mirror of https://github.com/encounter/SDL.git
4499 lines
137 KiB
C
4499 lines
137 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../SDL_internal.h"
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/* The SDL 2D rendering system */
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#include "SDL_hints.h"
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#include "SDL_render.h"
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#include "SDL_sysrender.h"
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#include "software/SDL_render_sw_c.h"
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#include "../video/SDL_pixels_c.h"
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#if defined(__ANDROID__)
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# include "../core/android/SDL_android.h"
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#endif
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/* as a courtesy to iOS apps, we don't try to draw when in the background, as
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that will crash the app. However, these apps _should_ have used
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SDL_AddEventWatch to catch SDL_APP_WILLENTERBACKGROUND events and stopped
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drawing themselves. Other platforms still draw, as the compositor can use it,
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and more importantly: drawing to render targets isn't lost. But I still think
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this should probably be removed at some point in the future. --ryan. */
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#if defined(__IPHONEOS__) || defined(__TVOS__) || defined(__ANDROID__)
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#define DONT_DRAW_WHILE_HIDDEN 1
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#else
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#define DONT_DRAW_WHILE_HIDDEN 0
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#endif
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#define SDL_WINDOWRENDERDATA "_SDL_WindowRenderData"
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#define CHECK_RENDERER_MAGIC(renderer, retval) \
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if (!renderer || renderer->magic != &renderer_magic) { \
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SDL_InvalidParamError("renderer"); \
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return retval; \
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}
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#define CHECK_TEXTURE_MAGIC(texture, retval) \
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if (!texture || texture->magic != &texture_magic) { \
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SDL_InvalidParamError("texture"); \
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return retval; \
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}
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/* Predefined blend modes */
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#define SDL_COMPOSE_BLENDMODE(srcColorFactor, dstColorFactor, colorOperation, \
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srcAlphaFactor, dstAlphaFactor, alphaOperation) \
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(SDL_BlendMode)(((Uint32)colorOperation << 0) | \
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((Uint32)srcColorFactor << 4) | \
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((Uint32)dstColorFactor << 8) | \
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((Uint32)alphaOperation << 16) | \
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((Uint32)srcAlphaFactor << 20) | \
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((Uint32)dstAlphaFactor << 24))
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#define SDL_BLENDMODE_NONE_FULL \
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SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ZERO, SDL_BLENDOPERATION_ADD, \
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SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ZERO, SDL_BLENDOPERATION_ADD)
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#define SDL_BLENDMODE_BLEND_FULL \
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SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD, \
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SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD)
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#define SDL_BLENDMODE_ADD_FULL \
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SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD, \
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SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD)
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#define SDL_BLENDMODE_MOD_FULL \
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SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_SRC_COLOR, SDL_BLENDOPERATION_ADD, \
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SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD)
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#define SDL_BLENDMODE_MUL_FULL \
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SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_DST_COLOR, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD, \
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SDL_BLENDFACTOR_DST_ALPHA, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD)
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#if !SDL_RENDER_DISABLED
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static const SDL_RenderDriver *render_drivers[] = {
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#if SDL_VIDEO_RENDER_D3D
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&D3D_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_D3D11
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&D3D11_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_METAL
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&METAL_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_OGL
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&GL_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_OGL_ES2
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&GLES2_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_OGL_ES
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&GLES_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_DIRECTFB
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&DirectFB_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_PSP
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&PSP_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_VITA_GXM
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&VITA_GXM_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_SW
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&SW_RenderDriver
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#endif
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};
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#endif /* !SDL_RENDER_DISABLED */
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static char renderer_magic;
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static char texture_magic;
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static SDL_INLINE void
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DebugLogRenderCommands(const SDL_RenderCommand *cmd)
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{
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#if 0
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unsigned int i = 1;
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SDL_Log("Render commands to flush:");
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while (cmd) {
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switch (cmd->command) {
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case SDL_RENDERCMD_NO_OP:
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SDL_Log(" %u. no-op", i++);
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break;
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case SDL_RENDERCMD_SETVIEWPORT:
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SDL_Log(" %u. set viewport (first=%u, rect={(%d, %d), %dx%d})", i++,
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(unsigned int) cmd->data.viewport.first,
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cmd->data.viewport.rect.x, cmd->data.viewport.rect.y,
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cmd->data.viewport.rect.w, cmd->data.viewport.rect.h);
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break;
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case SDL_RENDERCMD_SETCLIPRECT:
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SDL_Log(" %u. set cliprect (enabled=%s, rect={(%d, %d), %dx%d})", i++,
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cmd->data.cliprect.enabled ? "true" : "false",
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cmd->data.cliprect.rect.x, cmd->data.cliprect.rect.y,
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cmd->data.cliprect.rect.w, cmd->data.cliprect.rect.h);
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break;
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case SDL_RENDERCMD_SETDRAWCOLOR:
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SDL_Log(" %u. set draw color (first=%u, r=%d, g=%d, b=%d, a=%d)", i++,
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(unsigned int) cmd->data.color.first,
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(int) cmd->data.color.r, (int) cmd->data.color.g,
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(int) cmd->data.color.b, (int) cmd->data.color.a);
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break;
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case SDL_RENDERCMD_CLEAR:
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SDL_Log(" %u. clear (first=%u, r=%d, g=%d, b=%d, a=%d)", i++,
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(unsigned int) cmd->data.color.first,
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(int) cmd->data.color.r, (int) cmd->data.color.g,
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(int) cmd->data.color.b, (int) cmd->data.color.a);
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break;
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case SDL_RENDERCMD_DRAW_POINTS:
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SDL_Log(" %u. draw points (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d)", i++,
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(unsigned int) cmd->data.draw.first,
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(unsigned int) cmd->data.draw.count,
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(int) cmd->data.draw.r, (int) cmd->data.draw.g,
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(int) cmd->data.draw.b, (int) cmd->data.draw.a,
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(int) cmd->data.draw.blend);
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break;
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case SDL_RENDERCMD_DRAW_LINES:
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SDL_Log(" %u. draw lines (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d)", i++,
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(unsigned int) cmd->data.draw.first,
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(unsigned int) cmd->data.draw.count,
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(int) cmd->data.draw.r, (int) cmd->data.draw.g,
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(int) cmd->data.draw.b, (int) cmd->data.draw.a,
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(int) cmd->data.draw.blend);
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break;
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case SDL_RENDERCMD_FILL_RECTS:
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SDL_Log(" %u. fill rects (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d)", i++,
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(unsigned int) cmd->data.draw.first,
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(unsigned int) cmd->data.draw.count,
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(int) cmd->data.draw.r, (int) cmd->data.draw.g,
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(int) cmd->data.draw.b, (int) cmd->data.draw.a,
