src/render/SDL_render.c
author Sam Lantinga <slouken@libsdl.org>
Sat, 28 Sep 2013 14:06:55 -0700
changeset 7761 bddbfca922cd
parent 7760 63b519624589
child 7770 28031e0042b2
permissions -rw-r--r--
Implemented SDL_UpdateYUVTexture() for Direct3D
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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_assert.h"
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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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    } else {
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        if (index >= SDL_GetNumRenderDrivers()) {
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            SDL_SetError("index must be -1 or in the range of 0 - %d",
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                         SDL_GetNumRenderDrivers() - 1);
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            return NULL;
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        }
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        /* Create a new renderer instance */
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        renderer = render_drivers[index]->CreateRenderer(window, flags);
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    }
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    if (renderer) {
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        renderer->magic = &renderer_magic;
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        renderer->window = window;
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        renderer->scale.x = 1.0f;
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        renderer->scale.y = 1.0f;
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        if (SDL_GetWindowFlags(window) & (SDL_WINDOW_HIDDEN|SDL_WINDOW_MINIMIZED)) {
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            renderer->hidden = SDL_TRUE;
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        } else {
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            renderer->hidden = SDL_FALSE;
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        }
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        SDL_SetWindowData(window, SDL_WINDOWRENDERDATA, renderer);
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        SDL_RenderSetViewport(renderer, NULL);
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        SDL_AddEventWatch(SDL_RendererEventWatch, renderer);
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   290
        SDL_LogInfo(SDL_LOG_CATEGORY_RENDER,
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                    "Created renderer: %s", renderer->info.name);
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   292
    }
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    return renderer;
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#else
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   295
    SDL_SetError("SDL not built with rendering support");
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   296
    return NULL;
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   297
#endif
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   298
}
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   299
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   300
SDL_Renderer *
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   301
SDL_CreateSoftwareRenderer(SDL_Surface * surface)
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   302
{
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   303
#if !SDL_RENDER_DISABLED
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   304
    SDL_Renderer *renderer;
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   305
slouken@5297
   306
    renderer = SW_CreateRendererForSurface(surface);
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   307
slouken@5297
   308
    if (renderer) {
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        renderer->magic = &renderer_magic;
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   310
        renderer->scale.x = 1.0f;
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        renderer->scale.y = 1.0f;
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   312
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   313
        SDL_RenderSetViewport(renderer, NULL);
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    }
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    return renderer;
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   316
#else
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   317
    SDL_SetError("SDL not built with rendering support");
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   318
    return NULL;
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   319
#endif /* !SDL_RENDER_DISABLED */
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   320
}
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   321
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   322
SDL_Renderer *
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   323
SDL_GetRenderer(SDL_Window * window)
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   324
{
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   325
    return (SDL_Renderer *)SDL_GetWindowData(window, SDL_WINDOWRENDERDATA);
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   326
}
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   327
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   328
int
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SDL_GetRendererInfo(SDL_Renderer * renderer, SDL_RendererInfo * info)
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   330
{
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   331
    CHECK_RENDERER_MAGIC(renderer, -1);
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   332
slouken@5154
   333
    *info = renderer->info;
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   334
    return 0;
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   335
}
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   336
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   337
int
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SDL_GetRendererOutputSize(SDL_Renderer * renderer, int *w, int *h)
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   339
{
slouken@7239
   340
    CHECK_RENDERER_MAGIC(renderer, -1);
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   341
slouken@7239
   342
    if (renderer->target) {
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   343
        return SDL_QueryTexture(renderer->target, NULL, NULL, w, h);
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    } else if (renderer->GetOutputSize) {
urkle@7746
   345
        return renderer->GetOutputSize(renderer, w, h);
slouken@7239
   346
    } else if (renderer->window) {
slouken@7239
   347
        SDL_GetWindowSize(renderer->window, w, h);
slouken@7239
   348
        return 0;
slouken@7239
   349
    } else {
slouken@7239
   350
        /* This should never happen */
slouken@7239
   351
        SDL_SetError("Renderer doesn't support querying output size");
slouken@7239
   352
        return -1;
slouken@7239
   353
    }
slouken@7239
   354
}
slouken@7239
   355
slouken@5156
   356
static SDL_bool
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   357
IsSupportedFormat(SDL_Renderer * renderer, Uint32 format)
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   358
{
slouken@5156
   359
    Uint32 i;
slouken@5156
   360
slouken@5156
   361
    for (i = 0; i < renderer->info.num_texture_formats; ++i) {
slouken@5156
   362
        if (renderer->info.texture_formats[i] == format) {
slouken@5156
   363
            return SDL_TRUE;
slouken@5156
   364
        }
slouken@5156
   365
    }
slouken@5156
   366
    return SDL_FALSE;
slouken@5156
   367
}
slouken@5156
   368
slouken@5156
   369
static Uint32
slouken@5156
   370
GetClosestSupportedFormat(SDL_Renderer * renderer, Uint32 format)
slouken@5156
   371
{
slouken@5156
   372
    Uint32 i;
slouken@5156
   373
slouken@5268
   374
    if (SDL_ISPIXELFORMAT_FOURCC(format)) {
slouken@5268
   375
        /* Look for an exact match */
slouken@5268
   376
        for (i = 0; i < renderer->info.num_texture_formats; ++i) {
slouken@5268
   377
            if (renderer->info.texture_formats[i] == format) {
slouken@5268
   378
                return renderer->info.texture_formats[i];
slouken@5268
   379
            }
slouken@5268
   380
        }
slouken@5268
   381
    } else {
slouken@5268
   382
        SDL_bool hasAlpha = SDL_ISPIXELFORMAT_ALPHA(format);
slouken@5268
   383
slouken@5268
   384
        /* We just want to match the first format that has the same channels */
slouken@5268
   385
        for (i = 0; i < renderer->info.num_texture_formats; ++i) {
slouken@5300
   386
            if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
slouken@5300
   387
                SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == hasAlpha) {
slouken@5268
   388
                return renderer->info.texture_formats[i];
slouken@5268
   389
            }
slouken@5156
   390
        }
slouken@5156
   391
    }
slouken@5156
   392
    return renderer->info.texture_formats[0];
slouken@5156
   393
}
slouken@5156
   394
slouken@5154
   395
SDL_Texture *
slouken@5154
   396
SDL_CreateTexture(SDL_Renderer * renderer, Uint32 format, int access, int w, int h)
slouken@5154
   397
{
slouken@5154
   398
    SDL_Texture *texture;
slouken@5154
   399
slouken@5154
   400
    CHECK_RENDERER_MAGIC(renderer, NULL);
slouken@5154
   401
slouken@5413
   402
    if (!format) {
slouken@5413
   403
        format = renderer->info.texture_formats[0];
slouken@5413
   404
    }
slouken@5156
   405
    if (SDL_ISPIXELFORMAT_INDEXED(format)) {
