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SDL_render.c
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/*
Simple DirectMedia Layer
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Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../SDL_internal.h"
/* The SDL 2D rendering system */
#include "SDL_assert.h"
#include "SDL_hints.h"
#include "SDL_log.h"
#include "SDL_render.h"
#include "SDL_sysrender.h"
#include "software/SDL_render_sw_c.h"
#define SDL_WINDOWRENDERDATA "_SDL_WindowRenderData"
#define CHECK_RENDERER_MAGIC(renderer, retval) \
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SDL_assert(renderer && renderer->magic == &renderer_magic); \
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if (!renderer || renderer->magic != &renderer_magic) { \
SDL_SetError("Invalid renderer"); \
return retval; \
}
#define CHECK_TEXTURE_MAGIC(texture, retval) \
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SDL_assert(texture && texture->magic == &texture_magic); \
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if (!texture || texture->magic != &texture_magic) { \
SDL_SetError("Invalid texture"); \
return retval; \
}
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/* Predefined blend modes */
#define SDL_COMPOSE_BLENDMODE(srcColorFactor, dstColorFactor, colorOperation, \
srcAlphaFactor, dstAlphaFactor, alphaOperation) \
(SDL_BlendMode)(((Uint32)colorOperation << 0) | \
((Uint32)srcColorFactor << 4) | \
((Uint32)dstColorFactor << 8) | \
((Uint32)alphaOperation << 16) | \
((Uint32)srcAlphaFactor << 20) | \
((Uint32)dstAlphaFactor << 24))
#define SDL_BLENDMODE_NONE_FULL \
SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ZERO, SDL_BLENDOPERATION_ADD, \
SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ZERO, SDL_BLENDOPERATION_ADD)
#define SDL_BLENDMODE_BLEND_FULL \
SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD, \
SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD)
#define SDL_BLENDMODE_ADD_FULL \
SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD, \
SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD)
#define SDL_BLENDMODE_MOD_FULL \
SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_SRC_COLOR, SDL_BLENDOPERATION_ADD, \
SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD)
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#if !SDL_RENDER_DISABLED
static const SDL_RenderDriver *render_drivers[] = {
#if SDL_VIDEO_RENDER_D3D
&D3D_RenderDriver,
#endif
#if SDL_VIDEO_RENDER_D3D11
&D3D11_RenderDriver,
#endif
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#if SDL_VIDEO_RENDER_METAL
&METAL_RenderDriver,
#endif
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#if SDL_VIDEO_RENDER_OGL
&GL_RenderDriver,
#endif
#if SDL_VIDEO_RENDER_OGL_ES2
&GLES2_RenderDriver,
#endif
#if SDL_VIDEO_RENDER_OGL_ES
&GLES_RenderDriver,
#endif
#if SDL_VIDEO_RENDER_DIRECTFB
&DirectFB_RenderDriver,
#endif
#if SDL_VIDEO_RENDER_PSP
&PSP_RenderDriver,
#endif
&SW_RenderDriver
};
#endif /* !SDL_RENDER_DISABLED */
static char renderer_magic;
static char texture_magic;
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static SDL_INLINE void
DebugLogRenderCommands(const SDL_RenderCommand *cmd)
{
#if 0
unsigned int i = 1;
SDL_Log("Render commands to flush:");
while (cmd) {
switch (cmd->command) {
case SDL_RENDERCMD_NO_OP:
SDL_Log(" %u. no-op", i++);
break;
case SDL_RENDERCMD_SETVIEWPORT:
SDL_Log(" %u. set viewport (first=%u, rect={(%d, %d), %dx%d})", i++,
(unsigned int) cmd->data.viewport.first,
cmd->data.viewport.rect.x, cmd->data.viewport.rect.y,
cmd->data.viewport.rect.w, cmd->data.viewport.rect.h);
break;
case SDL_RENDERCMD_SETCLIPRECT:
SDL_Log(" %u. set cliprect (enabled=%s, rect={(%d, %d), %dx%d})", i++,
cmd->data.cliprect.enabled ? "true" : "false",
cmd->data.cliprect.rect.x, cmd->data.cliprect.rect.y,
cmd->data.cliprect.rect.w, cmd->data.cliprect.rect.h);
break;
case SDL_RENDERCMD_SETDRAWCOLOR:
SDL_Log(" %u. set draw color (first=%u, r=%d, g=%d, b=%d, a=%d)", i++,
(unsigned int) cmd->data.color.first,
(int) cmd->data.color.r, (int) cmd->data.color.g,
(int) cmd->data.color.b, (int) cmd->data.color.a);
break;
case SDL_RENDERCMD_CLEAR:
SDL_Log(" %u. clear (first=%u, r=%d, g=%d, b=%d, a=%d)", i++,
(unsigned int) cmd->data.color.first,
(int) cmd->data.color.r, (int) cmd->data.color.g,
