Convert SDL_malloc to SDL_calloc if appropriate, slightly faster on operating systems which map the zero page for memory allocations.
OpenGL renderer in progress --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401965
This commit is contained in:
parent
2b538200ba
commit
2fe561616a
9 changed files with 218 additions and 212 deletions
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@ -22,8 +22,13 @@
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#include "SDL_config.h"
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#if SDL_VIDEO_OPENGL
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#if 0
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#include "SDL_win32video.h"
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#include "SDL_video.h"
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#include "SDL_opengl.h"
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#include "SDL_sysvideo.h"
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#include "SDL_pixels_c.h"
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#include "SDL_rect_c.h"
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#include "SDL_yuv_sw_c.h"
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/* OpenGL renderer implementation */
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@ -66,8 +71,10 @@ SDL_RenderDriver GL_RenderDriver = {
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SDL_TextureBlendMode_Mod),
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(SDL_TextureScaleMode_None | SDL_TextureScaleMode_Fast |
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SDL_TextureScaleMode_Best),
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12,
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18,
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{
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SDL_PixelFormat_Index1LSB,
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SDL_PixelFormat_Index1MSB,
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SDL_PixelFormat_Index8,
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SDL_PixelFormat_RGB332,
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SDL_PixelFormat_RGB444,
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@ -75,11 +82,15 @@ SDL_RenderDriver GL_RenderDriver = {
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SDL_PixelFormat_ARGB4444,
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SDL_PixelFormat_ARGB1555,
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SDL_PixelFormat_RGB565,
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SDL_PixelFormat_RGB24,
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SDL_PixelFormat_BGR24,
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SDL_PixelFormat_RGB888,
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SDL_PixelFormat_BGR888,
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SDL_PixelFormat_ARGB8888,
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SDL_PixelFormat_ARGB2101010,
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SDL_PixelFormat_UYVY,
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SDL_PixelFormat_YUY2},
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SDL_PixelFormat_RGBA8888,
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SDL_PixelFormat_ABGR8888,
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SDL_PixelFormat_BGRA8888,
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SDL_PixelFormat_ARGB2101010}, /* FIXME: YUV texture support */
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0,
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0}
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};
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@ -87,57 +98,26 @@ SDL_RenderDriver GL_RenderDriver = {
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typedef struct
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{
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SDL_GLContext context;
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SDL_bool beginScene;
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} GL_RenderData;
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typedef struct
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{
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GLuint texture;
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GLenum type;
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GLfloat texw;
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GLfloat texh;
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GLenum format;
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GLenum formattype;
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void *pixels;
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int pitch;
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SDL_DirtyRectList dirty;
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} GL_TextureData;
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static GLFORMAT
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PixelFormatToOpenGL(Uint32 format,)
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{
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switch (format) {
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case SDL_PixelFormat_Index8:
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return GLFMT_P8;
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case SDL_PixelFormat_RGB332:
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return GLFMT_R3G3B2;
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case SDL_PixelFormat_RGB444:
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return GLFMT_X4R4G4B4;
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case SDL_PixelFormat_RGB555:
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return GLFMT_X1R5G5B5;
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case SDL_PixelFormat_ARGB4444:
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return GLFMT_A4R4G4B4;
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case SDL_PixelFormat_ARGB1555:
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return GLFMT_A1R5G5B5;
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case SDL_PixelFormat_RGB565:
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return GLFMT_R5G6B5;
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case SDL_PixelFormat_RGB888:
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return GLFMT_X8R8G8B8;
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case SDL_PixelFormat_ARGB8888:
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return GLFMT_A8R8G8B8;
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case SDL_PixelFormat_ARGB2101010:
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return GLFMT_A2R10G10B10;
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case SDL_PixelFormat_UYVY:
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return GLFMT_UYVY;
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case SDL_PixelFormat_YUY2:
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return GLFMT_YUY2;
