src/render/SDL_render.c
author Philipp Wiesemann <philipp.wiesemann@arcor.de>
Sat, 04 May 2013 22:44:03 +0200
changeset 7143 fa117b9cc89b
parent 7141 e276777b4247
child 7191 75360622e65f
permissions -rw-r--r--
Fixed SDL_RenderSetClipRect() returning undefined instead of -1 on error.
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/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
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  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely, subject to the following restrictions:
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  1. The origin of this software must not be misrepresented; you must not
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     claim that you wrote the original software. If you use this software
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     in a product, an acknowledgment in the product documentation would be
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     appreciated but is not required.
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  2. Altered source versions must be plainly marked as such, and must not be
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     misrepresented as being the original software.
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  3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_config.h"
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/* The SDL 2D rendering system */
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#include "SDL_hints.h"
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#include "SDL_log.h"
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#include "SDL_render.h"
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#include "SDL_sysrender.h"
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#include "software/SDL_render_sw_c.h"
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#define SDL_WINDOWRENDERDATA    "_SDL_WindowRenderData"
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#define CHECK_RENDERER_MAGIC(renderer, retval) \
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    if (!renderer || renderer->magic != &renderer_magic) { \
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        SDL_SetError("Invalid renderer"); \
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        return retval; \
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    }
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#define CHECK_TEXTURE_MAGIC(texture, retval) \
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    if (!texture || texture->magic != &texture_magic) { \
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        SDL_SetError("Invalid texture"); \
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        return retval; \
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    }
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#if !SDL_RENDER_DISABLED
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static const SDL_RenderDriver *render_drivers[] = {
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#if SDL_VIDEO_RENDER_D3D
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    &D3D_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_OGL
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    &GL_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_OGL_ES2
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    &GLES2_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_OGL_ES
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    &GLES_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_DIRECTFB
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    &DirectFB_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_PSP
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    &PSP_RenderDriver,
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#endif
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    &SW_RenderDriver
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};
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#endif /* !SDL_RENDER_DISABLED */
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static char renderer_magic;
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static char texture_magic;
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static int UpdateLogicalSize(SDL_Renderer *renderer);
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int
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SDL_GetNumRenderDrivers(void)
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{
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#if !SDL_RENDER_DISABLED
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    return SDL_arraysize(render_drivers);
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#else
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    return 0;
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#endif
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}
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int
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SDL_GetRenderDriverInfo(int index, SDL_RendererInfo * info)
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{
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#if !SDL_RENDER_DISABLED
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    if (index < 0 || index >= SDL_GetNumRenderDrivers()) {
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        return SDL_SetError("index must be in the range of 0 - %d",
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                            SDL_GetNumRenderDrivers() - 1);
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    }
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    *info = render_drivers[index]->info;
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    return 0;
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#else
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    return SDL_SetError("SDL not built with rendering support");
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#endif
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}
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static int
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SDL_RendererEventWatch(void *userdata, SDL_Event *event)
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{
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    SDL_Renderer *renderer = (SDL_Renderer *)userdata;
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    if (event->type == SDL_WINDOWEVENT) {
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        SDL_Window *window = SDL_GetWindowFromID(event->window.windowID);
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        if (window == renderer->window) {
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            if (renderer->WindowEvent) {
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                renderer->WindowEvent(renderer, &event->window);
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            }
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            if (event->window.event == SDL_WINDOWEVENT_RESIZED) {
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                if (renderer->logical_w) {
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                    /* We'll update the renderer in the SIZE_CHANGED event */
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                } else {
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                    /* Try to keep the previous viewport centered */
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                    int w, h;
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                    SDL_GetWindowSize(window, &w, &h);
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                    if (renderer->target) {
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                        renderer->viewport_backup.x = (w - renderer->viewport_backup.w) / 2;
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                        renderer->viewport_backup.y = (h - renderer->viewport_backup.h) / 2;
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                    } else {
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                        renderer->viewport.x = (w - renderer->viewport.w) / 2;
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                        renderer->viewport.y = (h - renderer->viewport.h) / 2;
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                        renderer->UpdateViewport(renderer);
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                    }
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                }
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                renderer->resized = SDL_TRUE;
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            } else 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 if (!renderer->resized) {
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                    /* Window was programmatically resized, reset viewport */
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                    int w, h;
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                    SDL_GetWindowSize(window, &w, &h);
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                    if (renderer->target) {
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                        renderer->viewport_backup.x = 0;
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                        renderer->viewport_backup.y = 0;
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                        renderer->viewport_backup.w = w;
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                        renderer->viewport_backup.h = h;
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                    } else {
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                        renderer->viewport.x = 0;
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                        renderer->viewport.y = 0;
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                        renderer->viewport.w = w;
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                        renderer->viewport.h = h;
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                        renderer->UpdateViewport(renderer);
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                    }
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                }
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                renderer->resized = SDL_FALSE;
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            } else if (event->window.event == SDL_WINDOWEVENT_HIDDEN) {
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                renderer->hidden = SDL_TRUE;
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            } else if (event->window.event == SDL_WINDOWEVENT_SHOWN) {
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                if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)) {
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                    renderer->hidden = SDL_FALSE;
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                }
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            } else if (event->window.event == SDL_WINDOWEVENT_MINIMIZED) {
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                renderer->hidden = SDL_TRUE;
