src/render/SDL_render.c
author Sam Lantinga <slouken@libsdl.org>
Tue, 25 Jun 2013 20:21:31 -0700
changeset 7318 46a5a6b8678e
parent 7240 39eb4958950a
child 7339 2d2fd56db9b7
permissions -rw-r--r--
Fixed bug 1929 - SDL_Texture* from SDL_CreateTexture() causes GL_BindTexture() to segfault

Charles Huber

If SDL_CreateTexture() takes the !IsSupportedFormat() path it will return a SDL_Texture* with a NULL driverdata member.

If you then SDL_GL_BindTexture() this will cause a segfault in GL_BindTexture() when it unconditionally dereferences driverdata.
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/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2013 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_config.h"
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/* The SDL 2D rendering system */
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#include "SDL_hints.h"
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#include "SDL_log.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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#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_SetError("Invalid 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_SetError("Invalid texture"); \
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        return retval; \
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    }
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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_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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    &SW_RenderDriver
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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 int UpdateLogicalSize(SDL_Renderer *renderer);
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int
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SDL_GetNumRenderDrivers(void)
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{
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#if !SDL_RENDER_DISABLED
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    return SDL_arraysize(render_drivers);
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#else
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    return 0;
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#endif
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}
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int
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SDL_GetRenderDriverInfo(int index, SDL_RendererInfo * info)
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{
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#if !SDL_RENDER_DISABLED
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    if (index < 0 || index >= SDL_GetNumRenderDrivers()) {
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        return SDL_SetError("index must be in the range of 0 - %d",
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                            SDL_GetNumRenderDrivers() - 1);
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    }
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    *info = render_drivers[index]->info;
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    return 0;
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#else
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    return SDL_SetError("SDL not built with rendering support");
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#endif
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}
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static int
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SDL_RendererEventWatch(void *userdata, SDL_Event *event)
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{
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    SDL_Renderer *renderer = (SDL_Renderer *)userdata;
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    if (event->type == SDL_WINDOWEVENT) {
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        SDL_Window *window = SDL_GetWindowFromID(event->window.windowID);
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        if (window == renderer->window) {
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            if (renderer->WindowEvent) {
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                renderer->WindowEvent(renderer, &event->window);
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            }
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            if (event->window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
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                if (renderer->logical_w) {
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                    UpdateLogicalSize(renderer);
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                } else {
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                    /* Window was resized, reset viewport */
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                    int w, h;
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                    SDL_GetWindowSize(window, &w, &h);
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                    if (renderer->target) {
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                        renderer->viewport_backup.x = 0;
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                        renderer->viewport_backup.y = 0;
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                        renderer->viewport_backup.w = w;
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                        renderer->viewport_backup.h = h;
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                    } else {
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                        renderer->viewport.x = 0;
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                        renderer->viewport.y = 0;
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                        renderer->viewport.w = w;
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                        renderer->viewport.h = h;
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                        renderer->UpdateViewport(renderer);
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                    }
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                }
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            } else if (event->window.event == SDL_WINDOWEVENT_HIDDEN) {
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                renderer->hidden = SDL_TRUE;
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            } else if (event->window.event == SDL_WINDOWEVENT_SHOWN) {
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                if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)) {
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                    renderer->hidden = SDL_FALSE;
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                }
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            } else if (event->window.event == SDL_WINDOWEVENT_MINIMIZED) {
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                renderer->hidden = SDL_TRUE;
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            } else if (event->window.event == SDL_WINDOWEVENT_RESTORED) {
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                if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_HIDDEN)) {
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                    renderer->hidden = SDL_FALSE;
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                }
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            }
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        }
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    } else if (event->type == SDL_MOUSEMOTION) {
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        if (renderer->logical_w) {
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            event->motion.x -= renderer->viewport.x;
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            event->motion.y -= renderer->viewport.y;
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            event->motion.x = (int)(event->motion.x / renderer->scale.x);
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            event->motion.y = (int)(event->motion.y / renderer->scale.y);
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        }
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    } else if (event->type == SDL_MOUSEBUTTONDOWN ||
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               event->type == SDL_MOUSEBUTTONUP) {
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        if (renderer->logical_w) {
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            event->button.x -= renderer->viewport.x;
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            event->button.y -= renderer->viewport.y;
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            event->button.x = (int)(event->button.x / renderer->scale.x);
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            event->button.y = (int)(event->button.y / renderer->scale.y);
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        }
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    }
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    return 0;
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}
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int
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SDL_CreateWindowAndRenderer(int width, int height, Uint32 window_flags,
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                            SDL_Window **window, SDL_Renderer **renderer)
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{
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    *window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED,
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                                     SDL_WINDOWPOS_UNDEFINED,
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                                     width, height, window_flags);
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    if (!*window) {
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        *renderer = NULL;
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        return -1;
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    }
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    *renderer = SDL_CreateRenderer(*window, -1, 0);
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    if (!*renderer) {
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        return -1;
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    }
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    return 0;
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}
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SDL_Renderer *
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SDL_CreateRenderer(SDL_Window * window, int index, Uint32 flags)
