src/render/SDL_render.c
author Edward Rudd <urkle@outoforder.cc>
Fri, 20 Sep 2013 13:43:00 -0400
changeset 7746 6a05d7352575
parent 7719 31b5f9ff36ca
child 7759 869583422e5a
permissions -rw-r--r--
add in High DPI support (aka Retina)

- based on Jørgen's patch with a few bug fixes
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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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                    if (renderer->GetOutputSize) {
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                        renderer->GetOutputSize(renderer, &w, &h);
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                    } else {
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                        SDL_GetWindowSize(renderer->window, &w, &h);
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                    }
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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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            if (event->motion.xrel > 0) {
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                event->motion.xrel = SDL_max(1, (int)(event->motion.xrel / renderer->scale.x));
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            } else if (event->motion.xrel < 0) {
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                event->motion.xrel = SDL_min(-1, (int)(event->motion.xrel / renderer->scale.x));
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            }
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            if (event->motion.yrel > 0) {
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                event->motion.yrel = SDL_max(1, (int)(event->motion.yrel / renderer->scale.y));
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            } else if (event->motion.yrel < 0) {
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                event->motion.yrel = SDL_min(-1, (int)(event->motion.yrel / renderer->scale.y));
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            }
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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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   261
    } 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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   282
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        SDL_SetWindowData(window, SDL_WINDOWRENDERDATA, renderer);
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        SDL_RenderSetViewport(renderer, NULL);
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   287
        SDL_AddEventWatch(SDL_RendererEventWatch, renderer);
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   289
        SDL_LogInfo(SDL_LOG_CATEGORY_RENDER,
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   290
                    "Created renderer: %s", renderer->info.name);
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   291
    }
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   292
    return renderer;
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   293
#else
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   294
    SDL_SetError("SDL not built with rendering support");
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   295
    return NULL;
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   296
#endif
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   297
}
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   298
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   299
SDL_Renderer *
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   300
SDL_CreateSoftwareRenderer(SDL_Surface * surface)
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   301
{
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   302
#if !SDL_RENDER_DISABLED
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   303
    SDL_Renderer *renderer;
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   304
slouken@5297
   305
    renderer = SW_CreateRendererForSurface(surface);
slouken@5297
   306
slouken@5297
   307
    if (renderer) {
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   308
        renderer->magic = &renderer_magic;
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   309
        renderer->scale.x = 1.0f;
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   310
        renderer->scale.y = 1.0f;
slouken@5297
   311
slouken@5297
   312
        SDL_RenderSetViewport(renderer, NULL);
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   313
    }
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   314
    return renderer;
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   315
#else
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   316
    SDL_SetError("SDL not built with rendering support");
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   317
    return NULL;
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   318
#endif /* !SDL_RENDER_DISABLED */
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   319
}
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   320
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   321
SDL_Renderer *
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   322
SDL_GetRenderer(SDL_Window * window)
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   323
{
slouken@5528
   324
    return (SDL_Renderer *)SDL_GetWindowData(window, SDL_WINDOWRENDERDATA);
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   325
}
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   326
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   327
int
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   328
SDL_GetRendererInfo(SDL_Renderer * renderer, SDL_RendererInfo * info)
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   329
{
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   330
    CHECK_RENDERER_MAGIC(renderer, -1);
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   331
slouken@5154
   332
    *info = renderer->info;
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   333
    return 0;
slouken@5154
   334
}
slouken@5154
   335
slouken@7239
   336
int
slouken@7239
   337
SDL_GetRendererOutputSize(SDL_Renderer * renderer, int *w, int *h)
slouken@7239
   338
{
slouken@7239
   339
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@7239
   340
slouken@7239
   341
    if (renderer->target) {
slouken@7239
   342
        return SDL_QueryTexture(renderer->target, NULL, NULL, w, h);
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   343
    } else if (renderer->GetOutputSize) {
urkle@7746
   344
        return renderer->GetOutputSize(renderer, w, h);
slouken@7239
   345
    } else if (renderer->window) {
slouken@7239
   346
        SDL_GetWindowSize(renderer->window, w, h);
slouken@7239
   347
        return 0;
slouken@7239
   348
    } else {
slouken@7239
   349
        /* This should never happen */
slouken@7239
   350
        SDL_SetError("Renderer doesn't support querying output size");
slouken@7239
   351
        return -1;
slouken@7239
   352
    }
slouken@7239
   353
}
slouken@7239
   354
slouken@5156
   355
static SDL_bool
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   356
IsSupportedFormat(SDL_Renderer * renderer, Uint32 format)
slouken@5156
   357
{
slouken@5156
   358
    Uint32 i;
slouken@5156
   359
slouken@5156
   360
    for (i = 0; i < renderer->info.num_texture_formats; ++i) {
slouken@5156
   361
        if (renderer->info.texture_formats[i] == format) {
slouken@5156
   362
            return SDL_TRUE;
slouken@5156
   363
        }
slouken@5156
   364
    }
slouken@5156
   365
    return SDL_FALSE;
slouken@5156
   366
}
slouken@5156
   367
slouken@5156
   368
static Uint32
slouken@5156
   369
GetClosestSupportedFormat(SDL_Renderer * renderer, Uint32 format)
slouken@5156
   370
{
slouken@5156
   371
    Uint32 i;
slouken@5156
   372
slouken@5268
   373
    if (SDL_ISPIXELFORMAT_FOURCC(format)) {
slouken@5268
   374
        /* Look for an exact match */
slouken@5268
   375
        for (i = 0; i < renderer->info.num_texture_formats; ++i) {
slouken@5268
   376
            if (renderer->info.texture_formats[i] == format) {
slouken@5268
   377
                return renderer->info.texture_formats[i];
slouken@5268
   378
            }
slouken@5268
   379
        }
slouken@5268
   380
    } else {
slouken@5268
   381
        SDL_bool hasAlpha = SDL_ISPIXELFORMAT_ALPHA(format);
slouken@5268
   382
slouken@5268
   383
        /* We just want to match the first format that has the same channels */
slouken@5268
   384
        for (i = 0; i < renderer->info.num_texture_formats; ++i) {
slouken@5300
   385
            if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
slouken@5300
   386
                SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == hasAlpha) {
slouken@5268
   387
                return renderer->info.texture_formats[i];
slouken@5268
   388
            }
slouken@5156
   389
        }
slouken@5156
   390
    }
slouken@5156
   391
    return renderer->info.texture_formats[0];
slouken@5156
   392
}