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(int) cmd->data.draw.blend);
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break;
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case SDL_RENDERCMD_COPY:
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SDL_Log(" %u. copy (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d, tex=%p)", i++,
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(unsigned int) cmd->data.draw.first,
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(unsigned int) cmd->data.draw.count,
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(int) cmd->data.draw.r, (int) cmd->data.draw.g,
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(int) cmd->data.draw.b, (int) cmd->data.draw.a,
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(int) cmd->data.draw.blend, cmd->data.draw.texture);
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break;
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case SDL_RENDERCMD_COPY_EX:
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SDL_Log(" %u. copyex (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d, tex=%p)", i++,
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(unsigned int) cmd->data.draw.first,
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(unsigned int) cmd->data.draw.count,
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(int) cmd->data.draw.r, (int) cmd->data.draw.g,
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(int) cmd->data.draw.b, (int) cmd->data.draw.a,
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(int) cmd->data.draw.blend, cmd->data.draw.texture);
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break;
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case SDL_RENDERCMD_GEOMETRY:
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SDL_Log(" %u. geometry (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d, tex=%p)", i++,
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(unsigned int) cmd->data.draw.first,
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(unsigned int) cmd->data.draw.count,
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(int) cmd->data.draw.r, (int) cmd->data.draw.g,
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(int) cmd->data.draw.b, (int) cmd->data.draw.a,
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(int) cmd->data.draw.blend, cmd->data.draw.texture);
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break;
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}
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cmd = cmd->next;
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}
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#endif
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}
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static int
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FlushRenderCommands(SDL_Renderer *renderer)
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{
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int retval;
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SDL_assert((renderer->render_commands == NULL) == (renderer->render_commands_tail == NULL));
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if (renderer->render_commands == NULL) { /* nothing to do! */
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SDL_assert(renderer->vertex_data_used == 0);
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return 0;
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}
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DebugLogRenderCommands(renderer->render_commands);
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retval = renderer->RunCommandQueue(renderer, renderer->render_commands, renderer->vertex_data, renderer->vertex_data_used);
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/* Move the whole render command queue to the unused pool so we can reuse them next time. */
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if (renderer->render_commands_tail != NULL) {
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renderer->render_commands_tail->next = renderer->render_commands_pool;
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renderer->render_commands_pool = renderer->render_commands;
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renderer->render_commands_tail = NULL;
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renderer->render_commands = NULL;
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}
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renderer->vertex_data_used = 0;
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renderer->render_command_generation++;
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renderer->color_queued = SDL_FALSE;
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renderer->viewport_queued = SDL_FALSE;
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renderer->cliprect_queued = SDL_FALSE;
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return retval;
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}
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static int
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FlushRenderCommandsIfTextureNeeded(SDL_Texture *texture)
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{
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SDL_Renderer *renderer = texture->renderer;
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if (texture->last_command_generation == renderer->render_command_generation) {
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/* the current command queue depends on this texture, flush the queue now before it changes */
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return FlushRenderCommands(renderer);
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}
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return 0;
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}
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static SDL_INLINE int
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FlushRenderCommandsIfNotBatching(SDL_Renderer *renderer)
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{
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return renderer->batching ? 0 : FlushRenderCommands(renderer);
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}
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int
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SDL_RenderFlush(SDL_Renderer * renderer)
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{
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return FlushRenderCommands(renderer);
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}
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void *
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SDL_AllocateRenderVertices(SDL_Renderer *renderer, const size_t numbytes, const size_t alignment, size_t *offset)
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{
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const size_t needed = renderer->vertex_data_used + numbytes + alignment;
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const size_t current_offset = renderer->vertex_data_used;
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const size_t aligner = (alignment && ((current_offset & (alignment - 1)) != 0)) ? (alignment - (current_offset & (alignment - 1))) : 0;
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const size_t aligned = current_offset + aligner;
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if (renderer->vertex_data_allocation < needed) {
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const size_t current_allocation = renderer->vertex_data ? renderer->vertex_data_allocation : 1024;
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size_t newsize = current_allocation * 2;
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void *ptr;
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while (newsize < needed) {
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newsize *= 2;
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}
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ptr = SDL_realloc(renderer->vertex_data, newsize);
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if (ptr == NULL) {
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SDL_OutOfMemory();
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return NULL;
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}
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renderer->vertex_data = ptr;
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renderer->vertex_data_allocation = newsize;
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}
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if (offset) {
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*offset = aligned;
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}
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renderer->vertex_data_used += aligner + numbytes;
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return ((Uint8 *) renderer->vertex_data) + aligned;
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}
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static SDL_RenderCommand *
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AllocateRenderCommand(SDL_Renderer *renderer)
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{
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SDL_RenderCommand *retval = NULL;
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/* !!! FIXME: are there threading limitations in SDL's render API? If not, we need to mutex this. */
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retval = renderer->render_commands_pool;
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if (retval != NULL) {
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renderer->render_commands_pool = retval->next;
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retval->next = NULL;
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} else {
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retval = SDL_calloc(1, sizeof (*retval));
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if (!retval) {
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SDL_OutOfMemory();
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return NULL;
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}
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}
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SDL_assert((renderer->render_commands == NULL) == (renderer->render_commands_tail == NULL));
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if (renderer->render_commands_tail != NULL) {
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renderer->render_commands_tail->next = retval;
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} else {
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renderer->render_commands = retval;
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}
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renderer->render_commands_tail = retval;
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return retval;
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}
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static int
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QueueCmdSetViewport(SDL_Renderer *renderer)
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{
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int retval = 0;
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if (!renderer->viewport_queued || (SDL_memcmp(&renderer->viewport, &renderer->last_queued_viewport, sizeof (SDL_Rect)) != 0)) {
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SDL_RenderCommand *cmd = AllocateRenderCommand(renderer);
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retval = -1;
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if (cmd != NULL) {
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cmd->command = SDL_RENDERCMD_SETVIEWPORT;
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cmd->data.viewport.first = 0; /* render backend will fill this in. */
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/* Convert SDL_DRect to SDL_Rect */
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cmd->data.viewport.rect.x = (int)SDL_floor(renderer->viewport.x);
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cmd->data.viewport.rect.y = (int)SDL_floor(renderer->viewport.y);
