/* Simple DirectMedia Layer Copyright (C) 1997-2021 Sam Lantinga 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" /* The SDL 2D rendering system */ #include "SDL_hints.h" #include "SDL_render.h" #include "SDL_sysrender.h" #include "software/SDL_render_sw_c.h" #include "../video/SDL_pixels_c.h" #if defined(__ANDROID__) # include "../core/android/SDL_android.h" #endif /* as a courtesy to iOS apps, we don't try to draw when in the background, as that will crash the app. However, these apps _should_ have used SDL_AddEventWatch to catch SDL_APP_WILLENTERBACKGROUND events and stopped drawing themselves. Other platforms still draw, as the compositor can use it, and more importantly: drawing to render targets isn't lost. But I still think this should probably be removed at some point in the future. --ryan. */ #if defined(__IPHONEOS__) || defined(__TVOS__) || defined(__ANDROID__) #define DONT_DRAW_WHILE_HIDDEN 1 #else #define DONT_DRAW_WHILE_HIDDEN 0 #endif #define SDL_WINDOWRENDERDATA "_SDL_WindowRenderData" #define CHECK_RENDERER_MAGIC(renderer, retval) \ SDL_assert(renderer && renderer->magic == &renderer_magic); \ if (!renderer || renderer->magic != &renderer_magic) { \ SDL_SetError("Invalid renderer"); \ return retval; \ } #define CHECK_TEXTURE_MAGIC(texture, retval) \ SDL_assert(texture && texture->magic == &texture_magic); \ if (!texture || texture->magic != &texture_magic) { \ SDL_SetError("Invalid texture"); \ return retval; \ } /* Predefined blend modes */ #define SDL_COMPOSE_BLENDMODE(srcColorFactor, dstColorFactor, colorOperation, \ srcAlphaFactor, dstAlphaFactor, alphaOperation) \ (SDL_BlendMode)(((Uint32)colorOperation << 0) | \ ((Uint32)srcColorFactor << 4) | \ ((Uint32)dstColorFactor << 8) | \ ((Uint32)alphaOperation << 16) | \ ((Uint32)srcAlphaFactor << 20) | \ ((Uint32)dstAlphaFactor << 24)) #define SDL_BLENDMODE_NONE_FULL \ SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ZERO, SDL_BLENDOPERATION_ADD, \ SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ZERO, SDL_BLENDOPERATION_ADD) #define SDL_BLENDMODE_BLEND_FULL \ SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD, \ SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD) #define SDL_BLENDMODE_ADD_FULL \ SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD, \ SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD) #define SDL_BLENDMODE_MOD_FULL \ SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_SRC_COLOR, SDL_BLENDOPERATION_ADD, \ SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD) #define SDL_BLENDMODE_MUL_FULL \ SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_DST_COLOR, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD, \ SDL_BLENDFACTOR_DST_ALPHA, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD) #if !SDL_RENDER_DISABLED static const SDL_RenderDriver *render_drivers[] = { #if SDL_VIDEO_RENDER_D3D &D3D_RenderDriver, #endif #if SDL_VIDEO_RENDER_D3D11 &D3D11_RenderDriver, #endif #if SDL_VIDEO_RENDER_METAL &METAL_RenderDriver, #endif #if SDL_VIDEO_RENDER_OGL &GL_RenderDriver, #endif #if SDL_VIDEO_RENDER_OGL_ES2 &GLES2_RenderDriver, #endif #if SDL_VIDEO_RENDER_OGL_ES &GLES_RenderDriver, #endif #if SDL_VIDEO_RENDER_DIRECTFB &DirectFB_RenderDriver, #endif #if SDL_VIDEO_RENDER_PSP &PSP_RenderDriver, #endif #if SDL_VIDEO_RENDER_VITA_GXM &VITA_GXM_RenderDriver, #endif #if SDL_VIDEO_RENDER_SW &SW_RenderDriver #endif }; #endif /* !SDL_RENDER_DISABLED */ static char renderer_magic; static char texture_magic; static SDL_INLINE void DebugLogRenderCommands(const SDL_RenderCommand *cmd) { #if 0 unsigned int i = 1; SDL_Log("Render commands to flush:"); while (cmd) { switch (cmd->command) { case SDL_RENDERCMD_NO_OP: SDL_Log(" %u. no-op", i++); break; case SDL_RENDERCMD_SETVIEWPORT: SDL_Log(" %u. set viewport (first=%u, rect={(%d, %d), %dx%d})", i++, (unsigned int) cmd->data.viewport.first, cmd->data.viewport.rect.x, cmd->data.viewport.rect.y, cmd->data.viewport.rect.w, cmd->data.viewport.rect.h); break; case SDL_RENDERCMD_SETCLIPRECT: SDL_Log(" %u. set cliprect (enabled=%s, rect={(%d, %d), %dx%d})", i++, cmd->data.cliprect.enabled ? "true" : "false", cmd->data.cliprect.rect.x, cmd->data.cliprect.rect.y, cmd->data.cliprect.rect.w, cmd->data.cliprect.rect.h); break; case SDL_RENDERCMD_SETDRAWCOLOR: SDL_Log(" %u. set draw color (first=%u, r=%d, g=%d, b=%d, a=%d)", i++, (unsigned int) cmd->data.color.first, (int) cmd->data.color.r, (int) cmd->data.color.g, (int) cmd->data.color.b, (int) cmd->data.color.a); break; case SDL_RENDERCMD_CLEAR: SDL_Log(" %u. clear (first=%u, r=%d, g=%d, b=%d, a=%d)", i++, (unsigned int) cmd->data.color.first, (int) cmd->data.color.r, (int) cmd->data.color.g, (int) cmd->data.color.b, (int) cmd->data.color.a); break; case SDL_RENDERCMD_DRAW_POINTS: SDL_Log(" %u. draw points (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d)", i++, (unsigned int) cmd->data.draw.first, (unsigned int) cmd->data.draw.count, (int) cmd->data.draw.r, (int) cmd->data.draw.g, (int) cmd->data.draw.b, (int) cmd->data.draw.a, (int) cmd->data.draw.blend); break; case SDL_RENDERCMD_DRAW_LINES: SDL_Log(" %u. draw lines (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d)", i++, (unsigned int) cmd->data.draw.first, (unsigned int) cmd->data.draw.count, (int) cmd->data.draw.r, (int) cmd->data.draw.g, (int) cmd->data.draw.b, (int) cmd->data.draw.a, (int) cmd->data.draw.blend); break; case SDL_RENDERCMD_FILL_RECTS: SDL_Log(" %u. fill rects (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d)", i++, (unsigned int) cmd->data.draw.first, (unsigned int) cmd->data.draw.count, (int) cmd->data.draw.r, (int) cmd->data.draw.g, (int) cmd->data.draw.b, (int) cmd->data.draw.a, (int) cmd->data.draw.blend); break; case SDL_RENDERCMD_COPY: SDL_Log(" %u. copy (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d, tex=%p)", i++, (unsigned int) cmd->data.draw.first, (unsigned int) cmd->data.draw.count, (int) cmd->data.draw.r, (int) cmd->data.draw.g, (int) cmd->data.draw.b, (int) cmd->data.draw.a, (int) cmd->data.draw.blend, cmd->data.draw.texture); break; case SDL_RENDERCMD_COPY_EX: SDL_Log(" %u. copyex (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d, tex=%p)", i++, (unsigned int) cmd->data.draw.first, (unsigned int) cmd->data.draw.count, (int) cmd->data.draw.r, (int) cmd->data.draw.g, (int) cmd->data.draw.b, (int) cmd->data.draw.a, (int) cmd->data.draw.blend, cmd->data.draw.texture); break; } cmd = cmd->next; } #endif } static int FlushRenderCommands(SDL_Renderer *renderer) { int retval; SDL_assert((renderer->render_commands == NULL) == (renderer->render_commands_tail == NULL)); if (renderer->render_commands == NULL) { /* nothing to do! */ SDL_assert(renderer->vertex_data_used == 0); return 0; } DebugLogRenderCommands(renderer->render_commands); retval = renderer->RunCommandQueue(renderer, renderer->render_commands, renderer->vertex_data, renderer->vertex_data_used); /* Move the whole render command queue to the unused pool so we can reuse them next time. */ if (renderer->render_commands_tail != NULL) { renderer->render_commands_tail->next = renderer->render_commands_pool; renderer->render_commands_pool = renderer->render_commands; renderer->render_commands_tail = NULL; renderer->render_commands = NULL; } renderer->vertex_data_used = 0; renderer->render_command_generation++; renderer->color_queued = SDL_FALSE; renderer->viewport_queued = SDL_FALSE; renderer->cliprect_queued = SDL_FALSE; return retval; } static int FlushRenderCommandsIfTextureNeeded(SDL_Texture *texture) { SDL_Renderer *renderer = texture->renderer; if (texture->last_command_generation == renderer->render_command_generation) { /* the current command queue depends on this texture, flush the queue now before it changes */ return FlushRenderCommands(renderer); } return 0; } static SDL_INLINE int FlushRenderCommandsIfNotBatching(SDL_Renderer *renderer) { return renderer->batching ? 0 : FlushRenderCommands(renderer); } int SDL_RenderFlush(SDL_Renderer * renderer) { return FlushRenderCommands(renderer); } void * SDL_AllocateRenderVertices(SDL_Renderer *renderer, const size_t numbytes, const size_t alignment, size_t *offset) { const size_t needed = renderer->vertex_data_used + numbytes + alignment; size_t current_offset = renderer->vertex_data_used; size_t aligner = (alignment && ((current_offset & (alignment - 1)) != 0)) ? (alignment - (current_offset & (alignment - 1))) : 0; size_t aligned = current_offset + aligner; if (renderer->vertex_data_allocation < needed) { const size_t current_allocation = renderer->vertex_data ? renderer->vertex_data_allocation : 1024; size_t newsize = current_allocation * 2; void *ptr; while (newsize < needed) { newsize *= 2; } ptr = SDL_realloc(renderer->vertex_data, newsize); if (ptr == NULL) { SDL_OutOfMemory(); return NULL; } renderer->vertex_data = ptr; renderer->vertex_data_allocation = newsize; } if (offset) { *offset = aligned; } renderer->vertex_data_used += aligner + numbytes; return ((Uint8 *) renderer->vertex_data) + aligned; } static SDL_RenderCommand * AllocateRenderCommand(SDL_Renderer *renderer) { SDL_RenderCommand *retval = NULL; /* !!! FIXME: are there threading limitations in SDL's render API? If not, we need to mutex this. */ retval = renderer->render_commands_pool; if (retval != NULL) { renderer->render_commands_pool = retval->next; retval->next = NULL; } else { retval = SDL_calloc(1, sizeof (*retval)); if (!retval) { SDL_OutOfMemory(); return NULL; } } SDL_assert((renderer->render_commands == NULL) == (renderer->render_commands_tail == NULL)); if (renderer->render_commands_tail != NULL) { renderer->render_commands_tail->next = retval; } else { renderer->render_commands = retval; } renderer->render_commands_tail = retval; return retval; } static int QueueCmdSetViewport(SDL_Renderer *renderer) { int retval = 0; if (!renderer->viewport_queued || (SDL_memcmp(&renderer->viewport, &renderer->last_queued_viewport, sizeof (SDL_Rect)) != 0)) { SDL_RenderCommand *cmd = AllocateRenderCommand(renderer); retval = -1; if (cmd != NULL) { cmd->command = SDL_RENDERCMD_SETVIEWPORT; cmd->data.viewport.first = 0; /* render backend will fill this in. */ SDL_memcpy(&cmd->data.viewport.rect, &renderer->viewport, sizeof (renderer->viewport)); retval = renderer->QueueSetViewport(renderer, cmd); if (retval < 0) { cmd->command = SDL_RENDERCMD_NO_OP; } else { SDL_memcpy(&renderer->last_queued_viewport, &renderer->viewport, sizeof (SDL_Rect)); renderer->viewport_queued = SDL_TRUE; } } } return retval; } static int QueueCmdSetClipRect(SDL_Renderer *renderer) { int retval = 0; if ((!renderer->cliprect_queued) || (renderer->clipping_enabled != renderer->last_queued_cliprect_enabled) || (SDL_memcmp(&renderer->clip_rect, &renderer->last_queued_cliprect, sizeof (SDL_Rect)) != 0)) { SDL_RenderCommand *cmd = AllocateRenderCommand(renderer); if (cmd == NULL) { retval = -1; } else { cmd->command = SDL_RENDERCMD_SETCLIPRECT; cmd->data.cliprect.enabled = renderer->clipping_enabled; SDL_memcpy(&cmd->data.cliprect.rect, &renderer->clip_rect, sizeof (cmd->data.cliprect.rect)); SDL_memcpy(&renderer->last_queued_cliprect, &renderer->clip_rect, sizeof (SDL_Rect)); renderer->last_queued_cliprect_enabled = renderer->clipping_enabled; renderer->cliprect_queued = SDL_TRUE; } } return retval; } static int QueueCmdSetDrawColor(SDL_Renderer *renderer, const Uint8 r, const Uint8 g, const Uint8 b, const Uint8 a) { const Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b); int retval = 0; if (!renderer->color_queued || (color != renderer->last_queued_color)) { SDL_RenderCommand *cmd = AllocateRenderCommand(renderer); retval = -1; if (cmd != NULL) { cmd->command = SDL_RENDERCMD_SETDRAWCOLOR; cmd->data.color.first = 0; /* render backend will fill this in. */ cmd->data.color.r = r; cmd->data.color.g = g; cmd->data.color.b = b; cmd->data.color.a = a; retval = renderer->QueueSetDrawColor(renderer, cmd); if (retval < 0) { cmd->command = SDL_RENDERCMD_NO_OP; } else { renderer->last_queued_color = color; renderer->color_queued = SDL_TRUE; } } } return retval; } static int QueueCmdClear(SDL_Renderer *renderer) { SDL_RenderCommand *cmd = AllocateRenderCommand(renderer); if (cmd == NULL) { return -1; } cmd->command = SDL_RENDERCMD_CLEAR; cmd->data.color.first = 0; cmd->data.color.r = renderer->r; cmd->data.color.g = renderer->g; cmd->data.color.b = renderer->b; cmd->data.color.a = renderer->a; return 0; } static int PrepQueueCmdDraw(SDL_Renderer *renderer, const Uint8 r, const Uint8 g, const Uint8 b, const Uint8 a) { int retval = QueueCmdSetDrawColor(renderer, r, g, b, a); /* Set the viewport and clip rect directly before draws, so the backends * don't have to worry about that state not being valid at draw time. */ if (retval == 0 && !renderer->viewport_queued) { retval = QueueCmdSetViewport(renderer); } if (retval == 0 && !renderer->cliprect_queued) { retval = QueueCmdSetClipRect(renderer); } return retval; } static SDL_RenderCommand * PrepQueueCmdDrawSolid(SDL_Renderer *renderer, const SDL_RenderCommandType cmdtype) { /* !!! FIXME: drop this draw if viewport w or h is zero. */ SDL_RenderCommand *cmd = NULL; if (PrepQueueCmdDraw(renderer, renderer->r, renderer->g, renderer->b, renderer->a) == 0) { cmd = AllocateRenderCommand(renderer); if (cmd != NULL) { cmd->command = cmdtype; cmd->data.draw.first = 0; /* render backend will fill this in. */ cmd->data.draw.count = 0; /* render backend will fill this in. */ cmd->data.draw.r = renderer->r; cmd->data.draw.g = renderer->g; cmd->data.draw.b = renderer->b; cmd->data.draw.a = renderer->a; cmd->data.draw.blend = renderer->blendMode; cmd->data.draw.texture = NULL; /* no texture. */ } } return cmd; } static int QueueCmdDrawPoints(SDL_Renderer *renderer, const SDL_FPoint * points, const int count) { SDL_RenderCommand *cmd = PrepQueueCmdDrawSolid(renderer, SDL_RENDERCMD_DRAW_POINTS); int retval = -1; if (cmd != NULL) { retval = renderer->QueueDrawPoints(renderer, cmd, points, count); if (retval < 0) { cmd->command = SDL_RENDERCMD_NO_OP; } } return retval; } static int QueueCmdDrawLines(SDL_Renderer *renderer, const SDL_FPoint * points, const int count) { SDL_RenderCommand *cmd = PrepQueueCmdDrawSolid(renderer, SDL_RENDERCMD_DRAW_LINES); int retval = -1; if (cmd != NULL) { retval = renderer->QueueDrawLines(renderer, cmd, points, count); if (retval < 0) { cmd->command = SDL_RENDERCMD_NO_OP; } } return retval; } static int QueueCmdFillRects(SDL_Renderer *renderer, const SDL_FRect * rects, const int count) { SDL_RenderCommand *cmd = PrepQueueCmdDrawSolid(renderer, SDL_RENDERCMD_FILL_RECTS); int retval = -1; if (cmd != NULL) { retval = renderer->QueueFillRects(renderer, cmd, rects, count); if (retval < 0) { cmd->command = SDL_RENDERCMD_NO_OP; } } return retval; } static SDL_RenderCommand * PrepQueueCmdDrawTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_RenderCommandType cmdtype) { /* !!! FIXME: drop this draw if viewport w or h is zero. */ SDL_RenderCommand *cmd = NULL; if (PrepQueueCmdDraw(renderer, texture->r, texture->g, texture->b, texture->a) == 0) { cmd = AllocateRenderCommand(renderer); if (cmd != NULL) { cmd->command = cmdtype; cmd->data.draw.first = 0; /* render backend will fill this in. */ cmd->data.draw.count = 0; /* render backend will fill this in. */ cmd->data.draw.r = texture->r; cmd->data.draw.g = texture->g; cmd->data.draw.b = texture->b; cmd->data.draw.a = texture->a; cmd->data.draw.blend = texture->blendMode; cmd->data.draw.texture = texture; } } return cmd; } static int QueueCmdCopy(SDL_Renderer *renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_FRect * dstrect) { SDL_RenderCommand *cmd = PrepQueueCmdDrawTexture(renderer, texture, SDL_RENDERCMD_COPY); int retval = -1; if (cmd != NULL) { retval = renderer->QueueCopy(renderer, cmd, texture, srcrect, dstrect); if (retval < 0) { cmd->command = SDL_RENDERCMD_NO_OP; } } return retval; } static int QueueCmdCopyEx(SDL_Renderer *renderer, SDL_Texture * texture, const SDL_Rect * srcquad, const SDL_FRect * dstrect, const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip) { SDL_RenderCommand *cmd = PrepQueueCmdDrawTexture(renderer, texture, SDL_RENDERCMD_COPY_EX); int retval = -1; SDL_assert(renderer->QueueCopyEx != NULL); /* should have caught at higher level. */ if (cmd != NULL) { retval = renderer->QueueCopyEx(renderer, cmd, texture, srcquad, dstrect, angle, center, flip); if (retval < 0) { cmd->command = SDL_RENDERCMD_NO_OP; } } return retval; } static int UpdateLogicalSize(SDL_Renderer *renderer); int SDL_GetNumRenderDrivers(void) { #if !SDL_RENDER_DISABLED return SDL_arraysize(render_drivers); #else return 0; #endif } int SDL_GetRenderDriverInfo(int index, SDL_RendererInfo * info) { #if !SDL_RENDER_DISABLED if (index < 0 || index >= SDL_GetNumRenderDrivers()) { return SDL_SetError("index must be in the range of 0 - %d", SDL_GetNumRenderDrivers() - 1); } *info = render_drivers[index]->info; return 0; #else return SDL_SetError("SDL not built with rendering support"); #endif } static void GetWindowViewportValues(SDL_Renderer *renderer, int *logical_w, int *logical_h, SDL_Rect *viewport, SDL_FPoint *scale) { SDL_LockMutex(renderer->target_mutex); *logical_w = renderer->target ? renderer->logical_w_backup : renderer->logical_w; *logical_h = renderer->target ? renderer->logical_h_backup : renderer->logical_h; *viewport = renderer->target ? renderer->viewport_backup : renderer->viewport; *scale = renderer->target ? renderer->scale_backup : renderer->scale; SDL_UnlockMutex(renderer->target_mutex); } static int SDLCALL SDL_RendererEventWatch(void *userdata, SDL_Event *event) { SDL_Renderer *renderer = (SDL_Renderer *)userdata; if (event->type == SDL_WINDOWEVENT) { SDL_Window *window = SDL_GetWindowFromID(event->window.windowID); if (window == renderer->window) { if (renderer->WindowEvent) { renderer->WindowEvent(renderer, &event->window); } if (event->window.event == SDL_WINDOWEVENT_SIZE_CHANGED) { /* Make sure we're operating on the default render target */ SDL_Texture *saved_target = SDL_GetRenderTarget(renderer); if (saved_target) { SDL_SetRenderTarget(renderer, NULL); } if (renderer->logical_w) { UpdateLogicalSize(renderer); } else { /* Window was resized, reset viewport */ int w, h; if (renderer->GetOutputSize) { renderer->GetOutputSize(renderer, &w, &h); } else { SDL_GetWindowSize(renderer->window, &w, &h); } if (renderer->target) { renderer->viewport_backup.x = 0; renderer->viewport_backup.y = 0; renderer->viewport_backup.w = w; renderer->viewport_backup.h = h; } else { renderer->viewport.x = 0; renderer->viewport.y = 0; renderer->viewport.w = w; renderer->viewport.h = h; QueueCmdSetViewport(renderer); FlushRenderCommandsIfNotBatching(renderer); } } if (saved_target) { SDL_SetRenderTarget(renderer, saved_target); } } else if (event->window.event == SDL_WINDOWEVENT_HIDDEN) { renderer->hidden = SDL_TRUE; } else if (event->window.event == SDL_WINDOWEVENT_SHOWN) { if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)) { renderer->hidden = SDL_FALSE; } } else if (event->window.event == SDL_WINDOWEVENT_MINIMIZED) { renderer->hidden = SDL_TRUE; } else if (event->window.event == SDL_WINDOWEVENT_RESTORED || event->window.event == SDL_WINDOWEVENT_MAXIMIZED) { if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_HIDDEN)) { renderer->hidden = SDL_FALSE; } } } } else if (event->type == SDL_MOUSEMOTION) { SDL_Window *window = SDL_GetWindowFromID(event->motion.windowID); if (window == renderer->window) { int logical_w, logical_h; SDL_Rect viewport; SDL_FPoint scale; GetWindowViewportValues(renderer, &logical_w, &logical_h, &viewport, &scale); if (logical_w) { event->motion.x -= (int)(viewport.x * renderer->dpi_scale.x); event->motion.y -= (int)(viewport.y * renderer->dpi_scale.y); event->motion.x = (int)(event->motion.x / (scale.x * renderer->dpi_scale.x)); event->motion.y = (int)(event->motion.y / (scale.y * renderer->dpi_scale.y)); if (event->motion.xrel != 0 && renderer->relative_scaling) { float rel = renderer->xrel + event->motion.xrel / (scale.x * renderer->dpi_scale.x); float trunc = SDL_truncf(rel); renderer->xrel = rel - trunc; event->motion.xrel = (Sint32) trunc; } if (event->motion.yrel != 0 && renderer->relative_scaling) { float rel = renderer->yrel + event->motion.yrel / (scale.y * renderer->dpi_scale.y); float trunc = SDL_truncf(rel); renderer->yrel = rel - trunc; event->motion.yrel = (Sint32) trunc; } } } } else if (event->type == SDL_MOUSEBUTTONDOWN || event->type == SDL_MOUSEBUTTONUP) { SDL_Window *window = SDL_GetWindowFromID(event->button.windowID); if (window == renderer->window) { int logical_w, logical_h; SDL_Rect viewport; SDL_FPoint scale; GetWindowViewportValues(renderer, &logical_w, &logical_h, &viewport, &scale); if (logical_w) { event->button.x -= (int)(viewport.x * renderer->dpi_scale.x); event->button.y -= (int)(viewport.y * renderer->dpi_scale.y); event->button.x = (int)(event->button.x / (scale.x * renderer->dpi_scale.x)); event->button.y = (int)(event->button.y / (scale.y * renderer->dpi_scale.y)); } } } else if (event->type == SDL_FINGERDOWN || event->type == SDL_FINGERUP || event->type == SDL_FINGERMOTION) { int logical_w, logical_h; float physical_w, physical_h; SDL_Rect viewport; SDL_FPoint scale; GetWindowViewportValues(renderer, &logical_w, &logical_h, &viewport, &scale); /* !!! FIXME: we probably should drop events that are outside of the !!! FIXME: viewport, but we can't do that from an event watcher, !!! FIXME: and we would have to track if a touch happened outside !!! FIXME: the viewport and then slid into it to insert extra !!! FIXME: events, which is a mess, so for now we just clamp these !!! FIXME: events to the edge. */ if (renderer->GetOutputSize) { int w, h; renderer->GetOutputSize(renderer, &w, &h); physical_w = (float) w; physical_h = (float) h; } else { int w, h; SDL_GetWindowSize(renderer->window, &w, &h); physical_w = ((float) w) * renderer->dpi_scale.x; physical_h = ((float) h) * renderer->dpi_scale.y; } if (physical_w == 0.0f) { /* nowhere for the touch to go, avoid division by zero and put it dead center. */ event->tfinger.x = 0.5f; } else { const float normalized_viewport_x = ((float) viewport.x) / physical_w; const float normalized_viewport_w = ((float) viewport.w) / physical_w; if (event->tfinger.x <= normalized_viewport_x) { event->tfinger.x = 0.0f; /* to the left of the viewport, clamp to the edge. */ } else if (event->tfinger.x >= (normalized_viewport_x + normalized_viewport_w)) { event->tfinger.x = 1.0f; /* to the right of the viewport, clamp to the edge. */ } else { event->tfinger.x = (event->tfinger.x - normalized_viewport_x) / normalized_viewport_w; } } if (physical_h == 0.0f) { /* nowhere for the touch to go, avoid division by zero and put it dead center. */ event->tfinger.y = 0.5f; } else { const float normalized_viewport_y = ((float) viewport.y) / physical_h; const float normalized_viewport_h = ((float) viewport.h) / physical_h; if (event->tfinger.y <= normalized_viewport_y) { event->tfinger.y = 0.0f; /* to the left of the viewport, clamp to the edge. */ } else if (event->tfinger.y >= (normalized_viewport_y + normalized_viewport_h)) { event->tfinger.y = 1.0f; /* to the right of the viewport, clamp to the edge. */ } else { event->tfinger.y = (event->tfinger.y - normalized_viewport_y) / normalized_viewport_h; } } } return 0; } int SDL_CreateWindowAndRenderer(int width, int height, Uint32 window_flags, SDL_Window **window, SDL_Renderer **renderer) { *window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, width, height, window_flags); if (!