slouken@5156
   393
slouken@5154
   394
SDL_Texture *
slouken@5154
   395
SDL_CreateTexture(SDL_Renderer * renderer, Uint32 format, int access, int w, int h)
slouken@5154
   396
{
slouken@5154
   397
    SDL_Texture *texture;
slouken@5154
   398
slouken@5154
   399
    CHECK_RENDERER_MAGIC(renderer, NULL);
slouken@5154
   400
slouken@5413
   401
    if (!format) {
slouken@5413
   402
        format = renderer->info.texture_formats[0];
slouken@5413
   403
    }
slouken@5156
   404
    if (SDL_ISPIXELFORMAT_INDEXED(format)) {
slouken@5156
   405
        SDL_SetError("Palettized textures are not supported");
slouken@5156
   406
        return NULL;
slouken@5156
   407
    }
slouken@5154
   408
    if (w <= 0 || h <= 0) {
slouken@5154
   409
        SDL_SetError("Texture dimensions can't be 0");
slouken@5156
   410
        return NULL;
slouken@5154
   411
    }
slouken@5154
   412
    texture = (SDL_Texture *) SDL_calloc(1, sizeof(*texture));
slouken@5154
   413
    if (!texture) {
slouken@5154
   414
        SDL_OutOfMemory();
slouken@5156
   415
        return NULL;
slouken@5154
   416
    }
slouken@5154
   417
    texture->magic = &texture_magic;
slouken@5154
   418
    texture->format = format;
slouken@5154
   419
    texture->access = access;
slouken@5154
   420
    texture->w = w;
slouken@5154
   421
    texture->h = h;
slouken@5154
   422
    texture->r = 255;
slouken@5154
   423
    texture->g = 255;
slouken@5154
   424
    texture->b = 255;
slouken@5154
   425
    texture->a = 255;
slouken@5154
   426
    texture->renderer = renderer;
slouken@5154
   427
    texture->next = renderer->textures;
slouken@5154
   428
    if (renderer->textures) {
slouken@5154
   429
        renderer->textures->prev = texture;
slouken@5154
   430
    }
slouken@5154
   431
    renderer->textures = texture;
slouken@5154
   432
slouken@5156
   433
    if (IsSupportedFormat(renderer, format)) {
slouken@5156
   434
        if (renderer->CreateTexture(renderer, texture) < 0) {
slouken@5156
   435
            SDL_DestroyTexture(texture);
slouken@5156
   436
            return 0;
slouken@5156
   437
        }
slouken@5156
   438
    } else {
slouken@5156
   439
        texture->native = SDL_CreateTexture(renderer,
slouken@5156
   440
                                GetClosestSupportedFormat(renderer, format),
slouken@5156
   441
                                access, w, h);
slouken@5156
   442
        if (!texture->native) {
slouken@5156
   443
            SDL_DestroyTexture(texture);
slouken@5156
   444
            return NULL;
slouken@5156
   445
        }
slouken@5156
   446
slouken@6497
   447
        /* Swap textures to have texture before texture->native in the list */
slouken@6497
   448
        texture->native->next = texture->next;
slouken@6533
   449
        if (texture->native->next) {
slouken@6533
   450
            texture->native->next->prev = texture->native;
slouken@6533
   451
        }
slouken@6497
   452
        texture->prev = texture->native->prev;
slouken@6533
   453
        if (texture->prev) {
slouken@6533
   454
            texture->prev->next = texture;
slouken@6533
   455
        }
slouken@6497
   456
        texture->native->prev = texture;
slouken@6497
   457
        texture->next = texture->native;
slouken@6497
   458
        renderer->textures = texture;
slouken@6497
   459
slouken@5156
   460
        if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
slouken@5156
   461
            texture->yuv = SDL_SW_CreateYUVTexture(format, w, h);
slouken@5156
   462
            if (!texture->yuv) {
slouken@5156
   463
                SDL_DestroyTexture(texture);
slouken@5156
   464
                return NULL;
slouken@5156
   465
            }
slouken@5156
   466
        } else if (access == SDL_TEXTUREACCESS_STREAMING) {
slouken@5156
   467
            /* The pitch is 4 byte aligned */
slouken@5156
   468
            texture->pitch = (((w * SDL_BYTESPERPIXEL(format)) + 3) & ~3);
slouken@5342
   469
            texture->pixels = SDL_calloc(1, texture->pitch * h);
slouken@5156
   470
            if (!texture->pixels) {
slouken@5156
   471
                SDL_DestroyTexture(texture);
slouken@5156
   472
                return NULL;
slouken@5156
   473
            }
slouken@5156
   474
        }
slouken@5154
   475
    }
slouken@5154
   476
    return texture;
slouken@5154
   477
}
slouken@5154
   478
slouken@5154
   479
SDL_Texture *
slouken@5158
   480
SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface)
slouken@5154
   481
{
slouken@5158
   482
    const SDL_PixelFormat *fmt;
slouken@5158
   483
    SDL_bool needAlpha;
slouken@5158
   484
    Uint32 i;
slouken@5158
   485
    Uint32 format;
slouken@5158
   486
    SDL_Texture *texture;
slouken@5154
   487
slouken@5154
   488
    CHECK_RENDERER_MAGIC(renderer, NULL);
slouken@5154
   489
slouken@5154
   490
    if (!surface) {
slouken@5154
   491
        SDL_SetError("SDL_CreateTextureFromSurface() passed NULL surface");
slouken@5154
   492
        return NULL;
slouken@5154
   493
    }
slouken@5158
   494
slouken@5158
   495
    /* See what the best texture format is */
slouken@5154
   496
    fmt = surface->format;
slouken@5158
   497
    if (fmt->Amask || SDL_GetColorKey(surface, NULL) == 0) {
slouken@5158
   498
        needAlpha = SDL_TRUE;
slouken@5154
   499
    } else {
slouken@5158
   500
        needAlpha = SDL_FALSE;
slouken@5158
   501
    }
slouken@5158
   502
    format = renderer->info.texture_formats[0];
slouken@5158
   503
    for (i = 0; i < renderer->info.num_texture_formats; ++i) {
slouken@5268
   504
        if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
slouken@5268
   505
            SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == needAlpha) {
slouken@5158
   506
            format = renderer->info.texture_formats[i];
slouken@5158
   507
            break;
slouken@5154
   508
        }
slouken@5154
   509
    }
slouken@5154
   510
slouken@5158
   511
    texture = SDL_CreateTexture(renderer, format, SDL_TEXTUREACCESS_STATIC,
slouken@5158
   512
                                surface->w, surface->h);
slouken@5154
   513
    if (!texture) {
slouken@5158
   514
        return NULL;
slouken@5154
   515
    }
slouken@5158
   516
slouken@5288
   517
    if (format == surface->format->format) {
slouken@5154
   518
        if (SDL_MUSTLOCK(surface)) {
slouken@5154
   519
            SDL_LockSurface(surface);
slouken@5158
   520
            SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
slouken@5154
   521
            SDL_UnlockSurface(surface);
slouken@5154
   522
        } else {
slouken@5158
   523
            SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
slouken@5154
   524
        }
slouken@5154
   525
    } else {
slouken@5297
   526
        SDL_PixelFormat *dst_fmt;
slouken@5158
   527
        SDL_Surface *temp = NULL;
slouken@5154
   528
slouken@5154
   529
        /* Set up a destination surface for the texture update */
slouken@5297
   530
        dst_fmt = SDL_AllocFormat(format);
slouken@5297
   531
        temp = SDL_ConvertSurface(surface, dst_fmt, 0);
slouken@5297
   532
        SDL_FreeFormat(dst_fmt);
slouken@5158
   533
        if (temp) {
slouken@5158
   534
            SDL_UpdateTexture(texture, NULL, temp->pixels, temp->pitch);
slouken@5158
   535
            SDL_FreeSurface(temp);
slouken@5158
   536
        } else {
slouken@5154
   537
            SDL_DestroyTexture(texture);
slouken@5158
   538
            return NULL;
slouken@5154
   539
        }
slouken@5154
   540
    }
slouken@5154
   541
slouken@5154
   542
    {
slouken@5154
   543
        Uint8 r, g, b, a;
slouken@5154
   544
        SDL_BlendMode blendMode;
slouken@5154
   545
slouken@5154
   546
        SDL_GetSurfaceColorMod(surface, &r, &g, &b);
slouken@5154
   547
        SDL_SetTextureColorMod(texture, r, g, b);
slouken@5154
   548
slouken@5154
   549
        SDL_GetSurfaceAlphaMod(surface, &a);
slouken@5154
   550
        SDL_SetTextureAlphaMod(texture, a);
slouken@5154
   551
slouken@5154
   552
        if (SDL_GetColorKey(surface, NULL) == 0) {
slouken@5154
   553
            /* We converted to a texture with alpha format */
slouken@5154
   554
            SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
slouken@5154
   555
        } else {
slouken@5154
   556
            SDL_GetSurfaceBlendMode(surface, &blendMode);
slouken@5154
   557
            SDL_SetTextureBlendMode(texture, blendMode);
slouken@5154
   558
        }
slouken@5154
   559
    }
slouken@5154
   560
    return texture;
slouken@5154
   561
}
slouken@5154
   562
slouken@5154
   563
int
slouken@5154
   564
SDL_QueryTexture(SDL_Texture * texture, Uint32 * format, int *access,
slouken@5154
   565
                 int *w, int *h)
slouken@5154
   566
{
slouken@5154
   567
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   568
slouken@5154
   569
    if (format) {
slouken@5154
   570
        *format = texture->format;
slouken@5154
   571
    }
slouken@5154
   572
    if (access) {
slouken@5154
   573
        *access = texture->access;
slouken@5154
   574
    }
slouken@5154
   575
    if (w) {
slouken@5154
   576
        *w = texture->w;
slouken@5154
   577
