src/render/SDL_render.c
author Sam Lantinga <slouken@libsdl.org>
Sat, 28 Sep 2013 14:06:47 -0700
changeset 7759 869583422e5a
parent 7746 6a05d7352575
child 7760 63b519624589
permissions -rw-r--r--
Added optimized YUV texture upload path with SDL_UpdateYUVTexture()
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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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        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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                    "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);
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   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;
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   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
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   337
SDL_GetRendererOutputSize(SDL_Renderer * renderer, int *w, int *h)
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   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);
urkle@7746
   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)
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   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@7759
   808
SDL_UpdateTextureYUVPlanar(SDL_Texture * texture, const SDL_Rect * rect,
slouken@7759
   809
                           const Uint8 *Yplane, int Ypitch,
slouken@7759
   810
                           const Uint8 *Uplane, int Upitch,
slouken@7759
   811
                           const Uint8 *Vplane, int Vpitch)
slouken@7759
   812
{
slouken@7759
   813
    SDL_Texture *native = texture->native;
slouken@7759
   814
    SDL_Rect full_rect;
slouken@7759
   815
slouken@7759
   816
    if (SDL_SW_UpdateYUVTexturePlanar(texture->yuv, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch) < 0) {
slouken@7759
   817
        return -1;
slouken@7759
   818
    }
slouken@7759
   819
slouken@7759
   820
    full_rect.x = 0;
slouken@7759
   821
    full_rect.y = 0;
slouken@7759
   822
    full_rect.w = texture->w;
slouken@7759
   823
    full_rect.h = texture->h;
slouken@7759
   824
    rect = &full_rect;
slouken@7759
   825
slouken@7759
   826
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
slouken@7759
   827
        /* We can lock the texture and copy to it */
slouken@7759
   828
        void *native_pixels;
slouken@7759
   829
        int native_pitch;
slouken@7759
   830
slouken@7759
   831
        if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
slouken@7759
   832
            return -1;
slouken@7759
   833
        }
slouken@7759
   834
        SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
slouken@7759
   835
                            rect->w, rect->h, native_pixels, native_pitch);
slouken@7759
   836
        SDL_UnlockTexture(native);
slouken@7759
   837
    } else {
slouken@7759
   838
        /* Use a temporary buffer for updating */
slouken@7759
   839
        void *temp_pixels;
slouken@7759
   840
        int temp_pitch;
slouken@7759
   841
slouken@7759
   842
        temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
slouken@7759
   843
        temp_pixels = SDL_malloc(rect->h * temp_pitch);
slouken@7759
   844
        if (!temp_pixels) {
slouken@7759
   845
            return SDL_OutOfMemory();
slouken@7759
   846
        }
slouken@7759
   847
        SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
slouken@7759
   848
                            rect->w, rect->h, temp_pixels, temp_pitch);
slouken@7759
   849
        SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
slouken@7759
   850
        SDL_free(temp_pixels);
slouken@7759
   851
    }
slouken@7759
   852
    return 0;
slouken@7759
   853
}
slouken@7759
   854
slouken@7759
   855
int SDL_UpdateYUVTexture(SDL_Texture * texture, const SDL_Rect * rect,
slouken@7759
   856
                         const Uint8 *Yplane, int Ypitch,
slouken@7759
   857
                         const Uint8 *Uplane, int Upitch,
slouken@7759
   858
                         const Uint8 *Vplane, int Vpitch)
slouken@7759
   859
{
slouken@7759
   860
    SDL_Renderer *renderer;
slouken@7759
   861
    SDL_Rect full_rect;
slouken@7759
   862
slouken@7759
   863
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@7759
   864
slouken@7759
   865
    if (!Yplane) {
slouken@7759
   866
        return SDL_InvalidParamError("Yplane");
slouken@7759
   867
    }
slouken@7759
   868
    if (!Ypitch) {
slouken@7759
   869
        return SDL_InvalidParamError("Ypitch");
slouken@7759
   870
    }
slouken@7759
   871
    if (!Uplane) {
slouken@7759
   872
        return SDL_InvalidParamError("Uplane");
slouken@7759
   873
    }
slouken@7759
   874
    if (!Upitch) {
slouken@7759
   875
        return SDL_InvalidParamError("Upitch");
slouken@7759
   876
    }
slouken@7759
   877
    if (!Vplane) {
slouken@7759
   878
        return SDL_InvalidParamError("Vplane");
slouken@7759
   879
    }
slouken@7759
   880
    if (!Vpitch) {
slouken@7759
   881
        return SDL_InvalidParamError("Vpitch");
slouken@7759
   882
    }
slouken@7759
   883
slouken@7759
   884
    if (texture->format != SDL_PIXELFORMAT_YV12 &&
slouken@7759
   885
        texture->format != SDL_PIXELFORMAT_IYUV) {
slouken@7759
   886
        return SDL_SetError("Texture format must by YV12 or IYUV");
slouken@7759
   887
    }
slouken@7759
   888
slouken@7759
   889
    if (!rect) {
slouken@7759
   890
        full_rect.x = 0;
slouken@7759
   891
        full_rect.y = 0;
slouken@7759
   892
        full_rect.w = texture->w;
slouken@7759
   893
        full_rect.h = texture->h;
slouken@7759
   894
        rect = &full_rect;
slouken@7759
   895
    }
slouken@7759
   896
slouken@7759
   897
    if (texture->yuv) {
slouken@7759
   898
        return SDL_UpdateTextureYUVPlanar(texture, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch);
slouken@7759
   899
    } else {
slouken@7759
   900
        SDL_assert(!texture->native);
slouken@7759
   901
        renderer = texture->renderer;
slouken@7759
   902
        SDL_assert(renderer->UpdateTextureYUV);
slouken@7759
   903
        return renderer->UpdateTextureYUV(renderer, texture, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch);
slouken@7759
   904
    }
slouken@7759
   905
}
slouken@7759
   906
slouken@7759
   907
static int
slouken@5156