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            } else if (event->window.event == SDL_WINDOWEVENT_RESTORED) {
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                if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_HIDDEN)) {
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                    renderer->hidden = SDL_FALSE;
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                }
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            }
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        }
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    } else if (event->type == SDL_MOUSEMOTION) {
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        if (renderer->logical_w) {
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            event->motion.x -= renderer->viewport.x;
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            event->motion.y -= renderer->viewport.y;
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            event->motion.x = (int)(event->motion.x / renderer->scale.x);
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            event->motion.y = (int)(event->motion.y / renderer->scale.y);
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        }
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    } else if (event->type == SDL_MOUSEBUTTONDOWN ||
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               event->type == SDL_MOUSEBUTTONUP) {
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        if (renderer->logical_w) {
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            event->button.x -= renderer->viewport.x;
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            event->button.y -= renderer->viewport.y;
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            event->button.x = (int)(event->button.x / renderer->scale.x);
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            event->button.y = (int)(event->button.y / renderer->scale.y);
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        }
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    }
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    return 0;
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}
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int
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SDL_CreateWindowAndRenderer(int width, int height, Uint32 window_flags,
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                            SDL_Window **window, SDL_Renderer **renderer)
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{
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    *window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED,
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                                     SDL_WINDOWPOS_UNDEFINED,
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                                     width, height, window_flags);
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    if (!*window) {
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        *renderer = NULL;
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        return -1;
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    }
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    *renderer = SDL_CreateRenderer(*window, -1, 0);
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    if (!*renderer) {
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        return -1;
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    }
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    return 0;
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}
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SDL_Renderer *
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SDL_CreateRenderer(SDL_Window * window, int index, Uint32 flags)
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{
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#if !SDL_RENDER_DISABLED
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    SDL_Renderer *renderer = NULL;
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    int n = SDL_GetNumRenderDrivers();
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    const char *hint;
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    if (!window) {
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        SDL_SetError("Invalid window");
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        return NULL;
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    }
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    if (SDL_GetRenderer(window)) {
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        SDL_SetError("Renderer already associated with window");
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        return NULL;
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    }
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    hint = SDL_GetHint(SDL_HINT_RENDER_VSYNC);
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    if (hint) {
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        if (*hint == '0') {
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            flags &= ~SDL_RENDERER_PRESENTVSYNC;
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        } else {
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            flags |= SDL_RENDERER_PRESENTVSYNC;
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        }
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    }
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    if (index < 0) {
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        hint = SDL_GetHint(SDL_HINT_RENDER_DRIVER);
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        if (hint) {
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            for (index = 0; index < n; ++index) {
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                const SDL_RenderDriver *driver = render_drivers[index];
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                if (SDL_strcasecmp(hint, driver->info.name) == 0) {
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                    /* Create a new renderer instance */
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                    renderer = driver->CreateRenderer(window, flags);
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                    break;
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                }
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            }
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        }
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        if (!renderer) {
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            for (index = 0; index < n; ++index) {
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                const SDL_RenderDriver *driver = render_drivers[index];
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                if ((driver->info.flags & flags) == flags) {
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                    /* Create a new renderer instance */
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                    renderer = driver->CreateRenderer(window, flags);
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                    if (renderer) {
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                        /* Yay, we got one! */
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                        break;
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                    }
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                }
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            }
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        }
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        if (index == n) {
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            SDL_SetError("Couldn't find matching render driver");
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            return NULL;
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        }
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    } else {
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        if (index >= SDL_GetNumRenderDrivers()) {
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            SDL_SetError("index must be -1 or in the range of 0 - %d",
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                         SDL_GetNumRenderDrivers() - 1);
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            return NULL;
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        }
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        /* Create a new renderer instance */
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        renderer = render_drivers[index]->CreateRenderer(window, flags);
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    }
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    if (renderer) {
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        renderer->magic = &renderer_magic;
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        renderer->window = window;
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        renderer->scale.x = 1.0f;
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        renderer->scale.y = 1.0f;
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        if (SDL_GetWindowFlags(window) & (SDL_WINDOW_HIDDEN|SDL_WINDOW_MINIMIZED)) {
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            renderer->hidden = SDL_TRUE;
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        } else {
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            renderer->hidden = SDL_FALSE;
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        }
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   286
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   287
        SDL_SetWindowData(window, SDL_WINDOWRENDERDATA, renderer);
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   289
        SDL_RenderSetViewport(renderer, NULL);
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   290
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   291
        SDL_AddEventWatch(SDL_RendererEventWatch, renderer);
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   292
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        SDL_LogInfo(SDL_LOG_CATEGORY_RENDER,
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   294
                    "Created renderer: %s", renderer->info.name);
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   295
    }
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   296
    return renderer;
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#else
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   298
    SDL_SetError("SDL not built with rendering support");
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   299
    return NULL;
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   300
#endif
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   301
}
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   302
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   303
SDL_Renderer *
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   304
SDL_CreateSoftwareRenderer(SDL_Surface * surface)
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   305
{
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   306
#if !SDL_RENDER_DISABLED
