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
This commit is contained in:
parent
9623680313
commit
5897ef7d95
35 changed files with 1620 additions and 2183 deletions
726
src/render/software/SDL_renderer_sw.c
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726
src/render/software/SDL_renderer_sw.c
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@ -0,0 +1,726 @@
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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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#include "../SDL_sysrender.h"
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#include "../../video/SDL_pixels_c.h"
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#include "../../video/SDL_yuv_sw_c.h"
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/* SDL surface based renderer implementation */
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static SDL_Renderer *SW_CreateRenderer(SDL_Window * window, Uint32 flags);
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static void SW_WindowEvent(SDL_Renderer * renderer,
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const SDL_WindowEvent *event);
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static int SW_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static int SW_QueryTexturePixels(SDL_Renderer * renderer,
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SDL_Texture * texture, void **pixels,
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int *pitch);
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static int SW_SetTextureColorMod(SDL_Renderer * renderer,
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SDL_Texture * texture);
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static int SW_SetTextureAlphaMod(SDL_Renderer * renderer,
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SDL_Texture * texture);
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static int SW_SetTextureBlendMode(SDL_Renderer * renderer,
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SDL_Texture * texture);
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static int SW_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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static int SW_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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static void SW_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static int SW_RenderDrawPoints(SDL_Renderer * renderer,
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const SDL_Point * points, int count);
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static int SW_RenderDrawLines(SDL_Renderer * renderer,
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const SDL_Point * points, int count);
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static int SW_RenderFillRects(SDL_Renderer * renderer,
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const SDL_Rect ** rects, int count);
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static int SW_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * srcrect, const SDL_Rect * dstrect);
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static int SW_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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Uint32 format, void * pixels, int pitch);
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static int SW_RenderWritePixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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Uint32 format, const void * pixels, int pitch);
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static void SW_RenderPresent(SDL_Renderer * renderer);
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static void SW_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static void SW_DestroyRenderer(SDL_Renderer * renderer);
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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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13,
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{
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SDL_PIXELFORMAT_RGB555,
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SDL_PIXELFORMAT_RGB565,
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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_RGBA8888,
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SDL_PIXELFORMAT_ABGR8888,
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SDL_PIXELFORMAT_BGRA8888,
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SDL_PIXELFORMAT_YV12,
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SDL_PIXELFORMAT_IYUV,
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SDL_PIXELFORMAT_YUY2,
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SDL_PIXELFORMAT_UYVY,
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SDL_PIXELFORMAT_YVYU},
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0,
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0}
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};
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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_DirtyRectList dirty;
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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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{
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SDL_Renderer *renderer;
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SW_RenderData *data;
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int i;
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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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return NULL;
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}
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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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data = (SW_RenderData *) SDL_calloc(1, sizeof(*data));
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if (!data) {
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SW_DestroyRenderer(renderer);
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SDL_OutOfMemory();
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return NULL;
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}
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renderer->WindowEvent = SW_WindowEvent;
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renderer->CreateTexture = SW_CreateTexture;
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renderer->QueryTexturePixels = SW_QueryTexturePixels;
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renderer->SetTextureColorMod = SW_SetTextureColorMod;
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renderer->SetTextureAlphaMod = SW_SetTextureAlphaMod;
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renderer->SetTextureBlendMode = SW_SetTextureBlendMode;
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renderer->UpdateTexture = SW_UpdateTexture;
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renderer->LockTexture = SW_LockTexture;
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renderer->UnlockTexture = SW_UnlockTexture;
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renderer->DestroyTexture = SW_DestroyTexture;
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renderer->RenderDrawPoints = SW_RenderDrawPoints;
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renderer->RenderDrawLines = SW_RenderDrawLines;
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renderer->RenderFillRects = SW_RenderFillRects;
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renderer->RenderCopy = SW_RenderCopy;
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renderer->RenderReadPixels = SW_RenderReadPixels;
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renderer->RenderWritePixels = SW_RenderWritePixels;