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cmd->data.viewport.rect.w = (int)SDL_floor(renderer->viewport.w);
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cmd->data.viewport.rect.h = (int)SDL_floor(renderer->viewport.h);
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retval = renderer->QueueSetViewport(renderer, cmd);
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if (retval < 0) {
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cmd->command = SDL_RENDERCMD_NO_OP;
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} else {
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SDL_memcpy(&renderer->last_queued_viewport, &renderer->viewport, sizeof (SDL_Rect));
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renderer->viewport_queued = SDL_TRUE;
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}
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}
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}
|
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return retval;
|
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}
|
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|
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static int
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QueueCmdSetClipRect(SDL_Renderer *renderer)
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{
|
||
int retval = 0;
|
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if ((!renderer->cliprect_queued) ||
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(renderer->clipping_enabled != renderer->last_queued_cliprect_enabled) ||
|
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(SDL_memcmp(&renderer->clip_rect, &renderer->last_queued_cliprect, sizeof (SDL_Rect)) != 0)) {
|
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SDL_RenderCommand *cmd = AllocateRenderCommand(renderer);
|
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if (cmd == NULL) {
|
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retval = -1;
|
||
} else {
|
||
cmd->command = SDL_RENDERCMD_SETCLIPRECT;
|
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cmd->data.cliprect.enabled = renderer->clipping_enabled;
|
||
/* Convert SDL_DRect to SDL_Rect */
|
||
cmd->data.cliprect.rect.x = (int)SDL_floor(renderer->clip_rect.x);
|
||
cmd->data.cliprect.rect.y = (int)SDL_floor(renderer->clip_rect.y);
|
||
cmd->data.cliprect.rect.w = (int)SDL_floor(renderer->clip_rect.w);
|
||
cmd->data.cliprect.rect.h = (int)SDL_floor(renderer->clip_rect.h);
|
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SDL_memcpy(&renderer->last_queued_cliprect, &renderer->clip_rect, sizeof (SDL_Rect));
|
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renderer->last_queued_cliprect_enabled = renderer->clipping_enabled;
|
||
renderer->cliprect_queued = SDL_TRUE;
|
||
}
|
||
}
|
||
return retval;
|
||
}
|
||
|
||
static int
|
||
QueueCmdSetDrawColor(SDL_Renderer *renderer, SDL_Color *col)
|
||
{
|
||
const Uint32 color = (((Uint32)col->a << 24) | (col->r << 16) | (col->g << 8) | col->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 = col->r;
|
||
cmd->data.color.g = col->g;
|
||
cmd->data.color.b = col->b;
|
||
cmd->data.color.a = col->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->color.r;
|
||
cmd->data.color.g = renderer->color.g;
|
||
cmd->data.color.b = renderer->color.b;
|
||
cmd->data.color.a = renderer->color.a;
|
||
return 0;
|
||
}
|
||
|
||
static SDL_RenderCommand *
|
||
PrepQueueCmdDraw(SDL_Renderer *renderer, const SDL_RenderCommandType cmdtype, SDL_Texture *texture)
|
||
{
|
||
SDL_RenderCommand *cmd = NULL;
|
||
int retval = 0;
|
||
SDL_Color *color;
|
||
SDL_BlendMode blendMode;
|
||
|
||
if (texture) {
|
||
color = &texture->color;
|
||
blendMode = texture->blendMode;
|
||
} else {
|
||
color = &renderer->color;
|
||
blendMode = renderer->blendMode;
|
||
}
|
||
|
||
if (cmdtype != SDL_RENDERCMD_GEOMETRY) {
|
||
/* !!! FIXME: drop this draw if viewport w or h is zero. */
|
||
retval = QueueCmdSetDrawColor(renderer, color);
|
||
}
|
||
|
||
/* 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);
|
||
}
|
||
|
||
if (retval == 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 = color->r;
|
||
cmd->data.draw.g = color->g;
|
||
cmd->data.draw.b = color->b;
|
||
cmd->data.draw.a = color->a;
|
||
cmd->data.draw.blend = blendMode;
|
||
cmd->data.draw.texture = texture;
|
||
}
|
||
}
|
||
return cmd;
|
||
}
|
||
|
||
static int
|
||
QueueCmdDrawPoints(SDL_Renderer *renderer, const SDL_FPoint * points, const int count)
|
||
{
|
||
SDL_RenderCommand *cmd = PrepQueueCmdDraw(renderer, SDL_RENDERCMD_DRAW_POINTS, NULL);
|
||
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 = PrepQueueCmdDraw(renderer, SDL_RENDERCMD_DRAW_LINES, NULL);
|
||
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;
|
||
int retval = -1;
|
||
const int use_rendergeometry = (renderer->QueueFillRects == NULL);
|
||
|
||
cmd = PrepQueueCmdDraw(renderer, (use_rendergeometry ? SDL_RENDERCMD_GEOMETRY : SDL_RENDERCMD_FILL_RECTS), NULL);
|
||
|
||
if (cmd != NULL) {
|
||
if (use_rendergeometry) {
|
||
SDL_bool isstack1;
|
||
SDL_bool isstack2;
|
||
float *xy = SDL_small_alloc(float, 4 * 2 * count, &isstack1);
|
||
int *indices = SDL_small_alloc(int, 6 * count, &isstack2);
|
||
|
||
if (xy && indices) {
|
||
int i;
|
||
float *ptr_xy = xy;
|
||
int *ptr_indices = indices;
|
||
const int xy_stride = 2 * sizeof (float);
|
||
const int num_vertices = 4 * count;
|
||
const int num_indices = 6 * count;
|
||
const int size_indices = 4;
|
||
int cur_indice = 0;
|
||
|
||
for (i = 0; i < count; ++i) {
|
||
float minx, miny, maxx, maxy;
|
||
|
||
minx = rects[i].x;
|
||
miny = rects[i].y;
|
||
maxx = rects[i].x + rects[i].w;
|
||
maxy = rects[i].y + rects[i].h;
|
||
|
||
*ptr_xy++ = minx;
|
||
*ptr_xy++ = miny;
|
||
*ptr_xy++ = maxx;
|
||
*ptr_xy++ = miny;
|
||
*ptr_xy++ = maxx;
|
||
*ptr_xy++ = maxy;
|
||
*ptr_xy++ = minx;
|
||
*ptr_xy++ = maxy;
|
||
|
||
*ptr_indices++ = cur_indice + 0;
|
||
*ptr_indices++ = cur_indice + 1;
|
||
*ptr_indices++ = cur_indice + 2;
|
||
*ptr_indices++ = cur_indice + 0;
|
||
*ptr_indices++ = cur_indice + 2;
|
||
*ptr_indices++ = cur_indice + 3;
|
||
cur_indice += 4;
|
||
}
|
||
|
||
retval = renderer->QueueGeometry(renderer, cmd, NULL,
|
||
xy, xy_stride, &renderer->color, 0 /* color_stride */, NULL, 0,
|
||
num_vertices, indices, num_indices, size_indices,
|
||
1.0f, 1.0f);
|
||
|
||
if (retval < 0) {
|
||
cmd->command = SDL_RENDERCMD_NO_OP;
|
||
}
|
||
}
|
||
SDL_small_free(xy, isstack1);
|
||
SDL_small_free(indices, isstack2);
|
||
|
||
} else {
|
||
retval = renderer->QueueFillRects(renderer, cmd, rects, count);
|
||
if (retval < 0) {
|
||
cmd->command = SDL_RENDERCMD_NO_OP;
|
||
}
|
||
}
|
||
}
|
||
return retval;
|
||
}
|
||
|
||
static int
|
||
QueueCmdCopy(SDL_Renderer *renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_FRect * dstrect)
|
||
{
|
||
SDL_RenderCommand *cmd = PrepQueueCmdDraw(renderer, SDL_RENDERCMD_COPY, texture);
|
||
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, float scale_x, float scale_y)
|
||
{
|
||
SDL_RenderCommand *cmd = PrepQueueCmdDraw(renderer, SDL_RENDERCMD_COPY_EX, texture);
|
||
int retval = -1;
|
||
if (cmd != NULL) {
|
||
retval = renderer->QueueCopyEx(renderer, cmd, texture, srcquad, dstrect, angle, center, flip, scale_x, scale_y);
|
||
if (retval < 0) {
|
||
cmd->command = SDL_RENDERCMD_NO_OP;
|
||
}
|
||
}
|
||
return retval;
|
||
}
|
||
|
||
static int
|
||
QueueCmdGeometry(SDL_Renderer *renderer, SDL_Texture *texture,
|
||
const float *xy, int xy_stride,
|
||
const SDL_Color *color, int color_stride,
|
||
const float *uv, int uv_stride,
|
||
int num_vertices,
|
||
const void *indices, int num_indices, int size_indices,
|
||
float scale_x, float scale_y)
|
||
{
|
||
SDL_RenderCommand *cmd;
|
||
int retval = -1;
|
||
cmd = PrepQueueCmdDraw(renderer, SDL_RENDERCMD_GEOMETRY, texture);
|
||
if (cmd != NULL) {
|
||
retval = renderer->QueueGeometry(renderer, cmd, texture,
|
||
xy, xy_stride,
|
||
color, color_stride, uv, uv_stride,
|
||
num_vertices, indices, num_indices, size_indices,
|
||
scale_x, scale_y);
|
||
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_DRect *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);
|
||
}
|
||
|
||
/* In addition to size changes, we also want to do this block for
|
||
* moves as well, for two reasons:
|
||
*
|
||
* 1. The window could be moved to a new display, which has a new
|
||
* DPI and therefore a new window/drawable ratio
|
||
* 2. For whatever reason, the viewport can get messed up during
|
||
* window movement (this has been observed on macOS), so this is
|
||
* also a good opportunity to force viewport updates
|
||
*/
|
||
if (event->window.event == SDL_WINDOWEVENT_SIZE_CHANGED ||
|
||
event->window.event == SDL_WINDOWEVENT_MOVED) {
|
||
/* Make sure we're operating on the default render target */
|
||
SDL_Texture *saved_target = SDL_GetRenderTarget(renderer);
|
||
if (saved_target) {
|
||
SDL_SetRenderTarget(renderer, NULL);
|
||
}
|
||
|
||
/* Update the DPI scale if the window has been resized. */
|
||
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;
|
||
}
|
||
}
|
||
|
||
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);
|
||
}
|
||
|
||
renderer->viewport.x = (double)0;
|
||
renderer->viewport.y = (double)0;
|
||
renderer->viewport.w = (double)w;
|
||
renderer->viewport.h = (double)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_DRect 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 truncated = SDL_truncf(rel);
|
||
renderer->xrel = rel - truncated;
|
||
event->motion.xrel = (Sint32) truncated;
|
||
}
|
||
if (event->motion.yrel != 0 && renderer->relative_scaling) {
|
||
float rel = renderer->yrel + event->motion.yrel / (scale.y * renderer->dpi_scale.y);
|
||
float truncated = SDL_truncf(rel);
|
||
renderer->yrel = rel - truncated;
|
||
event->motion.yrel = (Sint32) truncated;
|
||
}
|
||
}
|
||
}
|
||
} 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_DRect 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_DRect 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 || renderer->QueueGeometry != NULL);
|
||
SDL_assert(renderer->QueueFillRects != NULL || renderer->QueueGeometry != NULL);
|
||
SDL_assert(renderer->QueueCopy != NULL || renderer->QueueGeometry != NULL);
|
||
SDL_assert(renderer->RunCommandQueue != NULL);
|
||
}
|
||
|
||
static SDL_RenderLineMethod SDL_GetRenderLineMethod()
|
||
{
|
||
const char *hint = SDL_GetHint(SDL_HINT_RENDER_LINE_METHOD);
|
||
|
||
int method = 0;
|
||
if (hint) {
|
||
method = SDL_atoi(hint);
|
||
}
|
||
switch (method) {
|
||
case 1:
|
||
return SDL_RENDERLINEMETHOD_POINTS;
|
||
case 2:
|
||
return SDL_RENDERLINEMETHOD_LINES;
|
||
case 3:
|
||
return SDL_RENDERLINEMETHOD_GEOMETRY;
|
||
default:
|
||
return SDL_RENDERLINEMETHOD_POINTS;
|
||
}
|
||
}
|
||
|
||
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_InvalidParamError("window");
|
||
goto error;
|
||
}
|
||
|
||
if (SDL_GetRenderer(window)) {
|
||
SDL_SetError("Renderer already associated with window");
|
||
goto error;
|
||
}
|
||
|
||
hint = SDL_GetHint(SDL_HINT_RENDER_VSYNC);
|
||
if (hint && *hint) {
|
||
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 (!renderer) {
|
||
SDL_SetError("Couldn't find matching render driver");
|
||
goto error;
|
||
}
|
||
} else {
|
||
if (index >= n) {
|
||
SDL_SetError("index must be -1 or in the range of 0 - %d",
|
||
n - 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);
|
||
|
||
renderer->line_method = SDL_GetRenderLineMethod();
|
||
|
||
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;
|
||
|
||
/* Software renderer always uses line method, for speed */
|
||
renderer->line_method = SDL_RENDERLINEMETHOD_LINES;
|
||
|
||
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);
|
||
}
|
||
|
||
SDL_Window *
|
||
SDL_RenderGetWindow(SDL_Renderer *renderer)
|
||
{
|
||
CHECK_RENDERER_MAGIC(renderer, NULL);
|
||
return renderer->window;
|
||
}
|
||
|
||
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)) {
|
||
if (!IsSupportedFormat(renderer, 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->color.r = 255;
|
||
texture->color.g = 255;
|
||
texture->color.b = 255;
|
||
texture->color.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_InvalidParamError("SDL_CreateTextureFromSurface(): 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);
|
||
}
|
||
|
||
#if SDL_VIDEO_RENDER_DIRECTFB
|
||
/* DirectFB allows palette format for textures.