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   307
    SDL_Renderer *renderer;
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   308
slouken@5297
   309
    renderer = SW_CreateRendererForSurface(surface);
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   310
slouken@5297
   311
    if (renderer) {
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   312
        renderer->magic = &renderer_magic;
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   313
        renderer->scale.x = 1.0f;
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   314
        renderer->scale.y = 1.0f;
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   315
slouken@5297
   316
        SDL_RenderSetViewport(renderer, NULL);
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   317
    }
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   318
    return renderer;
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   319
#else
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   320
    SDL_SetError("SDL not built with rendering support");
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   321
    return NULL;
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   322
#endif /* !SDL_RENDER_DISABLED */
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   323
}
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   324
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   325
SDL_Renderer *
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   326
SDL_GetRenderer(SDL_Window * window)
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   327
{
slouken@5528
   328
    return (SDL_Renderer *)SDL_GetWindowData(window, SDL_WINDOWRENDERDATA);
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   329
}
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   330
slouken@5154
   331
int
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   332
SDL_GetRendererInfo(SDL_Renderer * renderer, SDL_RendererInfo * info)
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   333
{
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   334
    CHECK_RENDERER_MAGIC(renderer, -1);
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   335
slouken@5154
   336
    *info = renderer->info;
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   337
    return 0;
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   338
}
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   339
slouken@5156
   340
static SDL_bool
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   341
IsSupportedFormat(SDL_Renderer * renderer, Uint32 format)
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   342
{
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   343
    Uint32 i;
slouken@5156
   344
slouken@5156
   345
    for (i = 0; i < renderer->info.num_texture_formats; ++i) {
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   346
        if (renderer->info.texture_formats[i] == format) {
slouken@5156
   347
            return SDL_TRUE;
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   348
        }
slouken@5156
   349
    }
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   350
    return SDL_FALSE;
slouken@5156
   351
}
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   352
slouken@5156
   353
static Uint32
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   354
GetClosestSupportedFormat(SDL_Renderer * renderer, Uint32 format)
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   355
{
slouken@5156
   356
    Uint32 i;
slouken@5156
   357
slouken@5268
   358
    if (SDL_ISPIXELFORMAT_FOURCC(format)) {
slouken@5268
   359
        /* Look for an exact match */
slouken@5268
   360
        for (i = 0; i < renderer->info.num_texture_formats; ++i) {
slouken@5268
   361
            if (renderer->info.texture_formats[i] == format) {
slouken@5268
   362
                return renderer->info.texture_formats[i];
slouken@5268
   363
            }
slouken@5268
   364
        }
slouken@5268
   365
    } else {
slouken@5268
   366
        SDL_bool hasAlpha = SDL_ISPIXELFORMAT_ALPHA(format);
slouken@5268
   367
slouken@5268
   368
        /* We just want to match the first format that has the same channels */
slouken@5268
   369
        for (i = 0; i < renderer->info.num_texture_formats; ++i) {
slouken@5300
   370
            if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
slouken@5300
   371
                SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == hasAlpha) {
slouken@5268
   372
                return renderer->info.texture_formats[i];
slouken@5268
   373
            }
slouken@5156
   374
        }
slouken@5156
   375
    }
slouken@5156
   376
    return renderer->info.texture_formats[0];
slouken@5156
   377
}
slouken@5156
   378
slouken@5154
   379
SDL_Texture *
slouken@5154
   380
SDL_CreateTexture(SDL_Renderer * renderer, Uint32 format, int access, int w, int h)
slouken@5154
   381
{
slouken@5154
   382
    SDL_Texture *texture;
slouken@5154
   383
slouken@5154
   384
    CHECK_RENDERER_MAGIC(renderer, NULL);
slouken@5154
   385
slouken@5413
   386
    if (!format) {
slouken@5413
   387
        format = renderer->info.texture_formats[0];
slouken@5413
   388
    }
slouken@5156
   389
    if (SDL_ISPIXELFORMAT_INDEXED(format)) {
slouken@5156
   390
        SDL_SetError("Palettized textures are not supported");
slouken@5156
   391
        return NULL;
slouken@5156
   392
    }
slouken@5154
   393
    if (w <= 0 || h <= 0) {
slouken@5154
   394
        SDL_SetError("Texture dimensions can't be 0");
slouken@5156
   395
        return NULL;
slouken@5154
   396
    }
slouken@5154
   397
    texture = (SDL_Texture *) SDL_calloc(1, sizeof(*texture));
slouken@5154
   398
    if (!texture) {
slouken@5154
   399
        SDL_OutOfMemory();
slouken@5156
   400
        return NULL;
slouken@5154
   401
    }
slouken@5154
   402
    texture->magic = &texture_magic;
slouken@5154
   403
    texture->format = format;
slouken@5154
   404
    texture->access = access;
slouken@5154
   405
    texture->w = w;
slouken@5154
   406
    texture->h = h;
slouken@5154
   407
    texture->r = 255;
slouken@5154
   408
    texture->g = 255;
slouken@5154
   409
    texture->b = 255;
slouken@5154
   410
    texture->a = 255;
slouken@5154
   411
    texture->renderer = renderer;
slouken@5154
   412
    texture->next = renderer->textures;
slouken@5154
   413
    if (renderer->textures) {
slouken@5154
   414
        renderer->textures->prev = texture;
slouken@5154
   415
    }
slouken@5154
   416
    renderer->textures = texture;
slouken@5154
   417
slouken@5156
   418
    if (IsSupportedFormat(renderer, format)) {
slouken@5156
   419
        if (renderer->CreateTexture(renderer, texture) < 0) {
slouken@5156
   420
            SDL_DestroyTexture(texture);
slouken@5156
   421
            return 0;
slouken@5156
   422
        }
slouken@5156
   423
    } else {
slouken@5156
   424
        texture->native = SDL_CreateTexture(renderer,
slouken@5156
   425
                                GetClosestSupportedFormat(renderer, format),
slouken@5156
   426
                                access, w, h);
slouken@5156
   427
        if (!texture->native) {
slouken@5156
   428
            SDL_DestroyTexture(texture);
slouken@5156
   429
            return NULL;
slouken@5156
   430
        }
slouken@5156
   431
slouken@6497
   432
        /* Swap textures to have texture before texture->native in the list */
slouken@6497
   433
        texture->native->next = texture->next;
slouken@6533
   434
        if (texture->native->next) {
slouken@6533
   435
            texture->native->next->prev = texture->native;
slouken@6533
   436
        }
slouken@6497
   437
        texture->prev = texture->native->prev;
slouken@6533
   438
        if (texture->prev) {
slouken@6533
   439
            texture->prev->next = texture;
slouken@6533
   440
        }
slouken@6497
   441
        texture->native->prev = texture;
slouken@6497
   442
        texture->next = texture->native;
slouken@6497
   443
        renderer->textures = texture;
slouken@6497
   444
slouken@5156
   445
        if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
slouken@5156
   446
            texture->yuv = SDL_SW_CreateYUVTexture(format, w, h);
slouken@5156
   447
            if (!texture->yuv) {
slouken@5156
   448
                SDL_DestroyTexture(texture);
slouken@5156
   449
                return NULL;
slouken@5156
   450
            }
slouken@5156
   451
        } else if (access == SDL_TEXTUREACCESS_STREAMING) {
slouken@5156
   452
            /* The pitch is 4 byte aligned */
slouken@5156
   453
            texture->pitch = (((w * SDL_BYTESPERPIXEL(format)) + 3) & ~3);
slouken@5342
   454
            texture->pixels = SDL_calloc(1, texture->pitch * h);
slouken@5156
   455
            if (!texture->pixels) {
slouken@5156
   456
                SDL_DestroyTexture(texture);
slouken@5156
   457
                return NULL;
slouken@5156
   458
            }
slouken@5156
   459
        }
slouken@5154
   460
    }
slouken@5154
   461
    return texture;
slouken@5154
   462
}
slouken@5154
   463
slouken@5154
   464
SDL_Texture *
slouken@5158
   465
SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface)
slouken@5154
   466
{
slouken@5158
   467
    const SDL_PixelFormat *fmt;
slouken@5158
   468
    SDL_bool needAlpha;
slouken@5158
   469
    Uint32 i;
slouken@5158
   470
    Uint32 format;
slouken@5158
   471
    SDL_Texture *texture;
slouken@5154
   472
slouken@5154
   473
    CHECK_RENDERER_MAGIC(renderer, NULL);
slouken@5154
   474
slouken@5154
   475
    if (!surface) {
slouken@5154
   476
        SDL_SetError("SDL_CreateTextureFromSurface() passed NULL surface");
slouken@5154
   477
        return NULL;
slouken@5154
   478
    }
slouken@5158
   479
slouken@5158
   480
    /* See what the best texture format is */
slouken@5154
   481
    fmt = surface->format;
slouken@5158
   482
    if (fmt->Amask || SDL_GetColorKey(surface, NULL) == 0) {
slouken@5158
   483
        needAlpha = SDL_TRUE;
slouken@5154
   484
    } else {
slouken@5158
   485
        needAlpha = SDL_FALSE;
slouken@5158
   486
    }
slouken@5158
   487
    format = renderer->info.texture_formats[0];
slouken@5158
   488
    for (i = 0; i < renderer->info.num_texture_formats; ++i) {
slouken@5268
   489
        if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
slouken@5268
   490
            SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == needAlpha) {
slouken@5158
   491
            format = renderer->info.texture_formats[i];
slouken@5158
   492
            break;
slouken@5154
   493
        }
slouken@5154
   494
    }
slouken@5154
   495
slouken@5158
   496
    texture = SDL_CreateTexture(renderer, format, SDL_TEXTUREACCESS_STATIC,
slouken@5158
   497
                                surface->w, surface->h);
slouken@5154
   498
    if (!texture) {
slouken@5158
   499
        return NULL;
slouken@5154
   500
    }
slouken@5158
   501
slouken@5288
   502
    if (format == surface->format->format) {
slouken@5154
   503
        if (SDL_MUSTLOCK(surface)) {
slouken@5154
   504
            SDL_LockSurface(surface);
slouken@5158
   505
            SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
slouken@5154
   506
            SDL_UnlockSurface(surface);
slouken@5154
   507
        } else {
slouken@5158
   508
            SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
slouken@5154
   509
        }
slouken@5154
   510
    } else {
slouken@5297
   511
        SDL_PixelFormat *dst_fmt;
slouken@5158
   512
        SDL_Surface *temp = NULL;
slouken@5154
   513
slouken@5154
   514
        /* Set up a destination surface for the texture update */
