diff src/video/SDL_renderer_sw.c @ 1895:c121d94672cb

SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
author Sam Lantinga <slouken@libsdl.org>
date Mon, 10 Jul 2006 21:04:37 +0000
parents
children c2a27da60b18
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/video/SDL_renderer_sw.c	Mon Jul 10 21:04:37 2006 +0000
@@ -0,0 +1,533 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library is distributed in the hope that it will be useful,
+    but WITHOUT ANY WARRANTY; without even the implied warranty of
+    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+#include "SDL_config.h"
+
+#include "SDL_video.h"
+#include "SDL_sysvideo.h"
+#include "SDL_rect_c.h"
+#include "SDL_yuv_sw_c.h"
+
+
+/* SDL surface based renderer implementation */
+
+static SDL_Renderer *SDL_SW_CreateRenderer(SDL_Window * window, Uint32 flags);
+static int SDL_SW_CreateTexture(SDL_Renderer * renderer,
+                                SDL_Texture * texture);
+static int SDL_SW_QueryTexturePixels(SDL_Renderer * renderer,
+                                     SDL_Texture * texture, void **pixels,
+                                     int *pitch);
+static int SDL_SW_SetTexturePalette(SDL_Renderer * renderer,
+                                    SDL_Texture * texture,
+                                    const SDL_Color * colors, int firstcolor,
+                                    int ncolors);
+static int SDL_SW_GetTexturePalette(SDL_Renderer * renderer,
+                                    SDL_Texture * texture, SDL_Color * colors,
+                                    int firstcolor, int ncolors);
+static int SDL_SW_UpdateTexture(SDL_Renderer * renderer,
+                                SDL_Texture * texture, const SDL_Rect * rect,
+                                const void *pixels, int pitch);
+static int SDL_SW_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
+                              const SDL_Rect * rect, int markDirty,
+                              void **pixels, int *pitch);
+static void SDL_SW_UnlockTexture(SDL_Renderer * renderer,
+                                 SDL_Texture * texture);
+static void SDL_SW_DirtyTexture(SDL_Renderer * renderer,
+                                SDL_Texture * texture, int numrects,
+                                const SDL_Rect * rects);
+static void SDL_SW_SelectRenderTexture(SDL_Renderer * renderer,
+                                       SDL_Texture * texture);
+static int SDL_SW_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect,
+                             Uint32 color);
+static int SDL_SW_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
+                             const SDL_Rect * srcrect,
+                             const SDL_Rect * dstrect, int blendMode,
+                             int scaleMode);
+static int SDL_SW_RenderReadPixels(SDL_Renderer * renderer,
+                                   const SDL_Rect * rect, void *pixels,
+                                   int pitch);
+static int SDL_SW_RenderWritePixels(SDL_Renderer * renderer,
+                                    const SDL_Rect * rect, const void *pixels,
+                                    int pitch);
+static void SDL_SW_RenderPresent(SDL_Renderer * renderer);
+static void SDL_SW_DestroyTexture(SDL_Renderer * renderer,
+                                  SDL_Texture * texture);
+static void SDL_SW_DestroyRenderer(SDL_Renderer * renderer);
+
+
+SDL_RenderDriver SDL_SW_RenderDriver = {
+    SDL_SW_CreateRenderer,
+    {
+     "software",
+     (SDL_Renderer_PresentDiscard |
+      SDL_Renderer_PresentCopy |
+      SDL_Renderer_PresentFlip2 |
+      SDL_Renderer_PresentFlip3 | SDL_Renderer_RenderTarget),
+     (SDL_TextureBlendMode_None |