|
||
* Copy SDL_Surface palette to the texture */
|
||
if (SDL_ISPIXELFORMAT_INDEXED(format)) {
|
||
if (SDL_strcasecmp(renderer->info.name, "directfb") == 0) {
|
||
extern void DirectFB_SetTexturePalette(SDL_Renderer *renderer, SDL_Texture *texture, SDL_Palette *pal);
|
||
DirectFB_SetTexturePalette(renderer, texture, surface->format->palette);
|
||
}
|
||
}
|
||
#endif
|
||
|
||
} 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->color.r = r;
|
||
texture->color.g = g;
|
||
texture->color.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->color.r;
|
||
}
|
||
if (g) {
|
||
*g = texture->color.g;
|
||
}
|
||
if (b) {
|
||
*b = texture->color.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->color.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->color.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;
|
||
texture->scaleMode = scaleMode;
|
||
if (texture->native) {
|
||
return SDL_SetTextureScaleMode(texture->native, scaleMode);
|
||
} else {
|
||
renderer->SetTextureScaleMode(renderer, texture, scaleMode);
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
int
|
||
SDL_GetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode *scaleMode)
|
||
{
|
||
CHECK_TEXTURE_MAGIC(texture, -1);
|
||
|
||
if (scaleMode) {
|
||
*scaleMode = texture->scaleMode;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
int
|
||
SDL_SetTextureUserData(SDL_Texture * texture, void *userdata)
|
||
{
|
||
CHECK_TEXTURE_MAGIC(texture, -1);
|
||
|
||
texture->userdata = userdata;
|
||
return 0;
|
||
}
|
||
|
||
void *
|
||
SDL_GetTextureUserData(SDL_Texture * texture)
|
||
{
|
||
CHECK_TEXTURE_MAGIC(texture, NULL);
|
||
|
||
return texture->userdata;
|
||
}
|
||
|
||
#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 = (double)0;
|
||
renderer->viewport.y = (double)0;
|
||
renderer->viewport.w = (double)texture->w;
|
||
renderer->viewport.h = (double)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)
|
||
{
|
||
CHECK_RENDERER_MAGIC(renderer, NULL);
|
||
|
||
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);
|
||
}
|
||
|
||
if (scale < 1.0f) {
|
||
scale = 1.0f;
|
||
}
|
||
|
||
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 = (double)rect->x * renderer->scale.x;
|
||
renderer->viewport.y = (double)rect->y * renderer->scale.y;
|
||
renderer->viewport.w = (double)rect->w * renderer->scale.x;
|
||
renderer->viewport.h = (double)rect->h * renderer->scale.y;
|
||
} else {
|
||
int w, h;
|
||
if (SDL_GetRendererOutputSize(renderer, &w, &h) < 0) {
|
||
return -1;
|
||
}
|
||
renderer->viewport.x = (double)0;
|
||
renderer->viewport.y = (double)0;
|
||
renderer->viewport.w = (double)w;
|
||
renderer->viewport.h = (double)h;
|
||
}
|
||
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)SDL_floor(renderer->viewport.x / renderer->scale.x);
|
||
rect->y = (int)SDL_floor(renderer->viewport.y / renderer->scale.y);
|
||
rect->w = (int)SDL_floor(renderer->viewport.w / renderer->scale.x);
|
||
rect->h = (int)SDL_floor(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 = (float)(renderer->viewport.w / renderer->scale.x);
|
||
rect->h = (float)(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 = (double)rect->x * renderer->scale.x;
|
||
renderer->clip_rect.y = (double)rect->y * renderer->scale.y;
|
||
renderer->clip_rect.w = (double)rect->w * renderer->scale.x;
|
||
renderer->clip_rect.h = (double)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)SDL_floor(renderer->clip_rect.x / renderer->scale.x);
|
||
rect->y = (int)SDL_floor(renderer->clip_rect.y / renderer->scale.y);
|
||
rect->w = (int)SDL_floor(renderer->clip_rect.w / renderer->scale.x);
|
||
rect->h = (int)SDL_floor(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;
|
||
}
|
||
}
|
||
|
||
void
|
||
SDL_RenderWindowToLogical(SDL_Renderer * renderer, int windowX, int windowY, float *logicalX, float *logicalY)
|
||
{
|
||
float window_physical_x, window_physical_y;
|
||
|
||
CHECK_RENDERER_MAGIC(renderer, );
|
||
|
||
window_physical_x = ((float) windowX) / renderer->dpi_scale.x;
|
||
window_physical_y = ((float) windowY) / renderer->dpi_scale.y;
|
||
|
||
if (logicalX) {
|
||
*logicalX = (float)((window_physical_x - renderer->viewport.x) / renderer->scale.x);
|
||
}
|
||
if (logicalY) {
|
||
*logicalY = (float)((window_physical_y - renderer->viewport.y) / renderer->scale.y);
|
||
}
|
||
}
|
||
|
||
void
|
||
SDL_RenderLogicalToWindow(SDL_Renderer * renderer, float logicalX, float logicalY, int *windowX, int *windowY)
|
||
{
|
||
float window_physical_x, window_physical_y;
|
||
|
||
CHECK_RENDERER_MAGIC(renderer, );
|
||
|
||
window_physical_x = (float)((logicalX * renderer->scale.x) + renderer->viewport.x);
|
||
window_physical_y = (float)((logicalY * renderer->scale.y) + renderer->viewport.y);
|
||
|
||
if (windowX) {
|
||
*windowX = (int)(window_physical_x * renderer->dpi_scale.x);
|
||
}
|
||
if (windowY) {
|
||
*windowY = (int)(window_physical_y * renderer->dpi_scale.y);
|
||
}
|
||
}
|
||
|
||
int
|
||
SDL_SetRenderDrawColor(SDL_Renderer * renderer,
|
||
Uint8 r, Uint8 g, Uint8 b, Uint8 a)
|
||
{
|
||
CHECK_RENDERER_MAGIC(renderer, -1);
|
||
|
||
renderer->color.r = r;
|
||
renderer->color.g = g;
|
||
renderer->color.b = b;
|
||
renderer->color.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->color.r;
|
||
}
|
||
if (g) {
|
||
*g = renderer->color.g;
|
||
}
|
||
if (b) {
|
||
*b = renderer->color.b;
|
||
}
|
||
if (a) {
|
||
*a = renderer->color.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;
|
||
}
|
||
|
||
if (count) {
|
||
retval = QueueCmdFillRects(renderer, frects, count);
|
||
}
|
||
|
||
SDL_small_free(frects, isstack);
|
||
|
||
return retval;
|
||
}
|
||
|
||
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_InvalidParamError("SDL_RenderDrawPoints(): 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) {
|
||
retval = RenderDrawPointsWithRects(renderer, points, count);
|
||
} else {
|
||
fpoints = SDL_small_alloc(SDL_FPoint, count, &isstack);
|
||
if (!fpoints) {
|
||
return SDL_OutOfMemory();
|
||
}
|
||
for (i = 0; i < count; ++i) {
|
||
fpoints[i].x = (float) points[i].x;
|
||
fpoints[i].y = (float) points[i].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;
|
||
}
|
||
|
||
if (count) {
|
||
retval = QueueCmdFillRects(renderer, frects, count);
|
||
}
|
||
|
||
SDL_small_free(frects, isstack);
|
||
|
||
return retval;
|
||
}
|
||
|
||
int
|
||
SDL_RenderDrawPointsF(SDL_Renderer * renderer,
|
||
const SDL_FPoint * points, int count)
|
||
{
|
||
int retval;
|
||
|
||
CHECK_RENDERER_MAGIC(renderer, -1);
|
||
|
||
if (!points) {
|
||
return SDL_InvalidParamError("SDL_RenderDrawPointsF(): 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) {
|
||
retval = RenderDrawPointsWithRectsF(renderer, points, count);
|
||
} else {
|
||
retval = QueueCmdDrawPoints(renderer, points, count);
|
||
}
|
||
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 RenderDrawLineBresenham(SDL_Renderer *renderer, int x1, int y1, int x2, int y2, SDL_bool draw_last)
|
||
{
|
||
int i, deltax, deltay, numpixels;
|
||
int d, dinc1, dinc2;
|
||
int x, xinc1, xinc2;
|
||
int y, yinc1, yinc2;
|
||
int retval;
|
||