slouken@5297
   515
        dst_fmt = SDL_AllocFormat(format);
slouken@5297
   516
        temp = SDL_ConvertSurface(surface, dst_fmt, 0);
slouken@5297
   517
        SDL_FreeFormat(dst_fmt);
slouken@5158
   518
        if (temp) {
slouken@5158
   519
            SDL_UpdateTexture(texture, NULL, temp->pixels, temp->pitch);
slouken@5158
   520
            SDL_FreeSurface(temp);
slouken@5158
   521
        } else {
slouken@5154
   522
            SDL_DestroyTexture(texture);
slouken@5158
   523
            return NULL;
slouken@5154
   524
        }
slouken@5154
   525
    }
slouken@5154
   526
slouken@5154
   527
    {
slouken@5154
   528
        Uint8 r, g, b, a;
slouken@5154
   529
        SDL_BlendMode blendMode;
slouken@5154
   530
slouken@5154
   531
        SDL_GetSurfaceColorMod(surface, &r, &g, &b);
slouken@5154
   532
        SDL_SetTextureColorMod(texture, r, g, b);
slouken@5154
   533
slouken@5154
   534
        SDL_GetSurfaceAlphaMod(surface, &a);
slouken@5154
   535
        SDL_SetTextureAlphaMod(texture, a);
slouken@5154
   536
slouken@5154
   537
        if (SDL_GetColorKey(surface, NULL) == 0) {
slouken@5154
   538
            /* We converted to a texture with alpha format */
slouken@5154
   539
            SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
slouken@5154
   540
        } else {
slouken@5154
   541
            SDL_GetSurfaceBlendMode(surface, &blendMode);
slouken@5154
   542
            SDL_SetTextureBlendMode(texture, blendMode);
slouken@5154
   543
        }
slouken@5154
   544
    }
slouken@5154
   545
    return texture;
slouken@5154
   546
}
slouken@5154
   547
slouken@5154
   548
int
slouken@5154
   549
SDL_QueryTexture(SDL_Texture * texture, Uint32 * format, int *access,
slouken@5154
   550
                 int *w, int *h)
slouken@5154
   551
{
slouken@5154
   552
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   553
slouken@5154
   554
    if (format) {
slouken@5154
   555
        *format = texture->format;
slouken@5154
   556
    }
slouken@5154
   557
    if (access) {
slouken@5154
   558
        *access = texture->access;
slouken@5154
   559
    }
slouken@5154
   560
    if (w) {
slouken@5154
   561
        *w = texture->w;
slouken@5154
   562
    }
slouken@5154
   563
    if (h) {
slouken@5154
   564
        *h = texture->h;
slouken@5154
   565
    }
slouken@5154
   566
    return 0;
slouken@5154
   567
}
slouken@5154
   568
slouken@5154
   569
int
slouken@5154
   570
SDL_SetTextureColorMod(SDL_Texture * texture, Uint8 r, Uint8 g, Uint8 b)
slouken@5154
   571
{
slouken@5154
   572
    SDL_Renderer *renderer;
slouken@5154
   573
slouken@5154
   574
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   575
slouken@5154
   576
    renderer = texture->renderer;
slouken@5154
   577
    if (r < 255 || g < 255 || b < 255) {
slouken@5154
   578
        texture->modMode |= SDL_TEXTUREMODULATE_COLOR;
slouken@5154
   579
    } else {
slouken@5154
   580
        texture->modMode &= ~SDL_TEXTUREMODULATE_COLOR;
slouken@5154
   581
    }
slouken@5154
   582
    texture->r = r;
slouken@5154
   583
    texture->g = g;
slouken@5154
   584
    texture->b = b;
slouken@5156
   585
    if (texture->native) {
slouken@5156
   586
        return SDL_SetTextureColorMod(texture->native, r, g, b);
slouken@5156
   587
    } else if (renderer->SetTextureColorMod) {
slouken@5154
   588
        return renderer->SetTextureColorMod(renderer, texture);
slouken@5154
   589
    } else {
slouken@5154
   590
        return 0;
slouken@5154
   591
    }
slouken@5154
   592
}
slouken@5154
   593
slouken@5154
   594
int
slouken@5154
   595
SDL_GetTextureColorMod(SDL_Texture * texture, Uint8 * r, Uint8 * g,
slouken@5154
   596
                       Uint8 * b)
slouken@5154
   597
{
slouken@5154
   598
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   599
slouken@5154
   600
    if (r) {
slouken@5154
   601
        *r = texture->r;
slouken@5154
   602
    }
slouken@5154
   603
    if (g) {
slouken@5154
   604
        *g = texture->g;
slouken@5154
   605
    }
slouken@5154
   606
    if (b) {
slouken@5154
   607
        *b = texture->b;
slouken@5154
   608
    }
slouken@5154
   609
    return 0;
slouken@5154
   610
}
slouken@5154
   611
slouken@5154
   612
int
slouken@5154
   613
SDL_SetTextureAlphaMod(SDL_Texture * texture, Uint8 alpha)
slouken@5154
   614
{
slouken@5154
   615
    SDL_Renderer *renderer;
slouken@5154
   616
slouken@5154
   617
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   618
slouken@5154
   619
    renderer = texture->renderer;
slouken@5154
   620
    if (alpha < 255) {
slouken@5154
   621
        texture->modMode |= SDL_TEXTUREMODULATE_ALPHA;
slouken@5154
   622
    } else {
slouken@5154
   623
        texture->modMode &= ~SDL_TEXTUREMODULATE_ALPHA;
slouken@5154
   624
    }
slouken@5154
   625
    texture->a = alpha;
slouken@5156
   626
    if (texture->native) {
slouken@5156
   627
        return SDL_SetTextureAlphaMod(texture->native, alpha);
slouken@5156
   628
    } else if (renderer->SetTextureAlphaMod) {
slouken@5154
   629
        return renderer->SetTextureAlphaMod(renderer, texture);
slouken@5154
   630
    } else {
slouken@5154
   631
        return 0;
slouken@5154
   632
    }
slouken@5154
   633
}
slouken@5154
   634
slouken@5154
   635
int
slouken@5154
   636
SDL_GetTextureAlphaMod(SDL_Texture * texture, Uint8 * alpha)
slouken@5154
   637
{
slouken@5154
   638
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   639
slouken@5154
   640
    if (alpha) {
slouken@5154
   641
        *alpha = texture->a;
slouken@5154
   642
    }
slouken@5154
   643
    return 0;
slouken@5154
   644
}
slouken@5154
   645
slouken@5154
   646
int
slouken@5154
   647
SDL_SetTextureBlendMode(SDL_Texture * texture, SDL_BlendMode blendMode)
slouken@5154
   648
{
slouken@5154
   649
    SDL_Renderer *renderer;
slouken@5154
   650
slouken@5154
   651
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   652
slouken@5154
   653
    renderer = texture->renderer;
slouken@5154
   654
    texture->blendMode = blendMode;
slouken@5156
   655
    if (texture->native) {
slouken@5180
   656
        return SDL_SetTextureBlendMode(texture->native, blendMode);
slouken@5156
   657
    } else if (renderer->SetTextureBlendMode) {
slouken@5154
   658
        return renderer->SetTextureBlendMode(renderer, texture);
slouken@5154
   659
    } else {
slouken@5154
   660
        return 0;
slouken@5154
   661
    }
slouken@5154
   662
}
slouken@5154
   663
slouken@5154
   664
int
slouken@5154
   665
SDL_GetTextureBlendMode(SDL_Texture * texture, SDL_BlendMode *blendMode)
slouken@5154
   666
{
slouken@5154
   667
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   668
slouken@5154
   669
    if (blendMode) {
slouken@5154
   670
        *blendMode = texture->blendMode;
slouken@5154
   671
    }
slouken@5154
   672
    return 0;
slouken@5154
   673
}
slouken@5154
   674
slouken@5156
   675
static int
slouken@5156
   676
SDL_UpdateTextureYUV(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5156
   677
                     const void *pixels, int pitch)
slouken@5156
   678
{
slouken@5156
   679
    SDL_Texture *native = texture->native;
slouken@5156
   680
    SDL_Rect full_rect;
slouken@5156
   681
slouken@5156
   682
    if (SDL_SW_UpdateYUVTexture(texture->yuv, rect, pixels, pitch) < 0) {
slouken@5156
   683
        return -1;
slouken@5156
   684
    }
slouken@5156
   685
slouken@5156
   686
    full_rect.x = 0;
slouken@5156
   687
    full_rect.y = 0;
slouken@5156
   688
    full_rect.w = texture->w;
slouken@5156
   689
    full_rect.h = texture->h;
slouken@5156
   690
    rect = &full_rect;
slouken@5156
   691
slouken@5156
   692
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
slouken@5156
   693
        /* We can lock the texture and copy to it */
slouken@5156
   694
        void *native_pixels;
slouken@5156
   695
        int native_pitch;
slouken@5156
   696
slouken@5156
   697
        if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
slouken@5156
   698
            return -1;
slouken@5156
   699
        }
slouken@5156
   700
        SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
slouken@5156
   701
                            rect->w, rect->h, native_pixels, native_pitch);
slouken@5156
   702
        SDL_UnlockTexture(native);
slouken@5156
   703
    } else {
slouken@5156
   704
        /* Use a temporary buffer for updating */
slouken@5156
   705
        void *temp_pixels;
slouken@5156
   706
        int temp_pitch;
slouken@5156
   707
slouken@5156
   708
        temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
slouken@5156
   709
        temp_pixels = SDL_malloc(rect->h * temp_pitch);
slouken@5156
   710
        if (!temp_pixels) {
icculus@7037
   711
            return SDL_OutOfMemory();
slouken@5156
   712
        }
slouken@5156
   713
        SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
slouken@5156
   714
                            rect->w, rect->h, temp_pixels, temp_pitch);
slouken@5156
   715
        SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
slouken@5156
   716
        SDL_free(temp_pixels);
slouken@5156
   717
    }
slouken@5156
   718
    return 0;
slouken@5156
   719
}
slouken@5156
   720
slouken@5156
   721
static int
slouken@5156
   722
SDL_UpdateTextureNative(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5156
   723
                        const void *pixels, int pitch)
slouken@5156
   724
{
slouken@5156
   725
    SDL_Texture *native = texture->native;
slouken@5156
   726
slouken@5156
   727
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
slouken@5156
   728
        /* We can lock the texture and copy to it */
slouken@5156
   729
        void *native_pixels;
slouken@5156
   730
        int native_pitch;
slouken@5156
   731
slouken@5156
   732
        if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
slouken@5156
   733
            return -1;
slouken@5156
   734
        }
slouken@5156
   735
        SDL_ConvertPixels(rect->w, rect->h,
slouken@5156
   736
                          texture->format, pixels, pitch,
slouken@5156
   737
                          native->format, native_pixels, native_pitch);
slouken@5156
   738
        SDL_UnlockTexture(native);
slouken@5156
   739
    } else {
slouken@5156
   740
        /* Use a temporary buffer for updating */
slouken@5156
   741
        void *temp_pixels;
slouken@5156
   742
        int temp_pitch;
slouken@5156
   743
slouken@5156
   744
        temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
slouken@5156
   745
        temp_pixels = SDL_malloc(rect->h * temp_pitch);
slouken@5156
   746
        if (!temp_pixels) {
icculus@7037
   747
            return SDL_OutOfMemory();
slouken@5156
   748
        }
slouken@5156
   749
        SDL_ConvertPixels(rect->w, rect->h,
slouken@5156
   750
                          texture->format, pixels, pitch,
slouken@5156
   751
                          native->format, temp_pixels, temp_pitch);
slouken@5156
   752
        SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
slouken@5156
   753
        SDL_free(temp_pixels);
slouken@5156
   754
    }
slouken@5156
   755
    return 0;
slouken@5156
   756
}
slouken@5156
   757
slouken@5154
   758
int
slouken@5154
   759
SDL_UpdateTexture(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5154
   760
                  const void *pixels, int pitch)
slouken@5154
   761
{
slouken@5154
   762
    SDL_Renderer *renderer;
slouken@5154
   763
    SDL_Rect full_rect;
slouken@5154
   764
slouken@5154
   765
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   766
