comparison src/video/nds/SDL_ndsrender.c @ 2735:204be4fc2726

Final merge of Google Summer of Code 2008 work... Port SDL 1.3 to the Nintendo DS by Darren Alton, mentored by Sam Lantinga
author Sam Lantinga <slouken@libsdl.org>
date Wed, 27 Aug 2008 15:10:03 +0000
parents
children 27cb878a278e
comparison
equal deleted inserted replaced
2734:dd25eabe441c 2735:204be4fc2726
1 /*
2 SDL - Simple DirectMedia Layer
3 Copyright (C) 1997-2006 Sam Lantinga
4
5 This library is free software; you can redistribute it and/or
6 modify it under the terms of the GNU Lesser General Public
7 License as published by the Free Software Foundation; either
8 version 2.1 of the License, or (at your option) any later version.
9
10 This library is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public
16 License along with this library; if not, write to the Free Software
17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
18
19 Sam Lantinga
20 slouken@libsdl.org
21 */
22
23 #include <stdio.h>
24 #include <stdlib.h>
25 #include <nds.h>
26 #include <nds/arm9/video.h>
27 #include <nds/arm9/sprite.h>
28 #include <nds/arm9/trig_lut.h>
29
30 #include "SDL_config.h"
31
32 #include "SDL_video.h"
33 #include "../SDL_sysvideo.h"
34 #include "../SDL_yuv_sw_c.h"
35 #include "../SDL_renderer_sw.h"
36
37 /* NDS sprite-related functions */
38 #define SPRITE_DMA_CHANNEL 3
39 #define SPRITE_ANGLE_MASK 0x01FF
40
41 void
42 NDS_OAM_Update(tOAM * oam, int sub)
43 {
44 DC_FlushAll();
45 dmaCopyHalfWords(SPRITE_DMA_CHANNEL, oam->spriteBuffer,
46 sub ? OAM_SUB : OAM, SPRITE_COUNT * sizeof(SpriteEntry));
47 }
48
49 void
50 NDS_OAM_RotateSprite(SpriteRotation * spriteRotation, u16 angle)
51 {
52 s16 s = SIN[angle & SPRITE_ANGLE_MASK] >> 4;
53 s16 c = COS[angle & SPRITE_ANGLE_MASK] >> 4;
54
55 spriteRotation->hdx = c;
56 spriteRotation->hdy = s;
57 spriteRotation->vdx = -s;
58 spriteRotation->vdy = c;
59 }
60
61 void
62 NDS_OAM_Init(tOAM * oam, int sub)
63 {
64 int i;
65 for (i = 0; i < SPRITE_COUNT; i++) {
66 oam->spriteBuffer[i].attribute[0] = ATTR0_DISABLED;
67 oam->spriteBuffer[i].attribute[1] = 0;
68 oam->spriteBuffer[i].attribute[2] = 0;
69 }
70 for (i = 0; i < MATRIX_COUNT; i++) {
71 NDS_OAM_RotateSprite(&(oam->matrixBuffer[i]), 0);
72 }
73 swiWaitForVBlank();
74 NDS_OAM_Update(oam, sub);
75 }
76
77 void
78 NDS_OAM_HideSprite(SpriteEntry * spriteEntry)
79 {
80 spriteEntry->isRotoscale = 0;
81 spriteEntry->isHidden = 1;
82 }
83
84 void
85 NDS_OAM_ShowSprite(SpriteEntry * spriteEntry, int affine, int double_bound)
86 {
87 if (affine) {
88 spriteEntry->isRotoscale = 1;
89 spriteEntry->rsDouble = double_bound;
90 } else {
91 spriteEntry->isHidden = 0;
92 }
93 }
94
95
96 /* SDL NDS renderer implementation */
97
98 static SDL_Renderer *NDS_CreateRenderer(SDL_Window * window, Uint32 flags);
99 static int NDS_ActivateRenderer(SDL_Renderer * renderer);
100 static int NDS_DisplayModeChanged(SDL_Renderer * renderer);
101 static int NDS_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