(int) cmd->data.color.b, (int) cmd->data.color.a);
break;
case SDL_RENDERCMD_DRAW_POINTS:
SDL_Log(" %u. draw points (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d)", i++,
(unsigned int) cmd->data.draw.first,
(unsigned int) cmd->data.draw.count,
(int) cmd->data.draw.r, (int) cmd->data.draw.g,
(int) cmd->data.draw.b, (int) cmd->data.draw.a,
(int) cmd->data.draw.blend);
break;
case SDL_RENDERCMD_DRAW_LINES:
SDL_Log(" %u. draw lines (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d)", i++,
(unsigned int) cmd->data.draw.first,
(unsigned int) cmd->data.draw.count,
(int) cmd->data.draw.r, (int) cmd->data.draw.g,
(int) cmd->data.draw.b, (int) cmd->data.draw.a,
(int) cmd->data.draw.blend);
break;
case SDL_RENDERCMD_FILL_RECTS:
SDL_Log(" %u. fill rects (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d)", i++,
(unsigned int) cmd->data.draw.first,
(unsigned int) cmd->data.draw.count,
(int) cmd->data.draw.r, (int) cmd->data.draw.g,
(int) cmd->data.draw.b, (int) cmd->data.draw.a,
(int) cmd->data.draw.blend);
break;
case SDL_RENDERCMD_COPY:
SDL_Log(" %u. copy (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d, tex=%p)", i++,
(unsigned int) cmd->data.draw.first,
(unsigned int) cmd->data.draw.count,
(int) cmd->data.draw.r, (int) cmd->data.draw.g,
(int) cmd->data.draw.b, (int) cmd->data.draw.a,
(int) cmd->data.draw.blend, cmd->data.draw.texture);
break;
case SDL_RENDERCMD_COPY_EX:
SDL_Log(" %u. copyex (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d, tex=%p)", i++,
(unsigned int) cmd->data.draw.first,
(unsigned int) cmd->data.draw.count,
(int) cmd->data.draw.r, (int) cmd->data.draw.g,
(int) cmd->data.draw.b, (int) cmd->data.draw.a,
(int) cmd->data.draw.blend, cmd->data.draw.texture);
break;
}
cmd = cmd->next;
}
#endif
}
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static int
FlushRenderCommands(SDL_Renderer *renderer)
{
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SDL_AllocVertGap *prevgap = &renderer->vertex_data_gaps;
SDL_AllocVertGap *gap = prevgap;
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int retval;
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SDL_assert((renderer->render_commands == NULL) == (renderer->render_commands_tail == NULL));
if (renderer->render_commands == NULL) { /* nothing to do! */
SDL_assert(renderer->vertex_data_used == 0);
return 0;
}
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DebugLogRenderCommands(renderer->render_commands);
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retval = renderer->RunCommandQueue(renderer, renderer->render_commands, renderer->vertex_data, renderer->vertex_data_used);
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while (gap) {
prevgap = gap;
gap = gap->next;
}
prevgap->next = renderer->vertex_data_gaps_pool;
renderer->vertex_data_gaps_pool = renderer->vertex_data_gaps.next;
renderer->vertex_data_gaps.next = NULL;
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/* Move the whole render command queue to the unused pool so we can reuse them next time. */
if (renderer->render_commands_tail != NULL) {
renderer->render_commands_tail->next = renderer->render_commands_pool;
renderer->render_commands_pool = renderer->render_commands;
renderer->render_commands_tail = NULL;
renderer->render_commands = NULL;
}
renderer->vertex_data_used = 0;
renderer->render_command_generation++;
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renderer->color_queued = SDL_FALSE;
renderer->viewport_queued = SDL_FALSE;
renderer->cliprect_queued = SDL_FALSE;
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return retval;
}
static int
FlushRenderCommandsIfTextureNeeded(SDL_Texture *texture)
{
SDL_Renderer *renderer = texture->renderer;
if (texture->last_command_generation == renderer->render_command_generation) {
/* the current command queue depends on this texture, flush the queue now before it changes */
return FlushRenderCommands(renderer);
}
return 0;
}
static SDL_INLINE int
FlushRenderCommandsIfNotBatching(SDL_Renderer *renderer)
{
return renderer->batching ? 0 : FlushRenderCommands(renderer);
}
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int
SDL_RenderFlush(SDL_Renderer * renderer)
{
return FlushRenderCommands(renderer);
}
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static SDL_AllocVertGap *
