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SDL_render.c

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1103 lines (947 loc) · 28.7 KB
 
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/*
SDL - Simple DirectMedia Layer
Copyright (C) 1997-2010 Sam Lantinga
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
Sam Lantinga
slouken@libsdl.org
*/
#include "SDL_config.h"
/* The SDL 2D rendering system */
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#include "SDL_hints.h"
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#include "SDL_render.h"
#include "SDL_sysrender.h"
#include "../video/SDL_pixels_c.h"
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#include "software/SDL_render_sw_c.h"
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#define CHECK_RENDERER_MAGIC(renderer, retval) \
if (!renderer || renderer->magic != &renderer_magic) { \
SDL_SetError("Invalid renderer"); \
return retval; \
}
#define CHECK_TEXTURE_MAGIC(texture, retval) \
if (!texture || texture->magic != &texture_magic) { \
SDL_SetError("Invalid texture"); \
return retval; \
}
static const SDL_RenderDriver *render_drivers[] = {
#if SDL_VIDEO_RENDER_D3D
&D3D_RenderDriver,
#endif
#if SDL_VIDEO_RENDER_OGL
&GL_RenderDriver,
#endif
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#if SDL_VIDEO_RENDER_OGL_ES2
&GLES2_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_OGL_ES
&GLES_RenderDriver,
#endif
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#if SDL_VIDEO_RENDER_DIRECTFB
&DirectFB_RenderDriver,
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#endif
&SW_RenderDriver
};
static char renderer_magic;
static char texture_magic;
int
SDL_GetNumRenderDrivers(void)
{
return SDL_arraysize(render_drivers);
}
int
SDL_GetRenderDriverInfo(int index, SDL_RendererInfo * info)
{
if (index < 0 || index >= SDL_GetNumRenderDrivers()) {
SDL_SetError("index must be in the range of 0 - %d",
SDL_GetNumRenderDrivers() - 1);
return -1;
}
*info = render_drivers[index]->info;
return 0;
}
static int
SDL_RendererEventWatch(void *userdata, SDL_Event *event)
{
SDL_Renderer *renderer = (SDL_Renderer *)userdata;
if (event->type == SDL_WINDOWEVENT && renderer->WindowEvent) {
SDL_Window *window = SDL_GetWindowFromID(event->window.windowID);
if (window == renderer->window) {
renderer->WindowEvent(renderer, &event->window);
}
}
return 0;
}
SDL_Renderer *
SDL_CreateRenderer(SDL_Window * window, int index, Uint32 flags)
{
SDL_Renderer *renderer = NULL;
int n = SDL_GetNumRenderDrivers();
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const char *hint;
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hint = SDL_GetHint(SDL_HINT_RENDER_VSYNC);
if (hint) {
if (*hint == '0') {
flags &= ~SDL_RENDERER_PRESENTVSYNC;
} else {
flags |= SDL_RENDERER_PRESENTVSYNC;
}
}
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if (index < 0) {
hint = SDL_GetHint(SDL_HINT_RENDER_DRIVER);
if (hint) {
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for (index = 0; index < n; ++index) {
const SDL_RenderDriver *driver = render_drivers[index];
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if (SDL_strcasecmp(hint, driver->info.name) == 0) {
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/* Create a new renderer instance */
renderer = driver->CreateRenderer(window, flags);
break;
}
}
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}
if (!renderer) {
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for (index = 0; index < n; ++index) {
const SDL_RenderDriver *driver = render_drivers[index];
if ((driver->info.flags & flags) == flags) {
/* Create a new renderer instance */
renderer = driver->CreateRenderer(window, flags);
if (renderer) {
/* Yay, we got one! */
break;
}
}
}
}
if (index == n) {
SDL_SetError("Couldn't find matching render driver");
return NULL;
}
} else {
if (index >= SDL_GetNumRenderDrivers()) {
SDL_SetError("index must be -1 or in the range of 0 - %d",
SDL_GetNumRenderDrivers() - 1);
return NULL;
}
/* Create a new renderer instance */
renderer = render_drivers[index]->CreateRenderer(window, flags);
}
if (renderer) {
renderer->magic = &renderer_magic;
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renderer->window = window;
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SDL_AddEventWatch(SDL_RendererEventWatch, renderer);
}
return renderer;