102 static int NDS_QueryTexturePixels(SDL_Renderer * renderer,
103 SDL_Texture * texture, void **pixels,
104 int *pitch);
105 static int NDS_SetTexturePalette(SDL_Renderer * renderer,
106 SDL_Texture * texture,
107 const SDL_Color * colors, int firstcolor,
108 int ncolors);
109 static int NDS_GetTexturePalette(SDL_Renderer * renderer,
110 SDL_Texture * texture, SDL_Color * colors,
111 int firstcolor, int ncolors);
112 static int NDS_SetTextureColorMod(SDL_Renderer * renderer,
113 SDL_Texture * texture);
114 static int NDS_SetTextureAlphaMod(SDL_Renderer * renderer,
115 SDL_Texture * texture);
116 static int NDS_SetTextureBlendMode(SDL_Renderer * renderer,
117 SDL_Texture * texture);
118 static int NDS_SetTextureScaleMode(SDL_Renderer * renderer,
119 SDL_Texture * texture);
120 static int NDS_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
121 const SDL_Rect * rect, const void *pixels,
122 int pitch);
123 static int NDS_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
124 const SDL_Rect * rect, int markDirty,
125 void **pixels, int *pitch);
126 static void NDS_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
127 static void NDS_DirtyTexture(SDL_Renderer * renderer,
128 SDL_Texture * texture, int numrects,
129 const SDL_Rect * rects);
130 static int NDS_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g,
131 Uint8 b, Uint8 a, const SDL_Rect * rect);
132 static int NDS_RenderCopy(SDL_Renderer * renderer,
133 SDL_Texture * texture,
134 const SDL_Rect * srcrect, const SDL_Rect * dstrect);
135 static void NDS_RenderPresent(SDL_Renderer * renderer);
136 static void NDS_DestroyTexture(SDL_Renderer * renderer,
137 SDL_Texture * texture);
138 static void NDS_DestroyRenderer(SDL_Renderer * renderer);
139
140
141 SDL_RenderDriver NDS_RenderDriver = {
142 NDS_CreateRenderer,
143 {"nds", /* char* name */
144 (SDL_RENDERER_SINGLEBUFFER | SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTDISCARD | SDL_RENDERER_PRESENTVSYNC), /* u32 flags */
145 (SDL_TEXTUREMODULATE_NONE), /* u32 mod_modes */
146 (SDL_TEXTUREBLENDMODE_MASK), /* u32 blend_modes */
147 (SDL_TEXTURESCALEMODE_FAST), /* u32 scale_modes */
148 3, /* u32 num_texture_formats */
149 {
150 SDL_PIXELFORMAT_INDEX8,
151 SDL_PIXELFORMAT_ABGR1555,
152 SDL_PIXELFORMAT_BGR555,
153 }, /* u32 texture_formats[20] */
154 (256), /* int max_texture_width */
155 (256), /* int max_texture_height */
156 }
157 };
158
159 typedef struct
160 {
161 bg_attribute *bg; /* backgrounds */
162 tOAM oam_copy; /* sprites */
163 u8 bg_taken[4];
164 int sub;
165 } NDS_RenderData;
166
167 typedef struct
168 {
169 enum
170 { NDSTX_BG, NDSTX_SPR } type; /* represented in a bg or sprite. */
171 int hw_index; /* sprite: index in the OAM. / bg: 2 or 3. */
172 struct
173 {
174 int hdx, hdy, vdx, vdy; /* affine transformation, used for scaling. */
175 int pitch, bpp; /* some useful info */
176 } dim;
177 u16 *vram_pixels; /* where the pixel data is stored (a pointer into VRAM) */
178 u16 *vram_palette; /* where the palette data is stored if it's indexed. */