+      SDL_TextureBlendMode_Mask | SDL_TextureBlendMode_Blend),
+     (SDL_TextureScaleMode_None | SDL_TextureScaleMode_Fast),
+     11,
+     {
+      SDL_PixelFormat_Index8,
+      SDL_PixelFormat_RGB555,
+      SDL_PixelFormat_RGB565,
+      SDL_PixelFormat_RGB888,
+      SDL_PixelFormat_BGR888,
+      SDL_PixelFormat_ARGB8888,
+      SDL_PixelFormat_RGBA8888,
+      SDL_PixelFormat_ABGR8888,
+      SDL_PixelFormat_BGRA8888,
+      SDL_PixelFormat_YUY2,
+      SDL_PixelFormat_UYVY},
+     0,
+     0}
+};
+
+typedef struct
+{
+    int current_screen;
+    SDL_Surface *screens[3];
+    SDL_Surface *target;
+    SDL_Renderer *renderer;
+    SDL_DirtyRectList dirty;
+} SDL_SW_RenderData;
+
+SDL_Renderer *
+SDL_SW_CreateRenderer(SDL_Window * window, Uint32 flags)
+{
+    SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);
+    SDL_DisplayMode *displayMode = &display->current_mode;
+    SDL_Renderer *renderer;
+    SDL_SW_RenderData *data;
+    int i, n;
+    int bpp;
+    Uint32 Rmask, Gmask, Bmask, Amask;
+
+    if (!SDL_PixelFormatEnumToMasks
+        (displayMode->format, &bpp, &Rmask, &Gmask, &Bmask, &Amask)) {
+        SDL_SetError("Unknown display format");
+        return NULL;
+    }
+
+    renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
+    if (!renderer) {
+        SDL_OutOfMemory();
+        return NULL;
+    }
+
+    data = (SDL_SW_RenderData *) SDL_malloc(sizeof(*data));
+    if (!data) {
+        SDL_SW_DestroyRenderer(renderer);
+        SDL_OutOfMemory();
+        return NULL;
+    }
+    SDL_zerop(data);
+
+    renderer->CreateTexture = SDL_SW_CreateTexture;
+    renderer->QueryTexturePixels = SDL_SW_QueryTexturePixels;
+    renderer->SetTexturePalette = SDL_SW_SetTexturePalette;
+    renderer->GetTexturePalette = SDL_SW_GetTexturePalette;
+    renderer->UpdateTexture = SDL_SW_UpdateTexture;
+    renderer->LockTexture = SDL_SW_LockTexture;
+    renderer->UnlockTexture = SDL_SW_UnlockTexture;
+    renderer->DirtyTexture = SDL_SW_DirtyTexture;
+    renderer->SelectRenderTexture = SDL_SW_SelectRenderTexture;
+    renderer->RenderFill = SDL_SW_RenderFill;
+    renderer->RenderCopy = SDL_SW_RenderCopy;
+    renderer->RenderReadPixels = SDL_SW_RenderReadPixels;
+    renderer->RenderWritePixels = SDL_SW_RenderWritePixels;
+    renderer->RenderPresent = SDL_SW_RenderPresent;
+    renderer->DestroyTexture = SDL_SW_DestroyTexture;
+    renderer->DestroyRenderer = SDL_SW_DestroyRenderer;
+    renderer->info = SDL_SW_RenderDriver.info;
+    renderer->window = window->id;
+    renderer->driverdata = data;
+
+    renderer->info.flags = SDL_Renderer_RenderTarget;
+
+    if (flags & SDL_Renderer_PresentFlip2) {
+        renderer->info.flags |= SDL_Renderer_PresentFlip2;
+        n = 2;
+    } else if (flags & SDL_Renderer_PresentFlip3) {
+        renderer->info.flags |= SDL_Renderer_PresentFlip3;
+        n = 3;
+    } else {
+        renderer->info.flags |= SDL_Renderer_PresentCopy;
+        n = 1;
+    }
+    for (i = 0; i < n; ++i) {
+        data->screens[i] =
+            SDL_CreateRGBSurface(0, window->w, window->h, bpp, Rmask, Gmask,
+                                 Bmask, Amask);
+        if (!data->screens[i]) {
+            SDL_SW_DestroyRenderer(renderer);
+            return NULL;
+        }
+        SDL_SetSurfacePalette(data->screens[i], display->palette);
+    }
+    data->current_screen = 0;
+    data->target = data->screens[0];
+
+    /* Find a render driver that we can use to display data */
+    for (i = 0; i < display->num_render_drivers; ++i) {
+        SDL_RenderDriver *driver = &display->render_drivers[i];
+        if (driver->info.name != SDL_SW_RenderDriver.info.name) {
+            data->renderer =
+                driver->CreateRenderer(window, SDL_Renderer_PresentDiscard);
