#@PydevCodeAnalysisIgnore
#cython: profile=False
# Copyright 2004-2025 Tom Rothamel <pytom@bishoujo.us>
#
# Permission is hereby granted, free of charge, to any person
# obtaining a copy of this software and associated documentation files
# (the "Software"), to deal in the Software without restriction,
# including without limitation the rights to use, copy, modify, merge,
# publish, distribute, sublicense, and/or sell copies of the Software,
# and to permit persons to whom the Software is furnished to do so,
# subject to the following conditions:
#
# The above copyright notice and this permission notice shall be
# included in all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

from __future__ import print_function

from renpy.uguu.gl cimport *
from renpy.gl.gldraw cimport *

from sdl2 cimport *
from pygame_sdl2 cimport *
import_pygame_sdl2()

from cpython.bytes cimport PyBytes_FromStringAndSize
from libc.stdlib cimport calloc, free

import sys
import time
import collections
import renpy

# The maximum size of a texture.
MAX_SIZE = 2048

# Possible sizes for a texture, ordered from largest to smallest.
# (Now set in test_texture_sizes.)
SIZES = [ 64 ]

# A list of texture number allocated.
texture_numbers = set()

# The texture generation.
generation = 1

# A map from texture number to generation
texture_generation = { }

cdef GLenum tex_format = GL_RGBA
cdef GLenum tex_internalformat = GL_RGBA
cdef GLenum tex_type = GL_UNSIGNED_BYTE
cdef GLenum rtt_format = GL_RGBA
cdef GLenum rtt_internalformat = GL_RGBA
cdef GLenum rtt_type = GL_UNSIGNED_BYTE

def use_gles():
    global tex_format
    global tex_internalformat
    global tex_type
    global rtt_format
    global rtt_internalformat
    global rtt_type

    tex_format = GL_RGBA
    tex_internalformat = GL_RGBA
    tex_type = GL_UNSIGNED_BYTE

    rtt_format = GL_RGBA
    rtt_internalformat = GL_RGBA
    rtt_type = GL_UNSIGNED_BYTE

def use_gl():
    global tex_format
    global tex_internalformat
    global tex_type
    global rtt_format
    global rtt_internalformat
    global rtt_type

    tex_format = GL_RGBA
    tex_internalformat = GL_RGBA
    tex_type = GL_UNSIGNED_BYTE

    rtt_format = GL_RGBA
    rtt_internalformat = GL_RGBA
    rtt_type = GL_UNSIGNED_BYTE

def test_texture_sizes(Environ environ, draw):
    """
    Tests each possible texture size to see if it can be used. We test the
    texture by creating a texture of the appropriate size, drawing it to the
    screen, and then checking to see if the texture was drawn properly.
    """

    cdef int i
    cdef int size
    cdef GLuint tex
    cdef unsigned char *bitmap
    cdef GLfloat coords[6]
    cdef GLfloat texcoords[6]
    cdef unsigned char pixel[4]
    cdef int hw_max_size

    global MAX_SIZE
    global SIZES

    renpy.display.log.write("Texture testing:")

    # There could be an error queued up from an ANGLE reset. Purge it before we do the
    # texture testing.
    error = glGetError()
    if error != GL_NO_ERROR:
        renpy.display.log.write("- Ignored error at start of testing: {0:x}".format(error))

    glGetIntegerv(GL_MAX_TEXTURE_SIZE, &hw_max_size)

    renpy.display.log.write("- Hardware max texture size: %d", hw_max_size)
    hw_max_size = min(2048, hw_max_size)

    if renpy.session.get("gl_did_texture_text", False):
        return True

    SIZES = [ ]

    size = 64
    while size <= hw_max_size:

        # Create an all-red bitmap of the given size.
        bitmap = <unsigned char *> calloc(size * size, 4)

        if not bitmap:
            renpy.display.log.write("- Could not allocate {0}px bitmap.".format(size))
            break


        with nogil:

            for i from 0 <= i < size * size:
                bitmap[i * 4 + 0] = 0xff # r
                bitmap[i * 4 + 1] = 0x00 # g
                bitmap[i * 4 + 2] = 0x00 # b
                bitmap[i * 4 + 3] = 0xff # a

        # Create a texture of the given size.
        glActiveTexture(GL_TEXTURE0)
        glGenTextures(1, &tex)
        glBindTexture(GL_TEXTURE_2D, tex)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexImage2D(GL_TEXTURE_2D, 0, tex_internalformat, size, size, 0, tex_format, tex_type, bitmap)

        # Free the bitmap.
        free(bitmap)

        error = glGetError()
        if error != GL_NO_ERROR:
            renpy.display.log.write("- Error loading {0}px bitmap: {1:x}".format(size, error))
            glDeleteTextures(1, &tex)
            break