slouken@5156
   406
        SDL_SetError("Palettized textures are not supported");
slouken@5156
   407
        return NULL;
slouken@5156
   408
    }
slouken@5154
   409
    if (w <= 0 || h <= 0) {
slouken@5154
   410
        SDL_SetError("Texture dimensions can't be 0");
slouken@5156
   411
        return NULL;
slouken@5154
   412
    }
slouken@5154
   413
    texture = (SDL_Texture *) SDL_calloc(1, sizeof(*texture));
slouken@5154
   414
    if (!texture) {
slouken@5154
   415
        SDL_OutOfMemory();
slouken@5156
   416
        return NULL;
slouken@5154
   417
    }
slouken@5154
   418
    texture->magic = &texture_magic;
slouken@5154
   419
    texture->format = format;
slouken@5154
   420
    texture->access = access;
slouken@5154
   421
    texture->w = w;
slouken@5154
   422
    texture->h = h;
slouken@5154
   423
    texture->r = 255;
slouken@5154
   424
    texture->g = 255;
slouken@5154
   425
    texture->b = 255;
slouken@5154
   426
    texture->a = 255;
slouken@5154
   427
    texture->renderer = renderer;
slouken@5154
   428
    texture->next = renderer->textures;
slouken@5154
   429
    if (renderer->textures) {
slouken@5154
   430
        renderer->textures->prev = texture;
slouken@5154
   431
    }
slouken@5154
   432
    renderer->textures = texture;
slouken@5154
   433
slouken@5156
   434
    if (IsSupportedFormat(renderer, format)) {
slouken@5156
   435
        if (renderer->CreateTexture(renderer, texture) < 0) {
slouken@5156
   436
            SDL_DestroyTexture(texture);
slouken@5156
   437
            return 0;
slouken@5156
   438
        }
slouken@5156
   439
    } else {
slouken@5156
   440
        texture->native = SDL_CreateTexture(renderer,
slouken@5156
   441
                                GetClosestSupportedFormat(renderer, format),
slouken@5156
   442
                                access, w, h);
slouken@5156
   443
        if (!texture->native) {
slouken@5156
   444
            SDL_DestroyTexture(texture);
slouken@5156
   445
            return NULL;
slouken@5156
   446
        }
slouken@5156
   447
slouken@6497
   448
        /* Swap textures to have texture before texture->native in the list */
slouken@6497
   449
        texture->native->next = texture->next;
slouken@6533
   450
        if (texture->native->next) {
slouken@6533
   451
            texture->native->next->prev = texture->native;
slouken@6533
   452
        }
slouken@6497
   453
        texture->prev = texture->native->prev;
slouken@6533
   454
        if (texture->prev) {
slouken@6533
   455
            texture->prev->next = texture;
slouken@6533
   456
        }
slouken@6497
   457
        texture->native->prev = texture;
slouken@6497
   458
        texture->next = texture->native;
slouken@6497
   459
        renderer->textures = texture;
slouken@6497
   460
slouken@5156
   461
        if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
slouken@5156
   462
            texture->yuv = SDL_SW_CreateYUVTexture(format, w, h);
slouken@5156
   463
            if (!texture->yuv) {
slouken@5156
   464
                SDL_DestroyTexture(texture);
slouken@5156
   465
                return NULL;
slouken@5156
   466
            }
slouken@5156
   467
        } else if (access == SDL_TEXTUREACCESS_STREAMING) {
slouken@5156
   468
            /* The pitch is 4 byte aligned */
slouken@5156
   469
            texture->pitch = (((w * SDL_BYTESPERPIXEL(format)) + 3) & ~3);
slouken@5342
   470
            texture->pixels = SDL_calloc(1, texture->pitch * h);
slouken@5156
   471
            if (!texture->pixels) {
slouken@5156
   472
                SDL_DestroyTexture(texture);
slouken@5156
   473
                return NULL;
slouken@5156
   474
            }
slouken@5156
   475
        }
slouken@5154
   476
    }
slouken@5154
   477
    return texture;
slouken@5154
   478
}
slouken@5154
   479
slouken@5154
   480
SDL_Texture *
slouken@5158
   481
SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface)
slouken@5154
   482
{
slouken@5158
   483
    const SDL_PixelFormat *fmt;
slouken@5158
   484
    SDL_bool needAlpha;
slouken@5158
   485
    Uint32 i;
slouken@5158
   486
    Uint32 format;
slouken@5158
   487
    SDL_Texture *texture;
slouken@5154
   488
slouken@5154
   489
    CHECK_RENDERER_MAGIC(renderer, NULL);
slouken@5154
   490
slouken@5154
   491
    if (!surface) {
slouken@5154
   492
        SDL_SetError("SDL_CreateTextureFromSurface() passed NULL surface");
slouken@5154
   493
        return NULL;
slouken@5154
   494
    }
slouken@5158
   495
slouken@5158
   496
    /* See what the best texture format is */
slouken@5154
   497
    fmt = surface->format;
slouken@5158
   498
    if (fmt->Amask || SDL_GetColorKey(surface, NULL) == 0) {
slouken@5158
   499
        needAlpha = SDL_TRUE;
slouken@5154
   500
    } else {
slouken@5158
   501
        needAlpha = SDL_FALSE;
slouken@5158
   502
    }
slouken@5158
   503
    format = renderer->info.texture_formats[0];
slouken@5158
   504
    for (i = 0; i < renderer->info.num_texture_formats; ++i) {
slouken@5268
   505
        if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
slouken@5268
   506
            SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == needAlpha) {
slouken@5158
   507
            format = renderer->info.texture_formats[i];
slouken@5158
   508
            break;
slouken@5154
   509
        }
slouken@5154
   510
    }
slouken@5154
   511
slouken@5158
   512
    texture = SDL_CreateTexture(renderer, format, SDL_TEXTUREACCESS_STATIC,
slouken@5158
   513
                                surface->w, surface->h);
slouken@5154
   514
    if (!texture) {
slouken@5158
   515
        return NULL;
slouken@5154
   516
    }
slouken@5158
   517
slouken@5288
   518
    if (format == surface->format->format) {
slouken@5154
   519
        if (SDL_MUSTLOCK(surface)) {
slouken@5154
   520
            SDL_LockSurface(surface);
slouken@5158
   521
            SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
slouken@5154
   522
            SDL_UnlockSurface(surface);
slouken@5154
   523
        } else {
slouken@5158
   524
            SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
slouken@5154
   525
        }
slouken@5154
   526
    } else {
slouken@5297
   527
        SDL_PixelFormat *dst_fmt;
slouken@5158
   528
        SDL_Surface *temp = NULL;
slouken@5154
   529
slouken@5154
   530
        /* Set up a destination surface for the texture update */
slouken@5297
   531
        dst_fmt = SDL_AllocFormat(format);
slouken@5297
   532
        temp = SDL_ConvertSurface(surface, dst_fmt, 0);
slouken@5297
   533
        SDL_FreeFormat(dst_fmt);
slouken@5158
   534
        if (temp) {
slouken@5158
   535
            SDL_UpdateTexture(texture, NULL, temp->pixels, temp->pitch);
slouken@5158
   536
            SDL_FreeSurface(temp);
slouken@5158
   537
        } else {
slouken@5154
   538
            SDL_DestroyTexture(texture);
slouken@5158
   539
            return NULL;
slouken@5154
   540
        }
slouken@5154
   541
    }
slouken@5154
   542
slouken@5154
   543
    {
slouken@5154
   544
        Uint8 r, g, b, a;
slouken@5154
   545
        SDL_BlendMode blendMode;
slouken@5154
   546
slouken@5154
   547
        SDL_GetSurfaceColorMod(surface, &r, &g, &b);
slouken@5154
   548
        SDL_SetTextureColorMod(texture, r, g, b);
slouken@5154
   549
slouken@5154
   550
        SDL_GetSurfaceAlphaMod(surface, &a);
slouken@5154
   551
        SDL_SetTextureAlphaMod(texture, a);
slouken@5154
   552
slouken@5154
   553
        if (SDL_GetColorKey(surface, NULL) == 0) {
slouken@5154
   554
            /* We converted to a texture with alpha format */
slouken@5154
   555
            SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
slouken@5154
   556
        } else {
slouken@5154
   557
            SDL_GetSurfaceBlendMode(surface, &blendMode);
slouken@5154
   558
            SDL_SetTextureBlendMode(texture, blendMode);
slouken@5154
   559
        }
slouken@5154
   560
    }
slouken@5154
   561
    return texture;
slouken@5154
   562
}
slouken@5154
   563
slouken@5154
   564
int
slouken@5154
   565
SDL_QueryTexture(SDL_Texture * texture, Uint32 * format, int *access,
slouken@5154
   566
                 int *w, int *h)
slouken@5154
   567
{
slouken@5154
   568
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   569
slouken@5154
   570
    if (format) {
slouken@5154
   571
        *format = texture->format;
slouken@5154
   572
    }
slouken@5154
   573
    if (access) {
slouken@5154
   574
        *access = texture->access;
slouken@5154
   575
    }
slouken@5154
   576
    if (w) {
slouken@5154
   577
        *w = texture->w;
slouken@5154
   578
    }
slouken@5154
   579
    if (h) {
slouken@5154
   580
        *h = texture->h;
slouken@5154
   581
    }
slouken@5154
   582
    return 0;
slouken@5154
   583
}
slouken@5154
   584
slouken@5154
   585
int
slouken@5154
   586
SDL_SetTextureColorMod(SDL_Texture * texture, Uint8 r, Uint8 g, Uint8 b)
slouken@5154
   587
{
slouken@5154
   588
    SDL_Renderer *renderer;
slouken@5154
   589
slouken@5154
   590
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   591
slouken@5154
   592
    renderer = texture->renderer;
slouken@5154
   593
    if (r < 255 || g < 255 || b < 255) {
slouken@5154
   594
        texture->modMode |= SDL_TEXTUREMODULATE_COLOR;
slouken@5154
   595
    } else {
slouken@5154
   596
        texture->modMode &= ~SDL_TEXTUREMODULATE_COLOR;
slouken@5154
   597
    }
slouken@5154
   598
    texture->r = r;
slouken@5154
   599
    texture->g = g;
slouken@5154
   600
    texture->b = b;
slouken@5156
   601
    if (texture->native) {
slouken@5156
   602
        return SDL_SetTextureColorMod(texture->native, r, g, b);
slouken@5156
   603
    } else if (renderer->SetTextureColorMod) {
slouken@5154
   604
        return renderer->SetTextureColorMod(renderer, texture);