   908
SDL_LockTextureYUV(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5156
   909
                   void **pixels, int *pitch)
slouken@5156
   910
{
slouken@5156
   911
    return SDL_SW_LockYUVTexture(texture->yuv, rect, pixels, pitch);
slouken@5156
   912
}
slouken@5156
   913
slouken@5156
   914
static int
slouken@5156
   915
SDL_LockTextureNative(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5156
   916
                      void **pixels, int *pitch)
slouken@5156
   917
{
slouken@5156
   918
    texture->locked_rect = *rect;
slouken@5156
   919
    *pixels = (void *) ((Uint8 *) texture->pixels +
slouken@5156
   920
                        rect->y * texture->pitch +
slouken@5156
   921
                        rect->x * SDL_BYTESPERPIXEL(texture->format));
slouken@5156
   922
    *pitch = texture->pitch;
slouken@5156
   923
    return 0;
slouken@5154
   924
}
slouken@5154
   925
slouken@5154
   926
int
slouken@5156
   927
SDL_LockTexture(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5154
   928
                void **pixels, int *pitch)
slouken@5154
   929
{
slouken@5154
   930
    SDL_Renderer *renderer;
slouken@5154
   931
    SDL_Rect full_rect;
slouken@5154
   932
slouken@5154
   933
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   934
slouken@5154
   935
    if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
icculus@7037
   936
        return SDL_SetError("SDL_LockTexture(): texture must be streaming");
slouken@5154
   937
    }
slouken@5156
   938
slouken@5154
   939
    if (!rect) {
slouken@5154
   940
        full_rect.x = 0;
slouken@5154
   941
        full_rect.y = 0;
slouken@5154
   942
        full_rect.w = texture->w;
slouken@5154
   943
        full_rect.h = texture->h;
slouken@5154
   944
        rect = &full_rect;
slouken@5154
   945
    }
slouken@5156
   946
slouken@5156
   947
    if (texture->yuv) {
slouken@5156
   948
        return SDL_LockTextureYUV(texture, rect, pixels, pitch);
slouken@5156
   949
    } else if (texture->native) {
slouken@5156
   950
        return SDL_LockTextureNative(texture, rect, pixels, pitch);
slouken@5156
   951
    } else {
slouken@5156
   952
        renderer = texture->renderer;
slouken@5156
   953
        return renderer->LockTexture(renderer, texture, rect, pixels, pitch);
slouken@5156
   954
    }
slouken@5156
   955
}
slouken@5156
   956
slouken@5156
   957
static void
slouken@5156
   958
SDL_UnlockTextureYUV(SDL_Texture * texture)
slouken@5156
   959
{
slouken@5156
   960
    SDL_Texture *native = texture->native;
slouken@5156
   961
    void *native_pixels;
slouken@5156
   962
    int native_pitch;
slouken@5156
   963
    SDL_Rect rect;
slouken@5156
   964
slouken@5156
   965
    rect.x = 0;
slouken@5156
   966
    rect.y = 0;
slouken@5156
   967
    rect.w = texture->w;
slouken@5156
   968
    rect.h = texture->h;
slouken@5156
   969
slouken@5156
   970
    if (SDL_LockTexture(native, &rect, &native_pixels, &native_pitch) < 0) {
slouken@5156
   971
        return;
slouken@5156
   972
    }
slouken@5156
   973
    SDL_SW_CopyYUVToRGB(texture->yuv, &rect, native->format,
slouken@5156
   974
                        rect.w, rect.h, native_pixels, native_pitch);
slouken@5156
   975
    SDL_UnlockTexture(native);
slouken@5156
   976
}
slouken@5156
   977
slouken@6044
   978
static void
slouken@5156
   979
SDL_UnlockTextureNative(SDL_Texture * texture)
slouken@5156
   980
{
slouken@5156
   981
    SDL_Texture *native = texture->native;
slouken@5156
   982
    void *native_pixels;
slouken@5156
   983
    int native_pitch;
slouken@5156
   984
    const SDL_Rect *rect = &texture->locked_rect;
slouken@5156
   985
    const void* pixels = (void *) ((Uint8 *) texture->pixels +
slouken@5156
   986
                        rect->y * texture->pitch +
slouken@5156
   987
                        rect->x * SDL_BYTESPERPIXEL(texture->format));
slouken@5156
   988
    int pitch = texture->pitch;
slouken@5156
   989
slouken@5156
   990
    if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
slouken@5156
   991
        return;
slouken@5156
   992
    }
slouken@5156
   993
    SDL_ConvertPixels(rect->w, rect->h,
slouken@5156
   994
                      texture->format, pixels, pitch,
slouken@5156
   995
                      native->format, native_pixels, native_pitch);
slouken@5156
   996
    SDL_UnlockTexture(native);
slouken@5154
   997
}
slouken@5154
   998
slouken@5154
   999
void
slouken@5154
  1000
SDL_UnlockTexture(SDL_Texture * texture)
slouken@5154
  1001
{
slouken@5154
  1002
    SDL_Renderer *renderer;
slouken@5154
  1003
slouken@5154
  1004
    CHECK_TEXTURE_MAGIC(texture, );
slouken@5154
  1005
slouken@5154
  1006
    if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
slouken@5154
  1007
        return;
slouken@5154
  1008
    }
slouken@5156
  1009
    if (texture->yuv) {
slouken@5156
  1010
        SDL_UnlockTextureYUV(texture);
slouken@5156
  1011
    } else if (texture->native) {
slouken@5156
  1012
        SDL_UnlockTextureNative(texture);
slouken@5156
  1013
    } else {
slouken@5156
  1014
        renderer = texture->renderer;
slouken@5156
  1015
        renderer->UnlockTexture(renderer, texture);
slouken@5154
  1016
    }
slouken@5154
  1017
}
slouken@5154
  1018
slouken@6246
  1019
SDL_bool
slouken@6246
  1020
SDL_RenderTargetSupported(SDL_Renderer *renderer)
slouken@6246
  1021
{
slouken@6247
  1022
    if (!renderer || !renderer->SetRenderTarget) {
slouken@6246
  1023
        return SDL_FALSE;
slouken@6246
  1024
    }
slouken@6246
  1025
    return (renderer->info.flags & SDL_RENDERER_TARGETTEXTURE) != 0;
slouken@6246
  1026
}
slouken@6246
  1027
slouken@6246
  1028
int
slouken@6247
  1029
SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
slouken@6246
  1030
{
slouken@6246
  1031
    if (!SDL_RenderTargetSupported(renderer)) {
icculus@7037
  1032
        return SDL_Unsupported();
slouken@6246
  1033
    }
slouken@6246
  1034
    if (texture == renderer->target) {
slouken@6246
  1035
        /* Nothing to do! */
slouken@6246
  1036
        return 0;
slouken@6246
  1037
    }
slouken@6246
  1038
slouken@6246
  1039
    /* texture == NULL is valid and means reset the target to the window */
slouken@6246
  1040
    if (texture) {
slouken@6246
  1041
        CHECK_TEXTURE_MAGIC(texture, -1);
slouken@6246
  1042
        if (renderer != texture->renderer) {
