Added a way to get a framebuffer interface for a window, and also a way to create a software renderer for an arbitrary surface.

The software renderer has been re-routed to use the framebuffer interface, which makes it possible to have software rendering available even on simple ports.
This commit is contained in:
Sam Lantinga 2011-02-03 15:49:37 -08:00
parent 657d4fd190
commit 052351dbe2
20 changed files with 685 additions and 436 deletions

1
src/render/software/SDL_blendline.c Normal file → Executable file
View file

@ -23,6 +23,7 @@
#include "SDL_draw.h"
#include "SDL_blendline.h"
#include "SDL_blendpoint.h"
static void

1
src/render/software/SDL_drawline.c Normal file → Executable file
View file

@ -23,6 +23,7 @@
#include "SDL_draw.h"
#include "SDL_drawline.h"
#include "SDL_drawpoint.h"
static void

View file

@ -69,7 +69,7 @@ SDL_RenderDriver SW_RenderDriver = {
SW_CreateRenderer,
{
"software",
(SDL_RENDERER_PRESENTVSYNC),
0,
8,
{
SDL_PIXELFORMAT_RGB555,
@ -87,61 +87,19 @@ SDL_RenderDriver SW_RenderDriver = {
typedef struct
{
Uint32 format;
SDL_bool updateSize;
SDL_Texture *texture;
SDL_Surface surface;
SDL_Renderer *renderer;
SDL_Surface *surface;
} SW_RenderData;
static SDL_Texture *
CreateTexture(SDL_Renderer * renderer, Uint32 format, int w, int h)
{
SDL_Texture *texture;
texture = (SDL_Texture *) SDL_calloc(1, sizeof(*texture));
if (!texture) {
SDL_OutOfMemory();
return NULL;
}
texture->format = format;
texture->access = SDL_TEXTUREACCESS_STREAMING;
texture->w = w;
texture->h = h;
texture->renderer = renderer;
if (renderer->CreateTexture(renderer, texture) < 0) {
SDL_free(texture);
return NULL;
}
return texture;
}
static void
DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
renderer->DestroyTexture(renderer, texture);
SDL_free(texture);
}
SDL_Renderer *
SW_CreateRenderer(SDL_Window * window, Uint32 flags)
SW_CreateRendererForSurface(SDL_Surface * surface)
{
SDL_Renderer *renderer;
SW_RenderData *data;
int i;
int w, h;
Uint32 format;
int bpp;
Uint32 Rmask, Gmask, Bmask, Amask;
Uint32 renderer_flags;
const char *desired_driver;
format = SDL_GetWindowPixelFormat(window);
if (!SDL_PixelFormatEnumToMasks
(format, &bpp, &Rmask, &Gmask, &Bmask, &Amask)) {
SDL_SetError("Unknown display format");
if (!surface) {
SDL_SetError("Can't create renderer for NULL surface");
return NULL;
}
@ -157,6 +115,8 @@ SW_CreateRenderer(SDL_Window * window, Uint32 flags)
SDL_OutOfMemory();
return NULL;
}
data->surface = surface;
renderer->WindowEvent = SW_WindowEvent;
renderer->CreateTexture = SW_CreateTexture;
renderer->SetTextureColorMod = SW_SetTextureColorMod;
@ -174,80 +134,34 @@ SW_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->RenderPresent = SW_RenderPresent;
renderer->DestroyRenderer = SW_DestroyRenderer;
renderer->info = SW_RenderDriver.info;
renderer->info.flags = 0;
renderer->window = window;
renderer->driverdata = data;
data->format = format;
/* Find a render driver that we can use to display data */
renderer_flags = 0;
if (flags & SDL_RENDERER_PRESENTVSYNC) {
renderer_flags |= SDL_RENDERER_PRESENTVSYNC;
}
desired_driver = SDL_getenv("SDL_VIDEO_RENDERER_SWDRIVER");
for (i = 0; i < SDL_GetNumRenderDrivers(); ++i) {
SDL_RendererInfo info;
SDL_GetRenderDriverInfo(i, &info);
if (SDL_strcmp(info.name, SW_RenderDriver.info.name) == 0) {
continue;
}
if (desired_driver
&& SDL_strcasecmp(desired_driver, info.name) != 0) {