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{
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#if !SDL_RENDER_DISABLED
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    SDL_Renderer *renderer = NULL;
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    int n = SDL_GetNumRenderDrivers();
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    const char *hint;
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    if (!window) {
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        SDL_SetError("Invalid window");
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        return NULL;
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    }
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    if (SDL_GetRenderer(window)) {
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        SDL_SetError("Renderer already associated with window");
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        return NULL;
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    }
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    hint = SDL_GetHint(SDL_HINT_RENDER_VSYNC);
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    if (hint) {
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        if (*hint == '0') {
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            flags &= ~SDL_RENDERER_PRESENTVSYNC;
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        } else {
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            flags |= SDL_RENDERER_PRESENTVSYNC;
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        }
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    }
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    if (index < 0) {
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        hint = SDL_GetHint(SDL_HINT_RENDER_DRIVER);
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        if (hint) {
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            for (index = 0; index < n; ++index) {
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                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 */
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                    renderer = driver->CreateRenderer(window, flags);
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                    break;
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                }
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            }
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        }
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        if (!renderer) {
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            for (index = 0; index < n; ++index) {
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                const SDL_RenderDriver *driver = render_drivers[index];
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                if ((driver->info.flags & flags) == flags) {
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                    /* Create a new renderer instance */
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                    renderer = driver->CreateRenderer(window, flags);
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                    if (renderer) {
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                        /* Yay, we got one! */
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                        break;
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                    }
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                }
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            }
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        }
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        if (index == n) {
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            SDL_SetError("Couldn't find matching render driver");
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            return NULL;
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        }
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    } else {
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        if (index >= SDL_GetNumRenderDrivers()) {
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            SDL_SetError("index must be -1 or in the range of 0 - %d",
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                         SDL_GetNumRenderDrivers() - 1);
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            return NULL;
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        }
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        /* Create a new renderer instance */
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        renderer = render_drivers[index]->CreateRenderer(window, flags);
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    }
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    if (renderer) {
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        renderer->magic = &renderer_magic;
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        renderer->window = window;
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        renderer->scale.x = 1.0f;
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        renderer->scale.y = 1.0f;
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        if (SDL_GetWindowFlags(window) & (SDL_WINDOW_HIDDEN|SDL_WINDOW_MINIMIZED)) {
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            renderer->hidden = SDL_TRUE;
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        } else {
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            renderer->hidden = SDL_FALSE;
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        }
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        SDL_SetWindowData(window, SDL_WINDOWRENDERDATA, renderer);
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        SDL_RenderSetViewport(renderer, NULL);
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        SDL_AddEventWatch(SDL_RendererEventWatch, renderer);
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        SDL_LogInfo(SDL_LOG_CATEGORY_RENDER,
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                    "Created renderer: %s", renderer->info.name);
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    }
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    return renderer;
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#else
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   279
    SDL_SetError("SDL not built with rendering support");
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    return NULL;
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   281
#endif
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   282
}
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   284
SDL_Renderer *
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SDL_CreateSoftwareRenderer(SDL_Surface * surface)
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{
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   287
#if !SDL_RENDER_DISABLED
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    SDL_Renderer *renderer;
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   289
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   290
    renderer = SW_CreateRendererForSurface(surface);
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   291
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   292
    if (renderer) {
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        renderer->magic = &renderer_magic;
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        renderer->scale.x = 1.0f;
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        renderer->scale.y = 1.0f;
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   296
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   297
        SDL_RenderSetViewport(renderer, NULL);
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   298
    }
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   299
    return renderer;
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   300
#else
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   301
    SDL_SetError("SDL not built with rendering support");
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   302
    return NULL;
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   303
#endif /* !SDL_RENDER_DISABLED */
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   304
}
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   305
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   306
SDL_Renderer *
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   307
SDL_GetRenderer(SDL_Window * window)
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   308
{
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   309
    return (SDL_Renderer *)SDL_GetWindowData(window, SDL_WINDOWRENDERDATA);
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   310
}
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   311
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   312
int
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   313
SDL_GetRendererInfo(SDL_Renderer * renderer, SDL_RendererInfo * info)
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   314
{
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   315
    CHECK_RENDERER_MAGIC(renderer, -1);
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   316
slouken@5154
   317
    *info = renderer->info;
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   318
    return 0;
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   319
}
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   320
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   321
int
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   322
SDL_GetRendererOutputSize(SDL_Renderer * renderer, int *w, int *h)
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   323
{
slouken@7239
   324
    CHECK_RENDERER_MAGIC(renderer, -1);
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   325
slouken@7239
   326
    if (renderer->target) {
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   327
        return SDL_QueryTexture(renderer->target, NULL, NULL, w, h);
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   328
    } else if (renderer->window) {
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   329
        SDL_GetWindowSize(renderer->window, w, h);
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   330
        return 0;
slouken@7239
   331
    } else if (renderer->GetOutputSize) {
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   332
        return renderer->GetOutputSize(renderer, w, h);
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   333
    } else {
slouken@7239
   334
        /* This should never happen */
slouken@7239
   335
        SDL_SetError("Renderer doesn't support querying output size");
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   336
        return -1;
slouken@7239
   337
    }
slouken@7239
