Date: Fri, 19 Dec 2008 20:17:35 +0100

From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions

> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>

I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.

Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.

The diff also includes

a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.

--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403346
This commit is contained in:
Sam Lantinga 2008-12-20 12:00:00 +00:00
parent 60c39418a7
commit 9ba7210778
26 changed files with 747 additions and 274 deletions

View file

@ -71,8 +71,12 @@ static void DirectFB_UnlockTexture(SDL_Renderer * renderer,
static void DirectFB_DirtyTexture(SDL_Renderer * renderer,
SDL_Texture * texture, int numrects,
const SDL_Rect * rects);
static int DirectFB_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g,
Uint8 b, Uint8 a, const SDL_Rect * rect);
static int DirectFB_SetDrawColor(SDL_Renderer * renderer);
static int DirectFB_SetDrawBlendMode(SDL_Renderer * renderer);
static int DirectFB_RenderLine(SDL_Renderer * renderer, int x1, int y1,
int x2, int y2);
static int DirectFB_RenderFill(SDL_Renderer * renderer,
const SDL_Rect * rect);
static int DirectFB_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect,
const SDL_Rect * dstrect);
@ -91,9 +95,8 @@ SDL_RenderDriver DirectFB_RenderDriver = {
SDL_RENDERER_ACCELERATED),
(SDL_TEXTUREMODULATE_NONE | SDL_TEXTUREMODULATE_COLOR |
SDL_TEXTUREMODULATE_ALPHA),
(SDL_TEXTUREBLENDMODE_NONE | SDL_TEXTUREBLENDMODE_MASK |
SDL_TEXTUREBLENDMODE_BLEND | SDL_TEXTUREBLENDMODE_ADD |
SDL_TEXTUREBLENDMODE_MOD),
(SDL_BLENDMODE_NONE | SDL_BLENDMODE_MASK |
SDL_BLENDMODE_BLEND | SDL_BLENDMODE_ADD | SDL_BLENDMODE_MOD),
(SDL_TEXTURESCALEMODE_NONE | SDL_TEXTURESCALEMODE_FAST |
SDL_TEXTURESCALEMODE_SLOW | SDL_TEXTURESCALEMODE_BEST),
14,
@ -122,6 +125,9 @@ typedef struct
DFBSurfaceFlipFlags flipflags;
int isyuvdirect;
int size_changed;
int lastBlendMode;
DFBSurfaceBlittingFlags blitFlags;
DFBSurfaceDrawingFlags drawFlags;
} DirectFB_RenderData;
typedef struct
@ -147,6 +153,79 @@ SDLtoDFBRect(const SDL_Rect * sr, DFBRectangle * dr)
dr->w = sr->w;
}
static int
TextureHasAlpha(DirectFB_TextureData * data)
{
/* Drawing primitive ? */
if (!data)
return 0;
switch (data->format) {
case SDL_PIXELFORMAT_INDEX4LSB:
case SDL_PIXELFORMAT_ARGB4444:
case SDL_PIXELFORMAT_ARGB1555:
case SDL_PIXELFORMAT_ARGB8888:
case SDL_PIXELFORMAT_RGBA8888:
case SDL_PIXELFORMAT_ABGR8888:
case SDL_PIXELFORMAT_BGRA8888:
case SDL_PIXELFORMAT_ARGB2101010:
return 1;
default:
return 0;
}
}
static void
SetBlendMode(DirectFB_RenderData * data, int blendMode,
DirectFB_TextureData * source)
{
//FIXME: check for format change
if (1 || data->lastBlendMode != blendMode) {
switch (blendMode) {
case SDL_BLENDMODE_NONE:
/**< No blending */
data->blitFlags = DSBLIT_NOFX;
data->drawFlags = DSDRAW_NOFX;
data->surface->SetSrcBlendFunction(data->surface, DSBF_ONE);
data->surface->SetDstBlendFunction(data->surface, DSBF_ZERO);
break;
case SDL_BLENDMODE_MASK:
data->blitFlags = DSBLIT_BLEND_ALPHACHANNEL;
data->drawFlags = DSDRAW_BLEND;
data->surface->SetSrcBlendFunction(data->surface, DSBF_SRCALPHA);
data->surface->SetDstBlendFunction(data->surface,
DSBF_INVSRCALPHA);
break;
case SDL_BLENDMODE_BLEND:
data->blitFlags = DSBLIT_BLEND_ALPHACHANNEL;
data->drawFlags = DSDRAW_BLEND;
data->surface->SetSrcBlendFunction(data->surface, DSBF_SRCALPHA);
data->surface->SetDstBlendFunction(data->surface,
DSBF_INVSRCALPHA);
break;
case SDL_BLENDMODE_ADD:
data->blitFlags = DSBLIT_BLEND_ALPHACHANNEL;