slouken@5154
   767
    if (!rect) {
slouken@5154
   768
        full_rect.x = 0;
slouken@5154
   769
        full_rect.y = 0;
slouken@5154
   770
        full_rect.w = texture->w;
slouken@5154
   771
        full_rect.h = texture->h;
slouken@5154
   772
        rect = &full_rect;
slouken@5154
   773
    }
slouken@5156
   774
slouken@5156
   775
    if (texture->yuv) {
slouken@5156
   776
        return SDL_UpdateTextureYUV(texture, rect, pixels, pitch);
slouken@5156
   777
    } else if (texture->native) {
slouken@5156
   778
        return SDL_UpdateTextureNative(texture, rect, pixels, pitch);
slouken@5156
   779
    } else {
slouken@5156
   780
        renderer = texture->renderer;
slouken@5156
   781
        return renderer->UpdateTexture(renderer, texture, rect, pixels, pitch);
slouken@5156
   782
    }
slouken@5156
   783
}
slouken@5156
   784
slouken@5156
   785
static int
slouken@5156
   786
SDL_LockTextureYUV(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5156
   787
                   void **pixels, int *pitch)
slouken@5156
   788
{
slouken@5156
   789
    return SDL_SW_LockYUVTexture(texture->yuv, rect, pixels, pitch);
slouken@5156
   790
}
slouken@5156
   791
slouken@5156
   792
static int
slouken@5156
   793
SDL_LockTextureNative(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5156
   794
                      void **pixels, int *pitch)
slouken@5156
   795
{
slouken@5156
   796
    texture->locked_rect = *rect;
slouken@5156
   797
    *pixels = (void *) ((Uint8 *) texture->pixels +
slouken@5156
   798
                        rect->y * texture->pitch +
slouken@5156
   799
                        rect->x * SDL_BYTESPERPIXEL(texture->format));
slouken@5156
   800
    *pitch = texture->pitch;
slouken@5156
   801
    return 0;
slouken@5154
   802
}
slouken@5154
   803
slouken@5154
   804
int
slouken@5156
   805
SDL_LockTexture(SDL_Texture * texture, const SDL_Rect * rect,
slouken@5154
   806
                void **pixels, int *pitch)
slouken@5154
   807
{
slouken@5154
   808
    SDL_Renderer *renderer;
slouken@5154
   809
    SDL_Rect full_rect;
slouken@5154
   810
slouken@5154
   811
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
   812
slouken@5154
   813
    if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
icculus@7037
   814
        return SDL_SetError("SDL_LockTexture(): texture must be streaming");
slouken@5154
   815
    }
slouken@5156
   816
slouken@5154
   817
    if (!rect) {
slouken@5154
   818
        full_rect.x = 0;
slouken@5154
   819
        full_rect.y = 0;
slouken@5154
   820
        full_rect.w = texture->w;
slouken@5154
   821
        full_rect.h = texture->h;
slouken@5154
   822
        rect = &full_rect;
slouken@5154
   823
    }
slouken@5156
   824
slouken@5156
   825
    if (texture->yuv) {
slouken@5156
   826
        return SDL_LockTextureYUV(texture, rect, pixels, pitch);
slouken@5156
   827
    } else if (texture->native) {
slouken@5156
   828
        return SDL_LockTextureNative(texture, rect, pixels, pitch);
slouken@5156
   829
    } else {
slouken@5156
   830
        renderer = texture->renderer;
slouken@5156
   831
        return renderer->LockTexture(renderer, texture, rect, pixels, pitch);
slouken@5156
   832
    }
slouken@5156
   833
}
slouken@5156
   834
slouken@5156
   835
static void
slouken@5156
   836
SDL_UnlockTextureYUV(SDL_Texture * texture)
slouken@5156
   837
{
slouken@5156
   838
    SDL_Texture *native = texture->native;
slouken@5156
   839
    void *native_pixels;
slouken@5156
   840
    int native_pitch;
slouken@5156
   841
    SDL_Rect rect;
slouken@5156
   842
slouken@5156
   843
    rect.x = 0;
slouken@5156
   844
    rect.y = 0;
slouken@5156
   845
    rect.w = texture->w;
slouken@5156
   846
    rect.h = texture->h;
slouken@5156
   847
slouken@5156
   848
    if (SDL_LockTexture(native, &rect, &native_pixels, &native_pitch) < 0) {
slouken@5156
   849
        return;
slouken@5156
   850
    }
slouken@5156
   851
    SDL_SW_CopyYUVToRGB(texture->yuv, &rect, native->format,
slouken@5156
   852
                        rect.w, rect.h, native_pixels, native_pitch);
slouken@5156
   853
    SDL_UnlockTexture(native);
slouken@5156
   854
}
slouken@5156
   855
slouken@6044
   856
static void
slouken@5156
   857
SDL_UnlockTextureNative(SDL_Texture * texture)
slouken@5156
   858
{
slouken@5156
   859
    SDL_Texture *native = texture->native;
slouken@5156
   860
    void *native_pixels;
slouken@5156
   861
    int native_pitch;
slouken@5156
   862
    const SDL_Rect *rect = &texture->locked_rect;
slouken@5156
   863
    const void* pixels = (void *) ((Uint8 *) texture->pixels +
slouken@5156
   864
                        rect->y * texture->pitch +
slouken@5156
   865
                        rect->x * SDL_BYTESPERPIXEL(texture->format));
slouken@5156
   866
    int pitch = texture->pitch;
slouken@5156
   867
slouken@5156
   868
    if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
slouken@5156
   869
        return;
slouken@5156
   870
    }
slouken@5156
   871
    SDL_ConvertPixels(rect->w, rect->h,
slouken@5156
   872
                      texture->format, pixels, pitch,
slouken@5156
   873
                      native->format, native_pixels, native_pitch);
slouken@5156
   874
    SDL_UnlockTexture(native);
slouken@5154
   875
}
slouken@5154
   876
slouken@5154
   877
void
slouken@5154
   878
SDL_UnlockTexture(SDL_Texture * texture)
slouken@5154
   879
{
slouken@5154
   880
    SDL_Renderer *renderer;
slouken@5154
   881
slouken@5154
   882
    CHECK_TEXTURE_MAGIC(texture, );
slouken@5154
   883
slouken@5154
   884
    if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
slouken@5154
   885
        return;
slouken@5154
   886
    }
slouken@5156
   887
    if (texture->yuv) {
slouken@5156
   888
        SDL_UnlockTextureYUV(texture);
slouken@5156
   889
    } else if (texture->native) {
slouken@5156
   890
        SDL_UnlockTextureNative(texture);
slouken@5156
   891
    } else {
slouken@5156
   892
        renderer = texture->renderer;
slouken@5156
   893
        renderer->UnlockTexture(renderer, texture);
slouken@5154
   894
    }
slouken@5154
   895
}
slouken@5154
   896
slouken@6246
   897
SDL_bool
slouken@6246
   898
SDL_RenderTargetSupported(SDL_Renderer *renderer)
slouken@6246
   899
{
slouken@6247
   900
    if (!renderer || !renderer->SetRenderTarget) {
slouken@6246
   901
        return SDL_FALSE;
slouken@6246
   902
    }
slouken@6246
   903
    return (renderer->info.flags & SDL_RENDERER_TARGETTEXTURE) != 0;
slouken@6246
   904
}
slouken@6246
   905
slouken@6246
   906
int
slouken@6247
   907
SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
slouken@6246
   908
{
slouken@6246
   909
    if (!SDL_RenderTargetSupported(renderer)) {
icculus@7037
   910
        return SDL_Unsupported();
slouken@6246
   911
    }
slouken@6246
   912
    if (texture == renderer->target) {
slouken@6246
   913
        /* Nothing to do! */
slouken@6246
   914
        return 0;
slouken@6246
   915
    }
slouken@6246
   916
slouken@6246
   917
    /* texture == NULL is valid and means reset the target to the window */
slouken@6246
   918
    if (texture) {
slouken@6246
   919
        CHECK_TEXTURE_MAGIC(texture, -1);
slouken@6246
   920
        if (renderer != texture->renderer) {
icculus@7037
   921
            return SDL_SetError("Texture was not created with this renderer");
slouken@6246
   922
        }
gabomdq@6337
   923
        if (texture->access != SDL_TEXTUREACCESS_TARGET) {
icculus@7037
   924
            return SDL_SetError("Texture not created with SDL_TEXTUREACCESS_TARGET");
slouken@6246
   925
        }
slouken@6246
   926
        if (texture->native) {
slouken@6246
   927
            /* Always render to the native texture */
slouken@6246
   928
            texture = texture->native;
slouken@6246
   929
        }
slouken@6246
   930
    }
slouken@6246
   931
slouken@6246
   932
    if (texture && !renderer->target) {
slouken@6246
   933
        /* Make a backup of the viewport */
slouken@6246
   934
        renderer->viewport_backup = renderer->viewport;
slouken@7141
   935
        renderer->clip_rect_backup = renderer->clip_rect;
slouken@6528
   936
        renderer->scale_backup = renderer->scale;
slouken@6581
   937
        renderer->logical_w_backup = renderer->logical_w;
slouken@6581
   938
        renderer->logical_h_backup = renderer->logical_h;
slouken@6246
   939
    }
slouken@6246
   940
    renderer->target = texture;
slouken@6246
   941
slouken@6247
   942
    if (renderer->SetRenderTarget(renderer, texture) < 0) {
slouken@6246
   943
        return -1;
slouken@6246
   944
    }
slouken@6246
   945
slouken@6246
   946
    if (texture) {
slouken@6528
   947
        renderer->viewport.x = 0;
slouken@6528
   948
        renderer->viewport.y = 0;
slouken@6528
   949
        renderer->viewport.w = texture->w;
slouken@6528
   950
        renderer->viewport.h = texture->h;
slouken@6528
   951
        renderer->scale.x = 1.0f;
slouken@6528
   952
        renderer->scale.y = 1.0f;
slouken@6581
   953
        renderer->logical_w = 0;
slouken@6581
   954
        renderer->logical_h = 0;
slouken@6246
   955
    } else {
slouken@6528
   956
        renderer->viewport = renderer->viewport_backup;
slouken@7141
   957
        renderer->clip_rect = renderer->clip_rect_backup;
slouken@6528
   958
        renderer->scale = renderer->scale_backup;
slouken@6581
   959
        renderer->logical_w = renderer->logical_w_backup;
slouken@6581
   960
        renderer->logical_h = renderer->logical_h_backup;
slouken@6246
   961
    }
slouken@6528
   962
    if (renderer->UpdateViewport(renderer) < 0) {
slouken@6246
   963
        return -1;
slouken@6246
   964
    }
slouken@7141
   965
    if (renderer->UpdateClipRect(renderer) < 0) {
slouken@7141
   966
        return -1;
slouken@7141
   967
    }
slouken@6246
   968
slouken@6246
   969
    /* All set! */
slouken@6246
   970
    return 0;
slouken@6246
   971
}
slouken@6246
   972
slouken@6578
   973
SDL_Texture *
slouken@6578
   974
SDL_GetRenderTarget(SDL_Renderer *renderer)
slouken@6578
   975
{
slouken@6578
   976
    return renderer->target;
slouken@6578
   977
}
slouken@6578
   978
slouken@6530
   979
static int
slouken@6530
   980
UpdateLogicalSize(SDL_Renderer *renderer)
slouken@6530
   981
{
slouken@6530
   982
    int w, h;
slouken@6530
   983
    float want_aspect;
slouken@6530
   984
    float real_aspect;
slouken@6530
   985
    float scale;
slouken@6530
   986
    SDL_Rect viewport;
slouken@6530
   987
slouken@6578
   988
    if (renderer->target) {
slouken@6578
   989
        SDL_QueryTexture(renderer->target, NULL, NULL, &w, &h);
slouken@6578
   990
    } else if (renderer->window) {
slouken@6530
   991
        SDL_GetWindowSize(renderer->window, &w, &h);
slouken@6530
   992
    } else {
slouken@6530
   993
        /* FIXME */
icculus@7037
   994
        return SDL_SetError("Internal error: No way to get output resolution");
slouken@6530
   995
    }
slouken@6530
   996
slouken@6530
   997
    want_aspect = (float)renderer->logical_w / renderer->logical_h;
slouken@6530
   998
    real_aspect = (float)w / h;
slouken@6530
   999
slouken@6530
  1000
    /* Clear the scale because we're setting viewport in output coordinates */
slouken@6530
  1001
    SDL_RenderSetScale(renderer, 1.0f, 1.0f);
slouken@6530
  1002
slouken@6530
  1003
    if (SDL_fabs(want_aspect-real_aspect) < 0.0001) {
slouken@6530
  1004
        /* The aspect ratios are the same, just scale appropriately */
slouken@6530
  1005
        scale = (float)w / renderer->logical_w;
slouken@6530
  1006
        SDL_RenderSetViewport(renderer, NULL);
