2006-07-10 21:04:37 +00:00
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/*
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SDL - Simple DirectMedia Layer
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2008-12-08 00:27:32 +00:00
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Copyright (C) 1997-2009 Sam Lantinga
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2006-07-10 21:04:37 +00:00
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2.1 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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Sam Lantinga
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slouken@libsdl.org
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*/
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#include "SDL_config.h"
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#include "SDL_video.h"
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#include "../SDL_sysvideo.h"
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2006-07-15 19:29:42 +00:00
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#include "../SDL_yuv_sw_c.h"
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2007-08-12 00:01:41 +00:00
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#include "../SDL_renderer_sw.h"
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2006-07-10 21:04:37 +00:00
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/* SDL surface based renderer implementation */
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2006-07-16 09:34:01 +00:00
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static SDL_Renderer *SDL_DUMMY_CreateRenderer(SDL_Window * window,
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Uint32 flags);
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Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>
I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.
Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.
The diff also includes
a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403346
2008-12-20 12:00:00 +00:00
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static int SDL_DUMMY_SetDrawColor(SDL_Renderer * renderer);
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2008-12-20 13:14:28 +00:00
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static int SDL_DUMMY_SetDrawBlendMode(SDL_Renderer * renderer);
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static int SDL_DUMMY_RenderLine(SDL_Renderer * renderer, int x1, int y1,
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int x2, int y2);
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Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>
I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.
Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.
The diff also includes
a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403346
2008-12-20 12:00:00 +00:00
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static int SDL_DUMMY_RenderFill(SDL_Renderer * renderer,
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const SDL_Rect * rect);
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2006-07-16 09:34:01 +00:00
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static int SDL_DUMMY_RenderCopy(SDL_Renderer * renderer,
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SDL_Texture * texture,
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const SDL_Rect * srcrect,
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2006-08-28 03:17:39 +00:00
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const SDL_Rect * dstrect);
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2006-07-10 21:04:37 +00:00
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static void SDL_DUMMY_RenderPresent(SDL_Renderer * renderer);
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static void SDL_DUMMY_DestroyRenderer(SDL_Renderer * renderer);
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SDL_RenderDriver SDL_DUMMY_RenderDriver = {
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SDL_DUMMY_CreateRenderer,
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{
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2006-07-14 08:24:43 +00:00
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"dummy",
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2006-08-05 17:09:42 +00:00
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(SDL_RENDERER_SINGLEBUFFER | SDL_RENDERER_PRESENTCOPY |
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SDL_RENDERER_PRESENTFLIP2 | SDL_RENDERER_PRESENTFLIP3 |
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SDL_RENDERER_PRESENTDISCARD),
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2007-08-11 23:26:03 +00:00
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}
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2006-07-10 21:04:37 +00:00
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};
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typedef struct
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{
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2006-07-15 19:29:42 +00:00
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int current_screen;
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SDL_Surface *screens[3];
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2006-07-10 21:04:37 +00:00
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} SDL_DUMMY_RenderData;
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SDL_Renderer *
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SDL_DUMMY_CreateRenderer(SDL_Window * window, Uint32 flags)
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{
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SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);
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SDL_DisplayMode *displayMode = &display->current_mode;
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SDL_Renderer *renderer;
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SDL_DUMMY_RenderData *data;
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2006-07-15 19:29:42 +00:00
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int i, n;
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2006-07-10 21:04:37 +00:00
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int bpp;
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Uint32 Rmask, Gmask, Bmask, Amask;
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if (!SDL_PixelFormatEnumToMasks
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(displayMode->format, &bpp, &Rmask, &Gmask, &Bmask, &Amask)) {
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SDL_SetError("Unknown display format");
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return NULL;
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}
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2006-07-15 19:29:42 +00:00
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renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
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2006-07-10 21:04:37 +00:00
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if (!renderer) {
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SDL_OutOfMemory();
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return NULL;
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}
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data = (SDL_DUMMY_RenderData *) SDL_malloc(sizeof(*data));
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if (!data) {
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SDL_DUMMY_DestroyRenderer(renderer);
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SDL_OutOfMemory();
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return NULL;
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}
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SDL_zerop(data);
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Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>
I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.
Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.