   338
}
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   339
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   340
static SDL_bool
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   341
IsSupportedFormat(SDL_Renderer * renderer, Uint32 format)
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   342
{
slouken@5156
   343
    Uint32 i;
slouken@5156
   344
slouken@5156
   345
    for (i = 0; i < renderer->info.num_texture_formats; ++i) {
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   346
        if (renderer->info.texture_formats[i] == format) {
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   347
            return SDL_TRUE;
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   348
        }
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   349
    }
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   350
    return SDL_FALSE;
slouken@5156
   351
}
slouken@5156
   352
slouken@5156
   353
static Uint32
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   354
GetClosestSupportedFormat(SDL_Renderer * renderer, Uint32 format)
slouken@5156
   355
{
slouken@5156
   356
    Uint32 i;
slouken@5156
   357
slouken@5268
   358
    if (SDL_ISPIXELFORMAT_FOURCC(format)) {
slouken@5268
   359
        /* Look for an exact match */
slouken@5268
   360
        for (i = 0; i < renderer->info.num_texture_formats; ++i) {
slouken@5268
   361
            if (renderer->info.texture_formats[i] == format) {
slouken@5268
   362
                return renderer->info.texture_formats[i];
slouken@5268
   363
            }
slouken@5268
   364
        }
slouken@5268
   365
    } else {
slouken@5268
   366
        SDL_bool hasAlpha = SDL_ISPIXELFORMAT_ALPHA(format);
slouken@5268
   367
slouken@5268
   368
        /* We just want to match the first format that has the same channels */
slouken@5268
   369
        for (i = 0; i < renderer->info.num_texture_formats; ++i) {
slouken@5300
   370
            if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
slouken@5300
   371
                SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == hasAlpha) {
slouken@5268
   372
                return renderer->info.texture_formats[i];
slouken@5268
   373
            }
slouken@5156
   374
        }
slouken@5156
   375
    }
slouken@5156
   376
    return renderer->info.texture_formats[0];
slouken@5156
   377
}
slouken@5156
   378
slouken@5154
   379
SDL_Texture *
slouken@5154
   380
SDL_CreateTexture(SDL_Renderer * renderer, Uint32 format, int access, int w, int h)
slouken@5154
   381
{
slouken@5154
   382
    SDL_Texture *texture;
slouken@5154
   383
slouken@5154
   384
    CHECK_RENDERER_MAGIC(renderer, NULL);
slouken@5154
   385
slouken@5413
   386
    if (!format) {
slouken@5413
   387
        format = renderer->info.texture_formats[0];
slouken@5413
   388
    }
slouken@5156
   389
    if (SDL_ISPIXELFORMAT_INDEXED(format)) {
slouken@5156
   390
        SDL_SetError("Palettized textures are not supported");
slouken@5156
   391
        return NULL;
slouken@5156
   392
    }
slouken@5154
   393
    if (w <= 0 || h <= 0) {
slouken@5154
   394
        SDL_SetError("Texture dimensions can't be 0");
slouken@5156
   395
        return NULL;
slouken@5154
   396
    }
slouken@5154
   397
    texture = (SDL_Texture *) SDL_calloc(1, sizeof(*texture));
slouken@5154
   398
    if (!texture) {
slouken@5154
   399
        SDL_OutOfMemory();
slouken@5156
   400
        return NULL;
slouken@5154
   401
    }
slouken@5154
   402
    texture->magic = &texture_magic;
slouken@5154
   403
    texture->format = format;
slouken@5154
   404
    texture->access = access;
slouken@5154
   405
    texture->w = w;
slouken@5154
   406
    texture->h = h;
slouken@5154
   407
    texture->r = 255;
slouken@5154
   408
    texture->g = 255;
slouken@5154
   409
    texture->b = 255;
slouken@5154
   410
    texture->a = 255;
slouken@5154
   411
    texture->renderer = renderer;
slouken@5154
   412
    texture->next = renderer->textures;
slouken@5154
   413
    if (renderer->textures) {
slouken@5154
   414
        renderer->textures->prev = texture;
slouken@5154
   415
    }
slouken@5154
   416
    renderer->textures = texture;
slouken@5154
   417
slouken@5156
   418
    if (IsSupportedFormat(renderer, format)) {
slouken@5156
   419
        if (renderer->CreateTexture(renderer, texture) < 0) {
slouken@5156
   420
            SDL_DestroyTexture(texture);
slouken@5156
   421
            return 0;
slouken@5156
   422
        }
slouken@5156
   423
    } else {
slouken@5156
   424
        texture->native = SDL_CreateTexture(renderer,
slouken@5156
   425
                                GetClosestSupportedFormat(renderer, format),
slouken@5156
   426
                                access, w, h);
slouken@5156
   427
        if (!texture->native) {
slouken@5156
   428
            SDL_DestroyTexture(texture);
slouken@5156
   429
            return NULL;
slouken@5156
   430
        }
slouken@5156
   431
slouken@6497
   432
        /* Swap textures to have texture before texture->native in the list */
slouken@6497
   433
        texture->native->next = texture->next;
slouken@6533
   434
        if (texture->native->next) {
slouken@6533
   435
            texture->native->next->prev = texture->native;
slouken@6533
   436
        }
slouken@6497
   437
        texture->prev = texture->native->prev;
slouken@6533
   438
        if (texture->prev) {
slouken@6533
   439
            texture->prev->next = texture;
slouken@6533
   440
        }
slouken@6497
   441
        texture->native->prev = texture;
slouken@6497
   442
        texture->next = texture->native;
slouken@6497
   443
        renderer->textures = texture;
slouken@6497
   444
slouken@5156
   445
        if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
slouken@5156
   446
            texture->yuv = SDL_SW_CreateYUVTexture(format, w, h);
slouken@5156
   447
            if (!texture->yuv) {
slouken@5156
   448
                SDL_DestroyTexture(texture);
slouken@5156
   449
                return NULL;
slouken@5156
   450
            }
slouken@5156
   451
        } else if (access == SDL_TEXTUREACCESS_STREAMING) {
slouken@5156
   452
            /* The pitch is 4 byte aligned */
slouken@5156
   453
            texture->pitch = (((w * SDL_BYTESPERPIXEL(format)) + 3) & ~3);
slouken@5342
   454
            texture->pixels = SDL_calloc(1, texture->pitch * h);
slouken@5156
   455
            if (!texture->pixels) {
slouken@5156
   456
                SDL_DestroyTexture(texture);
slouken@5156
   457
                return NULL;
slouken@5156
   458
            }
slouken@5156
   459
        }
slouken@5154
   460
    }
slouken@5154
   461
    return texture;
slouken@5154
   462
}
slouken@5154
   463
slouken@5154
   464
SDL_Texture *
slouken@5158
   465
SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface)
slouken@5154
   466
{
slouken@5158
   467
    const SDL_PixelFormat *fmt;
slouken@5158
   468
    SDL_bool needAlpha;
slouken@5158
   469
    Uint32 i;
slouken@5158
   470
    Uint32 format;
slouken@5158
   471
    SDL_Texture *texture;
slouken@5154
   472
slouken@5154
   473
    CHECK_RENDERER_MAGIC(renderer, NULL);
slouken@5154
   474
slouken@5154
   475
    if (!surface) {
slouken@5154
   476
        SDL_SetError("SDL_CreateTextureFromSurface() passed NULL surface");
slouken@5154
   477
        return NULL;
slouken@5154
   478
    }
slouken@5158
   479
slouken@5158
   480
    /* See what the best texture format is */
slouken@5154
   481
    fmt = surface->format;
slouken@5158
   482
    if (fmt->Amask || SDL_GetColorKey(surface, NULL) == 0) {
slouken@5158
   483
        needAlpha = SDL_TRUE;
slouken@5154
   484
    } else {
slouken@5158
   485
        needAlpha = SDL_FALSE;
slouken@5158
   486
    }
slouken@5158
   487
    format = renderer->info.texture_formats[0];
slouken@5158
   488
    for (i = 0; i < renderer->info.num_texture_formats; ++i) {
slouken@5268
   489
        if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
slouken@5268
   490
            SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == needAlpha) {
slouken@5158
   491
            format = renderer->info.texture_formats[i];
slouken@5158
   492
            break;
slouken@5154
   493
        }
slouken@5154
   494
    }
slouken@5154
   495
slouken@5158
   496
    texture = SDL_CreateTexture(renderer, format, SDL_TEXTUREACCESS_STATIC,
slouken@5158
   497
                                surface->w, surface->h);
slouken@5154
   498
    if (!texture) {
slouken@5158
   499
        return NULL;
slouken@5154
   500
    }
slouken@5158
   501
slouken@5288
   502
    if (format == surface->format->format) {
slouken@5154
   503
        if (SDL_MUSTLOCK(surface)) {
slouken@5154
   504
            SDL_LockSurface(surface);
slouken@5158
   505
            SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
slouken@5154
   506
            SDL_UnlockSurface(surface);
slouken@5154
   507
        } else {
slouken@5158
   508
            SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
slouken@5154
   509
        }
slouken@5154
   510
    } else {
slouken@5297
   511
        SDL_PixelFormat *dst_fmt;
slouken@5158
   512
        SDL_Surface *temp = NULL;
slouken@5154
   513
slouken@5154
   514
        /* Set up a destination surface for the texture update */
slouken@5297
   515
        dst_fmt = SDL_AllocFormat(format);
slouken@5297
   516
        temp = SDL_ConvertSurface(surface, dst_fmt, 0);
slouken@5297
   517
        SDL_FreeFormat(dst_fmt);
slouken@5158
   518
        if (temp) {
slouken@5158
   519
            SDL_UpdateTexture(texture, NULL, temp->pixels, temp->pitch);
slouken@5158
   520
            SDL_FreeSurface(temp);
slouken@5158
   521
        } else {
slouken@5154
   522
            SDL_DestroyTexture(texture);
slouken@5158
   523
            return NULL;
slouken@5154
   524
        }
slouken@5154
   525
    }
slouken@5154
   526
slouken@5154
   527
    {
slouken@5154
   528
        Uint8 r, g, b, a;
slouken@5154
   529
        SDL_BlendMode blendMode;
slouken@5154
   530
slouken@5154
   531
        SDL_GetSurfaceColorMod(surface, &r, &g, &b);
slouken@5154
   532
        SDL_SetTextureColorMod(texture, r, g, b);
slouken@5154
   533
slouken@5154
   534
        SDL_GetSurfaceAlphaMod(surface, &a);
slouken@5154
   535
        SDL_SetTextureAlphaMod(texture, a);
slouken@5154
   536
slouken@5154
   537
        if (SDL_GetColorKey(surface, NULL) == 0) {
slouken@5154
   538
            /* We converted to a texture with alpha format */
slouken@5154
   539
            SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
slouken@5154
   540
        } else {
slouken@5154
   541
            SDL_GetSurfaceBlendMode(surface, &blendMode);
slouken@5154
   542
            SDL_SetTextureBlendMode(texture, blendMode);
slouken@5154
   543
        }
slouken@5154
   544
    }
slouken@5154
   545
    return texture;
slouken@5154
   546
}
slouken@5154
   547
slouken@5154
   548
int
slouken@5154
   549
SDL_QueryTexture(SDL_Texture * texture, Uint32 * format, int *access,
slouken@5154
   550
                 int *w, int *h)
slouken@5154
   551
{
slouken@5154
   552