        # Vertex coordinates.
        coords[0] = 0
        coords[1] = 0

        coords[2] = 0
        coords[3] = size

        coords[4] = size
        coords[5] = 0

        # Texture coordinates.
        texcoords[0] = 0
        texcoords[1] = 0

        texcoords[2] = 0
        texcoords[3] = 1.0

        texcoords[4] = 1.0
        texcoords[5] = 0

        # Draw the triangles.
        environ.viewport(0, 0, 800, 600)
        environ.ortho(0, 800, 0, 600, -1.0, 1.0)

        environ.unset_clip(draw)
        environ.blit()
        environ.set_color(1.0, 1.0, 1.0, 1.0)
        environ.set_texture(0, texcoords)
        environ.set_vertex(coords)
        glDrawArrays(GL_TRIANGLES, 0, 3)

        # Delete the texture.
        glDeleteTextures(1, &tex)

        error = glGetError()
        if error != GL_NO_ERROR:
            renpy.display.log.write("- Error drawing {0}px texture: {1:x}".format(size, error))
            break

        # Check the pixel color.
        glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel)

        error = glGetError()
        if error != GL_NO_ERROR:
            renpy.display.log.write("- Error reading {0}px texture: {1:x}".format(size, error))
            break

        if pixel[0] != 0xff or pixel[1] != 0x00 or pixel[2] != 0x00:
            renpy.display.log.write("- Incorrect pixel color in {0}px texture: ({1:x}, {1:x}, {1:x})".format(size, pixel[0], pixel[1], pixel[2]))
            break

        # Record success.
        renpy.display.log.write("- {0}px textures work.".format(size))

        SIZES.append(size)
        MAX_SIZE = size

        # Double the size and try again.
        size *= 2

    # Clean up.
    environ.set_texture(0, NULL)

    if MAX_SIZE > 2048:
        MAX_SIZE = 2048

    if not SIZES:
        renpy.display.log.write("Textures are not rendering properly.")
        return False

    renpy.session["gl_did_texture_text"] = True

    SIZES.reverse()
    return True


# Texture number management. This exists because on Nvidia GPUs, glGenTextures
# is very slow (~3ms) when threaded optimizations are enabled. So instead of
# using it, a large number of textures are allocated all at once. When a
# texture is returned to the free pool, it is deallocated on the GPU.

# A list of texture numbers that have been allocated, but are not currently
# being meaningfully used.
allocated_texture_numbers = [ ]

cdef GLuint generate_texture_number():
    """
    This returns an empty texture number.
    """

    cdef int i
    cdef GLuint texnums[100]

    if allocated_texture_numbers:
        return allocated_texture_numbers.pop()

    glGenTextures(100, texnums)

    i = 100 - 1

    while i >= 0:
        allocated_texture_numbers.append(texnums[i])
        i -= 1

    return allocated_texture_numbers.pop()

cdef void delete_texture_number(GLuint n):
    """
    This releases the space associated with a texture number on the GPU,
    and adds the number back on the free pool.
    """

    glBindTexture(GL_TEXTURE_2D, n)

    glTexImage2D(
        GL_TEXTURE_2D,
        0,
        tex_internalformat,
        0, # width
        0, # height
        0, # border
        tex_format,
        tex_type,
        <GLubyte *> NULL)

    allocated_texture_numbers.append(n)

def free_texture_numbers():
    """
    Frees the allocated texture numbers entirely.
    """

    cdef GLuint texnums[1]

    while allocated_texture_numbers:
        texnums[0] = allocated_texture_numbers.pop()
        glDeleteTextures(1, texnums)


cdef class TextureCore:
    """
    This object stores information about an OpenGL texture.
    """

    def __init__(TextureCore self, int width, int height):

        # The width and height of this texture.
        self.width = width
        self.height = height

        # The number of the OpenGL texture this texture object
        # represents.
        self.generation = 0
        self.number = 0

        # These contained the premultiplied (but not GPU-loaded)
        # surface. They allow us to defer loading until the surface is
        # needed.

        self.premult = None
        self.premult_size = None

        # True if we're in NEAREST mode. False if we're in LINEAR mode.
        self.nearest = False

        # The free list we should be put on, or None if we're already on
        # a free list.
        self.free_list = None

    def __del__(self):

        cdef unsigned int num

        # Release the surface.
        self.premult = None
        self.premult_size = None
        self.premult_left = 0
        self.premult_right = 0
        self.premult_top = 0
        self.premult_bottom = 0

        # The test needs to be here so we don't try to append during
        # interpreter shutdown.
        if self.free_list is not None:
            try:
                self.free_list.append(self)
                self.free_list = None
            except TypeError:
                pass # Let's not error on shutdown.


    def load_surface(self, surf, x, y, w, h,
                     border_left, border_top, border_right, border_bottom,
                     properties):

        """
        Loads a pygame surface into this texture rectangle.
        """