continue;
}
data->renderer = SDL_CreateRenderer(window, i, renderer_flags);
if (data->renderer) {
break;
}
}
if (i == SDL_GetNumRenderDrivers()) {
SW_DestroyRenderer(renderer);
SDL_SetError("Couldn't find display render driver");
return NULL;
}
if (data->renderer->info.flags & SDL_RENDERER_PRESENTVSYNC) {
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
}
/* Create the textures we'll use for display */
SDL_GetWindowSize(window, &w, &h);
data->texture = CreateTexture(data->renderer, data->format, w, h);
if (!data->texture) {
SW_DestroyRenderer(renderer);
return NULL;
}
/* Create a surface we'll use for rendering */
data->surface.flags = SDL_PREALLOC;
data->surface.format = SDL_AllocFormat(bpp, Rmask, Gmask, Bmask, Amask);
if (!data->surface.format) {
SW_DestroyRenderer(renderer);
return NULL;
}
return renderer;
}
static SDL_Texture *
SDL_Renderer *
SW_CreateRenderer(SDL_Window * window, Uint32 flags)
{
SDL_Surface *surface;
surface = SDL_GetWindowSurface(window);
if (!surface) {
return NULL;
}
return SW_CreateRendererForSurface(surface);
}
static SDL_Surface *
SW_ActivateRenderer(SDL_Renderer * renderer)
{
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
SDL_Window *window = renderer->window;
if (data->updateSize) {
/* Recreate the textures for the new window size */
int w, h;
if (data->texture) {
DestroyTexture(data->renderer, data->texture);
}
SDL_GetWindowSize(window, &w, &h);
data->texture = CreateTexture(data->renderer, data->format, w, h);
if (data->texture) {
data->updateSize = SDL_FALSE;
}
data->surface = SDL_GetWindowSurface(window);
data->updateSize = SDL_FALSE;
}
return data->texture;
return data->surface;
}
static void
@ -356,264 +270,130 @@ static int
SW_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points,
int count)
{
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
SDL_Texture *texture = SW_ActivateRenderer(renderer);
SDL_Rect rect;
int i;
int x, y;
int status = 0;
SDL_Surface *surface = SW_ActivateRenderer(renderer);
if (!texture) {
if (!surface) {
return -1;
}
/* Get the smallest rectangle that contains everything */
rect.x = 0;
rect.y = 0;
rect.w = texture->w;
rect.h = texture->h;
if (!SDL_EnclosePoints(points, count, &rect, &rect)) {
/* Nothing to draw */
return 0;
}
if (data->renderer->LockTexture(data->renderer, texture, &rect,
&data->surface.pixels,
&data->surface.pitch) < 0) {
return -1;
}
data->surface.clip_rect.w = data->surface.w = rect.w;
data->surface.clip_rect.h = data->surface.h = rect.h;
/* Draw the points! */
if (renderer->blendMode == SDL_BLENDMODE_NONE) {
Uint32 color = SDL_MapRGBA(data->surface.format,
Uint32 color = SDL_MapRGBA(surface->format,
renderer->r, renderer->g, renderer->b,
renderer->a);
for (i = 0; i < count; ++i) {
x = points[i].x - rect.x;
y = points[i].y - rect.y;
status = SDL_DrawPoint(&data->surface, x, y, color);
}
return SDL_DrawPoints(surface, points, count, color);
} else {
for (i = 0; i < count; ++i) {
x = points[i].x - rect.x;
y = points[i].y - rect.y;
status = SDL_BlendPoint(&data->surface, x, y,
renderer->blendMode,
renderer->r, renderer->g, renderer->b,
renderer->a);
}
return SDL_BlendPoints(surface, points, count,
renderer->blendMode,
renderer->r, renderer->g, renderer->b,
renderer->a);
}
data->renderer->UnlockTexture(data->renderer, texture);
return status;
}
static int
SW_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
int count)
{
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
SDL_Texture *texture = SW_ActivateRenderer(renderer);
SDL_Rect clip, rect;
int i;
int x1, y1, x2, y2;
int status = 0;
SDL_Surface *surface = SW_ActivateRenderer(renderer);
if (!texture) {
if (!surface) {
return -1;
}
/* Get the smallest rectangle that contains everything */
clip.x = 0;
clip.y = 0;
clip.w = texture->w;
clip.h = texture->h;
SDL_EnclosePoints(points, count, NULL, &rect);
if (!SDL_IntersectRect(&rect, &clip, &rect)) {
/* Nothing to draw */
return 0;
}
if (data->renderer->LockTexture(data->renderer, texture, &rect,
&data->surface.pixels,
&data->surface.pitch) < 0) {
return -1;
}
data->surface.clip_rect.w = data->surface.w = rect.w;
data->surface.clip_rect.h = data->surface.h = rect.h;
/* Draw the points! */
/* Draw the lines! */
if (renderer->blendMode == SDL_BLENDMODE_NONE) {
Uint32 color = SDL_MapRGBA(data->surface.format,
Uint32 color = SDL_MapRGBA(surface->format,
renderer->r, renderer->g, renderer->b,
renderer->a);
for (i = 1; i < count; ++i) {
x1 = points[i-1].x - rect.x;
y1 = points[i-1].y - rect.y;
x2 = points[i].x - rect.x;
y2 = points[i].y - rect.y;
status = SDL_DrawLine(&data->surface, x1, y1, x2, y2, color);
}
return SDL_DrawLines(surface, points, count, color);
} else {
for (i = 1; i < count; ++i) {
x1 = points[i-1].x - rect.x;
y1 = points[i-1].y - rect.y;
x2 = points[i].x - rect.x;
y2 = points[i].y - rect.y;
status = SDL_BlendLine(&data->surface, x1, y1, x2, y2,
renderer->blendMode,
renderer->r, renderer->g, renderer->b,
renderer->a);
}
return SDL_BlendLines(surface, points, count,
renderer->blendMode,
renderer->r, renderer->g, renderer->b,
renderer->a);
}
data->renderer->UnlockTexture(data->renderer, texture);
return status;
}
static int
SW_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects,
int count)
{
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
SDL_Texture *texture = SW_ActivateRenderer(renderer);
SDL_Rect clip, rect;
Uint32 color = 0;
int i;
int status = 0;
SDL_Surface *surface = SW_ActivateRenderer(renderer);
if (!texture) {
if (!surface) {
return -1;
}
clip.x = 0;
clip.y = 0;
clip.w = texture->w;
clip.h = texture->h;
if (renderer->blendMode == SDL_BLENDMODE_NONE) {
color = SDL_MapRGBA(data->surface.format,
renderer->r, renderer->g, renderer->b,
renderer->a);
Uint32 color = SDL_MapRGBA(surface->format,
renderer->r, renderer->g, renderer->b,
renderer->a);
return SDL_FillRects(surface, rects, count, color);
} else {
return SDL_BlendFillRects(surface, rects, count,
renderer->blendMode,
renderer->r, renderer->g, renderer->b,
renderer->a);
}
for (i = 0; i < count; ++i) {
if (!SDL_IntersectRect(rects[i], &clip, &rect)) {
/* Nothing to draw */
continue;
}
if (data->renderer->LockTexture(data->renderer, texture, &rect,
&data->surface.pixels,
&data->surface.pitch) < 0) {
return -1;
}
data->surface.clip_rect.w = data->surface.w = rect.w;
data->surface.clip_rect.h = data->surface.h = rect.h;
if (renderer->blendMode == SDL_BLENDMODE_NONE) {
status = SDL_FillRect(&data->surface, NULL, color);
} else {
status = SDL_BlendFillRect(&data->surface, NULL,
renderer->blendMode,
renderer->r, renderer->g, renderer->b,
renderer->a);
}
data->renderer->UnlockTexture(data->renderer, texture);
}
return status;
}
static int
SW_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect)
{