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   553
slouken@5154
   554
    if (format) {
slouken@5154
   555
        *format = texture->format;
slouken@5154
   556
    }
slouken@5154
   557
    if (access) {
slouken@5154
   558
        *access = texture->access;
slouken@5154
   559
    }
slouken@5154
   560
    if (w) {
slouken@5154
   561
        *w = texture->w;
slouken@5154
   562
    }
slouken@5154
   563
    if (h) {
slouken@5154
   564
        *h = texture->h;
slouken@5154
   565
    }
slouken@5154
   566
    return 0;
slouken@5154
   567
}
slouken@5154
   568
slouken@5154
   569
int
slouken@5154
   570
SDL_SetTextureColorMod(SDL_Texture * texture, Uint8 r, Uint8 g, Uint8 b)
slouken@5154
   571
{
slouken@5154
   572
    SDL_Renderer *renderer;
slouken@5154
   573
slouken@5154
   574
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   575
slouken@5154
   576
    renderer = texture->renderer;
slouken@5154
   577
    if (r < 255 || g < 255 || b < 255) {
slouken@5154
   578
        texture->modMode |= SDL_TEXTUREMODULATE_COLOR;
slouken@5154
   579
    } else {
slouken@5154
   580
        texture->modMode &= ~SDL_TEXTUREMODULATE_COLOR;
slouken@5154
   581
    }
slouken@5154
   582
    texture->r = r;
slouken@5154
   583
    texture->g = g;
slouken@5154
   584
    texture->b = b;
slouken@5156
   585
    if (texture->native) {
slouken@5156
   586
        return SDL_SetTextureColorMod(texture->native, r, g, b);
slouken@5156
   587
    } else if (renderer->SetTextureColorMod) {
slouken@5154
   588
        return renderer->SetTextureColorMod(renderer, texture);
slouken@5154
   589
    } else {
slouken@5154
   590
        return 0;
slouken@5154
   591
    }
slouken@5154
   592
}
slouken@5154
   593
slouken@5154
   594
int
slouken@5154
   595
SDL_GetTextureColorMod(SDL_Texture * texture, Uint8 * r, Uint8 * g,
slouken@5154
   596
                       Uint8 * b)
slouken@5154
   597
{
slouken@5154
   598
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   599
slouken@5154
   600
    if (r) {
slouken@5154
   601
        *r = texture->r;
slouken@5154
   602
    }
slouken@5154
   603
    if (g) {
slouken@5154
   604
        *g = texture->g;
slouken@5154
   605
    }
slouken@5154
   606
    if (b) {
slouken@5154
   607
        *b = texture->b;
slouken@5154
   608
    }
slouken@5154
   609
    return 0;
slouken@5154
   610
}
slouken@5154
   611
slouken@5154
   612
int
slouken@5154
   613
SDL_SetTextureAlphaMod(SDL_Texture * texture, Uint8 alpha)
slouken@5154
   614
{
slouken@5154
   615
    SDL_Renderer *renderer;
slouken@5154
   616
slouken@5154
   617
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   618
slouken@5154
   619
    renderer = texture->renderer;
slouken@5154
   620
    if (alpha < 255) {
slouken@5154
   621
        texture->modMode |= SDL_TEXTUREMODULATE_ALPHA;
slouken@5154
   622
    } else {
slouken@5154
   623
        texture->modMode &= ~SDL_TEXTUREMODULATE_ALPHA;
slouken@5154
   624
    }
slouken@5154
   625
    texture->a = alpha;
slouken@5156
   626
    if (texture->native) {
slouken@5156
   627
        return SDL_SetTextureAlphaMod(texture->native, alpha);
slouken@5156
   628
    } else if (renderer->SetTextureAlphaMod) {
slouken@5154
   629
        return renderer->SetTextureAlphaMod(renderer, texture);
slouken@5154
   630
    } else {
slouken@5154
   631
        return 0;
slouken@5154
   632
    }
slouken@5154
   633
}
slouken@5154
   634
slouken@5154
   635
int
slouken@5154
   636
SDL_GetTextureAlphaMod(SDL_Texture * texture, Uint8 * alpha)
slouken@5154
   637
{
slouken@5154
   638
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   639
slouken@5154
   640
    if (alpha) {
slouken@5154
   641
        *alpha = texture->a;
slouken@5154
   642
    }
slouken@5154
   643
    return 0;
slouken@5154
   644
}
slouken@5154
   645
slouken@5154
   646
int
slouken@5154
   647
SDL_SetTextureBlendMode(SDL_Texture * texture, SDL_BlendMode blendMode)
slouken@5154
   648
{
slouken@5154
   649
    SDL_Renderer *renderer;
slouken@5154
   650
slouken@5154
   651
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   652
slouken@5154
   653
    renderer = texture->renderer;
slouken@5154
   654
    texture->blendMode = blendMode;
slouken@5156
   655
    if (texture->native) {
slouken@5180
   656
        return SDL_SetTextureBlendMode(texture->native, blendMode);
slouken@5156
   657
    } else if (renderer->SetTextureBlendMode) {
slouken@5154
   658
        return renderer->SetTextureBlendMode(renderer, texture);
slouken@5154
   659
    } else {
slouken@5154
   660
        return 0;
slouken@5154
   661
    }
slouken@5154
   662
}
slouken@5154
   663
slouken@5154
   664
int
slouken@5154
   665
SDL_GetTextureBlendMode(SDL_Texture * texture, SDL_BlendMode *blendMode)
slouken@5154
   666
{
slouken@5154
   667
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   668
slouken@5154
   669
    if (blendMode) {
slouken@5154
   670
        *blendMode = texture->blendMode;
slouken@5154
   671
    }
slouken@5154
   672
    return 0;
slouken@5154
   673
}
slouken@5154
   674
slouken@5156
   675
static int
slouken@5156
   676
SDL_UpdateTextureYUV(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5156
   677
                     const void *pixels, int pitch)
slouken@5156
   678
{
slouken@5156
   679
    SDL_Texture *native = texture->native;
slouken@5156
   680
    SDL_Rect full_rect;
slouken@5156
   681
slouken@5156
   682
    if (SDL_SW_UpdateYUVTexture(texture->yuv, rect, pixels, pitch) < 0) {
slouken@5156
   683
        return -1;
slouken@5156
   684
    }
slouken@5156
   685
slouken@5156
   686
    full_rect.x = 0;
slouken@5156
   687
    full_rect.y = 0;
slouken@5156
   688
    full_rect.w = texture->w;
slouken@5156
   689
    full_rect.h = texture->h;
slouken@5156
   690
    rect = &full_rect;
slouken@5156
   691
slouken@5156
   692
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
slouken@5156
   693
        /* We can lock the texture and copy to it */
slouken@5156
   694
        void *native_pixels;
slouken@5156
   695
        int native_pitch;
slouken@5156
   696
slouken@5156
   697
        if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
slouken@5156
   698
            return -1;
slouken@5156
   699
        }
slouken@5156
   700
        SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
slouken@5156
   701
                            rect->w, rect->h, native_pixels, native_pitch);
slouken@5156
   702
        SDL_UnlockTexture(native);
slouken@5156
   703
    } else {
slouken@5156
   704
        /* Use a temporary buffer for updating */
slouken@5156
   705
        void *temp_pixels;
slouken@5156
   706
        int temp_pitch;
slouken@5156
   707
slouken@5156
   708
        temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
slouken@5156
   709
        temp_pixels = SDL_malloc(rect->h * temp_pitch);
slouken@5156
   710
        if (!temp_pixels) {
icculus@7037
   711
            return SDL_OutOfMemory();
slouken@5156
   712
        }
slouken@5156
   713
        SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
slouken@5156
   714
                            rect->w, rect->h, temp_pixels, temp_pitch);
slouken@5156
   715
        SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
slouken@5156
   716
        SDL_free(temp_pixels);
slouken@5156
   717
    }
slouken@5156
   718
    return 0;
slouken@5156
   719
}
slouken@5156
   720
slouken@5156
   721
static int
slouken@5156
   722
SDL_UpdateTextureNative(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5156
   723
                        const void *pixels, int pitch)
slouken@5156
   724
{
slouken@5156
   725
    SDL_Texture *native = texture->native;
slouken@5156
   726
slouken@5156
   727
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
slouken@5156
   728
        /* We can lock the texture and copy to it */
slouken@5156
   729
        void *native_pixels;
slouken@5156
   730
        int native_pitch;
slouken@5156
   731
slouken@5156
   732
        if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
slouken@5156
   733
            return -1;
slouken@5156
   734
        }
slouken@5156
   735
        SDL_ConvertPixels(rect->w, rect->h,
slouken@5156
   736
                          texture->format, pixels, pitch,
slouken@5156
   737
                          native->format, native_pixels, native_pitch);
slouken@5156
   738
        SDL_UnlockTexture(native);
slouken@5156
   739
    } else {
slouken@5156
   740
        /* Use a temporary buffer for updating */
slouken@5156
   741
        void *temp_pixels;
slouken@5156
   742
        int temp_pitch;
slouken@5156
   743
slouken@5156
   744
        temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
slouken@5156
   745
        temp_pixels = SDL_malloc(rect->h * temp_pitch);
slouken@5156
   746
        if (!temp_pixels) {
icculus@7037
   747
            return SDL_OutOfMemory();
slouken@5156
   748
        }
slouken@5156
   749
        SDL_ConvertPixels(rect->w, rect->h,
slouken@5156
   750
                          texture->format, pixels, pitch,
slouken@5156
   751
                          native->format, temp_pixels, temp_pitch);
slouken@5156
   752
        SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
slouken@5156
   753
        SDL_free(temp_pixels);
slouken@5156
   754
    }
slouken@5156
   755
    return 0;
slouken@5156
   756
}
slouken@5156
   757
slouken@5154
   758
int
slouken@5154
   759
SDL_UpdateTexture(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5154
   760
                  const void *pixels, int pitch)
slouken@5154
   761
{
slouken@5154
   762
    SDL_Renderer *renderer;
slouken@5154
   763
    SDL_Rect full_rect;
slouken@5154
   764
slouken@5154
   765
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   766
slouken@5154
   767
    if (!rect) {
slouken@5154
   768
        full_rect.x = 0;
slouken@5154
   769
        full_rect.y = 0;
slouken@5154
   770
        full_rect.w = texture->w;
slouken@5154
   771
        full_rect.h = texture->h;
slouken@5154
   772
        rect = &full_rect;
slouken@5154
   773
    }
slouken@5156
   774
slouken@5156
   775
    if (texture->yuv) {
slouken@5156
   776
        return SDL_UpdateTextureYUV(texture, rect, pixels, pitch);
slouken@5156
   777
    } else if (texture->native) {
slouken@5156
   778
        return SDL_UpdateTextureNative(texture, rect, pixels, pitch);
slouken@5156
   779
    } else {
slouken@5156
   780
        renderer = texture->renderer;
slouken@5156
   781
        return renderer->UpdateTexture(renderer, texture, rect, pixels, pitch);
slouken@5156
   782
    }
slouken@5156
   783
}
slouken@5156
   784
slouken@5156
   785
static int
slouken@5156
   786
SDL_LockTextureYUV(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5156
   787
                   void **pixels, int *pitch)
slouken@5156
   788
{
slouken@5156
   789
    return SDL_SW_LockYUVTexture(texture->yuv, rect, pixels, pitch);
slouken@5156
   790
}
slouken@5156
   791
slouken@5156
   792
static int
slouken@5156
   793
SDL_LockTextureNative(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5156
   794
                      void **pixels, int *pitch)
slouken@5156
   795
{
slouken@5156
   796
    texture->locked_rect = *rect;
