Making the API simpler, removed the writepixels interface

This commit is contained in:
Sam Lantinga 2011-02-03 00:22:18 -08:00
parent d2b54f7d24
commit 31b3ad2414
6 changed files with 0 additions and 146 deletions

View file

@ -63,8 +63,6 @@ static int GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect);
static int GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 pixel_format, void * pixels, int pitch);
static int GL_RenderWritePixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 pixel_format, const void * pixels, int pitch);
static void GL_RenderPresent(SDL_Renderer * renderer);
static void GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static void GL_DestroyRenderer(SDL_Renderer * renderer);
@ -207,7 +205,6 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->RenderFillRects = GL_RenderFillRects;
renderer->RenderCopy = GL_RenderCopy;
renderer->RenderReadPixels = GL_RenderReadPixels;
renderer->RenderWritePixels = GL_RenderWritePixels;
renderer->RenderPresent = GL_RenderPresent;
renderer->DestroyTexture = GL_DestroyTexture;
renderer->DestroyRenderer = GL_DestroyRenderer;
@ -776,50 +773,6 @@ GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
return 0;
}
static int
GL_RenderWritePixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 pixel_format, const void * pixels, int pitch)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
SDL_Window *window = renderer->window;
GLint internalFormat;
GLenum format, type;
Uint8 *src, *dst, *tmp;
int w, h, length, rows;
GL_ActivateRenderer(renderer);
if (!convert_format(data, pixel_format, &internalFormat, &format, &type)) {
/* FIXME: Do a temp copy to a format that is supported */
SDL_SetError("Unsupported pixel format");
return -1;
}
SDL_GetWindowSize(window, &w, &h);
data->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
data->glPixelStorei(GL_UNPACK_ROW_LENGTH,
(pitch / SDL_BYTESPERPIXEL(pixel_format)));
/* Flip the rows to be bottom-up */
length = rect->h * rect->w * pitch;
tmp = SDL_stack_alloc(Uint8, length);
src = (Uint8*)pixels + (rect->h-1)*pitch;
dst = (Uint8*)tmp;
rows = rect->h;
while (rows--) {
SDL_memcpy(dst, src, pitch);
dst += pitch;
src -= pitch;
}
data->glRasterPos2i(rect->x, (h-rect->y));
data->glDrawPixels(rect->w, rect->h, format, type, tmp);
SDL_stack_free(tmp);
return 0;
}
static void
GL_RenderPresent(SDL_Renderer * renderer)
{