slouken@5154
   605
    } else {
slouken@5154
   606
        return 0;
slouken@5154
   607
    }
slouken@5154
   608
}
slouken@5154
   609
slouken@5154
   610
int
slouken@5154
   611
SDL_GetTextureColorMod(SDL_Texture * texture, Uint8 * r, Uint8 * g,
slouken@5154
   612
                       Uint8 * b)
slouken@5154
   613
{
slouken@5154
   614
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   615
slouken@5154
   616
    if (r) {
slouken@5154
   617
        *r = texture->r;
slouken@5154
   618
    }
slouken@5154
   619
    if (g) {
slouken@5154
   620
        *g = texture->g;
slouken@5154
   621
    }
slouken@5154
   622
    if (b) {
slouken@5154
   623
        *b = texture->b;
slouken@5154
   624
    }
slouken@5154
   625
    return 0;
slouken@5154
   626
}
slouken@5154
   627
slouken@5154
   628
int
slouken@5154
   629
SDL_SetTextureAlphaMod(SDL_Texture * texture, Uint8 alpha)
slouken@5154
   630
{
slouken@5154
   631
    SDL_Renderer *renderer;
slouken@5154
   632
slouken@5154
   633
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   634
slouken@5154
   635
    renderer = texture->renderer;
slouken@5154
   636
    if (alpha < 255) {
slouken@5154
   637
        texture->modMode |= SDL_TEXTUREMODULATE_ALPHA;
slouken@5154
   638
    } else {
slouken@5154
   639
        texture->modMode &= ~SDL_TEXTUREMODULATE_ALPHA;
slouken@5154
   640
    }
slouken@5154
   641
    texture->a = alpha;
slouken@5156
   642
    if (texture->native) {
slouken@5156
   643
        return SDL_SetTextureAlphaMod(texture->native, alpha);
slouken@5156
   644
    } else if (renderer->SetTextureAlphaMod) {
slouken@5154
   645
        return renderer->SetTextureAlphaMod(renderer, texture);
slouken@5154
   646
    } else {
slouken@5154
   647
        return 0;
slouken@5154
   648
    }
slouken@5154
   649
}
slouken@5154
   650
slouken@5154
   651
int
slouken@5154
   652
SDL_GetTextureAlphaMod(SDL_Texture * texture, Uint8 * alpha)
slouken@5154
   653
{
slouken@5154
   654
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   655
slouken@5154
   656
    if (alpha) {
slouken@5154
   657
        *alpha = texture->a;
slouken@5154
   658
    }
slouken@5154
   659
    return 0;
slouken@5154
   660
}
slouken@5154
   661
slouken@5154
   662
int
slouken@5154
   663
SDL_SetTextureBlendMode(SDL_Texture * texture, SDL_BlendMode blendMode)
slouken@5154
   664
{
slouken@5154
   665
    SDL_Renderer *renderer;
slouken@5154
   666
slouken@5154
   667
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   668
slouken@5154
   669
    renderer = texture->renderer;
slouken@5154
   670
    texture->blendMode = blendMode;
slouken@5156
   671
    if (texture->native) {
slouken@5180
   672
        return SDL_SetTextureBlendMode(texture->native, blendMode);
slouken@5156
   673
    } else if (renderer->SetTextureBlendMode) {
slouken@5154
   674
        return renderer->SetTextureBlendMode(renderer, texture);
slouken@5154
   675
    } else {
slouken@5154
   676
        return 0;
slouken@5154
   677
    }
slouken@5154
   678
}
slouken@5154
   679
slouken@5154
   680
int
slouken@5154
   681
SDL_GetTextureBlendMode(SDL_Texture * texture, SDL_BlendMode *blendMode)
slouken@5154
   682
{
slouken@5154
   683
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   684
slouken@5154
   685
    if (blendMode) {
slouken@5154
   686
        *blendMode = texture->blendMode;
slouken@5154
   687
    }
slouken@5154
   688
    return 0;
slouken@5154
   689
}
slouken@5154
   690
slouken@5156
   691
static int
slouken@5156
   692
SDL_UpdateTextureYUV(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5156
   693
                     const void *pixels, int pitch)
slouken@5156
   694
{
slouken@5156
   695
    SDL_Texture *native = texture->native;
slouken@5156
   696
    SDL_Rect full_rect;
slouken@5156
   697
slouken@5156
   698
    if (SDL_SW_UpdateYUVTexture(texture->yuv, rect, pixels, pitch) < 0) {
slouken@5156
   699
        return -1;
slouken@5156
   700
    }
slouken@5156
   701
slouken@5156
   702
    full_rect.x = 0;
slouken@5156
   703
    full_rect.y = 0;
slouken@5156
   704
    full_rect.w = texture->w;
slouken@5156
   705
    full_rect.h = texture->h;
slouken@5156
   706
    rect = &full_rect;
slouken@5156
   707
slouken@5156
   708
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
slouken@5156
   709
        /* We can lock the texture and copy to it */
slouken@5156
   710
        void *native_pixels;
slouken@5156
   711
        int native_pitch;
slouken@5156
   712
slouken@5156
   713
        if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
slouken@5156
   714
            return -1;
slouken@5156
   715
        }
slouken@5156
   716
        SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
slouken@5156
   717
                            rect->w, rect->h, native_pixels, native_pitch);
slouken@5156
   718
        SDL_UnlockTexture(native);
slouken@5156
   719
    } else {
slouken@5156
   720
        /* Use a temporary buffer for updating */
slouken@5156
   721
        void *temp_pixels;
slouken@5156
   722
        int temp_pitch;
slouken@5156
   723
slouken@5156
   724
        temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
slouken@5156
   725
        temp_pixels = SDL_malloc(rect->h * temp_pitch);
slouken@5156
   726
        if (!temp_pixels) {
icculus@7037
   727
            return SDL_OutOfMemory();
slouken@5156
   728
        }
slouken@5156
   729
        SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
slouken@5156
   730
                            rect->w, rect->h, temp_pixels, temp_pitch);
slouken@5156
   731
        SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
slouken@5156
   732
        SDL_free(temp_pixels);
slouken@5156
   733
    }
slouken@5156
   734
    return 0;
slouken@5156
   735
}
slouken@5156
   736
slouken@5156
   737
static int
slouken@5156
   738
SDL_UpdateTextureNative(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5156
   739
                        const void *pixels, int pitch)
slouken@5156
   740
{
slouken@5156
   741
    SDL_Texture *native = texture->native;
slouken@5156
   742
slouken@5156
   743
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
slouken@5156
   744
        /* We can lock the texture and copy to it */
slouken@5156
   745
        void *native_pixels;
slouken@5156
   746
        int native_pitch;
slouken@5156
   747
slouken@5156
   748
        if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
slouken@5156
   749
            return -1;
slouken@5156
   750
        }
slouken@5156
   751
        SDL_ConvertPixels(rect->w, rect->h,
slouken@5156
   752
                          texture->format, pixels, pitch,
slouken@5156
   753
                          native->format, native_pixels, native_pitch);
slouken@5156
   754
        SDL_UnlockTexture(native);
slouken@5156
   755
    } else {
slouken@5156
   756
        /* Use a temporary buffer for updating */
slouken@5156
   757
        void *temp_pixels;
slouken@5156
   758
        int temp_pitch;
slouken@5156
   759
slouken@5156
   760
        temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
slouken@5156
   761
        temp_pixels = SDL_malloc(rect->h * temp_pitch);
slouken@5156
   762
        if (!temp_pixels) {
icculus@7037
   763
            return SDL_OutOfMemory();
slouken@5156
   764
        }
slouken@5156
   765
        SDL_ConvertPixels(rect->w, rect->h,
slouken@5156
   766
                          texture->format, pixels, pitch,
slouken@5156
   767
                          native->format, temp_pixels, temp_pitch);
slouken@5156
   768
        SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
slouken@5156
   769
        SDL_free(temp_pixels);
slouken@5156
   770
    }
slouken@5156
   771
    return 0;
slouken@5156
   772
}
slouken@5156
   773
slouken@5154
   774
int
slouken@5154
   775
SDL_UpdateTexture(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5154
   776
                  const void *pixels, int pitch)
slouken@5154
   777
{
slouken@5154
   778
    SDL_Renderer *renderer;
slouken@5154
   779
    SDL_Rect full_rect;
slouken@5154
   780
slouken@5154
   781
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   782
slouken@7409
   783
    if (!pixels) {
slouken@7409
   784
        return SDL_InvalidParamError("pixels");
slouken@7409
   785
    }
slouken@7409
   786
    if (!pitch) {
slouken@7409
   787
        return SDL_InvalidParamError("pitch");
slouken@7409
   788
    }
slouken@7409
   789
slouken@5154
   790
    if (!rect) {
slouken@5154
   791
        full_rect.x = 0;
slouken@5154
   792
        full_rect.y = 0;
slouken@5154
   793
        full_rect.w = texture->w;
slouken@5154
   794
        full_rect.h = texture->h;
slouken@5154
   795
        rect = &full_rect;
slouken@5154
   796
    }
slouken@5156
   797
slouken@5156
   798
    if (texture->yuv) {
slouken@5156
   799
        return SDL_UpdateTextureYUV(texture, rect, pixels, pitch);
slouken@5156
   800
    } else if (texture->native) {
slouken@5156
   801
        return SDL_UpdateTextureNative(texture, rect, pixels, pitch);
slouken@5156
   802
    } else {
slouken@5156
   803
        renderer = texture->renderer;
slouken@5156
   804
        return renderer->UpdateTexture(renderer, texture, rect, pixels, pitch);
slouken@5156
   805
    }
slouken@5156
   806
}
slouken@5156
   807
slouken@5156
   808
static int
slouken@7759
   809
SDL_UpdateTextureYUVPlanar(SDL_Texture * texture, const SDL_Rect * rect,
slouken@7759
   810
                           const Uint8 *Yplane, int Ypitch,
slouken@7759
   811
                           const Uint8 *Uplane, int Upitch,
slouken@7759
   812
                           const Uint8 *Vplane, int Vpitch)
slouken@7759
   813
{
slouken@7759
   814
    SDL_Texture *native = texture->native;
slouken@7759
   815
    SDL_Rect full_rect;
slouken@7759
   816
slouken@7759