slouken@6530
  1007
    } else if (want_aspect > real_aspect) {
slouken@6530
  1008
        /* We want a wider aspect ratio than is available - letterbox it */
slouken@6530
  1009
        scale = (float)w / renderer->logical_w;
slouken@6530
  1010
        viewport.x = 0;
slouken@6530
  1011
        viewport.w = w;
slouken@6530
  1012
        viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
slouken@6530
  1013
        viewport.y = (h - viewport.h) / 2;
slouken@6530
  1014
        SDL_RenderSetViewport(renderer, &viewport);
slouken@6530
  1015
    } else {
slouken@6530
  1016
        /* We want a narrower aspect ratio than is available - use side-bars */
slouken@6530
  1017
        scale = (float)h / renderer->logical_h;
slouken@6530
  1018
        viewport.y = 0;
slouken@6530
  1019
        viewport.h = h;
slouken@6530
  1020
        viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
slouken@6530
  1021
        viewport.x = (w - viewport.w) / 2;
slouken@6530
  1022
        SDL_RenderSetViewport(renderer, &viewport);
slouken@6530
  1023
    }
slouken@6530
  1024
slouken@6530
  1025
    /* Set the new scale */
slouken@6530
  1026
    SDL_RenderSetScale(renderer, scale, scale);
slouken@6531
  1027
slouken@6531
  1028
    return 0;
slouken@6530
  1029
}
slouken@6530
  1030
slouken@6530
  1031
int
slouken@6530
  1032
SDL_RenderSetLogicalSize(SDL_Renderer * renderer, int w, int h)
slouken@6530
  1033
{
slouken@6530
  1034
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@6530
  1035
slouken@6530
  1036
    if (!w || !h) {
slouken@6530
  1037
        /* Clear any previous logical resolution */
slouken@6530
  1038
        renderer->logical_w = 0;
slouken@6530
  1039
        renderer->logical_h = 0;
slouken@6530
  1040
        SDL_RenderSetViewport(renderer, NULL);
slouken@6530
  1041
        SDL_RenderSetScale(renderer, 1.0f, 1.0f);
slouken@6530
  1042
        return 0;
slouken@6530
  1043
    }
slouken@6530
  1044
slouken@6530
  1045
    renderer->logical_w = w;
slouken@6530
  1046
    renderer->logical_h = h;
slouken@6530
  1047
slouken@6530
  1048
    return UpdateLogicalSize(renderer);
slouken@6530
  1049
}
slouken@6530
  1050
slouken@6530
  1051
void
slouken@6530
  1052
SDL_RenderGetLogicalSize(SDL_Renderer * renderer, int *w, int *h)
slouken@6530
  1053
{
slouken@6530
  1054
    CHECK_RENDERER_MAGIC(renderer, );
slouken@6530
  1055
slouken@6530
  1056
    if (w) {
slouken@6530
  1057
        *w = renderer->logical_w;
slouken@6530
  1058
    }
slouken@6530
  1059
    if (h) {
slouken@6530
  1060
        *h = renderer->logical_h;
slouken@6530
  1061
    }
slouken@6530
  1062
}
slouken@6530
  1063
slouken@5297
  1064
int
slouken@5297
  1065
SDL_RenderSetViewport(SDL_Renderer * renderer, const SDL_Rect * rect)
slouken@5297
  1066
{
slouken@5297
  1067
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5297
  1068
slouken@5297
  1069
    if (rect) {
slouken@6528
  1070
        renderer->viewport.x = (int)SDL_floor(rect->x * renderer->scale.x);
slouken@6528
  1071
        renderer->viewport.y = (int)SDL_floor(rect->y * renderer->scale.y);
slouken@6528
  1072
        renderer->viewport.w = (int)SDL_ceil(rect->w * renderer->scale.x);
slouken@6528
  1073
        renderer->viewport.h = (int)SDL_ceil(rect->h * renderer->scale.y);
slouken@5297
  1074
    } else {
slouken@5297
  1075
        renderer->viewport.x = 0;
slouken@5297
  1076
        renderer->viewport.y = 0;
slouken@6579
  1077
        if (renderer->target) {
slouken@6579
  1078
            SDL_QueryTexture(renderer->target, NULL, NULL,
slouken@6579
  1079
                              &renderer->viewport.w, &renderer->viewport.h);
slouken@6579
  1080
        } else if (renderer->window) {
slouken@5297
  1081
            SDL_GetWindowSize(renderer->window,
slouken@5297
  1082
                              &renderer->viewport.w, &renderer->viewport.h);
slouken@5297
  1083
        } else {
slouken@5297
  1084
            /* This will be filled in by UpdateViewport() */
slouken@5297
  1085
            renderer->viewport.w = 0;
slouken@5297
  1086
            renderer->viewport.h = 0;
slouken@5297
  1087
        }
slouken@5297
  1088
    }
slouken@5297
  1089
    return renderer->UpdateViewport(renderer);
slouken@5297
  1090
}
slouken@5297
  1091
slouken@5224
  1092
void
slouken@5297
  1093
SDL_RenderGetViewport(SDL_Renderer * renderer, SDL_Rect * rect)
slouken@5224
  1094
{
slouken@5224
  1095
    CHECK_RENDERER_MAGIC(renderer, );
slouken@5224
  1096
slouken@6528
  1097
    if (rect) {
slouken@6528
  1098
        rect->x = (int)(renderer->viewport.x / renderer->scale.x);
slouken@6528
  1099
        rect->y = (int)(renderer->viewport.y / renderer->scale.y);
slouken@6528
  1100
        rect->w = (int)(renderer->viewport.w / renderer->scale.x);
slouken@6528
  1101
        rect->h = (int)(renderer->viewport.h / renderer->scale.y);
slouken@6528
  1102
    }
slouken@6528
  1103
}
slouken@6528
  1104
slouken@6528
  1105
int
slouken@7141
  1106
SDL_RenderSetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect)
slouken@7141
  1107
{
philipp@7143
  1108
    CHECK_RENDERER_MAGIC(renderer, -1)
slouken@7141
  1109
slouken@7141
  1110
    if (rect) {
slouken@7141
  1111
        renderer->clip_rect.x = (int)SDL_floor(rect->x * renderer->scale.x);
slouken@7141
  1112
        renderer->clip_rect.y = (int)SDL_floor(rect->y * renderer->scale.y);
slouken@7141
  1113
        renderer->clip_rect.w = (int)SDL_ceil(rect->w * renderer->scale.x);
slouken@7141
  1114
        renderer->clip_rect.h = (int)SDL_ceil(rect->h * renderer->scale.y);
slouken@7141
  1115
    } else {
slouken@7141
  1116
        SDL_zero(renderer->clip_rect);
slouken@7141
  1117
    }
slouken@7141
  1118
    return renderer->UpdateClipRect(renderer);
slouken@7141
  1119
}
slouken@7141
  1120
slouken@7141
  1121
void
slouken@7141
  1122
SDL_RenderGetClipRect(SDL_Renderer * renderer, SDL_Rect * rect)
slouken@7141
  1123
{
slouken@7141
  1124
    CHECK_RENDERER_MAGIC(renderer, )
slouken@7141
  1125
slouken@7141
  1126
    if (rect) {
slouken@7141
  1127
        rect->x = (int)(renderer->clip_rect.x / renderer->scale.x);
slouken@7141
  1128
        rect->y = (int)(renderer->clip_rect.y / renderer->scale.y);
slouken@7141
  1129
        rect->w = (int)(renderer->clip_rect.w / renderer->scale.x);
slouken@7141
  1130
        rect->h = (int)(renderer->clip_rect.h / renderer->scale.y);
slouken@7141
  1131
    }
slouken@7141
  1132
}
slouken@7141
  1133
slouken@7141
  1134
int
slouken@6528
  1135
SDL_RenderSetScale(SDL_Renderer * renderer, float scaleX, float scaleY)
slouken@6528
  1136
{
slouken@6528
  1137
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@6528
  1138
slouken@6528
  1139
    renderer->scale.x = scaleX;
slouken@6528
  1140
    renderer->scale.y = scaleY;
slouken@6528
  1141
    return 0;
slouken@6528
  1142
}
slouken@6528
  1143
slouken@6528
  1144
void
slouken@6528
  1145
SDL_RenderGetScale(SDL_Renderer * renderer, float *scaleX, float *scaleY)
slouken@6528
  1146
{
slouken@6528
  1147
    CHECK_RENDERER_MAGIC(renderer, );
slouken@6528
  1148
slouken@6528
  1149
    if (scaleX) {
slouken@6528
  1150
        *scaleX = renderer->scale.x;
slouken@6528
  1151
    }
slouken@6528
  1152
    if (scaleY) {
slouken@6528
  1153
        *scaleY = renderer->scale.y;
slouken@6528
  1154
    }
slouken@5224
  1155
}
slouken@5224
  1156
slouken@5154
  1157
int
slouken@5154
  1158
SDL_SetRenderDrawColor(SDL_Renderer * renderer,
slouken@5154
  1159
                       Uint8 r, Uint8 g, Uint8 b, Uint8 a)
slouken@5154
  1160
{
slouken@5154
  1161
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1162
slouken@5154
  1163
    renderer->r = r;
slouken@5154
  1164
    renderer->g = g;
slouken@5154
  1165
    renderer->b = b;
slouken@5154
  1166
    renderer->a = a;
slouken@5154
  1167
    return 0;
slouken@5154
  1168
}
slouken@5154
  1169
slouken@5154
  1170
int
slouken@5154
  1171
SDL_GetRenderDrawColor(SDL_Renderer * renderer,
slouken@5154
  1172
                       Uint8 * r, Uint8 * g, Uint8 * b, Uint8 * a)
slouken@5154
  1173
{
slouken@5154
  1174
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1175
slouken@5154
  1176
    if (r) {
slouken@5154
  1177
        *r = renderer->r;
slouken@5154
  1178
    }
slouken@5154
  1179
    if (g) {
slouken@5154
  1180
        *g = renderer->g;
slouken@5154
  1181
    }
slouken@5154
  1182
    if (b) {
slouken@5154
  1183
        *b = renderer->b;
slouken@5154
  1184
    }
slouken@5154
  1185
    if (a) {
slouken@5154
  1186
        *a = renderer->a;
slouken@5154
  1187
    }
slouken@5154
  1188
    return 0;
slouken@5154
  1189
}
slouken@5154
  1190
slouken@5154
  1191
int
slouken@5154
  1192
SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
slouken@5154
  1193
{
slouken@5154
  1194
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1195
slouken@5154
  1196
    renderer->blendMode = blendMode;
slouken@5154
  1197
    return 0;
slouken@5154
  1198
}
slouken@5154
  1199
slouken@5154
  1200
int
slouken@5154
  1201
SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode *blendMode)
slouken@5154
  1202
{
slouken@5154
  1203
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1204
slouken@5154
  1205
    *blendMode = renderer->blendMode;
slouken@5154
  1206
    return 0;
slouken@5154
  1207
}
slouken@5154
  1208
slouken@5154
  1209
int
slouken@5154
  1210
SDL_RenderClear(SDL_Renderer * renderer)
slouken@5154
  1211
{
slouken@5154
  1212
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1213
slouken@6260
  1214
    /* Don't draw while we're hidden */
slouken@6260
  1215
    if (renderer->hidden) {
slouken@6060
  1216
        return 0;
slouken@6060
  1217
    }
slouken@5154
  1218
    return renderer->RenderClear(renderer);
slouken@5154
  1219
}
slouken@5154
  1220
slouken@5154
  1221
int
slouken@5154
  1222
SDL_RenderDrawPoint(SDL_Renderer * renderer, int x, int y)
slouken@5154
  1223
{
slouken@5154
  1224
    SDL_Point point;
slouken@5154
  1225
slouken@5154
  1226
    point.x = x;
slouken@5154
  1227
    point.y = y;
slouken@5154
  1228
    return SDL_RenderDrawPoints(renderer, &point, 1);
slouken@5154
  1229
}
slouken@5154
  1230
slouken@6528
  1231
static int
slouken@6528
  1232
RenderDrawPointsWithRects(SDL_Renderer * renderer,
slouken@6528
  1233
                     const SDL_Point * points, int count)
slouken@6528
  1234
{
slouken@6528
  1235
    SDL_FRect *frects;
slouken@6528
  1236
    int i;
slouken@6528
  1237
    int status;
slouken@6528
  1238
slouken@6528
  1239
    frects = SDL_stack_alloc(SDL_FRect, count);
slouken@6528
  1240
    if (!frects) {
icculus@7037
  1241
        return SDL_OutOfMemory();
slouken@6528
  1242
    }
slouken@6528
  1243
    for (i = 0; i < count; ++i) {
slouken@6528
  1244
        frects[i].x = points[i].x * renderer->scale.x;
slouken@6528
  1245
        frects[i].y = points[i].y * renderer->scale.y;
slouken@6528
  1246
        frects[i].w = renderer->scale.x;
slouken@6528
  1247
        frects[i].h = renderer->scale.y;
slouken@6528
  1248
    }
slouken@6528
  1249
slouken@6528
  1250
    status = renderer->RenderFillRects(renderer, frects, count);
slouken@6528
  1251
slouken@6528
  1252
    SDL_stack_free(frects);
slouken@6528
  1253
slouken@6528
  1254
    return status;
slouken@6528
  1255
}
slouken@6528
  1256
slouken@5154
  1257
int
slouken@5154
  1258
SDL_RenderDrawPoints(SDL_Renderer * renderer,
slouken@5154
  1259
                     const SDL_Point * points, int count)
slouken@5154
  1260
{
slouken@6528
  1261
    SDL_FPoint *fpoints;
slouken@6528
  1262
    int i;
slouken@6528
  1263
    int status;
