender.h

@@ -380,6 +380,7 @@ extern SDL_RenderDriver D3D_RenderDriver;
 extern SDL_RenderDriver D3D11_RenderDriver;
 extern SDL_RenderDriver D3D12_RenderDriver;
 extern SDL_RenderDriver GL_RenderDriver;
+extern SDL_RenderDriver GLES_RenderDriver;
 extern SDL_RenderDriver GLES2_RenderDriver;
 extern SDL_RenderDriver METAL_RenderDriver;
 extern SDL_RenderDriver NGAGE_RenderDriver;

+ 62 - 0
src/render/opengles/SDL_glesfuncs.h

@@ -0,0 +1,62 @@
+/*
+  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.
+*/
+
+SDL_PROC(void, glBindTexture, (GLenum, GLuint))
+SDL_PROC(void, glBlendFunc, (GLenum, GLenum))
+SDL_PROC_OES(void, glBlendEquationOES, (GLenum))
+SDL_PROC_OES(void, glBlendEquationSeparateOES, (GLenum, GLenum))
+SDL_PROC_OES(void, glBlendFuncSeparateOES, (GLenum, GLenum, GLenum, GLenum))
+SDL_PROC(void, glClear, (GLbitfield))
+SDL_PROC(void, glClearColor, (GLclampf, GLclampf, GLclampf, GLclampf))
+SDL_PROC(void, glColor4f, (GLfloat, GLfloat, GLfloat, GLfloat))
+SDL_PROC(void, glColorPointer, (GLint, GLenum, GLsizei, const GLvoid *))
+SDL_PROC(void, glDeleteTextures, (GLsizei, const GLuint *))
+SDL_PROC(void, glDisable, (GLenum))
+SDL_PROC(void, glDisableClientState, (GLenum array))
+SDL_PROC(void, glDrawArrays, (GLenum, GLint, GLsizei))
+SDL_PROC_OES(void, glDrawTexfOES, (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat))
+SDL_PROC(void, glEnable, (GLenum))
+SDL_PROC(void, glEnableClientState, (GLenum))
+SDL_PROC(void, glFinish, (void))
+SDL_PROC_OES(void, glGenFramebuffersOES, (GLsizei, GLuint *))
+SDL_PROC(void, glGenTextures, (GLsizei, GLuint *))
+SDL_PROC(GLenum, glGetError, (void))
+SDL_PROC(void, glGetIntegerv, (GLenum, GLint *))
+SDL_PROC(void, glLoadIdentity, (void))
+SDL_PROC(void, glMatrixMode, (GLenum))
+SDL_PROC(void, glOrthof, (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat))
+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, glTexCoordPointer, (GLint, GLenum, GLsizei, const GLvoid *))
+SDL_PROC(void, glTexEnvf, (GLenum, GLenum, GLfloat))
+SDL_PROC(void, glTexImage2D, (GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *))
+SDL_PROC(void, glTexParameteri, (GLenum, GLenum, GLint))
+SDL_PROC(void, glTexParameteriv, (GLenum, GLenum, const GLint *))
+SDL_PROC(void, glTexSubImage2D, (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *))
+SDL_PROC(void, glVertexPointer, (GLint, GLenum, GLsizei, const GLvoid *))
+SDL_PROC(void, glViewport, (GLint, GLint, GLsizei, GLsizei))
+SDL_PROC_OES(void, glBindFramebufferOES, (GLenum, GLuint))
+SDL_PROC_OES(void, glFramebufferTexture2DOES, (GLenum, GLenum, GLenum, GLuint, GLint))
+SDL_PROC_OES(GLenum, glCheckFramebufferStatusOES, (GLenum))
+SDL_PROC_OES(void, glDeleteFramebuffersOES, (GLsizei, const GLuint *))
+
+/* vi: set ts=4 sw=4 expandtab: */

+ 1194 - 0
src/render/opengles/SDL_render_gles.c

@@ -0,0 +1,1194 @@
+/*
+  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_CreateSurface(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 */
+