    }
slouken@5154
   578
    if (h) {
slouken@5154
   579
        *h = texture->h;
slouken@5154
   580
    }
slouken@5154
   581
    return 0;
slouken@5154
   582
}
slouken@5154
   583
slouken@5154
   584
int
slouken@5154
   585
SDL_SetTextureColorMod(SDL_Texture * texture, Uint8 r, Uint8 g, Uint8 b)
slouken@5154
   586
{
slouken@5154
   587
    SDL_Renderer *renderer;
slouken@5154
   588
slouken@5154
   589
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   590
slouken@5154
   591
    renderer = texture->renderer;
slouken@5154
   592
    if (r < 255 || g < 255 || b < 255) {
slouken@5154
   593
        texture->modMode |= SDL_TEXTUREMODULATE_COLOR;
slouken@5154
   594
    } else {
slouken@5154
   595
        texture->modMode &= ~SDL_TEXTUREMODULATE_COLOR;
slouken@5154
   596
    }
slouken@5154
   597
    texture->r = r;
slouken@5154
   598
    texture->g = g;
slouken@5154
   599
    texture->b = b;
slouken@5156
   600
    if (texture->native) {
slouken@5156
   601
        return SDL_SetTextureColorMod(texture->native, r, g, b);
slouken@5156
   602
    } else if (renderer->SetTextureColorMod) {
slouken@5154
   603
        return renderer->SetTextureColorMod(renderer, texture);
slouken@5154
   604
    } else {
slouken@5154
   605
        return 0;
slouken@5154
   606
    }
slouken@5154
   607
}
slouken@5154
   608
slouken@5154
   609
int
slouken@5154
   610
SDL_GetTextureColorMod(SDL_Texture * texture, Uint8 * r, Uint8 * g,
slouken@5154
   611
                       Uint8 * b)
slouken@5154
   612
{
slouken@5154
   613
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   614
slouken@5154
   615
    if (r) {
slouken@5154
   616
        *r = texture->r;
slouken@5154
   617
    }
slouken@5154
   618
    if (g) {
slouken@5154
   619
        *g = texture->g;
slouken@5154
   620
    }
slouken@5154
   621
    if (b) {
slouken@5154
   622
        *b = texture->b;
slouken@5154
   623
    }
slouken@5154
   624
    return 0;
slouken@5154
   625
}
slouken@5154
   626
slouken@5154
   627
int
slouken@5154
   628
SDL_SetTextureAlphaMod(SDL_Texture * texture, Uint8 alpha)
slouken@5154
   629
{
slouken@5154
   630
    SDL_Renderer *renderer;
slouken@5154
   631
slouken@5154
   632
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   633
slouken@5154
   634
    renderer = texture->renderer;
slouken@5154
   635
    if (alpha < 255) {
slouken@5154
   636
        texture->modMode |= SDL_TEXTUREMODULATE_ALPHA;
slouken@5154
   637
    } else {
slouken@5154
   638
        texture->modMode &= ~SDL_TEXTUREMODULATE_ALPHA;
slouken@5154
   639
    }
slouken@5154
   640
    texture->a = alpha;
slouken@5156
   641
    if (texture->native) {
slouken@5156
   642
        return SDL_SetTextureAlphaMod(texture->native, alpha);
slouken@5156
   643
    } else if (renderer->SetTextureAlphaMod) {
slouken@5154
   644
        return renderer->SetTextureAlphaMod(renderer, texture);
slouken@5154
   645
    } else {
slouken@5154
   646
        return 0;
slouken@5154
   647
    }
slouken@5154
   648
}
slouken@5154
   649
slouken@5154
   650
int
slouken@5154
   651
SDL_GetTextureAlphaMod(SDL_Texture * texture, Uint8 * alpha)
slouken@5154
   652
{
slouken@5154
   653
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   654
slouken@5154
   655
    if (alpha) {
slouken@5154
   656
        *alpha = texture->a;
slouken@5154
   657
    }
slouken@5154
   658
    return 0;
slouken@5154
   659
}
slouken@5154
   660
slouken@5154
   661
int
slouken@5154
   662
SDL_SetTextureBlendMode(SDL_Texture * texture, SDL_BlendMode blendMode)
slouken@5154
   663
{
slouken@5154
   664
    SDL_Renderer *renderer;
slouken@5154
   665
slouken@5154
   666
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   667
slouken@5154
   668
    renderer = texture->renderer;
slouken@5154
   669
    texture->blendMode = blendMode;
slouken@5156
   670
    if (texture->native) {
slouken@5180
   671
        return SDL_SetTextureBlendMode(texture->native, blendMode);
slouken@5156
   672
    } else if (renderer->SetTextureBlendMode) {
slouken@5154
   673
        return renderer->SetTextureBlendMode(renderer, texture);
slouken@5154
   674
    } else {
slouken@5154
   675
        return 0;
slouken@5154
   676
    }
slouken@5154
   677
}
slouken@5154
   678
slouken@5154
   679
int
slouken@5154
   680
SDL_GetTextureBlendMode(SDL_Texture * texture, SDL_BlendMode *blendMode)
slouken@5154
   681
{
slouken@5154
   682
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   683
slouken@5154
   684
    if (blendMode) {
slouken@5154
   685
        *blendMode = texture->blendMode;
slouken@5154
   686
    }
slouken@5154
   687
    return 0;
slouken@5154
   688
}
slouken@5154
   689
slouken@5156
   690
static int
slouken@5156
   691
SDL_UpdateTextureYUV(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5156
   692
                     const void *pixels, int pitch)
slouken@5156
   693
{
slouken@5156
   694
    SDL_Texture *native = texture->native;
slouken@5156
   695
    SDL_Rect full_rect;
slouken@5156
   696
slouken@5156
   697
    if (SDL_SW_UpdateYUVTexture(texture->yuv, rect, pixels, pitch) < 0) {
slouken@5156
   698
        return -1;
slouken@5156
   699
    }
slouken@5156
   700
slouken@5156
   701
    full_rect.x = 0;
slouken@5156
   702
    full_rect.y = 0;
slouken@5156
   703
    full_rect.w = texture->w;
slouken@5156
   704
    full_rect.h = texture->h;
slouken@5156
   705
    rect = &full_rect;
slouken@5156
   706
slouken@5156
   707
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
slouken@5156
   708
        /* We can lock the texture and copy to it */
slouken@5156
   709
        void *native_pixels;
slouken@5156
   710
        int native_pitch;
slouken@5156
   711
slouken@5156
   712
        if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
slouken@5156
   713
            return -1;
slouken@5156
   714
        }
slouken@5156
   715
        SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
slouken@5156
   716
                            rect->w, rect->h, native_pixels, native_pitch);
slouken@5156
   717
        SDL_UnlockTexture(native);
slouken@5156
   718
    } else {
slouken@5156
   719
        /* Use a temporary buffer for updating */
slouken@5156
   720
        void *temp_pixels;
slouken@5156
   721
        int temp_pitch;
slouken@5156
   722
slouken@5156
   723
        temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
slouken@5156
   724
        temp_pixels = SDL_malloc(rect->h * temp_pitch);
slouken@5156
   725
        if (!temp_pixels) {
icculus@7037
   726
            return SDL_OutOfMemory();
slouken@5156
   727
        }
slouken@5156
   728
        SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
slouken@5156
   729
                            rect->w, rect->h, temp_pixels, temp_pitch);
slouken@5156
   730
        SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
slouken@5156
   731
        SDL_free(temp_pixels);
slouken@5156
   732
    }
slouken@5156
   733
    return 0;
slouken@5156
   734
}
slouken@5156
   735
slouken@5156
   736
static int
slouken@5156
   737
SDL_UpdateTextureNative(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5156
   738
                        const void *pixels, int pitch)
slouken@5156
   739
{
slouken@5156
   740
    SDL_Texture *native = texture->native;
slouken@5156
   741
slouken@5156
   742
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
slouken@5156
   743
        /* We can lock the texture and copy to it */
slouken@5156
   744
        void *native_pixels;
slouken@5156
   745
        int native_pitch;
slouken@5156
   746
slouken@5156
   747
        if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
slouken@5156
   748
            return -1;
slouken@5156
   749
        }
slouken@5156
   750
        SDL_ConvertPixels(rect->w, rect->h,
slouken@5156
   751
                          texture->format, pixels, pitch,
slouken@5156
   752
                          native->format, native_pixels, native_pitch);
slouken@5156
   753
        SDL_UnlockTexture(native);
slouken@5156
   754
    } else {
slouken@5156
   755
        /* Use a temporary buffer for updating */
slouken@5156
   756
        void *temp_pixels;
slouken@5156
   757
        int temp_pitch;
slouken@5156
   758
slouken@5156
   759
        temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
slouken@5156
   760
        temp_pixels = SDL_malloc(rect->h * temp_pitch);
slouken@5156
   761
        if (!temp_pixels) {
icculus@7037
   762
            return SDL_OutOfMemory();
slouken@5156
   763
        }
slouken@5156
   764
        SDL_ConvertPixels(rect->w, rect->h,
slouken@5156
   765
                          texture->format, pixels, pitch,
slouken@5156
   766
                          native->format, temp_pixels, temp_pitch);
slouken@5156
   767
        SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
slouken@5156
   768
        SDL_free(temp_pixels);
slouken@5156
   769
    }
slouken@5156
   770
    return 0;
slouken@5156
   771
}
slouken@5156
   772
slouken@5154
   773
int
slouken@5154
   774
SDL_UpdateTexture(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5154
   775
                  const void *pixels, int pitch)
slouken@5154
   776