SDL_bool isstack;
|
||
SDL_FPoint *points;
|
||
|
||
deltax = SDL_abs(x2 - x1);
|
||
deltay = SDL_abs(y2 - y1);
|
||
|
||
if (deltax >= deltay) {
|
||
numpixels = deltax + 1;
|
||
d = (2 * deltay) - deltax;
|
||
dinc1 = deltay * 2;
|
||
dinc2 = (deltay - deltax) * 2;
|
||
xinc1 = 1;
|
||
xinc2 = 1;
|
||
yinc1 = 0;
|
||
yinc2 = 1;
|
||
} else {
|
||
numpixels = deltay + 1;
|
||
d = (2 * deltax) - deltay;
|
||
dinc1 = deltax * 2;
|
||
dinc2 = (deltax - deltay) * 2;
|
||
xinc1 = 0;
|
||
xinc2 = 1;
|
||
yinc1 = 1;
|
||
yinc2 = 1;
|
||
}
|
||
|
||
if (x1 > x2) {
|
||
xinc1 = -xinc1;
|
||
xinc2 = -xinc2;
|
||
}
|
||
if (y1 > y2) {
|
||
yinc1 = -yinc1;
|
||
yinc2 = -yinc2;
|
||
}
|
||
|
||
x = x1;
|
||
y = y1;
|
||
|
||
if (!draw_last) {
|
||
--numpixels;
|
||
}
|
||
|
||
points = SDL_small_alloc(SDL_FPoint, numpixels, &isstack);
|
||
if (!points) {
|
||
return SDL_OutOfMemory();
|
||
}
|
||
for (i = 0; i < numpixels; ++i) {
|
||
points[i].x = (float)x;
|
||
points[i].y = (float)y;
|
||
|
||
if (d < 0) {
|
||
d += dinc1;
|
||
x += xinc1;
|
||
y += yinc1;
|
||
} else {
|
||
d += dinc2;
|
||
x += xinc2;
|
||
y += yinc2;
|
||
}
|
||
}
|
||
|
||
if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
|
||
retval = RenderDrawPointsWithRectsF(renderer, points, numpixels);
|
||
} else {
|
||
retval = QueueCmdDrawPoints(renderer, points, numpixels);
|
||
}
|
||
|
||
SDL_small_free(points, isstack);
|
||
|
||
return retval;
|
||
}
|
||
|
||
static int
|
||
RenderDrawLinesWithRectsF(SDL_Renderer * renderer,
|
||
const SDL_FPoint * points, const int count)
|
||
{
|
||
const float scale_x = renderer->scale.x;
|
||
const float scale_y = renderer->scale.y;
|
||
SDL_FRect *frect;
|
||
SDL_FRect *frects;
|
||
int i, nrects = 0;
|
||
int retval = 0;
|
||
SDL_bool isstack;
|
||
SDL_bool drew_line = SDL_FALSE;
|
||
SDL_bool draw_last = SDL_FALSE;
|
||
|
||
frects = SDL_small_alloc(SDL_FRect, count-1, &isstack);
|
||
if (!frects) {
|
||
return SDL_OutOfMemory();
|
||
}
|
||
|
||
for (i = 0; i < count-1; ++i) {
|
||
SDL_bool same_x = (points[i].x == points[i+1].x);
|
||
SDL_bool same_y = (points[i].y == points[i+1].y);
|
||
|
||
if (i == (count - 2)) {
|
||
if (!drew_line || points[i+1].x != points[0].x || points[i+1].y != points[0].y) {
|
||
draw_last = SDL_TRUE;
|
||
}
|
||
} else {
|
||
if (same_x && same_y) {
|
||
continue;
|
||
}
|
||
}
|
||
if (same_x) {
|
||
const float minY = SDL_min(points[i].y, points[i+1].y);
|
||
const float maxY = SDL_max(points[i].y, points[i+1].y);
|
||
|
||
frect = &frects[nrects++];
|
||
frect->x = points[i].x * scale_x;
|
||
frect->y = minY * scale_y;
|
||
frect->w = scale_x;
|
||
frect->h = (maxY - minY + draw_last) * scale_y;
|
||
if (!draw_last && points[i+1].y < points[i].y) {
|
||
frect->y += scale_y;
|
||
}
|
||
} else if (same_y) {
|
||
const float minX = SDL_min(points[i].x, points[i+1].x);
|
||
const float maxX = SDL_max(points[i].x, points[i+1].x);
|
||
|
||
frect = &frects[nrects++];
|
||
frect->x = minX * scale_x;
|
||
frect->y = points[i].y * scale_y;
|
||
frect->w = (maxX - minX + draw_last) * scale_x;
|
||
frect->h = scale_y;
|
||
if (!draw_last && points[i+1].x < points[i].x) {
|
||
frect->x += scale_x;
|
||
}
|
||
} else {
|
||
retval += RenderDrawLineBresenham(renderer, (int)points[i].x, (int)points[i].y,
|
||
(int)points[i+1].x, (int)points[i+1].y, draw_last);
|
||
}
|
||
drew_line = SDL_TRUE;
|
||
}
|
||
|
||
if (nrects) {
|
||
retval += QueueCmdFillRects(renderer, frects, nrects);
|
||
}
|
||
|
||
SDL_small_free(frects, isstack);
|
||
|
||
if (retval < 0) {
|
||
retval = -1;
|
||
}
|
||
return retval;
|
||
}
|
||
|
||
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_InvalidParamError("SDL_RenderDrawLines(): points");
|
||
}
|
||
if (count < 2) {
|
||
return 0;
|
||
}
|
||
|
||
#if DONT_DRAW_WHILE_HIDDEN
|
||
/* Don't draw while we're hidden */
|
||
if (renderer->hidden) {
|
||
return 0;
|
||
}
|
||
#endif
|
||
|
||
fpoints = SDL_small_alloc(SDL_FPoint, count, &isstack);
|
||
if (!fpoints) {
|
||
return SDL_OutOfMemory();
|
||
}
|
||
|
||
for (i = 0; i < count; ++i) {
|
||
fpoints[i].x = (float) points[i].x;
|
||
fpoints[i].y = (float) points[i].y;
|
||
}
|
||
|
||
retval = SDL_RenderDrawLinesF(renderer, fpoints, count);
|
||
|
||
SDL_small_free(fpoints, isstack);
|
||
|
||
return retval;
|
||
}
|
||
|
||
int
|
||
SDL_RenderDrawLinesF(SDL_Renderer * renderer,
|
||
const SDL_FPoint * points, int count)
|
||
{
|
||
int retval = 0;
|
||
|
||
CHECK_RENDERER_MAGIC(renderer, -1);
|
||
|
||
if (!points) {
|
||
return SDL_InvalidParamError("SDL_RenderDrawLinesF(): 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->line_method == SDL_RENDERLINEMETHOD_POINTS) {
|
||
retval = RenderDrawLinesWithRectsF(renderer, points, count);
|
||
} else if (renderer->line_method == SDL_RENDERLINEMETHOD_GEOMETRY) {
|
||
SDL_bool isstack1;
|
||
SDL_bool isstack2;
|
||
const float scale_x = renderer->scale.x;
|
||
const float scale_y = renderer->scale.y;
|
||
float *xy = SDL_small_alloc(float, 4 * 2 * count, &isstack1);
|
||
int *indices = SDL_small_alloc(int,
|
||
(4) * 3 * (count - 1)
|
||
+ (2) * 3 * (count)
|
||
, &isstack2);
|
||
|
||
if (xy && indices) {
|
||
int i;
|
||
float *ptr_xy = xy;
|
||
int *ptr_indices = indices;
|
||
const int xy_stride = 2 * sizeof (float);
|
||
int num_vertices = 4 * count;
|
||
int num_indices = 0;
|
||
const int size_indices = 4;
|
||
int cur_indice = -4;
|
||
const int is_looping = (points[0].x == points[count - 1].x && points[0].y == points[count - 1].y);
|
||
SDL_FPoint p; /* previous point */
|
||
p.x = p.y = 0.0f;
|
||
/* p q
|
||
|
||
0----1------ 4----5
|
||
| \ |``\ | \ |
|
||
| \ | ` `\| \ |
|
||
3----2-------7----6
|
||
*/
|
||
for (i = 0; i < count; ++i) {
|
||
SDL_FPoint q = points[i]; /* current point */
|
||
|
||
q.x *= scale_x;
|
||
q.y *= scale_y;
|
||
|
||
*ptr_xy++ = q.x;
|
||
*ptr_xy++ = q.y;
|
||
*ptr_xy++ = q.x + scale_x;
|
||
*ptr_xy++ = q.y;
|
||
*ptr_xy++ = q.x + scale_x;
|
||
*ptr_xy++ = q.y + scale_y;
|
||
*ptr_xy++ = q.x;
|
||
*ptr_xy++ = q.y + scale_y;
|
||
|
||
#define ADD_TRIANGLE(i1, i2, i3) \
|
||
*ptr_indices++ = cur_indice + i1; \
|
||
*ptr_indices++ = cur_indice + i2; \
|
||
*ptr_indices++ = cur_indice + i3; \
|
||
num_indices += 3; \
|
||
|
||
/* closed polyline, don´t draw twice the point */
|
||
if (i || is_looping == 0) {
|
||
ADD_TRIANGLE(4, 5, 6)
|
||
ADD_TRIANGLE(4, 6, 7)
|
||
}
|
||
|
||
/* first point only, no segment */
|
||
if (i == 0) {
|
||
p = q;
|
||
cur_indice += 4;
|
||
continue;
|
||
}
|
||
|
||
/* draw segment */
|
||
if (p.y == q.y) {
|
||
if (p.x < q.x) {
|
||
ADD_TRIANGLE(1, 4, 7)
|
||
ADD_TRIANGLE(1, 7, 2)
|
||
} else {
|
||
ADD_TRIANGLE(5, 0, 3)
|
||
ADD_TRIANGLE(5, 3, 6)
|
||
}
|
||
} else if (p.x == q.x) {
|
||
if (p.y < q.y) {
|
||
ADD_TRIANGLE(2, 5, 4)
|
||
ADD_TRIANGLE(2, 4, 3)
|
||
} else {
|
||
ADD_TRIANGLE(6, 1, 0)
|
||
ADD_TRIANGLE(6, 0, 7)
|
||
}
|
||
} else {
|
||
if (p.y < q.y) {
|
||
if (p.x < q.x) {
|
||
ADD_TRIANGLE(1, 5, 4)
|
||
ADD_TRIANGLE(1, 4, 2)
|
||
ADD_TRIANGLE(2, 4, 7)
|
||
ADD_TRIANGLE(2, 7, 3)
|
||
} else {
|
||
ADD_TRIANGLE(4, 0, 5)
|
||
ADD_TRIANGLE(5, 0, 3)
|
||
ADD_TRIANGLE(5, 3, 6)
|