icculus@7037
  1043
            return SDL_SetError("Texture was not created with this renderer");
slouken@6246
  1044
        }
gabomdq@6337
  1045
        if (texture->access != SDL_TEXTUREACCESS_TARGET) {
icculus@7037
  1046
            return SDL_SetError("Texture not created with SDL_TEXTUREACCESS_TARGET");
slouken@6246
  1047
        }
slouken@6246
  1048
        if (texture->native) {
slouken@6246
  1049
            /* Always render to the native texture */
slouken@6246
  1050
            texture = texture->native;
slouken@6246
  1051
        }
slouken@6246
  1052
    }
slouken@6246
  1053
slouken@6246
  1054
    if (texture && !renderer->target) {
slouken@6246
  1055
        /* Make a backup of the viewport */
slouken@6246
  1056
        renderer->viewport_backup = renderer->viewport;
slouken@7141
  1057
        renderer->clip_rect_backup = renderer->clip_rect;
slouken@6528
  1058
        renderer->scale_backup = renderer->scale;
slouken@6581
  1059
        renderer->logical_w_backup = renderer->logical_w;
slouken@6581
  1060
        renderer->logical_h_backup = renderer->logical_h;
slouken@6246
  1061
    }
slouken@6246
  1062
    renderer->target = texture;
slouken@6246
  1063
slouken@6247
  1064
    if (renderer->SetRenderTarget(renderer, texture) < 0) {
slouken@6246
  1065
        return -1;
slouken@6246
  1066
    }
slouken@6246
  1067
slouken@6246
  1068
    if (texture) {
slouken@6528
  1069
        renderer->viewport.x = 0;
slouken@6528
  1070
        renderer->viewport.y = 0;
slouken@6528
  1071
        renderer->viewport.w = texture->w;
slouken@6528
  1072
        renderer->viewport.h = texture->h;
slouken@6528
  1073
        renderer->scale.x = 1.0f;
slouken@6528
  1074
        renderer->scale.y = 1.0f;
slouken@7339
  1075
        renderer->logical_w = texture->w;
slouken@7339
  1076
        renderer->logical_h = texture->h;
slouken@6246
  1077
    } else {
slouken@6528
  1078
        renderer->viewport = renderer->viewport_backup;
slouken@7141
  1079
        renderer->clip_rect = renderer->clip_rect_backup;
slouken@6528
  1080
        renderer->scale = renderer->scale_backup;
slouken@6581
  1081
        renderer->logical_w = renderer->logical_w_backup;
slouken@6581
  1082
        renderer->logical_h = renderer->logical_h_backup;
slouken@6246
  1083
    }
slouken@6528
  1084
    if (renderer->UpdateViewport(renderer) < 0) {
slouken@6246
  1085
        return -1;
slouken@6246
  1086
    }
slouken@7141
  1087
    if (renderer->UpdateClipRect(renderer) < 0) {
slouken@7141
  1088
        return -1;
slouken@7141
  1089
    }
slouken@6246
  1090
slouken@6246
  1091
    /* All set! */
slouken@6246
  1092
    return 0;
slouken@6246
  1093
}
slouken@6246
  1094
slouken@6578
  1095
SDL_Texture *
slouken@6578
  1096
SDL_GetRenderTarget(SDL_Renderer *renderer)
slouken@6578
  1097
{
slouken@6578
  1098
    return renderer->target;
slouken@6578
  1099
}
slouken@6578
  1100
slouken@6530
  1101
static int
slouken@6530
  1102
UpdateLogicalSize(SDL_Renderer *renderer)
slouken@6530
  1103
{
slouken@6530
  1104
    int w, h;
slouken@6530
  1105
    float want_aspect;
slouken@6530
  1106
    float real_aspect;
slouken@6530
  1107
    float scale;
slouken@6530
  1108
    SDL_Rect viewport;
slouken@6530
  1109
slouken@7239
  1110
    if (SDL_GetRendererOutputSize(renderer, &w, &h) < 0) {
slouken@7239
  1111
        return -1;
slouken@6530
  1112
    }
slouken@6530
  1113
slouken@6530
  1114
    want_aspect = (float)renderer->logical_w / renderer->logical_h;
slouken@6530
  1115
    real_aspect = (float)w / h;
slouken@6530
  1116
slouken@6530
  1117
    /* Clear the scale because we're setting viewport in output coordinates */
slouken@6530
  1118
    SDL_RenderSetScale(renderer, 1.0f, 1.0f);
slouken@6530
  1119
slouken@6530
  1120
    if (SDL_fabs(want_aspect-real_aspect) < 0.0001) {
slouken@6530
  1121
        /* The aspect ratios are the same, just scale appropriately */
slouken@6530
  1122
        scale = (float)w / renderer->logical_w;
slouken@6530
  1123
        SDL_RenderSetViewport(renderer, NULL);
slouken@6530
  1124
    } else if (want_aspect > real_aspect) {
slouken@6530
  1125
        /* We want a wider aspect ratio than is available - letterbox it */
slouken@6530
  1126
        scale = (float)w / renderer->logical_w;
slouken@6530
  1127
        viewport.x = 0;
slouken@6530
  1128
        viewport.w = w;
slouken@6530
  1129
        viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
slouken@6530
  1130
        viewport.y = (h - viewport.h) / 2;
slouken@6530
  1131
        SDL_RenderSetViewport(renderer, &viewport);
slouken@6530
  1132
    } else {
slouken@6530
  1133
        /* We want a narrower aspect ratio than is available - use side-bars */
slouken@6530
  1134
        scale = (float)h / renderer->logical_h;
slouken@6530
  1135
        viewport.y = 0;
slouken@6530
  1136
        viewport.h = h;
slouken@6530
  1137
        viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
slouken@6530
  1138
        viewport.x = (w - viewport.w) / 2;
slouken@6530
  1139
        SDL_RenderSetViewport(renderer, &viewport);
slouken@6530
  1140
    }
slouken@6530
  1141
slouken@6530
  1142
    /* Set the new scale */
slouken@6530
  1143
    SDL_RenderSetScale(renderer, scale, scale);
slouken@6531
  1144
slouken@6531
  1145
    return 0;
slouken@6530
  1146
}
slouken@6530
  1147
slouken@6530
  1148
int
slouken@6530
  1149
SDL_RenderSetLogicalSize(SDL_Renderer * renderer, int w, int h)
slouken@6530
  1150
{
slouken@6530
  1151
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@6530
  1152
slouken@6530
  1153
    if (!w || !h) {
slouken@6530
  1154
        /* Clear any previous logical resolution */
slouken@6530
  1155
        renderer->logical_w = 0;
slouken@6530
  1156
        renderer->logical_h = 0;
slouken@6530
  1157
        SDL_RenderSetViewport(renderer, NULL);
slouken@6530
  1158
        SDL_RenderSetScale(renderer, 1.0f, 1.0f);
slouken@6530
  1159
        return 0;
slouken@6530
  1160
    }
slouken@6530
  1161
slouken@6530
  1162
    renderer->logical_w = w;
slouken@6530
  1163
    renderer->logical_h = h;
slouken@6530
  1164
slouken@6530
  1165
    return UpdateLogicalSize(renderer);
slouken@6530
  1166
}
slouken@6530
  1167
slouken@6530
  1168
void
slouken@6530
  1169
SDL_RenderGetLogicalSize(SDL_Renderer * renderer, int *w, int *h)