{
slouken@5154
   777
    SDL_Renderer *renderer;
slouken@5154
   778
    SDL_Rect full_rect;
slouken@5154
   779
slouken@5154
   780
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   781
slouken@7409
   782
    if (!pixels) {
slouken@7409
   783
        return SDL_InvalidParamError("pixels");
slouken@7409
   784
    }
slouken@7409
   785
    if (!pitch) {
slouken@7409
   786
        return SDL_InvalidParamError("pitch");
slouken@7409
   787
    }
slouken@7409
   788
slouken@5154
   789
    if (!rect) {
slouken@5154
   790
        full_rect.x = 0;
slouken@5154
   791
        full_rect.y = 0;
slouken@5154
   792
        full_rect.w = texture->w;
slouken@5154
   793
        full_rect.h = texture->h;
slouken@5154
   794
        rect = &full_rect;
slouken@5154
   795
    }
slouken@5156
   796
slouken@5156
   797
    if (texture->yuv) {
slouken@5156
   798
        return SDL_UpdateTextureYUV(texture, rect, pixels, pitch);
slouken@5156
   799
    } else if (texture->native) {
slouken@5156
   800
        return SDL_UpdateTextureNative(texture, rect, pixels, pitch);
slouken@5156
   801
    } else {
slouken@5156
   802
        renderer = texture->renderer;
slouken@5156
   803
        return renderer->UpdateTexture(renderer, texture, rect, pixels, pitch);
slouken@5156
   804
    }
slouken@5156
   805
}
slouken@5156
   806
slouken@5156
   807
static int
slouken@5156
   808
SDL_LockTextureYUV(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5156
   809
                   void **pixels, int *pitch)
slouken@5156
   810
{
slouken@5156
   811
    return SDL_SW_LockYUVTexture(texture->yuv, rect, pixels, pitch);
slouken@5156
   812
}
slouken@5156
   813
slouken@5156
   814
static int
slouken@5156
   815
SDL_LockTextureNative(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5156
   816
                      void **pixels, int *pitch)
slouken@5156
   817
{
slouken@5156
   818
    texture->locked_rect = *rect;
slouken@5156
   819
    *pixels = (void *) ((Uint8 *) texture->pixels +
slouken@5156
   820
                        rect->y * texture->pitch +
slouken@5156
   821
                        rect->x * SDL_BYTESPERPIXEL(texture->format));
slouken@5156
   822
    *pitch = texture->pitch;
slouken@5156
   823
    return 0;
slouken@5154
   824
}
slouken@5154
   825
slouken@5154
   826
int
slouken@5156
   827
SDL_LockTexture(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5154
   828
                void **pixels, int *pitch)
slouken@5154
   829
{
slouken@5154
   830
    SDL_Renderer *renderer;
slouken@5154
   831
    SDL_Rect full_rect;
slouken@5154
   832
slouken@5154
   833
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   834
slouken@5154
   835
    if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
icculus@7037
   836
        return SDL_SetError("SDL_LockTexture(): texture must be streaming");
slouken@5154
   837
    }
slouken@5156
   838
slouken@5154
   839
    if (!rect) {
slouken@5154
   840
        full_rect.x = 0;
slouken@5154
   841
        full_rect.y = 0;
slouken@5154
   842
        full_rect.w = texture->w;
slouken@5154
   843
        full_rect.h = texture->h;
slouken@5154
   844
        rect = &full_rect;
slouken@5154
   845
    }
slouken@5156
   846
slouken@5156
   847
    if (texture->yuv) {
slouken@5156
   848
        return SDL_LockTextureYUV(texture, rect, pixels, pitch);
slouken@5156
   849
    } else if (texture->native) {
slouken@5156
   850
        return SDL_LockTextureNative(texture, rect, pixels, pitch);
slouken@5156
   851
    } else {
slouken@5156
   852
        renderer = texture->renderer;
slouken@5156
   853
        return renderer->LockTexture(renderer, texture, rect, pixels, pitch);
slouken@5156
   854
    }
slouken@5156
   855
}
slouken@5156
   856
slouken@5156
   857
static void
slouken@5156
   858
SDL_UnlockTextureYUV(SDL_Texture * texture)
slouken@5156
   859
{
slouken@5156
   860
    SDL_Texture *native = texture->native;
slouken@5156
   861
    void *native_pixels;
slouken@5156
   862
    int native_pitch;
slouken@5156
   863
    SDL_Rect rect;
slouken@5156
   864
slouken@5156
   865
    rect.x = 0;
slouken@5156
   866
    rect.y = 0;
slouken@5156
   867
    rect.w = texture->w;
slouken@5156
   868
    rect.h = texture->h;
slouken@5156
   869
slouken@5156
   870
    if (SDL_LockTexture(native, &rect, &native_pixels, &native_pitch) < 0) {
slouken@5156
   871
        return;
slouken@5156
   872
    }
slouken@5156
   873
    SDL_SW_CopyYUVToRGB(texture->yuv, &rect, native->format,
slouken@5156
   874
                        rect.w, rect.h, native_pixels, native_pitch);
slouken@5156
   875
    SDL_UnlockTexture(native);
slouken@5156
   876
}
slouken@5156
   877
slouken@6044
   878
static void
slouken@5156
   879
SDL_UnlockTextureNative(SDL_Texture * texture)
slouken@5156
   880
{
slouken@5156
   881
    SDL_Texture *native = texture->native;
slouken@5156
   882
    void *native_pixels;
slouken@5156
   883
    int native_pitch;
slouken@5156
   884
    const SDL_Rect *rect = &texture->locked_rect;
slouken@5156
   885
    const void* pixels = (void *) ((Uint8 *) texture->pixels +
slouken@5156
   886
                        rect->y * texture->pitch +
slouken@5156
   887
                        rect->x * SDL_BYTESPERPIXEL(texture->format));
slouken@5156
   888
    int pitch = texture->pitch;
slouken@5156
   889
slouken@5156
   890
    if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
slouken@5156
   891
        return;
slouken@5156
   892
    }
slouken@5156
   893
    SDL_ConvertPixels(rect->w, rect->h,
slouken@5156
   894
                      texture->format, pixels, pitch,
slouken@5156
   895
                      native->format, native_pixels, native_pitch);
slouken@5156
   896
    SDL_UnlockTexture(native);
slouken@5154
   897
}
slouken@5154
   898
slouken@5154
   899
void
slouken@5154
   900
SDL_UnlockTexture(SDL_Texture * texture)
slouken@5154
   901
{
slouken@5154
   902
    SDL_Renderer *renderer;
slouken@5154
   903
slouken@5154
   904
    CHECK_TEXTURE_MAGIC(texture, );
slouken@5154
   905
slouken@5154
   906
    if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
slouken@5154
   907
        return;
slouken@5154
   908
    }
slouken@5156
   909
    if (texture->yuv) {
slouken@5156
   910
        SDL_UnlockTextureYUV(texture);
slouken@5156
   911
    } else if (texture->native) {
slouken@5156
   912
        SDL_UnlockTextureNative(texture);
slouken@5156
   913
    } else {
slouken@5156
   914
        renderer = texture->renderer;
slouken@5156
   915
        renderer->UnlockTexture(renderer, texture);
slouken@5154
   916
    }
slouken@5154
   917
}
slouken@5154
   918
slouken@6246
   919
SDL_bool
slouken@6246
   920
SDL_RenderTargetSupported(SDL_Renderer *renderer)
slouken@6246
   921
{
slouken@6247
   922
    if (!renderer || !renderer->SetRenderTarget) {
slouken@6246
   923
        return SDL_FALSE;
slouken@6246
   924
    }
slouken@6246
   925
    return (renderer->info.flags & SDL_RENDERER_TARGETTEXTURE) != 0;
slouken@6246
   926
}
slouken@6246
   927
slouken@6246
   928
int
slouken@6247
   929
SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
slouken@6246
   930
{
slouken@6246
   931
    if (!SDL_RenderTargetSupported(renderer)) {
icculus@7037
   932
        return SDL_Unsupported();
slouken@6246
   933
    }
slouken@6246
   934
    if (texture == renderer->target) {
slouken@6246
   935
        /* Nothing to do! */
slouken@6246
   936
        return 0;
slouken@6246
   937
    }
slouken@6246
   938
slouken@6246
   939
    /* texture == NULL is valid and means reset the target to the window */
slouken@6246
   940
    if (texture) {
slouken@6246
   941
        CHECK_TEXTURE_MAGIC(texture, -1);
slouken@6246
   942
        if (renderer != texture->renderer) {
icculus@7037
   943
            return SDL_SetError("Texture was not created with this renderer");
slouken@6246
   944
        }
gabomdq@6337
   945
        if (texture->access != SDL_TEXTUREACCESS_TARGET) {
icculus@7037
   946
            return SDL_SetError("Texture not created with SDL_TEXTUREACCESS_TARGET");
slouken@6246
   947
        }
slouken@6246
   948
        if (texture->native) {
slouken@6246
   949
            /* Always render to the native texture */
slouken@6246
   950
            texture = texture->native;
slouken@6246
   951
        }
slouken@6246
   952
    }
slouken@6246
   953
slouken@6246
   954
    if (texture && !renderer->target) {
slouken@6246
   955
        /* Make a backup of the viewport */
slouken@6246
   956
        renderer->viewport_backup = renderer->viewport;
slouken@7141
   957
        renderer->clip_rect_backup = renderer->clip_rect;
slouken@6528
   958
        renderer->scale_backup = renderer->scale;
slouken@6581
   959
        renderer->logical_w_backup = renderer->logical_w;
slouken@6581
   960
        renderer->logical_h_backup = renderer->logical_h;
slouken@6246
   961
    }
slouken@6246
   962
    renderer->target = texture;
slouken@6246
   963
slouken@6247
   964
    if (renderer->SetRenderTarget(renderer, texture) < 0) {
slouken@6246
   965
        return -1;
slouken@6246
   966
    }
slouken@6246
   967
slouken@6246
   968
    if (texture) {
slouken@6528
   969