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default:
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return GLFMT_UNKNOWN;
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}
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}
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void
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GL_AddRenderDriver(_THIS)
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{
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SDL_VideoData *data = (SDL_VideoData *) _this->driverdata;
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if (data->d3d) {
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if (_this->GL_CreateContext) {
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SDL_AddRenderDriver(0, &GL_RenderDriver);
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}
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}
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@ -145,14 +125,8 @@ GL_AddRenderDriver(_THIS)
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SDL_Renderer *
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GL_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_VideoData *videodata = (SDL_VideoData *) display->device->driverdata;
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SDL_WindowData *windowdata = (SDL_WindowData *) window->driverdata;
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SDL_Renderer *renderer;
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GL_RenderData *data;
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HRESULT result;
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GLPRESENT_PARAMETERS pparams;
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IDirect3DSwapChain9 *chain;
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if (!(window->flags & SDL_WINDOW_OPENGL)) {
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SDL_SetError
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@ -160,20 +134,18 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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return NULL;
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}
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renderer = (SDL_Renderer *) SDL_malloc(sizeof(*renderer));
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renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
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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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SDL_zerop(renderer);
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data = (GL_RenderData *) SDL_malloc(sizeof(*data));
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data = (GL_RenderData *) SDL_calloc(1, sizeof(*data));
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if (!data) {
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GL_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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renderer->CreateTexture = GL_CreateTexture;
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renderer->SetTexturePalette = GL_SetTexturePalette;
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@ -203,7 +175,6 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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GL_DestroyRenderer(renderer);
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return NULL;
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}
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data->beginScene = SDL_TRUE;
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if (flags & SDL_Renderer_PresentVSync) {
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SDL_GL_SetSwapInterval(1);
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@ -214,67 +185,147 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->info.flags |= SDL_Renderer_PresentVSync;
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}
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/* FIXME: Add a function to make the rendering context current when selecting the renderer */
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/* FIXME: Query maximum texture size */
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/* FIXME: Check for GL_ARB_texture_rectangle and GL_EXT_texture_rectangle */
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/* Set up parameters for rendering */
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_TEXTURE_RECTANGLE_ARB);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glViewport(0, 0, window->w, window->h);
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glOrtho(0.0, (GLdouble) window->w, (GLdouble) window->h, 0.0, 0.0, 1.0);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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return renderer;
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}
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/* Quick utility function for texture creation */
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static int
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power_of_two(int input)
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{
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int value = 1;
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while (value < input) {
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value <<= 1;
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}
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return value;
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}
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static int
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GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
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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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GL_TextureData *data;
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GLPOOL pool;
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HRESULT result;
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GLint internalFormat;
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GLenum format, type;
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data = (GL_TextureData *) SDL_malloc(sizeof(*data));
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switch (texture->format) {
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case SDL_PixelFormat_Index1LSB:
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case SDL_PixelFormat_Index1MSB:
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internalFormat = GL_RGB;
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format = GL_COLOR_INDEX;
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type = GL_BITMAP;
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break;
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case SDL_PixelFormat_Index8:
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internalFormat = GL_RGB;
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format = GL_COLOR_INDEX;