slouken@5156
   797
    *pixels = (void *) ((Uint8 *) texture->pixels +
slouken@5156
   798
                        rect->y * texture->pitch +
slouken@5156
   799
                        rect->x * SDL_BYTESPERPIXEL(texture->format));
slouken@5156
   800
    *pitch = texture->pitch;
slouken@5156
   801
    return 0;
slouken@5154
   802
}
slouken@5154
   803
slouken@5154
   804
int
slouken@5156
   805
SDL_LockTexture(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5154
   806
                void **pixels, int *pitch)
slouken@5154
   807
{
slouken@5154
   808
    SDL_Renderer *renderer;
slouken@5154
   809
    SDL_Rect full_rect;
slouken@5154
   810
slouken@5154
   811
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   812
slouken@5154
   813
    if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
icculus@7037
   814
        return SDL_SetError("SDL_LockTexture(): texture must be streaming");
slouken@5154
   815
    }
slouken@5156
   816
slouken@5154
   817
    if (!rect) {
slouken@5154
   818
        full_rect.x = 0;
slouken@5154
   819
        full_rect.y = 0;
slouken@5154
   820
        full_rect.w = texture->w;
slouken@5154
   821
        full_rect.h = texture->h;
slouken@5154
   822
        rect = &full_rect;
slouken@5154
   823
    }
slouken@5156
   824
slouken@5156
   825
    if (texture->yuv) {
slouken@5156
   826
        return SDL_LockTextureYUV(texture, rect, pixels, pitch);
slouken@5156
   827
    } else if (texture->native) {
slouken@5156
   828
        return SDL_LockTextureNative(texture, rect, pixels, pitch);
slouken@5156
   829
    } else {
slouken@5156
   830
        renderer = texture->renderer;
slouken@5156
   831
        return renderer->LockTexture(renderer, texture, rect, pixels, pitch);
slouken@5156
   832
    }
slouken@5156
   833
}
slouken@5156
   834
slouken@5156
   835
static void
slouken@5156
   836
SDL_UnlockTextureYUV(SDL_Texture * texture)
slouken@5156
   837
{
slouken@5156
   838
    SDL_Texture *native = texture->native;
slouken@5156
   839
    void *native_pixels;
slouken@5156
   840
    int native_pitch;
slouken@5156
   841
    SDL_Rect rect;
slouken@5156
   842
slouken@5156
   843
    rect.x = 0;
slouken@5156
   844
    rect.y = 0;
slouken@5156
   845
    rect.w = texture->w;
slouken@5156
   846
    rect.h = texture->h;
slouken@5156
   847
slouken@5156
   848
    if (SDL_LockTexture(native, &rect, &native_pixels, &native_pitch) < 0) {
slouken@5156
   849
        return;
slouken@5156
   850
    }
slouken@5156
   851
    SDL_SW_CopyYUVToRGB(texture->yuv, &rect, native->format,
slouken@5156
   852
                        rect.w, rect.h, native_pixels, native_pitch);
slouken@5156
   853
    SDL_UnlockTexture(native);
slouken@5156
   854
}
slouken@5156
   855
slouken@6044
   856
static void
slouken@5156
   857
SDL_UnlockTextureNative(SDL_Texture * texture)
slouken@5156
   858
{
slouken@5156
   859
    SDL_Texture *native = texture->native;
slouken@5156
   860
    void *native_pixels;
slouken@5156
   861
    int native_pitch;
slouken@5156
   862
    const SDL_Rect *rect = &texture->locked_rect;
slouken@5156
   863
    const void* pixels = (void *) ((Uint8 *) texture->pixels +
slouken@5156
   864
                        rect->y * texture->pitch +
slouken@5156
   865
                        rect->x * SDL_BYTESPERPIXEL(texture->format));
slouken@5156
   866
    int pitch = texture->pitch;
slouken@5156
   867
slouken@5156
   868
    if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
slouken@5156
   869
        return;
slouken@5156
   870
    }
slouken@5156
   871
    SDL_ConvertPixels(rect->w, rect->h,
slouken@5156
   872
                      texture->format, pixels, pitch,
slouken@5156
   873
                      native->format, native_pixels, native_pitch);
slouken@5156
   874
    SDL_UnlockTexture(native);
slouken@5154
   875
}
slouken@5154
   876
slouken@5154
   877
void
slouken@5154
   878
SDL_UnlockTexture(SDL_Texture * texture)
slouken@5154
   879
{
slouken@5154
   880
    SDL_Renderer *renderer;
slouken@5154
   881
slouken@5154
   882
    CHECK_TEXTURE_MAGIC(texture, );
slouken@5154
   883
slouken@5154
   884
    if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
slouken@5154
   885
        return;
slouken@5154
   886
    }
slouken@5156
   887
    if (texture->yuv) {
slouken@5156
   888
        SDL_UnlockTextureYUV(texture);
slouken@5156
   889
    } else if (texture->native) {
slouken@5156
   890
        SDL_UnlockTextureNative(texture);
slouken@5156
   891
    } else {
slouken@5156
   892
        renderer = texture->renderer;
slouken@5156
   893
        renderer->UnlockTexture(renderer, texture);
slouken@5154
   894
    }
slouken@5154
   895
}
slouken@5154
   896
slouken@6246
   897
SDL_bool
slouken@6246
   898
SDL_RenderTargetSupported(SDL_Renderer *renderer)
slouken@6246
   899
{
slouken@6247
   900
    if (!renderer || !renderer->SetRenderTarget) {
slouken@6246
   901
        return SDL_FALSE;
slouken@6246
   902
    }
slouken@6246
   903
    return (renderer->info.flags & SDL_RENDERER_TARGETTEXTURE) != 0;
slouken@6246
   904
}
slouken@6246
   905
slouken@6246
   906
int
slouken@6247
   907
SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
slouken@6246
   908
{
slouken@6246
   909
    if (!SDL_RenderTargetSupported(renderer)) {
icculus@7037
   910
        return SDL_Unsupported();
slouken@6246
   911
    }
slouken@6246
   912
    if (texture == renderer->target) {
slouken@6246
   913
        /* Nothing to do! */
slouken@6246
   914
        return 0;
slouken@6246
   915
    }
slouken@6246
   916
slouken@6246
   917
    /* texture == NULL is valid and means reset the target to the window */
slouken@6246
   918
    if (texture) {
slouken@6246
   919
        CHECK_TEXTURE_MAGIC(texture, -1);
slouken@6246
   920
        if (renderer != texture->renderer) {
icculus@7037
   921
            return SDL_SetError("Texture was not created with this renderer");
slouken@6246
   922
        }
gabomdq@6337
   923
        if (texture->access != SDL_TEXTUREACCESS_TARGET) {
icculus@7037
   924
            return SDL_SetError("Texture not created with SDL_TEXTUREACCESS_TARGET");
slouken@6246
   925
        }
slouken@6246
   926
        if (texture->native) {
slouken@6246
   927
            /* Always render to the native texture */
slouken@6246
   928
            texture = texture->native;
slouken@6246
   929
        }
slouken@6246
   930
    }
slouken@6246
   931
slouken@6246
   932
    if (texture && !renderer->target) {
slouken@6246
   933
        /* Make a backup of the viewport */
slouken@6246
   934
        renderer->viewport_backup = renderer->viewport;
slouken@7141
   935
        renderer->clip_rect_backup = renderer->clip_rect;
slouken@6528
   936
        renderer->scale_backup = renderer->scale;
slouken@6581
   937
        renderer->logical_w_backup = renderer->logical_w;
slouken@6581
   938
        renderer->logical_h_backup = renderer->logical_h;
slouken@6246
   939
    }
slouken@6246
   940
    renderer->target = texture;
slouken@6246
   941
slouken@6247
   942
    if (renderer->SetRenderTarget(renderer, texture) < 0) {
slouken@6246
   943
        return -1;
slouken@6246
   944
    }
slouken@6246
   945
slouken@6246
   946
    if (texture) {
slouken@6528
   947
        renderer->viewport.x = 0;
slouken@6528
   948
        renderer->viewport.y = 0;
slouken@6528
   949
        renderer->viewport.w = texture->w;
slouken@6528
   950
        renderer->viewport.h = texture->h;
slouken@6528
   951
        renderer->scale.x = 1.0f;
slouken@6528
   952
        renderer->scale.y = 1.0f;
slouken@6581
   953
        renderer->logical_w = 0;
slouken@6581
   954
        renderer->logical_h = 0;
slouken@6246
   955
    } else {
slouken@6528
   956
        renderer->viewport = renderer->viewport_backup;
slouken@7141
   957
        renderer->clip_rect = renderer->clip_rect_backup;
slouken@6528
   958
        renderer->scale = renderer->scale_backup;
slouken@6581
   959
        renderer->logical_w = renderer->logical_w_backup;
slouken@6581
   960
        renderer->logical_h = renderer->logical_h_backup;
slouken@6246
   961
    }
slouken@6528
   962
    if (renderer->UpdateViewport(renderer) < 0) {
slouken@6246
   963
        return -1;
slouken@6246
   964
    }
slouken@7141
   965
    if (renderer->UpdateClipRect(renderer) < 0) {
slouken@7141
   966
        return -1;
slouken@7141
   967
    }
slouken@6246
   968
slouken@6246
   969
    /* All set! */
slouken@6246
   970
    return 0;
slouken@6246
   971
}
slouken@6246
   972
slouken@6578
   973
SDL_Texture *
slouken@6578
   974
SDL_GetRenderTarget(SDL_Renderer *renderer)
slouken@6578
   975
{
slouken@6578
   976
    return renderer->target;
slouken@6578
   977
}
slouken@6578
   978
slouken@6530
   979
static int
slouken@6530
   980
UpdateLogicalSize(SDL_Renderer *renderer)
slouken@6530
   981
{
slouken@6530
   982
    int w, h;
slouken@6530
   983
    float want_aspect;
slouken@6530
   984
    float real_aspect;
slouken@6530
   985
    float scale;
slouken@6530
   986
    SDL_Rect viewport;
slouken@6530
   987
slouken@7239
   988
    if (SDL_GetRendererOutputSize(renderer, &w, &h) < 0) {
slouken@7239
   989
        return -1;
slouken@6530
   990
    }
slouken@6530
   991
slouken@6530
   992
    want_aspect = (float)renderer->logical_w / renderer->logical_h;
slouken@6530
   993
    real_aspect = (float)w / h;
slouken@6530
   994
slouken@6530
   995
    /* Clear the scale because we're setting viewport in output coordinates */
slouken@6530
   996
    SDL_RenderSetScale(renderer, 1.0f, 1.0f);
slouken@6530
   997
slouken@6530
   998
    if (SDL_fabs(want_aspect-real_aspect) < 0.0001) {
slouken@6530
   999
        /* The aspect ratios are the same, just scale appropriately */
slouken@6530
  1000
        scale = (float)w / renderer->logical_w;
slouken@6530
  1001
        SDL_RenderSetViewport(renderer, NULL);
slouken@6530
  1002
    } else if (want_aspect > real_aspect) {
slouken@6530
  1003
        /* We want a wider aspect ratio than is available - letterbox it */
slouken@6530
  1004
        scale = (float)w / renderer->logical_w;
slouken@6530
  1005
        viewport.x = 0;
slouken@6530
  1006
        viewport.w = w;
slouken@6530
  1007
        viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
slouken@6530
  1008
        viewport.y = (h - viewport.h) / 2;
slouken@6530
  1009
        SDL_RenderSetViewport(renderer, &viewport);
slouken@6530
  1010
    } else {
slouken@6530
  1011
        /* We want a narrower aspect ratio than is available - use side-bars */
slouken@6530
  1012
        scale = (float)h / renderer->logical_h;
slouken@6530
  1013
        viewport.y = 0;
slouken@6530
  1014
        viewport.h = h;
slouken@6530
  1015
        viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
slouken@6530
  1016
        viewport.x = (w - viewport.w) / 2;
slouken@6530
  1017
        SDL_RenderSetViewport(renderer, &viewport);
slouken@6530
  1018
    }
slouken@6530
  1019
slouken@6530
  1020
    /* Set the new scale */
slouken@6530
  1021
    SDL_RenderSetScale(renderer, scale, scale);
slouken@6531
  1022
slouken@6531
  1023
    return 0;
slouken@6530
  1024
}
slouken@6530
  1025