AllocateVertexGap(SDL_Renderer *renderer)
{
SDL_AllocVertGap *retval = renderer->vertex_data_gaps_pool;
if (retval) {
renderer->vertex_data_gaps_pool = retval->next;
retval->next = NULL;
} else {
retval = (SDL_AllocVertGap *) SDL_malloc(sizeof (SDL_AllocVertGap));
if (!retval) {
SDL_OutOfMemory();
}
}
return retval;
}
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void *
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SDL_AllocateRenderVertices(SDL_Renderer *renderer, const size_t numbytes, const size_t alignment, size_t *offset)
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{
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const size_t needed = renderer->vertex_data_used + numbytes + alignment;
size_t aligner, aligned;
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void *retval;
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SDL_AllocVertGap *prevgap = &renderer->vertex_data_gaps;
SDL_AllocVertGap *gap = prevgap->next;
while (gap) {
const size_t gapoffset = gap->offset;
aligner = (alignment && ((gap->offset % alignment) != 0)) ? (alignment - (gap->offset % alignment)) : 0;
aligned = gapoffset + aligner;
/* Can we use this gap? */
if ((aligner < gap->len) && ((gap->len - aligner) >= numbytes)) {
/* we either finished this gap off, trimmed the left, trimmed the right, or split it into two gaps. */
if (gap->len == numbytes) { /* finished it off, remove it */
SDL_assert(aligned == gapoffset);
prevgap->next = gap->next;
gap->next = renderer->vertex_data_gaps_pool;
renderer->vertex_data_gaps_pool = gap;
} else if (aligned == gapoffset) { /* trimmed the left */
gap->offset += numbytes;
gap->len -= numbytes;
} else if (((aligned - gapoffset) + numbytes) == gap->len) { /* trimmed the right */
gap->len -= numbytes;
} else { /* split into two gaps */
SDL_AllocVertGap *newgap = AllocateVertexGap(renderer);
if (!newgap) {
return NULL;
}
newgap->offset = aligned + numbytes;
newgap->len = gap->len - (aligner + numbytes);
newgap->next = gap->next;
// gap->offset doesn't change.
gap->len = aligner;
gap->next = newgap;
}
if (offset) {
*offset = aligned;
}
return ((Uint8 *) renderer->vertex_data) + aligned;
}
/* Try the next gap */
prevgap = gap;
gap = gap->next;
}
/* no gaps with enough space; get a new piece of the vertex buffer */
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while (needed > renderer->vertex_data_allocation) {
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const size_t current_allocation = renderer->vertex_data ? renderer->vertex_data_allocation : 1024;
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const size_t newsize = current_allocation * 2;
void *ptr = SDL_realloc(renderer->vertex_data, newsize);
if (ptr == NULL) {
SDL_OutOfMemory();
return NULL;
}
renderer->vertex_data = ptr;
renderer->vertex_data_allocation = newsize;
}
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aligner = (alignment && ((renderer->vertex_data_used % alignment) != 0)) ? (alignment - (renderer->vertex_data_used % alignment)) : 0;
aligned = renderer->vertex_data_used + aligner;
retval = ((Uint8 *) renderer->vertex_data) + aligned;
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if (offset) {
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*offset = aligned;
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}
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if (aligner) { /* made a new gap... */
SDL_AllocVertGap *newgap = AllocateVertexGap(renderer);
if (newgap) { /* just let it slide as lost space if malloc fails. */
newgap->offset = renderer->vertex_data_used;
newgap->len = aligner;
newgap->next = NULL;
prevgap->next = newgap;
}
}
renderer->vertex_data_used += aligner + numbytes;
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return retval;
}
static SDL_RenderCommand *
AllocateRenderCommand(SDL_Renderer *renderer)
{
SDL_RenderCommand *retval = NULL;
/* !!! FIXME: are there threading limitations in SDL's render API? If not, we need to mutex this. */
retval = renderer->render_commands_pool;
if (retval != NULL) {
renderer->render_commands_pool = retval->next;
retval->next = NULL;
} else {
retval = SDL_calloc(1, sizeof (*retval));
if (!retval) {
SDL_OutOfMemory();
return NULL;
}
}
SDL_assert((renderer->render_commands == NULL) == (renderer->render_commands_tail == NULL));