}
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SDL_Renderer *
SDL_CreateSoftwareRenderer(SDL_Surface * surface)
{
return SW_CreateRendererForSurface(surface);
}
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int
SDL_GetRendererInfo(SDL_Renderer * renderer, SDL_RendererInfo * info)
{
CHECK_RENDERER_MAGIC(renderer, -1);
*info = renderer->info;
return 0;
}
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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;
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_ALPHA(renderer->info.texture_formats[i]) == hasAlpha) {
return renderer->info.texture_formats[i];
}
}
return renderer->info.texture_formats[0];
}
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SDL_Texture *
SDL_CreateTexture(SDL_Renderer * renderer, Uint32 format, int access, int w, int h)
{
SDL_Texture *texture;
CHECK_RENDERER_MAGIC(renderer, NULL);
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if (SDL_ISPIXELFORMAT_INDEXED(format)) {
SDL_SetError("Palettized textures are not supported");
return NULL;
}
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if (w <= 0 || h <= 0) {
SDL_SetError("Texture dimensions can't be 0");
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return NULL;
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}
texture = (SDL_Texture *) SDL_calloc(1, sizeof(*texture));
if (!texture) {
SDL_OutOfMemory();
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return NULL;
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}
texture->magic = &texture_magic;
texture->format = format;
texture->access = access;
texture->w = w;
texture->h = h;
texture->r = 255;
texture->g = 255;
texture->b = 255;
texture->a = 255;
texture->renderer = renderer;
texture->next = renderer->textures;
if (renderer->textures) {
renderer->textures->prev = texture;
}
renderer->textures = texture;
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if (IsSupportedFormat(renderer, format)) {
if (renderer->CreateTexture(renderer, texture) < 0) {
SDL_DestroyTexture(texture);
return 0;
}
} else {
texture->native = SDL_CreateTexture(renderer,
GetClosestSupportedFormat(renderer, format),
access, w, h);
if (!texture->native) {
SDL_DestroyTexture(texture);
return NULL;
}
if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
texture->yuv = SDL_SW_CreateYUVTexture(format, w, h);
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_malloc(texture->pitch * h);
if (!texture->pixels) {
SDL_DestroyTexture(texture);
return NULL;
}
}
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}
return texture;
}
SDL_Texture *
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SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface)
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const SDL_PixelFormat *fmt;
SDL_bool needAlpha;
Uint32 i;
Uint32 format;
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int bpp;
Uint32 Rmask, Gmask, Bmask, Amask;
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SDL_Texture *texture;
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CHECK_RENDERER_MAGIC(renderer, NULL);
if (!surface) {
SDL_SetError("SDL_CreateTextureFromSurface() passed NULL surface");
return NULL;
}
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/* See what the best texture format is */
fmt = surface->format;
if (fmt->Amask || SDL_GetColorKey(surface, NULL) == 0) {
needAlpha = SDL_TRUE;
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needAlpha = SDL_FALSE;
}
format = renderer->info.texture_formats[0];
for (i = 0; i < renderer->info.num_texture_formats; ++i) {
if (SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == needAlpha) {
format = renderer->info.texture_formats[i];
break;
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if (!SDL_PixelFormatEnumToMasks(format, &bpp,
&Rmask, &Gmask, &Bmask, &Amask)) {
SDL_SetError("Unknown pixel format");
return NULL;
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texture = SDL_CreateTexture(renderer, format, SDL_TEXTUREACCESS_STATIC,
surface->w, surface->h);
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return NULL;
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if (bpp == fmt->BitsPerPixel && Rmask == fmt->Rmask && Gmask == fmt->Gmask
&& Bmask == fmt->Bmask && Amask == fmt->Amask) {
if (SDL_MUSTLOCK(surface)) {
SDL_LockSurface(surface);