slouken@6530
  1026
int
slouken@6530
  1027
SDL_RenderSetLogicalSize(SDL_Renderer * renderer, int w, int h)
slouken@6530
  1028
{
slouken@6530
  1029
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@6530
  1030
slouken@6530
  1031
    if (!w || !h) {
slouken@6530
  1032
        /* Clear any previous logical resolution */
slouken@6530
  1033
        renderer->logical_w = 0;
slouken@6530
  1034
        renderer->logical_h = 0;
slouken@6530
  1035
        SDL_RenderSetViewport(renderer, NULL);
slouken@6530
  1036
        SDL_RenderSetScale(renderer, 1.0f, 1.0f);
slouken@6530
  1037
        return 0;
slouken@6530
  1038
    }
slouken@6530
  1039
slouken@6530
  1040
    renderer->logical_w = w;
slouken@6530
  1041
    renderer->logical_h = h;
slouken@6530
  1042
slouken@6530
  1043
    return UpdateLogicalSize(renderer);
slouken@6530
  1044
}
slouken@6530
  1045
slouken@6530
  1046
void
slouken@6530
  1047
SDL_RenderGetLogicalSize(SDL_Renderer * renderer, int *w, int *h)
slouken@6530
  1048
{
slouken@6530
  1049
    CHECK_RENDERER_MAGIC(renderer, );
slouken@6530
  1050
slouken@6530
  1051
    if (w) {
slouken@6530
  1052
        *w = renderer->logical_w;
slouken@6530
  1053
    }
slouken@6530
  1054
    if (h) {
slouken@6530
  1055
        *h = renderer->logical_h;
slouken@6530
  1056
    }
slouken@6530
  1057
}
slouken@6530
  1058
slouken@5297
  1059
int
slouken@5297
  1060
SDL_RenderSetViewport(SDL_Renderer * renderer, const SDL_Rect * rect)
slouken@5297
  1061
{
slouken@5297
  1062
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5297
  1063
slouken@5297
  1064
    if (rect) {
slouken@6528
  1065
        renderer->viewport.x = (int)SDL_floor(rect->x * renderer->scale.x);
slouken@6528
  1066
        renderer->viewport.y = (int)SDL_floor(rect->y * renderer->scale.y);
slouken@6528
  1067
        renderer->viewport.w = (int)SDL_ceil(rect->w * renderer->scale.x);
slouken@6528
  1068
        renderer->viewport.h = (int)SDL_ceil(rect->h * renderer->scale.y);
slouken@5297
  1069
    } else {
slouken@5297
  1070
        renderer->viewport.x = 0;
slouken@5297
  1071
        renderer->viewport.y = 0;
slouken@7239
  1072
        if (SDL_GetRendererOutputSize(renderer, &renderer->viewport.w, &renderer->viewport.h) < 0) {
slouken@7239
  1073
            return -1;
slouken@5297
  1074
        }
slouken@5297
  1075
    }
slouken@5297
  1076
    return renderer->UpdateViewport(renderer);
slouken@5297
  1077
}
slouken@5297
  1078
slouken@5224
  1079
void
slouken@5297
  1080
SDL_RenderGetViewport(SDL_Renderer * renderer, SDL_Rect * rect)
slouken@5224
  1081
{
slouken@5224
  1082
    CHECK_RENDERER_MAGIC(renderer, );
slouken@5224
  1083
slouken@6528
  1084
    if (rect) {
slouken@6528
  1085
        rect->x = (int)(renderer->viewport.x / renderer->scale.x);
slouken@6528
  1086
        rect->y = (int)(renderer->viewport.y / renderer->scale.y);
slouken@6528
  1087
        rect->w = (int)(renderer->viewport.w / renderer->scale.x);
slouken@6528
  1088
        rect->h = (int)(renderer->viewport.h / renderer->scale.y);
slouken@6528
  1089
    }
slouken@6528
  1090
}
slouken@6528
  1091
slouken@6528
  1092
int
slouken@7141
  1093
SDL_RenderSetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect)
slouken@7141
  1094
{
philipp@7143
  1095
    CHECK_RENDERER_MAGIC(renderer, -1)
slouken@7141
  1096
slouken@7141
  1097
    if (rect) {
slouken@7141
  1098
        renderer->clip_rect.x = (int)SDL_floor(rect->x * renderer->scale.x);
slouken@7141
  1099
        renderer->clip_rect.y = (int)SDL_floor(rect->y * renderer->scale.y);
slouken@7141
  1100
        renderer->clip_rect.w = (int)SDL_ceil(rect->w * renderer->scale.x);
slouken@7141
  1101
        renderer->clip_rect.h = (int)SDL_ceil(rect->h * renderer->scale.y);
slouken@7141
  1102
    } else {
slouken@7141
  1103
        SDL_zero(renderer->clip_rect);
slouken@7141
  1104
    }
slouken@7141
  1105
    return renderer->UpdateClipRect(renderer);
slouken@7141
  1106
}
slouken@7141
  1107
slouken@7141
  1108
void
slouken@7141
  1109
SDL_RenderGetClipRect(SDL_Renderer * renderer, SDL_Rect * rect)
slouken@7141
  1110
{
slouken@7141
  1111
    CHECK_RENDERER_MAGIC(renderer, )
slouken@7141
  1112
slouken@7141
  1113
    if (rect) {
slouken@7141
  1114
        rect->x = (int)(renderer->clip_rect.x / renderer->scale.x);
slouken@7141
  1115
        rect->y = (int)(renderer->clip_rect.y / renderer->scale.y);
slouken@7141
  1116
        rect->w = (int)(renderer->clip_rect.w / renderer->scale.x);
slouken@7141
  1117
        rect->h = (int)(renderer->clip_rect.h / renderer->scale.y);
slouken@7141
  1118
    }
slouken@7141
  1119
}
slouken@7141
  1120
slouken@7141
  1121
int
slouken@6528
  1122
SDL_RenderSetScale(SDL_Renderer * renderer, float scaleX, float scaleY)
slouken@6528
  1123
{
slouken@6528
  1124
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@6528
  1125
slouken@6528
  1126
    renderer->scale.x = scaleX;
slouken@6528
  1127
    renderer->scale.y = scaleY;
slouken@6528
  1128
    return 0;
slouken@6528
  1129
}
slouken@6528
  1130
slouken@6528
  1131
void
slouken@6528
  1132
SDL_RenderGetScale(SDL_Renderer * renderer, float *scaleX, float *scaleY)
slouken@6528
  1133
{
slouken@6528
  1134
    CHECK_RENDERER_MAGIC(renderer, );
slouken@6528
  1135
slouken@6528
  1136
    if (scaleX) {
slouken@6528
  1137
        *scaleX = renderer->scale.x;
slouken@6528
  1138
    }
slouken@6528
  1139
    if (scaleY) {
slouken@6528
  1140
        *scaleY = renderer->scale.y;
slouken@6528
  1141
    }
slouken@5224
  1142
}
slouken@5224
  1143
slouken@5154
  1144
int
slouken@5154
  1145
SDL_SetRenderDrawColor(SDL_Renderer * renderer,
slouken@5154
  1146
                       Uint8 r, Uint8 g, Uint8 b, Uint8 a)
slouken@5154
  1147
{
slouken@5154
  1148
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1149
slouken@5154
  1150
    renderer->r = r;
slouken@5154
  1151
    renderer->g = g;
slouken@5154
  1152
    renderer->b = b;
slouken@5154
  1153
    renderer->a = a;
slouken@5154
  1154
    return 0;
slouken@5154
  1155
}
slouken@5154
  1156
slouken@5154
  1157
int
slouken@5154
  1158
SDL_GetRenderDrawColor(SDL_Renderer * renderer,
slouken@5154
  1159
                       Uint8 * r, Uint8 * g, Uint8 * b, Uint8 * a)
slouken@5154
  1160
{
slouken@5154
  1161
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1162
slouken@5154
  1163
    if (r) {
slouken@5154
  1164
        *r = renderer->r;
slouken@5154
  1165
    }
slouken@5154
  1166
    if (g) {
slouken@5154
  1167
        *g = renderer->g;
slouken@5154
  1168
    }
slouken@5154
  1169
    if (b) {
slouken@5154
  1170
        *b = renderer->b;
slouken@5154
  1171
    }
slouken@5154
  1172
    if (a) {
slouken@5154
  1173
        *a = renderer->a;
slouken@5154
  1174
    }
slouken@5154
  1175
    return 0;
slouken@5154
  1176
}
slouken@5154
  1177
slouken@5154
  1178
int
slouken@5154
  1179
SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
slouken@5154
  1180
{
slouken@5154
  1181
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1182
slouken@5154
  1183
    renderer->blendMode = blendMode;
slouken@5154
  1184
    return 0;
slouken@5154
  1185
}
slouken@5154
  1186
slouken@5154
  1187
int
slouken@5154
  1188
SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode *blendMode)
slouken@5154
  1189
{
slouken@5154
  1190
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1191
slouken@5154
  1192
    *blendMode = renderer->blendMode;
slouken@5154
  1193
    return 0;
slouken@5154
  1194
}
slouken@5154
  1195
slouken@5154
  1196
int
slouken@5154
  1197
SDL_RenderClear(SDL_Renderer * renderer)
slouken@5154
  1198
{
slouken@5154
  1199
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1200
slouken@6260
  1201
    /* Don't draw while we're hidden */
slouken@6260
  1202
    if (renderer->hidden) {
slouken@6060
  1203
        return 0;
slouken@6060
  1204
    }
slouken@5154
  1205
    return renderer->RenderClear(renderer);
slouken@5154
  1206
}
slouken@5154
  1207
slouken@5154
  1208
int
slouken@5154
  1209
SDL_RenderDrawPoint(SDL_Renderer * renderer, int x, int y)
slouken@5154
  1210
{
slouken@5154
  1211
    SDL_Point point;
slouken@5154
  1212
slouken@5154
  1213
    point.x = x;
slouken@5154
  1214
    point.y = y;
slouken@5154
  1215
    return SDL_RenderDrawPoints(renderer, &point, 1);
slouken@5154
  1216
}
slouken@5154
  1217
slouken@6528
  1218
static int
slouken@6528
  1219
RenderDrawPointsWithRects(SDL_Renderer * renderer,
slouken@6528
  1220
                     const SDL_Point * points, int count)
slouken@6528
  1221
{
slouken@6528
  1222
    SDL_FRect *frects;
slouken@6528
  1223
    int i;
slouken@6528
  1224
    int status;
slouken@6528
  1225
slouken@6528
  1226
    frects = SDL_stack_alloc(SDL_FRect, count);
slouken@6528
  1227
    if (!frects) {
icculus@7037
  1228
        return SDL_OutOfMemory();
slouken@6528
  1229
    }
slouken@6528
  1230
    for (i = 0; i < count; ++i) {
slouken@6528
  1231
        frects[i].x = points[i].x * renderer->scale.x;
slouken@6528
  1232
        frects[i].y = points[i].y * renderer->scale.y;
slouken@6528
  1233
        frects[i].w = renderer->scale.x;
slouken@6528
  1234
        frects[i].h = renderer->scale.y;
slouken@6528
  1235
    }
slouken@6528
  1236
slouken@6528
  1237
    status = renderer->RenderFillRects(renderer, frects, count);
slouken@6528
  1238
slouken@6528
  1239
    SDL_stack_free(frects);
slouken@6528
  1240
slouken@6528
  1241
    return status;
slouken@6528
  1242
}
slouken@6528
  1243
slouken@5154
  1244
int
slouken@5154
  1245
SDL_RenderDrawPoints(SDL_Renderer * renderer,
slouken@5154
  1246
                     const SDL_Point * points, int count)
slouken@5154
  1247
{
slouken@6528
  1248
    SDL_FPoint *fpoints;
slouken@6528
  1249
    int i;
slouken@6528
  1250
    int status;
slouken@6528
  1251
slouken@5154
  1252
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1253
slouken@5154
  1254
    if (!points) {
icculus@7037
  1255
        return SDL_SetError("SDL_RenderDrawPoints(): Passed NULL points");
slouken@5154
  1256
    }
slouken@5154
  1257
    if (count < 1) {
slouken@5154
  1258
        return 0;
slouken@5154
  1259
    }
slouken@6260
  1260
    /* Don't draw while we're hidden */
slouken@6260
  1261
    if (renderer->hidden) {
slouken@6060
  1262
        return 0;
slouken@6060
  1263
    }
slouken@6528
  1264
slouken@6528
  1265
    if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
slouken@6528
  1266
        return RenderDrawPointsWithRects(renderer, points, count);
slouken@6528
  1267
    }
slouken@6528
  1268
slouken@6528
  1269
    fpoints = SDL_stack_alloc(SDL_FPoint, count);
slouken@6528
  1270
    if (!fpoints) {
icculus@7037
  1271
        return SDL_OutOfMemory();
slouken@6528
  1272
    }
slouken@6528
  1273
    for (i = 0; i < count; ++i) {
slouken@6528
  1274
        fpoints[i].x = points[i].x * renderer->scale.x;
slouken@6528
  1275
        fpoints[i].y = points[i].y * renderer->scale.y;
slouken@6528
  1276
    }
slouken@6528
  1277
slouken@6528
  1278
    status = renderer->RenderDrawPoints(renderer, fpoints, count);
slouken@6528
  1279
slouken@6528
  1280
    SDL_stack_free(fpoints);
slouken@6528
  1281