data->drawFlags = DSDRAW_BLEND;
//FIXME: SRCALPHA kills performance on radeon ...
//Eventually use a premultiplied texture
if (0 && TextureHasAlpha(source))
data->surface->SetSrcBlendFunction(data->surface,
DSBF_SRCALPHA);
else
data->surface->SetSrcBlendFunction(data->surface, DSBF_ONE);
data->surface->SetDstBlendFunction(data->surface, DSBF_ONE);
break;
case SDL_BLENDMODE_MOD:
data->blitFlags = DSBLIT_BLEND_ALPHACHANNEL;
data->drawFlags = DSDRAW_BLEND;
data->surface->SetSrcBlendFunction(data->surface, DSBF_DESTCOLOR);
data->surface->SetDstBlendFunction(data->surface, DSBF_ZERO);
break;
}
data->lastBlendMode = blendMode;
}
}
void
DirectFB_AddRenderDriver(_THIS)
{
@ -214,6 +293,9 @@ DirectFB_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->LockTexture = DirectFB_LockTexture;
renderer->UnlockTexture = DirectFB_UnlockTexture;
renderer->DirtyTexture = DirectFB_DirtyTexture;
renderer->SetDrawColor = DirectFB_SetDrawColor;
renderer->SetDrawBlendMode = DirectFB_SetDrawBlendMode;
renderer->RenderLine = DirectFB_RenderLine;
renderer->RenderFill = DirectFB_RenderFill;
renderer->RenderCopy = DirectFB_RenderCopy;
renderer->RenderPresent = DirectFB_RenderPresent;
@ -304,7 +386,11 @@ SDLToDFBPixelFormat(Uint32 format)
case SDL_PIXELFORMAT_INDEX4MSB:
return DSPF_UNKNOWN;
case SDL_PIXELFORMAT_RGB444:
#if (DIRECTFB_MAJOR_VERSION == 1) && (DIRECTFB_MINOR_VERSION >= 2)
return DSPF_RGB444;
#else
return DSPF_UNKNOWN;
#endif
case SDL_PIXELFORMAT_BGR24:
return DSPF_UNKNOWN;
case SDL_PIXELFORMAT_BGR888:
@ -576,15 +662,15 @@ static int
DirectFB_SetTextureBlendMode(SDL_Renderer * renderer, SDL_Texture * texture)
{
switch (texture->blendMode) {
case SDL_TEXTUREBLENDMODE_NONE:
case SDL_TEXTUREBLENDMODE_MASK:
case SDL_TEXTUREBLENDMODE_BLEND:
case SDL_TEXTUREBLENDMODE_ADD:
case SDL_TEXTUREBLENDMODE_MOD:
case SDL_BLENDMODE_NONE:
case SDL_BLENDMODE_MASK:
case SDL_BLENDMODE_BLEND:
case SDL_BLENDMODE_ADD:
case SDL_BLENDMODE_MOD:
return 0;
default:
SDL_Unsupported();
texture->blendMode = SDL_TEXTUREBLENDMODE_NONE;
texture->blendMode = SDL_BLENDMODE_NONE;
return -1;
}
}
@ -710,13 +796,73 @@ DirectFB_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture,
}
static int
DirectFB_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b,
Uint8 a, const SDL_Rect * rect)
DirectFB_SetDrawColor(SDL_Renderer * renderer)
{
return 0;
}
static int
DirectFB_SetDrawBlendMode(SDL_Renderer * renderer)
{
return 0;
}
static int
PrepareDraw(SDL_Renderer * renderer)
{
DirectFB_RenderData *data = (DirectFB_RenderData *) renderer->driverdata;
DFBResult ret;
Uint8 r, g, b, a;
r = renderer->r;
g = renderer->g;
b = renderer->b;
a = renderer->a;
SetBlendMode(data, renderer->blendMode, NULL);
SDL_DFB_CHECKERR(data->surface->
SetDrawingFlags(data->surface, data->drawFlags));
switch (renderer->blendMode) {
case SDL_BLENDMODE_NONE:
case SDL_BLENDMODE_MASK:
case SDL_BLENDMODE_BLEND:
break;
case SDL_BLENDMODE_ADD:
case SDL_BLENDMODE_MOD:
r = ((int) r * (int) a) / 255;
g = ((int) g * (int) a) / 255;
b = ((int) b * (int) a) / 255;
a = 255;
break;
}
SDL_DFB_CHECKERR(data->surface->SetColor(data->surface, r, g, b, a));
return 0;
error:
return -1;
}
static int
DirectFB_RenderLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2)
{
DirectFB_RenderData *data = (DirectFB_RenderData *) renderer->driverdata;
DFBResult ret;
SDL_DFB_CHECKERR(data->surface->SetColor(data->surface, r, g, b, a));
PrepareDraw(renderer);
SDL_DFB_CHECKERR(data->surface->DrawLine(data->surface, x1, y1, x2, y2));
return 0;
error:
return -1;
}
static int