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SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
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SDL_UnlockSurface(surface);
} else {
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SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
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}
} else {
SDL_PixelFormat dst_fmt;
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SDL_Surface *temp = NULL;
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/* Set up a destination surface for the texture update */
SDL_InitFormat(&dst_fmt, bpp, Rmask, Gmask, Bmask, Amask);
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temp = SDL_ConvertSurface(surface, &dst_fmt, 0);
if (temp) {
SDL_UpdateTexture(texture, NULL, temp->pixels, temp->pitch);
SDL_FreeSurface(temp);
} else {
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SDL_DestroyTexture(texture);
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return NULL;
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}
}
{
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_GetColorKey(surface, NULL) == 0) {
/* 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)
{
SDL_Renderer *renderer;
CHECK_TEXTURE_MAGIC(texture, -1);
renderer = texture->renderer;
if (r < 255 || g < 255 || b < 255) {
texture->modMode |= SDL_TEXTUREMODULATE_COLOR;
} else {
texture->modMode &= ~SDL_TEXTUREMODULATE_COLOR;
}
texture->r = r;
texture->g = g;
texture->b = b;
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if (texture->native) {
return SDL_SetTextureColorMod(texture->native, r, g, b);
} else if (renderer->SetTextureColorMod) {
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return renderer->SetTextureColorMod(renderer, texture);
} else {
return 0;
}
}
int
SDL_GetTextureColorMod(SDL_Texture * texture, Uint8 * r, Uint8 * g,
Uint8 * b)
{
SDL_Renderer *renderer;
CHECK_TEXTURE_MAGIC(texture, -1);
renderer = texture->renderer;
if (r) {
*r = texture->r;
}
if (g) {
*g = texture->g;
}
if (b) {
*b = texture->b;
}
return 0;
}
int
SDL_SetTextureAlphaMod(SDL_Texture * texture, Uint8 alpha)
{
SDL_Renderer *renderer;
CHECK_TEXTURE_MAGIC(texture, -1);
renderer = texture->renderer;
if (alpha < 255) {
texture->modMode |= SDL_TEXTUREMODULATE_ALPHA;
} else {
texture->modMode &= ~SDL_TEXTUREMODULATE_ALPHA;
}
texture->a = alpha;
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if (texture->native) {
return SDL_SetTextureAlphaMod(texture->native, alpha);
} else if (renderer->SetTextureAlphaMod) {
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return renderer->SetTextureAlphaMod(renderer, texture);
} else {
return 0;
}
}
int
SDL_GetTextureAlphaMod(SDL_Texture * texture, Uint8 * alpha)
{
CHECK_TEXTURE_MAGIC(texture, -1);
if (alpha) {
*alpha = texture->a;
}
return 0;
}
int
SDL_SetTextureBlendMode(SDL_Texture * texture, SDL_BlendMode blendMode)
{
SDL_Renderer *renderer;
CHECK_TEXTURE_MAGIC(texture, -1);
renderer = texture->renderer;
texture->blendMode = blendMode;
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if (texture->native) {
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return SDL_SetTextureBlendMode(texture->native, blendMode);
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} else if (renderer->SetTextureBlendMode) {
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return renderer->SetTextureBlendMode(renderer, texture);
} else {
return 0;
}
}
int
SDL_GetTextureBlendMode(SDL_Texture * texture, SDL_BlendMode *blendMode)
{
CHECK_TEXTURE_MAGIC(texture, -1);
if (blendMode) {
*blendMode = texture->blendMode;
}
return 0;
}
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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;
int native_pitch;
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 */
void *temp_pixels;
int temp_pitch;
temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
temp_pixels = SDL_malloc(rect->h * temp_pitch);
if (!temp_pixels) {
SDL_OutOfMemory();
return -1;
}
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_UpdateTextureNative(SDL_Texture * texture, const SDL_Rect * rect,
const void *pixels, int pitch)
{
SDL_Texture *native = texture->native;
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
/* We can lock the texture and copy to it */
void *native_pixels;
int native_pitch;
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 */