*window) { *renderer = NULL; return -1; } *renderer = SDL_CreateRenderer(*window, -1, 0); if (!*renderer) { return -1; } return 0; } static SDL_INLINE void VerifyDrawQueueFunctions(const SDL_Renderer *renderer) { /* all of these functions are required to be implemented, even as no-ops, so we don't have to check that they aren't NULL over and over. */ SDL_assert(renderer->QueueSetViewport != NULL); SDL_assert(renderer->QueueSetDrawColor != NULL); SDL_assert(renderer->QueueDrawPoints != NULL); SDL_assert(renderer->QueueDrawLines != NULL); SDL_assert(renderer->QueueFillRects != NULL); SDL_assert(renderer->QueueCopy != NULL); SDL_assert(renderer->RunCommandQueue != NULL); } SDL_Renderer * SDL_CreateRenderer(SDL_Window * window, int index, Uint32 flags) { #if !SDL_RENDER_DISABLED SDL_Renderer *renderer = NULL; int n = SDL_GetNumRenderDrivers(); SDL_bool batching = SDL_TRUE; const char *hint; #if defined(__ANDROID__) Android_ActivityMutex_Lock_Running(); #endif if (!window) { SDL_SetError("Invalid window"); goto error; } if (SDL_GetRenderer(window)) { SDL_SetError("Renderer already associated with window"); goto error; } if (SDL_GetHint(SDL_HINT_RENDER_VSYNC)) { if (SDL_GetHintBoolean(SDL_HINT_RENDER_VSYNC, SDL_TRUE)) { flags |= SDL_RENDERER_PRESENTVSYNC; } else { flags &= ~SDL_RENDERER_PRESENTVSYNC; } } if (index < 0) { hint = SDL_GetHint(SDL_HINT_RENDER_DRIVER); if (hint) { for (index = 0; index < n; ++index) { const SDL_RenderDriver *driver = render_drivers[index]; if (SDL_strcasecmp(hint, driver->info.name) == 0) { /* Create a new renderer instance */ renderer = driver->CreateRenderer(window, flags); if (renderer) { batching = SDL_FALSE; } break; } } } if (!renderer) { for (index = 0; index < n; ++index) { const SDL_RenderDriver *driver = render_drivers[index]; if ((driver->info.flags & flags) == flags) { /* Create a new renderer instance */ renderer = driver->CreateRenderer(window, flags); if (renderer) { /* Yay, we got one! */ break; } } } } if (index == n) { SDL_SetError("Couldn't find matching render driver"); goto error; } } else { if (index >= SDL_GetNumRenderDrivers()) { SDL_SetError("index must be -1 or in the range of 0 - %d", SDL_GetNumRenderDrivers() - 1); goto error; } /* Create a new renderer instance */ renderer = render_drivers[index]->CreateRenderer(window, flags); batching = SDL_FALSE; } if (!renderer) { goto error; } VerifyDrawQueueFunctions(renderer); /* let app/user override batching decisions. */ if (renderer->always_batch) { batching = SDL_TRUE; } else if (SDL_GetHint(SDL_HINT_RENDER_BATCHING)) { batching = SDL_GetHintBoolean(SDL_HINT_RENDER_BATCHING, SDL_TRUE); } renderer->batching = batching; renderer->magic = &renderer_magic; renderer->window = window; renderer->target_mutex = SDL_CreateMutex(); renderer->scale.x = 1.0f; renderer->scale.y = 1.0f; renderer->dpi_scale.x = 1.0f; renderer->dpi_scale.y = 1.0f; /* new textures start at zero, so we start at 1 so first render doesn't flush by accident. */ renderer->render_command_generation = 1; if (window && renderer->GetOutputSize) { int window_w, window_h; int output_w, output_h; if (renderer->GetOutputSize(renderer, &output_w, &output_h) == 0) { SDL_GetWindowSize(renderer->window, &window_w, &window_h); renderer->dpi_scale.x = (float)window_w / output_w; renderer->dpi_scale.y = (float)window_h / output_h; } } renderer->relative_scaling = SDL_GetHintBoolean(SDL_HINT_MOUSE_RELATIVE_SCALING, SDL_TRUE); if (SDL_GetWindowFlags(window) & (SDL_WINDOW_HIDDEN|SDL_WINDOW_MINIMIZED)) { renderer->hidden = SDL_TRUE; } else { renderer->hidden = SDL_FALSE; } SDL_SetWindowData(window, SDL_WINDOWRENDERDATA, renderer); SDL_RenderSetViewport(renderer, NULL); SDL_AddEventWatch(SDL_RendererEventWatch, renderer); SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "Created renderer: %s", renderer->info.name); #if defined(__ANDROID__) Android_ActivityMutex_Unlock(); #endif return renderer; error: #if defined(__ANDROID__) Android_ActivityMutex_Unlock(); #endif return NULL; #else SDL_SetError("SDL not built with rendering support"); return NULL; #endif } SDL_Renderer * SDL_CreateSoftwareRenderer(SDL_Surface * surface) { #if !SDL_RENDER_DISABLED && SDL_VIDEO_RENDER_SW SDL_Renderer *renderer; renderer = SW_CreateRendererForSurface(surface); if (renderer) { VerifyDrawQueueFunctions(renderer); renderer->magic = &renderer_magic; renderer->target_mutex = SDL_CreateMutex(); renderer->scale.x = 1.0f; renderer->scale.y = 1.0f; /* new textures start at zero, so we start at 1 so first render doesn't flush by accident. */ renderer->render_command_generation = 1; SDL_RenderSetViewport(renderer, NULL); } return renderer; #else SDL_SetError("SDL not built with rendering support"); return NULL; #endif /* !SDL_RENDER_DISABLED */ } SDL_Renderer * SDL_GetRenderer(SDL_Window * window) { return (SDL_Renderer *)SDL_GetWindowData(window, SDL_WINDOWRENDERDATA); } int SDL_GetRendererInfo(SDL_Renderer * renderer, SDL_RendererInfo * info) { CHECK_RENDERER_MAGIC(renderer, -1); *info = renderer->info; return 0; } int SDL_GetRendererOutputSize(SDL_Renderer * renderer, int *w, int *h) { CHECK_RENDERER_MAGIC(renderer, -1); if (renderer->target) { return SDL_QueryTexture(renderer->target, NULL, NULL, w, h); } else if (renderer->GetOutputSize) { return renderer->GetOutputSize(renderer, w, h); } else if (renderer->window) { SDL_GetWindowSize(renderer->window, w, h); return 0; } else { SDL_assert(0 && "This should never happen"); return SDL_SetError("Renderer doesn't support querying output size"); } } static SDL_bool IsSupportedBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode) { switch (blendMode) { /* These are required to be supported by all renderers */ case SDL_BLENDMODE_NONE: case SDL_BLENDMODE_BLEND: case SDL_BLENDMODE_ADD: case SDL_BLENDMODE_MOD: case SDL_BLENDMODE_MUL: return SDL_TRUE; default: return renderer->SupportsBlendMode && renderer->SupportsBlendMode(renderer, blendMode); } } static SDL_bool IsSupportedFormat(SDL_Renderer * renderer, Uint32 format) { Uint32 i; for (i = 0; i < renderer->info.num_texture_formats; ++i) { if (renderer->info.texture_formats[i] == format) { return SDL_TRUE; } } return SDL_FALSE; } static Uint32 GetClosestSupportedFormat(SDL_Renderer * renderer, Uint32 format) { Uint32 i; if (SDL_ISPIXELFORMAT_FOURCC(format)) { /* Look for an exact match */ for (i = 0; i < renderer->info.num_texture_formats; ++i) { if (renderer->info.texture_formats[i] == format) { return renderer->info.texture_formats[i]; } } } else { SDL_bool hasAlpha = SDL_ISPIXELFORMAT_ALPHA(format); /* We just want to match the first format that has the same channels */ for (i = 0; i < renderer->info.num_texture_formats; ++i) { if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) && SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == hasAlpha) { return renderer->info.texture_formats[i]; } } } return renderer->info.texture_formats[0]; } static SDL_ScaleMode SDL_GetScaleMode(void) { const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY); if (!hint || SDL_strcasecmp(hint, "nearest") == 0) { return SDL_ScaleModeNearest; } else if (SDL_strcasecmp(hint, "linear") == 0) { return SDL_ScaleModeLinear; } else if (SDL_strcasecmp(hint, "best") == 0) { return SDL_ScaleModeBest; } else { return (SDL_ScaleMode)SDL_atoi(hint); } } SDL_Texture * SDL_CreateTexture(SDL_Renderer * renderer, Uint32 format, int access, int w, int h) { SDL_Texture *texture; SDL_bool texture_is_fourcc_and_target; CHECK_RENDERER_MAGIC(renderer, NULL); if (!format) { format = renderer->info.texture_formats[0]; } if (SDL_BYTESPERPIXEL(format) == 0) { SDL_SetError("Invalid texture format"); return NULL; } if (SDL_ISPIXELFORMAT_INDEXED(format)) { SDL_SetError("Palettized textures are not supported"); return NULL; } if (w <= 0 || h <= 0) { SDL_SetError("Texture dimensions can't be 0"); return NULL; } if ((renderer->info.max_texture_width && w > renderer->info.max_texture_width) || (renderer->info.max_texture_height && h > renderer->info.max_texture_height)) { SDL_SetError("Texture dimensions are limited to %dx%d", renderer->info.max_texture_width, renderer->info.max_texture_height); return NULL; } texture = (SDL_Texture *) SDL_calloc(1, sizeof(*texture)); if (!texture) { SDL_OutOfMemory(); return NULL; } texture->magic = &texture_magic; texture->format = format; texture->access = access; texture->w = w; texture->h = h; texture->r = 255; texture->g = 255; texture->b = 255; texture->a = 255; texture->scaleMode = SDL_GetScaleMode(); texture->renderer = renderer; texture->next = renderer->textures; if (renderer->textures) { renderer->textures->prev = texture; } renderer->textures = texture; /* FOURCC format cannot be used directly by renderer back-ends for target texture */ texture_is_fourcc_and_target = (access == SDL_TEXTUREACCESS_TARGET && SDL_ISPIXELFORMAT_FOURCC(texture->format)); if (texture_is_fourcc_and_target == SDL_FALSE && IsSupportedFormat(renderer, format)) { if (renderer->CreateTexture(renderer, texture) < 0) { SDL_DestroyTexture(texture); return NULL; } } else { int closest_format; if (texture_is_fourcc_and_target == SDL_FALSE) { closest_format = GetClosestSupportedFormat(renderer, format); } else { closest_format = renderer->info.texture_formats[0]; } texture->native = SDL_CreateTexture(renderer, closest_format, access, w, h); if (!texture->native) { SDL_DestroyTexture(texture); return NULL; } /* Swap textures to have texture before texture->native in the list */ texture->native->next = texture->next; if (texture->native->next) { texture->native->next->prev = texture->native; } texture->prev = texture->native->prev; if (texture->prev) { texture->prev->next = texture; } texture->native->prev = texture; texture->next = texture->native; renderer->textures = texture; if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) { #if SDL_HAVE_YUV texture->yuv = SDL_SW_CreateYUVTexture(format, w, h); #else SDL_SetError("SDL not built with YUV support"); #endif if (!texture->yuv) { SDL_DestroyTexture(texture); return NULL; } } else if (access == SDL_TEXTUREACCESS_STREAMING) { /* The pitch is 4 byte aligned */ texture->pitch = (((w * SDL_BYTESPERPIXEL(format)) + 3) & ~3); texture->pixels = SDL_calloc(1, texture->pitch * h); if (!texture->pixels) { SDL_DestroyTexture(texture); return NULL; } } } return texture; } SDL_Texture * SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface) { const SDL_PixelFormat *fmt; SDL_bool needAlpha; SDL_bool direct_update; int i; Uint32 format = SDL_PIXELFORMAT_UNKNOWN; SDL_Texture *texture; CHECK_RENDERER_MAGIC(renderer, NULL); if (!surface) { SDL_SetError("SDL_CreateTextureFromSurface() passed NULL surface"); return NULL; } /* See what the best texture format is */ fmt = surface->format; if (fmt->Amask || SDL_HasColorKey(surface)) { needAlpha = SDL_TRUE; } else { needAlpha = SDL_FALSE; } /* If Palette contains alpha values, promotes to alpha format */ if (fmt->palette) { SDL_bool is_opaque, has_alpha_channel; SDL_DetectPalette(fmt->palette, &is_opaque, &has_alpha_channel); if (!is_opaque) { needAlpha = SDL_TRUE; } } /* Try to have the best pixel format for the texture */ /* No alpha, but a colorkey => promote to alpha */ if (!fmt->Amask && SDL_HasColorKey(surface)) { if (fmt->format == SDL_PIXELFORMAT_RGB888) { for (i = 0; i < (int)renderer->info.num_texture_formats; ++i) { if (renderer->info.texture_formats[i] == SDL_PIXELFORMAT_ARGB8888) { format = SDL_PIXELFORMAT_ARGB8888; break; } } } else if (fmt->format == SDL_PIXELFORMAT_BGR888) { for (i = 0; i < (int)renderer->info.num_texture_formats; ++i) { if (renderer->info.texture_formats[i] == SDL_PIXELFORMAT_ABGR8888) { format = SDL_PIXELFORMAT_ABGR8888; break; } } } } else { /* Exact match would be fine */ for (i = 0; i < (int)renderer->info.num_texture_formats; ++i) { if (renderer->info.texture_formats[i] == fmt->format) { format = fmt->format; break; } } } /* Fallback, choose a valid pixel format */ if (format == SDL_PIXELFORMAT_UNKNOWN) { format = renderer->info.texture_formats[0]; for (i = 0; i < (int)renderer->info.num_texture_formats; ++i) { if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) && SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == needAlpha) { format = renderer->info.texture_formats[i]; break; } } } texture = SDL_CreateTexture(renderer, format, SDL_TEXTUREACCESS_STATIC, surface->w, surface->h); if (!texture) { return NULL; } if (format == surface->format->format) { if (surface->format->Amask && SDL_HasColorKey(surface)) { /* Surface and Renderer formats are identicals. * Intermediate conversion is needed to convert color key to alpha (SDL_ConvertColorkeyToAlpha()). */ direct_update = SDL_FALSE; } else { /* Update Texture directly */ direct_update = SDL_TRUE; } } else { /* Surface and Renderer formats are differents, it needs an intermediate conversion. */ direct_update = SDL_FALSE; } if (direct_update) { if (SDL_MUSTLOCK(surface)) { SDL_LockSurface(surface); SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch); SDL_UnlockSurface(surface); } else { SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch); } } else { SDL_PixelFormat *dst_fmt; SDL_Surface *temp = NULL; /* Set up a destination surface for the texture update */ dst_fmt = SDL_AllocFormat(format); if (!dst_fmt) { SDL_DestroyTexture(texture); return NULL; } temp = SDL_ConvertSurface(surface, dst_fmt, 0); SDL_FreeFormat(dst_fmt); if (temp) { SDL_UpdateTexture(texture, NULL, temp->pixels, temp->pitch); SDL_FreeSurface(temp); } else { SDL_DestroyTexture(texture); return NULL; } } { Uint8 r, g, b, a; SDL_BlendMode blendMode; SDL_GetSurfaceColorMod(surface, &r, &g, &b); SDL_SetTextureColorMod(texture, r, g, b); SDL_GetSurfaceAlphaMod(surface, &a); SDL_SetTextureAlphaMod(texture, a); if (SDL_HasColorKey(surface)) { /* We converted to a texture with alpha format */ SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND); } else { SDL_GetSurfaceBlendMode(surface, &blendMode); SDL_SetTextureBlendMode(texture, blendMode); } } return texture; } int SDL_QueryTexture(SDL_Texture * texture, Uint32 * format, int *access, int *w, int *h) { CHECK_TEXTURE_MAGIC(texture, -1); if (format) { *format = texture->format; } if (access) { *access = texture->access; } if (w) { *w = texture->w; } if (h) { *h = texture->h; } return 0; } int SDL_SetTextureColorMod(SDL_Texture * texture, Uint8 r, Uint8 g, Uint8 b) { CHECK_TEXTURE_MAGIC(texture, -1); if (r < 255 || g < 255 || b < 255) { texture->modMode |= SDL_TEXTUREMODULATE_COLOR; } else { texture->modMode &= ~SDL_TEXTUREMODULATE_COLOR; } texture->r = r; texture->g = g; texture->b = b; if (texture->native) { return SDL_SetTextureColorMod(texture->native, r, g, b); } return 0; } int SDL_GetTextureColorMod(SDL_Texture * texture, Uint8 * r, Uint8 * g, Uint8 * b) { CHECK_TEXTURE_MAGIC(texture, -1); if (r) { *r = texture->r; } if (g) { *g = texture->g; } if (b) { *b = texture->b; } return 0; } int SDL_SetTextureAlphaMod(SDL_Texture * texture, Uint8 alpha) { CHECK_TEXTURE_MAGIC(texture, -1); if (alpha < 255) { texture->modMode |= SDL_TEXTUREMODULATE_ALPHA; } else { texture->modMode &= ~SDL_TEXTUREMODULATE_ALPHA; } texture->a = alpha; if (texture->native) { return SDL_SetTextureAlphaMod(texture->native, alpha); } return 0; } int SDL_GetTextureAlphaMod(SDL_Texture * texture, Uint8 * alpha) { CHECK_TEXTURE_MAGIC(texture, -1); if (alpha) { *alpha = texture->a; } return 0; } int SDL_SetTextureBlendMode(SDL_Texture * texture, SDL_BlendMode blendMode) { SDL_Renderer *renderer; CHECK_TEXTURE_MAGIC(texture, -1); renderer = texture->renderer; if (!IsSupportedBlendMode(renderer, blendMode)) { return SDL_Unsupported(); } texture->blendMode = blendMode; if (texture->native) { return SDL_SetTextureBlendMode(texture->native, blendMode); } return 0; } int SDL_GetTextureBlendMode(SDL_Texture * texture, SDL_BlendMode *blendMode) { CHECK_TEXTURE_MAGIC(texture, -1); if (blendMode) { *blendMode = texture->blendMode; } return 0; } int SDL_SetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode scaleMode) { SDL_Renderer *renderer; CHECK_TEXTURE_MAGIC(texture, -1); renderer = texture->renderer; renderer->SetTextureScaleMode(renderer, texture, scaleMode); texture->scaleMode = scaleMode; if (texture->native) { return SDL_SetTextureScaleMode(texture->native, scaleMode); } return 0; } int SDL_GetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode *scaleMode) { CHECK_TEXTURE_MAGIC(texture, -1); if (scaleMode) { *scaleMode = texture->scaleMode; } return 0; } #if SDL_HAVE_YUV static int SDL_UpdateTextureYUV(SDL_Texture * texture, const SDL_Rect * rect, const void *pixels, int pitch) { SDL_Texture *native = texture->native; SDL_Rect full_rect; if (SDL_SW_UpdateYUVTexture(texture->yuv, rect, pixels, pitch) < 0) { return -1; } full_rect.x = 0; full_rect.y = 0; full_rect.w = texture->w; full_rect.h = texture->h; rect = &full_rect; if (texture->access == SDL_TEXTUREACCESS_STREAMING) { /* We can lock the texture and copy to it */ void *native_pixels = NULL; int native_pitch = 0; if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) { return -1; } SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format, rect->w, rect->h, native_pixels, native_pitch); SDL_UnlockTexture(native); } else { /* Use a temporary buffer for updating */ const int temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3); const size_t alloclen = rect->h * temp_pitch; if (alloclen > 0) { void *temp_pixels = SDL_malloc(alloclen); if (!temp_pixels) { return SDL_OutOfMemory(); } SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format, rect->w, rect->h, temp_pixels, temp_pitch); SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch); SDL_free(temp_pixels); } } return 0; } #endif /* SDL_HAVE_YUV */ static int SDL_UpdateTextureNative(SDL_Texture * texture, const SDL_Rect * rect, const void *pixels, int pitch) { SDL_Texture *native = texture->native; if (!rect->w || !rect->h) { return 0; /* nothing to do. */ } if (texture->access == SDL_TEXTUREACCESS_STREAMING) { /* We can lock the texture and copy to it */ void *native_pixels = NULL; int native_pitch = 0; if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) { return -1; } SDL_ConvertPixels(rect->w, rect->h, texture->format, pixels, pitch, native->format, native_pixels, native_pitch); SDL_UnlockTexture(native); } else { /* Use a temporary buffer for updating */ const int temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3); const size_t alloclen = rect->h * temp_pitch; if (alloclen > 0) { void *temp_pixels = SDL_malloc(alloclen); if (!temp_pixels) { return SDL_OutOfMemory(); } SDL_ConvertPixels(rect->w, rect->h, texture->format, pixels, pitch, native->format, temp_pixels, temp_pitch); SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch); SDL_free(temp_pixels); } } return 0; } int SDL_UpdateTexture(SDL_Texture * texture, const SDL_Rect * rect, const void *pixels, int pitch) { SDL_Rect real_rect; CHECK_TEXTURE_MAGIC(texture, -1); if (!pixels) { return SDL_InvalidParamError("pixels"); } if (!pitch) { return SDL_InvalidParamError("pitch"); } real_rect.x = 0; real_rect.y = 0; real_rect.w = texture->w; real_rect.h = texture->h; if (rect) { if (!SDL_IntersectRect(rect, &real_rect, &real_rect)) { return 0; } } if (real_rect.w == 0 || real_rect.h == 0) { return 0; /* nothing to do. */ #if SDL_HAVE_YUV } else if (texture->yuv) { return SDL_UpdateTextureYUV(texture, &real_rect, pixels, pitch); #endif } else if (texture->native) { return SDL_UpdateTextureNative(texture, &real_rect, pixels, pitch); } else { SDL_Renderer *renderer = texture->renderer; if (FlushRenderCommandsIfTextureNeeded(texture) < 0) { return -1; } return renderer->UpdateTexture(renderer, texture, &real_rect, pixels, pitch); } } #if SDL_HAVE_YUV static int SDL_UpdateTextureYUVPlanar(SDL_Texture * texture, const SDL_Rect * rect, const Uint8 *Yplane, int Ypitch, const Uint8 *Uplane, int Upitch, const Uint8 *Vplane, int Vpitch) { SDL_Texture *native = texture->native; SDL_Rect full_rect; if (SDL_SW_UpdateYUVTexturePlanar(texture->yuv, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch) < 0) { return -1; } full_rect.x = 0; full_rect.y = 0; full_rect.w = texture->w; full_rect.h = texture->h; rect = &full_rect; if (!rect->w || !rect->h) { return 0; /* nothing to do. */ } if (texture->access == SDL_TEXTUREACCESS_STREAMING) { /* We can lock the texture and copy to it */ void *native_pixels = NULL; int native_pitch = 0; if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) { return -1; } SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format, rect->w, rect->h, native_pixels, native_pitch); SDL_UnlockTexture(native); } else { /* Use a temporary buffer for updating */ const int temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3); const size_t alloclen = rect->h * temp_pitch; if (alloclen > 0) { void *temp_pixels = SDL_malloc(alloclen); if (!temp_pixels) { return SDL_OutOfMemory(); } SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format, rect->w, rect->h, temp_pixels, temp_pitch); SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch); SDL_free(temp_pixels); } } return 0; } static int SDL_UpdateTextureNVPlanar(SDL_Texture * texture, const SDL_Rect * rect, const Uint8 *Yplane, int Ypitch, const Uint8 *UVplane, int UVpitch) { SDL_Texture *native = texture->native; SDL_Rect full_rect; if (SDL_SW_UpdateNVTexturePlanar(texture->yuv, rect, Yplane, Ypitch, UVplane, UVpitch) < 0) { return -1; } full_rect.x = 0; full_rect.y = 0; full_rect.w = texture->w; full_rect.h = texture->h; rect = &full_rect; if (!rect->w || !rect->h) { return 0; /* nothing to do. */ } if (texture->access == SDL_TEXTUREACCESS_STREAMING) { /* We can lock the texture and copy to it */ void *native_pixels = NULL; int native_pitch = 0; if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) { return -1; } SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format, rect->w, rect->h, native_pixels, native_pitch); SDL_UnlockTexture(native); } else { /* Use a temporary buffer for updating */ const int temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3); const size_t alloclen = rect->h * temp_pitch; if (alloclen > 0) { void *temp_pixels = SDL_malloc(alloclen); if (!temp_pixels) { return SDL_OutOfMemory(); } SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format, rect->w, rect->h, temp_pixels, temp_pitch); SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch); SDL_free(temp_pixels); } } return 0; } #endif /* SDL_HAVE_YUV */ int SDL_UpdateYUVTexture(SDL_Texture * texture, const SDL_Rect * rect, const Uint8 *Yplane, int Ypitch, const Uint8 *Uplane, int Upitch, const Uint8 *Vplane, int Vpitch) { #if SDL_HAVE_YUV SDL_Renderer *renderer; SDL_Rect real_rect; CHECK_TEXTURE_MAGIC(texture, -1); if (!Yplane) { return SDL_InvalidParamError("Yplane"); } if (!Ypitch) { return SDL_InvalidParamError("Ypitch"); } if (!Uplane) { return SDL_InvalidParamError("Uplane"); } if (!Upitch) { return SDL_InvalidParamError("Upitch"); } if (!Vplane) { return SDL_InvalidParamError("Vplane"); } if (!Vpitch) { return SDL_InvalidParamError("Vpitch"); } if (texture->format != SDL_PIXELFORMAT_YV12 && texture->format != SDL_PIXELFORMAT_IYUV) { return SDL_SetError("Texture format must by YV12 or IYUV"); } real_rect.x = 0; real_rect.y = 0; real_rect.w = texture->w; real_rect.h = texture->h; if (rect) { SDL_IntersectRect(rect, &real_rect, &real_rect); } if (real_rect.w == 0 || real_rect.h == 0) { return 0; /* nothing to do. */ } if (texture->yuv) { return SDL_UpdateTextureYUVPlanar(texture, &real_rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch); } else { SDL_assert(!texture->native); renderer = texture->renderer; SDL_assert(renderer->UpdateTextureYUV); if (renderer->UpdateTextureYUV) { if (FlushRenderCommandsIfTextureNeeded(texture) < 0) { return -1; } return renderer->UpdateTextureYUV(renderer, texture, &real_rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch); } else { return SDL_Unsupported(); } } #else return -1; #endif } int SDL_UpdateNVTexture(SDL_Texture * texture, const SDL_Rect * rect, const Uint8 *Yplane, int Ypitch, const Uint8 *UVplane, int UVpitch) { #if SDL_HAVE_YUV SDL_Renderer *renderer; SDL_Rect real_rect; CHECK_TEXTURE_MAGIC(texture, -1); if (!Yplane) { return SDL_InvalidParamError("Yplane"); } if (!Ypitch) { return SDL_InvalidParamError("Ypitch"); } if (!UVplane) { return SDL_InvalidParamError("UVplane"); } if (!UVpitch) { return SDL_InvalidParamError("UVpitch"); } if (texture->format != SDL_PIXELFORMAT_NV12 && texture->format != SDL_PIXELFORMAT_NV21) { return SDL_SetError("Texture format must by NV12 or NV21"); } real_rect.x = 0; real_rect.y = 0; real_rect.w = texture->w; real_rect.h = texture->h; if (rect) { SDL_IntersectRect(rect, &real_rect, &real_rect); } if (real_rect.w == 0 || real_rect.h == 0) { return 0; /* nothing to do. */ } if (texture->yuv) { return SDL_UpdateTextureNVPlanar(texture, &real_rect, Yplane, Ypitch, UVplane, UVpitch); } else { SDL_assert(!texture->native); renderer = texture->renderer; SDL_assert(renderer->UpdateTextureNV); if (renderer->UpdateTextureNV) { if (FlushRenderCommandsIfTextureNeeded(texture) < 0) { return -1; } return renderer->UpdateTextureNV(renderer, texture, &real_rect, Yplane, Ypitch, UVplane, UVpitch); } else { return SDL_Unsupported(); } } #else return -1; #endif } #if SDL_HAVE_YUV static int SDL_LockTextureYUV(SDL_Texture * texture, const SDL_Rect * rect, void **pixels, int *pitch) { return SDL_SW_LockYUVTexture(texture->yuv, rect, pixels, pitch); } #endif /* SDL_HAVE_YUV */ static int SDL_LockTextureNative(SDL_Texture * texture, const SDL_Rect * rect, void **pixels, int *pitch) { texture->locked_rect = *rect; *pixels = (void *) ((Uint8 *) texture->pixels + rect->y * texture->pitch + rect->x * SDL_BYTESPERPIXEL(texture->format)); *pitch = texture->pitch; return 0; } int SDL_LockTexture(SDL_Texture * texture, const SDL_Rect * rect, void **pixels, int *pitch) { SDL_Rect full_rect; CHECK_TEXTURE_MAGIC(texture, -1); if (texture->access != SDL_TEXTUREACCESS_STREAMING) { return SDL_SetError("SDL_LockTexture(): texture must be streaming"); } if (!rect) { full_rect.x = 0; full_rect.y = 0; full_rect.w = texture->w; full_rect.h = texture->h; rect = &full_rect; } #if SDL_HAVE_YUV if (texture->yuv) { if (FlushRenderCommandsIfTextureNeeded(texture) < 0) { return -1; } return SDL_LockTextureYUV(texture, rect, pixels, pitch); } else #endif if (texture->native) { /* Calls a real SDL_LockTexture/SDL_UnlockTexture on unlock, flushing then. */ return SDL_LockTextureNative(texture, rect, pixels, pitch); } else { SDL_Renderer *renderer = texture->renderer; if (FlushRenderCommandsIfTextureNeeded(texture) < 0) { return -1; } return renderer->LockTexture(renderer, texture, rect, pixels, pitch); } } int SDL_LockTextureToSurface(SDL_Texture *texture, const SDL_Rect *rect, SDL_Surface **surface) { SDL_Rect real_rect; void *pixels = NULL; int pitch = 0; /* fix static analysis */ int ret; if (texture == NULL || surface == NULL) { return -1; } real_rect.x = 0; real_rect.y = 0; real_rect.w = texture->w; real_rect.h = texture->h; if (rect) { SDL_IntersectRect(rect, &real_rect, &real_rect); } ret = SDL_LockTexture(texture, &real_rect, &pixels, &pitch); if (ret < 0) { return ret; } texture->locked_surface = SDL_CreateRGBSurfaceWithFormatFrom(pixels, real_rect.w, real_rect.h, 0, pitch, texture->format); if (texture->locked_surface == NULL) { SDL_UnlockTexture(texture); return -1; } *surface = texture->locked_surface; return 0; } #if SDL_HAVE_YUV static void SDL_UnlockTextureYUV(SDL_Texture * texture) { SDL_Texture *native = texture->native; void *native_pixels = NULL; int native_pitch = 0; SDL_Rect rect; rect.x = 0; rect.y = 0; rect.w = texture->w; rect.h = texture->h; if (SDL_LockTexture(native, &rect, &native_pixels, &native_pitch) < 0) { return; } SDL_SW_CopyYUVToRGB(texture->yuv, &rect, native->format, rect.w, rect.h, native_pixels, native_pitch); SDL_UnlockTexture(native); } #endif /* SDL_HAVE_YUV */ static void SDL_UnlockTextureNative(SDL_Texture * texture) { SDL_Texture *native = texture->native; void *native_pixels = NULL; int native_pitch = 0; const SDL_Rect *rect = &texture->locked_rect; const void* pixels = (void *) ((Uint8 *) texture->pixels + rect->y * texture->pitch + rect->x * SDL_BYTESPERPIXEL(texture->format)); int pitch = texture->pitch; if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) { return; } SDL_ConvertPixels(rect->w, rect->h, texture->format, pixels, pitch, native->format, native_pixels, native_pitch); SDL_UnlockTexture(native); } void SDL_UnlockTexture(SDL_Texture * texture) { CHECK_TEXTURE_MAGIC(texture, ); if (texture->access != SDL_TEXTUREACCESS_STREAMING) { return; } #if SDL_HAVE_YUV if (texture->yuv) { SDL_UnlockTextureYUV(texture); } else #endif if (texture->native) { SDL_UnlockTextureNative(texture); } else { SDL_Renderer *renderer = texture->renderer; renderer->UnlockTexture(renderer, texture); } SDL_FreeSurface(texture->locked_surface); texture->locked_surface = NULL; } SDL_bool SDL_RenderTargetSupported(SDL_Renderer *renderer) { if (!renderer || !renderer->SetRenderTarget) { return SDL_FALSE; } return (renderer->info.flags & SDL_RENDERER_TARGETTEXTURE) != 0; } int SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture) { if (!SDL_RenderTargetSupported(renderer)) { return SDL_Unsupported(); } /* texture == NULL is valid and means reset the target to the window */ if (texture) { CHECK_TEXTURE_MAGIC(texture, -1); if (renderer != texture->renderer) { return SDL_SetError("Texture was not created with this renderer"); } if (texture->access != SDL_TEXTUREACCESS_TARGET) { return SDL_SetError("Texture not created with SDL_TEXTUREACCESS_TARGET"); } if (texture->native) { /* Always render to the native texture */ texture = texture->native; } } if (texture == renderer->target) { /* Nothing to do! */ return 0; } FlushRenderCommands(renderer); /* time to send everything to the GPU! */ SDL_LockMutex(renderer->target_mutex); if (texture && !renderer->target) { /* Make a backup of the viewport */ renderer->viewport_backup = renderer->viewport; renderer->clip_rect_backup = renderer->clip_rect; renderer->clipping_enabled_backup = renderer->clipping_enabled; renderer->scale_backup = renderer->scale; renderer->logical_w_backup = renderer->logical_w; renderer->logical_h_backup = renderer->logical_h; } renderer->target = texture; if (renderer->SetRenderTarget(renderer, texture) < 0) { SDL_UnlockMutex(renderer->target_mutex); return -1; } if (texture) { renderer->viewport.x = 0; renderer->viewport.y = 0; renderer->viewport.w = texture->w; renderer->viewport.h = texture->h; SDL_zero(renderer->clip_rect); renderer->clipping_enabled = SDL_FALSE; renderer->scale.x = 1.0f; renderer->scale.y = 1.0f; renderer->logical_w = texture->w; renderer->logical_h = texture->h; } else { renderer->viewport = renderer->viewport_backup; renderer->clip_rect = renderer->clip_rect_backup; renderer->clipping_enabled = renderer->clipping_enabled_backup; renderer->scale = renderer->scale_backup; renderer->logical_w = renderer->logical_w_backup; renderer->logical_h = renderer->logical_h_backup; } SDL_UnlockMutex(renderer->target_mutex); if (QueueCmdSetViewport(renderer) < 0) { return -1; } if (QueueCmdSetClipRect(renderer) < 0) { return -1; } /* All set! */ return FlushRenderCommandsIfNotBatching(renderer); } SDL_Texture * SDL_GetRenderTarget(SDL_Renderer *renderer) { return renderer->target; } static int UpdateLogicalSize(SDL_Renderer *renderer) { int w = 1, h = 1; float want_aspect; float real_aspect; float