slouken@6530
  1170
{
slouken@6530
  1171
    CHECK_RENDERER_MAGIC(renderer, );
slouken@6530
  1172
slouken@6530
  1173
    if (w) {
slouken@6530
  1174
        *w = renderer->logical_w;
slouken@6530
  1175
    }
slouken@6530
  1176
    if (h) {
slouken@6530
  1177
        *h = renderer->logical_h;
slouken@6530
  1178
    }
slouken@6530
  1179
}
slouken@6530
  1180
slouken@5297
  1181
int
slouken@5297
  1182
SDL_RenderSetViewport(SDL_Renderer * renderer, const SDL_Rect * rect)
slouken@5297
  1183
{
slouken@5297
  1184
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5297
  1185
slouken@5297
  1186
    if (rect) {
slouken@6528
  1187
        renderer->viewport.x = (int)SDL_floor(rect->x * renderer->scale.x);
slouken@6528
  1188
        renderer->viewport.y = (int)SDL_floor(rect->y * renderer->scale.y);
slouken@6528
  1189
        renderer->viewport.w = (int)SDL_ceil(rect->w * renderer->scale.x);
slouken@6528
  1190
        renderer->viewport.h = (int)SDL_ceil(rect->h * renderer->scale.y);
slouken@5297
  1191
    } else {
slouken@5297
  1192
        renderer->viewport.x = 0;
slouken@5297
  1193
        renderer->viewport.y = 0;
slouken@7239
  1194
        if (SDL_GetRendererOutputSize(renderer, &renderer->viewport.w, &renderer->viewport.h) < 0) {
slouken@7239
  1195
            return -1;
slouken@5297
  1196
        }
slouken@5297
  1197
    }
slouken@5297
  1198
    return renderer->UpdateViewport(renderer);
slouken@5297
  1199
}
slouken@5297
  1200
slouken@5224
  1201
void
slouken@5297
  1202
SDL_RenderGetViewport(SDL_Renderer * renderer, SDL_Rect * rect)
slouken@5224
  1203
{
slouken@5224
  1204
    CHECK_RENDERER_MAGIC(renderer, );
slouken@5224
  1205
slouken@6528
  1206
    if (rect) {
slouken@6528
  1207
        rect->x = (int)(renderer->viewport.x / renderer->scale.x);
slouken@6528
  1208
        rect->y = (int)(renderer->viewport.y / renderer->scale.y);
slouken@6528
  1209
        rect->w = (int)(renderer->viewport.w / renderer->scale.x);
slouken@6528
  1210
        rect->h = (int)(renderer->viewport.h / renderer->scale.y);
slouken@6528
  1211
    }
slouken@6528
  1212
}
slouken@6528
  1213
slouken@6528
  1214
int
slouken@7141
  1215
SDL_RenderSetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect)
slouken@7141
  1216
{
philipp@7143
  1217
    CHECK_RENDERER_MAGIC(renderer, -1)
slouken@7141
  1218
slouken@7141
  1219
    if (rect) {
slouken@7141
  1220
        renderer->clip_rect.x = (int)SDL_floor(rect->x * renderer->scale.x);
slouken@7141
  1221
        renderer->clip_rect.y = (int)SDL_floor(rect->y * renderer->scale.y);
slouken@7141
  1222
        renderer->clip_rect.w = (int)SDL_ceil(rect->w * renderer->scale.x);
slouken@7141
  1223
        renderer->clip_rect.h = (int)SDL_ceil(rect->h * renderer->scale.y);
slouken@7141
  1224
    } else {
slouken@7141
  1225
        SDL_zero(renderer->clip_rect);
slouken@7141
  1226
    }
slouken@7141
  1227
    return renderer->UpdateClipRect(renderer);
slouken@7141
  1228
}
slouken@7141
  1229
slouken@7141
  1230
void
slouken@7141
  1231
SDL_RenderGetClipRect(SDL_Renderer * renderer, SDL_Rect * rect)
slouken@7141
  1232
{
slouken@7141
  1233
    CHECK_RENDERER_MAGIC(renderer, )
slouken@7141
  1234
slouken@7141
  1235
    if (rect) {
slouken@7141
  1236
        rect->x = (int)(renderer->clip_rect.x / renderer->scale.x);
slouken@7141
  1237
        rect->y = (int)(renderer->clip_rect.y / renderer->scale.y);
slouken@7141
  1238
        rect->w = (int)(renderer->clip_rect.w / renderer->scale.x);
slouken@7141
  1239
        rect->h = (int)(renderer->clip_rect.h / renderer->scale.y);
slouken@7141
  1240
    }
slouken@7141
  1241
}
slouken@7141
  1242
slouken@7141
  1243
int
slouken@6528
  1244
SDL_RenderSetScale(SDL_Renderer * renderer, float scaleX, float scaleY)
slouken@6528
  1245
{
slouken@6528
  1246
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@6528
  1247
slouken@6528
  1248
    renderer->scale.x = scaleX;
slouken@6528
  1249
    renderer->scale.y = scaleY;
slouken@6528
  1250
    return 0;
slouken@6528
  1251
}
slouken@6528
  1252
slouken@6528
  1253
void
slouken@6528
  1254
SDL_RenderGetScale(SDL_Renderer * renderer, float *scaleX, float *scaleY)
slouken@6528
  1255
{
slouken@6528
  1256
    CHECK_RENDERER_MAGIC(renderer, );
slouken@6528
  1257
slouken@6528
  1258
    if (scaleX) {
slouken@6528
  1259
        *scaleX = renderer->scale.x;
slouken@6528
  1260
    }
slouken@6528
  1261
    if (scaleY) {
slouken@6528
  1262
        *scaleY = renderer->scale.y;
slouken@6528
  1263
    }
slouken@5224
  1264
}
slouken@5224
  1265
slouken@5154
  1266
int
slouken@5154
  1267
SDL_SetRenderDrawColor(SDL_Renderer * renderer,
slouken@5154
  1268
                       Uint8 r, Uint8 g, Uint8 b, Uint8 a)
slouken@5154
  1269
{
slouken@5154
  1270
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1271
slouken@5154
  1272
    renderer->r = r;
slouken@5154
  1273
    renderer->g = g;
slouken@5154
  1274
    renderer->b = b;
slouken@5154
  1275
    renderer->a = a;
slouken@5154
  1276
    return 0;
slouken@5154
  1277
}
slouken@5154
  1278
slouken@5154
  1279
int
slouken@5154
  1280
SDL_GetRenderDrawColor(SDL_Renderer * renderer,
slouken@5154
  1281
                       Uint8 * r, Uint8 * g, Uint8 * b, Uint8 * a)
slouken@5154
  1282
{
slouken@5154
  1283
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1284
slouken@5154
  1285
    if (r) {
slouken@5154
  1286
        *r = renderer->r;
slouken@5154
  1287
    }
slouken@5154
  1288
    if (g) {
slouken@5154
  1289
        *g = renderer->g;
slouken@5154
  1290
    }
slouken@5154
  1291
    if (b) {
slouken@5154
  1292
        *b = renderer->b;
slouken@5154
  1293
    }
slouken@5154
  1294
    if (a) {
slouken@5154
  1295
        *a = renderer->a;
slouken@5154
  1296
    }
slouken@5154
  1297
    return 0;
slouken@5154
  1298
}
slouken@5154
  1299
slouken@5154
  1300
int
slouken@5154
  1301
SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
slouken@5154
  1302
{
slouken@5154
  1303
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1304
slouken@5154
  1305
    renderer->blendMode = blendMode;
slouken@5154
  1306
    return 0;
slouken@5154
  1307
}
slouken@5154
  1308
slouken@5154
  1309
int
slouken@5154
  1310
SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode *blendMode)
slouken@5154
  1311
{
slouken@5154
  1312