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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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data->texture =
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CreateTexture(data->renderer, data->format, window->w, window->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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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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if (data->texture) {
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DestroyTexture(data->renderer, data->texture);
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}
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data->texture = CreateTexture(data->renderer, data->format,
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window->w, window->h);
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if (data->texture) {
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data->updateSize = SDL_FALSE;
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}
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}
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return data->texture;
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}
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static void
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SW_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
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{
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SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
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if (event->event == SDL_WINDOWEVENT_RESIZED) {
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data->updateSize = SDL_TRUE;
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}
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}
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static int
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SW_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
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texture->driverdata =
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SDL_SW_CreateYUVTexture(texture->format, texture->w, texture->h);
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} else {
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int bpp;
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Uint32 Rmask, Gmask, Bmask, Amask;
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if (!SDL_PixelFormatEnumToMasks
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(texture->format, &bpp, &Rmask, &Gmask, &Bmask, &Amask)) {
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SDL_SetError("Unknown texture format");
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return -1;
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}
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texture->driverdata =
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SDL_CreateRGBSurface(0, texture->w, texture->h, bpp, Rmask, Gmask,
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Bmask, Amask);
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SDL_SetSurfaceColorMod(texture->driverdata, texture->r, texture->g,
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texture->b);
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SDL_SetSurfaceAlphaMod(texture->driverdata, texture->a);
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SDL_SetSurfaceBlendMode(texture->driverdata, texture->blendMode);
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if (texture->access == SDL_TEXTUREACCESS_STATIC) {
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SDL_SetSurfaceRLE(texture->driverdata, 1);
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}
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}
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if (!texture->driverdata) {
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return -1;
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}
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return 0;
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}
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static int
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SW_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture,
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void **pixels, int *pitch)
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{
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if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
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return SDL_SW_QueryYUVTexturePixels((SDL_SW_YUVTexture *)
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texture->driverdata, pixels,
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pitch);
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} else {
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SDL_Surface *surface = (SDL_Surface *) texture->driverdata;
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*pixels = surface->pixels;
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*pitch = surface->pitch;
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return 0;
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}
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}
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static int
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SW_SetTextureColorMod(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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SDL_Surface *surface = (SDL_Surface *) texture->driverdata;
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return SDL_SetSurfaceColorMod(surface, texture->r, texture->g,
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texture->b);
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}
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static int
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SW_SetTextureAlphaMod(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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SDL_Surface *surface = (SDL_Surface *) texture->driverdata;
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return SDL_SetSurfaceAlphaMod(surface, texture->a);
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}
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static int
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SW_SetTextureBlendMode(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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SDL_Surface *surface = (SDL_Surface *) texture->driverdata;
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return SDL_SetSurfaceBlendMode(surface, texture->blendMode);
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}
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static int
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SW_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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if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
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return SDL_SW_UpdateYUVTexture((SDL_SW_YUVTexture *)
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texture->driverdata, rect, pixels,
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pitch);
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} else {
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SDL_Surface *surface = (SDL_Surface *) texture->driverdata;
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Uint8 *src, *dst;
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int row;
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size_t length;
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src = (Uint8 *) pixels;
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dst =
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(Uint8 *) surface->pixels + rect->y * surface->pitch +
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rect->x * surface->format->BytesPerPixel;
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length = rect->w * surface->format->BytesPerPixel;
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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 += surface->pitch;
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}
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return 0;
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}
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}
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static int
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SW_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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{
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if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
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return SDL_SW_LockYUVTexture((SDL_SW_YUVTexture *)
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texture->driverdata, rect, markDirty,
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pixels, pitch);
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} else {
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SDL_Surface *surface = (SDL_Surface *) texture->driverdata;
|
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*pixels =
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(void *) ((Uint8 *) surface->pixels + rect->y * surface->pitch +
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rect->x * surface->format->BytesPerPixel);
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*pitch = surface->pitch;
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return 0;
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}
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}
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|
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static void
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SW_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
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{
|
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if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
|
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SDL_SW_UnlockYUVTexture((SDL_SW_YUVTexture *) texture->driverdata);
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}
|
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}
|
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|
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static int
|
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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;
|
||||
int x, y;
|
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int status = 0;
|
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|
||||
if (!texture) {
|
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return -1;
|
||||
}
|
||||
|
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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, 1,
|
||||
&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;
|
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|
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/* Draw the points! */
|
||||
if (renderer->blendMode == SDL_BLENDMODE_NONE) {
|
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Uint32 color = SDL_MapRGBA(data->surface.format,
|
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renderer->r, renderer->g, renderer->b,
|
||||
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;
|
||||
|
||||
status = SDL_DrawPoint(&data->surface, x, y, color);
|
||||
}
|
||||
} else {
|
||||
for (i = 0; i < count; ++i) {
|
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x = points[i].x - rect.x;
|
||||
y = points[i].y - rect.y;
|
||||
|
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status = SDL_BlendPoint(&data->surface, x, y,
|
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renderer->blendMode,
|
||||
renderer->r, renderer->g, renderer->b,
|
||||
renderer->a);
|
||||
}
|
||||
}
|
||||
|
||||
data->renderer->UnlockTexture(data->renderer, texture);
|
||||
|
||||
return status;
|
||||
}
|
||||
|
||||
static int
|
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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;
|
||||
|
||||
if (!texture) {
|
||||
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, 1,
|
||||
&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,
|
||||
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);
|
||||
}
|
||||
} 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);
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
if (!texture) {
|
||||
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);
|
||||
}
|
||||
|
||||
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, 1,
|
||||
&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;
|
||||
int status;
|
||||
|
||||
if (!SW_ActivateRenderer(renderer)) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (data->renderer->LockTexture(data->renderer, data->texture,
|
||||
dstrect, 1, &data->surface.pixels,
|
||||
&data->surface.pitch) < 0) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
|
||||
status =
|
||||
SDL_SW_CopyYUVToRGB((SDL_SW_YUVTexture *) texture->driverdata,
|
||||
srcrect, data->format, dstrect->w, dstrect->h,
|
||||
data->surface.pixels, data->surface.pitch);
|
||||
} else {
|
||||
SDL_Surface *surface = (SDL_Surface *) texture->driverdata;
|
||||
SDL_Rect real_srcrect = *srcrect;
|
||||
SDL_Rect real_dstrect;
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
static int
|
||||
SW_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
||||
Uint32 format, void * pixels, int pitch)
|
||||
{
|
||||
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
|
||||
|
||||
if (!SW_ActivateRenderer(renderer)) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (data->renderer->LockTexture(data->renderer, data->texture,
|
||||
rect, 0, &data->surface.pixels,
|
||||
&data->surface.pitch) < 0) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
SDL_ConvertPixels(rect->w, rect->h,
|
||||
data->format, data->surface.pixels, data->surface.pitch,
|
||||
format, pixels, pitch);
|
||||
|
||||
data->renderer->UnlockTexture(data->renderer, data->texture);
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int
|
||||
SW_RenderWritePixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
||||
Uint32 format, const void * pixels, int pitch)
|
||||
{
|
||||
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
|
||||
|
||||
if (!SW_ActivateRenderer(renderer)) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (data->renderer->LockTexture(data->renderer, data->texture,
|
||||
rect, 1, &data->surface.pixels,
|
||||
&data->surface.pitch) < 0) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
SDL_ConvertPixels(rect->w, rect->h, format, pixels, pitch,
|
||||
data->format, data->surface.pixels, data->surface.pitch);
|
||||
|
||||
data->renderer->UnlockTexture(data->renderer, data->texture);
|
||||
return 0;
|
||||
}
|
||||
|
||||
static void
|
||||
SW_RenderPresent(SDL_Renderer * renderer)
|
||||
{
|
||||
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
|
||||
SDL_Texture *texture = SW_ActivateRenderer(renderer);
|
||||
SDL_Rect rect;
|
||||
|
||||
if (!texture) {
|
||||
return;
|
||||
}
|
||||
|
||||
/* 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
|
||||
SW_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
||||
{
|
||||
if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
|
||||
SDL_SW_DestroyYUVTexture((SDL_SW_YUVTexture *) texture->driverdata);
|
||||
} else {
|
||||
SDL_Surface *surface = (SDL_Surface *) texture->driverdata;
|
||||
|
||||
SDL_FreeSurface(surface);
|
||||
}
|
||||
}
|
||||
|
||||
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_FreeDirtyRects(&data->dirty);
|
||||
SDL_free(data);
|
||||
}
|
||||
SDL_free(renderer);
|
||||
}
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
Loading…
Add table
Add a link
Reference in a new issue