        renderer->viewport.x = 0;
slouken@6528
   970
        renderer->viewport.y = 0;
slouken@6528
   971
        renderer->viewport.w = texture->w;
slouken@6528
   972
        renderer->viewport.h = texture->h;
slouken@6528
   973
        renderer->scale.x = 1.0f;
slouken@6528
   974
        renderer->scale.y = 1.0f;
slouken@7339
   975
        renderer->logical_w = texture->w;
slouken@7339
   976
        renderer->logical_h = texture->h;
slouken@6246
   977
    } else {
slouken@6528
   978
        renderer->viewport = renderer->viewport_backup;
slouken@7141
   979
        renderer->clip_rect = renderer->clip_rect_backup;
slouken@6528
   980
        renderer->scale = renderer->scale_backup;
slouken@6581
   981
        renderer->logical_w = renderer->logical_w_backup;
slouken@6581
   982
        renderer->logical_h = renderer->logical_h_backup;
slouken@6246
   983
    }
slouken@6528
   984
    if (renderer->UpdateViewport(renderer) < 0) {
slouken@6246
   985
        return -1;
slouken@6246
   986
    }
slouken@7141
   987
    if (renderer->UpdateClipRect(renderer) < 0) {
slouken@7141
   988
        return -1;
slouken@7141
   989
    }
slouken@6246
   990
slouken@6246
   991
    /* All set! */
slouken@6246
   992
    return 0;
slouken@6246
   993
}
slouken@6246
   994
slouken@6578
   995
SDL_Texture *
slouken@6578
   996
SDL_GetRenderTarget(SDL_Renderer *renderer)
slouken@6578
   997
{
slouken@6578
   998
    return renderer->target;
slouken@6578
   999
}
slouken@6578
  1000
slouken@6530
  1001
static int
slouken@6530
  1002
UpdateLogicalSize(SDL_Renderer *renderer)
slouken@6530
  1003
{
slouken@6530
  1004
    int w, h;
slouken@6530
  1005
    float want_aspect;
slouken@6530
  1006
    float real_aspect;
slouken@6530
  1007
    float scale;
slouken@6530
  1008
    SDL_Rect viewport;
slouken@6530
  1009
slouken@7239
  1010
    if (SDL_GetRendererOutputSize(renderer, &w, &h) < 0) {
slouken@7239
  1011
        return -1;
slouken@6530
  1012
    }
slouken@6530
  1013
slouken@6530
  1014
    want_aspect = (float)renderer->logical_w / renderer->logical_h;
slouken@6530
  1015
    real_aspect = (float)w / h;
slouken@6530
  1016
slouken@6530
  1017
    /* Clear the scale because we're setting viewport in output coordinates */
slouken@6530
  1018
    SDL_RenderSetScale(renderer, 1.0f, 1.0f);
slouken@6530
  1019
slouken@6530
  1020
    if (SDL_fabs(want_aspect-real_aspect) < 0.0001) {
slouken@6530
  1021
        /* The aspect ratios are the same, just scale appropriately */
slouken@6530
  1022
        scale = (float)w / renderer->logical_w;
slouken@6530
  1023
        SDL_RenderSetViewport(renderer, NULL);
slouken@6530
  1024
    } else if (want_aspect > real_aspect) {
slouken@6530
  1025
        /* We want a wider aspect ratio than is available - letterbox it */
slouken@6530
  1026
        scale = (float)w / renderer->logical_w;
slouken@6530
  1027
        viewport.x = 0;
slouken@6530
  1028
        viewport.w = w;
slouken@6530
  1029
        viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
slouken@6530
  1030
        viewport.y = (h - viewport.h) / 2;
slouken@6530
  1031
        SDL_RenderSetViewport(renderer, &viewport);
slouken@6530
  1032
    } else {
slouken@6530
  1033
        /* We want a narrower aspect ratio than is available - use side-bars */
slouken@6530
  1034
        scale = (float)h / renderer->logical_h;
slouken@6530
  1035
        viewport.y = 0;
slouken@6530
  1036
        viewport.h = h;
slouken@6530
  1037
        viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
slouken@6530
  1038
        viewport.x = (w - viewport.w) / 2;
slouken@6530
  1039
        SDL_RenderSetViewport(renderer, &viewport);
slouken@6530
  1040
    }
slouken@6530
  1041
slouken@6530
  1042
    /* Set the new scale */
slouken@6530
  1043
    SDL_RenderSetScale(renderer, scale, scale);
slouken@6531
  1044
slouken@6531
  1045
    return 0;
slouken@6530
  1046
}
slouken@6530
  1047
slouken@6530
  1048
int
slouken@6530
  1049
SDL_RenderSetLogicalSize(SDL_Renderer * renderer, int w, int h)
slouken@6530
  1050
{
slouken@6530
  1051
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@6530
  1052
slouken@6530
  1053
    if (!w || !h) {
slouken@6530
  1054
        /* Clear any previous logical resolution */
slouken@6530
  1055
        renderer->logical_w = 0;
slouken@6530
  1056
        renderer->logical_h = 0;
slouken@6530
  1057
        SDL_RenderSetViewport(renderer, NULL);
slouken@6530
  1058
        SDL_RenderSetScale(renderer, 1.0f, 1.0f);
slouken@6530
  1059
        return 0;
slouken@6530
  1060
    }
slouken@6530
  1061
slouken@6530
  1062
    renderer->logical_w = w;
slouken@6530
  1063
    renderer->logical_h = h;
slouken@6530
  1064
slouken@6530
  1065
    return UpdateLogicalSize(renderer);
slouken@6530
  1066
}
slouken@6530
  1067
slouken@6530
  1068
void
slouken@6530
  1069
SDL_RenderGetLogicalSize(SDL_Renderer * renderer, int *w, int *h)
slouken@6530
  1070
{
slouken@6530
  1071
    CHECK_RENDERER_MAGIC(renderer, );
slouken@6530
  1072
slouken@6530
  1073
    if (w) {
slouken@6530
  1074
        *w = renderer->logical_w;
slouken@6530
  1075
    }
slouken@6530
  1076
    if (h) {
slouken@6530
  1077
        *h = renderer->logical_h;
slouken@6530
  1078
    }
slouken@6530
  1079
}
slouken@6530
  1080
slouken@5297
  1081
int
slouken@5297
  1082
SDL_RenderSetViewport(SDL_Renderer * renderer, const SDL_Rect * rect)
slouken@5297
  1083
{
slouken@5297
  1084
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5297
  1085
slouken@5297
  1086
    if (rect) {
slouken@6528
  1087
        renderer->viewport.x = (int)SDL_floor(rect->x * renderer->scale.x);
slouken@6528
  1088
        renderer->viewport.y = (int)SDL_floor(rect->y * renderer->scale.y);
slouken@6528
  1089
        renderer->viewport.w = (int)SDL_ceil(rect->w * renderer->scale.x);
slouken@6528
  1090
        renderer->viewport.h = (int)SDL_ceil(rect->h * renderer->scale.y);
slouken@5297
  1091
    } else {
slouken@5297
  1092
        renderer->viewport.x = 0;
slouken@5297
  1093
        renderer->viewport.y = 0;
slouken@7239
  1094
        if (SDL_GetRendererOutputSize(renderer, &renderer->viewport.w, &renderer->viewport.h) < 0) {
slouken@7239
  1095
            return -1;
slouken@5297
  1096
        }
slouken@5297
  1097
    }
slouken@5297
  1098
    return renderer->UpdateViewport(renderer);
slouken@5297
  1099
}
slouken@5297
  1100
slouken@5224
  1101
void
slouken@5297
  1102
SDL_RenderGetViewport(SDL_Renderer * renderer, SDL_Rect * rect)
slouken@5224
  1103
{
slouken@5224
  1104
    CHECK_RENDERER_MAGIC(renderer, );
slouken@5224
  1105
slouken@6528
  1106
    if (rect) {
slouken@6528
  1107
        rect->x = (int)(renderer->viewport.x / renderer->scale.x);
slouken@6528
  1108
        rect->y = (int)(renderer->viewport.y / renderer->scale.y);
slouken@6528
  1109
        rect->w = (int)(renderer->viewport.w / renderer->scale.x);
slouken@6528
  1110
        rect->h = (int)(renderer->viewport.h / renderer->scale.y);
slouken@6528
  1111
    }
slouken@6528
  1112
}
slouken@6528
  1113
slouken@6528
  1114
int
slouken@7141
  1115
SDL_RenderSetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect)
slouken@7141
  1116
{
philipp@7143
  1117
    CHECK_RENDERER_MAGIC(renderer, -1)
slouken@7141
  1118
slouken@7141
  1119
    if (rect) {
slouken@7141
  1120
        renderer->clip_rect.x = (int)SDL_floor(rect->x * renderer->scale.x);
slouken@7141
  1121
        renderer->clip_rect.y = (int)SDL_floor(rect->y * renderer->scale.y);
slouken@7141
  1122
        renderer->clip_rect.w = (int)SDL_ceil(rect->w * renderer->scale.x);
slouken@7141
  1123
        renderer->clip_rect.h = (int)SDL_ceil(rect->h * renderer->scale.y);
slouken@7141
  1124
    } else {
slouken@7141
  1125
        SDL_zero(renderer->clip_rect);
slouken@7141
  1126
    }
slouken@7141
  1127
    return renderer->UpdateClipRect(renderer);
slouken@7141
  1128
}
slouken@7141
  1129
slouken@7141
  1130
void
slouken@7141
  1131
SDL_RenderGetClipRect(SDL_Renderer * renderer, SDL_Rect * rect)
slouken@7141
  1132
{
slouken@7141
  1133
    CHECK_RENDERER_MAGIC(renderer, )
slouken@7141
  1134
slouken@7141
  1135
    if (rect) {
slouken@7141
  1136
        rect->x = (int)(renderer->clip_rect.x / renderer->scale.x);
slouken@7141
  1137
        rect->y = (int)(renderer->clip_rect.y / renderer->scale.y);
slouken@7141
  1138
        rect->w = (int)(renderer->clip_rect.w / renderer->scale.x);
slouken@7141
  1139
        rect->h = (int)(renderer->clip_rect.h / renderer->scale.y);
slouken@7141
  1140
    }
slouken@7141
  1141
}
slouken@7141
  1142
slouken@7141
  1143
int
slouken@6528
  1144
SDL_RenderSetScale(SDL_Renderer * renderer, float scaleX, float scaleY)
slouken@6528
  1145
{
slouken@6528
  1146
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@6528
  1147
slouken@6528
  1148
    renderer->scale.x = scaleX;
slouken@6528
  1149
    renderer->scale.y = scaleY;
slouken@6528
  1150
    return 0;
slouken@6528
  1151
}
slouken@6528
  1152
slouken@6528
  1153
void
slouken@6528
  1154
SDL_RenderGetScale(SDL_Renderer * renderer, float *scaleX, float *scaleY)
slouken@6528
  1155
{
slouken@6528
  1156
    CHECK_RENDERER_MAGIC(renderer, );