if (renderer->render_commands_tail != NULL) {
renderer->render_commands_tail->next = retval;
} else {
renderer->render_commands = retval;
}
renderer->render_commands_tail = retval;
return retval;
}
static int
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QueueCmdSetViewport(SDL_Renderer *renderer)
{
int retval = 0;
if (!renderer->viewport_queued || (SDL_memcmp(&renderer->viewport, &renderer->last_queued_viewport, sizeof (SDL_Rect)) != 0)) {
SDL_RenderCommand *cmd = AllocateRenderCommand(renderer);
retval = -1;
if (cmd != NULL) {
cmd->command = SDL_RENDERCMD_SETVIEWPORT;
cmd->data.viewport.first = 0; /* render backend will fill this in. */
SDL_memcpy(&cmd->data.viewport.rect, &renderer->viewport, sizeof (renderer->viewport));
retval = renderer->QueueSetViewport(renderer, cmd);
if (retval < 0) {
cmd->command = SDL_RENDERCMD_NO_OP;
} else {
SDL_memcpy(&renderer->last_queued_viewport, &renderer->viewport, sizeof (SDL_Rect));
renderer->viewport_queued = SDL_TRUE;
}
}
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}
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return retval;
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}
static int
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QueueCmdSetClipRect(SDL_Renderer *renderer)
{
int retval = 0;
if ((!renderer->cliprect_queued) ||
(renderer->clipping_enabled != renderer->last_queued_cliprect_enabled) ||
(SDL_memcmp(&renderer->clip_rect, &renderer->last_queued_cliprect, sizeof (SDL_Rect)) != 0)) {
SDL_RenderCommand *cmd = AllocateRenderCommand(renderer);
if (cmd == NULL) {
retval = -1;
} else {
cmd->command = SDL_RENDERCMD_SETCLIPRECT;
cmd->data.cliprect.enabled = renderer->clipping_enabled;
SDL_memcpy(&cmd->data.cliprect.rect, &renderer->clip_rect, sizeof (cmd->data.cliprect.rect));
SDL_memcpy(&renderer->last_queued_cliprect, &renderer->clip_rect, sizeof (SDL_Rect));
renderer->last_queued_cliprect_enabled = renderer->clipping_enabled;
renderer->cliprect_queued = SDL_TRUE;
}
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}
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return retval;
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}
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static int
QueueCmdSetDrawColor(SDL_Renderer *renderer, const Uint8 r, const Uint8 g, const Uint8 b, const Uint8 a)
{
const Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
int retval = 0;
if (!renderer->color_queued || (color != renderer->last_queued_color)) {
SDL_RenderCommand *cmd = AllocateRenderCommand(renderer);
retval = -1;
if (cmd != NULL) {
cmd->command = SDL_RENDERCMD_SETDRAWCOLOR;
cmd->data.color.first = 0; /* render backend will fill this in. */
cmd->data.color.r = r;
cmd->data.color.g = g;
cmd->data.color.b = b;
cmd->data.color.a = a;
retval = renderer->QueueSetDrawColor(renderer, cmd);
if (retval < 0) {
cmd->command = SDL_RENDERCMD_NO_OP;
} else {
renderer->last_queued_color = color;
renderer->color_queued = SDL_TRUE;
}
}
}
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return retval;
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}
static int
QueueCmdClear(SDL_Renderer *renderer)
{
SDL_RenderCommand *cmd = AllocateRenderCommand(renderer);
if (cmd == NULL) {
return -1;
}
cmd->command = SDL_RENDERCMD_CLEAR;
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cmd->data.color.first = 0;
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cmd->data.color.r = renderer->r;
cmd->data.color.g = renderer->g;
cmd->data.color.b = renderer->b;
cmd->data.color.a = renderer->a;
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return 0;
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}
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static int
PrepQueueCmdDraw(SDL_Renderer *renderer, const Uint8 r, const Uint8 g, const Uint8 b, const Uint8 a)
{
int retval = 0;
if (retval == 0) {
retval = QueueCmdSetDrawColor(renderer, r, g, b, a);
}
if (retval == 0) {
retval = QueueCmdSetViewport(renderer);
}
if (retval == 0) {
retval = QueueCmdSetClipRect(renderer);
}
return retval;
}
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static SDL_RenderCommand *
PrepQueueCmdDrawSolid(SDL_Renderer *renderer, const SDL_RenderCommandType cmdtype)
{