slouken@6528
  1264
slouken@5154
  1265
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1266
slouken@5154
  1267
    if (!points) {
icculus@7037
  1268
        return SDL_SetError("SDL_RenderDrawPoints(): Passed NULL points");
slouken@5154
  1269
    }
slouken@5154
  1270
    if (count < 1) {
slouken@5154
  1271
        return 0;
slouken@5154
  1272
    }
slouken@6260
  1273
    /* Don't draw while we're hidden */
slouken@6260
  1274
    if (renderer->hidden) {
slouken@6060
  1275
        return 0;
slouken@6060
  1276
    }
slouken@6528
  1277
slouken@6528
  1278
    if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
slouken@6528
  1279
        return RenderDrawPointsWithRects(renderer, points, count);
slouken@6528
  1280
    }
slouken@6528
  1281
slouken@6528
  1282
    fpoints = SDL_stack_alloc(SDL_FPoint, count);
slouken@6528
  1283
    if (!fpoints) {
icculus@7037
  1284
        return SDL_OutOfMemory();
slouken@6528
  1285
    }
slouken@6528
  1286
    for (i = 0; i < count; ++i) {
slouken@6528
  1287
        fpoints[i].x = points[i].x * renderer->scale.x;
slouken@6528
  1288
        fpoints[i].y = points[i].y * renderer->scale.y;
slouken@6528
  1289
    }
slouken@6528
  1290
slouken@6528
  1291
    status = renderer->RenderDrawPoints(renderer, fpoints, count);
slouken@6528
  1292
slouken@6528
  1293
    SDL_stack_free(fpoints);
slouken@6528
  1294
slouken@6528
  1295
    return status;
slouken@5154
  1296
}
slouken@5154
  1297
slouken@5154
  1298
int
slouken@5154
  1299
SDL_RenderDrawLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2)
slouken@5154
  1300
{
slouken@5154
  1301
    SDL_Point points[2];
slouken@5154
  1302
slouken@5154
  1303
    points[0].x = x1;
slouken@5154
  1304
    points[0].y = y1;
slouken@5154
  1305
    points[1].x = x2;
slouken@5154
  1306
    points[1].y = y2;
slouken@5154
  1307
    return SDL_RenderDrawLines(renderer, points, 2);
slouken@5154
  1308
}
slouken@5154
  1309
slouken@6528
  1310
static int
slouken@6528
  1311
RenderDrawLinesWithRects(SDL_Renderer * renderer,
slouken@6528
  1312
                     const SDL_Point * points, int count)
slouken@6528
  1313
{
slouken@6528
  1314
    SDL_FRect *frect;
slouken@6528
  1315
    SDL_FRect *frects;
slouken@6528
  1316
    SDL_FPoint fpoints[2];
slouken@6528
  1317
    int i, nrects;
slouken@6528
  1318
    int status;
slouken@6528
  1319
slouken@6528
  1320
    frects = SDL_stack_alloc(SDL_FRect, count-1);
slouken@6528
  1321
    if (!frects) {
icculus@7037
  1322
        return SDL_OutOfMemory();
slouken@6528
  1323
    }
slouken@6528
  1324
slouken@6528
  1325
    status = 0;
slouken@6528
  1326
    nrects = 0;
slouken@6528
  1327
    for (i = 0; i < count-1; ++i) {
slouken@6528
  1328
        if (points[i].x == points[i+1].x) {
slouken@6528
  1329
            int minY = SDL_min(points[i].y, points[i+1].y);
slouken@6528
  1330
            int maxY = SDL_max(points[i].y, points[i+1].y);
slouken@6528
  1331
slouken@6528
  1332
            frect = &frects[nrects++];
slouken@6528
  1333
            frect->x = points[i].x * renderer->scale.x;
slouken@6528
  1334
            frect->y = minY * renderer->scale.y;
slouken@6528
  1335
            frect->w = renderer->scale.x;
slouken@6528
  1336
            frect->h = (maxY - minY + 1) * renderer->scale.y;
slouken@6528
  1337
        } else if (points[i].y == points[i+1].y) {
slouken@6528
  1338
            int minX = SDL_min(points[i].x, points[i+1].x);
slouken@6528
  1339
            int maxX = SDL_max(points[i].x, points[i+1].x);
slouken@6528
  1340
slouken@6528
  1341
            frect = &frects[nrects++];
slouken@6528
  1342
            frect->x = minX * renderer->scale.x;
slouken@6528
  1343
            frect->y = points[i].y * renderer->scale.y;
slouken@6528
  1344
            frect->w = (maxX - minX + 1) * renderer->scale.x;
slouken@6528
  1345
            frect->h = renderer->scale.y;
slouken@6528
  1346
        } else {
slouken@6528
  1347
            /* FIXME: We can't use a rect for this line... */
aschiffler@7073
  1348
            fpoints[0].x = points[i].x * renderer->scale.x;
aschiffler@7073
  1349
            fpoints[0].y = points[i].y * renderer->scale.y;
aschiffler@7073
  1350
            fpoints[1].x = points[i+1].x * renderer->scale.x;
aschiffler@7073
  1351
            fpoints[1].y = points[i+1].y * renderer->scale.y;
slouken@6528
  1352
            status += renderer->RenderDrawLines(renderer, fpoints, 2);
slouken@6528
  1353
        }
slouken@6528
  1354
    }
slouken@6528
  1355
slouken@6528
  1356
    status += renderer->RenderFillRects(renderer, frects, nrects);
slouken@6528
  1357
slouken@6528
  1358
    SDL_stack_free(frects);
slouken@6528
  1359
slouken@6528
  1360
    if (status < 0) {
slouken@6528
  1361
        status = -1;
slouken@6528
  1362
    }
slouken@6528
  1363
    return status;
slouken@6528
  1364
}
slouken@6528
  1365
slouken@5154
  1366
int
slouken@5154
  1367
SDL_RenderDrawLines(SDL_Renderer * renderer,
slouken@5154
  1368
                    const SDL_Point * points, int count)
slouken@5154
  1369
{
slouken@6528
  1370
    SDL_FPoint *fpoints;
slouken@6528
  1371
    int i;
slouken@6528
  1372
    int status;
slouken@6528
  1373
slouken@5154
  1374
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1375
slouken@5154
  1376
    if (!points) {
icculus@7037
  1377
        return SDL_SetError("SDL_RenderDrawLines(): Passed NULL points");
slouken@5154
  1378
    }
slouken@5154
  1379
    if (count < 2) {
slouken@5154
  1380
        return 0;
slouken@5154
  1381
    }
slouken@6260
  1382
    /* Don't draw while we're hidden */
slouken@6260
  1383
    if (renderer->hidden) {
slouken@6060
  1384
        return 0;
slouken@6060
  1385
    }
slouken@6528
  1386
slouken@6528
  1387
    if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
slouken@6528
  1388
        return RenderDrawLinesWithRects(renderer, points, count);
slouken@6528
  1389
    }
slouken@6528
  1390
slouken@6528
  1391
    fpoints = SDL_stack_alloc(SDL_FPoint, count);
slouken@6528
  1392
    if (!fpoints) {
icculus@7037
  1393
        return SDL_OutOfMemory();
slouken@6528
  1394
    }
slouken@6528
  1395
    for (i = 0; i < count; ++i) {
slouken@6528
  1396
        fpoints[i].x = points[i].x * renderer->scale.x;
slouken@6528
  1397
        fpoints[i].y = points[i].y * renderer->scale.y;
slouken@6528
  1398
    }
slouken@6528
  1399
slouken@6528
  1400
    status = renderer->RenderDrawLines(renderer, fpoints, count);
slouken@6528
  1401
slouken@6528
  1402
    SDL_stack_free(fpoints);
slouken@6528
  1403
slouken@6528
  1404
    return status;
slouken@5154
  1405
}
slouken@5154
  1406
slouken@5154
  1407
int
slouken@5154
  1408
SDL_RenderDrawRect(SDL_Renderer * renderer, const SDL_Rect * rect)
slouken@5154
  1409
{
slouken@5154
  1410
    SDL_Rect full_rect;
slouken@5154
  1411
    SDL_Point points[5];
slouken@5154
  1412
slouken@5154
  1413
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1414
slouken@5154
  1415
    /* If 'rect' == NULL, then outline the whole surface */
slouken@5154
  1416
    if (!rect) {
slouken@6528
  1417
        SDL_RenderGetViewport(renderer, &full_rect);
slouken@5154
  1418
        full_rect.x = 0;
slouken@5154
  1419
        full_rect.y = 0;
slouken@5154
  1420
        rect = &full_rect;
slouken@5154
  1421
    }
slouken@5154
  1422
slouken@5154
  1423
    points[0].x = rect->x;
slouken@5154
  1424
    points[0].y = rect->y;
slouken@5154
  1425
    points[1].x = rect->x+rect->w-1;
slouken@5154
  1426
    points[1].y = rect->y;
slouken@5154
  1427
    points[2].x = rect->x+rect->w-1;
slouken@5154
  1428
    points[2].y = rect->y+rect->h-1;
slouken@5154
  1429
    points[3].x = rect->x;
slouken@5154
  1430
    points[3].y = rect->y+rect->h-1;
slouken@5154
  1431
    points[4].x = rect->x;
slouken@5154
  1432
    points[4].y = rect->y;
slouken@5154
  1433
    return SDL_RenderDrawLines(renderer, points, 5);
slouken@5154
  1434
}
slouken@5154
  1435
slouken@5154
  1436
int
slouken@5154
  1437
SDL_RenderDrawRects(SDL_Renderer * renderer,
slouken@5297
  1438
                    const SDL_Rect * rects, int count)
slouken@5154
  1439
{
slouken@5154
  1440
    int i;
slouken@5154
  1441
slouken@5154
  1442
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1443
slouken@5154
  1444
    if (!rects) {
icculus@7037
  1445
        return SDL_SetError("SDL_RenderDrawRects(): Passed NULL rects");
slouken@5154
  1446
    }
slouken@5154
  1447
    if (count < 1) {
slouken@5154
  1448
        return 0;
slouken@5154
  1449
    }
slouken@5154
  1450
slouken@6260
  1451
    /* Don't draw while we're hidden */
slouken@6260
  1452
    if (renderer->hidden) {
slouken@6060
  1453
        return 0;
slouken@6060
  1454
    }
slouken@5154
  1455
    for (i = 0; i < count; ++i) {
slouken@5297
  1456
        if (SDL_RenderDrawRect(renderer, &rects[i]) < 0) {
slouken@5154
  1457
            return -1;
slouken@5154
  1458
        }
slouken@5154
  1459
    }
slouken@5154
  1460
    return 0;
slouken@5154
  1461
}
slouken@5154
  1462
slouken@5154
  1463
int
slouken@5154
  1464
SDL_RenderFillRect(SDL_Renderer * renderer, const SDL_Rect * rect)
slouken@5154
  1465
{
slouken@5331
  1466
    SDL_Rect full_rect;
slouken@6232
  1467
slouken@5331
  1468
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@6232
  1469
slouken@5331
  1470
    /* If 'rect' == NULL, then outline the whole surface */
slouken@5331
  1471
    if (!rect) {
slouken@6528
  1472
        SDL_RenderGetViewport(renderer, &full_rect);
slouken@5331
  1473
        full_rect.x = 0;
slouken@5331
  1474
        full_rect.y = 0;
slouken@5331
  1475
        rect = &full_rect;
slouken@5331
  1476
    }
slouken@5297
  1477
    return SDL_RenderFillRects(renderer, rect, 1);
slouken@5154
  1478
}
slouken@5154
  1479
slouken@5154
  1480
int
slouken@5154
  1481
SDL_RenderFillRects(SDL_Renderer * renderer,
slouken@5297
  1482
                    const SDL_Rect * rects, int count)
slouken@5154
  1483
{
slouken@6528
  1484
    SDL_FRect *frects;
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 (!rects) {
icculus@7037
  1491
        return SDL_SetError("SDL_RenderFillRects(): Passed NULL rects");
slouken@5154
  1492
    }
slouken@5154
  1493
    if (count < 1) {
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
    frects = SDL_stack_alloc(SDL_FRect, count);
slouken@6528
  1502
    if (!frects) {
icculus@7037
  1503
        return SDL_OutOfMemory();
slouken@6528
  1504
    }
slouken@6528
  1505
    for (i = 0; i < count; ++i) {
slouken@6528
  1506
        frects[i].x = rects[i].x * renderer->scale.x;
slouken@6528
  1507
        frects[i].y = rects[i].y * renderer->scale.y;
slouken@6528
  1508
        frects[i].w = rects[i].w * renderer->scale.x;
slouken@6528
  1509
        frects[i].h = rects[i].h * renderer->scale.y;
slouken@6528
  1510
    }
slouken@6528
  1511
slouken@6528
  1512
    status = renderer->RenderFillRects(renderer, frects, count);
slouken@6528
  1513
slouken@6528
  1514
    SDL_stack_free(frects);
slouken@6528
  1515
slouken@6528
  1516
    return status;
slouken@5154
  1517
}
slouken@5154
  1518
slouken@5154
  1519
int
slouken@5154
  1520
SDL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
slouken@5154
  1521
               const SDL_Rect * srcrect, const SDL_Rect * dstrect)
slouken@5154
  1522
{
icculus@6545
  1523
    SDL_Rect real_srcrect = { 0, 0, 0, 0 };
icculus@6545
  1524
    SDL_Rect real_dstrect = { 0, 0, 0, 0 };
slouken@6528
  1525
    SDL_FRect frect;
slouken@5154
  1526
slouken@5154
  1527
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1528
    CHECK_TEXTURE_MAGIC(texture, -1);