slouken@6528
  1157
slouken@6528
  1158
    if (scaleX) {
slouken@6528
  1159
        *scaleX = renderer->scale.x;
slouken@6528
  1160
    }
slouken@6528
  1161
    if (scaleY) {
slouken@6528
  1162
        *scaleY = renderer->scale.y;
slouken@6528
  1163
    }
slouken@5224
  1164
}
slouken@5224
  1165
slouken@5154
  1166
int
slouken@5154
  1167
SDL_SetRenderDrawColor(SDL_Renderer * renderer,
slouken@5154
  1168
                       Uint8 r, Uint8 g, Uint8 b, Uint8 a)
slouken@5154
  1169
{
slouken@5154
  1170
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1171
slouken@5154
  1172
    renderer->r = r;
slouken@5154
  1173
    renderer->g = g;
slouken@5154
  1174
    renderer->b = b;
slouken@5154
  1175
    renderer->a = a;
slouken@5154
  1176
    return 0;
slouken@5154
  1177
}
slouken@5154
  1178
slouken@5154
  1179
int
slouken@5154
  1180
SDL_GetRenderDrawColor(SDL_Renderer * renderer,
slouken@5154
  1181
                       Uint8 * r, Uint8 * g, Uint8 * b, Uint8 * a)
slouken@5154
  1182
{
slouken@5154
  1183
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1184
slouken@5154
  1185
    if (r) {
slouken@5154
  1186
        *r = renderer->r;
slouken@5154
  1187
    }
slouken@5154
  1188
    if (g) {
slouken@5154
  1189
        *g = renderer->g;
slouken@5154
  1190
    }
slouken@5154
  1191
    if (b) {
slouken@5154
  1192
        *b = renderer->b;
slouken@5154
  1193
    }
slouken@5154
  1194
    if (a) {
slouken@5154
  1195
        *a = renderer->a;
slouken@5154
  1196
    }
slouken@5154
  1197
    return 0;
slouken@5154
  1198
}
slouken@5154
  1199
slouken@5154
  1200
int
slouken@5154
  1201
SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
slouken@5154
  1202
{
slouken@5154
  1203
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1204
slouken@5154
  1205
    renderer->blendMode = blendMode;
slouken@5154
  1206
    return 0;
slouken@5154
  1207
}
slouken@5154
  1208
slouken@5154
  1209
int
slouken@5154
  1210
SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode *blendMode)
slouken@5154
  1211
{
slouken@5154
  1212
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1213
slouken@5154
  1214
    *blendMode = renderer->blendMode;
slouken@5154
  1215
    return 0;
slouken@5154
  1216
}
slouken@5154
  1217
slouken@5154
  1218
int
slouken@5154
  1219
SDL_RenderClear(SDL_Renderer * renderer)
slouken@5154
  1220
{
slouken@5154
  1221
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1222
slouken@6260
  1223
    /* Don't draw while we're hidden */
slouken@6260
  1224
    if (renderer->hidden) {
slouken@6060
  1225
        return 0;
slouken@6060
  1226
    }
slouken@5154
  1227
    return renderer->RenderClear(renderer);
slouken@5154
  1228
}
slouken@5154
  1229
slouken@5154
  1230
int
slouken@5154
  1231
SDL_RenderDrawPoint(SDL_Renderer * renderer, int x, int y)
slouken@5154
  1232
{
slouken@5154
  1233
    SDL_Point point;
slouken@5154
  1234
slouken@5154
  1235
    point.x = x;
slouken@5154
  1236
    point.y = y;
slouken@5154
  1237
    return SDL_RenderDrawPoints(renderer, &point, 1);
slouken@5154
  1238
}
slouken@5154
  1239
slouken@6528
  1240
static int
slouken@6528
  1241
RenderDrawPointsWithRects(SDL_Renderer * renderer,
slouken@6528
  1242
                     const SDL_Point * points, int count)
slouken@6528
  1243
{
slouken@6528
  1244
    SDL_FRect *frects;
slouken@6528
  1245
    int i;
slouken@6528
  1246
    int status;
slouken@6528
  1247
slouken@6528
  1248
    frects = SDL_stack_alloc(SDL_FRect, count);
slouken@6528
  1249
    if (!frects) {
icculus@7037
  1250
        return SDL_OutOfMemory();
slouken@6528
  1251
    }
slouken@6528
  1252
    for (i = 0; i < count; ++i) {
slouken@6528
  1253
        frects[i].x = points[i].x * renderer->scale.x;
slouken@6528
  1254
        frects[i].y = points[i].y * renderer->scale.y;
slouken@6528
  1255
        frects[i].w = renderer->scale.x;
slouken@6528
  1256
        frects[i].h = renderer->scale.y;
slouken@6528
  1257
    }
slouken@6528
  1258
slouken@6528
  1259
    status = renderer->RenderFillRects(renderer, frects, count);
slouken@6528
  1260
slouken@6528
  1261
    SDL_stack_free(frects);
slouken@6528
  1262
slouken@6528
  1263
    return status;
slouken@6528
  1264
}
slouken@6528
  1265
slouken@5154
  1266
int
slouken@5154
  1267
SDL_RenderDrawPoints(SDL_Renderer * renderer,
slouken@5154
  1268
                     const SDL_Point * points, int count)
slouken@5154
  1269
{
slouken@6528
  1270
    SDL_FPoint *fpoints;
slouken@6528
  1271
    int i;
slouken@6528
  1272
    int status;
slouken@6528
  1273
slouken@5154
  1274
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1275
slouken@5154
  1276
    if (!points) {
icculus@7037
  1277
        return SDL_SetError("SDL_RenderDrawPoints(): Passed NULL points");
slouken@5154
  1278
    }
slouken@5154
  1279
    if (count < 1) {
slouken@5154
  1280
        return 0;
slouken@5154
  1281
    }
slouken@6260
  1282
    /* Don't draw while we're hidden */
slouken@6260
  1283
    if (renderer->hidden) {
slouken@6060
  1284
        return 0;
slouken@6060
  1285
    }
slouken@6528
  1286
slouken@6528
  1287
    if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
slouken@6528
  1288
        return RenderDrawPointsWithRects(renderer, points, count);
slouken@6528
  1289
    }
slouken@6528
  1290
slouken@6528
  1291
    fpoints = SDL_stack_alloc(SDL_FPoint, count);
slouken@6528
  1292
    if (!fpoints) {
icculus@7037
  1293
        return SDL_OutOfMemory();
slouken@6528
  1294
    }
slouken@6528
  1295
    for (i = 0; i < count; ++i) {
slouken@6528
  1296
        fpoints[i].x = points[i].x * renderer->scale.x;
slouken@6528
  1297
        fpoints[i].y = points[i].y * renderer->scale.y;
slouken@6528
  1298
    }
slouken@6528
  1299
slouken@6528
  1300
    status = renderer->RenderDrawPoints(renderer, fpoints, count);
slouken@6528
  1301
slouken@6528
  1302
    SDL_stack_free(fpoints);
slouken@6528
  1303
slouken@6528
  1304
    return status;
slouken@5154
  1305
}
slouken@5154
  1306
slouken@5154
  1307
int
slouken@5154
  1308
SDL_RenderDrawLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2)
slouken@5154
  1309
{
slouken@5154
  1310
    SDL_Point points[2];
slouken@5154
  1311
slouken@5154
  1312
    points[0].x = x1;
slouken@5154
  1313
    points[0].y = y1;
slouken@5154
  1314
    points[1].x = x2;
slouken@5154
  1315
    points[1].y = y2;
slouken@5154
  1316
    return SDL_RenderDrawLines(renderer, points, 2);
slouken@5154
  1317
}
slouken@5154
  1318
slouken@6528
  1319
static int
slouken@6528
  1320
RenderDrawLinesWithRects(SDL_Renderer * renderer,
slouken@6528
  1321
                     const SDL_Point * points, int count)
slouken@6528
  1322
{
slouken@6528
  1323
    SDL_FRect *frect;
slouken@6528
  1324
    SDL_FRect *frects;
slouken@6528
  1325
    SDL_FPoint fpoints[2];
slouken@6528
  1326
    int i, nrects;
slouken@6528
  1327
    int status;
slouken@6528
  1328
slouken@6528
  1329
    frects = SDL_stack_alloc(SDL_FRect, count-1);
slouken@6528
  1330
    if (!frects) {
icculus@7037
  1331
        return SDL_OutOfMemory();
slouken@6528
  1332
    }
slouken@6528
  1333
slouken@6528
  1334
    status = 0;
slouken@6528
  1335
    nrects = 0;
slouken@6528
  1336
    for (i = 0; i < count-1; ++i) {
slouken@6528
  1337
        if (points[i].x == points[i+1].x) {
slouken@6528
  1338
            int minY = SDL_min(points[i].y, points[i+1].y);
slouken@6528
  1339
            int maxY = SDL_max(points[i].y, points[i+1].y);
slouken@6528
  1340
slouken@6528
  1341
            frect = &frects[nrects++];
slouken@6528
  1342
            frect->x = points[i].x * renderer->scale.x;
slouken@6528
  1343
            frect->y = minY * renderer->scale.y;
slouken@6528
  1344
            frect->w = renderer->scale.x;
slouken@6528
  1345
            frect->h = (maxY - minY + 1) * renderer->scale.y;
slouken@6528
  1346
        } else if (points[i].y == points[i+1].y) {
slouken@6528
  1347
            int minX = SDL_min(points[i].x, points[i+1].x);
slouken@6528
  1348
            int maxX = SDL_max(points[i].x, points[i+1].x);
slouken@6528
  1349
slouken@6528
  1350
            frect = &frects[nrects++];
slouken@6528
  1351
            frect->x = minX * renderer->scale.x;
slouken@6528
  1352
            frect->y = points[i].y * renderer->scale.y;
slouken@6528
  1353
            frect->w = (maxX - minX + 1) * renderer->scale.x;
slouken@6528
  1354
            frect->h = renderer->scale.y;
slouken@6528
  1355
        } else {
slouken@6528
  1356
            /* FIXME: We can't use a rect for this line... */
aschiffler@7073
  1357
            fpoints[0].x = points[i].x * renderer->scale.x;
aschiffler@7073
  1358
            fpoints[0].y = points[i].y * renderer->scale.y;
aschiffler@7073
  1359
            fpoints[1].x = points[i+1].x * renderer->scale.x;
aschiffler@7073
  1360
            fpoints[1].y = points[i+1].y * renderer->scale.y;
slouken@6528
  1361
            status += renderer->RenderDrawLines(renderer, fpoints, 2);
slouken@6528
  1362
        }
slouken@6528
  1363
    }
slouken@6528
  1364
slouken@6528
  1365
    status += renderer->RenderFillRects(renderer, frects, nrects);
slouken@6528
  1366