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/* !!! FIXME: drop this draw if viewport w or h is zero. */
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SDL_RenderCommand *cmd = NULL;
if (PrepQueueCmdDraw(renderer, renderer->r, renderer->g, renderer->b, renderer->a) == 0) {
cmd = AllocateRenderCommand(renderer);
if (cmd != NULL) {
cmd->command = cmdtype;
cmd->data.draw.first = 0; /* render backend will fill this in. */
cmd->data.draw.count = 0; /* render backend will fill this in. */
cmd->data.draw.r = renderer->r;
cmd->data.draw.g = renderer->g;
cmd->data.draw.b = renderer->b;
cmd->data.draw.a = renderer->a;
cmd->data.draw.blend = renderer->blendMode;
cmd->data.draw.texture = NULL; /* no texture. */
}
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}
return cmd;
}
static int
QueueCmdDrawPoints(SDL_Renderer *renderer, const SDL_FPoint * points, const int count)
{
SDL_RenderCommand *cmd = PrepQueueCmdDrawSolid(renderer, SDL_RENDERCMD_DRAW_POINTS);
int retval = -1;
if (cmd != NULL) {
retval = renderer->QueueDrawPoints(renderer, cmd, points, count);
if (retval < 0) {
cmd->command = SDL_RENDERCMD_NO_OP;
}
}
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return retval;
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}
static int
QueueCmdDrawLines(SDL_Renderer *renderer, const SDL_FPoint * points, const int count)
{
SDL_RenderCommand *cmd = PrepQueueCmdDrawSolid(renderer, SDL_RENDERCMD_DRAW_LINES);
int retval = -1;
if (cmd != NULL) {
retval = renderer->QueueDrawLines(renderer, cmd, points, count);
if (retval < 0) {
cmd->command = SDL_RENDERCMD_NO_OP;
}
}
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return retval;
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}
static int
QueueCmdFillRects(SDL_Renderer *renderer, const SDL_FRect * rects, const int count)
{
SDL_RenderCommand *cmd = PrepQueueCmdDrawSolid(renderer, SDL_RENDERCMD_FILL_RECTS);
int retval = -1;
if (cmd != NULL) {
retval = renderer->QueueFillRects(renderer, cmd, rects, count);
if (retval < 0) {
cmd->command = SDL_RENDERCMD_NO_OP;
}
}
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return retval;
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}
static SDL_RenderCommand *
PrepQueueCmdDrawTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_RenderCommandType cmdtype)
{
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/* !!! FIXME: drop this draw if viewport w or h is zero. */
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SDL_RenderCommand *cmd = NULL;
if (PrepQueueCmdDraw(renderer, texture->r, texture->g, texture->b, texture->a) == 0) {
cmd = AllocateRenderCommand(renderer);
if (cmd != NULL) {
cmd->command = cmdtype;
cmd->data.draw.first = 0; /* render backend will fill this in. */
cmd->data.draw.count = 0; /* render backend will fill this in. */
cmd->data.draw.r = texture->r;
cmd->data.draw.g = texture->g;
cmd->data.draw.b = texture->b;
cmd->data.draw.a = texture->a;
cmd->data.draw.blend = texture->blendMode;
cmd->data.draw.texture = texture;
}
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}
return cmd;
}
static int
QueueCmdCopy(SDL_Renderer *renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_FRect * dstrect)
{
SDL_RenderCommand *cmd = PrepQueueCmdDrawTexture(renderer, texture, SDL_RENDERCMD_COPY);
int retval = -1;
if (cmd != NULL) {
retval = renderer->QueueCopy(renderer, cmd, texture, srcrect, dstrect);
if (retval < 0) {
cmd->command = SDL_RENDERCMD_NO_OP;
}
}
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return retval;
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}
static int
QueueCmdCopyEx(SDL_Renderer *renderer, SDL_Texture * texture,
const SDL_Rect * srcquad, const SDL_FRect * dstrect,
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
{
SDL_RenderCommand *cmd = PrepQueueCmdDrawTexture(renderer, texture, SDL_RENDERCMD_COPY_EX);
int retval = -1;
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SDL_assert(renderer->QueueCopyEx != NULL); /* should have caught at higher level. */
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if (cmd != NULL) {
retval = renderer->QueueCopyEx(renderer, cmd, texture, srcquad, dstrect, angle, center, flip);
if (retval < 0) {
cmd->command = SDL_RENDERCMD_NO_OP;
}
}
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return retval;
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}