slouken@5154
  1529
slouken@5154
  1530
    if (renderer != texture->renderer) {
icculus@7037
  1531
        return SDL_SetError("Texture was not created with this renderer");
slouken@5154
  1532
    }
slouken@5154
  1533
slouken@5154
  1534
    real_srcrect.x = 0;
slouken@5154
  1535
    real_srcrect.y = 0;
slouken@5154
  1536
    real_srcrect.w = texture->w;
slouken@5154
  1537
    real_srcrect.h = texture->h;
slouken@5154
  1538
    if (srcrect) {
slouken@5154
  1539
        if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) {
slouken@5154
  1540
            return 0;
slouken@5154
  1541
        }
slouken@5154
  1542
    }
slouken@5154
  1543
slouken@6528
  1544
    SDL_RenderGetViewport(renderer, &real_dstrect);
slouken@5154
  1545
    real_dstrect.x = 0;
slouken@5154
  1546
    real_dstrect.y = 0;
slouken@5369
  1547
    if (dstrect) {
slouken@5369
  1548
        if (!SDL_IntersectRect(dstrect, &real_dstrect, &real_dstrect)) {
slouken@5369
  1549
            return 0;
slouken@5369
  1550
        }
slouken@5369
  1551
        /* Clip srcrect by the same amount as dstrect was clipped */
slouken@5369
  1552
        if (dstrect->w != real_dstrect.w) {
slouken@5369
  1553
            int deltax = (real_dstrect.x - dstrect->x);
slouken@5369
  1554
            int deltaw = (real_dstrect.w - dstrect->w);
slouken@5369
  1555
            real_srcrect.x += (deltax * real_srcrect.w) / dstrect->w;
slouken@5369
  1556
            real_srcrect.w += (deltaw * real_srcrect.w) / dstrect->w;
slouken@5369
  1557
        }
slouken@5369
  1558
        if (dstrect->h != real_dstrect.h) {
slouken@5369
  1559
            int deltay = (real_dstrect.y - dstrect->y);
slouken@5369
  1560
            int deltah = (real_dstrect.h - dstrect->h);
slouken@5369
  1561
            real_srcrect.y += (deltay * real_srcrect.h) / dstrect->h;
slouken@5369
  1562
            real_srcrect.h += (deltah * real_srcrect.h) / dstrect->h;
slouken@5369
  1563
        }
slouken@5154
  1564
    }
slouken@5154
  1565
slouken@5156
  1566
    if (texture->native) {
slouken@5156
  1567
        texture = texture->native;
slouken@5156
  1568
    }
slouken@5156
  1569
slouken@6260
  1570
    /* Don't draw while we're hidden */
slouken@6260
  1571
    if (renderer->hidden) {
slouken@6060
  1572
        return 0;
slouken@6060
  1573
    }
slouken@6528
  1574
slouken@6528
  1575
    frect.x = real_dstrect.x * renderer->scale.x;
slouken@6528
  1576
    frect.y = real_dstrect.y * renderer->scale.y;
slouken@6528
  1577
    frect.w = real_dstrect.w * renderer->scale.x;
slouken@6528
  1578
    frect.h = real_dstrect.h * renderer->scale.y;
slouken@6528
  1579
slouken@6528
  1580
    return renderer->RenderCopy(renderer, texture, &real_srcrect, &frect);
slouken@5154
  1581
}
slouken@5154
  1582
gabomdq@6320
  1583
gabomdq@6320
  1584
int
gabomdq@6320
  1585
SDL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
gabomdq@6320
  1586
               const SDL_Rect * srcrect, const SDL_Rect * dstrect,
gabomdq@6320
  1587
               const double angle, const SDL_Point *center, const SDL_RendererFlip flip)
gabomdq@6320
  1588
{
icculus@6546
  1589
    SDL_Rect real_srcrect = { 0, 0, 0, 0 };
icculus@6546
  1590
    SDL_Rect real_dstrect = { 0, 0, 0, 0 };
gabomdq@6320
  1591
    SDL_Point real_center;
slouken@6528
  1592
    SDL_FRect frect;
slouken@6528
  1593
    SDL_FPoint fcenter;
gabomdq@6320
  1594
gabomdq@6320
  1595
    CHECK_RENDERER_MAGIC(renderer, -1);
gabomdq@6320
  1596
    CHECK_TEXTURE_MAGIC(texture, -1);
gabomdq@6320
  1597
gabomdq@6320
  1598
    if (renderer != texture->renderer) {
icculus@7037
  1599
        return SDL_SetError("Texture was not created with this renderer");
gabomdq@6320
  1600
    }
gabomdq@6320
  1601
    if (!renderer->RenderCopyEx) {
icculus@7037
  1602
        return SDL_SetError("Renderer does not support RenderCopyEx");
gabomdq@6320
  1603
    }
gabomdq@6320
  1604
    
gabomdq@6320
  1605
    real_srcrect.x = 0;
gabomdq@6320
  1606
    real_srcrect.y = 0;
gabomdq@6320
  1607
    real_srcrect.w = texture->w;
gabomdq@6320
  1608
    real_srcrect.h = texture->h;
gabomdq@6320
  1609
    if (srcrect) {
gabomdq@6320
  1610
        if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) {
gabomdq@6320
  1611
            return 0;
gabomdq@6320
  1612
        }
gabomdq@6320
  1613
    }
gabomdq@6320
  1614
gabomdq@6320
  1615
    /* We don't intersect the dstrect with the viewport as RenderCopy does because of potential rotation clipping issues... TODO: should we? */
slouken@6528
  1616
    if (dstrect) {
slouken@6528
  1617
        real_dstrect = *dstrect;
slouken@6528
  1618
    } else {
slouken@6528
  1619
        SDL_RenderGetViewport(renderer, &real_dstrect);
gabomdq@6399
  1620
        real_dstrect.x = 0;
gabomdq@6399
  1621
        real_dstrect.y = 0;
gabomdq@6320
  1622
    }
gabomdq@6320
  1623
gabomdq@6320
  1624
    if (texture->native) {
gabomdq@6320
  1625
        texture = texture->native;
gabomdq@6320
  1626
    }
gabomdq@6320
  1627
gabomdq@6320
  1628
    if(center) real_center = *center;
gabomdq@6320
  1629
    else {
gabomdq@6320
  1630
        real_center.x = real_dstrect.w/2;
gabomdq@6320
  1631
        real_center.y = real_dstrect.h/2;
gabomdq@6320
  1632
    }
gabomdq@6320
  1633
slouken@6528
  1634
    frect.x = real_dstrect.x * renderer->scale.x;
slouken@6528
  1635
    frect.y = real_dstrect.y * renderer->scale.y;
slouken@6528
  1636
    frect.w = real_dstrect.w * renderer->scale.x;
slouken@6528
  1637
    frect.h = real_dstrect.h * renderer->scale.y;
slouken@6528
  1638
slouken@6528
  1639
    fcenter.x = real_center.x * renderer->scale.x;
slouken@6528
  1640
    fcenter.y = real_center.y * renderer->scale.y;
slouken@6528
  1641
slouken@6528
  1642
    return renderer->RenderCopyEx(renderer, texture, &real_srcrect, &frect, angle, &fcenter, flip);
gabomdq@6320
  1643
}
gabomdq@6320
  1644
slouken@5154
  1645
int
slouken@5154
  1646
SDL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
slouken@5154
  1647
                     Uint32 format, void * pixels, int pitch)
slouken@5154
  1648
{
slouken@5154
  1649
    SDL_Rect real_rect;
slouken@5154
  1650
slouken@5154
  1651
    CHECK_RENDERER_MAGIC(renderer, -1);
slouken@5154
  1652
slouken@5154
  1653
    if (!renderer->RenderReadPixels) {
icculus@7037
  1654
        return SDL_Unsupported();
slouken@5154
  1655
    }
slouken@5154
  1656
slouken@5154
  1657
    if (!format) {
icculus@6389
  1658
        format = SDL_GetWindowPixelFormat(renderer->window);
slouken@5154
  1659
    }
slouken@5154
  1660
slouken@5464
  1661
    real_rect.x = renderer->viewport.x;
slouken@5464
  1662
    real_rect.y = renderer->viewport.y;
slouken@5297
  1663
    real_rect.w = renderer->viewport.w;
slouken@5297
  1664
    real_rect.h = renderer->viewport.h;
slouken@5154
  1665
    if (rect) {
slouken@5154
  1666
        if (!SDL_IntersectRect(rect, &real_rect, &real_rect)) {
slouken@5154
  1667
            return 0;
slouken@5154
  1668
        }
slouken@5154
  1669
        if (real_rect.y > rect->y) {
slouken@5154
  1670
            pixels = (Uint8 *)pixels + pitch * (real_rect.y - rect->y);
slouken@5154
  1671
        }
slouken@5154
  1672
        if (real_rect.x > rect->x) {
slouken@5464
  1673
            int bpp = SDL_BYTESPERPIXEL(format);
slouken@5154
  1674
            pixels = (Uint8 *)pixels + bpp * (real_rect.x - rect->x);
slouken@5154
  1675
        }
slouken@5154
  1676
    }
slouken@5154
  1677
slouken@5154
  1678
    return renderer->RenderReadPixels(renderer, &real_rect,
slouken@5154
  1679
                                      format, pixels, pitch);
slouken@5154
  1680
}
slouken@5154
  1681
slouken@5154
  1682
void
slouken@5154
  1683
SDL_RenderPresent(SDL_Renderer * renderer)
slouken@5154
  1684
{
slouken@5154
  1685
    CHECK_RENDERER_MAGIC(renderer, );
slouken@5154
  1686
slouken@6260
  1687
    /* Don't draw while we're hidden */
slouken@6260
  1688
    if (renderer->hidden) {
slouken@6060
  1689
        return;
slouken@6060
  1690
    }
slouken@5154
  1691
    renderer->RenderPresent(renderer);
slouken@5154
  1692
}
slouken@5154
  1693
slouken@5154
  1694
void
slouken@5154
  1695
SDL_DestroyTexture(SDL_Texture * texture)
slouken@5154
  1696
{
slouken@5154
  1697
    SDL_Renderer *renderer;
slouken@5154
  1698
slouken@5154
  1699
    CHECK_TEXTURE_MAGIC(texture, );
slouken@5154
  1700
    texture->magic = NULL;
slouken@5154
  1701
slouken@5154
  1702
    renderer = texture->renderer;
slouken@5154
  1703
    if (texture->next) {
slouken@5154
  1704
        texture->next->prev = texture->prev;
slouken@5154
  1705
    }
slouken@5154
  1706
    if (texture->prev) {
slouken@5154
  1707
        texture->prev->next = texture->next;
slouken@5154
  1708
    } else {
slouken@5154
  1709
        renderer->textures = texture->next;
slouken@5154
  1710
    }
slouken@5154
  1711
slouken@5156
  1712
    if (texture->native) {
slouken@5156
  1713
        SDL_DestroyTexture(texture->native);
slouken@5156
  1714
    }
slouken@5156
  1715
    if (texture->yuv) {
slouken@5156
  1716
        SDL_SW_DestroyYUVTexture(texture->yuv);
slouken@5156
  1717
    }
slouken@5156
  1718
    if (texture->pixels) {
slouken@5156
  1719
        SDL_free(texture->pixels);
slouken@5156
  1720
    }
slouken@5156
  1721
slouken@5154
  1722
    renderer->DestroyTexture(renderer, texture);
slouken@5154
  1723
    SDL_free(texture);
slouken@5154
  1724
}
slouken@5154
  1725
slouken@5154
  1726
void
slouken@5154
  1727
SDL_DestroyRenderer(SDL_Renderer * renderer)
slouken@5154
  1728
{
slouken@5154
  1729
    CHECK_RENDERER_MAGIC(renderer, );
slouken@5154
  1730
slouken@5154
  1731
    SDL_DelEventWatch(SDL_RendererEventWatch, renderer);
slouken@5154
  1732
slouken@5154
  1733
    /* Free existing textures for this renderer */
slouken@5154
  1734
    while (renderer->textures) {
slouken@5154
  1735
        SDL_DestroyTexture(renderer->textures);
slouken@5154
  1736
    }
slouken@5154
  1737
slouken@6417
  1738
    if (renderer->window) {
slouken@6417
  1739
        SDL_SetWindowData(renderer->window, SDL_WINDOWRENDERDATA, NULL);
slouken@6417
  1740
    }
slouken@5528
  1741
slouken@5154
  1742
    /* It's no longer magical... */
slouken@5154
  1743
    renderer->magic = NULL;
slouken@5154
  1744
slouken@5154
  1745
    /* Free the renderer instance */
slouken@5154
  1746
    renderer->DestroyRenderer(renderer);
slouken@5154
  1747
}
slouken@5154
  1748
gabomdq@6414
  1749
int SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh)
gabomdq@6414
  1750
{
gabomdq@6414
  1751
    SDL_Renderer *renderer;
gabomdq@6414
  1752
gabomdq@6415
  1753
    CHECK_TEXTURE_MAGIC(texture, -1);
gabomdq@6414
  1754
    renderer = texture->renderer;
gabomdq@6414
  1755
    if (renderer && renderer->GL_BindTexture) {
gabomdq@6414
  1756
        return renderer->GL_BindTexture(renderer, texture, texw, texh);
gabomdq@6414
  1757
    }
gabomdq@6414
  1758
icculus@7037
  1759
    return SDL_Unsupported();
gabomdq@6414
  1760
}
gabomdq@6414
  1761
gabomdq@6414
  1762
int SDL_GL_UnbindTexture(SDL_Texture *texture)
gabomdq@6414
  1763
{
gabomdq@6414
  1764
    SDL_Renderer *renderer;
gabomdq@6414
  1765
gabomdq@6415
  1766
    CHECK_TEXTURE_MAGIC(texture, -1);
gabomdq@6414
  1767
    renderer = texture->renderer;
gabomdq@6414
  1768
    if (renderer && renderer->GL_UnbindTexture) {
gabomdq@6414
  1769
        return renderer->GL_UnbindTexture(renderer, texture);
gabomdq@6414
  1770
    }
gabomdq@6414
  1771
icculus@7037
  1772
    return SDL_Unsupported();
gabomdq@6414
  1773
}
gabomdq@6414
  1774
slouken@5154
  1775
/* vi: set ts=4 sw=4 expandtab: */