||
ADD_TRIANGLE(6, 3, 2)
|
||
}
|
||
} else {
|
||
if (p.x < q.x) {
|
||
ADD_TRIANGLE(0, 4, 7)
|
||
ADD_TRIANGLE(0, 7, 1)
|
||
ADD_TRIANGLE(1, 7, 6)
|
||
ADD_TRIANGLE(1, 6, 2)
|
||
} else {
|
||
ADD_TRIANGLE(6, 5, 1)
|
||
ADD_TRIANGLE(6, 1, 0)
|
||
ADD_TRIANGLE(7, 6, 0)
|
||
ADD_TRIANGLE(7, 0, 3)
|
||
}
|
||
}
|
||
}
|
||
|
||
p = q;
|
||
cur_indice += 4;
|
||
}
|
||
|
||
retval = QueueCmdGeometry(renderer, NULL,
|
||
xy, xy_stride, &renderer->color, 0 /* color_stride */, NULL, 0,
|
||
num_vertices, indices, num_indices, size_indices,
|
||
1.0f, 1.0f);
|
||
|
||
}
|
||
|
||
SDL_small_free(xy, isstack1);
|
||
SDL_small_free(indices, isstack2);
|
||
|
||
} else if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
|
||
retval = RenderDrawLinesWithRectsF(renderer, points, count);
|
||
} else {
|
||
retval = QueueCmdDrawLines(renderer, points, count);
|
||
}
|
||
|
||
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_InvalidParamError("SDL_RenderDrawRects(): 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_InvalidParamError("SDL_RenderDrawRectsF(): 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_InvalidParamError("SDL_RenderFillRects(): 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_InvalidParamError("SDL_RenderFillRectsF(): 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_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;
|
||
int use_rendergeometry;
|
||
|
||
|
||
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
|
||
|
||
use_rendergeometry = (renderer->QueueCopy == NULL);
|
||
|
||
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;
|
||
}
|
||
|
||
texture->last_command_generation = renderer->render_command_generation;
|
||
|
||
if (use_rendergeometry) {
|
||
float xy[8];
|
||
const int xy_stride = 2 * sizeof (float);
|
||
float uv[8];
|
||
const int uv_stride = 2 * sizeof (float);
|
||
const int num_vertices = 4;
|
||
const int indices[6] = {0, 1, 2, 0, 2, 3};
|
||
const int num_indices = 6;
|
||
const int size_indices = 4;
|
||
float minu, minv, maxu, maxv;
|
||
float minx, miny, maxx, maxy;
|
||
|
||
minu = (float) (real_srcrect.x) / (float) texture->w;
|
||
minv = (float) (real_srcrect.y) / (float) texture->h;
|
||
maxu = (float) (real_srcrect.x + real_srcrect.w) / (float) texture->w;
|
||
maxv = (float) (real_srcrect.y + real_srcrect.h) / (float) texture->h;
|
||
|
||
minx = real_dstrect.x;
|
||
miny = real_dstrect.y;
|
||
maxx = real_dstrect.x + real_dstrect.w;
|
||
maxy = real_dstrect.y + real_dstrect.h;
|
||
|
||
uv[0] = minu;
|
||
uv[1] = minv;
|
||
uv[2] = maxu;
|
||
uv[3] = minv;
|
||
uv[4] = maxu;
|
||
uv[5] = maxv;
|
||
uv[6] = minu;
|
||
uv[7] = maxv;
|
||
|
||
xy[0] = minx;
|
||
xy[1] = miny;
|
||
xy[2] = maxx;
|
||
xy[3] = miny;
|
||
xy[4] = maxx;
|
||
xy[5] = maxy;
|
||
xy[6] = minx;
|
||
xy[7] = maxy;
|
||
|
||
retval = QueueCmdGeometry(renderer, texture,
|
||
xy, xy_stride, &texture->color, 0 /* color_stride */, uv, uv_stride,
|
||
num_vertices,
|
||
indices, num_indices, size_indices,
|
||
renderer->scale.x, renderer->scale.y);
|
||
} else {
|
||
|
||
real_dstrect.x *= renderer->scale.x;
|
||
real_dstrect.y *= renderer->scale.y;
|
||
real_dstrect.w *= renderer->scale.x;
|
||
real_dstrect.h *= renderer->scale.y;
|
||
|
||
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;
|
||
int use_rendergeometry;
|
||
|
||
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 && !renderer->QueueGeometry) {
|
||
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
|
||
|
||
use_rendergeometry = (renderer->QueueCopyEx == NULL);
|
||
|
||
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;
|
||
}
|
||
|
||
texture->last_command_generation = renderer->render_command_generation;
|
||
|
||
if (use_rendergeometry) {
|
||
float xy[8];
|
||
const int xy_stride = 2 * sizeof (float);
|
||
float uv[8];
|
||
const int uv_stride = 2 * sizeof (float);
|
||
const int num_vertices = 4;
|
||
const int indices[6] = {0, 1, 2, 0, 2, 3};
|
||
const int num_indices = 6;
|
||
const int size_indices = 4;
|
||
float minu, minv, maxu, maxv;
|
||
float minx, miny, maxx, maxy;
|
||
float centerx, centery;
|
||
|
||
float s_minx, s_miny, s_maxx, s_maxy;
|
||
float c_minx, c_miny, c_maxx, c_maxy;
|
||
|
||
const float radian_angle = (float)((M_PI * angle) / 180.0);
|
||
const float s = SDL_sinf(radian_angle);
|
||
const float c = SDL_cosf(radian_angle);
|
||
|
||
minu = (float) (real_srcrect.x) / (float) texture->w;
|
||
minv = (float) (real_srcrect.y) / (float) texture->h;
|
||
maxu = (float) (real_srcrect.x + real_srcrect.w) / (float) texture->w;
|
||
maxv = (float) (real_srcrect.y + real_srcrect.h) / (float) texture->h;
|
||
|
||
centerx = real_center.x + real_dstrect.x;
|
||
centery = real_center.y + real_dstrect.y;
|
||
|
||
if (flip & SDL_FLIP_HORIZONTAL) {
|
||
minx = real_dstrect.x + real_dstrect.w;
|
||
maxx = real_dstrect.x;
|
||
} else {
|
||
minx = real_dstrect.x;
|
||
maxx = real_dstrect.x + real_dstrect.w;
|
||
}
|
||
|
||
if (flip & SDL_FLIP_VERTICAL) {
|
||
miny = real_dstrect.y + real_dstrect.h;
|
||
maxy = real_dstrect.y;
|
||
} else {
|
||
miny = real_dstrect.y;
|
||
maxy = real_dstrect.y + real_dstrect.h;
|
||
}
|
||
|
||
uv[0] = minu;
|
||
uv[1] = minv;
|
||
uv[2] = maxu;
|
||
uv[3] = minv;
|
||
uv[4] = maxu;
|
||
uv[5] = maxv;
|
||
uv[6] = minu;
|
||
uv[7] = maxv;
|
||
|
||
/* apply rotation with 2x2 matrix ( c -s )
|
||
* ( s c ) */
|
||
s_minx = s * (minx - centerx);
|
||
s_miny = s * (miny - centery);
|
||
s_maxx = s * (maxx - centerx);
|
||
s_maxy = s * (maxy - centery);
|
||
c_minx = c * (minx - centerx);
|
||
c_miny = c * (miny - centery);
|
||
c_maxx = c * (maxx - centerx);
|
||
c_maxy = c * (maxy - centery);
|
||
|
||
/* (minx, miny) */
|
||
xy[0] = (c_minx - s_miny) + centerx;
|
||
xy[1] = (s_minx + c_miny) + centery;
|
||
/* (maxx, miny) */
|
||
xy[2] = (c_maxx - s_miny) + centerx;
|
||
xy[3] = (s_maxx + c_miny) + centery;
|
||
/* (maxx, maxy) */
|
||
xy[4] = (c_maxx - s_maxy) + centerx;
|
||
xy[5] = (s_maxx + c_maxy) + centery;
|
||
/* (minx, maxy) */
|
||
xy[6] = (c_minx - s_maxy) + centerx;
|
||
xy[7] = (s_minx + c_maxy) + centery;
|
||
|
||
retval = QueueCmdGeometry(renderer, texture,
|
||
xy, xy_stride, &texture->color, 0 /* color_stride */, uv, uv_stride,
|
||
num_vertices,
|
||
indices, num_indices, size_indices,
|
||
renderer->scale.x, renderer->scale.y);
|
||
} else {
|
||
|
||
retval = QueueCmdCopyEx(renderer, texture, &real_srcrect, &real_dstrect, angle, &real_center, flip, renderer->scale.x, renderer->scale.y);
|
||
}
|
||
return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
|
||
}
|
||
|
||
int
|
||
SDL_RenderGeometry(SDL_Renderer *renderer,
|
||
SDL_Texture *texture,
|
||
const SDL_Vertex *vertices, int num_vertices,
|
||
const int *indices, int num_indices)
|
||
{
|
||
if (vertices) {
|
||
const float *xy = &vertices->position.x;
|
||
int xy_stride = sizeof (SDL_Vertex);
|
||
const SDL_Color *color = &vertices->color;
|
||
int color_stride = sizeof (SDL_Vertex);
|
||
const float *uv = &vertices->tex_coord.x;
|
||
int uv_stride = sizeof (SDL_Vertex);
|
||
int size_indices = 4;
|
||