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type = GL_UNSIGNED_BYTE;
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break;
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case SDL_PixelFormat_RGB332:
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internalFormat = GL_R3_G3_B2;
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format = GL_RGB;
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type = GL_UNSIGNED_BYTE_3_3_2;
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break;
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case SDL_PixelFormat_RGB444:
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internalFormat = GL_RGB4;
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format = GL_RGB;
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type = GL_UNSIGNED_SHORT_4_4_4_4;
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break;
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case SDL_PixelFormat_RGB555:
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internalFormat = GL_RGB5;
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format = GL_RGB;
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type = GL_UNSIGNED_SHORT_5_5_5_1;
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break;
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case SDL_PixelFormat_ARGB4444:
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internalFormat = GL_RGBA4;
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format = GL_BGRA;
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type = GL_UNSIGNED_SHORT_4_4_4_4_REV;
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break;
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case SDL_PixelFormat_ARGB1555:
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internalFormat = GL_RGB5_A1;
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format = GL_BGRA;
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type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
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break;
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case SDL_PixelFormat_RGB565:
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internalFormat = GL_RGB8;
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format = GL_RGB;
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type = GL_UNSIGNED_SHORT_5_6_5;
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break;
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case SDL_PixelFormat_RGB24:
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internalFormat = GL_RGB8;
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format = GL_RGB;
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type = GL_UNSIGNED_BYTE;
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break;
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case SDL_PixelFormat_RGB888:
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internalFormat = GL_RGB8;
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format = GL_RGB;
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type = GL_UNSIGNED_INT_8_8_8_8;
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break;
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case SDL_PixelFormat_BGR24:
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internalFormat = GL_RGB8;
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format = GL_BGR;
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type = GL_UNSIGNED_BYTE;
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break;
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case SDL_PixelFormat_BGR888:
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internalFormat = GL_RGB8;
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format = GL_BGR;
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type = GL_UNSIGNED_INT_8_8_8_8;
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break;
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case SDL_PixelFormat_ARGB8888:
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internalFormat = GL_RGBA8;
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format = GL_BGRA;
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type = GL_UNSIGNED_INT_8_8_8_8_REV;
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break;
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case SDL_PixelFormat_RGBA8888:
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internalFormat = GL_RGBA8;
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format = GL_BGRA;
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type = GL_UNSIGNED_INT_8_8_8_8;
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break;
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case SDL_PixelFormat_ABGR8888:
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internalFormat = GL_RGBA8;
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format = GL_RGBA;
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type = GL_UNSIGNED_INT_8_8_8_8_REV;
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break;
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case SDL_PixelFormat_BGRA8888:
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internalFormat = GL_RGBA8;
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format = GL_BGRA;
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type = GL_UNSIGNED_INT_8_8_8_8;
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break;
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case SDL_PixelFormat_ARGB2101010:
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internalFormat = GL_RGB10_A2;
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format = GL_BGRA;
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type = GL_UNSIGNED_INT_2_10_10_10_REV;
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break;
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default:
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SDL_SetError("Unsupported texture format");
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return -1;
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}
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data = (GL_TextureData *) SDL_calloc(1, sizeof(*data));
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if (!data) {
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SDL_OutOfMemory();
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return -1;
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}
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SDL_zerop(data);
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texture->driverdata = data;
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if (texture->access == SDL_TextureAccess_Local) {
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pool = GLPOOL_MANAGED;
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} else {
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pool = GLPOOL_DEFAULT;
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}
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result =