   817
    if (SDL_SW_UpdateYUVTexturePlanar(texture->yuv, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch) < 0) {
slouken@7759
   818
        return -1;
slouken@7759
   819
    }
slouken@7759
   820
slouken@7759
   821
    full_rect.x = 0;
slouken@7759
   822
    full_rect.y = 0;
slouken@7759
   823
    full_rect.w = texture->w;
slouken@7759
   824
    full_rect.h = texture->h;
slouken@7759
   825
    rect = &full_rect;
slouken@7759
   826
slouken@7759
   827
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
slouken@7759
   828
        /* We can lock the texture and copy to it */
slouken@7759
   829
        void *native_pixels;
slouken@7759
   830
        int native_pitch;
slouken@7759
   831
slouken@7759
   832
        if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
slouken@7759
   833
            return -1;
slouken@7759
   834
        }
slouken@7759
   835
        SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
slouken@7759
   836
                            rect->w, rect->h, native_pixels, native_pitch);
slouken@7759
   837
        SDL_UnlockTexture(native);
slouken@7759
   838
    } else {
slouken@7759
   839
        /* Use a temporary buffer for updating */
slouken@7759
   840
        void *temp_pixels;
slouken@7759
   841
        int temp_pitch;
slouken@7759
   842
slouken@7759
   843
        temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
slouken@7759
   844
        temp_pixels = SDL_malloc(rect->h * temp_pitch);
slouken@7759
   845
        if (!temp_pixels) {
slouken@7759
   846
            return SDL_OutOfMemory();
slouken@7759
   847
        }
slouken@7759
   848
        SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
slouken@7759
   849
                            rect->w, rect->h, temp_pixels, temp_pitch);
slouken@7759
   850
        SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
slouken@7759
   851
        SDL_free(temp_pixels);
slouken@7759
   852
    }
slouken@7759
   853
    return 0;
slouken@7759
   854
}
slouken@7759
   855
slouken@7759
   856
int SDL_UpdateYUVTexture(SDL_Texture * texture, const SDL_Rect * rect,
slouken@7759
   857
                         const Uint8 *Yplane, int Ypitch,
slouken@7759
   858
                         const Uint8 *Uplane, int Upitch,
slouken@7759
   859
                         const Uint8 *Vplane, int Vpitch)
slouken@7759
   860
{
slouken@7759
   861
    SDL_Renderer *renderer;
slouken@7759
   862
    SDL_Rect full_rect;
slouken@7759
   863
slouken@7759
   864
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@7759
   865
slouken@7759
   866
    if (!Yplane) {
slouken@7759
   867
        return SDL_InvalidParamError("Yplane");
slouken@7759
   868
    }
slouken@7759
   869
    if (!Ypitch) {
slouken@7759
   870
        return SDL_InvalidParamError("Ypitch");
slouken@7759
   871
    }
slouken@7759
   872
    if (!Uplane) {
slouken@7759
   873
        return SDL_InvalidParamError("Uplane");
slouken@7759
   874
    }
slouken@7759
   875
    if (!Upitch) {
slouken@7759
   876
        return SDL_InvalidParamError("Upitch");
slouken@7759
   877
    }
slouken@7759
   878
    if (!Vplane) {
slouken@7759
   879
        return SDL_InvalidParamError("Vplane");
slouken@7759
   880
    }
slouken@7759
   881
    if (!Vpitch) {
slouken@7759
   882
        return SDL_InvalidParamError("Vpitch");
slouken@7759
   883
    }
slouken@7759
   884
slouken@7759
   885
    if (texture->format != SDL_PIXELFORMAT_YV12 &&
slouken@7759
   886
        texture->format != SDL_PIXELFORMAT_IYUV) {
slouken@7759
   887
        return SDL_SetError("Texture format must by YV12 or IYUV");
slouken@7759
   888
    }
slouken@7759
   889
slouken@7759
   890
    if (!rect) {
slouken@7759
   891
        full_rect.x = 0;
slouken@7759
   892
        full_rect.y = 0;
slouken@7759
   893
        full_rect.w = texture->w;
slouken@7759
   894
        full_rect.h = texture->h;
slouken@7759
   895
        rect = &full_rect;
slouken@7759
   896
    }
slouken@7759
   897
slouken@7759
   898
    if (texture->yuv) {
slouken@7759
   899
        return SDL_UpdateTextureYUVPlanar(texture, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch);
slouken@7759
   900
    } else {
slouken@7759
   901
        SDL_assert(!texture->native);
slouken@7759
   902
        renderer = texture->renderer;
slouken@7759
   903
        SDL_assert(renderer->UpdateTextureYUV);
slouken@7761
   904
		if (renderer->UpdateTextureYUV) {
slouken@7761
   905
			return renderer->UpdateTextureYUV(renderer, texture, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch);
slouken@7761
   906
		} else {
slouken@7761
   907
			return SDL_Unsupported();
slouken@7761
   908
		}
slouken@7761
   909
	}
slouken@7759
   910
}
slouken@7759
   911
slouken@7759
   912
static int
slouken@5156
   913
SDL_LockTextureYUV(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5156
   914
                   void **pixels, int *pitch)
slouken@5156
   915
{
slouken@5156
   916
    return SDL_SW_LockYUVTexture(texture->yuv, rect, pixels, pitch);
slouken@5156
   917
}
slouken@5156
   918
slouken@5156
   919
static int
slouken@5156
   920
SDL_LockTextureNative(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5156
   921
                      void **pixels, int *pitch)
slouken@5156
   922
{
slouken@5156
   923
    texture->locked_rect = *rect;
slouken@5156
   924
    *pixels = (void *) ((Uint8 *) texture->pixels +
slouken@5156
   925
                        rect->y * texture->pitch +
slouken@5156
   926
                        rect->x * SDL_BYTESPERPIXEL(texture->format));
slouken@5156
   927
    *pitch = texture->pitch;
slouken@5156
   928
    return 0;
slouken@5154
   929
}
slouken@5154
   930
slouken@5154
   931
int
slouken@5156
   932
SDL_LockTexture(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5154
   933
                void **pixels, int *pitch)
slouken@5154
   934
{
slouken@5154
   935
    SDL_Renderer *renderer;
slouken@5154
   936
    SDL_Rect full_rect;
slouken@5154
   937
slouken@5154
   938
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   939
slouken@5154
   940
    if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
icculus@7037
   941
        return SDL_SetError("SDL_LockTexture(): texture must be streaming");
slouken@5154
   942
    }
slouken@5156
   943
slouken@5154
   944
    if (!rect) {
slouken@5154
   945
        full_rect.x = 0;
slouken@5154
   946
        full_rect.y = 0;
slouken@5154
   947
        full_rect.w = texture->w;
slouken@5154
   948
        full_rect.h = texture->h;
slouken@5154
   949
        rect = &full_rect;
slouken@5154
   950
    }
slouken@5156
   951
slouken@5156
   952
    if (texture->yuv) {
slouken@5156
   953
        return SDL_LockTextureYUV(texture, rect, pixels, pitch);
slouken@5156
   954
    } else if (texture->native) {
slouken@5156
   955
        return SDL_LockTextureNative(texture, rect, pixels, pitch);
slouken@5156
   956
    } else {
slouken@5156
   957
        renderer = texture->renderer;
slouken@5156
   958
        return renderer->LockTexture(renderer, texture, rect, pixels, pitch);
slouken@5156
   959
    }
slouken@5156
   960
}
slouken@5156
   961
slouken@5156
   962
static void
slouken@5156
   963
SDL_UnlockTextureYUV(SDL_Texture * texture)
slouken@5156
   964
{
slouken@5156
   965
    SDL_Texture *native = texture->native;
slouken@5156
   966
    void *native_pixels;
slouken@5156
   967
    int native_pitch;
slouken@5156
   968
    SDL_Rect rect;
slouken@5156
   969
slouken@5156
   970
    rect.x = 0;
slouken@5156
   971
    rect.y = 0;
slouken@5156
   972
    rect.w = texture->w;
slouken@5156
   973
    rect.h = texture->h;
slouken@5156
   974
slouken@5156
   975
    if (SDL_LockTexture(native, &rect, &native_pixels, &native_pitch) < 0) {
slouken@5156
   976
        return;
slouken@5156
   977
    }
slouken@5156
   978
    SDL_SW_CopyYUVToRGB(texture->yuv, &rect, native->format,
slouken@5156
   979
                        rect.w, rect.h, native_pixels, native_pitch);
slouken@5156
   980
    SDL_UnlockTexture(native);
slouken@5156
   981
}
slouken@5156
   982
slouken@6044
   983
static void
slouken@5156
   984
SDL_UnlockTextureNative(SDL_Texture * texture)
slouken@5156
   985
{
slouken@5156
   986
    SDL_Texture *native = texture->native;
slouken@5156
   987
    void *native_pixels;
slouken@5156
   988
    int native_pitch;
slouken@5156
   989
    const SDL_Rect *rect = &texture->locked_rect;
slouken@5156
   990
    const void* pixels = (void *) ((Uint8 *) texture->pixels +
slouken@5156
   991
                        rect->y * texture->pitch +
slouken@5156
   992
                        rect->x * SDL_BYTESPERPIXEL(texture->format));
slouken@5156
   993
    int pitch = texture->pitch;
slouken@5156
   994
slouken@5156
   995
    if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
slouken@5156
   996
        return;
slouken@5156
   997
    }
slouken@5156
   998
    SDL_ConvertPixels(rect->w, rect->h,
slouken@5156
   999
                      texture->format, pixels, pitch,
slouken@5156
  1000
                      native->format, native_pixels, native_pitch);
slouken@5156
  1001
    SDL_UnlockTexture(native);
slouken@5154
  1002
}
slouken@5154
  1003
slouken@5154
  1004
void
slouken@5154
  1005
SDL_UnlockTexture(SDL_Texture * texture)
slouken@5154
  1006
{
slouken@5154
  1007
    SDL_Renderer *renderer;
slouken@5154
  1008
slouken@5154
  1009
    CHECK_TEXTURE_MAGIC(texture, );
slouken@5154
  1010
slouken@5154
  1011
    if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
slouken@5154
  1012
        return;
slouken@5154
  1013
    }
slouken@5156
  1014
    if (texture->yuv) {
slouken@5156
  1015
        SDL_UnlockTextureYUV(texture);
slouken@5156
  1016
    } else if (texture->native) {
slouken@5156
  1017
        SDL_UnlockTextureNative(texture);
slouken@5156
  1018
    } else {
slouken@5156
  1019