        # This just queues the surface up for loading. The actual loading
        # occurs when the texture is first needed. This ensures that the
        # texture loading only occurs in the GL thread.

        self.premult = premultiply(
            surf, x, y, w, h,
            border_left, border_top, border_right, border_bottom,
            properties.get("premultiplied", False))

        self.premult_size = (w, h)


    cdef void make_nearest(TextureCore self):
        """
        Causes this texture to be rendered in nearest-neighbor mode.
        """

        if self.nearest:
            return

        glBindTexture(GL_TEXTURE_2D, self.number)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)

        self.nearest = True


    cdef void make_linear(TextureCore self):
        """
        Causes this texture to be rendered in linear interpolation mode.
        """

        if not self.nearest:
            return

        glBindTexture(GL_TEXTURE_2D, self.number)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)

        self.nearest = False


    cdef void make_ready(TextureCore self):
        """
        Makes the texture ready for use.
        """

        self.allocate()

        if self.premult:

            w, h = self.premult_size

            glBindTexture(GL_TEXTURE_2D, self.number)
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)

            self.nearest = False

            # If we haven't initialized the texture yet, and we're
            # smaller than it, load in the empty texture.
            if w < self.width or h < self.height:

                if self.format != tex_internalformat:
                    load_premultiplied(
                        None,
                        self.width,
                        self.height,
                        0,
                        False,
                        )

                    self.format = tex_internalformat

            # Otherwise, either load or replace the texture.
            load_premultiplied(
                self.premult,
                w,
                h,
                (self.format == tex_internalformat),
                False,
                )

            # Needs to be here twice, since we may not go through the w < SIDE
            # h < SIDE thing all the time.
            self.format = tex_internalformat

            # Finally, load in the default math.
            self.xadd = self.yadd = 0
            self.xmul = 1.0 / self.width
            self.ymul = 1.0 / self.height

            # We don't need to be loaded anymore.
            self.premult = None
            self.premult_size = None


    def render_to(self, x, y, draw_func, rtt, environ):

        self.allocate()

        if self.format != rtt_format:

            glBindTexture(GL_TEXTURE_2D, self.number)
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)

            self.nearest = False

            load_premultiplied(
                None,
                self.width,
                self.height,
                0,
                True)

            self.format = rtt_format

        rtt.render(environ, self.number, x, y, self.width, self.height, draw_func)

        self.xadd = 0
        self.yadd = 0
        self.xmul = 1.0 / self.width
        self.ymul = 1.0 / self.height

    cpdef int allocate(self):
        """
        This allocates a texture number, if necessary.
        """

        global total_texture_size
        global texture_count

        if self.number != 0:
            return 0

        self.number = generate_texture_number()
        self.format = 0

        texture_generation[self.number] = generation

        texture_numbers.add(self.number)

        total_texture_size += self.width * self.height * 4
        texture_count += 1

        return 0

    def deallocate(self):
        """
        Deallocates this texture. The texture must have been removed from a
        free list before this is called.
        """

        global total_texture_size
        global texture_count

        if self.number == 0:
            return

        if texture_generation[self.number] == self.generation:
            delete_texture_number(self.number)

        self.number = 0

        texture_numbers.discard(self.number)
        total_texture_size -= self.width * self.height * 4
        texture_count -= 1


class Texture(TextureCore):
    """
    We need to be a real python class, not a C extension, to ensure that
    the __del__ method is called.
    """

    def __sizeof__(self):
        return TextureCore.__sizeof__(self) + self.width * self.height * 4

    def __getstate__(self):
        if renpy.config.developer:
            raise Exception("Can't pickle a texture.")
        else:
            return { }

    def __setstate__(self, state):
        return


# This is a map from texture sizes to a list of free textures of that
# size.
free_textures = collections.defaultdict(list)

# A list of NPOT textures that need to be freed.
npot_free_textures = [ ]

# The number of textues that have been allocated but not deallocated.
texture_count = 0

# The total size (in bytes) of all the textures that have been allocated
# but not deallocated.
total_texture_size = 0

# This allocates a texture, either from the free list, or by asking
# gl.
def alloc_texture(width, height):
    """
    Allocate a texture, either from the freelist or by asking GL. The
    returned texture has a reference count of 1.
    """

    if renpy.game.preferences.gl_npot:
        rv = Texture(width, height)
        rv.free_list = npot_free_textures
        rv.generation = generation
        return rv

    l = free_textures[width, height]

    if l:
        rv = l.pop()
    else:
        rv = Texture(width, height)

    rv.free_list = l

    return rv


def dealloc_textures():
    for l in free_textures.values():
        for t in l:
            t.deallocate()

    for i in npot_free_textures:
        i.deallocate()

    npot_free_textures[:] = [ ]

    if not renpy.game.preferences.gl_npot:

        for t in texture_numbers:
            delete_texture_number(t)

    free_textures.clear()