The diff also includes
a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403346
2008-12-20 12:00:00 +00:00
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renderer->SetDrawColor = SDL_DUMMY_SetDrawColor;
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2008-12-20 13:14:28 +00:00
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renderer->SetDrawBlendMode = SDL_DUMMY_SetDrawBlendMode;
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renderer->RenderLine = SDL_DUMMY_RenderLine;
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2006-07-15 19:29:42 +00:00
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renderer->RenderFill = SDL_DUMMY_RenderFill;
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renderer->RenderCopy = SDL_DUMMY_RenderCopy;
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2006-07-10 21:04:37 +00:00
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renderer->RenderPresent = SDL_DUMMY_RenderPresent;
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renderer->DestroyRenderer = SDL_DUMMY_DestroyRenderer;
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2007-08-11 23:26:03 +00:00
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renderer->info.name = SDL_DUMMY_RenderDriver.info.name;
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renderer->info.flags = 0;
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2006-07-10 21:04:37 +00:00
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renderer->window = window->id;
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renderer->driverdata = data;
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2007-08-11 23:26:03 +00:00
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Setup_SoftwareRenderer(renderer);
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2006-07-15 19:29:42 +00:00
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2006-08-05 17:09:42 +00:00
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if (flags & SDL_RENDERER_PRESENTFLIP2) {
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renderer->info.flags |= SDL_RENDERER_PRESENTFLIP2;
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2006-07-15 19:29:42 +00:00
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n = 2;
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2006-08-05 17:09:42 +00:00
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} else if (flags & SDL_RENDERER_PRESENTFLIP3) {
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renderer->info.flags |= SDL_RENDERER_PRESENTFLIP3;
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2006-07-15 19:29:42 +00:00
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n = 3;
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} else {
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2006-08-05 17:09:42 +00:00
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renderer->info.flags |= SDL_RENDERER_PRESENTCOPY;
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2006-07-15 19:29:42 +00:00
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n = 1;
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2006-07-10 21:04:37 +00:00
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}
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2006-07-15 19:29:42 +00:00
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for (i = 0; i < n; ++i) {
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data->screens[i] =
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SDL_CreateRGBSurface(0, window->w, window->h, bpp, Rmask, Gmask,
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Bmask, Amask);
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if (!data->screens[i]) {
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SDL_DUMMY_DestroyRenderer(renderer);
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return NULL;
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}
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SDL_SetSurfacePalette(data->screens[i], display->palette);
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}
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data->current_screen = 0;
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2006-07-10 21:04:37 +00:00
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return renderer;
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}
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2006-07-15 19:29:42 +00:00
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static int
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Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>
I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.
Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.
The diff also includes
a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403346
2008-12-20 12:00:00 +00:00
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SDL_DUMMY_SetDrawColor(SDL_Renderer * renderer)
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{
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return 0;
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}
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2008-12-20 13:14:28 +00:00
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static int
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SDL_DUMMY_SetDrawBlendMode(SDL_Renderer * renderer)
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{
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return 0;
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}
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static int
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SDL_DUMMY_RenderLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2)
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{
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SDL_DUMMY_RenderData *data =
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(SDL_DUMMY_RenderData *) renderer->driverdata;
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SDL_Surface *target = data->screens[data->current_screen];
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int status;
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if (renderer->blendMode == SDL_BLENDMODE_NONE) {
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Uint32 color =
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SDL_MapRGBA(target->format, renderer->r, renderer->g, renderer->b,
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renderer->a);
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status = SDL_DrawLine(target, x1, y1, x2, y2, color);
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} else {
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status =
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SDL_BlendLine(target, x1, y1, x2, y2, renderer->blendMode,
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renderer->r, renderer->g, renderer->b, renderer->a);
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}
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return status;
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}
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Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>
I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.
Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.
