Made it possible to create a texture of any format, even if not supported by the renderer.
This allows me to reduce the set of formats supported by the renderers to the most optimal set, for a nice speed boost. --HG-- rename : src/video/SDL_yuv_mmx.c => src/render/SDL_yuv_mmx.c rename : src/video/SDL_yuv_sw.c => src/render/SDL_yuv_sw.c rename : src/video/SDL_yuv_sw_c.h => src/render/SDL_yuv_sw_c.h rename : src/video/mmx.h => src/render/mmx.h
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20 changed files with 585 additions and 1315 deletions
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@ -69,25 +69,6 @@ typedef struct SDL_Rect
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int w, h;
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} SDL_Rect;
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/**
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* \brief A structure used to track dirty rectangles
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*
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* \sa SDL_AddDirtyRect
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* \sa SDL_ClearDirtyRects
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* \sa SDL_FreeDirtyRects
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*/
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typedef struct SDL_DirtyRect
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{
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SDL_Rect rect;
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struct SDL_DirtyRect *next;
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} SDL_DirtyRect;
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typedef struct SDL_DirtyRectList
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{
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SDL_DirtyRect *list;
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SDL_DirtyRect *free;
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} SDL_DirtyRectList;
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/**
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* \brief Returns true if the rectangle has no area.
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*/
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@ -143,22 +124,6 @@ extern DECLSPEC SDL_bool SDLCALL SDL_IntersectRectAndLine(const SDL_Rect *
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int *Y1, int *X2,
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int *Y2);
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/**
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* \brief Add a rectangle to a dirty rectangle list
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*/
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extern DECLSPEC void SDLCALL SDL_AddDirtyRect(SDL_DirtyRectList * list, const SDL_Rect * rect);
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/**
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* \brief Remove all rectangles associated with a dirty rectangle list
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*/
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extern DECLSPEC void SDLCALL SDL_ClearDirtyRects(SDL_DirtyRectList * list);
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/**
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* \brief Free memory associated with a dirty rectangle list
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*/
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extern DECLSPEC void SDLCALL SDL_FreeDirtyRects(SDL_DirtyRectList * list);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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/* *INDENT-OFF* */
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