179 /*int size; */
180 } NDS_TextureData;
181
182
183
184 SDL_Renderer *
185 NDS_CreateRenderer(SDL_Window * window, Uint32 flags)
186 {
187 SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);
188 SDL_DisplayMode *displayMode = &display->current_mode;
189 SDL_Renderer *renderer;
190 NDS_RenderData *data;
191 int i, n;
192 int bpp;
193 Uint32 Rmask, Gmask, Bmask, Amask;
194
195 if (!SDL_PixelFormatEnumToMasks(displayMode->format, &bpp,
196 &Rmask, &Gmask, &Bmask, &Amask)) {
197 SDL_SetError("Unknown display format");
198 return NULL;
199 }
200 switch (displayMode->format) {
201 case SDL_PIXELFORMAT_INDEX8:
202 case SDL_PIXELFORMAT_ABGR1555:
203 case SDL_PIXELFORMAT_BGR555:
204 /* okay */
205 break;
206 case SDL_PIXELFORMAT_RGB555:
207 case SDL_PIXELFORMAT_RGB565:
208 case SDL_PIXELFORMAT_ARGB1555:
209 /* we'll take these too for now */
210 break;
211 default:
212 SDL_SetError("Warning: wrong display format for NDS!\n");
213 break;
214 }
215
216 renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
217 if (!renderer) {
218 SDL_OutOfMemory();
219 return NULL;
220 }
221
222 data = (NDS_RenderData *) SDL_malloc(sizeof(*data));
223 if (!data) {
224 NDS_DestroyRenderer(renderer);
225 SDL_OutOfMemory();
226 return NULL;
227 }
228 SDL_zerop(data);
229
230 renderer->RenderFill = NDS_RenderFill;
231 renderer->RenderCopy = NDS_RenderCopy;
232 renderer->RenderPresent = NDS_RenderPresent;
233 renderer->DestroyRenderer = NDS_DestroyRenderer;
234 renderer->info.name = NDS_RenderDriver.info.name;
235 renderer->info.flags = 0;
236 renderer->window = window->id;
237 renderer->driverdata = data;
238 renderer->CreateTexture = NDS_CreateTexture;
239 renderer->QueryTexturePixels = NDS_QueryTexturePixels;
240 renderer->SetTexturePalette = NDS_SetTexturePalette;
241 renderer->GetTexturePalette = NDS_GetTexturePalette;
242 renderer->SetTextureColorMod = NDS_SetTextureColorMod;
243 renderer->SetTextureAlphaMod = NDS_SetTextureAlphaMod;
244 renderer->SetTextureBlendMode = NDS_SetTextureBlendMode;
245 renderer->SetTextureScaleMode = NDS_SetTextureScaleMode;
246 renderer->UpdateTexture = NDS_UpdateTexture;
247 renderer->LockTexture = NDS_LockTexture;
248 renderer->UnlockTexture = NDS_UnlockTexture;
249 renderer->DirtyTexture = NDS_DirtyTexture;
250 renderer->DestroyTexture = NDS_DestroyTexture;
251
252 renderer->info.mod_modes = NDS_RenderDriver.info.mod_modes;
253 renderer->info.blend_modes = NDS_RenderDriver.info.blend_modes;
254 renderer->info.scale_modes = NDS_RenderDriver.info.scale_modes;
255 renderer->info.num_texture_formats =
256 NDS_RenderDriver.info.num_texture_formats;
257 SDL_memcpy(renderer->info.texture_formats,
258 NDS_RenderDriver.info.texture_formats,
259 sizeof(renderer->info.texture_formats));
260 renderer->info.max_texture_width =
261 NDS_RenderDriver.info.max_texture_width;
262 renderer->info.max_texture_height =
263 NDS_RenderDriver.info.max_texture_height;
264
265 data->sub = 0; /* TODO: this is hard-coded to the "main" screen.
