diff src/video/directfb/SDL_DirectFB_render.c @ 2884:9dde605c7540

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.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 20 Dec 2008 12:00:00 +0000
parents 99210400e8b9
children 133601e3b255
line wrap: on
line diff
--- a/src/video/directfb/SDL_DirectFB_render.c	Sat Dec 20 08:41:05 2008 +0000
+++ b/src/video/directfb/SDL_DirectFB_render.c	Sat Dec 20 12:00:00 2008 +0000
@@ -71,8 +71,12 @@
 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_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 @@
     DFBSurfaceFlipFlags flipflags;
     int isyuvdirect;
     int size_changed;
+    int lastBlendMode;
+    DFBSurfaceBlittingFlags blitFlags;
+    DFBSurfaceDrawingFlags drawFlags;
 } DirectFB_RenderData;
 
 typedef struct
@@ -147,6 +153,79 @@
     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 @@
     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 @@
     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 @@
 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 @@
 }
 
 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_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 @@
             }
             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,