    # Do not reset texture numbers - we don't want to reuse a number that's
    # in use, only to have it deallocated later.

    global generation
    generation += 1



def cleanup():
    """
    This is called once per frame.
    """

    # If we have more than one of a texture size, deallocate the last one of
    # that size. This prevents us from leaking memory via textures, while
    # making it unlikely we'll constantly allocate/deallocate textures.

    for l in free_textures.values():
        if len(l) > 1:
            t = l.pop()
            t.deallocate()

    for i in npot_free_textures:
        i.deallocate()

    npot_free_textures[:] = [ ]

def compute_subrow(row, offset, width):
    """
    Given a row (or column), this computes a subrow starting at the given
    offset and having the given width.

    It returns two list. The first is a list of (offset, width,
    output-tile) tuples. The second is a list of integers, giving the
    input tile corresponding to each output tile.
    """

    # An iterator over row.
    rowi = iter(row)

    # The output row and the output tile list.
    outrow = [ ]
    tiles = [ ]

    # The output tile index.
    outtile = 0

    try:
        ioff, iwidth, itile = next(rowi)

        # Consume the offset.
        while True:
            if offset < iwidth:
                ioff += offset
                iwidth -= offset
                break


            offset -= iwidth
            ioff, iwidth, itile = next(rowi)

        # Consume the width.
        while True:

            if width < iwidth:
                outrow.append((ioff, width, outtile))
                tiles.append(itile)
                outtile += 1
                break

            outrow.append((ioff, iwidth, outtile))
            tiles.append(itile)
            outtile += 1

            width -= iwidth

            ioff, iwidth, itile = next(rowi)

    except StopIteration:
        pass

    return outrow, tiles


cdef class TextureGrid(object):
    """
    This represents one or more textures that cover a rectangular
    area.
    """

    def __init__(self, width, height): #@DuplicatedSignature

        # The width and height of this TextureGrid
        self.width = width
        self.height = height

        # For each row of tiles, a tuple giving:
        # - The y offset within the texture.
        # - The height of the row.
        # - The rowindex in tiles.
        self.rows = [ ]

        # For each column of tiles, a tuple giving.
        # - The x offset within the texture.
        # - The width of the column.
        # - The colindex in tiles.
        self.columns = [ ]

        # The actual grid of texture titles, a list of lists of
        # textures. This is looked up by looking up rowindex and
        # colindex.
        self.tiles = [ ]

        # If it exists, a TextureGrid that is half the size of this
        # one.
        self.half_cache = None

        # Has the texture been made ready once?
        self.ready = False

    def __getstate__(self): #@DuplicatedSignature
        if renpy.config.developer:
            raise Exception("Can't pickle a texture.")
        else:
            return { }

    def __setstate__(self, state): #@DuplicatedSignature
        return

    def get_size(self):
        return self.width, self.height

    def subsurface(self, rect):
        """
        This produces a texture grid containing a rectangle "cut out"
        of this texture grid.
        """

        (x, y, w, h) = rect

        rv = TextureGrid(w, h)

        rv.rows, rowtiles = compute_subrow(self.rows, y, h)
        rv.columns, coltiles = compute_subrow(self.columns, x, w)

        for i in rowtiles:
            row = [ ]
            for j in coltiles:
                row.append(self.tiles[i][j])

            rv.tiles.append(row)

        return rv


    cpdef void make_ready(self, bint nearest):
        """
        Makes ready all the tile-textures in this texture grid.
        """

        cdef list row
        cdef TextureCore t

        self.ready = True

        for row in self.tiles:
            for t in row:
                t.make_ready()

                if nearest:
                    t.make_nearest()
                else:
                    t.make_linear()



# The old value of the gl_npot preference.
old_gl_npot = None

# This is a cache from (width, size) to the results of compute_tiling.
tiling_cache = { }

def compute_tiling(width, max_size, min_fill_factor):
    """
    This computes a tiling for an image with the given width (or
    height). It takes a width as an argument, and returns two lists.

    The first is a list of (offset, width, index) tuples, as are used
    in TextureGrid to determine how to blit an image to the screen.

    The second is a list of (offset, copy-width, total-width) tuples
    that are used to create the tiles.