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static int UpdateLogicalSize(SDL_Renderer *renderer);
int
SDL_GetNumRenderDrivers(void)
{
#if !SDL_RENDER_DISABLED
return SDL_arraysize(render_drivers);
#else
return 0;
#endif
}
int
SDL_GetRenderDriverInfo(int index, SDL_RendererInfo * info)
{
#if !SDL_RENDER_DISABLED
if (index < 0 || index >= SDL_GetNumRenderDrivers()) {
return SDL_SetError("index must be in the range of 0 - %d",
SDL_GetNumRenderDrivers() - 1);
}
*info = render_drivers[index]->info;
return 0;
#else
return SDL_SetError("SDL not built with rendering support");
#endif
}
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static void GetWindowViewportValues(SDL_Renderer *renderer, int *logical_w, int *logical_h, SDL_Rect *viewport, SDL_FPoint *scale)
{
SDL_LockMutex(renderer->target_mutex);
*logical_w = renderer->target ? renderer->logical_w_backup : renderer->logical_w;
*logical_h = renderer->target ? renderer->logical_h_backup : renderer->logical_h;
*viewport = renderer->target ? renderer->viewport_backup : renderer->viewport;
*scale = renderer->target ? renderer->scale_backup : renderer->scale;
SDL_UnlockMutex(renderer->target_mutex);
}
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static int SDLCALL
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SDL_RendererEventWatch(void *userdata, SDL_Event *event)
{
SDL_Renderer *renderer = (SDL_Renderer *)userdata;
if (event->type == SDL_WINDOWEVENT) {
SDL_Window *window = SDL_GetWindowFromID(event->window.windowID);
if (window == renderer->window) {
if (renderer->WindowEvent) {
renderer->WindowEvent(renderer, &event->window);
}
if (event->window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
/* Make sure we're operating on the default render target */
SDL_Texture *saved_target = SDL_GetRenderTarget(renderer);
if (saved_target) {
SDL_SetRenderTarget(renderer, NULL);
}
if (renderer->logical_w) {
UpdateLogicalSize(renderer);
} else {
/* Window was resized, reset viewport */
int w, h;
if (renderer->GetOutputSize) {
renderer->GetOutputSize(renderer, &w, &h);
} else {
SDL_GetWindowSize(renderer->window, &w, &h);
}
if (renderer->target) {
renderer->viewport_backup.x = 0;
renderer->viewport_backup.y = 0;
renderer->viewport_backup.w = w;
renderer->viewport_backup.h = h;
} else {
renderer->viewport.x = 0;
renderer->viewport.y = 0;
renderer->viewport.w = w;
renderer->viewport.h = h;
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QueueCmdSetViewport(renderer);
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FlushRenderCommandsIfNotBatching(renderer);
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}
}
if (saved_target) {
SDL_SetRenderTarget(renderer, saved_target);
}
} else if (event->window.event == SDL_WINDOWEVENT_HIDDEN) {
renderer->hidden = SDL_TRUE;
} else if (event->window.event == SDL_WINDOWEVENT_SHOWN) {
if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)) {
renderer->hidden = SDL_FALSE;
}
} else if (event->window.event == SDL_WINDOWEVENT_MINIMIZED) {
renderer->hidden = SDL_TRUE;
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} else if (event->window.event == SDL_WINDOWEVENT_RESTORED ||
event->window.event == SDL_WINDOWEVENT_MAXIMIZED) {
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if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_HIDDEN)) {
renderer->hidden = SDL_FALSE;
}
}
}
} else if (event->type == SDL_MOUSEMOTION) {
SDL_Window *window = SDL_GetWindowFromID(event->motion.windowID);
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if (window == renderer->window) {
int logical_w, logical_h;
SDL_Rect viewport;
SDL_FPoint scale;
GetWindowViewportValues(renderer, &logical_w, &logical_h, &viewport, &scale);
if (logical_w) {
event->motion.x -= (int)(viewport.x * renderer->dpi_scale.x);
event->motion.y -= (int)(viewport.y * renderer->dpi_scale.y);
event->motion.x = (int)(event->motion.x / (scale.x * renderer->dpi_scale.x));
event->motion.y = (int)(event->motion.y / (scale.y * renderer->dpi_scale.y));
if (event->motion.xrel > 0) {
event->motion.xrel = SDL_max(1, (int)(event->motion.xrel / (scale.x * renderer->dpi_scale.x)));
} else if (event->motion.xrel < 0) {
event->motion.xrel = SDL_min(-1, (int)(event->motion.xrel / (scale.x * renderer->dpi_scale.x)));
}
if (event->motion.yrel > 0) {