scale; SDL_Rect viewport; /* 0 is for letterbox, 1 is for overscan */ int scale_policy = 0; const char *hint; if (!renderer->logical_w || !renderer->logical_h) { return 0; } if (SDL_GetRendererOutputSize(renderer, &w, &h) < 0) { return -1; } hint = SDL_GetHint(SDL_HINT_RENDER_LOGICAL_SIZE_MODE); if (hint && (*hint == '1' || SDL_strcasecmp(hint, "overscan") == 0)) { #if SDL_VIDEO_RENDER_D3D SDL_bool overscan_supported = SDL_TRUE; /* Unfortunately, Direct3D 9 doesn't support negative viewport numbers which the overscan implementation relies on. */ if (SDL_strcasecmp(SDL_GetCurrentVideoDriver(), "direct3d") == 0) { overscan_supported = SDL_FALSE; } if (overscan_supported) { scale_policy = 1; } #else scale_policy = 1; #endif } want_aspect = (float)renderer->logical_w / renderer->logical_h; real_aspect = (float)w / h; /* Clear the scale because we're setting viewport in output coordinates */ SDL_RenderSetScale(renderer, 1.0f, 1.0f); if (renderer->integer_scale) { if (want_aspect > real_aspect) { scale = (float)(w / renderer->logical_w); } else { scale = (float)(h / renderer->logical_h); } viewport.w = (int)SDL_floor(renderer->logical_w * scale); viewport.x = (w - viewport.w) / 2; viewport.h = (int)SDL_floor(renderer->logical_h * scale); viewport.y = (h - viewport.h) / 2; SDL_RenderSetViewport(renderer, &viewport); } else if (SDL_fabs(want_aspect-real_aspect) < 0.0001) { /* The aspect ratios are the same, just scale appropriately */ scale = (float)w / renderer->logical_w; SDL_RenderSetViewport(renderer, NULL); } else if (want_aspect > real_aspect) { if (scale_policy == 1) { /* We want a wider aspect ratio than is available - zoom so logical height matches the real height and the width will grow off the screen */ scale = (float)h / renderer->logical_h; viewport.y = 0; viewport.h = h; viewport.w = (int)SDL_floor(renderer->logical_w * scale); viewport.x = (w - viewport.w) / 2; SDL_RenderSetViewport(renderer, &viewport); } else { /* We want a wider aspect ratio than is available - letterbox it */ scale = (float)w / renderer->logical_w; viewport.x = 0; viewport.w = w; viewport.h = (int)SDL_floor(renderer->logical_h * scale); viewport.y = (h - viewport.h) / 2; SDL_RenderSetViewport(renderer, &viewport); } } else { if (scale_policy == 1) { /* We want a narrower aspect ratio than is available - zoom so logical width matches the real width and the height will grow off the screen */ scale = (float)w / renderer->logical_w; viewport.x = 0; viewport.w = w; viewport.h = (int)SDL_floor(renderer->logical_h * scale); viewport.y = (h - viewport.h) / 2; SDL_RenderSetViewport(renderer, &viewport); } else { /* We want a narrower aspect ratio than is available - use side-bars */ scale = (float)h / renderer->logical_h; viewport.y = 0; viewport.h = h; viewport.w = (int)SDL_floor(renderer->logical_w * scale); viewport.x = (w - viewport.w) / 2; SDL_RenderSetViewport(renderer, &viewport); } } /* Set the new scale */ SDL_RenderSetScale(renderer, scale, scale); return 0; } int SDL_RenderSetLogicalSize(SDL_Renderer * renderer, int w, int h) { CHECK_RENDERER_MAGIC(renderer, -1); if (!w || !h) { /* Clear any previous logical resolution */ renderer->logical_w = 0; renderer->logical_h = 0; SDL_RenderSetViewport(renderer, NULL); SDL_RenderSetScale(renderer, 1.0f, 1.0f); return 0; } renderer->logical_w = w; renderer->logical_h = h; return UpdateLogicalSize(renderer); } void SDL_RenderGetLogicalSize(SDL_Renderer * renderer, int *w, int *h) { CHECK_RENDERER_MAGIC(renderer, ); if (w) { *w = renderer->logical_w; } if (h) { *h = renderer->logical_h; } } int SDL_RenderSetIntegerScale(SDL_Renderer * renderer, SDL_bool enable) { CHECK_RENDERER_MAGIC(renderer, -1); renderer->integer_scale = enable; return UpdateLogicalSize(renderer); } SDL_bool SDLCALL SDL_RenderGetIntegerScale(SDL_Renderer * renderer) { CHECK_RENDERER_MAGIC(renderer, SDL_FALSE); return renderer->integer_scale; } int SDL_RenderSetViewport(SDL_Renderer * renderer, const SDL_Rect * rect) { int retval; CHECK_RENDERER_MAGIC(renderer, -1); if (rect) { renderer->viewport.x = (int)SDL_floor(rect->x * renderer->scale.x); renderer->viewport.y = (int)SDL_floor(rect->y * renderer->scale.y); renderer->viewport.w = (int)SDL_floor(rect->w * renderer->scale.x); renderer->viewport.h = (int)SDL_floor(rect->h * renderer->scale.y); } else { renderer->viewport.x = 0; renderer->viewport.y = 0; if (SDL_GetRendererOutputSize(renderer, &renderer->viewport.w, &renderer->viewport.h) < 0) { return -1; } } retval = QueueCmdSetViewport(renderer); return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer); } void SDL_RenderGetViewport(SDL_Renderer * renderer, SDL_Rect * rect) { CHECK_RENDERER_MAGIC(renderer, ); if (rect) { rect->x = (int)(renderer->viewport.x / renderer->scale.x); rect->y = (int)(renderer->viewport.y / renderer->scale.y); rect->w = (int)(renderer->viewport.w / renderer->scale.x); rect->h = (int)(renderer->viewport.h / renderer->scale.y); } } static void RenderGetViewportSize(SDL_Renderer * renderer, SDL_FRect * rect) { rect->x = 0.0f; rect->y = 0.0f; rect->w = renderer->viewport.w / renderer->scale.x; rect->h = renderer->viewport.h / renderer->scale.y; } int SDL_RenderSetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect) { int retval; CHECK_RENDERER_MAGIC(renderer, -1) if (rect) { renderer->clipping_enabled = SDL_TRUE; renderer->clip_rect.x = (int)SDL_floor(rect->x * renderer->scale.x); renderer->clip_rect.y = (int)SDL_floor(rect->y * renderer->scale.y); renderer->clip_rect.w = (int)SDL_floor(rect->w * renderer->scale.x); renderer->clip_rect.h = (int)SDL_floor(rect->h * renderer->scale.y); } else { renderer->clipping_enabled = SDL_FALSE; SDL_zero(renderer->clip_rect); } retval = QueueCmdSetClipRect(renderer); return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer); } void SDL_RenderGetClipRect(SDL_Renderer * renderer, SDL_Rect * rect) { CHECK_RENDERER_MAGIC(renderer, ) if (rect) { rect->x = (int)(renderer->clip_rect.x / renderer->scale.x); rect->y = (int)(renderer->clip_rect.y / renderer->scale.y); rect->w = (int)(renderer->clip_rect.w / renderer->scale.x); rect->h = (int)(renderer->clip_rect.h / renderer->scale.y); } } SDL_bool SDL_RenderIsClipEnabled(SDL_Renderer * renderer) { CHECK_RENDERER_MAGIC(renderer, SDL_FALSE) return renderer->clipping_enabled; } int SDL_RenderSetScale(SDL_Renderer * renderer, float scaleX, float scaleY) { CHECK_RENDERER_MAGIC(renderer, -1); renderer->scale.x = scaleX; renderer->scale.y = scaleY; return 0; } void SDL_RenderGetScale(SDL_Renderer * renderer, float *scaleX, float *scaleY) { CHECK_RENDERER_MAGIC(renderer, ); if (scaleX) { *scaleX = renderer->scale.x; } if (scaleY) { *scaleY = renderer->scale.y; } } int SDL_SetRenderDrawColor(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a) { CHECK_RENDERER_MAGIC(renderer, -1); renderer->r = r; renderer->g = g; renderer->b = b; renderer->a = a; return 0; } int SDL_GetRenderDrawColor(SDL_Renderer * renderer, Uint8 * r, Uint8 * g, Uint8 * b, Uint8 * a) { CHECK_RENDERER_MAGIC(renderer, -1); if (r) { *r = renderer->r; } if (g) { *g = renderer->g; } if (b) { *b = renderer->b; } if (a) { *a = renderer->a; } return 0; } int SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode) { CHECK_RENDERER_MAGIC(renderer, -1); if (!IsSupportedBlendMode(renderer, blendMode)) { return SDL_Unsupported(); } renderer->blendMode = blendMode; return 0; } int SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode *blendMode) { CHECK_RENDERER_MAGIC(renderer, -1); *blendMode = renderer->blendMode; return 0; } int SDL_RenderClear(SDL_Renderer * renderer) { int retval; CHECK_RENDERER_MAGIC(renderer, -1); retval = QueueCmdClear(renderer); return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer); } /* !!! FIXME: delete all the duplicate code for the integer versions in 2.1, !!! FIXME: making the floating point versions the only available APIs. */ int SDL_RenderDrawPoint(SDL_Renderer * renderer, int x, int y) { SDL_FPoint fpoint; fpoint.x = (float) x; fpoint.y = (float) y; return SDL_RenderDrawPointsF(renderer, &fpoint, 1); } int SDL_RenderDrawPointF(SDL_Renderer * renderer, float x, float y) { SDL_FPoint fpoint; fpoint.x = x; fpoint.y = y; return SDL_RenderDrawPointsF(renderer, &fpoint, 1); } static int RenderDrawPointsWithRects(SDL_Renderer * renderer, const SDL_Point * points, const int count) { int retval = -1; SDL_bool isstack; SDL_FRect *frects = SDL_small_alloc(SDL_FRect, count, &isstack); int i; if (!frects) { return SDL_OutOfMemory(); } for (i = 0; i < count; ++i) { frects[i].x = points[i].x * renderer->scale.x; frects[i].y = points[i].y * renderer->scale.y; frects[i].w = renderer->scale.x; frects[i].h = renderer->scale.y; } retval = QueueCmdFillRects(renderer, frects, count); SDL_small_free(frects, isstack); return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer); } int SDL_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points, int count) { SDL_FPoint *fpoints; int i; int retval; SDL_bool isstack; CHECK_RENDERER_MAGIC(renderer, -1); if (!points) { return SDL_SetError("SDL_RenderDrawPoints(): Passed NULL points"); } if (count < 1) { return 0; } #if DONT_DRAW_WHILE_HIDDEN /* Don't draw while we're hidden */ if (renderer->hidden) { return 0; } #endif if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) { return RenderDrawPointsWithRects(renderer, points, count); } fpoints = SDL_small_alloc(SDL_FPoint, count, &isstack); if (!fpoints) { return SDL_OutOfMemory(); } for (i = 0; i < count; ++i) { fpoints[i].x = points[i].x * renderer->scale.x; fpoints[i].y = points[i].y * renderer->scale.y; } retval = QueueCmdDrawPoints(renderer, fpoints, count); SDL_small_free(fpoints, isstack); return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer); } static int RenderDrawPointsWithRectsF(SDL_Renderer * renderer, const SDL_FPoint * fpoints, const int count) { int retval = -1; SDL_bool isstack; SDL_FRect *frects = SDL_small_alloc(SDL_FRect, count, &isstack); int i; if (!frects) { return SDL_OutOfMemory(); } for (i = 0; i < count; ++i) { frects[i].x = fpoints[i].x * renderer->scale.x; frects[i].y = fpoints[i].y * renderer->scale.y; frects[i].w = renderer->scale.x; frects[i].h = renderer->scale.y; } retval = QueueCmdFillRects(renderer, frects, count); SDL_small_free(frects, isstack); return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer); } int SDL_RenderDrawPointsF(SDL_Renderer * renderer, const SDL_FPoint * points, int count) { SDL_FPoint *fpoints; int i; int retval; SDL_bool isstack; CHECK_RENDERER_MAGIC(renderer, -1); if (!points) { return SDL_SetError("SDL_RenderDrawFPoints(): Passed NULL points"); } if (count < 1) { return 0; } #if DONT_DRAW_WHILE_HIDDEN /* Don't draw while we're hidden */ if (renderer->hidden) { return 0; } #endif if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) { return RenderDrawPointsWithRectsF(renderer, points, count); } fpoints = SDL_small_alloc(SDL_FPoint, count, &isstack); if (!fpoints) { return SDL_OutOfMemory(); } for (i = 0; i < count; ++i) { fpoints[i].x = points[i].x * renderer->scale.x; fpoints[i].y = points[i].y * renderer->scale.y; } retval = QueueCmdDrawPoints(renderer, fpoints, count); SDL_small_free(fpoints, isstack); return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer); } int SDL_RenderDrawLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2) { SDL_FPoint points[2]; points[0].x = (float) x1; points[0].y = (float) y1; points[1].x = (float) x2; points[1].y = (float) y2; return SDL_RenderDrawLinesF(renderer, points, 2); } int SDL_RenderDrawLineF(SDL_Renderer * renderer, float x1, float y1, float x2, float y2) { SDL_FPoint points[2]; points[0].x = x1; points[0].y = y1; points[1].x = x2; points[1].y = y2; return SDL_RenderDrawLinesF(renderer, points, 2); } static int RenderDrawLinesWithRects(SDL_Renderer * renderer, const SDL_Point * points, const int count) { SDL_FRect *frect; SDL_FRect *frects; SDL_FPoint fpoints[2]; int i, nrects = 0; int retval = 0; SDL_bool isstack; frects = SDL_small_alloc(SDL_FRect, count-1, &isstack); if (!frects) { return SDL_OutOfMemory(); } for (i = 0; i < count-1; ++i) { if (points[i].x == points[i+1].x) { const int minY = SDL_min(points[i].y, points[i+1].y); const int maxY = SDL_max(points[i].y, points[i+1].y); frect = &frects[nrects++]; frect->x = points[i].x * renderer->scale.x; frect->y = minY * renderer->scale.y; frect->w = renderer->scale.x; frect->h = (maxY - minY + 1) * renderer->scale.y; } else if (points[i].y == points[i+1].y) { const int minX = SDL_min(points[i].x, points[i+1].x); const int maxX = SDL_max(points[i].x, points[i+1].x); frect = &frects[nrects++]; frect->x = minX * renderer->scale.x; frect->y = points[i].y * renderer->scale.y; frect->w = (maxX - minX + 1) * renderer->scale.x; frect->h = renderer->scale.y; } else { /* FIXME: We can't use a rect for this line... */ fpoints[0].x = points[i].x * renderer->scale.x; fpoints[0].y = points[i].y * renderer->scale.y; fpoints[1].x = points[i+1].x * renderer->scale.x; fpoints[1].y = points[i+1].y * renderer->scale.y; retval += QueueCmdDrawLines(renderer, fpoints, 2); } } retval += QueueCmdFillRects(renderer, frects, nrects); SDL_small_free(frects, isstack); if (retval < 0) { retval = -1; } return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer); } static int RenderDrawLinesWithRectsF(SDL_Renderer * renderer, const SDL_FPoint * points, const int count) { SDL_FRect *frect; SDL_FRect *frects; SDL_FPoint fpoints[2]; int i, nrects = 0; int retval = 0; SDL_bool isstack; frects = SDL_small_alloc(SDL_FRect, count-1, &isstack); if (!frects) { return SDL_OutOfMemory(); } for (i = 0; i < count-1; ++i) { if (points[i].x == points[i+1].x) { const int minY = (int)SDL_min(points[i].y, points[i+1].y); const int maxY = (int)SDL_max(points[i].y, points[i+1].y); frect = &frects[nrects++]; frect->x = points[i].x * renderer->scale.x; frect->y = minY * renderer->scale.y; frect->w = renderer->scale.x; frect->h = (maxY - minY + 1) * renderer->scale.y; } else if (points[i].y == points[i+1].y) { const int minX = (int)SDL_min(points[i].x, points[i+1].x); const int maxX = (int)SDL_max(points[i].x, points[i+1].x); frect = &frects[nrects++]; frect->x = minX * renderer->scale.x; frect->y = points[i].y * renderer->scale.y; frect->w = (maxX - minX + 1) * renderer->scale.x; frect->h = renderer->scale.y; } else { /* FIXME: We can't use a rect for this line... */ fpoints[0].x = points[i].x * renderer->scale.x; fpoints[0].y = points[i].y * renderer->scale.y; fpoints[1].x = points[i+1].x * renderer->scale.x; fpoints[1].y = points[i+1].y * renderer->scale.y; retval += QueueCmdDrawLines(renderer, fpoints, 2); } } retval += QueueCmdFillRects(renderer, frects, nrects); SDL_small_free(frects, isstack); if (retval < 0) { retval = -1; } return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer); } int SDL_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points, int count) { SDL_FPoint *fpoints; int i; int retval; SDL_bool isstack; CHECK_RENDERER_MAGIC(renderer, -1); if (!points) { return SDL_SetError("SDL_RenderDrawLines(): Passed NULL points"); } if (count < 2) { return 0; } #if DONT_DRAW_WHILE_HIDDEN /* Don't draw while we're hidden */ if (renderer->hidden) { return 0; } #endif if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) { return RenderDrawLinesWithRects(renderer, points, count); } fpoints = SDL_small_alloc(SDL_FPoint, count, &isstack); if (!fpoints) { return SDL_OutOfMemory(); } for (i = 0; i < count; ++i) { fpoints[i].x = points[i].x * renderer->scale.x; fpoints[i].y = points[i].y * renderer->scale.y; } retval = QueueCmdDrawLines(renderer, fpoints, count); SDL_small_free(fpoints, isstack); return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer); } int SDL_RenderDrawLinesF(SDL_Renderer * renderer, const SDL_FPoint * points, int count) { SDL_FPoint *fpoints; int i; int retval; SDL_bool isstack; CHECK_RENDERER_MAGIC(renderer, -1); if (!points) { return SDL_SetError("SDL_RenderDrawLines(): Passed NULL points"); } if (count < 2) { return 0; } #if DONT_DRAW_WHILE_HIDDEN /* Don't draw while we're hidden */ if (renderer->hidden) { return 0; } #endif if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) { return RenderDrawLinesWithRectsF(renderer, points, count); } fpoints = SDL_small_alloc(SDL_FPoint, count, &isstack); if (!fpoints) { return SDL_OutOfMemory(); } for (i = 0; i < count; ++i) { fpoints[i].x = points[i].x * renderer->scale.x; fpoints[i].y = points[i].y * renderer->scale.y; } retval = QueueCmdDrawLines(renderer, fpoints, count); SDL_small_free(fpoints, isstack); return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer); } int SDL_RenderDrawRect(SDL_Renderer * renderer, const SDL_Rect * rect) { SDL_FRect frect; SDL_FRect *prect = NULL; if (rect) { frect.x = (float) rect->x; frect.y = (float) rect->y; frect.w = (float) rect->w; frect.h = (float) rect->h; prect = &frect; } return SDL_RenderDrawRectF(renderer, prect); } int SDL_RenderDrawRectF(SDL_Renderer * renderer, const SDL_FRect * rect) { SDL_FRect frect; SDL_FPoint points[5]; CHECK_RENDERER_MAGIC(renderer, -1); /* If 'rect' == NULL, then outline the whole surface */ if (!rect) { RenderGetViewportSize(renderer, &frect); rect = &frect; } points[0].x = rect->x; points[0].y = rect->y; points[1].x = rect->x+rect->w-1; points[1].y = rect->y; points[2].x = rect->x+rect->w-1; points[2].y = rect->y+rect->h-1; points[3].x = rect->x; points[3].y = rect->y+rect->h-1; points[4].x = rect->x; points[4].y = rect->y; return SDL_RenderDrawLinesF(renderer, points, 5); } int SDL_RenderDrawRects(SDL_Renderer * renderer, const SDL_Rect * rects, int count) { int i; CHECK_RENDERER_MAGIC(renderer, -1); if (!rects) { return SDL_SetError("SDL_RenderDrawRects(): Passed NULL rects"); } if (count < 1) { return 0; } #if DONT_DRAW_WHILE_HIDDEN /* Don't draw while we're hidden */ if (renderer->hidden) { return 0; } #endif for (i = 0; i < count; ++i) { if (SDL_RenderDrawRect(renderer, &rects[i]) < 0) { return -1; } } return 0; } int SDL_RenderDrawRectsF(SDL_Renderer * renderer, const SDL_FRect * rects, int count) { int i; CHECK_RENDERER_MAGIC(renderer, -1); if (!rects) { return SDL_SetError("SDL_RenderDrawRects(): Passed NULL rects"); } if (count < 1) { return 0; } #if DONT_DRAW_WHILE_HIDDEN /* Don't draw while we're hidden */ if (renderer->hidden) { return 0; } #endif for (i = 0; i < count; ++i) { if (SDL_RenderDrawRectF(renderer, &rects[i]) < 0) { return -1; } } return 0; } int SDL_RenderFillRect(SDL_Renderer * renderer, const SDL_Rect * rect) { SDL_FRect frect; CHECK_RENDERER_MAGIC(renderer, -1); /* If 'rect' == NULL, then outline the whole surface */ if (rect) { frect.x = (float) rect->x; frect.y = (float) rect->y; frect.w = (float) rect->w; frect.h = (float) rect->h; } else { RenderGetViewportSize(renderer, &frect); } return SDL_RenderFillRectsF(renderer, &frect, 1); } int SDL_RenderFillRectF(SDL_Renderer * renderer, const SDL_FRect * rect) { SDL_FRect frect; CHECK_RENDERER_MAGIC(renderer, -1); /* If 'rect' == NULL, then outline the whole surface */ if (!rect) { RenderGetViewportSize(renderer, &frect); rect = &frect; } return SDL_RenderFillRectsF(renderer, rect, 1); } int SDL_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect * rects, int count) { SDL_FRect *frects; int i; int retval; SDL_bool isstack; CHECK_RENDERER_MAGIC(renderer, -1); if (!rects) { return SDL_SetError("SDL_RenderFillRects(): Passed NULL rects"); } if (count < 1) { return 0; } #if DONT_DRAW_WHILE_HIDDEN /* Don't draw while we're hidden */ if (renderer->hidden) { return 0; } #endif frects = SDL_small_alloc(SDL_FRect, count, &isstack); if (!frects) { return SDL_OutOfMemory(); } for (i = 0; i < count; ++i) { frects[i].x = rects[i].x * renderer->scale.x; frects[i].y = rects[i].y * renderer->scale.y; frects[i].w = rects[i].w * renderer->scale.x; frects[i].h = rects[i].h * renderer->scale.y; } retval = QueueCmdFillRects(renderer, frects, count); SDL_small_free(frects, isstack); return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer); } int SDL_RenderFillRectsF(SDL_Renderer * renderer, const SDL_FRect * rects, int count) { SDL_FRect *frects; int i; int retval; SDL_bool isstack; CHECK_RENDERER_MAGIC(renderer, -1); if (!rects) { return SDL_SetError("SDL_RenderFillFRects(): Passed NULL rects"); } if (count < 1) { return 0; } #if DONT_DRAW_WHILE_HIDDEN /* Don't draw while we're hidden */ if (renderer->hidden) { return 0; } #endif frects = SDL_small_alloc(SDL_FRect, count, &isstack); if (!frects) { return SDL_OutOfMemory(); } for (i = 0; i < count; ++i) { frects[i].x = rects[i].x * renderer->scale.x; frects[i].y = rects[i].y * renderer->scale.y; frects[i].w = rects[i].w * renderer->scale.x; frects[i].h = rects[i].h * renderer->scale.y; } retval = QueueCmdFillRects(renderer, frects, count); SDL_small_free(frects, isstack); return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer); } /* !!! FIXME: move this to a public API if we want to do float versions of all of these later */ SDL_FORCE_INLINE SDL_bool SDL_FRectEmpty(const SDL_FRect *r) { return ((!r) || (r->w <= 0.0f) || (r->h <= 0.0f)) ? SDL_TRUE : SDL_FALSE; } /* !!! FIXME: move this to a public API if we want to do float versions of all of these later */ static SDL_bool SDL_HasIntersectionF(const SDL_FRect * A, const SDL_FRect * B) { float Amin, Amax, Bmin, Bmax; if (!A) { SDL_InvalidParamError("A"); return SDL_FALSE; } if (!B) { SDL_InvalidParamError("B"); return SDL_FALSE; } /* Special cases for empty rects */ if (SDL_FRectEmpty(A) || SDL_FRectEmpty(B)) { return SDL_FALSE; } /* Horizontal intersection */ Amin = A->x; Amax = Amin + A->w; Bmin = B->x; Bmax = Bmin + B->w; if (Bmin > Amin) Amin = Bmin; if (Bmax < Amax) Amax = Bmax; if (Amax <= Amin) return SDL_FALSE; /* Vertical intersection */ Amin = A->y; Amax = Amin + A->h; Bmin = B->y; Bmax = Bmin + B->h; if (Bmin > Amin) Amin = Bmin; if (Bmax < Amax) Amax = Bmax; if (Amax <= Amin) return SDL_FALSE; return SDL_TRUE; } int SDL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_Rect * dstrect) { SDL_FRect