    While we're thinking about this as if it's working horizontally
    (x, width, etc), it
    """

    global old_gl_npot


    gl_npot = renpy.game.preferences.gl_npot

    if old_gl_npot != gl_npot:
        old_gl_npot = gl_npot
        tiling_cache.clear()

    if gl_npot:
        max_size = min(SIZES[0], max_size)

    orig_width = width

    # Check the cache.
    key = (width, max_size)
    if key in tiling_cache:
        return tiling_cache[key]

    # width is the remaining width, not including any borders
    # required.

    # The x-offset, relative to the left side of the surface.
    x = 0

    # The list of row tuples.
    row = [ ]

    # The list of tile tuples.
    tiles = [ ]

    # The index into the row.
    row_index = 0

    if gl_npot and width <= max_size:
        left_border = 0
        right_border = 0
    else:
        left_border = 1
        right_border = 1

    while width:

        if gl_npot:

            size = min(width + left_border + right_border, max_size)

        else:

            # Figure out the texture size to use.
            for size in SIZES:
                if size > max_size:
                    continue

                # Ensure each texture is full enough.
                if size * min_fill_factor <= width + left_border + right_border:
                    break

        # The number of pixels to display to the user from this tile.
        row_size = min(width, size - left_border - right_border)

        #Add to the results.
        row.append((left_border, row_size, row_index))
        tiles.append((x - left_border, row_size + left_border + right_border, size))

        # Update the counters.
        row_index += 1
        x += row_size
        width -= row_size

    tiling_cache[key] = (row, tiles)

    return row, tiles


def texture_grid_from_surface(surf, transient, properties):
    """
    This takes a Surface and turns it into a TextureGrid.
    """

    if renpy.game.preferences.gl_npot:
        max_size = SIZES[0]
        fill_factor = 0.5

    elif transient:
        max_size = SIZES[0]
        fill_factor = 0.5
    else:
        max_size = MAX_SIZE
        fill_factor = .66

    width, height = surf.get_size()

    rv = TextureGrid(width, height)

    rv.columns, texcolumns = compute_tiling(width, max_size, fill_factor)
    rv.rows, texrows = compute_tiling(height, max_size, fill_factor)

    for rv_row, texrow in zip(rv.rows, texrows):
        border_y, _, _ = rv_row
        y, height, texheight = texrow

        row = [ ]

        colnum = 0

        for rv_col, texcol in zip(rv.columns, texcolumns):
            border_x, _, _ = rv_col
            x, width, texwidth = texcol

            tex = alloc_texture(texwidth, texheight)
            tex.load_surface(surf, x, y, width, height,
                             border_x, border_y, border_x, border_y,
                             properties)

            row.append(tex)

        rv.tiles.append(row)

    return rv


def texture_grid_from_drawing(width, height, draw_func, rtt, environ):
    """
    This creates a texture grid of `width` by `height` by using
    draw_func to draw to the screen.
    """

    rv = TextureGrid(width, height)

    gldraw = renpy.display.draw
    pwidth, pheight = gldraw.physical_size

    rv.columns, texcolumns = compute_tiling(width, rtt.get_size_limit(pwidth), 0.5)
    rv.rows, texrows = compute_tiling(height, rtt.get_size_limit(pheight), 0.5)

    for y, height, texheight in texrows:
        row = [ ]

        for x, width, texwidth in texcolumns:

            tex = alloc_texture(texwidth, texheight)
            tex.render_to(x, y, draw_func, rtt, environ)

            row.append(tex)

        rv.tiles.append(row)

    return rv


def align_axes(*args):
    """
    This takes n axes, each a list consisting of (offset, size, index)
    tuples. It returns a list of n lists. For each of the n lists, the
    ith element will be the same size. The indexes will appear in the
    same order they did in the original list.

    This is used to combine the grids of two or more texgrids into a
    single grid.
    """

    # The lists we're building.
    rv = [ [] for i in args ]

    # If we have an empty list, do nothing.
    for i in args:
        if not i:
            return rv

    # The index of the current element, for each member of args.
    cur = [ 0 for i in args ]

    # The parts of the current element.
    offset = [ i[0][0] for i in args ]
    size = [ i[0][1] for i in args ]
    index = [ i[0][2] for i in args ]

    # Cache it here to save function calls.
    nargs = len(args)

    loop = True

    while loop:

        # Figure out the minimum size.
        minsize = min(size)

        for i in xrange(nargs):

            # Create an entry of minsize.
            rv[i].append((offset[i], minsize, index[i]))

            # Adjust the offset and size.
            offset[i] += minsize
            size[i] -= minsize

            # If the size fell to 0, then load the next element from
            # the arguments into offset, size, index. If we can't
            # we're done.
            if size[i] == 0:
                cur[i] += 1

                if cur[i] >= len(args[i]):
                    loop = False
                else:
                    offset[i], size[i], index[i] = args[i][cur[i]]

    return rv


cpdef blit(TextureGrid tg, double sx, double sy, Matrix transform, double alpha, double over, Environ environ, bint nearest):
    """
    This draws texgrid `tg` to the screen. `sx` and `sy` are offsets from
    the upper-left corner of the screen.

    `transform` is the transform to apply to the texgrid, when going from
    texgrid coordinates to screen coordinates.

    `alpha` is the alpha multiplier applied, from 0.0 to 1.0.