return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color, color_stride, uv, uv_stride, num_vertices, indices, num_indices, size_indices);
|
||
} else {
|
||
return SDL_InvalidParamError("vertices");
|
||
}
|
||
}
|
||
|
||
static int
|
||
remap_one_indice(
|
||
int prev,
|
||
int k,
|
||
SDL_Texture *texture,
|
||
const float *xy, int xy_stride,
|
||
const SDL_Color *color, int color_stride,
|
||
const float *uv, int uv_stride)
|
||
{
|
||
const float *xy0_, *xy1_, *uv0_, *uv1_;
|
||
int col0_, col1_;
|
||
xy0_ = (const float *)((const char*)xy + prev * xy_stride);
|
||
xy1_ = (const float *)((const char*)xy + k * xy_stride);
|
||
if (xy0_[0] != xy1_[0]) {
|
||
return k;
|
||
}
|
||
if (xy0_[1] != xy1_[1]) {
|
||
return k;
|
||
}
|
||
if (texture) {
|
||
uv0_ = (const float *)((const char*)uv + prev * uv_stride);
|
||
uv1_ = (const float *)((const char*)uv + k * uv_stride);
|
||
if (uv0_[0] != uv1_[0]) {
|
||
return k;
|
||
}
|
||
if (uv0_[1] != uv1_[1]) {
|
||
return k;
|
||
}
|
||
}
|
||
col0_ = *(const int *)((const char*)color + prev * color_stride);
|
||
col1_ = *(const int *)((const char*)color + k * color_stride);
|
||
|
||
if (col0_ != col1_) {
|
||
return k;
|
||
}
|
||
|
||
return prev;
|
||
}
|
||
|
||
static int
|
||
remap_indices(
|
||
int prev[3],
|
||
int k,
|
||
SDL_Texture *texture,
|
||
const float *xy, int xy_stride,
|
||
const SDL_Color *color, int color_stride,
|
||
const float *uv, int uv_stride)
|
||
{
|
||
int i;
|
||
if (prev[0] == -1) {
|
||
return k;
|
||
}
|
||
|
||
for (i = 0; i < 3; i++) {
|
||
int new_k = remap_one_indice(prev[i], k, texture, xy, xy_stride, color, color_stride, uv, uv_stride);
|
||
if (new_k != k) {
|
||
return new_k;
|
||
}
|
||
}
|
||
return k;
|
||
}
|
||
|
||
#define DEBUG_SW_RENDER_GEOMETRY 0
|
||
/* For the software renderer, try to reinterpret triangles as SDL_Rect */
|
||
static int SDLCALL
|
||
SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
|
||
SDL_Texture *texture,
|
||
const float *xy, int xy_stride,
|
||
const SDL_Color *color, int color_stride,
|
||
const float *uv, int uv_stride,
|
||
int num_vertices,
|
||
const void *indices, int num_indices, int size_indices)
|
||
{
|
||
int i;
|
||
int retval = 0;
|
||
int count = indices ? num_indices : num_vertices;
|
||
int prev[3]; /* Previous triangle vertex indices */
|
||
int texw = 0, texh = 0;
|
||
SDL_BlendMode blendMode = SDL_BLENDMODE_NONE;
|
||
Uint8 r = 0, g = 0, b = 0, a = 0;
|
||
|
||
/* Save */
|
||
SDL_GetRenderDrawBlendMode(renderer, &blendMode);
|
||
SDL_GetRenderDrawColor(renderer, &r, &g, &b, &a);
|
||
|
||
if (texture) {
|
||
SDL_QueryTexture(texture, NULL, NULL, &texw, &texh);
|
||
}
|
||
|
||
prev[0] = -1; prev[1] = -1; prev[2] = -1;
|
||
size_indices = indices ? size_indices : 0;
|
||
|
||
for (i = 0; i < count; i += 3) {
|
||
int k0, k1, k2; /* Current triangle indices */
|
||
int is_quad = 1;
|
||
#if DEBUG_SW_RENDER_GEOMETRY
|
||
int is_uniform = 1;
|
||
int is_rectangle = 1;
|
||
#endif
|
||
int A = -1; /* Top left vertex */
|
||
int B = -1; /* Bottom right vertex */
|
||
int C = -1; /* Third vertex of current triangle */
|
||
int C2 = -1; /* Last, vertex of previous triangle */
|
||
|
||
if (size_indices == 4) {
|
||
k0 = ((const Uint32 *)indices)[i];
|
||
k1 = ((const Uint32 *)indices)[i + 1];
|
||
k2 = ((const Uint32 *)indices)[i + 2];
|
||
} else if (size_indices == 2) {
|
||
k0 = ((const Uint16 *)indices)[i];
|
||
k1 = ((const Uint16 *)indices)[i + 1];
|
||
k2 = ((const Uint16 *)indices)[i + 2];
|
||
} else if (size_indices == 1) {
|
||
k0 = ((const Uint8 *)indices)[i];
|
||
k1 = ((const Uint8 *)indices)[i + 1];
|
||
k2 = ((const Uint8 *)indices)[i + 2];
|
||
} else {
|
||
/* Vertices were not provided by indices. Maybe some are duplicated.
|
||
* We try to indentificate the duplicates by comparing with the previous three vertices */
|
||
k0 = remap_indices(prev, i, texture, xy, xy_stride, color, color_stride, uv, uv_stride);
|
||
k1 = remap_indices(prev, i + 1, texture, xy, xy_stride, color, color_stride, uv, uv_stride);
|
||
k2 = remap_indices(prev, i + 2, texture, xy, xy_stride, color, color_stride, uv, uv_stride);
|
||
}
|
||
|
||
if (prev[0] == -1) {
|
||
prev[0] = k0;
|
||
prev[1] = k1;
|
||
prev[2] = k2;
|
||
continue;
|
||
}
|
||
|
||
/* Two triangles forming a quadialateral,
|
||
* prev and current triangles must have exactly 2 common vertices */
|
||
{
|
||
int cnt = 0, j = 3;
|
||
while (j--) {
|
||
int p = prev[j];
|
||
if (p == k0 || p == k1 || p == k2) {
|
||
cnt++;
|
||
}
|
||
}
|
||
is_quad = (cnt == 2);
|
||
}
|
||
|
||
/* Identify vertices */
|
||
if (is_quad) {
|
||
const float *xy0_, *xy1_, *xy2_;
|
||
float x0, x1, x2;
|
||
float y0, y1, y2;
|
||
xy0_ = (const float *)((const char*)xy + k0 * xy_stride);
|
||
xy1_ = (const float *)((const char*)xy + k1 * xy_stride);
|
||
xy2_ = (const float *)((const char*)xy + k2 * xy_stride);
|
||
x0 = xy0_[0]; y0 = xy0_[1];
|
||
x1 = xy1_[0]; y1 = xy1_[1];
|
||
x2 = xy2_[0]; y2 = xy2_[1];
|
||
|
||
/* Find top-left */
|
||
if (x0 <= x1 && y0 <= y1) {
|
||
if (x0 <= x2 && y0 <= y2) {
|
||
A = k0;
|
||
} else {
|
||
A = k2;
|
||
}
|
||
} else {
|
||
if (x1 <= x2 && y1 <= y2) {
|
||
A = k1;
|
||
} else {
|
||
A = k2;
|
||
}
|
||
}
|
||
|
||
/* Find bottom-right */
|
||
if (x0 >= x1 && y0 >= y1) {
|
||
if (x0 >= x2 && y0 >= y2) {
|
||
B = k0;
|
||
} else {
|
||
B = k2;
|
||
}
|
||
} else {
|
||
if (x1 >= x2 && y1 >= y2) {
|
||
B = k1;
|
||
} else {
|
||
B = k2;
|
||
}
|
||
}
|
||
|
||
/* Find C */
|
||
if (k0 != A && k0 != B) {
|
||
C = k0;
|
||
} else if (k1 != A && k1 != B) {
|
||
C = k1;
|
||
} else {
|
||
C = k2;
|
||
}
|
||
|
||
/* Find C2 */
|
||
if (prev[0] != A && prev[0] != B) {
|
||
C2 = prev[0];
|
||
} else if (prev[1] != A && prev[1] != B) {
|
||
C2 = prev[1];
|
||
} else {
|
||
C2 = prev[2];
|
||
}
|
||
|
||
xy0_ = (const float *)((const char*)xy + A * xy_stride);
|
||
xy1_ = (const float *)((const char*)xy + B * xy_stride);
|
||
xy2_ = (const float *)((const char*)xy + C * xy_stride);
|
||
x0 = xy0_[0]; y0 = xy0_[1];
|
||
x1 = xy1_[0]; y1 = xy1_[1];
|
||
x2 = xy2_[0]; y2 = xy2_[1];
|
||
|
||
/* Check if triangle A B C is rectangle */
|
||
if ((x0 == x2 && y1 == y2) || (y0 == y2 && x1 == x2)){
|
||
/* ok */
|
||
} else {
|
||
is_quad = 0;
|
||
#if DEBUG_SW_RENDER_GEOMETRY
|
||
is_rectangle = 0;
|
||
#endif
|
||
}
|
||
|
||
xy2_ = (const float *)((const char*)xy + C2 * xy_stride);
|
||
x2 = xy2_[0]; y2 = xy2_[1];
|
||
|
||
/* Check if triangle A B C2 is rectangle */
|
||
if ((x0 == x2 && y1 == y2) || (y0 == y2 && x1 == x2)){
|
||
/* ok */
|
||
} else {
|
||
is_quad = 0;
|
||
#if DEBUG_SW_RENDER_GEOMETRY
|
||
is_rectangle = 0;
|
||
#endif
|
||
}
|
||
}
|
||
|
||
/* Check if uniformly colored */
|
||
if (is_quad) {
|
||
const int col0_ = *(const int *)((const char*)color + A * color_stride);
|
||
const int col1_ = *(const int *)((const char*)color + B * color_stride);
|
||
const int col2_ = *(const int *)((const char*)color + C * color_stride);
|
||
const int col3_ = *(const int *)((const char*)color + C2 * color_stride);
|
||
if (col0_ == col1_ && col0_ == col2_ && col0_ == col3_) {
|
||
/* ok */
|
||
} else {
|
||
is_quad = 0;
|
||
#if DEBUG_SW_RENDER_GEOMETRY