DirectFB_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect)
{
DirectFB_RenderData *data = (DirectFB_RenderData *) renderer->driverdata;
DFBResult ret;
PrepareDraw(renderer);
SDL_DFB_CHECKERR(data->surface->
FillRectangle(data->surface, rect->x, rect->y, rect->w,
rect->h));
@ -733,6 +879,7 @@ DirectFB_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
DirectFB_RenderData *data = (DirectFB_RenderData *) renderer->driverdata;
DirectFB_TextureData *texturedata =
(DirectFB_TextureData *) texture->driverdata;
Uint8 alpha = 0xFF;
DFBResult ret;
if (texturedata->display) {
@ -772,68 +919,45 @@ DirectFB_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
}
SDL_ClearDirtyRects(&texturedata->dirty);
}
SDLtoDFBRect(srcrect, &sr);
SDLtoDFBRect(dstrect, &dr);
SDL_DFB_CHECKERR(data->surface->SetColor(data->surface, 0xFF,
0xFF, 0xFF, 0xFF));
if (texture->
modMode & (SDL_TEXTUREMODULATE_COLOR | SDL_TEXTUREMODULATE_ALPHA))
{
if (texture->modMode & SDL_TEXTUREMODULATE_ALPHA) {
alpha = texture->a;
SDL_DFB_CHECKERR(data->surface->SetColor(data->surface, 0xFF,
0xFF, 0xFF, alpha));
}
if (texture->modMode & SDL_TEXTUREMODULATE_COLOR) {
SDL_DFB_CHECKERR(data->surface->
SetColor(data->surface, texture->r,
texture->g, texture->b, alpha));
flags |= DSBLIT_COLORIZE;
}
if (alpha < 0xFF)
flags |= DSBLIT_SRC_PREMULTCOLOR;
} else
SDL_DFB_CHECKERR(data->surface->SetColor(data->surface, 0xFF,
0xFF, 0xFF, 0xFF));
SetBlendMode(data, texture->blendMode, texturedata);
SDL_DFB_CHECKERR(data->surface->
SetBlittingFlags(data->surface,
data->blitFlags | flags));
#if (DIRECTFB_MAJOR_VERSION == 1) && (DIRECTFB_MINOR_VERSION >= 2)
SDL_DFB_CHECKERR(data->surface->SetRenderOptions(data->surface,
texturedata->
render_options));
#endif
SDLtoDFBRect(srcrect, &sr);
SDLtoDFBRect(dstrect, &dr);
if (texture->
modMode & (SDL_TEXTUREMODULATE_COLOR | SDL_TEXTUREMODULATE_ALPHA))
{
Uint8 alpha = 0xFF;
if (texture->modMode & SDL_TEXTUREMODULATE_ALPHA) {
alpha = texture->a;
flags |= DSBLIT_SRC_PREMULTCOLOR;
SDL_DFB_CHECKERR(data->surface->SetColor(data->surface, 0xFF,
0xFF, 0xFF, alpha));
}
if (texture->modMode & SDL_TEXTUREMODULATE_COLOR) {
SDL_DFB_CHECKERR(data->surface->
SetColor(data->surface, texture->r,
texture->g, texture->b, alpha));
/* Only works together .... */
flags |= DSBLIT_COLORIZE | DSBLIT_SRC_PREMULTCOLOR;
}
}
switch (texture->blendMode) {
case SDL_TEXTUREBLENDMODE_NONE:
/**< No blending */
flags |= DSBLIT_NOFX;
data->surface->SetSrcBlendFunction(data->surface, DSBF_ONE);
data->surface->SetDstBlendFunction(data->surface, DSBF_ZERO);
break;
case SDL_TEXTUREBLENDMODE_MASK:
flags |= DSBLIT_BLEND_ALPHACHANNEL;
data->surface->SetSrcBlendFunction(data->surface, DSBF_SRCALPHA);
data->surface->SetDstBlendFunction(data->surface,
DSBF_INVSRCALPHA);
break;
case SDL_TEXTUREBLENDMODE_BLEND:
flags |= DSBLIT_BLEND_ALPHACHANNEL;
data->surface->SetSrcBlendFunction(data->surface, DSBF_SRCALPHA);
data->surface->SetDstBlendFunction(data->surface,
DSBF_INVSRCALPHA);
break;
case SDL_TEXTUREBLENDMODE_ADD:
flags |= DSBLIT_BLEND_ALPHACHANNEL;
data->surface->SetSrcBlendFunction(data->surface, DSBF_SRCALPHA);
data->surface->SetDstBlendFunction(data->surface, DSBF_ONE);
break;
case SDL_TEXTUREBLENDMODE_MOD:
flags |= DSBLIT_BLEND_ALPHACHANNEL;
data->surface->SetSrcBlendFunction(data->surface, DSBF_DESTCOLOR);
data->surface->SetDstBlendFunction(data->surface, DSBF_ZERO);
break;
}
SDL_DFB_CHECKERR(data->surface->
SetBlittingFlags(data->surface, flags));
if (srcrect->w == dstrect->w && srcrect->h == dstrect->h) {
SDL_DFB_CHECKERR(data->surface->
Blit(data->surface, texturedata->surface,