Moved the rendering code out to a separate directory in the hope that it can someday be completely decoupled from the rest of the library and be expanded to an awesome 2D on 3D library.
--HG-- rename : src/video/windows/SDL_d3drender.c => src/render/direct3d/SDL_d3drender.c rename : src/video/SDL_renderer_gl.c => src/render/opengl/SDL_renderer_gl.c rename : src/video/SDL_renderer_gles.c => src/render/opengles/SDL_renderer_gles.c rename : src/video/SDL_renderer_sw.c => src/render/software/SDL_renderer_sw.c
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35 changed files with 1620 additions and 2183 deletions
133
src/render/SDL_sysrender.h
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src/render/SDL_sysrender.h
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/*
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SDL - Simple DirectMedia Layer
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Copyright (C) 1997-2010 Sam Lantinga
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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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#ifndef _SDL_sysrender_h
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#define _SDL_sysrender_h
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#include "SDL_render.h"
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#include "SDL_events.h"
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/* The SDL 2D rendering system */
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typedef struct SDL_RenderDriver SDL_RenderDriver;
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/* Define the SDL texture structure */
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struct SDL_Texture
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{
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const void *magic;
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Uint32 format; /**< The pixel format of the texture */
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int access; /**< SDL_TextureAccess */
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int w; /**< The width of the texture */
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int h; /**< The height of the texture */
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int modMode; /**< The texture modulation mode */
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SDL_BlendMode blendMode; /**< The texture blend mode */
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Uint8 r, g, b, a; /**< Texture modulation values */
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SDL_Renderer *renderer;
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void *driverdata; /**< Driver specific texture representation */
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SDL_Texture *prev;
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SDL_Texture *next;
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};
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/* Define the SDL renderer structure */
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struct SDL_Renderer
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{
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const void *magic;
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void (*WindowEvent) (SDL_Renderer * renderer, const SDL_WindowEvent *event);
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int (*CreateTexture) (SDL_Renderer * renderer, SDL_Texture * texture);
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int (*QueryTexturePixels) (SDL_Renderer * renderer, SDL_Texture * texture,
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void **pixels, int *pitch);
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int (*SetTextureColorMod) (SDL_Renderer * renderer,
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SDL_Texture * texture);
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int (*SetTextureAlphaMod) (SDL_Renderer * renderer,
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SDL_Texture * texture);
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int (*SetTextureBlendMode) (SDL_Renderer * renderer,
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SDL_Texture * texture);
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int (*UpdateTexture) (SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect, const void *pixels,
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int pitch);
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int (*LockTexture) (SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect, int markDirty, void **pixels,
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int *pitch);
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void (*UnlockTexture) (SDL_Renderer * renderer, SDL_Texture * texture);
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void (*DirtyTexture) (SDL_Renderer * renderer, SDL_Texture * texture,
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int numrects, const SDL_Rect * rects);
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int (*RenderClear) (SDL_Renderer * renderer);
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int (*RenderDrawPoints) (SDL_Renderer * renderer, const SDL_Point * points,
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int count);
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int (*RenderDrawLines) (SDL_Renderer * renderer, const SDL_Point * points,
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int count);
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int (*RenderFillRects) (SDL_Renderer * renderer, const SDL_Rect ** rects,
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int count);
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int (*RenderCopy) (SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * srcrect, const SDL_Rect * dstrect);
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int (*RenderReadPixels) (SDL_Renderer * renderer, const SDL_Rect * rect,
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Uint32 format, void * pixels, int pitch);
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int (*RenderWritePixels) (SDL_Renderer * renderer, const SDL_Rect * rect,
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Uint32 format, const void * pixels, int pitch);
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void (*RenderPresent) (SDL_Renderer * renderer);
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void (*DestroyTexture) (SDL_Renderer * renderer, SDL_Texture * texture);
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void (*DestroyRenderer) (SDL_Renderer * renderer);
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/* The current renderer info */
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SDL_RendererInfo info;
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/* The window associated with the renderer */
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SDL_Window *window;
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/* The list of textures */
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SDL_Texture *textures;
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Uint8 r, g, b, a; /**< Color for drawing operations values */
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SDL_BlendMode blendMode; /**< The drawing blend mode */
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void *driverdata;
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};
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/* Define the SDL render driver structure */
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struct SDL_RenderDriver
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{
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SDL_Renderer *(*CreateRenderer) (SDL_Window * window, Uint32 flags);
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/* Info about the renderer capabilities */
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SDL_RendererInfo info;
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};
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#if SDL_VIDEO_RENDER_D3D
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extern SDL_RenderDriver D3D_RenderDriver;
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#endif
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#if SDL_VIDEO_RENDER_OGL
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extern SDL_RenderDriver GL_RenderDriver;
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#endif
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#if SDL_VIDEO_RENDER_OGL_ES
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extern SDL_RenderDriver GL_ES_RenderDriver;
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#endif
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extern SDL_RenderDriver SW_RenderDriver;
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#endif /* _SDL_sysrender_h */
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/* vi: set ts=4 sw=4 expandtab: */
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