The diff also includes
a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403346
2008-12-20 12:00:00 +00:00
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static int
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SDL_DUMMY_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect)
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2006-07-15 19:29:42 +00:00
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{
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2006-07-16 09:34:01 +00:00
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SDL_DUMMY_RenderData *data =
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(SDL_DUMMY_RenderData *) renderer->driverdata;
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2006-07-15 19:29:42 +00:00
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SDL_Surface *target = data->screens[data->current_screen];
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SDL_Rect real_rect = *rect;
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2008-12-20 13:14:28 +00:00
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int status;
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2006-07-15 19:29:42 +00:00
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2008-12-20 13:14:28 +00:00
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if (renderer->blendMode == SDL_BLENDMODE_NONE) {
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Uint32 color =
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SDL_MapRGBA(target->format, renderer->r, renderer->g, renderer->b,
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renderer->a);
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2006-07-15 19:29:42 +00:00
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2008-12-20 13:14:28 +00:00
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status = SDL_FillRect(target, &real_rect, color);
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} else {
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status =
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SDL_BlendRect(target, &real_rect, renderer->blendMode,
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renderer->r, renderer->g, renderer->b, renderer->a);
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}
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return status;
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2006-07-15 19:29:42 +00:00
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}
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static int
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SDL_DUMMY_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
|
2006-08-28 03:17:39 +00:00
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const SDL_Rect * srcrect, const SDL_Rect * dstrect)
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2006-07-15 19:29:42 +00:00
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{
|
2006-07-16 09:34:01 +00:00
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SDL_DUMMY_RenderData *data =
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(SDL_DUMMY_RenderData *) renderer->driverdata;
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2006-07-15 19:29:42 +00:00
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SDL_Window *window = SDL_GetWindowFromID(renderer->window);
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SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);
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if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
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SDL_Surface *target = data->screens[data->current_screen];
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void *pixels =
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(Uint8 *) target->pixels + dstrect->y * target->pitch +
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dstrect->x * target->format->BytesPerPixel;
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return SDL_SW_CopyYUVToRGB((SDL_SW_YUVTexture *) texture->driverdata,
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srcrect, display->current_mode.format,
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dstrect->w, dstrect->h, pixels,
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target->pitch);
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} else {
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SDL_Surface *surface = (SDL_Surface *) texture->driverdata;
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SDL_Surface *target = data->screens[data->current_screen];
|
2007-08-18 05:39:09 +00:00
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SDL_Rect real_srcrect = *srcrect;
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SDL_Rect real_dstrect = *dstrect;
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return SDL_LowerBlit(surface, &real_srcrect, target, &real_dstrect);
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2006-07-15 19:29:42 +00:00
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}
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}
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static void
|
2006-07-10 21:04:37 +00:00
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SDL_DUMMY_RenderPresent(SDL_Renderer * renderer)
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{
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static int frame_number;
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2006-07-16 09:34:01 +00:00
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SDL_DUMMY_RenderData *data =
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(SDL_DUMMY_RenderData *) renderer->driverdata;
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2006-07-10 21:04:37 +00:00
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2006-07-15 19:29:42 +00:00
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/* Send the data to the display */
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2006-07-10 21:04:37 +00:00
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if (SDL_getenv("SDL_VIDEO_DUMMY_SAVE_FRAMES")) {
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char file[128];
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SDL_snprintf(file, sizeof(file), "SDL_window%d-%8.8d.bmp",
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|
|
renderer->window, ++frame_number);
|
2006-07-15 19:29:42 +00:00
|
|
|
SDL_SaveBMP(data->screens[data->current_screen], file);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Update the flipping chain, if any */
|
2006-08-05 17:09:42 +00:00
|
|
|
if (renderer->info.flags & SDL_RENDERER_PRESENTFLIP2) {
|
2006-07-15 19:29:42 +00:00
|
|
|
data->current_screen = (data->current_screen + 1) % 2;
|
2006-08-05 17:09:42 +00:00
|
|
|
} else if (renderer->info.flags & SDL_RENDERER_PRESENTFLIP3) {
|
2006-07-15 19:29:42 +00:00
|
|
|
data->current_screen = (data->current_screen + 1) % 3;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
2006-07-10 21:04:37 +00:00
|
|
|
SDL_DUMMY_DestroyRenderer(SDL_Renderer * renderer)
|
|
|
|
{
|
2006-07-16 09:34:01 +00:00
|
|
|
SDL_DUMMY_RenderData *data =
|
|
|
|
(SDL_DUMMY_RenderData *) renderer->driverdata;
|
2006-07-15 19:29:42 +00:00
|
|
|
int i;
|
2006-07-10 21:04:37 +00:00
|
|
|
|
|
|
|
if (data) {
|
2006-07-15 19:29:42 +00:00
|
|
|
for (i = 0; i < SDL_arraysize(data->screens); ++i) {
|
|
|
|
if (data->screens[i]) {
|
|
|
|
SDL_FreeSurface(data->screens[i]);
|
|
|
|
}
|
2006-07-10 21:04:37 +00:00
|
|
|
}
|
|
|
|
SDL_free(data);
|
|
|
|
}
|
|
|
|
SDL_free(renderer);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|