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1313
slouken@5154
  1314
    *blendMode = renderer->blendMode;
slouken@5154
  1315
    return 0;
slouken@5154
  1316
}
slouken@5154
  1317
slouken@5154
  1318
int
slouken@5154
  1319
SDL_RenderClear(SDL_Renderer * renderer)
slouken@5154
  1320
{
slouken@5154
  1321
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1322
slouken@6260
  1323
    /* Don't draw while we're hidden */
slouken@6260
  1324
    if (renderer->hidden) {
slouken@6060
  1325
        return 0;
slouken@6060
  1326
    }
slouken@5154
  1327
    return renderer->RenderClear(renderer);
slouken@5154
  1328
}
slouken@5154
  1329
slouken@5154
  1330
int
slouken@5154
  1331
SDL_RenderDrawPoint(SDL_Renderer * renderer, int x, int y)
slouken@5154
  1332
{
slouken@5154
  1333
    SDL_Point point;
slouken@5154
  1334
slouken@5154
  1335
    point.x = x;
slouken@5154
  1336
    point.y = y;
slouken@5154
  1337
    return SDL_RenderDrawPoints(renderer, &point, 1);
slouken@5154
  1338
}
slouken@5154
  1339
slouken@6528
  1340
static int
slouken@6528
  1341
RenderDrawPointsWithRects(SDL_Renderer * renderer,
slouken@6528
  1342
                     const SDL_Point * points, int count)
slouken@6528
  1343
{
slouken@6528
  1344
    SDL_FRect *frects;
slouken@6528
  1345
    int i;
slouken@6528
  1346
    int status;
slouken@6528
  1347
slouken@6528
  1348
    frects = SDL_stack_alloc(SDL_FRect, count);
slouken@6528
  1349
    if (!frects) {
icculus@7037
  1350
        return SDL_OutOfMemory();
slouken@6528
  1351
    }
slouken@6528
  1352
    for (i = 0; i < count; ++i) {
slouken@6528
  1353
        frects[i].x = points[i].x * renderer->scale.x;
slouken@6528
  1354
        frects[i].y = points[i].y * renderer->scale.y;
slouken@6528
  1355
        frects[i].w = renderer->scale.x;
slouken@6528
  1356
        frects[i].h = renderer->scale.y;
slouken@6528
  1357
    }
slouken@6528
  1358
slouken@6528
  1359
    status = renderer->RenderFillRects(renderer, frects, count);
slouken@6528
  1360
slouken@6528
  1361
    SDL_stack_free(frects);
slouken@6528
  1362
slouken@6528
  1363
    return status;
slouken@6528
  1364
}
slouken@6528
  1365
slouken@5154
  1366
int
slouken@5154
  1367
SDL_RenderDrawPoints(SDL_Renderer * renderer,
slouken@5154
  1368
                     const SDL_Point * points, int count)
slouken@5154
  1369
{
slouken@6528
  1370
    SDL_FPoint *fpoints;
slouken@6528
  1371
    int i;
slouken@6528
  1372
    int status;
slouken@6528
  1373
slouken@5154
  1374
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1375
slouken@5154
  1376
    if (!points) {
icculus@7037
  1377
        return SDL_SetError("SDL_RenderDrawPoints(): Passed NULL points");
slouken@5154
  1378
    }
slouken@5154
  1379
    if (count < 1) {
slouken@5154
  1380
        return 0;
slouken@5154
  1381
    }
slouken@6260
  1382
    /* Don't draw while we're hidden */
slouken@6260
  1383
    if (renderer->hidden) {
slouken@6060
  1384
        return 0;
slouken@6060
  1385
    }
slouken@6528
  1386
slouken@6528
  1387
    if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
slouken@6528
  1388
        return RenderDrawPointsWithRects(renderer, points, count);
slouken@6528
  1389
    }
slouken@6528
  1390
slouken@6528
  1391
    fpoints = SDL_stack_alloc(SDL_FPoint, count);
slouken@6528
  1392
    if (!fpoints) {
icculus@7037
  1393
        return SDL_OutOfMemory();
slouken@6528
  1394
    }
slouken@6528
  1395
    for (i = 0; i < count; ++i) {
slouken@6528
  1396
        fpoints[i].x = points[i].x * renderer->scale.x;
slouken@6528
  1397
        fpoints[i].y = points[i].y * renderer->scale.y;
slouken@6528
  1398
    }
slouken@6528
  1399
slouken@6528
  1400
    status = renderer->RenderDrawPoints(renderer, fpoints, count);
slouken@6528
  1401
slouken@6528
  1402
    SDL_stack_free(fpoints);
slouken@6528
  1403
slouken@6528
  1404
    return status;
slouken@5154
  1405
}
slouken@5154
  1406
slouken@5154
  1407
int
slouken@5154
  1408
SDL_RenderDrawLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2)
slouken@5154
  1409
{
slouken@5154
  1410
    SDL_Point points[2];
slouken@5154
  1411
slouken@5154
  1412
    points[0].x = x1;
slouken@5154
  1413
    points[0].y = y1;
slouken@5154
  1414
    points[1].x = x2;
slouken@5154
  1415
    points[1].y = y2;
slouken@5154
  1416
    return SDL_RenderDrawLines(renderer, points, 2);
slouken@5154
  1417
}
slouken@5154
  1418
slouken@6528
  1419
static int
slouken@6528
  1420
RenderDrawLinesWithRects(SDL_Renderer * renderer,
slouken@6528
  1421
                     const SDL_Point * points, int count)
slouken@6528
  1422
{
slouken@6528
  1423
    SDL_FRect *frect;
slouken@6528
  1424
    SDL_FRect *frects;
slouken@6528
  1425
    SDL_FPoint fpoints[2];
slouken@6528
  1426
    int i, nrects;
slouken@6528
  1427
    int status;
slouken@6528
  1428
slouken@6528
  1429
    frects = SDL_stack_alloc(SDL_FRect, count-1);
slouken@6528
  1430
    if (!frects) {
icculus@7037
  1431
        return SDL_OutOfMemory();
slouken@6528
  1432
    }
slouken@6528
  1433
slouken@6528
  1434
    status = 0;
slouken@6528
  1435
    nrects = 0;
slouken@6528
  1436
    for (i = 0; i < count-1; ++i) {
slouken@6528
  1437
        if (points[i].x == points[i+1].x) {
slouken@6528
  1438
            int minY = SDL_min(points[i].y, points[i+1].y);
slouken@6528
  1439
            int maxY = SDL_max(points[i].y, points[i+1].y);
slouken@6528
  1440
slouken@6528
  1441
            frect = &frects[nrects++];
slouken@6528
  1442
            frect->x = points[i].x * renderer->scale.x;
slouken@6528
  1443
            frect->y = minY * renderer->scale.y;
slouken@6528
  1444
            frect->w = renderer->scale.x;
slouken@6528
  1445
            frect->h = (maxY - minY + 1) * renderer->scale.y;
slouken@6528
  1446
        } else if (points[i].y == points[i+1].y) {
slouken@6528
  1447
            int minX = SDL_min(points[i].x, points[i+1].x);
slouken@6528
  1448
            int maxX = SDL_max(points[i].x, points[i+1].x);
slouken@6528
  1449
slouken@6528
  1450
            frect = &frects[nrects++];
slouken@6528
  1451
            frect->x = minX * renderer->scale.x;
slouken@6528
  1452
            frect->y = points[i].y * renderer->scale.y;
slouken@6528
  1453
            frect->w = (maxX - minX + 1) * renderer->scale.x;
slouken@6528
  1454
            frect->h = renderer->scale.y;