dstfrect; SDL_FRect *pdstfrect = NULL; if (dstrect) { dstfrect.x = (float) dstrect->x; dstfrect.y = (float) dstrect->y; dstfrect.w = (float) dstrect->w; dstfrect.h = (float) dstrect->h; pdstfrect = &dstfrect; } return SDL_RenderCopyF(renderer, texture, srcrect, pdstfrect); } int SDL_RenderCopyF(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_FRect * dstrect) { SDL_Rect real_srcrect; SDL_FRect real_dstrect; int retval; CHECK_RENDERER_MAGIC(renderer, -1); CHECK_TEXTURE_MAGIC(texture, -1); if (renderer != texture->renderer) { return SDL_SetError("Texture was not created with this renderer"); } #if DONT_DRAW_WHILE_HIDDEN /* Don't draw while we're hidden */ if (renderer->hidden) { return 0; } #endif real_srcrect.x = 0; real_srcrect.y = 0; real_srcrect.w = texture->w; real_srcrect.h = texture->h; if (srcrect) { if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) { return 0; } } RenderGetViewportSize(renderer, &real_dstrect); if (dstrect) { if (!SDL_HasIntersectionF(dstrect, &real_dstrect)) { return 0; } real_dstrect = *dstrect; } if (texture->native) { texture = texture->native; } real_dstrect.x *= renderer->scale.x; real_dstrect.y *= renderer->scale.y; real_dstrect.w *= renderer->scale.x; real_dstrect.h *= renderer->scale.y; texture->last_command_generation = renderer->render_command_generation; retval = QueueCmdCopy(renderer, texture, &real_srcrect, &real_dstrect); return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer); } int SDL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_Rect * dstrect, const double angle, const SDL_Point *center, const SDL_RendererFlip flip) { SDL_FRect dstfrect; SDL_FRect *pdstfrect = NULL; SDL_FPoint fcenter; SDL_FPoint *pfcenter = NULL; if (dstrect) { dstfrect.x = (float) dstrect->x; dstfrect.y = (float) dstrect->y; dstfrect.w = (float) dstrect->w; dstfrect.h = (float) dstrect->h; pdstfrect = &dstfrect; } if (center) { fcenter.x = (float) center->x; fcenter.y = (float) center->y; pfcenter = &fcenter; } return SDL_RenderCopyExF(renderer, texture, srcrect, pdstfrect, angle, pfcenter, flip); } int SDL_RenderCopyExF(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_FRect * dstrect, const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip) { SDL_Rect real_srcrect; SDL_FRect real_dstrect; SDL_FPoint real_center; int retval; if (flip == SDL_FLIP_NONE && (int)(angle/360) == angle/360) { /* fast path when we don't need rotation or flipping */ return SDL_RenderCopyF(renderer, texture, srcrect, dstrect); } CHECK_RENDERER_MAGIC(renderer, -1); CHECK_TEXTURE_MAGIC(texture, -1); if (renderer != texture->renderer) { return SDL_SetError("Texture was not created with this renderer"); } if (!renderer->QueueCopyEx) { return SDL_SetError("Renderer does not support RenderCopyEx"); } #if DONT_DRAW_WHILE_HIDDEN /* Don't draw while we're hidden */ if (renderer->hidden) { return 0; } #endif real_srcrect.x = 0; real_srcrect.y = 0; real_srcrect.w = texture->w; real_srcrect.h = texture->h; if (srcrect) { if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) { return 0; } } /* We don't intersect the dstrect with the viewport as RenderCopy does because of potential rotation clipping issues... TODO: should we? */ if (dstrect) { real_dstrect = *dstrect; } else { RenderGetViewportSize(renderer, &real_dstrect); } if (texture->native) { texture = texture->native; } if (center) { real_center = *center; } else { real_center.x = real_dstrect.w / 2.0f; real_center.y = real_dstrect.h / 2.0f; } real_dstrect.x *= renderer->scale.x; real_dstrect.y *= renderer->scale.y; real_dstrect.w *= renderer->scale.x; real_dstrect.h *= renderer->scale.y; real_center.x *= renderer->scale.x; real_center.y *= renderer->scale.y; texture->last_command_generation = renderer->render_command_generation; retval = QueueCmdCopyEx(renderer, texture, &real_srcrect, &real_dstrect, angle, &real_center, flip); return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer); } int SDL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, Uint32 format, void * pixels, int pitch) { SDL_Rect real_rect; CHECK_RENDERER_MAGIC(renderer, -1); if (!renderer->RenderReadPixels) { return SDL_Unsupported(); } FlushRenderCommands(renderer); /* we need to render before we read the results. */ if (!format) { format = SDL_GetWindowPixelFormat(renderer->window); } real_rect.x = renderer->viewport.x; real_rect.y = renderer->viewport.y; real_rect.w = renderer->viewport.w; real_rect.h = renderer->viewport.h; if (rect) { if (!SDL_IntersectRect(rect, &real_rect, &real_rect)) { return 0; } if (real_rect.y > rect->y) { pixels = (Uint8 *)pixels + pitch * (real_rect.y - rect->y); } if (real_rect.x > rect->x) { int bpp = SDL_BYTESPERPIXEL(format); pixels = (Uint8 *)pixels + bpp * (real_rect.x - rect->x); } } return renderer->RenderReadPixels(renderer, &real_rect, format, pixels, pitch); } void SDL_RenderPresent(SDL_Renderer * renderer) { CHECK_RENDERER_MAGIC(renderer, ); FlushRenderCommands(renderer); /* time to send everything to the GPU! */ #if DONT_DRAW_WHILE_HIDDEN /* Don't present while we're hidden */ if (renderer->hidden) { return; } #endif renderer->RenderPresent(renderer); } void SDL_DestroyTexture(SDL_Texture * texture) { SDL_Renderer *renderer; CHECK_TEXTURE_MAGIC(texture, ); renderer = texture->renderer; if (texture == renderer->target) { SDL_SetRenderTarget(renderer, NULL); /* implies command queue flush */ } else { FlushRenderCommandsIfTextureNeeded(texture); } texture->magic = NULL; if (texture->next) { texture->next->prev = texture->prev; } if (texture->prev) { texture->prev->next = texture->next; } else { renderer->textures = texture->next; } if (texture->native) { SDL_DestroyTexture(texture->native); } #if SDL_HAVE_YUV if (texture->yuv) { SDL_SW_DestroyYUVTexture(texture->yuv); } #endif SDL_free(texture->pixels); renderer->DestroyTexture(renderer, texture); SDL_FreeSurface(texture->locked_surface); texture->locked_surface = NULL; SDL_free(texture); } void SDL_DestroyRenderer(SDL_Renderer * renderer) { SDL_RenderCommand *cmd; CHECK_RENDERER_MAGIC(renderer, ); SDL_DelEventWatch(SDL_RendererEventWatch, renderer); if (renderer->render_commands_tail != NULL) { renderer->render_commands_tail->next = renderer->render_commands_pool; cmd = renderer->render_commands; } else { cmd = renderer->render_commands_pool; } renderer->render_commands_pool = NULL; renderer->render_commands_tail = NULL; renderer->render_commands = NULL; while (cmd != NULL) { SDL_RenderCommand *next = cmd->next; SDL_free(cmd); cmd = next; } SDL_free(renderer->vertex_data); /* Free existing textures for this renderer */ while (renderer->textures) { SDL_Texture *tex = renderer->textures; (void) tex; SDL_DestroyTexture(renderer->textures); SDL_assert(tex != renderer->textures); /* satisfy static analysis. */ } if (renderer->window) { SDL_SetWindowData(renderer->window, SDL_WINDOWRENDERDATA, NULL); } /* It's no longer magical... */ renderer->magic = NULL; /* Free the target mutex */ SDL_DestroyMutex(renderer->target_mutex); renderer->target_mutex = NULL; /* Free the renderer instance */ renderer->DestroyRenderer(renderer); } int SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh) { SDL_Renderer *renderer; CHECK_TEXTURE_MAGIC(texture, -1); renderer = texture->renderer; if (texture->native) { return SDL_GL_BindTexture(texture->native, texw, texh); } else if (renderer && renderer->GL_BindTexture) { FlushRenderCommandsIfTextureNeeded(texture); /* in case the app is going to mess with it. */ return renderer->GL_BindTexture(renderer, texture, texw, texh); } else { return SDL_Unsupported(); } } int SDL_GL_UnbindTexture(SDL_Texture *texture) { SDL_Renderer *renderer; CHECK_TEXTURE_MAGIC(texture, -1); renderer = texture->renderer; if (texture->native) { return SDL_GL_UnbindTexture(texture->native); } else if (renderer && renderer->GL_UnbindTexture) { FlushRenderCommandsIfTextureNeeded(texture); /* in case the app messed with it. */ return renderer->GL_UnbindTexture(renderer, texture); } return SDL_Unsupported(); } void * SDL_RenderGetMetalLayer(SDL_Renderer * renderer) { CHECK_RENDERER_MAGIC(renderer, NULL); if (renderer->GetMetalLayer) { FlushRenderCommands(renderer); /* in case the app is going to mess with it. */ return renderer->GetMetalLayer(renderer); } return NULL; } void * SDL_RenderGetMetalCommandEncoder(SDL_Renderer * renderer) { CHECK_RENDERER_MAGIC(renderer, NULL); if (renderer->GetMetalCommandEncoder) { FlushRenderCommands(renderer); /* in case the app is going to mess with it. */ return renderer->GetMetalCommandEncoder(renderer); } return NULL; } static SDL_BlendMode SDL_GetShortBlendMode(SDL_BlendMode blendMode) { if (blendMode == SDL_BLENDMODE_NONE_FULL) { return SDL_BLENDMODE_NONE; } if (blendMode == SDL_BLENDMODE_BLEND_FULL) { return SDL_BLENDMODE_BLEND; } if (blendMode == SDL_BLENDMODE_ADD_FULL) { return SDL_BLENDMODE_ADD; } if (blendMode == SDL_BLENDMODE_MOD_FULL) { return SDL_BLENDMODE_MOD; } if (blendMode == SDL_BLENDMODE_MUL_FULL) { return SDL_BLENDMODE_MUL; } return blendMode; } static SDL_BlendMode SDL_GetLongBlendMode(SDL_BlendMode blendMode) { if (blendMode == SDL_BLENDMODE_NONE) { return SDL_BLENDMODE_NONE_FULL; } if (blendMode == SDL_BLENDMODE_BLEND) { return SDL_BLENDMODE_BLEND_FULL; } if (blendMode == SDL_BLENDMODE_ADD) { return SDL_BLENDMODE_ADD_FULL; } if (blendMode == SDL_BLENDMODE_MOD) { return SDL_BLENDMODE_MOD_FULL; } if (blendMode == SDL_BLENDMODE_MUL) { return SDL_BLENDMODE_MUL_FULL; } return blendMode; } SDL_BlendMode SDL_ComposeCustomBlendMode(SDL_BlendFactor srcColorFactor, SDL_BlendFactor dstColorFactor, SDL_BlendOperation colorOperation, SDL_BlendFactor srcAlphaFactor, SDL_BlendFactor dstAlphaFactor, SDL_BlendOperation alphaOperation) { SDL_BlendMode blendMode = SDL_COMPOSE_BLENDMODE(srcColorFactor, dstColorFactor, colorOperation, srcAlphaFactor, dstAlphaFactor, alphaOperation); return SDL_GetShortBlendMode(blendMode); } SDL_BlendFactor SDL_GetBlendModeSrcColorFactor(SDL_BlendMode blendMode) { blendMode = SDL_GetLongBlendMode(blendMode); return (SDL_BlendFactor)(((Uint32)blendMode >> 4) & 0xF); } SDL_BlendFactor SDL_GetBlendModeDstColorFactor(SDL_BlendMode blendMode) { blendMode = SDL_GetLongBlendMode(blendMode); return (SDL_BlendFactor)(((Uint32)blendMode >> 8) & 0xF); } SDL_BlendOperation SDL_GetBlendModeColorOperation(SDL_BlendMode blendMode) { blendMode = SDL_GetLongBlendMode(blendMode); return (SDL_BlendOperation)(((Uint32)blendMode >> 0) & 0xF); } SDL_BlendFactor SDL_GetBlendModeSrcAlphaFactor(SDL_BlendMode blendMode) { blendMode = SDL_GetLongBlendMode(blendMode); return (SDL_BlendFactor)(((Uint32)blendMode >> 20) & 0xF); } SDL_BlendFactor SDL_GetBlendModeDstAlphaFactor(SDL_BlendMode blendMode) { blendMode = SDL_GetLongBlendMode(blendMode); return (SDL_BlendFactor)(((Uint32)blendMode >> 24) & 0xF); } SDL_BlendOperation SDL_GetBlendModeAlphaOperation(SDL_BlendMode blendMode) { blendMode = SDL_GetLongBlendMode(blendMode); return (SDL_BlendOperation)(((Uint32)blendMode >> 16) & 0xF); } /* vi: set ts=4 sw=4 expandtab: */