void *temp_pixels;
int temp_pitch;
temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
temp_pixels = SDL_malloc(rect->h * temp_pitch);
if (!temp_pixels) {
SDL_OutOfMemory();
return -1;
}
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;
}
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int
SDL_UpdateTexture(SDL_Texture * texture, const SDL_Rect * rect,
const void *pixels, int pitch)
{
SDL_Renderer *renderer;
SDL_Rect full_rect;
CHECK_TEXTURE_MAGIC(texture, -1);
if (!rect) {
full_rect.x = 0;
full_rect.y = 0;
full_rect.w = texture->w;
full_rect.h = texture->h;
rect = &full_rect;
}
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if (texture->yuv) {
return SDL_UpdateTextureYUV(texture, rect, pixels, pitch);
} else if (texture->native) {
return SDL_UpdateTextureNative(texture, rect, pixels, pitch);
} else {
renderer = texture->renderer;
return renderer->UpdateTexture(renderer, texture, rect, pixels, pitch);
}
}
static int
SDL_LockTextureYUV(SDL_Texture * texture, const SDL_Rect * rect,
void **pixels, int *pitch)
{
return SDL_SW_LockYUVTexture(texture->yuv, rect, pixels, pitch);
}
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;
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SDL_LockTexture(SDL_Texture * texture, const SDL_Rect * rect,
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void **pixels, int *pitch)
{
SDL_Renderer *renderer;
SDL_Rect full_rect;
CHECK_TEXTURE_MAGIC(texture, -1);
if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
SDL_SetError("SDL_LockTexture(): texture must be streaming");
return -1;
}
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if (!rect) {
full_rect.x = 0;
full_rect.y = 0;
full_rect.w = texture->w;
full_rect.h = texture->h;
rect = &full_rect;
}
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if (texture->yuv) {
return SDL_LockTextureYUV(texture, rect, pixels, pitch);
} else if (texture->native) {
return SDL_LockTextureNative(texture, rect, pixels, pitch);
} else {
renderer = texture->renderer;
return renderer->LockTexture(renderer, texture, rect, pixels, pitch);
}
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static void
SDL_UnlockTextureYUV(SDL_Texture * texture)
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SDL_Texture *native = texture->native;
void *native_pixels;
int native_pitch;
SDL_Rect rect;
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rect.x = 0;
rect.y = 0;
rect.w = texture->w;
rect.h = texture->h;
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if (SDL_LockTexture(native, &rect, &native_pixels, &native_pitch) < 0) {
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SDL_SW_CopyYUVToRGB(texture->yuv, &rect, native->format,
rect.w, rect.h, native_pixels, native_pitch);
SDL_UnlockTexture(native);
}
void
SDL_UnlockTextureNative(SDL_Texture * texture)
{
SDL_Texture *native = texture->native;
void *native_pixels;
int native_pitch;
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) {
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SDL_ConvertPixels(rect->w, rect->h,
texture->format, pixels, pitch,
native->format, native_pixels, native_pitch);
SDL_UnlockTexture(native);
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SDL_UnlockTexture(SDL_Texture * texture)
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{
SDL_Renderer *renderer;
CHECK_TEXTURE_MAGIC(texture, );
if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
return;
}
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if (texture->yuv) {
SDL_UnlockTextureYUV(texture);
} else if (texture->native) {
SDL_UnlockTextureNative(texture);
} else {
renderer = texture->renderer;
renderer->UnlockTexture(renderer, texture);
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}
}
int
SDL_SetRenderDrawColor(SDL_Renderer * renderer,
Uint8 r, Uint8 g, Uint8 b, Uint8 a)
{
CHECK_RENDERER_MAGIC(renderer, -1);
renderer->r = r;
renderer->g = g;
renderer->b = b;
renderer->a = a;
return 0;
}
int
SDL_GetRenderDrawColor(SDL_Renderer * renderer,
Uint8 * r, Uint8 * g, Uint8 * b, Uint8 * a)
{
CHECK_RENDERER_MAGIC(renderer, -1);
if (r) {
*r = renderer->r;
}
if (g) {
*g = renderer->g;
}
if (b) {
*b = renderer->b;
}
if (a) {
*a = renderer->a;
}
return 0;
}
int
SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
{
CHECK_RENDERER_MAGIC(renderer, -1);