slouken@6528
  1455
        } else {
slouken@6528
  1456
            /* FIXME: We can't use a rect for this line... */
aschiffler@7073
  1457
            fpoints[0].x = points[i].x * renderer->scale.x;
aschiffler@7073
  1458
            fpoints[0].y = points[i].y * renderer->scale.y;
aschiffler@7073
  1459
            fpoints[1].x = points[i+1].x * renderer->scale.x;
aschiffler@7073
  1460
            fpoints[1].y = points[i+1].y * renderer->scale.y;
slouken@6528
  1461
            status += renderer->RenderDrawLines(renderer, fpoints, 2);
slouken@6528
  1462
        }
slouken@6528
  1463
    }
slouken@6528
  1464
slouken@6528
  1465
    status += renderer->RenderFillRects(renderer, frects, nrects);
slouken@6528
  1466
slouken@6528
  1467
    SDL_stack_free(frects);
slouken@6528
  1468
slouken@6528
  1469
    if (status < 0) {
slouken@6528
  1470
        status = -1;
slouken@6528
  1471
    }
slouken@6528
  1472
    return status;
slouken@6528
  1473
}
slouken@6528
  1474
slouken@5154
  1475
int
slouken@5154
  1476
SDL_RenderDrawLines(SDL_Renderer * renderer,
slouken@5154
  1477
                    const SDL_Point * points, int count)
slouken@5154
  1478
{
slouken@6528
  1479
    SDL_FPoint *fpoints;
slouken@6528
  1480
    int i;
slouken@6528
  1481
    int status;
slouken@6528
  1482
slouken@5154
  1483
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1484
slouken@5154
  1485
    if (!points) {
icculus@7037
  1486
        return SDL_SetError("SDL_RenderDrawLines(): Passed NULL points");
slouken@5154
  1487
    }
slouken@5154
  1488
    if (count < 2) {
slouken@5154
  1489
        return 0;
slouken@5154
  1490
    }
slouken@6260
  1491
    /* Don't draw while we're hidden */
slouken@6260
  1492
    if (renderer->hidden) {
slouken@6060
  1493
        return 0;
slouken@6060
  1494
    }
slouken@6528
  1495
slouken@6528
  1496
    if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
slouken@6528
  1497
        return RenderDrawLinesWithRects(renderer, points, count);
slouken@6528
  1498
    }
slouken@6528
  1499
slouken@6528
  1500
    fpoints = SDL_stack_alloc(SDL_FPoint, count);
slouken@6528
  1501
    if (!fpoints) {
icculus@7037
  1502
        return SDL_OutOfMemory();
slouken@6528
  1503
    }
slouken@6528
  1504
    for (i = 0; i < count; ++i) {
slouken@6528
  1505
        fpoints[i].x = points[i].x * renderer->scale.x;
slouken@6528
  1506
        fpoints[i].y = points[i].y * renderer->scale.y;
slouken@6528
  1507
    }
slouken@6528
  1508
slouken@6528
  1509
    status = renderer->RenderDrawLines(renderer, fpoints, count);
slouken@6528
  1510
slouken@6528
  1511
    SDL_stack_free(fpoints);
slouken@6528
  1512
slouken@6528
  1513
    return status;
slouken@5154
  1514
}
slouken@5154
  1515
slouken@5154
  1516
int
slouken@5154
  1517
SDL_RenderDrawRect(SDL_Renderer * renderer, const SDL_Rect * rect)
slouken@5154
  1518
{
slouken@5154
  1519
    SDL_Rect full_rect;
slouken@5154
  1520
    SDL_Point points[5];
slouken@5154
  1521
slouken@5154
  1522
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1523
slouken@5154
  1524
    /* If 'rect' == NULL, then outline the whole surface */
slouken@5154
  1525
    if (!rect) {
slouken@6528
  1526
        SDL_RenderGetViewport(renderer, &full_rect);
slouken@5154
  1527
        full_rect.x = 0;
slouken@5154
  1528
        full_rect.y = 0;
slouken@5154
  1529
        rect = &full_rect;
slouken@5154
  1530
    }
slouken@5154
  1531
slouken@5154
  1532
    points[0].x = rect->x;
slouken@5154
  1533
    points[0].y = rect->y;
slouken@5154
  1534
    points[1].x = rect->x+rect->w-1;
slouken@5154
  1535
    points[1].y = rect->y;
slouken@5154
  1536
    points[2].x = rect->x+rect->w-1;
slouken@5154
  1537
    points[2].y = rect->y+rect->h-1;
slouken@5154
  1538
    points[3].x = rect->x;
slouken@5154
  1539
    points[3].y = rect->y+rect->h-1;
slouken@5154
  1540
    points[4].x = rect->x;
slouken@5154
  1541
    points[4].y = rect->y;
slouken@5154
  1542
    return SDL_RenderDrawLines(renderer, points, 5);
slouken@5154
  1543
}
slouken@5154
  1544
slouken@5154
  1545
int
slouken@5154
  1546
SDL_RenderDrawRects(SDL_Renderer * renderer,
slouken@5297
  1547
                    const SDL_Rect * rects, int count)
slouken@5154
  1548
{
slouken@5154
  1549
    int i;
slouken@5154
  1550
slouken@5154
  1551
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1552
slouken@5154
  1553
    if (!rects) {
icculus@7037
  1554
        return SDL_SetError("SDL_RenderDrawRects(): Passed NULL rects");
slouken@5154
  1555
    }
slouken@5154
  1556
    if (count < 1) {
slouken@5154
  1557
        return 0;
slouken@5154
  1558
    }
slouken@5154
  1559
slouken@6260
  1560
    /* Don't draw while we're hidden */
slouken@6260
  1561
    if (renderer->hidden) {
slouken@6060
  1562
        return 0;
slouken@6060
  1563
    }
slouken@5154
  1564
    for (i = 0; i < count; ++i) {
slouken@5297
  1565
        if (SDL_RenderDrawRect(renderer, &rects[i]) < 0) {
slouken@5154
  1566
            return -1;
slouken@5154
  1567
        }
slouken@5154
  1568
    }
slouken@5154
  1569
    return 0;
slouken@5154
  1570
}
slouken@5154
  1571
slouken@5154
  1572
int
slouken@5154
  1573
SDL_RenderFillRect(SDL_Renderer * renderer, const SDL_Rect * rect)
slouken@5154
  1574
{
slouken@7511
  1575
    SDL_Rect full_rect = { 0, 0, 0, 0 };
slouken@6232
  1576
slouken@5331
  1577
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@6232
  1578
slouken@5331
  1579
    /* If 'rect' == NULL, then outline the whole surface */
slouken@5331
  1580
    if (!rect) {
slouken@6528
  1581
        SDL_RenderGetViewport(renderer, &full_rect);
slouken@5331
  1582
        full_rect.x = 0;
slouken@5331
  1583
        full_rect.y = 0;
slouken@5331
  1584
        rect = &full_rect;
slouken@5331
  1585
    }
slouken@5297
  1586
    return SDL_RenderFillRects(renderer, rect, 1);
slouken@5154
  1587
}
slouken@5154
  1588
slouken@5154
  1589
int
slouken@5154
  1590
SDL_RenderFillRects(SDL_Renderer * renderer,
slouken@5297
  1591
                    const SDL_Rect * rects, int count)
slouken@5154
  1592
{
slouken@6528
  1593
    SDL_FRect *frects;
slouken@6528
  1594
    int i;
slouken@6528
  1595
    int status;
slouken@6528
  1596
slouken@5154
  1597
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1598
slouken@5154
  1599
    if (!rects) {
icculus@7037
  1600