slouken@6528
  1367
    SDL_stack_free(frects);
slouken@6528
  1368
slouken@6528
  1369
    if (status < 0) {
slouken@6528
  1370
        status = -1;
slouken@6528
  1371
    }
slouken@6528
  1372
    return status;
slouken@6528
  1373
}
slouken@6528
  1374
slouken@5154
  1375
int
slouken@5154
  1376
SDL_RenderDrawLines(SDL_Renderer * renderer,
slouken@5154
  1377
                    const SDL_Point * points, int count)
slouken@5154
  1378
{
slouken@6528
  1379
    SDL_FPoint *fpoints;
slouken@6528
  1380
    int i;
slouken@6528
  1381
    int status;
slouken@6528
  1382
slouken@5154
  1383
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1384
slouken@5154
  1385
    if (!points) {
icculus@7037
  1386
        return SDL_SetError("SDL_RenderDrawLines(): Passed NULL points");
slouken@5154
  1387
    }
slouken@5154
  1388
    if (count < 2) {
slouken@5154
  1389
        return 0;
slouken@5154
  1390
    }
slouken@6260
  1391
    /* Don't draw while we're hidden */
slouken@6260
  1392
    if (renderer->hidden) {
slouken@6060
  1393
        return 0;
slouken@6060
  1394
    }
slouken@6528
  1395
slouken@6528
  1396
    if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
slouken@6528
  1397
        return RenderDrawLinesWithRects(renderer, points, count);
slouken@6528
  1398
    }
slouken@6528
  1399
slouken@6528
  1400
    fpoints = SDL_stack_alloc(SDL_FPoint, count);
slouken@6528
  1401
    if (!fpoints) {
icculus@7037
  1402
        return SDL_OutOfMemory();
slouken@6528
  1403
    }
slouken@6528
  1404
    for (i = 0; i < count; ++i) {
slouken@6528
  1405
        fpoints[i].x = points[i].x * renderer->scale.x;
slouken@6528
  1406
        fpoints[i].y = points[i].y * renderer->scale.y;
slouken@6528
  1407
    }
slouken@6528
  1408
slouken@6528
  1409
    status = renderer->RenderDrawLines(renderer, fpoints, count);
slouken@6528
  1410
slouken@6528
  1411
    SDL_stack_free(fpoints);
slouken@6528
  1412
slouken@6528
  1413
    return status;
slouken@5154
  1414
}
slouken@5154
  1415
slouken@5154
  1416
int
slouken@5154
  1417
SDL_RenderDrawRect(SDL_Renderer * renderer, const SDL_Rect * rect)
slouken@5154
  1418
{
slouken@5154
  1419
    SDL_Rect full_rect;
slouken@5154
  1420
    SDL_Point points[5];
slouken@5154
  1421
slouken@5154
  1422
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1423
slouken@5154
  1424
    /* If 'rect' == NULL, then outline the whole surface */
slouken@5154
  1425
    if (!rect) {
slouken@6528
  1426
        SDL_RenderGetViewport(renderer, &full_rect);
slouken@5154
  1427
        full_rect.x = 0;
slouken@5154
  1428
        full_rect.y = 0;
slouken@5154
  1429
        rect = &full_rect;
slouken@5154
  1430
    }
slouken@5154
  1431
slouken@5154
  1432
    points[0].x = rect->x;
slouken@5154
  1433
    points[0].y = rect->y;
slouken@5154
  1434
    points[1].x = rect->x+rect->w-1;
slouken@5154
  1435
    points[1].y = rect->y;
slouken@5154
  1436
    points[2].x = rect->x+rect->w-1;
slouken@5154
  1437
    points[2].y = rect->y+rect->h-1;
slouken@5154
  1438
    points[3].x = rect->x;
slouken@5154
  1439
    points[3].y = rect->y+rect->h-1;
slouken@5154
  1440
    points[4].x = rect->x;
slouken@5154
  1441
    points[4].y = rect->y;
slouken@5154
  1442
    return SDL_RenderDrawLines(renderer, points, 5);
slouken@5154
  1443
}
slouken@5154
  1444
slouken@5154
  1445
int
slouken@5154
  1446
SDL_RenderDrawRects(SDL_Renderer * renderer,
slouken@5297
  1447
                    const SDL_Rect * rects, int count)
slouken@5154
  1448
{
slouken@5154
  1449
    int i;
slouken@5154
  1450
slouken@5154
  1451
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1452
slouken@5154
  1453
    if (!rects) {
icculus@7037
  1454
        return SDL_SetError("SDL_RenderDrawRects(): Passed NULL rects");
slouken@5154
  1455
    }
slouken@5154
  1456
    if (count < 1) {
slouken@5154
  1457
        return 0;
slouken@5154
  1458
    }
slouken@5154
  1459
slouken@6260
  1460
    /* Don't draw while we're hidden */
slouken@6260
  1461
    if (renderer->hidden) {
slouken@6060
  1462
        return 0;
slouken@6060
  1463
    }
slouken@5154
  1464
    for (i = 0; i < count; ++i) {
slouken@5297
  1465
        if (SDL_RenderDrawRect(renderer, &rects[i]) < 0) {
slouken@5154
  1466
            return -1;
slouken@5154
  1467
        }
slouken@5154
  1468
    }
slouken@5154
  1469
    return 0;
slouken@5154
  1470
}
slouken@5154
  1471
slouken@5154
  1472
int
slouken@5154
  1473
SDL_RenderFillRect(SDL_Renderer * renderer, const SDL_Rect * rect)
slouken@5154
  1474
{
slouken@7511
  1475
    SDL_Rect full_rect = { 0, 0, 0, 0 };
slouken@6232
  1476
slouken@5331
  1477
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@6232
  1478
slouken@5331
  1479
    /* If 'rect' == NULL, then outline the whole surface */
slouken@5331
  1480
    if (!rect) {
slouken@6528
  1481
        SDL_RenderGetViewport(renderer, &full_rect);
slouken@5331
  1482
        full_rect.x = 0;
slouken@5331
  1483
        full_rect.y = 0;
slouken@5331
  1484
        rect = &full_rect;
slouken@5331
  1485
    }
slouken@5297
  1486
    return SDL_RenderFillRects(renderer, rect, 1);
slouken@5154
  1487
}
slouken@5154
  1488
slouken@5154
  1489
int
slouken@5154
  1490
SDL_RenderFillRects(SDL_Renderer * renderer,
slouken@5297
  1491
                    const SDL_Rect * rects, int count)
slouken@5154
  1492
{
slouken@6528
  1493
    SDL_FRect *frects;
slouken@6528
  1494
    int i;
slouken@6528
  1495
    int status;
slouken@6528
  1496
slouken@5154
  1497
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1498
slouken@5154
  1499
    if (!rects) {
icculus@7037
  1500
        return SDL_SetError("SDL_RenderFillRects(): Passed NULL rects");
slouken@5154
  1501
    }
slouken@5154
  1502
    if (count < 1) {
slouken@5154
  1503
        return 0;
slouken@5154
  1504
    }
slouken@6260
  1505
    /* Don't draw while we're hidden */
slouken@6260
  1506
    if (renderer->hidden) {
slouken@6060
  1507
        return 0;
slouken@6060
  1508
    }
slouken@6528
  1509
slouken@6528
  1510
    frects = SDL_stack_alloc(SDL_FRect, count);
slouken@6528
  1511
    if (!frects) {
icculus@7037
  1512
        return SDL_OutOfMemory();
slouken@6528
  1513
    }
slouken@6528
  1514
    for (i = 0; i < count; ++i) {
slouken@6528
  1515
        frects[i].x = rects[i].x * renderer->scale.x;
slouken@6528
  1516
        frects[i].y = rects[i].y * renderer->scale.y;
slouken@6528
  1517
        frects[i].w = rects[i].w * renderer->scale.x;
slouken@6528
  1518
        frects[i].h = rects[i].h * renderer->scale.y;
slouken@6528
  1519
    }
slouken@6528
  1520
slouken@6528
  1521
    status = renderer->RenderFillRects(renderer, frects, count);
slouken@6528
  1522
slouken@6528
  1523
    SDL_stack_free(frects);
slouken@6528
  1524
slouken@6528
  1525
    return status;
slouken@5154
  1526
}
slouken@5154
  1527
slouken@5154
  1528
int
slouken@5154
  1529
SDL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@5154
  1530
               const SDL_Rect * srcrect, const SDL_Rect * dstrect)
slouken@5154
  1531
{
icculus@6545
  1532
    SDL_Rect real_srcrect = { 0, 0, 0, 0 };
icculus@6545
  1533
    SDL_Rect real_dstrect = { 0, 0, 0, 0 };
slouken@6528
  1534
    SDL_FRect frect;
slouken@5154
  1535
slouken@5154
  1536
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1537
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
  1538
slouken@5154
  1539
    if (renderer != texture->renderer) {
icculus@7037
  1540
        return SDL_SetError("Texture was not created with this renderer");
slouken@5154
  1541
    }
slouken@5154
  1542
slouken@5154
  1543
    real_srcrect.x = 0;
slouken@5154
  1544
    real_srcrect.y = 0;
slouken@5154
  1545
    real_srcrect.w = texture->w;
slouken@5154
  1546
    real_srcrect.h = texture->h;
slouken@5154
  1547
    if (srcrect) {
slouken@5154
  1548
        if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) {
slouken@5154
  1549
            return 0;
slouken@5154
  1550
        }
slouken@5154
  1551
    }
slouken@5154
  1552
slouken@6528
  1553
    SDL_RenderGetViewport(renderer, &real_dstrect);
slouken@5154
  1554
    real_dstrect.x = 0;
slouken@5154
  1555
    real_dstrect.y = 0;
slouken@5369
  1556
    if (dstrect) {
slouken@7563
  1557
        if (!SDL_HasIntersection(dstrect, &real_dstrect)) {
slouken@5369
  1558
            return 0;
slouken@5369
  1559
        }
slouken@7563
  1560
        real_dstrect = *dstrect;
slouken@5154
  1561
    }
slouken@5154
  1562
slouken@5156
  1563
    if (texture->native) {
slouken@5156
  1564
        texture = texture->native;
slouken@5156
  1565
    }
slouken@5156
  1566
slouken@6260
  1567
    /* Don't draw while we're hidden */
slouken@6260
  1568
    if (renderer->hidden) {
slouken@6060
  1569
        return 0;
slouken@6060
  1570
    }
slouken@6528
  1571
slouken@6528
  1572
    frect.x = real_dstrect.x * renderer->scale.x;
slouken@6528
  1573
    frect.y = real_dstrect.y * renderer->scale.y;
slouken@6528
  1574
    frect.w = real_dstrect.w * renderer->scale.x;
slouken@6528
  1575
    frect.h = real_dstrect.h * renderer->scale.y;
slouken@6528
  1576
slouken@6528
  1577
    return renderer->RenderCopy(renderer, texture, &real_srcrect, &frect);