        renderer = texture->renderer;
slouken@5156
  1020
        renderer->UnlockTexture(renderer, texture);
slouken@5154
  1021
    }
slouken@5154
  1022
}
slouken@5154
  1023
slouken@6246
  1024
SDL_bool
slouken@6246
  1025
SDL_RenderTargetSupported(SDL_Renderer *renderer)
slouken@6246
  1026
{
slouken@6247
  1027
    if (!renderer || !renderer->SetRenderTarget) {
slouken@6246
  1028
        return SDL_FALSE;
slouken@6246
  1029
    }
slouken@6246
  1030
    return (renderer->info.flags & SDL_RENDERER_TARGETTEXTURE) != 0;
slouken@6246
  1031
}
slouken@6246
  1032
slouken@6246
  1033
int
slouken@6247
  1034
SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
slouken@6246
  1035
{
slouken@6246
  1036
    if (!SDL_RenderTargetSupported(renderer)) {
icculus@7037
  1037
        return SDL_Unsupported();
slouken@6246
  1038
    }
slouken@6246
  1039
    if (texture == renderer->target) {
slouken@6246
  1040
        /* Nothing to do! */
slouken@6246
  1041
        return 0;
slouken@6246
  1042
    }
slouken@6246
  1043
slouken@6246
  1044
    /* texture == NULL is valid and means reset the target to the window */
slouken@6246
  1045
    if (texture) {
slouken@6246
  1046
        CHECK_TEXTURE_MAGIC(texture, -1);
slouken@6246
  1047
        if (renderer != texture->renderer) {
icculus@7037
  1048
            return SDL_SetError("Texture was not created with this renderer");
slouken@6246
  1049
        }
gabomdq@6337
  1050
        if (texture->access != SDL_TEXTUREACCESS_TARGET) {
icculus@7037
  1051
            return SDL_SetError("Texture not created with SDL_TEXTUREACCESS_TARGET");
slouken@6246
  1052
        }
slouken@6246
  1053
        if (texture->native) {
slouken@6246
  1054
            /* Always render to the native texture */
slouken@6246
  1055
            texture = texture->native;
slouken@6246
  1056
        }
slouken@6246
  1057
    }
slouken@6246
  1058
slouken@6246
  1059
    if (texture && !renderer->target) {
slouken@6246
  1060
        /* Make a backup of the viewport */
slouken@6246
  1061
        renderer->viewport_backup = renderer->viewport;
slouken@7141
  1062
        renderer->clip_rect_backup = renderer->clip_rect;
slouken@6528
  1063
        renderer->scale_backup = renderer->scale;
slouken@6581
  1064
        renderer->logical_w_backup = renderer->logical_w;
slouken@6581
  1065
        renderer->logical_h_backup = renderer->logical_h;
slouken@6246
  1066
    }
slouken@6246
  1067
    renderer->target = texture;
slouken@6246
  1068
slouken@6247
  1069
    if (renderer->SetRenderTarget(renderer, texture) < 0) {
slouken@6246
  1070
        return -1;
slouken@6246
  1071
    }
slouken@6246
  1072
slouken@6246
  1073
    if (texture) {
slouken@6528
  1074
        renderer->viewport.x = 0;
slouken@6528
  1075
        renderer->viewport.y = 0;
slouken@6528
  1076
        renderer->viewport.w = texture->w;
slouken@6528
  1077
        renderer->viewport.h = texture->h;
slouken@6528
  1078
        renderer->scale.x = 1.0f;
slouken@6528
  1079
        renderer->scale.y = 1.0f;
slouken@7339
  1080
        renderer->logical_w = texture->w;
slouken@7339
  1081
        renderer->logical_h = texture->h;
slouken@6246
  1082
    } else {
slouken@6528
  1083
        renderer->viewport = renderer->viewport_backup;
slouken@7141
  1084
        renderer->clip_rect = renderer->clip_rect_backup;
slouken@6528
  1085
        renderer->scale = renderer->scale_backup;
slouken@6581
  1086
        renderer->logical_w = renderer->logical_w_backup;
slouken@6581
  1087
        renderer->logical_h = renderer->logical_h_backup;
slouken@6246
  1088
    }
slouken@6528
  1089
    if (renderer->UpdateViewport(renderer) < 0) {
slouken@6246
  1090
        return -1;
slouken@6246
  1091
    }
slouken@7141
  1092
    if (renderer->UpdateClipRect(renderer) < 0) {
slouken@7141
  1093
        return -1;
slouken@7141
  1094
    }
slouken@6246
  1095
slouken@6246
  1096
    /* All set! */
slouken@6246
  1097
    return 0;
slouken@6246
  1098
}
slouken@6246
  1099
slouken@6578
  1100
SDL_Texture *
slouken@6578
  1101
SDL_GetRenderTarget(SDL_Renderer *renderer)
slouken@6578
  1102
{
slouken@6578
  1103
    return renderer->target;
slouken@6578
  1104
}
slouken@6578
  1105
slouken@6530
  1106
static int
slouken@6530
  1107
UpdateLogicalSize(SDL_Renderer *renderer)
slouken@6530
  1108
{
slouken@6530
  1109
    int w, h;
slouken@6530
  1110
    float want_aspect;
slouken@6530
  1111
    float real_aspect;
slouken@6530
  1112
    float scale;
slouken@6530
  1113
    SDL_Rect viewport;
slouken@6530
  1114
slouken@7239
  1115
    if (SDL_GetRendererOutputSize(renderer, &w, &h) < 0) {
slouken@7239
  1116
        return -1;
slouken@6530
  1117
    }
slouken@6530
  1118
slouken@6530
  1119
    want_aspect = (float)renderer->logical_w / renderer->logical_h;
slouken@6530
  1120
    real_aspect = (float)w / h;
slouken@6530
  1121
slouken@6530
  1122
    /* Clear the scale because we're setting viewport in output coordinates */
slouken@6530
  1123
    SDL_RenderSetScale(renderer, 1.0f, 1.0f);
slouken@6530
  1124
slouken@6530
  1125
    if (SDL_fabs(want_aspect-real_aspect) < 0.0001) {
slouken@6530
  1126
        /* The aspect ratios are the same, just scale appropriately */
slouken@6530
  1127
        scale = (float)w / renderer->logical_w;
slouken@6530
  1128
        SDL_RenderSetViewport(renderer, NULL);
slouken@6530
  1129
    } else if (want_aspect > real_aspect) {
slouken@6530
  1130
        /* We want a wider aspect ratio than is available - letterbox it */
slouken@6530
  1131
        scale = (float)w / renderer->logical_w;
slouken@6530
  1132
        viewport.x = 0;
slouken@6530
  1133
        viewport.w = w;
slouken@6530
  1134
        viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
slouken@6530
  1135
        viewport.y = (h - viewport.h) / 2;
slouken@6530
  1136
        SDL_RenderSetViewport(renderer, &viewport);
slouken@6530
  1137
    } else {
slouken@6530
  1138
        /* We want a narrower aspect ratio than is available - use side-bars */
slouken@6530
  1139
        scale = (float)h / renderer->logical_h;
slouken@6530
  1140
        viewport.y = 0;
slouken@6530
  1141
        viewport.h = h;
slouken@6530
  1142
        viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
slouken@6530
  1143
        viewport.x = (w - viewport.w) / 2;
slouken@6530
  1144
        SDL_RenderSetViewport(renderer, &viewport);
slouken@6530
  1145
    }
slouken@6530
  1146
slouken@6530
  1147
    /* Set the new scale */
slouken@6530
  1148
    SDL_RenderSetScale(renderer, scale, scale);
slouken@6531
  1149
slouken@6531
  1150
    return 0;
slouken@6530
  1151
}
slouken@6530
  1152
slouken@6530
  1153
int
slouken@6530
  1154
SDL_RenderSetLogicalSize(SDL_Renderer * renderer, int w, int h)
slouken@6530
  1155
{
slouken@6530
  1156
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@6530
  1157
slouken@6530
  1158
    if (!w || !h) {
slouken@6530
  1159
        /* Clear any previous logical resolution */
slouken@6530
  1160
        renderer->logical_w = 0;
slouken@6530
  1161
        renderer->logical_h = 0;
slouken@6530
  1162
        SDL_RenderSetViewport(renderer, NULL);
slouken@6530
  1163
        SDL_RenderSetScale(renderer, 1.0f, 1.0f);
slouken@6530
  1164
        return 0;
slouken@6530
  1165
    }
slouken@6530
  1166
slouken@6530
  1167
    renderer->logical_w = w;
slouken@6530
  1168
    renderer->logical_h = h;
slouken@6530
  1169
slouken@6530
  1170
    return UpdateLogicalSize(renderer);
slouken@6530
  1171
}
slouken@6530
  1172
slouken@6530
  1173
void
slouken@6530
  1174
SDL_RenderGetLogicalSize(SDL_Renderer * renderer, int *w, int *h)
slouken@6530
  1175
{
slouken@6530
  1176
    CHECK_RENDERER_MAGIC(renderer, );
slouken@6530
  1177
slouken@6530
  1178
    if (w) {
slouken@6530
  1179
        *w = renderer->logical_w;
slouken@6530
  1180
    }
slouken@6530
  1181
    if (h) {
slouken@6530
  1182
        *h = renderer->logical_h;
slouken@6530
  1183
    }
slouken@6530
  1184
}
slouken@6530
  1185
slouken@5297
  1186
int
slouken@5297
  1187
SDL_RenderSetViewport(SDL_Renderer * renderer, const SDL_Rect * rect)
slouken@5297
  1188
{
slouken@5297
  1189
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5297
  1190
slouken@5297
  1191
    if (rect) {
slouken@6528
  1192
        renderer->viewport.x = (int)SDL_floor(rect->x * renderer->scale.x);
slouken@6528
  1193
        renderer->viewport.y = (int)SDL_floor(rect->y * renderer->scale.y);
slouken@6528
  1194
        renderer->viewport.w = (int)SDL_ceil(rect->w * renderer->scale.x);
slouken@6528
  1195
        renderer->viewport.h = (int)SDL_ceil(rect->h * renderer->scale.y);
slouken@5297
  1196
    } else {
slouken@5297
  1197
        renderer->viewport.x = 0;
slouken@5297
  1198
        renderer->viewport.y = 0;
slouken@7239
  1199
        if (SDL_GetRendererOutputSize(renderer, &renderer->viewport.w, &renderer->viewport.h) < 0) {
slouken@7239
  1200
            return -1;
slouken@5297
  1201
        }
slouken@5297
  1202
    }
slouken@5297
  1203
    return renderer->UpdateViewport(renderer);
slouken@5297
  1204
}
slouken@5297
  1205
slouken@5224
  1206
void
slouken@5297
  1207
SDL_RenderGetViewport(SDL_Renderer * renderer, SDL_Rect * rect)
slouken@5224
  1208
{
slouken@5224
  1209
    CHECK_RENDERER_MAGIC(renderer, );
slouken@5224
  1210
slouken@6528
  1211
    if (rect) {
slouken@6528
  1212
        rect->x = (int)(renderer->viewport.x / renderer->scale.x);
slouken@6528
  1213
        rect->y = (int)(renderer->viewport.y / renderer->scale.y);
slouken@6528
  1214
        rect->w = (int)(renderer->viewport.w / renderer->scale.x);
slouken@6528
  1215
        rect->h = (int)(renderer->viewport.h / renderer->scale.y);
slouken@6528
  1216
    }
slouken@6528
  1217
}
slouken@6528
  1218
slouken@6528
  1219
int
slouken@7141
  1220
SDL_RenderSetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect)