event->motion.yrel = SDL_max(1, (int)(event->motion.yrel / (scale.y * renderer->dpi_scale.y)));
} else if (event->motion.yrel < 0) {
event->motion.yrel = SDL_min(-1, (int)(event->motion.yrel / (scale.y * renderer->dpi_scale.y)));
}
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}
}
} else if (event->type == SDL_MOUSEBUTTONDOWN ||
event->type == SDL_MOUSEBUTTONUP) {
SDL_Window *window = SDL_GetWindowFromID(event->button.windowID);
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if (window == renderer->window) {
int logical_w, logical_h;
SDL_Rect viewport;
SDL_FPoint scale;
GetWindowViewportValues(renderer, &logical_w, &logical_h, &viewport, &scale);
if (logical_w) {
event->button.x -= (int)(viewport.x * renderer->dpi_scale.x);
event->button.y -= (int)(viewport.y * renderer->dpi_scale.y);
event->button.x = (int)(event->button.x / (scale.x * renderer->dpi_scale.x));
event->button.y = (int)(event->button.y / (scale.y * renderer->dpi_scale.y));
}
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}
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} else if (event->type == SDL_FINGERDOWN ||
event->type == SDL_FINGERUP ||
event->type == SDL_FINGERMOTION) {
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int logical_w, logical_h;
SDL_Rect viewport;
SDL_FPoint scale;
GetWindowViewportValues(renderer, &logical_w, &logical_h, &viewport, &scale);
if (logical_w) {
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int w = 1;
int h = 1;
SDL_GetRendererOutputSize(renderer, &w, &h);
event->tfinger.x *= (w - 1);
event->tfinger.y *= (h - 1);
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event->tfinger.x -= (viewport.x * renderer->dpi_scale.x);
event->tfinger.y -= (viewport.y * renderer->dpi_scale.y);
event->tfinger.x = (event->tfinger.x / (scale.x * renderer->dpi_scale.x));
event->tfinger.y = (event->tfinger.y / (scale.y * renderer->dpi_scale.y));
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if (logical_w > 1) {
event->tfinger.x = event->tfinger.x / (logical_w - 1);
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} else {
event->tfinger.x = 0.5f;
}
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if (logical_h > 1) {
event->tfinger.y = event->tfinger.y / (logical_h - 1);
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} else {
event->tfinger.y = 0.5f;
}
}
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}
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return 0;
}
int
SDL_CreateWindowAndRenderer(int width, int height, Uint32 window_flags,
SDL_Window **window, SDL_Renderer **renderer)
{
*window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
width, height, window_flags);
if (!*window) {
*renderer = NULL;
return -1;
}
*renderer = SDL_CreateRenderer(*window, -1, 0);
if (!*renderer) {
return -1;
}
return 0;
}
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static SDL_INLINE
void VerifyDrawQueueFunctions(const SDL_Renderer *renderer)
{
/* all of these functions are required to be implemented, even as no-ops, so we don't
have to check that they aren't NULL over and over. */
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SDL_assert(renderer->QueueSetViewport != NULL);
SDL_assert(renderer->QueueSetDrawColor != NULL);
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SDL_assert(renderer->QueueDrawPoints != NULL);
SDL_assert(renderer->QueueDrawLines != NULL);
SDL_assert(renderer->QueueFillRects != NULL);
SDL_assert(renderer->QueueCopy != NULL);
SDL_assert(renderer->RunCommandQueue != NULL);
}
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SDL_Renderer *
SDL_CreateRenderer(SDL_Window * window, int index, Uint32 flags)
{
#if !SDL_RENDER_DISABLED
SDL_Renderer *renderer = NULL;
int n = SDL_GetNumRenderDrivers();
837
SDL_bool batching = SDL_TRUE;
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const char *hint;
if (!window) {
SDL_SetError("Invalid window");
return NULL;
}
if (SDL_GetRenderer(window)) {
SDL_SetError("Renderer already associated with window");
return NULL;
}
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if (SDL_GetHint(SDL_HINT_RENDER_VSYNC)) {
if (SDL_GetHintBoolean(SDL_HINT_RENDER_VSYNC, SDL_TRUE)) {
852
flags |= SDL_RENDERER_PRESENTVSYNC;
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} else {
flags &= ~SDL_RENDERER_PRESENTVSYNC;