        return SDL_SetError("SDL_RenderFillRects(): Passed NULL rects");
slouken@5154
  1601
    }
slouken@5154
  1602
    if (count < 1) {
slouken@5154
  1603
        return 0;
slouken@5154
  1604
    }
slouken@6260
  1605
    /* Don't draw while we're hidden */
slouken@6260
  1606
    if (renderer->hidden) {
slouken@6060
  1607
        return 0;
slouken@6060
  1608
    }
slouken@6528
  1609
slouken@6528
  1610
    frects = SDL_stack_alloc(SDL_FRect, count);
slouken@6528
  1611
    if (!frects) {
icculus@7037
  1612
        return SDL_OutOfMemory();
slouken@6528
  1613
    }
slouken@6528
  1614
    for (i = 0; i < count; ++i) {
slouken@6528
  1615
        frects[i].x = rects[i].x * renderer->scale.x;
slouken@6528
  1616
        frects[i].y = rects[i].y * renderer->scale.y;
slouken@6528
  1617
        frects[i].w = rects[i].w * renderer->scale.x;
slouken@6528
  1618
        frects[i].h = rects[i].h * renderer->scale.y;
slouken@6528
  1619
    }
slouken@6528
  1620
slouken@6528
  1621
    status = renderer->RenderFillRects(renderer, frects, count);
slouken@6528
  1622
slouken@6528
  1623
    SDL_stack_free(frects);
slouken@6528
  1624
slouken@6528
  1625
    return status;
slouken@5154
  1626
}
slouken@5154
  1627
slouken@5154
  1628
int
slouken@5154
  1629
SDL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@5154
  1630
               const SDL_Rect * srcrect, const SDL_Rect * dstrect)
slouken@5154
  1631
{
icculus@6545
  1632
    SDL_Rect real_srcrect = { 0, 0, 0, 0 };
icculus@6545
  1633
    SDL_Rect real_dstrect = { 0, 0, 0, 0 };
slouken@6528
  1634
    SDL_FRect frect;
slouken@5154
  1635
slouken@5154
  1636
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1637
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
  1638
slouken@5154
  1639
    if (renderer != texture->renderer) {
icculus@7037
  1640
        return SDL_SetError("Texture was not created with this renderer");
slouken@5154
  1641
    }
slouken@5154
  1642
slouken@5154
  1643
    real_srcrect.x = 0;
slouken@5154
  1644
    real_srcrect.y = 0;
slouken@5154
  1645
    real_srcrect.w = texture->w;
slouken@5154
  1646
    real_srcrect.h = texture->h;
slouken@5154
  1647
    if (srcrect) {
slouken@5154
  1648
        if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) {
slouken@5154
  1649
            return 0;
slouken@5154
  1650
        }
slouken@5154
  1651
    }
slouken@5154
  1652
slouken@6528
  1653
    SDL_RenderGetViewport(renderer, &real_dstrect);
slouken@5154
  1654
    real_dstrect.x = 0;
slouken@5154
  1655
    real_dstrect.y = 0;
slouken@5369
  1656
    if (dstrect) {
slouken@7563
  1657
        if (!SDL_HasIntersection(dstrect, &real_dstrect)) {
slouken@5369
  1658
            return 0;
slouken@5369
  1659
        }
slouken@7563
  1660
        real_dstrect = *dstrect;
slouken@5154
  1661
    }
slouken@5154
  1662
slouken@5156
  1663
    if (texture->native) {
slouken@5156
  1664
        texture = texture->native;
slouken@5156
  1665
    }
slouken@5156
  1666
slouken@6260
  1667
    /* Don't draw while we're hidden */
slouken@6260
  1668
    if (renderer->hidden) {
slouken@6060
  1669
        return 0;
slouken@6060
  1670
    }
slouken@6528
  1671
slouken@6528
  1672
    frect.x = real_dstrect.x * renderer->scale.x;
slouken@6528
  1673
    frect.y = real_dstrect.y * renderer->scale.y;
slouken@6528
  1674
    frect.w = real_dstrect.w * renderer->scale.x;
slouken@6528
  1675
    frect.h = real_dstrect.h * renderer->scale.y;
slouken@6528
  1676
slouken@6528
  1677
    return renderer->RenderCopy(renderer, texture, &real_srcrect, &frect);
slouken@5154
  1678
}
slouken@5154
  1679
gabomdq@6320
  1680
gabomdq@6320
  1681
int
gabomdq@6320
  1682
SDL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
gabomdq@6320
  1683
               const SDL_Rect * srcrect, const SDL_Rect * dstrect,
gabomdq@6320
  1684
               const double angle, const SDL_Point *center, const SDL_RendererFlip flip)
gabomdq@6320
  1685
{
icculus@6546
  1686
    SDL_Rect real_srcrect = { 0, 0, 0, 0 };
icculus@6546
  1687
    SDL_Rect real_dstrect = { 0, 0, 0, 0 };
gabomdq@6320
  1688
    SDL_Point real_center;
slouken@6528
  1689
    SDL_FRect frect;
slouken@6528
  1690
    SDL_FPoint fcenter;
gabomdq@6320
  1691
gabomdq@6320
  1692
    CHECK_RENDERER_MAGIC(renderer, -1);
gabomdq@6320
  1693
    CHECK_TEXTURE_MAGIC(texture, -1);
gabomdq@6320
  1694
gabomdq@6320
  1695
    if (renderer != texture->renderer) {
icculus@7037
  1696
        return SDL_SetError("Texture was not created with this renderer");
gabomdq@6320
  1697
    }
gabomdq@6320
  1698
    if (!renderer->RenderCopyEx) {
icculus@7037
  1699
        return SDL_SetError("Renderer does not support RenderCopyEx");
gabomdq@6320
  1700
    }
slouken@7191
  1701
gabomdq@6320
  1702
    real_srcrect.x = 0;
gabomdq@6320
  1703
    real_srcrect.y = 0;
gabomdq@6320
  1704
    real_srcrect.w = texture->w;
gabomdq@6320
  1705
    real_srcrect.h = texture->h;
gabomdq@6320
  1706
    if (srcrect) {
gabomdq@6320
  1707
        if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) {
gabomdq@6320
  1708
            return 0;
gabomdq@6320
  1709
        }
gabomdq@6320
  1710
    }
gabomdq@6320
  1711
gabomdq@6320
  1712
    /* We don't intersect the dstrect with the viewport as RenderCopy does because of potential rotation clipping issues... TODO: should we? */
slouken@6528
  1713
    if (dstrect) {
slouken@6528
  1714
        real_dstrect = *dstrect;
slouken@6528
  1715
    } else {
slouken@6528
  1716
        SDL_RenderGetViewport(renderer, &real_dstrect);
gabomdq@6399
  1717
        real_dstrect.x = 0;
gabomdq@6399
  1718
        real_dstrect.y = 0;
gabomdq@6320
  1719
    }
gabomdq@6320
  1720
gabomdq@6320
  1721
    if (texture->native) {
gabomdq@6320
  1722
        texture = texture->native;
gabomdq@6320
  1723
    }
gabomdq@6320
  1724
gabomdq@6320
  1725
    if(center) real_center = *center;
gabomdq@6320
  1726
    else {
gabomdq@6320
  1727
        real_center.x = real_dstrect.w/2;
gabomdq@6320
  1728
        real_center.y = real_dstrect.h/2;
gabomdq@6320
  1729
    }
gabomdq@6320
  1730
slouken@6528
  1731
    frect.x = real_dstrect.x * renderer->scale.x;
slouken@6528
  1732
    frect.y = real_dstrect.y * renderer->scale.y;
slouken@6528
  1733
    frect.w = real_dstrect.w * renderer->scale.x;
slouken@6528
  1734
    frect.h = real_dstrect.h * renderer->scale.y;