266 figure out how to detect whether to set it to
267 "sub" screen. window->id, perhaps? */
268 if (!data->sub) {
269 data->bg = &BACKGROUND;
270 } else {
271 data->bg = &BACKGROUND_SUB;
272 }
273 data->bg_taken[2] = data->bg_taken[3] = 0;
274
275 NDS_OAM_Init(&(data->oam_copy), data->sub); /* init sprites. */
276
277 return renderer;
278 }
279
280 static int
281 NDS_ActivateRenderer(SDL_Renderer * renderer)
282 {
283 NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata;
284
285 return 0;
286 }
287
288 static int
289 NDS_DisplayModeChanged(SDL_Renderer * renderer)
290 {
291 NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata;
292
293 return 0;
294 }
295
296 static int
297 NDS_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
298 {
299 NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata;
300 NDS_TextureData *txdat = NULL;
301 int i;
302 int bpp;
303 Uint32 Rmask, Gmask, Bmask, Amask;
304
305 if (!SDL_PixelFormatEnumToMasks
306 (texture->format, &bpp, &Rmask, &Gmask, &Bmask, &Amask)) {
307 SDL_SetError("Unknown texture format");
308 return -1;
309 }
310
311 /* conditional statements on w/h to place it as bg/sprite
312 depending on which one it fits. */
313 if (texture->w <= 64 && texture->h <= 64) {
314 int whichspr = -1;
315 printf("Tried to make a sprite.\n");
316 txdat->type = NDSTX_SPR;
317 for (i = 0; i < SPRITE_COUNT; ++i) {
318 if (data->oam_copy.spriteBuffer[i].attribute[0] & ATTR0_DISABLED) {
319 whichspr = i;
320 break;
321 }
322 }
323 if (whichspr >= 0) {
324 SpriteEntry *sprent = &(data->oam_copy.spriteBuffer[whichspr]);
325 int maxside = texture->w > texture->h ? texture->w : texture->h;
326 int pitch;
327
328 texture->driverdata = SDL_calloc(1, sizeof(NDS_TextureData));
329 txdat = (NDS_TextureData *) texture->driverdata;
330 if (!txdat) {
331 SDL_OutOfMemory();
332 return -1;
333 }
334
335 sprent->objMode = OBJMODE_BITMAP;
336 sprent->posX = 0;
337 sprent->posY = 0;
338 sprent->colMode = OBJCOLOR_16; /* OBJCOLOR_256 for INDEX8 */
339
340 /* the first 32 sprites get transformation matrices.
341 first come, first served */
342 if (whichspr < MATRIX_COUNT) {
343 sprent->isRotoscale = 1;
344 sprent->rsMatrixIdx = whichspr;
345 }
346
347 /* containing shape (square or 2:1 rectangles) */
348 sprent->objShape = OBJSHAPE_SQUARE;
349 if (texture->w / 2 >= texture->h) {
350 sprent->objShape = OBJSHAPE_WIDE;
351 } else if (texture->h / 2 >= texture->w) {
352 sprent->objShape = OBJSHAPE_TALL;
353 }
354
355 /* size in pixels */
356 /* FIXME: "pitch" is hardcoded for 2bytes per pixel. */
357 sprent->objSize = OBJSIZE_64;
358 pitch = 128;
359 if (maxside <= 8) {
360 sprent->objSize = OBJSIZE_8;
361 pitch = 16;
362 } else if (maxside <= 16) {
363 sprent->objSize = OBJSIZE_16;
364 pitch = 32;
365 } else if (maxside <= 32) {
366 sprent->objSize = OBJSIZE_32;
367 pitch = 64;
368 }
369
370 /* FIXME: this is hard-coded and will obviously only work for one
371 sprite-texture. tells it to look at the beginning of SPRITE_GFX
372 for its pixels. */
373 sprent->tileIdx = 0;
374
375 /* now for the texture data */
376 txdat->type = NDSTX_SPR;
377 txdat->hw_index = whichspr;
378 txdat->dim.hdx = 0x100;
379 txdat->dim.hdy = 0;
380 txdat->dim.vdx = 0;
381 txdat->dim.vdy = 0x100;
382 txdat->dim.pitch = pitch;
383 txdat->dim.bpp = bpp;
384 txdat->vram_pixels = (u16 *) (data->sub ? SPRITE_GFX_SUB : SPRITE_GFX); /* FIXME: use tileIdx*boundary
385 to point to proper location */
386 } else {
387 SDL_SetError("Out of NDS sprites.");
388 }
389 } else if (texture->w <= 256 && texture->h <= 256) {
390 int whichbg = -1, base = 0;
391 if (!data->bg_taken[2]) {
392 whichbg = 2;
393 } else if (!data->bg_taken[3]) {
394 whichbg = 3;
395 base = 4;
396 }
397 if (whichbg >= 0) {
398 texture->driverdata = SDL_calloc(1, sizeof(NDS_TextureData));
399 txdat = (NDS_TextureData *) texture->driverdata;
400 if (!txdat) {
401 SDL_OutOfMemory();
402 return -1;
403 }
404
405 /* this is hard-coded to being 256x256 ABGR1555 for now. */
406 data->bg->control[whichbg] = (bpp == 8) ?