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)
{
CHECK_RENDERER_MAGIC(renderer, -1);
if (!renderer->RenderClear) {
SDL_BlendMode blendMode = renderer->blendMode;
int status;
if (blendMode >= SDL_BLENDMODE_BLEND) {
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
}
status = SDL_RenderFillRect(renderer, NULL);
if (blendMode >= SDL_BLENDMODE_BLEND) {
SDL_SetRenderDrawBlendMode(renderer, blendMode);
}
return status;
}
return renderer->RenderClear(renderer);
}
int
SDL_RenderDrawPoint(SDL_Renderer * renderer, int x, int y)
{
SDL_Point point;
point.x = x;
point.y = y;
return SDL_RenderDrawPoints(renderer, &point, 1);
}
int
SDL_RenderDrawPoints(SDL_Renderer * renderer,
const SDL_Point * points, int count)
{
CHECK_RENDERER_MAGIC(renderer, -1);
if (!points) {
SDL_SetError("SDL_RenderDrawPoints(): Passed NULL points");
return -1;
}
if (count < 1) {
return 0;
}
return renderer->RenderDrawPoints(renderer, points, count);
}
int
SDL_RenderDrawLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2)
{
SDL_Point points[2];
points[0].x = x1;
points[0].y = y1;
points[1].x = x2;
points[1].y = y2;
return SDL_RenderDrawLines(renderer, points, 2);
}
int
SDL_RenderDrawLines(SDL_Renderer * renderer,
const SDL_Point * points, int count)
{
CHECK_RENDERER_MAGIC(renderer, -1);
if (!points) {
SDL_SetError("SDL_RenderDrawLines(): Passed NULL points");
return -1;
}
if (count < 2) {
return 0;
}
return renderer->RenderDrawLines(renderer, points, count);
}
int
SDL_RenderDrawRect(SDL_Renderer * renderer, const SDL_Rect * rect)
{
SDL_Rect full_rect;
SDL_Point points[5];
CHECK_RENDERER_MAGIC(renderer, -1);
/* If 'rect' == NULL, then outline the whole surface */
if (!rect) {
SDL_Window *window = renderer->window;
full_rect.x = 0;
full_rect.y = 0;
SDL_GetWindowSize(window, &full_rect.w, &full_rect.h);
rect = &full_rect;
}
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_RenderDrawLines(renderer, points, 5);
}
int
SDL_RenderDrawRects(SDL_Renderer * renderer,
const SDL_Rect ** rects, int count)
{
int i;
CHECK_RENDERER_MAGIC(renderer, -1);
if (!rects) {
SDL_SetError("SDL_RenderDrawRects(): Passed NULL rects");
return -1;
}
if (count < 1) {
return 0;
}
/* Check for NULL rect, which means fill entire window */
for (i = 0; i < count; ++i) {
if (SDL_RenderDrawRect(renderer, rects[i]) < 0) {
return -1;
}
}
return 0;
}
int
SDL_RenderFillRect(SDL_Renderer * renderer, const SDL_Rect * rect)
{
return SDL_RenderFillRects(renderer, &rect, 1);
}
int
SDL_RenderFillRects(SDL_Renderer * renderer,
const SDL_Rect ** rects, int count)
{
int i;
CHECK_RENDERER_MAGIC(renderer, -1);
if (!rects) {
SDL_SetError("SDL_RenderFillRects(): Passed NULL rects");
return -1;
}
if (count < 1) {
return 0;
}
/* Check for NULL rect, which means fill entire window */
for (i = 0; i < count; ++i) {
if (rects[i] == NULL) {
SDL_Window *window = renderer->window;
SDL_Rect full_rect;
const SDL_Rect *rect;
full_rect.x = 0;
full_rect.y = 0;
SDL_GetWindowSize(window, &full_rect.w, &full_rect.h);
rect = &full_rect;
return renderer->RenderFillRects(renderer, &rect, 1);
}
}
return renderer->RenderFillRects(renderer, rects, count);
}
int
SDL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect)
{
SDL_Window *window;
SDL_Rect real_srcrect;
SDL_Rect real_dstrect;
CHECK_RENDERER_MAGIC(renderer, -1);
CHECK_TEXTURE_MAGIC(texture, -1);
if (renderer != texture->renderer) {
SDL_SetError("Texture was not created with this renderer");
return -1;
}
window = renderer->window;
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;
}
}
real_dstrect.x = 0;
real_dstrect.y = 0;
SDL_GetWindowSize(window, &real_dstrect.w, &real_dstrect.h);
if (dstrect) {
if (!SDL_IntersectRect(dstrect, &real_dstrect, &real_dstrect)) {
return 0;
}
/* Clip srcrect by the same amount as dstrect was clipped */
if (dstrect->w != real_dstrect.w) {
int deltax = (real_dstrect.x - dstrect->x);
int deltaw = (real_dstrect.w - dstrect->w);
real_srcrect.x += (deltax * real_srcrect.w) / dstrect->w;
real_srcrect.w += (deltaw * real_srcrect.w) / dstrect->w;
}
if (dstrect->h != real_dstrect.h) {
int deltay = (real_dstrect.y - dstrect->y);
int deltah = (real_dstrect.h - dstrect->h);
real_srcrect.y += (deltay * real_srcrect.h) / dstrect->h;
real_srcrect.h += (deltah * real_srcrect.h) / dstrect->h;
}
}
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if (texture->native) {
texture = texture->native;
}