    `over` is the over blending factor.
    """

    cdef int x, y
    cdef int texx, texy, texw, texh

    tg.make_ready(nearest)

    environ.blit()
    environ.set_color(alpha, alpha, alpha, over * alpha)

    y = 0

    for texy, texh, rowindex in tg.rows:
        x = 0

        for texx, texw, colindex in tg.columns:

            tex = tg.tiles[rowindex][colindex]

            draw_rectangle(
                environ,
                sx, sy,
                x, y,
                texw, texh,
                transform,
                tex, texx, texy,
                None, 0, 0,
                None, 0, 0,
                )

            x += texw

        y += texh

cpdef blend(TextureGrid tg0, TextureGrid tg1, double sx, double sy, Matrix transform, double alpha, double over, double fraction, Environ environ, bint nearest):
    """
    Blends two textures to the screen.

    `tg0` and `tg1` are the texture.

    `sx` and `sy` are the offsets from the upper-left corner of the screen.

    `transform` is the transform to apply to the texgrid, when going from
    texgrid coordinates to screen coordinates.

    `alpha` is the alpha multiplier applied, from 0.0 to 1.0.

    `over` is the over blending factor.

    `fraction` is the fraction of the second texture to show.
    """

    tg0.make_ready(nearest)
    tg1.make_ready(nearest)

    environ.blend(fraction)
    environ.set_color(alpha, alpha, alpha, over * alpha)

    y = 0

    rows0, rows1 = align_axes(tg0.rows, tg1.rows)
    cols0, cols1 = align_axes(tg0.columns, tg1.columns)

    # t0 = texture 0, t1 = texture 1.
    # x, y - index into the texture.
    # w, h - width and height to draw.
    # ri, ci - row index, column index in tiles.
    for (t0y, t0h, t0ri), (t1y, t1h, t1ri) in zip(rows0, rows1):
        x = 0

        for (t0x, t0w, t0ci), (t1x, t1w, t1ci) in zip(cols0, cols1):

            t0 = tg0.tiles[t0ri][t0ci]
            t1 = tg1.tiles[t1ri][t1ci]

            draw_rectangle(
                environ,
                sx, sy,
                x, y,
                t0w, t0h,
                transform,
                t0, t0x, t0y,
                t1, t1x, t1y,
                None, 0, 0,
                )

            x += t0w

        y += t0h


cpdef imageblend(TextureGrid tg0, TextureGrid tg1, TextureGrid tg2, double sx, double sy, Matrix transform, double alpha, double over, double fraction, int ramp, Environ environ, bint nearest):
    """
    This uses texture 0 to control the blending of tetures 1 and 2 to
    the screen.

    `tg0`, `tg1`, and `tg2` are the textures.

    `sx` and `sy` are the offsets from the upper-left corner of the screen.

    `transform` is the transform to apply to the texgrid, when going from
    texgrid coordinates to screen coordinates.

    `over` is the over blending factor.

    `additive` is the additive blending factor, which is 1.0 for fully additive,
    and 0.0 for fully over blending.

    `fraction` is the fraction of the second texture to show.

    `ramp` is the length of the blending ramp to use.

    """

    tg0.make_ready(nearest)
    tg1.make_ready(nearest)
    tg2.make_ready(nearest)

    environ.imageblend(fraction, ramp)
    environ.set_color(alpha, alpha, alpha, over * alpha)

    y = 0

    rows0, rows1, rows2 = align_axes(tg0.rows, tg1.rows, tg2.rows)
    cols0, cols1, cols2 = align_axes(tg0.columns, tg1.columns, tg2.columns)

    # t0 = texture 0, t1 = texture 1.
    # x, y - index into the texture.
    # w, h - width and height to draw.
    # ri, ci - row index, column index in tiles.
    for (t0y, t0h, t0ri), (t1y, t1h, t1ri), (t2y, t2h, t2ri) in zip(rows0, rows1, rows2):
        x = 0

        for (t0x, t0w, t0ci), (t1x, t1w, t1ci), (t2x, t2w, t2ci) in zip(cols0, cols1, cols2):

            t0 = tg0.tiles[t0ri][t0ci]
            t1 = tg1.tiles[t1ri][t1ci]
            t2 = tg2.tiles[t2ri][t2ci]

            draw_rectangle(
                environ,
                sx, sy,
                x, y,
                t0w, t0h,
                transform,
                t0, t0x, t0y,
                t1, t1x, t1y,
                t2, t2x, t2y,
                )

            x += t0w

        y += t0h


def premultiply(
    object pysurf,
    int x,
    int y,
    int w,
    int h,
    bint border_left, bint border_top, bint border_right, bint border_bottom,
    bint premultiplied):

    """
    Creates a string containing the premultiplied image data for
    for the (x, y, w, h) box inside pysurf. The various border_
    parameters control the addition of a border on the sides.