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IDirect3DDevice9_CreateTexture(renderdata->device, texture->w,
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texture->h, 1, 0,
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PixelFormatToGLFMT(texture->format),
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pool, &data->texture, NULL);
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if (FAILED(result)) {
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SDL_free(data);
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GL_SetError("CreateTexture()", result);
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return -1;
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}
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/* FIXME: Check for GL_ARB_texture_rectangle and GL_EXT_texture_rectangle */
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glGenTextures(1, &data->texture);
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data->type = GL_TEXTURE_RECTANGLE_ARB;
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data->texw = (GLfloat) texture->w;
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data->texh = (GLfloat) texture->h;
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data->format = format;
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data->formattype = type;
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glBindTexture(data->type, data->texture);
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glTexImage2D(data->type, 0, internalFormat, texture->w, texture->h, 0,
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format, type, NULL);
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return 0;
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}
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@ -303,57 +354,14 @@ GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect, const void *pixels, int pitch)
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{
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GL_TextureData *data = (GL_TextureData *) texture->driverdata;
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GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
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IDirect3DTexture9 *temp;
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RECT d3drect;
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GLLOCKED_RECT locked;
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const Uint8 *src;
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Uint8 *dst;
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int row, length;
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HRESULT result;
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result =
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IDirect3DDevice9_CreateTexture(renderdata->device, texture->w,
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texture->h, 1, 0,
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PixelFormatToGLFMT(texture->format),
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GLPOOL_SYSTEMMEM, &temp, NULL);
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if (FAILED(result)) {
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GL_SetError("CreateTexture()", result);
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return -1;
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}
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d3drect.left = rect->x;
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d3drect.right = rect->x + rect->w;
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d3drect.top = rect->y;
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d3drect.bottom = rect->y + rect->h;
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result = IDirect3DTexture9_LockRect(temp, 0, &locked, &d3drect, 0);
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if (FAILED(result)) {
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IDirect3DTexture9_Release(temp);
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GL_SetError("LockRect()", result);
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return -1;
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}
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src = pixels;
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dst = locked.pBits;
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length = rect->w * SDL_BYTESPERPIXEL(texture->format);
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for (row = 0; row < rect->h; ++row) {
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SDL_memcpy(dst, src, length);
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src += pitch;
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dst += locked.Pitch;
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}
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IDirect3DTexture9_UnlockRect(temp, 0);
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result =
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IDirect3DDevice9_UpdateTexture(renderdata->device,
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(IDirect3DBaseTexture9 *) temp,
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(IDirect3DBaseTexture9 *) data->
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texture);
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IDirect3DTexture9_Release(temp);
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if (FAILED(result)) {
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GL_SetError("UpdateTexture()", result);
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return -1;
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}
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1); /* FIXME, what to use for RGB 4 byte formats? */
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glPixelStorei(GL_UNPACK_ROW_LENGTH,
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pitch / SDL_BYTESPERPIXEL(texture->format));
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glBindTexture(data->type, data->texture);
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glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w, rect->h,
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data->format, data->formattype, pixels);
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/* FIXME: check for errors */
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return 0;
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}
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@ -363,38 +371,30 @@ GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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int *pitch)
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{
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GL_TextureData *data = (GL_TextureData *) texture->driverdata;
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RECT d3drect;
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GLLOCKED_RECT locked;
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HRESULT result;
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if (texture->access != SDL_TextureAccess_Local) {