slouken@7141
  1221
{
philipp@7143
  1222
    CHECK_RENDERER_MAGIC(renderer, -1)
slouken@7141
  1223
slouken@7141
  1224
    if (rect) {
slouken@7141
  1225
        renderer->clip_rect.x = (int)SDL_floor(rect->x * renderer->scale.x);
slouken@7141
  1226
        renderer->clip_rect.y = (int)SDL_floor(rect->y * renderer->scale.y);
slouken@7141
  1227
        renderer->clip_rect.w = (int)SDL_ceil(rect->w * renderer->scale.x);
slouken@7141
  1228
        renderer->clip_rect.h = (int)SDL_ceil(rect->h * renderer->scale.y);
slouken@7141
  1229
    } else {
slouken@7141
  1230
        SDL_zero(renderer->clip_rect);
slouken@7141
  1231
    }
slouken@7141
  1232
    return renderer->UpdateClipRect(renderer);
slouken@7141
  1233
}
slouken@7141
  1234
slouken@7141
  1235
void
slouken@7141
  1236
SDL_RenderGetClipRect(SDL_Renderer * renderer, SDL_Rect * rect)
slouken@7141
  1237
{
slouken@7141
  1238
    CHECK_RENDERER_MAGIC(renderer, )
slouken@7141
  1239
slouken@7141
  1240
    if (rect) {
slouken@7141
  1241
        rect->x = (int)(renderer->clip_rect.x / renderer->scale.x);
slouken@7141
  1242
        rect->y = (int)(renderer->clip_rect.y / renderer->scale.y);
slouken@7141
  1243
        rect->w = (int)(renderer->clip_rect.w / renderer->scale.x);
slouken@7141
  1244
        rect->h = (int)(renderer->clip_rect.h / renderer->scale.y);
slouken@7141
  1245
    }
slouken@7141
  1246
}
slouken@7141
  1247
slouken@7141
  1248
int
slouken@6528
  1249
SDL_RenderSetScale(SDL_Renderer * renderer, float scaleX, float scaleY)
slouken@6528
  1250
{
slouken@6528
  1251
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@6528
  1252
slouken@6528
  1253
    renderer->scale.x = scaleX;
slouken@6528
  1254
    renderer->scale.y = scaleY;
slouken@6528
  1255
    return 0;
slouken@6528
  1256
}
slouken@6528
  1257
slouken@6528
  1258
void
slouken@6528
  1259
SDL_RenderGetScale(SDL_Renderer * renderer, float *scaleX, float *scaleY)
slouken@6528
  1260
{
slouken@6528
  1261
    CHECK_RENDERER_MAGIC(renderer, );
slouken@6528
  1262
slouken@6528
  1263
    if (scaleX) {
slouken@6528
  1264
        *scaleX = renderer->scale.x;
slouken@6528
  1265
    }
slouken@6528
  1266
    if (scaleY) {
slouken@6528
  1267
        *scaleY = renderer->scale.y;
slouken@6528
  1268
    }
slouken@5224
  1269
}
slouken@5224
  1270
slouken@5154
  1271
int
slouken@5154
  1272
SDL_SetRenderDrawColor(SDL_Renderer * renderer,
slouken@5154
  1273
                       Uint8 r, Uint8 g, Uint8 b, Uint8 a)
slouken@5154
  1274
{
slouken@5154
  1275
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1276
slouken@5154
  1277
    renderer->r = r;
slouken@5154
  1278
    renderer->g = g;
slouken@5154
  1279
    renderer->b = b;
slouken@5154
  1280
    renderer->a = a;
slouken@5154
  1281
    return 0;
slouken@5154
  1282
}
slouken@5154
  1283
slouken@5154
  1284
int
slouken@5154
  1285
SDL_GetRenderDrawColor(SDL_Renderer * renderer,
slouken@5154
  1286
                       Uint8 * r, Uint8 * g, Uint8 * b, Uint8 * a)
slouken@5154
  1287
{
slouken@5154
  1288
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1289
slouken@5154
  1290
    if (r) {
slouken@5154
  1291
        *r = renderer->r;
slouken@5154
  1292
    }
slouken@5154
  1293
    if (g) {
slouken@5154
  1294
        *g = renderer->g;
slouken@5154
  1295
    }
slouken@5154
  1296
    if (b) {
slouken@5154
  1297
        *b = renderer->b;
slouken@5154
  1298
    }
slouken@5154
  1299
    if (a) {
slouken@5154
  1300
        *a = renderer->a;
slouken@5154
  1301
    }
slouken@5154
  1302
    return 0;
slouken@5154
  1303
}
slouken@5154
  1304
slouken@5154
  1305
int
slouken@5154
  1306
SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
slouken@5154
  1307
{
slouken@5154
  1308
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1309
slouken@5154
  1310
    renderer->blendMode = blendMode;
slouken@5154
  1311
    return 0;
slouken@5154
  1312
}
slouken@5154
  1313
slouken@5154
  1314
int
slouken@5154
  1315
SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode *blendMode)
slouken@5154
  1316
{
slouken@5154
  1317
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1318
slouken@5154
  1319
    *blendMode = renderer->blendMode;
slouken@5154
  1320
    return 0;
slouken@5154
  1321
}
slouken@5154
  1322
slouken@5154
  1323
int
slouken@5154
  1324
SDL_RenderClear(SDL_Renderer * renderer)
slouken@5154
  1325
{
slouken@5154
  1326
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1327
slouken@6260
  1328
    /* Don't draw while we're hidden */
slouken@6260
  1329
    if (renderer->hidden) {
slouken@6060
  1330
        return 0;
slouken@6060
  1331
    }
slouken@5154
  1332
    return renderer->RenderClear(renderer);
slouken@5154
  1333
}
slouken@5154
  1334
slouken@5154
  1335
int
slouken@5154
  1336
SDL_RenderDrawPoint(SDL_Renderer * renderer, int x, int y)
slouken@5154
  1337
{
slouken@5154
  1338
    SDL_Point point;
slouken@5154
  1339
slouken@5154
  1340
    point.x = x;
slouken@5154
  1341
    point.y = y;
slouken@5154
  1342
    return SDL_RenderDrawPoints(renderer, &point, 1);
slouken@5154
  1343
}
slouken@5154
  1344
slouken@6528
  1345
static int
slouken@6528
  1346
RenderDrawPointsWithRects(SDL_Renderer * renderer,
slouken@6528
  1347
                     const SDL_Point * points, int count)
slouken@6528
  1348
{
slouken@6528
  1349
    SDL_FRect *frects;
slouken@6528
  1350
    int i;
slouken@6528
  1351
    int status;
slouken@6528
  1352
slouken@6528
  1353
    frects = SDL_stack_alloc(SDL_FRect, count);
slouken@6528
  1354
    if (!frects) {
icculus@7037
  1355
        return SDL_OutOfMemory();
slouken@6528
  1356
    }
slouken@6528
  1357
    for (i = 0; i < count; ++i) {
slouken@6528
  1358
        frects[i].x = points[i].x * renderer->scale.x;
slouken@6528
  1359
        frects[i].y = points[i].y * renderer->scale.y;
slouken@6528
  1360
        frects[i].w = renderer->scale.x;
slouken@6528
  1361
        frects[i].h = renderer->scale.y;
slouken@6528
  1362
    }
slouken@6528
  1363
slouken@6528
  1364
    status = renderer->RenderFillRects(renderer, frects, count);
slouken@6528
  1365
slouken@6528
  1366
    SDL_stack_free(frects);
slouken@6528
  1367
slouken@6528
  1368
    return status;
slouken@6528
  1369
}
slouken@6528
  1370
slouken@5154
  1371
int
slouken@5154
  1372
SDL_RenderDrawPoints(SDL_Renderer * renderer,
slouken@5154
  1373
                     const SDL_Point * points, int count)
slouken@5154
  1374
{
slouken@6528
  1375
    SDL_FPoint *fpoints;
slouken@6528
  1376
    int i;
slouken@6528
  1377
    int status;
slouken@6528
  1378
slouken@5154
  1379
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1380
slouken@5154
  1381
    if (!points) {
icculus@7037
  1382
        return SDL_SetError("SDL_RenderDrawPoints(): Passed NULL points");
slouken@5154
  1383
    }
slouken@5154
  1384
    if (count < 1) {
slouken@5154
  1385
        return 0;
slouken@5154
  1386
    }
slouken@6260
  1387
    /* Don't draw while we're hidden */
slouken@6260
  1388
    if (renderer->hidden) {
slouken@6060
  1389
        return 0;
slouken@6060
  1390
    }
slouken@6528
  1391
slouken@6528
  1392
    if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
slouken@6528
  1393
        return RenderDrawPointsWithRects(renderer, points, count);
slouken@6528
  1394
    }
slouken@6528
  1395
slouken@6528
  1396
    fpoints = SDL_stack_alloc(SDL_FPoint, count);
slouken@6528
  1397
    if (!fpoints) {
icculus@7037
  1398
        return SDL_OutOfMemory();
slouken@6528
  1399
    }
slouken@6528
  1400
    for (i = 0; i < count; ++i) {
slouken@6528
  1401
        fpoints[i].x = points[i].x * renderer->scale.x;
slouken@6528
  1402
        fpoints[i].y = points[i].y * renderer->scale.y;
slouken@6528
  1403
    }
slouken@6528
  1404
slouken@6528
  1405
    status = renderer->RenderDrawPoints(renderer, fpoints, count);
slouken@6528
  1406
slouken@6528
  1407
    SDL_stack_free(fpoints);
slouken@6528
  1408
slouken@6528
  1409
    return status;
slouken@5154
  1410
}
slouken@5154
  1411
slouken@5154
  1412
int
slouken@5154
  1413
SDL_RenderDrawLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2)
slouken@5154
  1414
{
slouken@5154
  1415
    SDL_Point points[2];
slouken@5154
  1416
slouken@5154
  1417
    points[0].x = x1;
slouken@5154
  1418
    points[0].y = y1;
slouken@5154
  1419
    points[1].x = x2;
slouken@5154
  1420
    points[1].y = y2;
slouken@5154
  1421
    return SDL_RenderDrawLines(renderer, points, 2);
slouken@5154
  1422
}
slouken@5154
  1423
slouken@6528
  1424
static int
slouken@6528
  1425
RenderDrawLinesWithRects(SDL_Renderer * renderer,
slouken@6528
  1426
                     const SDL_Point * points, int count)
slouken@6528
  1427
{
slouken@6528
  1428
    SDL_FRect *frect;
slouken@6528
  1429
    SDL_FRect *frects;
slouken@6528
  1430
    SDL_FPoint fpoints[2];
slouken@6528
  1431
    int i, nrects;
slouken@6528
  1432
    int status;
slouken@6528
  1433
slouken@6528
  1434
    frects = SDL_stack_alloc(SDL_FRect, count-1);
slouken@6528
  1435
    if (!frects) {
icculus@7037
  1436
        return SDL_OutOfMemory();
slouken@6528
  1437
    }
slouken@6528
  1438
slouken@6528
  1439
    status = 0;
slouken@6528
  1440
    nrects = 0;
slouken@6528
  1441
    for (i = 0; i < count-1; ++i) {
slouken@6528
  1442
        if (points[i].x == points[i+1].x) {
slouken@6528
  1443
            int minY = SDL_min(points[i].y, points[i+1].y);
slouken@6528
  1444
            int maxY = SDL_max(points[i].y, points[i+1].y);
slouken@6528
  1445
slouken@6528
  1446
            frect = &frects[nrects++];
slouken@6528
  1447
            frect->x = points[i].x * renderer->scale.x;
slouken@6528
  1448
            frect->y = minY * renderer->scale.y;
slouken@6528
  1449
            frect->w = renderer->scale.x;
slouken@6528
  1450
            frect->h = (maxY - minY + 1) * renderer->scale.y;
slouken@6528
  1451
        } else if (points[i].y == points[i+1].y) {
slouken@6528
  1452
            int minX = SDL_min(points[i].x, points[i+1].x);
slouken@6528
  1453
            int maxX = SDL_max(points[i].x, points[i+1].x);
slouken@6528
  1454
slouken@6528
  1455
            frect = &frects[nrects++];
slouken@6528
  1456
            frect->x = minX * renderer->scale.x;
slouken@6528
  1457
            frect->y = points[i].y * renderer->scale.y;
slouken@6528
  1458
            frect->w = (maxX - minX + 1) * renderer->scale.x;
slouken@6528
  1459
            frect->h = renderer->scale.y;
slouken@6528
  1460
        } else {
slouken@6528
  1461
            /* FIXME: We can't use a rect for this line... */
aschiffler@7073
  1462
            fpoints[0].x = points[i].x * renderer->scale.x;
aschiffler@7073
  1463
            fpoints[0].y = points[i].y * renderer->scale.y;
aschiffler@7073
  1464
            fpoints[1].x = points[i+1].x * renderer->scale.x;
aschiffler@7073
  1465
            fpoints[1].y = points[i+1].y * renderer->scale.y;
slouken@6528
  1466
            status += renderer->RenderDrawLines(renderer, fpoints, 2);
slouken@6528
  1467
        }
slouken@6528
  1468
    }
slouken@6528
  1469
slouken@6528
  1470
    status += renderer->RenderFillRects(renderer, frects, nrects);
slouken@6528
  1471
slouken@6528
  1472
    SDL_stack_free(frects);
slouken@6528
  1473
slouken@6528
  1474
    if (status < 0) {
slouken@6528
  1475
        status = -1;
slouken@6528
  1476
    }
slouken@6528
  1477
    return status;
slouken@6528
  1478
}
slouken@6528
  1479
slouken@5154
  1480
int
slouken@5154
  1481
SDL_RenderDrawLines(SDL_Renderer * renderer,
slouken@5154
  1482
                    const SDL_Point * points, int count)
slouken@5154
  1483
{
slouken@6528
  1484
    SDL_FPoint *fpoints;
slouken@6528
  1485
    int i;
slouken@6528
  1486
    int status;
slouken@6528
  1487
slouken@5154
  1488
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1489
slouken@5154
  1490
    if (!points) {
icculus@7037
  1491
        return SDL_SetError("SDL_RenderDrawLines(): Passed NULL points");
slouken@5154
  1492
    }
slouken@5154
  1493
    if (count < 2) {
slouken@5154
  1494
        return 0;
slouken@5154
  1495
    }
slouken@6260
  1496
    /* Don't draw while we're hidden */
slouken@6260
  1497
    if (renderer->hidden) {
slouken@6060
  1498
        return 0;
slouken@6060
  1499
    }
slouken@6528
  1500
slouken@6528
  1501
    if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
slouken@6528
  1502
        return RenderDrawLinesWithRects(renderer, points, count);
slouken@6528
  1503
    }
slouken@6528
  1504
slouken@6528
  1505
    fpoints = SDL_stack_alloc(SDL_FPoint, count);
slouken@6528
  1506
    if (!fpoints) {
icculus@7037
  1507
        return SDL_OutOfMemory();
slouken@6528
  1508
    }
slouken@6528
  1509
    for (i = 0; i < count; ++i) {
slouken@6528
  1510
        fpoints[i].x = points[i].x * renderer->scale.x;
slouken@6528
  1511
        fpoints[i].y = points[i].y * renderer->scale.y;
slouken@6528
  1512
    }
slouken@6528
  1513
slouken@6528
  1514
    status = renderer->RenderDrawLines(renderer, fpoints, count);
slouken@6528
  1515
slouken@6528
  1516
    SDL_stack_free(fpoints);
slouken@6528
  1517
slouken@6528
  1518
    return status;
slouken@5154
  1519
}
slouken@5154
  1520
slouken@5154
  1521
int
slouken@5154
  1522
SDL_RenderDrawRect(SDL_Renderer * renderer, const SDL_Rect * rect)
slouken@5154
  1523
{
slouken@5154
  1524
    SDL_Rect full_rect;
slouken@5154
  1525
    SDL_Point points[5];
slouken@5154
  1526
slouken@5154
  1527
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1528
slouken@5154
  1529
    /* If 'rect' == NULL, then outline the whole surface */
slouken@5154
  1530
    if (!rect) {
slouken@6528
  1531
        SDL_RenderGetViewport(renderer, &full_rect);
slouken@5154
  1532
        full_rect.x = 0;
slouken@5154
  1533
        full_rect.y = 0;
slouken@5154
  1534
        rect = &full_rect;
slouken@5154
  1535
    }
slouken@5154
  1536
slouken@5154
  1537
    points[0].x = rect->x;
slouken@5154
  1538
    points[0].y = rect->y;
slouken@5154
  1539
    points[1].x = rect->x+rect->w-1;
slouken@5154
  1540
    points[1].y = rect->y;
slouken@5154
  1541
    points[2].x = rect->x+rect->w-1;
slouken@5154
  1542
    points[2].y = rect->y+rect->h-1;
slouken@5154
  1543
    points[3].x = rect->x;
slouken@5154
  1544
    points[3].y = rect->y+rect->h-1;
slouken@5154
  1545
    points[4].x = rect->x;
slouken@5154
  1546
    points[4].y = rect->y;
slouken@5154
  1547
    return SDL_RenderDrawLines(renderer, points, 5);
slouken@5154
  1548
}
slouken@5154
  1549
slouken@5154
  1550
int
slouken@5154
  1551
SDL_RenderDrawRects(SDL_Renderer * renderer,
slouken@5297
  1552
                    const SDL_Rect * rects, int count)
slouken@5154
  1553
{
slouken@5154
  1554
    int i;
slouken@5154
  1555
slouken@5154
  1556
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1557
slouken@5154
  1558
    if (!rects) {
icculus@7037
  1559
        return SDL_SetError("SDL_RenderDrawRects(): Passed NULL rects");
slouken@5154
  1560
    }
slouken@5154
  1561
    if (count < 1) {
slouken@5154
  1562
        return 0;
slouken@5154
  1563
    }
slouken@5154
  1564
slouken@6260
  1565
    /* Don't draw while we're hidden */
slouken@6260
  1566
    if (renderer->hidden) {
slouken@6060
  1567
        return 0;
slouken@6060
  1568
    }
slouken@5154
  1569
    for (i = 0; i < count; ++i) {
slouken@5297
  1570
        if (SDL_RenderDrawRect(renderer, &rects[i]) < 0) {
slouken@5154
  1571
            return -1;
slouken@5154
  1572
        }
slouken@5154
  1573
    }
slouken@5154
  1574
    return 0;
slouken@5154
  1575
}
slouken@5154
  1576
slouken@5154
  1577
int
slouken@5154
  1578
SDL_RenderFillRect(SDL_Renderer * renderer, const SDL_Rect * rect)
slouken@5154
  1579
{
slouken@7511
  1580
    SDL_Rect full_rect = { 0, 0, 0, 0 };
slouken@6232
  1581
slouken@5331
  1582
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@6232
  1583
slouken@5331
  1584
    /* If 'rect' == NULL, then outline the whole surface */
slouken@5331
  1585
    if (!rect) {
slouken@6528
  1586
        SDL_RenderGetViewport(renderer, &full_rect);
slouken@5331
  1587
        full_rect.x = 0;
slouken@5331
  1588
        full_rect.y = 0;
slouken@5331
  1589
        rect = &full_rect;
slouken@5331
  1590
    }
slouken@5297
  1591
    return SDL_RenderFillRects(renderer, rect, 1);
slouken@5154
  1592
}
slouken@5154
  1593
slouken@5154
  1594
int
slouken@5154
  1595
SDL_RenderFillRects(SDL_Renderer * renderer,
slouken@5297
  1596
                    const SDL_Rect * rects, int count)
slouken@5154
  1597
{
slouken@6528
  1598
    SDL_FRect *frects;
slouken@6528
  1599
    int i;
slouken@6528
  1600
    int status;
slouken@6528
  1601
slouken@5154
  1602
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1603
slouken@5154
  1604
    if (!rects) {
icculus@7037
  1605
        return SDL_SetError("SDL_RenderFillRects(): Passed NULL rects");
slouken@5154
  1606
    }
slouken@5154
  1607
    if (count < 1) {
slouken@5154
  1608
        return 0;
slouken@5154
  1609
    }
slouken@6260
  1610
    /* Don't draw while we're hidden */
slouken@6260
  1611
    if (renderer->hidden) {
slouken@6060
  1612
        return 0;
slouken@6060
  1613
    }
slouken@6528
  1614
slouken@6528
  1615
    frects = SDL_stack_alloc(SDL_FRect, count);
slouken@6528
  1616
    if (!frects) {
icculus@7037
  1617
        return SDL_OutOfMemory();
slouken@6528
  1618
    }
slouken@6528
  1619
    for (i = 0; i < count; ++i) {
slouken@6528
  1620
        frects[i].x = rects[i].x * renderer->scale.x;
slouken@6528
  1621
        frects[i].y = rects[i].y * renderer->scale.y;
slouken@6528
  1622
        frects[i].w = rects[i].w * renderer->scale.x;
slouken@6528
  1623
        frects[i].h = rects[i].h * renderer->scale.y;
slouken@6528
  1624
    }
slouken@6528
  1625
slouken@6528
  1626
    status = renderer->RenderFillRects(renderer, frects, count);
slouken@6528
  1627
slouken@6528
  1628
    SDL_stack_free(frects);
slouken@6528
  1629
slouken@6528
  1630
    return status;
slouken@5154
  1631
}
slouken@5154
  1632
slouken@5154
  1633
int
slouken@5154
  1634
SDL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@5154
  1635
               const SDL_Rect * srcrect, const SDL_Rect * dstrect)
slouken@5154
  1636
{
icculus@6545
  1637
    SDL_Rect real_srcrect = { 0, 0, 0, 0 };
icculus@6545
  1638
    SDL_Rect real_dstrect = { 0, 0, 0, 0 };
slouken@6528
  1639
    SDL_FRect frect;
slouken@5154
  1640
slouken@5154
  1641
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1642
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
  1643
slouken@5154
  1644
    if (renderer != texture->renderer) {
icculus@7037
  1645
        return SDL_SetError("Texture was not created with this renderer");
slouken@5154
  1646
    }
slouken@5154
  1647
slouken@5154
  1648
    real_srcrect.x = 0;
slouken@5154
  1649
    real_srcrect.y = 0;
slouken@5154
  1650
    real_srcrect.w = texture->w;
slouken@5154
  1651
    real_srcrect.h = texture->h;
slouken@5154
  1652
    if (srcrect) {
slouken@5154
  1653
        if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) {
slouken@5154
  1654
            return 0;
slouken@5154
  1655
        }
slouken@5154
  1656
    }
slouken@5154
  1657
slouken@6528
  1658
    SDL_RenderGetViewport(renderer, &real_dstrect);
slouken@5154
  1659
    real_dstrect.x = 0;
slouken@5154
  1660
    real_dstrect.y = 0;
slouken@5369
  1661
    if (dstrect) {
slouken@7563
  1662
        if (!SDL_HasIntersection(dstrect, &real_dstrect)) {
slouken@5369
  1663
            return 0;
slouken@5369
  1664
        }
slouken@7563
  1665
        real_dstrect = *dstrect;
slouken@5154
  1666
    }
slouken@5154
  1667
slouken@5156
  1668