    `premultipled`
        If true, the data has been premultiplied already, and
        should be simply copied.
    """

    # Iterator y and x.
    cdef int ix, iy

    # Does the original image have an alpha channel?
    cdef unsigned int alpha

    if pysurf.get_masks()[3]:
        alpha = True
    else:
        alpha = False

    # Allocate an uninitialized string.
    rv = PyBytes_FromStringAndSize(<char *>NULL, w * h * 4)

    # Out is where we put the output.
    cdef unsigned char *out = rv

    # The pixels in the source image.
    cdef unsigned char *pixels
    cdef unsigned char *pixels_end

    cdef SDL_Surface *surf

    # Pointer to the current pixel.
    cdef unsigned char *p

    # Pointer to the current output pixel.
    cdef unsigned char *op

    # Pointer to the row end.
    cdef unsigned char *pend

    # alpha value.
    cdef unsigned int a

    # pixel pointer.
    cdef unsigned int *pp
    cdef unsigned int *ppend

    surf = PySurface_AsSurface(pysurf)
    pixels = <unsigned char *> surf.pixels

    # The start of the pixel data to read out.
    pixels += y * surf.pitch
    pixels += x * 4

    # A pointer to the row past the last pixel data we read out.
    pixels_end = pixels + h * surf.pitch

    # A pointer to the output byte to write.
    op = out

    with nogil:

        while pixels < pixels_end:

            # The start and end of the current row.
            p = pixels
            pend = p + w * 4

            # Advance to the next row.
            pixels += surf.pitch

            if premultiplied:

                while p < pend:
                    op[0] = p[0]
                    op[1] = p[1]
                    op[2] = p[2]
                    op[3] = p[3]

                    p += 4
                    op += 4

            else:

                # RGBA path.

                if alpha:

                    while p < pend:

                        a = p[3]

                        op[0] = (p[0] * a + a) >> 8
                        op[1] = (p[1] * a + a) >> 8
                        op[2] = (p[2] * a + a) >> 8
                        op[3] = a

                        p += 4
                        op += 4

                else:

                    while p < pend:

                        (<unsigned int *> op)[0] = (<unsigned int *> p)[0]
                        op[3] = 255

                        p += 4
                        op += 4

        if border_left:
            pp = <unsigned int *> (out)
            ppend = pp + w * h

            while pp < ppend:
                pp[0] = pp[1]
                pp += w

        if border_right:
            pp = <unsigned int *> (out)
            pp += w - 2
            ppend = pp + w * h

            while pp < ppend:
                pp[1] = pp[0]
                pp += w

        if border_top:
            pp = <unsigned int *> (out)
            ppend = pp + w

            while pp < ppend:
                pp[0] = pp[w]
                pp += 1

        if border_bottom:
            pp = <unsigned int *> (out)
            pp += (h - 2) * w
            ppend = pp + w

            while pp < ppend:
                pp[w] = pp[0]
                pp += 1

    return rv


def load_premultiplied(data, width, height, update, rtt):

    cdef char *pixels

    cdef GLenum internalformat
    cdef GLenum format
    cdef GLenum type

    if rtt:
        internalformat = rtt_internalformat
        format = rtt_format
        type = rtt_type
    else:
        internalformat = tex_internalformat
        format = tex_format
        type = tex_type

    if data:
        pixels = data
    else:
        pixels = NULL

    if update:
        glTexSubImage2D(
            GL_TEXTURE_2D,
            0,
            0,
            0,
            width,
            height,
            format,
            type,
            <GLubyte *> pixels)

    else:
        glTexImage2D(
            GL_TEXTURE_2D,
            0,
            internalformat,
            width,
            height,
            0,
            format,
            type,
            <GLubyte *> pixels)

cdef void draw_rectangle(
    Environ environ,
    double sx,
    double sy,
    double x,
    double y,
    double w,
    double h,
    Matrix transform,
    TextureCore tex0, float tex0x, float tex0y,
    TextureCore tex1, float tex1x, float tex1y,
    TextureCore tex2, float tex2x, float tex2y,
    ):

    """
    This draws a rectangle (textured with up to three textures) to the
    screen.

    `sx`, `sy`
        The location in the untransformed screen coordinate of the
        upper-left corner of the drawing region. (Think of this as an
        offset that is applied to coordinates.)
    `x`, `y`
        The location in the transformed coordinates to draw the
        upper-left corner of the texture.
    `w`, `h`
        The width and height of texture.
    `tex0`
        The texture to bind to texture unit 0.
    `tex0x`, `tex0y`
        The coordinates within that texture of the upper-left corner.
    `tex1...`, `tex2...`
        Same, but for the other two textures.
    `toff_...`
        Texture offset to apply to the given side of the texture.
    """