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SDL_SetError("Can't lock remote video memory");
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return -1;
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if (!data->pixels) {
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data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
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data->pixels = SDL_malloc(texture->h * data->pitch);
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if (!data->pixels) {
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SDL_OutOfMemory();
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return -1;
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}
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}
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d3drect.left = rect->x;
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d3drect.right = rect->x + rect->w;
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d3drect.top = rect->y;
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d3drect.bottom = rect->y + rect->h;
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result =
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IDirect3DTexture9_LockRect(data->texture, 0, &locked, &d3drect,
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markDirty ? 0 : GLLOCK_NO_DIRTY_UPDATE);
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if (FAILED(result)) {
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GL_SetError("LockRect()", result);
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return -1;
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if (markDirty) {
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SDL_AddDirtyRect(&data->dirty, rect);
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}
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*pixels = locked.pBits;
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*pitch = locked.Pitch;
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*pixels =
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(void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
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rect->x * SDL_BYTESPERPIXEL(texture->format));
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*pitch = data->pitch;
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return 0;
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}
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static void
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GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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GL_TextureData *data = (GL_TextureData *) texture->driverdata;
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IDirect3DTexture9_UnlockRect(data->texture, 0);
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}
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static void
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|
@ -402,18 +402,10 @@ GL_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects,
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const SDL_Rect * rects)
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{
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GL_TextureData *data = (GL_TextureData *) texture->driverdata;
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RECT d3drect;
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int i;
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for (i = 0; i < numrects; ++i) {
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const SDL_Rect *rect = &rects[i];
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|
||||
d3drect.left = rect->x;
|
||||
d3drect.right = rect->x + rect->w;
|
||||
d3drect.top = rect->y;
|
||||
d3drect.bottom = rect->y + rect->h;
|
||||
|
||||
IDirect3DTexture9_AddDirtyRect(data->texture, &d3drect);
|
||||
SDL_AddDirtyRect(&data->dirty, &rects[i]);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -446,17 +438,43 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
|
|||
int minx, miny, maxx, maxy;
|
||||
GLfloat minu, maxu, minv, maxv;
|
||||
|
||||
if (texturedata->dirty.count > 0) {
|
||||
SDL_DirtyRect *dirty;
|
||||
void *pixels;
|
||||
int bpp = SDL_BYTESPERPIXEL(texture->format);
|
||||
int pitch = texturedata->pitch;
|
||||
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1); /* FIXME, what to use for RGB 4 byte formats? */
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH,
|
||||
pitch / SDL_BYTESPERPIXEL(texture->format));
|
||||
glBindTexture(texturedata->type, texturedata->texture);
|
||||
for (dirty = texturedata->dirty.list; dirty; dirty = dirty->next) {
|
||||
SDL_Rect *rect = &dirty->rect;
|
||||
pixels =
|
||||
(void *) ((Uint8 *) texturedata->pixels + rect->y * pitch +
|
||||
rect->x * bpp);
|
||||
glTexSubImage2D(texturedata->type, 0, rect->x, rect->y, rect->w,
|
||||
rect->h, texturedata->format,
|
||||
texturedata->formattype, pixels);
|
||||
}
|
||||
SDL_ClearDirtyRects(&texturedata->dirty);
|
||||
}
|
||||
|
||||
minx = dstrect->x;
|
||||
miny = dstrect->y;
|
||||
maxx = dstrect->x + dstrect->w;
|
||||
maxy = dstrect->y + dstrect->h;
|
||||
|
||||
minu = (GLfloat) srcrect->x / texture->w;
|
||||
minu *= texturedata->texw;
|
||||
maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
|
||||
maxu *= texturedata->texw;
|
||||
minv = (GLfloat) srcrect->y / texture->h;
|
||||
minv *= texturedata->texh;
|
||||
maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
|
||||
maxv *= texturedata->texh;
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, texturedata->texture);
|
||||
glBindTexture(texturedata->type, texturedata->texture);
|
||||
|
||||
switch (blendMode) {
|
||||
case SDL_TextureBlendMode_None:
|
||||
|
@ -480,13 +498,13 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
|
|||
switch (scaleMode) {
|
||||
case SDL_TextureScaleMode_None:
|
||||
case SDL_TextureScaleMode_Fast:
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
break;
|
||||
case SDL_TextureScaleMode_Slow:
|
||||
case SDL_TextureScaleMode_Best:
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -519,8 +537,12 @@ GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
|||
return;
|
||||
}
|
||||
if (data->texture) {
|
||||
IDirect3DTexture9_Release(data->texture);
|
||||
glDeleteTextures(1, &data->texture);
|
||||
}
|
||||
if (data->pixels) {
|
||||
SDL_free(data->pixels);
|
||||
}
|
||||
SDL_FreeDirtyRects(&data->dirty);
|
||||
SDL_free(data);
|
||||
texture->driverdata = NULL;
|
||||
}
|
||||
|
@ -531,15 +553,15 @@ GL_DestroyRenderer(SDL_Renderer * renderer)
|
|||
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
|
||||
|
||||
if (data) {
|
||||
if (data->device) {
|
||||
IDirect3DDevice9_Release(data->device);
|
||||
if (data->context) {
|
||||
SDL_GL_MakeCurrent(0, NULL);
|
||||
SDL_GL_DeleteContext(data->context);
|
||||
}
|
||||
SDL_free(data);
|
||||
}
|
||||
SDL_free(renderer);
|
||||
}
|
||||
|
||||
#endif /* 0 */
|
||||
#endif /* SDL_VIDEO_OPENGL */
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue