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:
parent
657d4fd190
commit
052351dbe2
20 changed files with 685 additions and 436 deletions
1
src/render/software/SDL_blendline.c
Normal file → Executable file
1
src/render/software/SDL_blendline.c
Normal file → Executable file
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@ -23,6 +23,7 @@
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#include "SDL_draw.h"
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#include "SDL_blendline.h"
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#include "SDL_blendpoint.h"
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static void
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1
src/render/software/SDL_drawline.c
Normal file → Executable file
1
src/render/software/SDL_drawline.c
Normal file → Executable file
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@ -23,6 +23,7 @@
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#include "SDL_draw.h"
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#include "SDL_drawline.h"
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#include "SDL_drawpoint.h"
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static void
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@ -69,7 +69,7 @@ SDL_RenderDriver SW_RenderDriver = {
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SW_CreateRenderer,
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{
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"software",
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(SDL_RENDERER_PRESENTVSYNC),
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0,
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8,
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{
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SDL_PIXELFORMAT_RGB555,
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@ -87,61 +87,19 @@ SDL_RenderDriver SW_RenderDriver = {
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typedef struct
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{
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Uint32 format;
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SDL_bool updateSize;
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SDL_Texture *texture;
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SDL_Surface surface;
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SDL_Renderer *renderer;
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SDL_Surface *surface;
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} SW_RenderData;
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static SDL_Texture *
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CreateTexture(SDL_Renderer * renderer, Uint32 format, int w, int h)
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{
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SDL_Texture *texture;
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texture = (SDL_Texture *) SDL_calloc(1, sizeof(*texture));
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if (!texture) {
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SDL_OutOfMemory();
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return NULL;
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}
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texture->format = format;
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texture->access = SDL_TEXTUREACCESS_STREAMING;
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texture->w = w;
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texture->h = h;
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texture->renderer = renderer;
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if (renderer->CreateTexture(renderer, texture) < 0) {
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SDL_free(texture);
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return NULL;
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}
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return texture;
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}
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static void
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DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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renderer->DestroyTexture(renderer, texture);
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SDL_free(texture);
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}
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SDL_Renderer *
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SW_CreateRenderer(SDL_Window * window, Uint32 flags)
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SW_CreateRendererForSurface(SDL_Surface * surface)
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{
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SDL_Renderer *renderer;
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SW_RenderData *data;
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int i;
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int w, h;
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Uint32 format;
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int bpp;
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Uint32 Rmask, Gmask, Bmask, Amask;
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Uint32 renderer_flags;
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const char *desired_driver;
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format = SDL_GetWindowPixelFormat(window);
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if (!SDL_PixelFormatEnumToMasks
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(format, &bpp, &Rmask, &Gmask, &Bmask, &Amask)) {
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SDL_SetError("Unknown display format");
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if (!surface) {
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SDL_SetError("Can't create renderer for NULL surface");
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return NULL;
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}
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@ -157,6 +115,8 @@ SW_CreateRenderer(SDL_Window * window, Uint32 flags)
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SDL_OutOfMemory();
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return NULL;
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}
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data->surface = surface;
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renderer->WindowEvent = SW_WindowEvent;
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renderer->CreateTexture = SW_CreateTexture;
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renderer->SetTextureColorMod = SW_SetTextureColorMod;
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@ -174,80 +134,34 @@ SW_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->RenderPresent = SW_RenderPresent;
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renderer->DestroyRenderer = SW_DestroyRenderer;
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renderer->info = SW_RenderDriver.info;
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renderer->info.flags = 0;
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renderer->window = window;
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renderer->driverdata = data;
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data->format = format;
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/* Find a render driver that we can use to display data */
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renderer_flags = 0;
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if (flags & SDL_RENDERER_PRESENTVSYNC) {
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renderer_flags |= SDL_RENDERER_PRESENTVSYNC;
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}
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desired_driver = SDL_getenv("SDL_VIDEO_RENDERER_SWDRIVER");
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for (i = 0; i < SDL_GetNumRenderDrivers(); ++i) {
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SDL_RendererInfo info;
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SDL_GetRenderDriverInfo(i, &info);
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if (SDL_strcmp(info.name, SW_RenderDriver.info.name) == 0) {
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continue;
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}
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if (desired_driver
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&& SDL_strcasecmp(desired_driver, info.name) != 0) {
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continue;
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}
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data->renderer = SDL_CreateRenderer(window, i, renderer_flags);
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if (data->renderer) {
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break;
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}
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}
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if (i == SDL_GetNumRenderDrivers()) {
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SW_DestroyRenderer(renderer);
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SDL_SetError("Couldn't find display render driver");
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return NULL;
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}
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if (data->renderer->info.flags & SDL_RENDERER_PRESENTVSYNC) {
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renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
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}
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/* Create the textures we'll use for display */
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SDL_GetWindowSize(window, &w, &h);
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data->texture = CreateTexture(data->renderer, data->format, w, h);
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if (!data->texture) {
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SW_DestroyRenderer(renderer);
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return NULL;
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}
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/* Create a surface we'll use for rendering */
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data->surface.flags = SDL_PREALLOC;
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data->surface.format = SDL_AllocFormat(bpp, Rmask, Gmask, Bmask, Amask);
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if (!data->surface.format) {
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SW_DestroyRenderer(renderer);
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return NULL;
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}
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return renderer;
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}
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static SDL_Texture *
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SDL_Renderer *
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SW_CreateRenderer(SDL_Window * window, Uint32 flags)
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{
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SDL_Surface *surface;
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surface = SDL_GetWindowSurface(window);
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if (!surface) {
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return NULL;
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}
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return SW_CreateRendererForSurface(surface);
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}
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static SDL_Surface *
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SW_ActivateRenderer(SDL_Renderer * renderer)
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{
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SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
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SDL_Window *window = renderer->window;
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if (data->updateSize) {
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/* Recreate the textures for the new window size */
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int w, h;
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if (data->texture) {
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DestroyTexture(data->renderer, data->texture);
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}
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SDL_GetWindowSize(window, &w, &h);
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data->texture = CreateTexture(data->renderer, data->format, w, h);
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if (data->texture) {
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data->updateSize = SDL_FALSE;
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}
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data->surface = SDL_GetWindowSurface(window);
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data->updateSize = SDL_FALSE;
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}
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return data->texture;
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return data->surface;
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}
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static void
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SW_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points,
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int count)
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{
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SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
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SDL_Texture *texture = SW_ActivateRenderer(renderer);
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SDL_Rect rect;
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int i;
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int x, y;
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int status = 0;
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SDL_Surface *surface = SW_ActivateRenderer(renderer);
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if (!texture) {
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if (!surface) {
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return -1;
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}
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/* Get the smallest rectangle that contains everything */
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rect.x = 0;
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rect.y = 0;
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rect.w = texture->w;
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rect.h = texture->h;
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if (!SDL_EnclosePoints(points, count, &rect, &rect)) {
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/* Nothing to draw */
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return 0;
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}
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if (data->renderer->LockTexture(data->renderer, texture, &rect,
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&data->surface.pixels,
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&data->surface.pitch) < 0) {
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return -1;
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}
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data->surface.clip_rect.w = data->surface.w = rect.w;
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data->surface.clip_rect.h = data->surface.h = rect.h;
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/* Draw the points! */
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if (renderer->blendMode == SDL_BLENDMODE_NONE) {
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Uint32 color = SDL_MapRGBA(data->surface.format,
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Uint32 color = SDL_MapRGBA(surface->format,
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renderer->r, renderer->g, renderer->b,
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renderer->a);
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for (i = 0; i < count; ++i) {
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x = points[i].x - rect.x;
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y = points[i].y - rect.y;
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status = SDL_DrawPoint(&data->surface, x, y, color);
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}
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return SDL_DrawPoints(surface, points, count, color);
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} else {
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for (i = 0; i < count; ++i) {
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x = points[i].x - rect.x;
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y = points[i].y - rect.y;
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status = SDL_BlendPoint(&data->surface, x, y,
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renderer->blendMode,
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renderer->r, renderer->g, renderer->b,
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renderer->a);
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}
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return SDL_BlendPoints(surface, points, count,
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renderer->blendMode,
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renderer->r, renderer->g, renderer->b,
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renderer->a);
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}
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data->renderer->UnlockTexture(data->renderer, texture);
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return status;
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}
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static int
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SW_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
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int count)
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{
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SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
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SDL_Texture *texture = SW_ActivateRenderer(renderer);
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SDL_Rect clip, rect;
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int i;
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int x1, y1, x2, y2;
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int status = 0;
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SDL_Surface *surface = SW_ActivateRenderer(renderer);
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if (!texture) {
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if (!surface) {
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return -1;
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}
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/* Get the smallest rectangle that contains everything */
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clip.x = 0;
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clip.y = 0;
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clip.w = texture->w;
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clip.h = texture->h;
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SDL_EnclosePoints(points, count, NULL, &rect);
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if (!SDL_IntersectRect(&rect, &clip, &rect)) {
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/* Nothing to draw */
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return 0;
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}
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if (data->renderer->LockTexture(data->renderer, texture, &rect,
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&data->surface.pixels,
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&data->surface.pitch) < 0) {
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return -1;
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}
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data->surface.clip_rect.w = data->surface.w = rect.w;
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data->surface.clip_rect.h = data->surface.h = rect.h;
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/* Draw the points! */
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/* Draw the lines! */
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if (renderer->blendMode == SDL_BLENDMODE_NONE) {
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Uint32 color = SDL_MapRGBA(data->surface.format,
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Uint32 color = SDL_MapRGBA(surface->format,
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renderer->r, renderer->g, renderer->b,
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renderer->a);
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for (i = 1; i < count; ++i) {
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x1 = points[i-1].x - rect.x;
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y1 = points[i-1].y - rect.y;
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x2 = points[i].x - rect.x;
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y2 = points[i].y - rect.y;
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status = SDL_DrawLine(&data->surface, x1, y1, x2, y2, color);
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}
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return SDL_DrawLines(surface, points, count, color);
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} else {
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for (i = 1; i < count; ++i) {
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x1 = points[i-1].x - rect.x;
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y1 = points[i-1].y - rect.y;
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x2 = points[i].x - rect.x;
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y2 = points[i].y - rect.y;
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status = SDL_BlendLine(&data->surface, x1, y1, x2, y2,
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renderer->blendMode,
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renderer->r, renderer->g, renderer->b,
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renderer->a);
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}
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return SDL_BlendLines(surface, points, count,
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renderer->blendMode,
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renderer->r, renderer->g, renderer->b,
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renderer->a);
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}
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data->renderer->UnlockTexture(data->renderer, texture);
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return status;
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}
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static int
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SW_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects,
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int count)
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{
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SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
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SDL_Texture *texture = SW_ActivateRenderer(renderer);
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SDL_Rect clip, rect;
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Uint32 color = 0;
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int i;
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int status = 0;
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SDL_Surface *surface = SW_ActivateRenderer(renderer);
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if (!texture) {
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if (!surface) {
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return -1;
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}
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clip.x = 0;
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clip.y = 0;
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clip.w = texture->w;
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clip.h = texture->h;
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if (renderer->blendMode == SDL_BLENDMODE_NONE) {
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color = SDL_MapRGBA(data->surface.format,
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renderer->r, renderer->g, renderer->b,
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renderer->a);
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Uint32 color = SDL_MapRGBA(surface->format,
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renderer->r, renderer->g, renderer->b,
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renderer->a);
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return SDL_FillRects(surface, rects, count, color);
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} else {
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return SDL_BlendFillRects(surface, rects, count,
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renderer->blendMode,
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renderer->r, renderer->g, renderer->b,
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renderer->a);
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}
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for (i = 0; i < count; ++i) {
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if (!SDL_IntersectRect(rects[i], &clip, &rect)) {
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/* Nothing to draw */
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continue;
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}
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if (data->renderer->LockTexture(data->renderer, texture, &rect,
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&data->surface.pixels,
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&data->surface.pitch) < 0) {
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return -1;
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}
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data->surface.clip_rect.w = data->surface.w = rect.w;
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data->surface.clip_rect.h = data->surface.h = rect.h;
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if (renderer->blendMode == SDL_BLENDMODE_NONE) {
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status = SDL_FillRect(&data->surface, NULL, color);
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} else {
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status = SDL_BlendFillRect(&data->surface, NULL,
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renderer->blendMode,
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renderer->r, renderer->g, renderer->b,
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renderer->a);
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}
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data->renderer->UnlockTexture(data->renderer, texture);
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}
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return status;
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}
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static int
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SW_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * srcrect, const SDL_Rect * dstrect)
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{
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SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
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SDL_Surface *surface;
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SDL_Rect real_srcrect;
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SDL_Rect real_dstrect;
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int status;
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SDL_Surface *surface = SW_ActivateRenderer(renderer);
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SDL_Surface *src = (SDL_Surface *) texture->driverdata;
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SDL_Rect final_rect = *dstrect;
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if (!SW_ActivateRenderer(renderer)) {
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if (!surface) {
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return -1;
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}
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if (data->renderer->LockTexture(data->renderer, data->texture, dstrect,
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&data->surface.pixels,
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&data->surface.pitch) < 0) {
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return -1;
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}
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surface = (SDL_Surface *) texture->driverdata;
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real_srcrect = *srcrect;
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data->surface.w = dstrect->w;
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data->surface.h = dstrect->h;
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data->surface.clip_rect.w = dstrect->w;
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data->surface.clip_rect.h = dstrect->h;
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real_dstrect = data->surface.clip_rect;
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status = SDL_LowerBlit(surface, &real_srcrect, &data->surface, &real_dstrect);
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data->renderer->UnlockTexture(data->renderer, data->texture);
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return status;
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return SDL_BlitSurface(src, srcrect, surface, &final_rect);
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}
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static int
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SW_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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Uint32 format, void * pixels, int pitch)
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{
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SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
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SDL_Surface *surface = SW_ActivateRenderer(renderer);
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Uint32 src_format;
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void *src_pixels;
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if (!SW_ActivateRenderer(renderer)) {
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if (!surface) {
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return -1;
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}
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if (data->renderer->LockTexture(data->renderer, data->texture, rect,
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&data->surface.pixels,
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&data->surface.pitch) < 0) {
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if (rect->x < 0 || rect->x+rect->w > surface->w ||
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rect->y < 0 || rect->y+rect->h > surface->h) {
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SDL_SetError("Tried to read outside of surface bounds");
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return -1;
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}
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SDL_ConvertPixels(rect->w, rect->h,
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data->format, data->surface.pixels, data->surface.pitch,
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format, pixels, pitch);
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src_format = SDL_MasksToPixelFormatEnum(
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surface->format->BitsPerPixel,
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surface->format->Rmask, surface->format->Gmask,
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surface->format->Bmask, surface->format->Amask);
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|
||||
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);
|
||||
|
|
25
src/render/software/SDL_renderer_sw_c.h
Normal file
25
src/render/software/SDL_renderer_sw_c.h
Normal 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: */
|
Loading…
Add table
Add a link
Reference in a new issue