slouken@5154
  1578
}
slouken@5154
  1579
gabomdq@6320
  1580
gabomdq@6320
  1581
int
gabomdq@6320
  1582
SDL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
gabomdq@6320
  1583
               const SDL_Rect * srcrect, const SDL_Rect * dstrect,
gabomdq@6320
  1584
               const double angle, const SDL_Point *center, const SDL_RendererFlip flip)
gabomdq@6320
  1585
{
icculus@6546
  1586
    SDL_Rect real_srcrect = { 0, 0, 0, 0 };
icculus@6546
  1587
    SDL_Rect real_dstrect = { 0, 0, 0, 0 };
gabomdq@6320
  1588
    SDL_Point real_center;
slouken@6528
  1589
    SDL_FRect frect;
slouken@6528
  1590
    SDL_FPoint fcenter;
gabomdq@6320
  1591
gabomdq@6320
  1592
    CHECK_RENDERER_MAGIC(renderer, -1);
gabomdq@6320
  1593
    CHECK_TEXTURE_MAGIC(texture, -1);
gabomdq@6320
  1594
gabomdq@6320
  1595
    if (renderer != texture->renderer) {
icculus@7037
  1596
        return SDL_SetError("Texture was not created with this renderer");
gabomdq@6320
  1597
    }
gabomdq@6320
  1598
    if (!renderer->RenderCopyEx) {
icculus@7037
  1599
        return SDL_SetError("Renderer does not support RenderCopyEx");
gabomdq@6320
  1600
    }
slouken@7191
  1601
gabomdq@6320
  1602
    real_srcrect.x = 0;
gabomdq@6320
  1603
    real_srcrect.y = 0;
gabomdq@6320
  1604
    real_srcrect.w = texture->w;
gabomdq@6320
  1605
    real_srcrect.h = texture->h;
gabomdq@6320
  1606
    if (srcrect) {
gabomdq@6320
  1607
        if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) {
gabomdq@6320
  1608
            return 0;
gabomdq@6320
  1609
        }
gabomdq@6320
  1610
    }
gabomdq@6320
  1611
gabomdq@6320
  1612
    /* We don't intersect the dstrect with the viewport as RenderCopy does because of potential rotation clipping issues... TODO: should we? */
slouken@6528
  1613
    if (dstrect) {
slouken@6528
  1614
        real_dstrect = *dstrect;
slouken@6528
  1615
    } else {
slouken@6528
  1616
        SDL_RenderGetViewport(renderer, &real_dstrect);
gabomdq@6399
  1617
        real_dstrect.x = 0;
gabomdq@6399
  1618
        real_dstrect.y = 0;
gabomdq@6320
  1619
    }
gabomdq@6320
  1620
gabomdq@6320
  1621
    if (texture->native) {
gabomdq@6320
  1622
        texture = texture->native;
gabomdq@6320
  1623
    }
gabomdq@6320
  1624
gabomdq@6320
  1625
    if(center) real_center = *center;
gabomdq@6320
  1626
    else {
gabomdq@6320
  1627
        real_center.x = real_dstrect.w/2;
gabomdq@6320
  1628
        real_center.y = real_dstrect.h/2;
gabomdq@6320
  1629
    }
gabomdq@6320
  1630
slouken@6528
  1631
    frect.x = real_dstrect.x * renderer->scale.x;
slouken@6528
  1632
    frect.y = real_dstrect.y * renderer->scale.y;
slouken@6528
  1633
    frect.w = real_dstrect.w * renderer->scale.x;
slouken@6528
  1634
    frect.h = real_dstrect.h * renderer->scale.y;
slouken@6528
  1635
slouken@6528
  1636
    fcenter.x = real_center.x * renderer->scale.x;
slouken@6528
  1637
    fcenter.y = real_center.y * renderer->scale.y;
slouken@6528
  1638
slouken@6528
  1639
    return renderer->RenderCopyEx(renderer, texture, &real_srcrect, &frect, angle, &fcenter, flip);
gabomdq@6320
  1640
}
gabomdq@6320
  1641
slouken@5154
  1642
int
slouken@5154
  1643
SDL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
slouken@5154
  1644
                     Uint32 format, void * pixels, int pitch)
slouken@5154
  1645
{
slouken@5154
  1646
    SDL_Rect real_rect;
slouken@5154
  1647
slouken@5154
  1648
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1649
slouken@5154
  1650
    if (!renderer->RenderReadPixels) {
icculus@7037
  1651
        return SDL_Unsupported();
slouken@5154
  1652
    }
slouken@5154
  1653
slouken@5154
  1654
    if (!format) {
icculus@6389
  1655
        format = SDL_GetWindowPixelFormat(renderer->window);
slouken@5154
  1656
    }
slouken@5154
  1657
slouken@5464
  1658
    real_rect.x = renderer->viewport.x;
slouken@5464
  1659
    real_rect.y = renderer->viewport.y;
slouken@5297
  1660
    real_rect.w = renderer->viewport.w;
slouken@5297
  1661
    real_rect.h = renderer->viewport.h;
slouken@5154
  1662
    if (rect) {
slouken@5154
  1663
        if (!SDL_IntersectRect(rect, &real_rect, &real_rect)) {
slouken@5154
  1664
            return 0;
slouken@5154
  1665
        }
slouken@5154
  1666
        if (real_rect.y > rect->y) {
slouken@5154
  1667
            pixels = (Uint8 *)pixels + pitch * (real_rect.y - rect->y);
slouken@5154
  1668
        }
slouken@5154
  1669
        if (real_rect.x > rect->x) {
slouken@5464
  1670
            int bpp = SDL_BYTESPERPIXEL(format);
slouken@5154
  1671
            pixels = (Uint8 *)pixels + bpp * (real_rect.x - rect->x);
slouken@5154
  1672
        }
slouken@5154
  1673
    }
slouken@5154
  1674
slouken@5154
  1675
    return renderer->RenderReadPixels(renderer, &real_rect,
slouken@5154
  1676
                                      format, pixels, pitch);
slouken@5154
  1677
}
slouken@5154
  1678
slouken@5154
  1679
void
slouken@5154
  1680
SDL_RenderPresent(SDL_Renderer * renderer)
slouken@5154
  1681
{
slouken@5154
  1682
    CHECK_RENDERER_MAGIC(renderer, );
slouken@5154
  1683
slouken@6260
  1684
    /* Don't draw while we're hidden */
slouken@6260
  1685
    if (renderer->hidden) {
slouken@6060
  1686
        return;
slouken@6060
  1687
    }
slouken@5154
  1688
    renderer->RenderPresent(renderer);
slouken@5154
  1689
}
slouken@5154
  1690
slouken@5154
  1691
void
slouken@5154
  1692
SDL_DestroyTexture(SDL_Texture * texture)
slouken@5154
  1693
{
slouken@5154
  1694
    SDL_Renderer *renderer;
slouken@5154
  1695
slouken@5154
  1696
    CHECK_TEXTURE_MAGIC(texture, );
slouken@7419
  1697
slouken@7419
  1698
    renderer = texture->renderer;
slouken@7419
  1699
    if (texture == renderer->target) {
slouken@7419
  1700
        SDL_SetRenderTarget(renderer, NULL);
slouken@7419
  1701
    }
slouken@7419
  1702
slouken@5154
  1703
    texture->magic = NULL;
slouken@5154
  1704
slouken@5154
  1705
    if (texture->next) {
slouken@5154
  1706
        texture->next->prev = texture->prev;
slouken@5154
  1707
    }
slouken@5154
  1708
    if (texture->prev) {
slouken@5154
  1709
        texture->prev->next = texture->next;
slouken@5154
  1710
    } else {
slouken@5154
  1711
        renderer->textures = texture->next;
slouken@5154
  1712
    }
slouken@5154
  1713
slouken@5156
  1714
    if (texture->native) {
slouken@5156
  1715
        SDL_DestroyTexture(texture->native);
slouken@5156
  1716
    }
slouken@5156
  1717
    if (texture->yuv) {
slouken@5156
  1718
        SDL_SW_DestroyYUVTexture(texture->yuv);
slouken@5156
  1719
    }
slouken@7719
  1720
    SDL_free(texture->pixels);
slouken@5156
  1721
slouken@5154
  1722
    renderer->DestroyTexture(renderer, texture);
slouken@5154
  1723
    SDL_free(texture);
slouken@5154
  1724
}
slouken@5154
  1725
slouken@5154
  1726
void
slouken@5154
  1727
SDL_DestroyRenderer(SDL_Renderer * renderer)
slouken@5154
  1728
{
slouken@5154
  1729
    CHECK_RENDERER_MAGIC(renderer, );
slouken@5154
  1730
slouken@5154
  1731
    SDL_DelEventWatch(SDL_RendererEventWatch, renderer);
slouken@5154
  1732
slouken@5154
  1733
    /* Free existing textures for this renderer */
slouken@5154
  1734
    while (renderer->textures) {
slouken@5154
  1735
        SDL_DestroyTexture(renderer->textures);
slouken@5154
  1736
    }
slouken@5154
  1737
slouken@6417
  1738
    if (renderer->window) {
slouken@6417
  1739
        SDL_SetWindowData(renderer->window, SDL_WINDOWRENDERDATA, NULL);
slouken@6417
  1740
    }
slouken@5528
  1741
slouken@5154
  1742
    /* It's no longer magical... */
slouken@5154
  1743
    renderer->magic = NULL;
slouken@5154
  1744
slouken@5154
  1745
    /* Free the renderer instance */
slouken@5154
  1746
    renderer->DestroyRenderer(renderer);
slouken@5154
  1747
}
slouken@5154
  1748
gabomdq@6414
  1749
int SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh)
gabomdq@6414
  1750
{
gabomdq@6414
  1751
    SDL_Renderer *renderer;
gabomdq@6414
  1752
gabomdq@6415
  1753
    CHECK_TEXTURE_MAGIC(texture, -1);
gabomdq@6414
  1754
    renderer = texture->renderer;
slouken@7318
  1755
    if (texture->native) {
slouken@7318
  1756
        return SDL_GL_BindTexture(texture->native, texw, texh);
slouken@7318
  1757
    } else if (renderer && renderer->GL_BindTexture) {
gabomdq@6414
  1758
        return renderer->GL_BindTexture(renderer, texture, texw, texh);
slouken@7318
  1759
    } else {
slouken@7318
  1760
        return SDL_Unsupported();
gabomdq@6414
  1761
    }
gabomdq@6414
  1762
}
gabomdq@6414
  1763
gabomdq@6414
  1764
int SDL_GL_UnbindTexture(SDL_Texture *texture)
gabomdq@6414
  1765
{
gabomdq@6414
  1766
    SDL_Renderer *renderer;
gabomdq@6414
  1767
gabomdq@6415
  1768
    CHECK_TEXTURE_MAGIC(texture, -1);
gabomdq@6414
  1769
    renderer = texture->renderer;
gabomdq@6414
  1770
    if (renderer && renderer->GL_UnbindTexture) {
gabomdq@6414
  1771
        return renderer->GL_UnbindTexture(renderer, texture);
gabomdq@6414
  1772
    }
gabomdq@6414
  1773
icculus@7037
  1774
    return SDL_Unsupported();
gabomdq@6414
  1775
}
gabomdq@6414
  1776
slouken@5154
  1777
/* vi: set ts=4 sw=4 expandtab: */