slouken@6528
  1735
slouken@6528
  1736
    fcenter.x = real_center.x * renderer->scale.x;
slouken@6528
  1737
    fcenter.y = real_center.y * renderer->scale.y;
slouken@6528
  1738
slouken@6528
  1739
    return renderer->RenderCopyEx(renderer, texture, &real_srcrect, &frect, angle, &fcenter, flip);
gabomdq@6320
  1740
}
gabomdq@6320
  1741
slouken@5154
  1742
int
slouken@5154
  1743
SDL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
slouken@5154
  1744
                     Uint32 format, void * pixels, int pitch)
slouken@5154
  1745
{
slouken@5154
  1746
    SDL_Rect real_rect;
slouken@5154
  1747
slouken@5154
  1748
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1749
slouken@5154
  1750
    if (!renderer->RenderReadPixels) {
icculus@7037
  1751
        return SDL_Unsupported();
slouken@5154
  1752
    }
slouken@5154
  1753
slouken@5154
  1754
    if (!format) {
icculus@6389
  1755
        format = SDL_GetWindowPixelFormat(renderer->window);
slouken@5154
  1756
    }
slouken@5154
  1757
slouken@5464
  1758
    real_rect.x = renderer->viewport.x;
slouken@5464
  1759
    real_rect.y = renderer->viewport.y;
slouken@5297
  1760
    real_rect.w = renderer->viewport.w;
slouken@5297
  1761
    real_rect.h = renderer->viewport.h;
slouken@5154
  1762
    if (rect) {
slouken@5154
  1763
        if (!SDL_IntersectRect(rect, &real_rect, &real_rect)) {
slouken@5154
  1764
            return 0;
slouken@5154
  1765
        }
slouken@5154
  1766
        if (real_rect.y > rect->y) {
slouken@5154
  1767
            pixels = (Uint8 *)pixels + pitch * (real_rect.y - rect->y);
slouken@5154
  1768
        }
slouken@5154
  1769
        if (real_rect.x > rect->x) {
slouken@5464
  1770
            int bpp = SDL_BYTESPERPIXEL(format);
slouken@5154
  1771
            pixels = (Uint8 *)pixels + bpp * (real_rect.x - rect->x);
slouken@5154
  1772
        }
slouken@5154
  1773
    }
slouken@5154
  1774
slouken@5154
  1775
    return renderer->RenderReadPixels(renderer, &real_rect,
slouken@5154
  1776
                                      format, pixels, pitch);
slouken@5154
  1777
}
slouken@5154
  1778
slouken@5154
  1779
void
slouken@5154
  1780
SDL_RenderPresent(SDL_Renderer * renderer)
slouken@5154
  1781
{
slouken@5154
  1782
    CHECK_RENDERER_MAGIC(renderer, );
slouken@5154
  1783
slouken@6260
  1784
    /* Don't draw while we're hidden */
slouken@6260
  1785
    if (renderer->hidden) {
slouken@6060
  1786
        return;
slouken@6060
  1787
    }
slouken@5154
  1788
    renderer->RenderPresent(renderer);
slouken@5154
  1789
}
slouken@5154
  1790
slouken@5154
  1791
void
slouken@5154
  1792
SDL_DestroyTexture(SDL_Texture * texture)
slouken@5154
  1793
{
slouken@5154
  1794
    SDL_Renderer *renderer;
slouken@5154
  1795
slouken@5154
  1796
    CHECK_TEXTURE_MAGIC(texture, );
slouken@7419
  1797
slouken@7419
  1798
    renderer = texture->renderer;
slouken@7419
  1799
    if (texture == renderer->target) {
slouken@7419
  1800
        SDL_SetRenderTarget(renderer, NULL);
slouken@7419
  1801
    }
slouken@7419
  1802
slouken@5154
  1803
    texture->magic = NULL;
slouken@5154
  1804
slouken@5154
  1805
    if (texture->next) {
slouken@5154
  1806
        texture->next->prev = texture->prev;
slouken@5154
  1807
    }
slouken@5154
  1808
    if (texture->prev) {
slouken@5154
  1809
        texture->prev->next = texture->next;
slouken@5154
  1810
    } else {
slouken@5154
  1811
        renderer->textures = texture->next;
slouken@5154
  1812
    }
slouken@5154
  1813
slouken@5156
  1814
    if (texture->native) {
slouken@5156
  1815
        SDL_DestroyTexture(texture->native);
slouken@5156
  1816
    }
slouken@5156
  1817
    if (texture->yuv) {
slouken@5156
  1818
        SDL_SW_DestroyYUVTexture(texture->yuv);
slouken@5156
  1819
    }
slouken@7719
  1820
    SDL_free(texture->pixels);
slouken@5156
  1821
slouken@5154
  1822
    renderer->DestroyTexture(renderer, texture);
slouken@5154
  1823
    SDL_free(texture);
slouken@5154
  1824
}
slouken@5154
  1825
slouken@5154
  1826
void
slouken@5154
  1827
SDL_DestroyRenderer(SDL_Renderer * renderer)
slouken@5154
  1828
{
slouken@5154
  1829
    CHECK_RENDERER_MAGIC(renderer, );
slouken@5154
  1830
slouken@5154
  1831
    SDL_DelEventWatch(SDL_RendererEventWatch, renderer);
slouken@5154
  1832
slouken@5154
  1833
    /* Free existing textures for this renderer */
slouken@5154
  1834
    while (renderer->textures) {
slouken@5154
  1835
        SDL_DestroyTexture(renderer->textures);
slouken@5154
  1836
    }
slouken@5154
  1837
slouken@6417
  1838
    if (renderer->window) {
slouken@6417
  1839
        SDL_SetWindowData(renderer->window, SDL_WINDOWRENDERDATA, NULL);
slouken@6417
  1840
    }
slouken@5528
  1841
slouken@5154
  1842
    /* It's no longer magical... */
slouken@5154
  1843
    renderer->magic = NULL;
slouken@5154
  1844
slouken@5154
  1845
    /* Free the renderer instance */
slouken@5154
  1846
    renderer->DestroyRenderer(renderer);
slouken@5154
  1847
}
slouken@5154
  1848
gabomdq@6414
  1849
int SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh)
gabomdq@6414
  1850
{
gabomdq@6414
  1851
    SDL_Renderer *renderer;
gabomdq@6414
  1852
gabomdq@6415
  1853
    CHECK_TEXTURE_MAGIC(texture, -1);
gabomdq@6414
  1854
    renderer = texture->renderer;
slouken@7318
  1855
    if (texture->native) {
slouken@7318
  1856
        return SDL_GL_BindTexture(texture->native, texw, texh);
slouken@7318
  1857
    } else if (renderer && renderer->GL_BindTexture) {
gabomdq@6414
  1858
        return renderer->GL_BindTexture(renderer, texture, texw, texh);
slouken@7318
  1859
    } else {
slouken@7318
  1860
        return SDL_Unsupported();
gabomdq@6414
  1861
    }
gabomdq@6414
  1862
}
gabomdq@6414
  1863
gabomdq@6414
  1864
int SDL_GL_UnbindTexture(SDL_Texture *texture)
gabomdq@6414
  1865
{
gabomdq@6414
  1866
    SDL_Renderer *renderer;
gabomdq@6414
  1867
gabomdq@6415
  1868
    CHECK_TEXTURE_MAGIC(texture, -1);
gabomdq@6414
  1869
    renderer = texture->renderer;
gabomdq@6414
  1870
    if (renderer && renderer->GL_UnbindTexture) {
gabomdq@6414
  1871
        return renderer->GL_UnbindTexture(renderer, texture);
gabomdq@6414
  1872
    }
gabomdq@6414
  1873
icculus@7037
  1874
    return SDL_Unsupported();
gabomdq@6414
  1875
}
gabomdq@6414
  1876
slouken@5154
  1877
/* vi: set ts=4 sw=4 expandtab: */