    if (texture->native) {
slouken@5156
  1669
        texture = texture->native;
slouken@5156
  1670
    }
slouken@5156
  1671
slouken@6260
  1672
    /* Don't draw while we're hidden */
slouken@6260
  1673
    if (renderer->hidden) {
slouken@6060
  1674
        return 0;
slouken@6060
  1675
    }
slouken@6528
  1676
slouken@6528
  1677
    frect.x = real_dstrect.x * renderer->scale.x;
slouken@6528
  1678
    frect.y = real_dstrect.y * renderer->scale.y;
slouken@6528
  1679
    frect.w = real_dstrect.w * renderer->scale.x;
slouken@6528
  1680
    frect.h = real_dstrect.h * renderer->scale.y;
slouken@6528
  1681
slouken@6528
  1682
    return renderer->RenderCopy(renderer, texture, &real_srcrect, &frect);
slouken@5154
  1683
}
slouken@5154
  1684
gabomdq@6320
  1685
gabomdq@6320
  1686
int
gabomdq@6320
  1687
SDL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
gabomdq@6320
  1688
               const SDL_Rect * srcrect, const SDL_Rect * dstrect,
gabomdq@6320
  1689
               const double angle, const SDL_Point *center, const SDL_RendererFlip flip)
gabomdq@6320
  1690
{
icculus@6546
  1691
    SDL_Rect real_srcrect = { 0, 0, 0, 0 };
icculus@6546
  1692
    SDL_Rect real_dstrect = { 0, 0, 0, 0 };
gabomdq@6320
  1693
    SDL_Point real_center;
slouken@6528
  1694
    SDL_FRect frect;
slouken@6528
  1695
    SDL_FPoint fcenter;
gabomdq@6320
  1696
gabomdq@6320
  1697
    CHECK_RENDERER_MAGIC(renderer, -1);
gabomdq@6320
  1698
    CHECK_TEXTURE_MAGIC(texture, -1);
gabomdq@6320
  1699
gabomdq@6320
  1700
    if (renderer != texture->renderer) {
icculus@7037
  1701
        return SDL_SetError("Texture was not created with this renderer");
gabomdq@6320
  1702
    }
gabomdq@6320
  1703
    if (!renderer->RenderCopyEx) {
icculus@7037
  1704
        return SDL_SetError("Renderer does not support RenderCopyEx");
gabomdq@6320
  1705
    }
slouken@7191
  1706
gabomdq@6320
  1707
    real_srcrect.x = 0;
gabomdq@6320
  1708
    real_srcrect.y = 0;
gabomdq@6320
  1709
    real_srcrect.w = texture->w;
gabomdq@6320
  1710
    real_srcrect.h = texture->h;
gabomdq@6320
  1711
    if (srcrect) {
gabomdq@6320
  1712
        if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) {
gabomdq@6320
  1713
            return 0;
gabomdq@6320
  1714
        }
gabomdq@6320
  1715
    }
gabomdq@6320
  1716
gabomdq@6320
  1717
    /* We don't intersect the dstrect with the viewport as RenderCopy does because of potential rotation clipping issues... TODO: should we? */
slouken@6528
  1718
    if (dstrect) {
slouken@6528
  1719
        real_dstrect = *dstrect;
slouken@6528
  1720
    } else {
slouken@6528
  1721
        SDL_RenderGetViewport(renderer, &real_dstrect);
gabomdq@6399
  1722
        real_dstrect.x = 0;
gabomdq@6399
  1723
        real_dstrect.y = 0;
gabomdq@6320
  1724
    }
gabomdq@6320
  1725
gabomdq@6320
  1726
    if (texture->native) {
gabomdq@6320
  1727
        texture = texture->native;
gabomdq@6320
  1728
    }
gabomdq@6320
  1729
gabomdq@6320
  1730
    if(center) real_center = *center;
gabomdq@6320
  1731
    else {
gabomdq@6320
  1732
        real_center.x = real_dstrect.w/2;
gabomdq@6320
  1733
        real_center.y = real_dstrect.h/2;
gabomdq@6320
  1734
    }
gabomdq@6320
  1735
slouken@6528
  1736
    frect.x = real_dstrect.x * renderer->scale.x;
slouken@6528
  1737
    frect.y = real_dstrect.y * renderer->scale.y;
slouken@6528
  1738
    frect.w = real_dstrect.w * renderer->scale.x;
slouken@6528
  1739
    frect.h = real_dstrect.h * renderer->scale.y;
slouken@6528
  1740
slouken@6528
  1741
    fcenter.x = real_center.x * renderer->scale.x;
slouken@6528
  1742
    fcenter.y = real_center.y * renderer->scale.y;
slouken@6528
  1743
slouken@6528
  1744
    return renderer->RenderCopyEx(renderer, texture, &real_srcrect, &frect, angle, &fcenter, flip);
gabomdq@6320
  1745
}
gabomdq@6320
  1746
slouken@5154
  1747
int
slouken@5154
  1748
SDL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
slouken@5154
  1749
                     Uint32 format, void * pixels, int pitch)
slouken@5154
  1750
{
slouken@5154
  1751
    SDL_Rect real_rect;
slouken@5154
  1752
slouken@5154
  1753
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1754
slouken@5154
  1755
    if (!renderer->RenderReadPixels) {
icculus@7037
  1756
        return SDL_Unsupported();
slouken@5154
  1757
    }
slouken@5154
  1758
slouken@5154
  1759
    if (!format) {
icculus@6389
  1760
        format = SDL_GetWindowPixelFormat(renderer->window);
slouken@5154
  1761
    }
slouken@5154
  1762
slouken@5464
  1763
    real_rect.x = renderer->viewport.x;
slouken@5464
  1764
    real_rect.y = renderer->viewport.y;
slouken@5297
  1765
    real_rect.w = renderer->viewport.w;
slouken@5297
  1766
    real_rect.h = renderer->viewport.h;
slouken@5154
  1767
    if (rect) {
slouken@5154
  1768
        if (!SDL_IntersectRect(rect, &real_rect, &real_rect)) {
slouken@5154
  1769
            return 0;
slouken@5154
  1770
        }
slouken@5154
  1771
        if (real_rect.y > rect->y) {
slouken@5154
  1772
            pixels = (Uint8 *)pixels + pitch * (real_rect.y - rect->y);
slouken@5154
  1773
        }
slouken@5154
  1774
        if (real_rect.x > rect->x) {
slouken@5464
  1775
            int bpp = SDL_BYTESPERPIXEL(format);
slouken@5154
  1776
            pixels = (Uint8 *)pixels + bpp * (real_rect.x - rect->x);
slouken@5154
  1777
        }
slouken@5154
  1778
    }
slouken@5154
  1779
slouken@5154
  1780
    return renderer->RenderReadPixels(renderer, &real_rect,
slouken@5154
  1781
                                      format, pixels, pitch);
slouken@5154
  1782
}
slouken@5154
  1783
slouken@5154
  1784
void
slouken@5154
  1785
SDL_RenderPresent(SDL_Renderer * renderer)
slouken@5154
  1786
{
slouken@5154
  1787
    CHECK_RENDERER_MAGIC(renderer, );
slouken@5154
  1788
slouken@6260
  1789
    /* Don't draw while we're hidden */
slouken@6260
  1790
    if (renderer->hidden) {
slouken@6060
  1791
        return;
slouken@6060
  1792
    }
slouken@5154
  1793
    renderer->RenderPresent(renderer);
slouken@5154
  1794
}
slouken@5154
  1795
slouken@5154
  1796
void
slouken@5154
  1797
SDL_DestroyTexture(SDL_Texture * texture)
slouken@5154
  1798
{
slouken@5154
  1799
    SDL_Renderer *renderer;
slouken@5154
  1800
slouken@5154
  1801
    CHECK_TEXTURE_MAGIC(texture, );
slouken@7419
  1802
slouken@7419
  1803
    renderer = texture->renderer;
slouken@7419
  1804
    if (texture == renderer->target) {
slouken@7419
  1805
        SDL_SetRenderTarget(renderer, NULL);
slouken@7419
  1806
    }
slouken@7419
  1807
slouken@5154
  1808
    texture->magic = NULL;
slouken@5154
  1809
slouken@5154
  1810
    if (texture->next) {
slouken@5154
  1811
        texture->next->prev = texture->prev;
slouken@5154
  1812
    }
slouken@5154
  1813
    if (texture->prev) {
slouken@5154
  1814
        texture->prev->next = texture->next;
slouken@5154
  1815
    } else {
slouken@5154
  1816
        renderer->textures = texture->next;
slouken@5154
  1817
    }
slouken@5154
  1818
slouken@5156
  1819
    if (texture->native) {
slouken@5156
  1820
        SDL_DestroyTexture(texture->native);
slouken@5156
  1821
    }
slouken@5156
  1822
    if (texture->yuv) {
slouken@5156
  1823
        SDL_SW_DestroyYUVTexture(texture->yuv);
slouken@5156
  1824
    }
slouken@7719
  1825
    SDL_free(texture->pixels);
slouken@5156
  1826
slouken@5154
  1827
    renderer->DestroyTexture(renderer, texture);
slouken@5154
  1828
    SDL_free(texture);
slouken@5154
  1829
}
slouken@5154
  1830
slouken@5154
  1831
void
slouken@5154
  1832
SDL_DestroyRenderer(SDL_Renderer * renderer)
slouken@5154
  1833
{
slouken@5154
  1834
    CHECK_RENDERER_MAGIC(renderer, );
slouken@5154
  1835
slouken@5154
  1836
    SDL_DelEventWatch(SDL_RendererEventWatch, renderer);
slouken@5154
  1837
slouken@5154
  1838
    /* Free existing textures for this renderer */
slouken@5154
  1839
    while (renderer->textures) {
slouken@5154
  1840
        SDL_DestroyTexture(renderer->textures);
slouken@5154
  1841
    }
slouken@5154
  1842
slouken@6417
  1843
    if (renderer->window) {
slouken@6417
  1844
        SDL_SetWindowData(renderer->window, SDL_WINDOWRENDERDATA, NULL);
slouken@6417
  1845
    }
slouken@5528
  1846
slouken@5154
  1847
    /* It's no longer magical... */
slouken@5154
  1848
    renderer->magic = NULL;
slouken@5154
  1849
slouken@5154
  1850
    /* Free the renderer instance */
slouken@5154
  1851
    renderer->DestroyRenderer(renderer);
slouken@5154
  1852
}
slouken@5154
  1853
gabomdq@6414
  1854
int SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh)
gabomdq@6414
  1855
{
gabomdq@6414
  1856
    SDL_Renderer *renderer;
gabomdq@6414
  1857
gabomdq@6415
  1858
    CHECK_TEXTURE_MAGIC(texture, -1);
gabomdq@6414
  1859
    renderer = texture->renderer;
slouken@7318
  1860
    if (texture->native) {
slouken@7318
  1861
        return SDL_GL_BindTexture(texture->native, texw, texh);
slouken@7318
  1862
    } else if (renderer && renderer->GL_BindTexture) {
gabomdq@6414
  1863
        return renderer->GL_BindTexture(renderer, texture, texw, texh);
slouken@7318
  1864
    } else {
slouken@7318
  1865
        return SDL_Unsupported();
gabomdq@6414
  1866
    }
gabomdq@6414
  1867
}
gabomdq@6414
  1868
gabomdq@6414
  1869
int SDL_GL_UnbindTexture(SDL_Texture *texture)
gabomdq@6414
  1870
{
gabomdq@6414
  1871
    SDL_Renderer *renderer;
gabomdq@6414
  1872
gabomdq@6415
  1873
    CHECK_TEXTURE_MAGIC(texture, -1);
gabomdq@6414
  1874
    renderer = texture->renderer;
gabomdq@6414
  1875
    if (renderer && renderer->GL_UnbindTexture) {
gabomdq@6414
  1876
        return renderer->GL_UnbindTexture(renderer, texture);
gabomdq@6414
  1877
    }
gabomdq@6414
  1878
icculus@7037
  1879
    return SDL_Unsupported();
gabomdq@6414
  1880
}
gabomdq@6414
  1881
slouken@5154
  1882
/* vi: set ts=4 sw=4 expandtab: */