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}
}
if (index < 0) {
hint = SDL_GetHint(SDL_HINT_RENDER_DRIVER);
if (hint) {
for (index = 0; index < n; ++index) {
const SDL_RenderDriver *driver = render_drivers[index];
if (SDL_strcasecmp(hint, driver->info.name) == 0) {
/* Create a new renderer instance */
renderer = driver->CreateRenderer(window, flags);
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if (renderer) {
batching = SDL_FALSE;
}
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break;
}
}
}
if (!renderer) {
for (index = 0; index < n; ++index) {
const SDL_RenderDriver *driver = render_drivers[index];
if ((driver->info.flags & flags) == flags) {
/* Create a new renderer instance */
renderer = driver->CreateRenderer(window, flags);
if (renderer) {
/* Yay, we got one! */
break;
}
}
}
}
if (index == n) {
SDL_SetError("Couldn't find matching render driver");
return NULL;
}
} else {
if (index >= SDL_GetNumRenderDrivers()) {
SDL_SetError("index must be -1 or in the range of 0 - %d",
SDL_GetNumRenderDrivers() - 1);
return NULL;
}
/* Create a new renderer instance */
renderer = render_drivers[index]->CreateRenderer(window, flags);
901
batching = SDL_FALSE;
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}
if (renderer) {
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VerifyDrawQueueFunctions(renderer);
/* let app/user override batching decisions. */
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if (renderer->always_batch) {
batching = SDL_TRUE;
} else if (SDL_GetHint(SDL_HINT_RENDER_BATCHING)) {
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914
batching = SDL_GetHintBoolean(SDL_HINT_RENDER_BATCHING, SDL_TRUE);
}
renderer->batching = batching;
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renderer->magic = &renderer_magic;
renderer->window = window;
917
renderer->target_mutex = SDL_CreateMutex();
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renderer->scale.x = 1.0f;
renderer->scale.y = 1.0f;
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922
renderer->dpi_scale.x = 1.0f;
renderer->dpi_scale.y = 1.0f;
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/* new textures start at zero, so we start at 1 so first render doesn't flush by accident. */
renderer->render_command_generation = 1;
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if (window && renderer->GetOutputSize) {
int window_w, window_h;
int output_w, output_h;
if (renderer->GetOutputSize(renderer, &output_w, &output_h) == 0) {
SDL_GetWindowSize(renderer->window, &window_w, &window_h);
renderer->dpi_scale.x = (float)window_w / output_w;
renderer->dpi_scale.y = (float)window_h / output_h;
}
}
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if (SDL_GetWindowFlags(window) & (SDL_WINDOW_HIDDEN|SDL_WINDOW_MINIMIZED)) {
renderer->hidden = SDL_TRUE;
} else {
renderer->hidden = SDL_FALSE;
}
SDL_SetWindowData(window, SDL_WINDOWRENDERDATA, renderer);
SDL_RenderSetViewport(renderer, NULL);
SDL_AddEventWatch(SDL_RendererEventWatch, renderer);
SDL_LogInfo(SDL_LOG_CATEGORY_RENDER,
"Created renderer: %s", renderer->info.name);
}
return renderer;
#else
SDL_SetError("SDL not built with rendering support");
return NULL;
#endif
}
SDL_Renderer *
SDL_CreateSoftwareRenderer(SDL_Surface * surface)
{
#if !SDL_RENDER_DISABLED
SDL_Renderer *renderer;
renderer = SW_CreateRendererForSurface(surface);
if (renderer) {
967
VerifyDrawQueueFunctions(renderer);
968
renderer->magic = &renderer_magic;
969
renderer->target_mutex = SDL_CreateMutex();
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renderer->scale.x = 1.0f;
renderer->scale.y = 1.0f;
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/* new textures start at zero, so we start at 1 so first render doesn't flush by accident. */
renderer->render_command_generation = 1;
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SDL_RenderSetViewport(renderer, NULL);
}
return renderer;
#else
SDL_SetError("SDL not built with rendering support");
return NULL;
#endif /* !SDL_RENDER_DISABLED */
}
SDL_Renderer *
SDL_GetRenderer(SDL_Window * window)
{
return (SDL_Renderer *)SDL_GetWindowData(window, SDL_WINDOWRENDERDATA);
}
int
SDL_GetRendererInfo(SDL_Renderer * renderer, SDL_RendererInfo * info)
{
CHECK_RENDERER_MAGIC(renderer, -1);
*info = renderer->info;
return 0;
}
int