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
SDL_Surface *surface;
SDL_Rect real_srcrect;
SDL_Rect real_dstrect;
int status;
SDL_Surface *surface = SW_ActivateRenderer(renderer);
SDL_Surface *src = (SDL_Surface *) texture->driverdata;
SDL_Rect final_rect = *dstrect;
if (!SW_ActivateRenderer(renderer)) {
if (!surface) {
return -1;
}
if (data->renderer->LockTexture(data->renderer, data->texture, dstrect,
&data->surface.pixels,
&data->surface.pitch) < 0) {
return -1;
}
surface = (SDL_Surface *) texture->driverdata;
real_srcrect = *srcrect;
data->surface.w = dstrect->w;
data->surface.h = dstrect->h;
data->surface.clip_rect.w = dstrect->w;
data->surface.clip_rect.h = dstrect->h;
real_dstrect = data->surface.clip_rect;
status = SDL_LowerBlit(surface, &real_srcrect, &data->surface, &real_dstrect);
data->renderer->UnlockTexture(data->renderer, data->texture);
return status;
return SDL_BlitSurface(src, srcrect, surface, &final_rect);
}
static int
SW_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 format, void * pixels, int pitch)
{
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
SDL_Surface *surface = SW_ActivateRenderer(renderer);
Uint32 src_format;
void *src_pixels;
if (!SW_ActivateRenderer(renderer)) {
if (!surface) {
return -1;
}
if (data->renderer->LockTexture(data->renderer, data->texture, rect,
&data->surface.pixels,
&data->surface.pitch) < 0) {
if (rect->x < 0 || rect->x+rect->w > surface->w ||
rect->y < 0 || rect->y+rect->h > surface->h) {
SDL_SetError("Tried to read outside of surface bounds");
return -1;
}
SDL_ConvertPixels(rect->w, rect->h,
data->format, data->surface.pixels, data->surface.pitch,
format, pixels, pitch);
src_format = SDL_MasksToPixelFormatEnum(
surface->format->BitsPerPixel,
surface->format->Rmask, surface->format->Gmask,
surface->format->Bmask, surface->format->Amask);
data->renderer->UnlockTexture(data->renderer, data->texture);
return 0;
src_pixels = (void*)((Uint8 *) surface->pixels +
rect->y * surface->pitch +
rect->x * surface->format->BytesPerPixel);
return SDL_ConvertPixels(rect->w, rect->h,
src_format, src_pixels, surface->pitch,
format, pixels, pitch);
}
static void
SW_RenderPresent(SDL_Renderer * renderer)
{
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
SDL_Texture *texture = SW_ActivateRenderer(renderer);
SDL_Rect rect;
SDL_Window *window = renderer->window;
if (!texture) {
return;
if (window) {
SDL_UpdateWindowSurface(window);
}
/* Send the data to the display */
rect.x = 0;
rect.y = 0;
rect.w = texture->w;
rect.h = texture->h;
data->renderer->RenderCopy(data->renderer, texture, &rect, &rect);
data->renderer->RenderPresent(data->renderer);
}
static void
@ -628,18 +408,8 @@ static void
SW_DestroyRenderer(SDL_Renderer * renderer)
{
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
SDL_Window *window = renderer->window;
if (data) {
if (data->texture) {
DestroyTexture(data->renderer, data->texture);
}
if (data->surface.format) {
SDL_FreeFormat(data->surface.format);
}
if (data->renderer) {
data->renderer->DestroyRenderer(data->renderer);
}
SDL_free(data);
}
SDL_free(renderer);

View file

@ -0,0 +1,25 @@
/*
SDL - Simple DirectMedia Layer
Copyright (C) 1997-2010 Sam Lantinga
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
Sam Lantinga
slouken@libsdl.org
*/
extern SDL_Renderer * SW_CreateRendererForSurface(SDL_Surface * surface);
/* vi: set ts=4 sw=4 expandtab: */