slouken@6528
  1282
    return status;
slouken@5154
  1283
}
slouken@5154
  1284
slouken@5154
  1285
int
slouken@5154
  1286
SDL_RenderDrawLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2)
slouken@5154
  1287
{
slouken@5154
  1288
    SDL_Point points[2];
slouken@5154
  1289
slouken@5154
  1290
    points[0].x = x1;
slouken@5154
  1291
    points[0].y = y1;
slouken@5154
  1292
    points[1].x = x2;
slouken@5154
  1293
    points[1].y = y2;
slouken@5154
  1294
    return SDL_RenderDrawLines(renderer, points, 2);
slouken@5154
  1295
}
slouken@5154
  1296
slouken@6528
  1297
static int
slouken@6528
  1298
RenderDrawLinesWithRects(SDL_Renderer * renderer,
slouken@6528
  1299
                     const SDL_Point * points, int count)
slouken@6528
  1300
{
slouken@6528
  1301
    SDL_FRect *frect;
slouken@6528
  1302
    SDL_FRect *frects;
slouken@6528
  1303
    SDL_FPoint fpoints[2];
slouken@6528
  1304
    int i, nrects;
slouken@6528
  1305
    int status;
slouken@6528
  1306
slouken@6528
  1307
    frects = SDL_stack_alloc(SDL_FRect, count-1);
slouken@6528
  1308
    if (!frects) {
icculus@7037
  1309
        return SDL_OutOfMemory();
slouken@6528
  1310
    }
slouken@6528
  1311
slouken@6528
  1312
    status = 0;
slouken@6528
  1313
    nrects = 0;
slouken@6528
  1314
    for (i = 0; i < count-1; ++i) {
slouken@6528
  1315
        if (points[i].x == points[i+1].x) {
slouken@6528
  1316
            int minY = SDL_min(points[i].y, points[i+1].y);
slouken@6528
  1317
            int maxY = SDL_max(points[i].y, points[i+1].y);
slouken@6528
  1318
slouken@6528
  1319
            frect = &frects[nrects++];
slouken@6528
  1320
            frect->x = points[i].x * renderer->scale.x;
slouken@6528
  1321
            frect->y = minY * renderer->scale.y;
slouken@6528
  1322
            frect->w = renderer->scale.x;
slouken@6528
  1323
            frect->h = (maxY - minY + 1) * renderer->scale.y;
slouken@6528
  1324
        } else if (points[i].y == points[i+1].y) {
slouken@6528
  1325
            int minX = SDL_min(points[i].x, points[i+1].x);
slouken@6528
  1326
            int maxX = SDL_max(points[i].x, points[i+1].x);
slouken@6528
  1327
slouken@6528
  1328
            frect = &frects[nrects++];
slouken@6528
  1329
            frect->x = minX * renderer->scale.x;
slouken@6528
  1330
            frect->y = points[i].y * renderer->scale.y;
slouken@6528
  1331
            frect->w = (maxX - minX + 1) * renderer->scale.x;
slouken@6528
  1332
            frect->h = renderer->scale.y;
slouken@6528
  1333
        } else {
slouken@6528
  1334
            /* FIXME: We can't use a rect for this line... */
aschiffler@7073
  1335
            fpoints[0].x = points[i].x * renderer->scale.x;
aschiffler@7073
  1336
            fpoints[0].y = points[i].y * renderer->scale.y;
aschiffler@7073
  1337
            fpoints[1].x = points[i+1].x * renderer->scale.x;
aschiffler@7073
  1338
            fpoints[1].y = points[i+1].y * renderer->scale.y;
slouken@6528
  1339
            status += renderer->RenderDrawLines(renderer, fpoints, 2);
slouken@6528
  1340
        }
slouken@6528
  1341
    }
slouken@6528
  1342
slouken@6528
  1343
    status += renderer->RenderFillRects(renderer, frects, nrects);
slouken@6528
  1344
slouken@6528
  1345
    SDL_stack_free(frects);
slouken@6528
  1346
slouken@6528
  1347
    if (status < 0) {
slouken@6528
  1348
        status = -1;
slouken@6528
  1349
    }
slouken@6528
  1350
    return status;
slouken@6528
  1351
}
slouken@6528
  1352
slouken@5154
  1353
int
slouken@5154
  1354
SDL_RenderDrawLines(SDL_Renderer * renderer,
slouken@5154
  1355
                    const SDL_Point * points, int count)
slouken@5154
  1356
{
slouken@6528
  1357
    SDL_FPoint *fpoints;
slouken@6528
  1358
    int i;
slouken@6528
  1359
    int status;
slouken@6528
  1360
slouken@5154
  1361
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1362
slouken@5154
  1363
    if (!points) {
icculus@7037
  1364
        return SDL_SetError("SDL_RenderDrawLines(): Passed NULL points");
slouken@5154
  1365
    }
slouken@5154
  1366
    if (count < 2) {
slouken@5154
  1367
        return 0;
slouken@5154
  1368
    }
slouken@6260
  1369
    /* Don't draw while we're hidden */
slouken@6260
  1370
    if (renderer->hidden) {
slouken@6060
  1371
        return 0;
slouken@6060
  1372
    }
slouken@6528
  1373
slouken@6528
  1374
    if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
slouken@6528
  1375
        return RenderDrawLinesWithRects(renderer, points, count);
slouken@6528
  1376
    }
slouken@6528
  1377
slouken@6528
  1378
    fpoints = SDL_stack_alloc(SDL_FPoint, count);
slouken@6528
  1379
    if (!fpoints) {
icculus@7037
  1380
        return SDL_OutOfMemory();
slouken@6528
  1381
    }
slouken@6528
  1382
    for (i = 0; i < count; ++i) {
slouken@6528
  1383
        fpoints[i].x = points[i].x * renderer->scale.x;
slouken@6528
  1384
        fpoints[i].y = points[i].y * renderer->scale.y;
slouken@6528
  1385
    }
slouken@6528
  1386
slouken@6528
  1387
    status = renderer->RenderDrawLines(renderer, fpoints, count);
slouken@6528
  1388
slouken@6528
  1389
    SDL_stack_free(fpoints);
slouken@6528
  1390
slouken@6528
  1391
    return status;
slouken@5154
  1392
}
slouken@5154
  1393
slouken@5154
  1394
int
slouken@5154
  1395
SDL_RenderDrawRect(SDL_Renderer * renderer, const SDL_Rect * rect)
slouken@5154
  1396
{
slouken@5154
  1397
    SDL_Rect full_rect;
slouken@5154
  1398
    SDL_Point points[5];
slouken@5154
  1399
slouken@5154
  1400
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1401
slouken@5154
  1402
    /* If 'rect' == NULL, then outline the whole surface */
slouken@5154
  1403
    if (!rect) {
slouken@6528
  1404
        SDL_RenderGetViewport(renderer, &full_rect);
slouken@5154
  1405
        full_rect.x = 0;
slouken@5154
  1406
        full_rect.y = 0;
slouken@5154
  1407
        rect = &full_rect;
slouken@5154
  1408
    }
slouken@5154
  1409
slouken@5154
  1410
    points[0].x = rect->x;
slouken@5154
  1411
    points[0].y = rect->y;
slouken@5154
  1412
    points[1].x = rect->x+rect->w-1;
slouken@5154
  1413
    points[1].y = rect->y;
slouken@5154
  1414
    points[2].x = rect->x+rect->w-1;
slouken@5154
  1415
    points[2].y = rect->y+rect->h-1;
slouken@5154
  1416
    points[3].x = rect->x;
slouken@5154
  1417
    points[3].y = rect->y+rect->h-1;
slouken@5154
  1418
    points[4].x = rect->x;
slouken@5154
  1419
    points[4].y = rect->y;
slouken@5154
  1420
    return SDL_RenderDrawLines(renderer, points, 5);
slouken@5154
  1421
}
slouken@5154
  1422
slouken@5154
  1423
int
slouken@5154
  1424
SDL_RenderDrawRects(SDL_Renderer * renderer,
slouken@5297
  1425
                    const SDL_Rect * rects, int count)
slouken@5154
  1426
{
slouken@5154
  1427
    int i;
slouken@5154
  1428
slouken@5154
  1429
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1430
slouken@5154
  1431
    if (!rects) {
icculus@7037
  1432
        return SDL_SetError("SDL_RenderDrawRects(): Passed NULL rects");
slouken@5154
  1433
    }
slouken@5154
  1434
    if (count < 1) {
slouken@5154
  1435
        return 0;
slouken@5154
  1436
    }
slouken@5154
  1437
slouken@6260
  1438
    /* Don't draw while we're hidden */
slouken@6260
  1439
    if (renderer->hidden) {
slouken@6060
  1440
        return 0;
slouken@6060
  1441
    }
slouken@5154
  1442
    for (i = 0; i < count; ++i) {
slouken@5297
  1443
        if (SDL_RenderDrawRect(renderer, &rects[i]) < 0) {
slouken@5154
  1444
            return -1;
slouken@5154
  1445
        }
slouken@5154
  1446
    }
slouken@5154
  1447
    return 0;
slouken@5154
  1448
}
slouken@5154
  1449
slouken@5154
  1450
int
slouken@5154
  1451
SDL_RenderFillRect(SDL_Renderer * renderer, const SDL_Rect * rect)
slouken@5154
  1452
{
slouken@5331
  1453
    SDL_Rect full_rect;
slouken@6232
  1454
slouken@5331
  1455
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@6232
  1456
slouken@5331
  1457
    /* If 'rect' == NULL, then outline the whole surface */
slouken@5331
  1458
    if (!rect) {
slouken@6528
  1459
        SDL_RenderGetViewport(renderer, &full_rect);
slouken@5331
  1460
        full_rect.x = 0;
slouken@5331
  1461
        full_rect.y = 0;
slouken@5331
  1462
        rect = &full_rect;
slouken@5331
  1463
    }
slouken@5297
  1464
    return SDL_RenderFillRects(renderer, rect, 1);
slouken@5154
  1465
}
slouken@5154
  1466
slouken@5154
  1467
int
slouken@5154
  1468
SDL_RenderFillRects(SDL_Renderer * renderer,
slouken@5297
  1469
                    const SDL_Rect * rects, int count)
slouken@5154
  1470
{
slouken@6528
  1471
    SDL_FRect *frects;
slouken@6528
  1472
    int i;
slouken@6528
  1473
    int status;
slouken@6528
  1474
slouken@5154
  1475
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1476
slouken@5154
  1477
    if (!rects) {
icculus@7037
  1478
        return SDL_SetError("SDL_RenderFillRects(): Passed NULL rects");
slouken@5154
  1479
    }
slouken@5154
  1480
    if (count < 1) {
slouken@5154
  1481
        return 0;
slouken@5154
  1482
    }
slouken@6260
  1483
    /* Don't draw while we're hidden */
slouken@6260
  1484
    if (renderer->hidden) {
slouken@6060
  1485
        return 0;
slouken@6060
  1486
    }
slouken@6528
  1487
slouken@6528
  1488
    frects = SDL_stack_alloc(SDL_FRect, count);
slouken@6528
  1489
    if (!frects) {
icculus@7037
  1490
        return SDL_OutOfMemory();
slouken@6528
  1491
    }
slouken@6528
  1492
    for (i = 0; i < count; ++i) {
slouken@6528
  1493
        frects[i].x = rects[i].x * renderer->scale.x;
slouken@6528
  1494
        frects[i].y = rects[i].y * renderer->scale.y;
slouken@6528
  1495
        frects[i].w = rects[i].w * renderer->scale.x;
slouken@6528
  1496
        frects[i].h = rects[i].h * renderer->scale.y;
slouken@6528
  1497
    }
slouken@6528
  1498
slouken@6528
  1499
    status = renderer->RenderFillRects(renderer, frects, count);
slouken@6528
  1500
slouken@6528
  1501
    SDL_stack_free(frects);
slouken@6528
  1502
slouken@6528
  1503
    return status;
slouken@5154
  1504
}
slouken@5154
  1505
slouken@5154
  1506
int
slouken@5154
  1507
SDL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@5154
  1508
               const SDL_Rect * srcrect, const SDL_Rect * dstrect)
slouken@5154
  1509
{
icculus@6545
  1510
    SDL_Rect real_srcrect = { 0, 0, 0, 0 };
icculus@6545
  1511
    SDL_Rect real_dstrect = { 0, 0, 0, 0 };
slouken@6528
  1512
    SDL_FRect frect;
slouken@5154
  1513
slouken@5154
  1514
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1515
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
  1516
slouken@5154
  1517
    if (renderer != texture->renderer) {
icculus@7037
  1518
        return SDL_SetError("Texture was not created with this renderer");
slouken@5154
  1519
    }
slouken@5154
  1520
slouken@5154
  1521
    real_srcrect.x = 0;
slouken@5154
  1522
    real_srcrect.y = 0;
slouken@5154
  1523
    real_srcrect.w = texture->w;
slouken@5154
  1524
    real_srcrect.h = texture->h;
slouken@5154
  1525
    if (srcrect) {
slouken@5154
  1526
        if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) {
slouken@5154
  1527
            return 0;
slouken@5154