    # Do we have the given texture?
    cdef int has_tex0, has_tex1, has_tex2

    # Texture coordinates.
    cdef double t0u0 = 0, t0v0 = 0, t0u1 = 0, t0v1 = 0
    cdef double t1u0 = 0, t1v0 = 0, t1u1 = 0, t1v1 = 0
    cdef double t2u0 = 0, t2v0 = 0, t2u1 = 0, t2v1 = 0

    # Pull apart the transform.
    cdef double xdx = transform.xdx
    cdef double xdy = transform.xdy
    cdef double ydx = transform.ydx
    cdef double ydy = transform.ydy

    # Transform the vertex coordinates to screen-space.
    cdef double x0 = (x + 0) * xdx + (y + 0) * xdy + sx
    cdef double y0 = (x + 0) * ydx + (y + 0) * ydy + sy

    cdef double x1 = (x + w) * xdx + (y + 0) * xdy + sx
    cdef double y1 = (x + w) * ydx + (y + 0) * ydy + sy

    cdef double x2 = (x + 0) * xdx + (y + h) * xdy + sx
    cdef double y2 = (x + 0) * ydx + (y + h) * ydy + sy

    cdef double x3 = (x + w) * xdx + (y + h) * xdy + sx
    cdef double y3 = (x + w) * ydx + (y + h) * ydy + sy

    # Compute the texture coordinates, and set up the textures.
    cdef double xadd, yadd, xmul, ymul

    if tex0 is not None:

        has_tex0 = 1

        glActiveTexture(GL_TEXTURE0)
        glBindTexture(GL_TEXTURE_2D, tex0.number)

        xadd = tex0.xadd
        yadd = tex0.yadd
        xmul = tex0.xmul
        ymul = tex0.ymul

        t0u0 = xadd + xmul * (tex0x + 0)
        t0u1 = xadd + xmul * (tex0x + w)
        t0v0 = yadd + ymul * (tex0y + 0)
        t0v1 = yadd + ymul * (tex0y + h)

    else:
        has_tex0 = 0

    if tex1 is not None:

        has_tex1 = 1

        glActiveTexture(GL_TEXTURE1)
        glBindTexture(GL_TEXTURE_2D, tex1.number)

        xadd = tex1.xadd
        yadd = tex1.yadd
        xmul = tex1.xmul
        ymul = tex1.ymul

        t1u0 = xadd + xmul * (tex1x + 0)
        t1u1 = xadd + xmul * (tex1x + w)
        t1v0 = yadd + ymul * (tex1y + 0)
        t1v1 = yadd + ymul * (tex1y + h)

    else:
        has_tex1 = 0

    if tex2 is not None:

        has_tex2 = 1

        glActiveTexture(GL_TEXTURE2)
        glBindTexture(GL_TEXTURE_2D, tex2.number)

        xadd = tex2.xadd
        yadd = tex2.yadd
        xmul = tex2.xmul
        ymul = tex2.ymul

        t2u0 = xadd + xmul * (tex2x + 0)
        t2u1 = xadd + xmul * (tex2x + w)
        t2v0 = yadd + ymul * (tex2y + 0)
        t2v1 = yadd + ymul * (tex2y + h)

    else:
        has_tex2 = 0


    # Now, actually draw the textured rectangle.

    cdef GLfloat tex0coords[8]
    cdef GLfloat tex1coords[8]
    cdef GLfloat tex2coords[8]
    cdef GLfloat vcoords[8]

    if has_tex0:
        tex0coords[0] = t0u0
        tex0coords[1] = t0v0
        tex0coords[2] = t0u1
        tex0coords[3] = t0v0
        tex0coords[4] = t0u0
        tex0coords[5] = t0v1
        tex0coords[6] = t0u1
        tex0coords[7] = t0v1

        environ.set_texture(0, tex0coords)
    else:
        environ.set_texture(0, NULL)


    if has_tex1:
        tex1coords[0] = t1u0
        tex1coords[1] = t1v0
        tex1coords[2] = t1u1
        tex1coords[3] = t1v0
        tex1coords[4] = t1u0
        tex1coords[5] = t1v1
        tex1coords[6] = t1u1
        tex1coords[7] = t1v1

        environ.set_texture(1, tex1coords)
    else:
        environ.set_texture(1, NULL)

    if has_tex2:

        tex2coords[0] = t2u0
        tex2coords[1] = t2v0
        tex2coords[2] = t2u1
        tex2coords[3] = t2v0
        tex2coords[4] = t2u0
        tex2coords[5] = t2v1
        tex2coords[6] = t2u1
        tex2coords[7] = t2v1

        environ.set_texture(2, tex2coords)
    else:
        environ.set_texture(2, NULL)

    vcoords[0] = x0
    vcoords[1] = y0
    vcoords[2] = x1
    vcoords[3] = y1
    vcoords[4] = x2
    vcoords[5] = y2
    vcoords[6] = x3
    vcoords[7] = y3

    environ.set_vertex(vcoords)

    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