407 BG_BMP8_256x256 : BG_BMP16_256x256;
408
409 data->bg->control[whichbg] |= BG_BMP_BASE(base);
410
411 data->bg->scroll[whichbg].x = 0;
412 data->bg->scroll[whichbg].y = 0;
413
414 txdat->type = NDSTX_BG;
415 txdat->hw_index = whichbg;
416 txdat->dim.hdx = 0x100;
417 txdat->dim.hdy = 0;
418 txdat->dim.vdx = 0;
419 txdat->dim.vdy = 0x100;
420 txdat->dim.pitch = 512;
421 txdat->dim.bpp = bpp;
422 txdat->vram_pixels = (u16 *) (data->sub ?
423 BG_BMP_RAM_SUB(base) :
424 BG_BMP_RAM(base));
425
426 /*txdat->size = txdat->dim.pitch * texture->h; */
427 } else {
428 SDL_SetError("Out of NDS backgrounds.");
429 }
430 } else {
431 SDL_SetError("Texture too big for NDS hardware.");
432 }
433
434 if (!texture->driverdata) {
435 return -1;
436 }
437
438 return 0;
439 }
440
441 static int
442 NDS_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture,
443 void **pixels, int *pitch)
444 {
445 NDS_TextureData *txdat = (NDS_TextureData *) texture->driverdata;
446 *pixels = txdat->vram_pixels;
447 *pitch = txdat->dim.pitch;
448 return 0;
449 }
450
451 static int
452 NDS_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
453 const SDL_Rect * rect, const void *pixels, int pitch)
454 {
455 NDS_TextureData *txdat;
456 Uint8 *src, *dst;
457 int row;
458 size_t length;
459
460 txdat = (NDS_TextureData *) texture->driverdata;
461
462 src = (Uint8 *) pixels;
463 dst =
464 (Uint8 *) txdat->vram_pixels + rect->y * txdat->dim.pitch +
465 rect->x * ((txdat->dim.bpp + 1) / 8);
466 length = rect->w * ((txdat->dim.bpp + 1) / 8);
467
468 if (rect->w == texture->w) {
469 dmaCopy(src, dst, length * rect->h);
470 } else {
471 for (row = 0; row < rect->h; ++row) {
472 dmaCopy(src, dst, length);
473 src += pitch;
474 dst += txdat->dim.pitch;
475 }
476 }
477
478 return 0;
479 }
480
481 static int
482 NDS_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
483 const SDL_Rect * rect, int markDirty, void **pixels,
484 int *pitch)
485 {
486 NDS_TextureData *txdat = (NDS_TextureData *) texture->driverdata;
487
488 *pixels = (void *) ((u8 *) txdat->vram_pixels + rect->y
489 * txdat->dim.pitch +
490 rect->x * ((txdat->dim.bpp + 1) / 8));
491 *pitch = txdat->dim.pitch;
492
493 return 0;
494 }
495
496 static void
497 NDS_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
498 {
499 /* stub! */
500 }
501
502 static void
503 NDS_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture,
504 int numrects, const SDL_Rect * rects)
505 {
506 /* stub! */
507 }
508
509 static int
510 NDS_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b,
511 Uint8 a, const SDL_Rect * rect)
512 {
513 NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata;
514 SDL_Rect real_rect = *rect;
515 u16 color;
516 int i, j;
517
518 color = RGB8(r, g, b); /* <-- macro in libnds that makes an ARGB1555 pixel */
519 /* TODO: make a single-color sprite and stretch it.
520 calculate the "HDX" width modifier of the sprite by:
521 let S be the actual sprite's width (like, 32 pixels for example)
522 let R be the rectangle's width (maybe 50 pixels)
523 HDX = (R<<8) / S;
524 (it's fixed point, hence the bit shift. same goes for vertical.
525 be sure to use 32-bit int's for the bit shift before the division!)