|
||
is_uniform = 0;
|
||
#endif
|
||
}
|
||
}
|
||
|
||
/* Start rendering rect */
|
||
if (is_quad) {
|
||
SDL_Rect s;
|
||
SDL_FRect d;
|
||
const float *xy0_, *xy1_, *uv0_, *uv1_;
|
||
SDL_Color col0_ = *(const SDL_Color *)((const char*)color + k0 * color_stride);
|
||
|
||
xy0_ = (const float *)((const char*)xy + A * xy_stride);
|
||
xy1_ = (const float *)((const char*)xy + B * xy_stride);
|
||
|
||
if (texture) {
|
||
uv0_ = (const float *)((const char*)uv + A * uv_stride);
|
||
uv1_ = (const float *)((const char*)uv + B * uv_stride);
|
||
s.x = (int) (uv0_[0] * texw);
|
||
s.y = (int) (uv0_[1] * texh);
|
||
s.w = (int) (uv1_[0] * texw - s.x);
|
||
s.h = (int) (uv1_[1] * texh - s.y);
|
||
}
|
||
|
||
d.x = xy0_[0];
|
||
d.y = xy0_[1];
|
||
d.w = xy1_[0] - d.x;
|
||
d.h = xy1_[1] - d.y;
|
||
|
||
/* Rect + texture */
|
||
if (texture && s.w != 0 && s.h != 0) {
|
||
SDL_SetTextureAlphaMod(texture, col0_.a);
|
||
SDL_SetTextureColorMod(texture, col0_.r, col0_.g, col0_.b);
|
||
SDL_RenderCopyF(renderer, texture, &s, &d);
|
||
#if DEBUG_SW_RENDER_GEOMETRY
|
||
SDL_Log("Rect-COPY: RGB %d %d %d - Alpha:%d - texture=%p: src=(%d,%d, %d x %d) dst (%f, %f, %f x %f)", col0_.r, col0_.g, col0_.b, col0_.a,
|
||
(void *)texture, s.x, s.y, s.w, s.h, d.x, d.y, d.w, d.h);
|
||
#endif
|
||
} else if (d.w != 0.0f && d.h != 0.0f) { /* Rect, no texture */
|
||
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
|
||
SDL_SetRenderDrawColor(renderer, col0_.r, col0_.g, col0_.b, col0_.a);
|
||
SDL_RenderFillRectF(renderer, &d);
|
||
#if DEBUG_SW_RENDER_GEOMETRY
|
||
SDL_Log("Rect-FILL: RGB %d %d %d - Alpha:%d - texture=%p: src=(%d,%d, %d x %d) dst (%f, %f, %f x %f)", col0_.r, col0_.g, col0_.b, col0_.a,
|
||
(void *)texture, s.x, s.y, s.w, s.h, d.x, d.y, d.w, d.h);
|
||
} else {
|
||
SDL_Log("Rect-DISMISS: RGB %d %d %d - Alpha:%d - texture=%p: src=(%d,%d, %d x %d) dst (%f, %f, %f x %f)", col0_.r, col0_.g, col0_.b, col0_.a,
|
||
(void *)texture, s.x, s.y, s.w, s.h, d.x, d.y, d.w, d.h);
|
||
#endif
|
||
}
|
||
|
||
prev[0] = -1;
|
||
} else {
|
||
/* Render triangles */
|
||
if (prev[0] != -1) {
|
||
#if DEBUG_SW_RENDER_GEOMETRY
|
||
SDL_Log("Triangle %d %d %d - is_uniform:%d is_rectangle:%d", prev[0], prev[1], prev[2], is_uniform, is_rectangle);
|
||
#endif
|
||
retval = QueueCmdGeometry(renderer, texture,
|
||
xy, xy_stride, color, color_stride, uv, uv_stride,
|
||
num_vertices, prev, 3, 4, renderer->scale.x, renderer->scale.y);
|
||
if (retval < 0) {
|
||
goto end;
|
||
} else {
|
||
FlushRenderCommandsIfNotBatching(renderer);
|
||
}
|
||
}
|
||
|
||
prev[0] = k0;
|
||
prev[1] = k1;
|
||
prev[2] = k2;
|
||
}
|
||
} /* End for(), next triangle */
|
||
|
||
if (prev[0] != -1) {
|
||
/* flush the last triangle */
|
||
#if DEBUG_SW_RENDER_GEOMETRY
|
||
SDL_Log("Last triangle %d %d %d", prev[0], prev[1], prev[2]);
|
||
#endif
|
||
retval = QueueCmdGeometry(renderer, texture,
|
||
xy, xy_stride, color, color_stride, uv, uv_stride,
|
||
num_vertices, prev, 3, 4, renderer->scale.x, renderer->scale.y);
|
||
if (retval < 0) {
|
||
goto end;
|
||
} else {
|
||
FlushRenderCommandsIfNotBatching(renderer);
|
||
}
|
||
}
|
||
|
||
end:
|
||
/* Restore */
|
||
SDL_SetRenderDrawBlendMode(renderer, blendMode);
|
||
SDL_SetRenderDrawColor(renderer, r, g, b, a);
|
||
|
||
return retval;
|
||
}
|
||
|
||
int
|
||
SDL_RenderGeometryRaw(SDL_Renderer *renderer,
|
||
SDL_Texture *texture,
|
||
const float *xy, int xy_stride,
|
||
const SDL_Color *color, int color_stride,
|
||
const float *uv, int uv_stride,
|
||
int num_vertices,
|
||
const void *indices, int num_indices, int size_indices)
|
||
{
|
||
int i;
|
||
int retval = 0;
|
||
int count = indices ? num_indices : num_vertices;
|
||
|
||
CHECK_RENDERER_MAGIC(renderer, -1);
|
||
|
||
if (!renderer->QueueGeometry) {
|
||
return SDL_Unsupported();
|
||
}
|
||
|
||
if (texture) {
|
||
CHECK_TEXTURE_MAGIC(texture, -1);
|
||
|
||
if (renderer != texture->renderer) {
|
||
return SDL_SetError("Texture was not created with this renderer");
|
||
}
|
||
}
|
||
|
||
if (!xy) {
|
||
return SDL_InvalidParamError("xy");
|
||
}
|
||
|
||
if (!color) {
|
||
return SDL_InvalidParamError("color");
|
||
}
|
||
|
||
if (texture && !uv) {
|
||
return SDL_InvalidParamError("uv");
|
||
}
|
||
|
||
if (count % 3 != 0) {
|
||
return SDL_InvalidParamError(indices ? "num_indices" : "num_vertices");
|
||
}
|
||
|
||
if (indices) {
|
||
if (size_indices != 1 && size_indices != 2 && size_indices != 4) {
|
||
return SDL_InvalidParamError("size_indices");
|
||
}
|
||
} else {
|
||
size_indices = 0;
|
||
}
|
||
|
||
#if DONT_DRAW_WHILE_HIDDEN
|
||
/* Don't draw while we're hidden */
|
||
if (renderer->hidden) {
|
||
return 0;
|
||
}
|
||
#endif
|
||
|
||
if (num_vertices < 3) {
|
||
return 0;
|
||
}
|
||
|
||
if (texture && texture->native) {
|
||
texture = texture->native;
|
||
}
|
||
|
||
if (texture) {
|
||
for (i = 0; i < num_vertices; ++i) {
|
||
const float *uv_ = (const float *)((const char*)uv + i * uv_stride);
|
||
float u = uv_[0];
|
||
float v = uv_[1];
|
||
if (u < 0.0f || v < 0.0f || u > 1.0f || v > 1.0f) {
|
||
return SDL_SetError("Values of 'uv' out of bounds %f %f at %d/%d", u, v, i, num_vertices);
|
||
}
|
||
}
|
||
}
|
||
|
||
if (indices) {
|
||
for (i = 0; i < num_indices; ++i) {
|
||
int j;
|
||
if (size_indices == 4) {
|
||
j = ((const Uint32 *)indices)[i];
|
||
} else if (size_indices == 2) {
|
||
j = ((const Uint16 *)indices)[i];
|
||
} else {
|
||
j = ((const Uint8 *)indices)[i];
|
||
}
|
||
if (j < 0 || j >= num_vertices) {
|
||
return SDL_SetError("Values of 'indices' out of bounds");
|
||
}
|
||
}
|
||
}
|
||
|
||
if (texture) {
|
||
texture->last_command_generation = renderer->render_command_generation;
|
||
}
|
||
|
||
/* For the software renderer, try to reinterpret triangles as SDL_Rect */
|
||
if (renderer->info.flags & SDL_RENDERER_SOFTWARE) {
|
||
return SDL_SW_RenderGeometryRaw(renderer, texture,
|
||
xy, xy_stride, color, color_stride, uv, uv_stride, num_vertices,
|
||
indices, num_indices, size_indices);
|
||
}
|
||
|
||
retval = QueueCmdGeometry(renderer, texture,
|
||
xy, xy_stride, color, color_stride, uv, uv_stride,
|
||
num_vertices,
|
||
indices, num_indices, size_indices,
|
||
renderer->scale.x, renderer->scale.y);
|
||
|
||
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) {
|
||
if (renderer->target == NULL) {
|
||
format = SDL_GetWindowPixelFormat(renderer->window);
|
||
} else {
|
||
format = renderer->target->format;
|
||
}
|
||
}
|
||
|
||
real_rect.x = (int)SDL_floor(renderer->viewport.x);
|
||
real_rect.y = (int)SDL_floor(renderer->viewport.y);
|
||
real_rect.w = (int)SDL_floor(renderer->viewport.w);
|
||
real_rect.h = (int)SDL_floor(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);
|
||
}
|
||
|
||
int
|
||
SDL_RenderSetVSync(SDL_Renderer * renderer, int vsync)
|
||
{
|
||
CHECK_RENDERER_MAGIC(renderer, -1);
|
||
|
||
if (vsync != 0 && vsync != 1) {
|
||
return SDL_Unsupported();
|
||
}
|
||
|
||
if (renderer->SetVSync) {
|
||
return renderer->SetVSync(renderer, vsync);
|
||
}
|
||
return SDL_Unsupported();
|
||
}
|
||
|
||
/* vi: set ts=4 sw=4 expandtab: */
|