  1528
        }
slouken@5154
  1529
    }
slouken@5154
  1530
slouken@6528
  1531
    SDL_RenderGetViewport(renderer, &real_dstrect);
slouken@5154
  1532
    real_dstrect.x = 0;
slouken@5154
  1533
    real_dstrect.y = 0;
slouken@5369
  1534
    if (dstrect) {
slouken@5369
  1535
        if (!SDL_IntersectRect(dstrect, &real_dstrect, &real_dstrect)) {
slouken@5369
  1536
            return 0;
slouken@5369
  1537
        }
slouken@5369
  1538
        /* Clip srcrect by the same amount as dstrect was clipped */
slouken@5369
  1539
        if (dstrect->w != real_dstrect.w) {
slouken@5369
  1540
            int deltax = (real_dstrect.x - dstrect->x);
slouken@5369
  1541
            int deltaw = (real_dstrect.w - dstrect->w);
slouken@5369
  1542
            real_srcrect.x += (deltax * real_srcrect.w) / dstrect->w;
slouken@5369
  1543
            real_srcrect.w += (deltaw * real_srcrect.w) / dstrect->w;
slouken@5369
  1544
        }
slouken@5369
  1545
        if (dstrect->h != real_dstrect.h) {
slouken@5369
  1546
            int deltay = (real_dstrect.y - dstrect->y);
slouken@5369
  1547
            int deltah = (real_dstrect.h - dstrect->h);
slouken@5369
  1548
            real_srcrect.y += (deltay * real_srcrect.h) / dstrect->h;
slouken@5369
  1549
            real_srcrect.h += (deltah * real_srcrect.h) / dstrect->h;
slouken@5369
  1550
        }
slouken@5154
  1551
    }
slouken@5154
  1552
slouken@5156
  1553
    if (texture->native) {
slouken@5156
  1554
        texture = texture->native;
slouken@5156
  1555
    }
slouken@5156
  1556
slouken@6260
  1557
    /* Don't draw while we're hidden */
slouken@6260
  1558
    if (renderer->hidden) {
slouken@6060
  1559
        return 0;
slouken@6060
  1560
    }
slouken@6528
  1561
slouken@6528
  1562
    frect.x = real_dstrect.x * renderer->scale.x;
slouken@6528
  1563
    frect.y = real_dstrect.y * renderer->scale.y;
slouken@6528
  1564
    frect.w = real_dstrect.w * renderer->scale.x;
slouken@6528
  1565
    frect.h = real_dstrect.h * renderer->scale.y;
slouken@6528
  1566
slouken@6528
  1567
    return renderer->RenderCopy(renderer, texture, &real_srcrect, &frect);
slouken@5154
  1568
}
slouken@5154
  1569
gabomdq@6320
  1570
gabomdq@6320
  1571
int
gabomdq@6320
  1572
SDL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
gabomdq@6320
  1573
               const SDL_Rect * srcrect, const SDL_Rect * dstrect,
gabomdq@6320
  1574
               const double angle, const SDL_Point *center, const SDL_RendererFlip flip)
gabomdq@6320
  1575
{
icculus@6546
  1576
    SDL_Rect real_srcrect = { 0, 0, 0, 0 };
icculus@6546
  1577
    SDL_Rect real_dstrect = { 0, 0, 0, 0 };
gabomdq@6320
  1578
    SDL_Point real_center;
slouken@6528
  1579
    SDL_FRect frect;
slouken@6528
  1580
    SDL_FPoint fcenter;
gabomdq@6320
  1581
gabomdq@6320
  1582
    CHECK_RENDERER_MAGIC(renderer, -1);
gabomdq@6320
  1583
    CHECK_TEXTURE_MAGIC(texture, -1);
gabomdq@6320
  1584
gabomdq@6320
  1585
    if (renderer != texture->renderer) {
icculus@7037
  1586
        return SDL_SetError("Texture was not created with this renderer");
gabomdq@6320
  1587
    }
gabomdq@6320
  1588
    if (!renderer->RenderCopyEx) {
icculus@7037
  1589
        return SDL_SetError("Renderer does not support RenderCopyEx");
gabomdq@6320
  1590
    }
slouken@7191
  1591
gabomdq@6320
  1592
    real_srcrect.x = 0;
gabomdq@6320
  1593
    real_srcrect.y = 0;
gabomdq@6320
  1594
    real_srcrect.w = texture->w;
gabomdq@6320
  1595
    real_srcrect.h = texture->h;
gabomdq@6320
  1596
    if (srcrect) {
gabomdq@6320
  1597
        if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) {
gabomdq@6320
  1598
            return 0;
gabomdq@6320
  1599
        }
gabomdq@6320
  1600
    }
gabomdq@6320
  1601
gabomdq@6320
  1602
    /* We don't intersect the dstrect with the viewport as RenderCopy does because of potential rotation clipping issues... TODO: should we? */
slouken@6528
  1603
    if (dstrect) {
slouken@6528
  1604
        real_dstrect = *dstrect;
slouken@6528
  1605
    } else {
slouken@6528
  1606
        SDL_RenderGetViewport(renderer, &real_dstrect);
gabomdq@6399
  1607
        real_dstrect.x = 0;
gabomdq@6399
  1608
        real_dstrect.y = 0;
gabomdq@6320
  1609
    }
gabomdq@6320
  1610
gabomdq@6320
  1611
    if (texture->native) {
gabomdq@6320
  1612
        texture = texture->native;
gabomdq@6320
  1613
    }
gabomdq@6320
  1614
gabomdq@6320
  1615
    if(center) real_center = *center;
gabomdq@6320
  1616
    else {
gabomdq@6320
  1617
        real_center.x = real_dstrect.w/2;
gabomdq@6320
  1618
        real_center.y = real_dstrect.h/2;
gabomdq@6320
  1619
    }
gabomdq@6320
  1620
slouken@6528
  1621
    frect.x = real_dstrect.x * renderer->scale.x;
slouken@6528
  1622
    frect.y = real_dstrect.y * renderer->scale.y;
slouken@6528
  1623
    frect.w = real_dstrect.w * renderer->scale.x;
slouken@6528
  1624
    frect.h = real_dstrect.h * renderer->scale.y;
slouken@6528
  1625
slouken@6528
  1626
    fcenter.x = real_center.x * renderer->scale.x;
slouken@6528
  1627
    fcenter.y = real_center.y * renderer->scale.y;
slouken@6528
  1628
slouken@6528
  1629
    return renderer->RenderCopyEx(renderer, texture, &real_srcrect, &frect, angle, &fcenter, flip);
gabomdq@6320
  1630
}
gabomdq@6320
  1631
slouken@5154
  1632
int
slouken@5154
  1633
SDL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
slouken@5154
  1634
                     Uint32 format, void * pixels, int pitch)
slouken@5154
  1635
{
slouken@5154
  1636
    SDL_Rect real_rect;
slouken@5154
  1637
slouken@5154
  1638
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1639
slouken@5154
  1640
    if (!renderer->RenderReadPixels) {
icculus@7037
  1641
        return SDL_Unsupported();
slouken@5154
  1642
    }
slouken@5154
  1643
slouken@5154
  1644
    if (!format) {
icculus@6389
  1645
        format = SDL_GetWindowPixelFormat(renderer->window);
slouken@5154
  1646
    }
slouken@5154
  1647
slouken@5464
  1648
    real_rect.x = renderer->viewport.x;
slouken@5464
  1649
    real_rect.y = renderer->viewport.y;
slouken@5297
  1650
    real_rect.w = renderer->viewport.w;
slouken@5297
  1651
    real_rect.h = renderer->viewport.h;
slouken@5154
  1652
    if (rect) {
slouken@5154
  1653
        if (!SDL_IntersectRect(rect, &real_rect, &real_rect)) {
slouken@5154
  1654
            return 0;
slouken@5154
  1655
        }
slouken@5154
  1656
        if (real_rect.y > rect->y) {
slouken@5154
  1657
            pixels = (Uint8 *)pixels + pitch * (real_rect.y - rect->y);
slouken@5154
  1658
        }
slouken@5154
  1659
        if (real_rect.x > rect->x) {
slouken@5464
  1660
            int bpp = SDL_BYTESPERPIXEL(format);
slouken@5154
  1661
            pixels = (Uint8 *)pixels + bpp * (real_rect.x - rect->x);
slouken@5154
  1662
        }
slouken@5154
  1663
    }
slouken@5154
  1664
slouken@5154
  1665
    return renderer->RenderReadPixels(renderer, &real_rect,
slouken@5154
  1666
                                      format, pixels, pitch);
slouken@5154
  1667
}
slouken@5154
  1668
slouken@5154
  1669
void
slouken@5154
  1670
SDL_RenderPresent(SDL_Renderer * renderer)
slouken@5154
  1671
{
slouken@5154
  1672
    CHECK_RENDERER_MAGIC(renderer, );
slouken@5154
  1673
slouken@6260
  1674
    /* Don't draw while we're hidden */
slouken@6260
  1675
    if (renderer->hidden) {
slouken@6060
  1676
        return;
slouken@6060
  1677
    }
slouken@5154
  1678
    renderer->RenderPresent(renderer);
slouken@5154
  1679
}
slouken@5154
  1680
slouken@5154
  1681
void
slouken@5154
  1682
SDL_DestroyTexture(SDL_Texture * texture)
slouken@5154
  1683
{
slouken@5154
  1684
    SDL_Renderer *renderer;
slouken@5154
  1685
slouken@5154
  1686
    CHECK_TEXTURE_MAGIC(texture, );
slouken@5154
  1687
    texture->magic = NULL;
slouken@5154
  1688
slouken@5154
  1689
    renderer = texture->renderer;
slouken@5154
  1690
    if (texture->next) {
slouken@5154
  1691
        texture->next->prev = texture->prev;
slouken@5154
  1692
    }
slouken@5154
  1693
    if (texture->prev) {
slouken@5154
  1694
        texture->prev->next = texture->next;
slouken@5154
  1695
    } else {
slouken@5154
  1696
        renderer->textures = texture->next;
slouken@5154
  1697
    }
slouken@5154
  1698
slouken@5156
  1699
    if (texture->native) {
slouken@5156
  1700
        SDL_DestroyTexture(texture->native);
slouken@5156
  1701
    }
slouken@5156
  1702
    if (texture->yuv) {
slouken@5156
  1703
        SDL_SW_DestroyYUVTexture(texture->yuv);
slouken@5156
  1704
    }
slouken@5156
  1705
    if (texture->pixels) {
slouken@5156
  1706
        SDL_free(texture->pixels);
slouken@5156
  1707
    }
slouken@5156
  1708
slouken@5154
  1709
    renderer->DestroyTexture(renderer, texture);
slouken@5154
  1710
    SDL_free(texture);
slouken@5154
  1711
}
slouken@5154
  1712
slouken@5154
  1713
void
slouken@5154
  1714
SDL_DestroyRenderer(SDL_Renderer * renderer)
slouken@5154
  1715
{
slouken@5154
  1716
    CHECK_RENDERER_MAGIC(renderer, );
slouken@5154
  1717
slouken@5154
  1718
    SDL_DelEventWatch(SDL_RendererEventWatch, renderer);
slouken@5154
  1719
slouken@5154
  1720
    /* Free existing textures for this renderer */
slouken@5154
  1721
    while (renderer->textures) {
slouken@5154
  1722
        SDL_DestroyTexture(renderer->textures);
slouken@5154
  1723
    }
slouken@5154
  1724
slouken@6417
  1725
    if (renderer->window) {
slouken@6417
  1726
        SDL_SetWindowData(renderer->window, SDL_WINDOWRENDERDATA, NULL);
slouken@6417
  1727
    }
slouken@5528
  1728
slouken@5154
  1729
    /* It's no longer magical... */
slouken@5154
  1730
    renderer->magic = NULL;
slouken@5154
  1731
slouken@5154
  1732
    /* Free the renderer instance */
slouken@5154
  1733
    renderer->DestroyRenderer(renderer);
slouken@5154
  1734
}
slouken@5154
  1735
gabomdq@6414
  1736
int SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh)
gabomdq@6414
  1737
{
gabomdq@6414
  1738
    SDL_Renderer *renderer;
gabomdq@6414
  1739
gabomdq@6415
  1740
    CHECK_TEXTURE_MAGIC(texture, -1);
gabomdq@6414
  1741
    renderer = texture->renderer;
slouken@7318
  1742
    if (texture->native) {
slouken@7318
  1743
        return SDL_GL_BindTexture(texture->native, texw, texh);
slouken@7318
  1744
    } else if (renderer && renderer->GL_BindTexture) {
gabomdq@6414
  1745
        return renderer->GL_BindTexture(renderer, texture, texw, texh);
slouken@7318
  1746
    } else {
slouken@7318
  1747
        return SDL_Unsupported();
gabomdq@6414
  1748
    }
gabomdq@6414
  1749
}
gabomdq@6414
  1750
gabomdq@6414
  1751
int SDL_GL_UnbindTexture(SDL_Texture *texture)
gabomdq@6414
  1752
{
gabomdq@6414
  1753
    SDL_Renderer *renderer;
gabomdq@6414
  1754
gabomdq@6415
  1755
    CHECK_TEXTURE_MAGIC(texture, -1);
gabomdq@6414
  1756
    renderer = texture->renderer;
gabomdq@6414
  1757
    if (renderer && renderer->GL_UnbindTexture) {
gabomdq@6414
  1758
        return renderer->GL_UnbindTexture(renderer, texture);
gabomdq@6414
  1759
    }
gabomdq@6414
  1760
icculus@7037
  1761
    return SDL_Unsupported();
gabomdq@6414
  1762
}
gabomdq@6414
  1763
slouken@5154
  1764
/* vi: set ts=4 sw=4 expandtab: */