526 */
527
528 return 0;
529 }
530
531 static int
532 NDS_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
533 const SDL_Rect * srcrect, const SDL_Rect * dstrect)
534 {
535 NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata;
536 NDS_TextureData *txdat = (NDS_TextureData *) texture->driverdata;
537 SDL_Window *window = SDL_GetWindowFromID(renderer->window);
538 SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);
539 int i;
540 int bpp = SDL_BYTESPERPIXEL(texture->format);
541 int pitch = txdat->dim.pitch;
542
543 if (txdat->type == NDSTX_BG) {
544 bg_rotation *bgrot = (txdat->hw_index == 2) ?
545 &(data->bg->bg2_rotation) : &(data->bg->bg3_rotation);
546 bgrot->xdx = txdat->dim.hdx;
547 bgrot->xdy = txdat->dim.hdy;
548 bgrot->ydx = txdat->dim.vdx;
549 bgrot->ydy = txdat->dim.vdy;
550 bgrot->centerX = 0;
551 bgrot->centerY = 0;
552
553 data->bg->scroll[txdat->hw_index].x = dstrect->x;
554 data->bg->scroll[txdat->hw_index].y = dstrect->y;
555 } else {
556 /* sprites not fully implemented yet */
557 SpriteEntry *spr = &(data->oam_copy.spriteBuffer[txdat->hw_index]);
558 spr->posX = dstrect->x;
559 spr->posY = dstrect->y;
560 if (txdat->hw_index < MATRIX_COUNT && spr->isRotoscale) {
561 SpriteRotation *sprot =
562 &(data->oam_copy.matrixBuffer[txdat->hw_index]);
563 sprot->hdx = txdat->dim.hdx;
564 sprot->hdy = txdat->dim.hdy;
565 sprot->vdx = txdat->dim.vdx;
566 sprot->vdy = txdat->dim.vdy;
567 }
568 }
569
570 return 0;
571 }
572
573
574 static void
575 NDS_RenderPresent(SDL_Renderer * renderer)
576 {
577 NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata;
578 SDL_Window *window = SDL_GetWindowFromID(renderer->window);
579 SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);
580
581 /* update sprites */
582 NDS_OAM_Update(&(data->oam_copy), data->sub);
583 /* vsync for NDS */
584 if (renderer->info.flags & SDL_RENDERER_PRESENTVSYNC) {
585 swiWaitForVBlank();
586 }
587 }
588
589 static void
590 NDS_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
591 {
592 NDS_TextureData *txdat = texture->driverdata;
593 /* free anything else allocated for texture */
594 SDL_free(txdat);
595 }
596
597 static void
598 NDS_DestroyRenderer(SDL_Renderer * renderer)
599 {
600 NDS_RenderData *data = (NDS_RenderData *) renderer->driverdata;
601 SDL_Window *window = SDL_GetWindowFromID(renderer->window);
602 SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);
603 int i;
604
605 if (data) {
606 /* free anything else relevant if anything else is allocated. */
607 SDL_free(data);
608 }
609 SDL_free(renderer);
610 }
611
612 static int
613 NDS_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
614 const SDL_Color * colors, int firstcolor, int ncolors)
615 {
616 NDS_TextureData *txdat = (NDS_TextureData *) texture->driverdata;
617 /* set 8-bit modes in the background control registers
618 for backgrounds, BGn_CR |= BG_256_COLOR */
619
620 return 0;
621 }
622
623 static int
624 NDS_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
625 SDL_Color * colors, int firstcolor, int ncolors)
626 {
627 NDS_TextureData *txdat = (NDS_TextureData *) texture->driverdata;
628 /* stub! */
629 return 0;
630 }
631
632 static int
633 NDS_SetTextureColorMod(SDL_Renderer * renderer, SDL_Texture * texture)
634 {
635 /* stub! */
636 return 0;
637 }
638
639 static int
640 NDS_SetTextureAlphaMod(SDL_Renderer * renderer, SDL_Texture * texture)
641 {
642 /* stub! */
643 return 0;
644 }
645
646 static int
647 NDS_SetTextureBlendMode(SDL_Renderer * renderer, SDL_Texture * texture)
648 {
649 /* stub! */
650 return 0;
651 }
652
653 static int
654 NDS_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture)
655 {
656 /* stub! (note: NDS hardware scaling is nearest neighbor.) */
657 return 0;
658 }
659
660 /* vi: set ts=4 sw=4 expandtab: */