+            if (data->renderer) {
+                break;
+            }
+        }
+    }
+    if (i == display->num_render_drivers) {
+        SDL_SW_DestroyRenderer(renderer);
+        SDL_SetError("Couldn't find display render driver");
+        return NULL;
+    }
+    return renderer;
+}
+
+static int
+SDL_SW_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+    if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
+        if (texture->access == SDL_TextureAccess_Render) {
+            SDL_SetError("Rendering to YUV format textures is not supported");
+            return -1;
+        }
+        texture->driverdata = SDL_SW_CreateYUVTexture(texture);
+    } else {
+        int bpp;
+        Uint32 Rmask, Gmask, Bmask, Amask;
+
+        if (!SDL_PixelFormatEnumToMasks
+            (texture->format, &bpp, &Rmask, &Gmask, &Bmask, &Amask)) {
+            SDL_SetError("Unknown texture format");
+            return -1;
+        }
+
+        texture->driverdata =
+            SDL_CreateRGBSurface(0, texture->w, texture->h, bpp, Rmask, Gmask,
+                                 Bmask, Amask);
+    }
+
+    if (!texture->driverdata) {
+        return -1;
+    }
+    return 0;
+}
+
+static int
+SDL_SW_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture,
+                          void **pixels, int *pitch)
+{
+    if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
+        return SDL_SW_QueryYUVTexturePixels((SDL_SW_YUVTexture *) texture->
+                                            driverdata, pixels, pitch);
+    } else {
+        SDL_Surface *surface = (SDL_Surface *) texture->driverdata;
+
+        *pixels = surface->pixels;
+        *pitch = surface->pitch;
+        return 0;
+    }
+}
+
+static int
+SDL_SW_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
+                         const SDL_Color * colors, int firstcolor,
+                         int ncolors)
+{
+    if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
+        SDL_SetError("YUV textures don't have a palette");
+        return -1;
+    } else {
+        SDL_Surface *surface = (SDL_Surface *) texture->driverdata;
+
+        return SDL_SetPaletteColors(surface->format->palette, colors,
+                                    firstcolor, ncolors);
+    }
+}
+
+static int
+SDL_SW_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
+                         SDL_Color * colors, int firstcolor, int ncolors)
+{
+    if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
+        SDL_SetError("YUV textures don't have a palette");
+        return -1;
+    } else {
+        SDL_Surface *surface = (SDL_Surface *) texture->driverdata;
+
+        SDL_memcpy(colors, &surface->format->palette->colors[firstcolor],
+                   ncolors * sizeof(*colors));
+        return 0;
+    }
+}
+
+static int
+SDL_SW_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
+                     const SDL_Rect * rect, const void *pixels, int pitch)
+{
+    if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
+        return SDL_SW_UpdateYUVTexture((SDL_SW_YUVTexture *) texture->
+                                       driverdata, rect, pixels, pitch);
+    } else {
+        SDL_Surface *surface = (SDL_Surface *) texture->driverdata;
+        Uint8 *src, *dst;
+        int row;
+        size_t length;
+
+        src = (Uint8 *) pixels;
+        dst =
+            (Uint8 *) surface->pixels + rect->y * surface->pitch +
+            rect->x * surface->format->BytesPerPixel;
+        length = rect->w * surface->format->BytesPerPixel;
+        for (row = 0; row < rect->h; ++row) {
+            SDL_memcpy(dst, src, length);
+            src += pitch;
+            dst += surface->pitch;
+        }
+        return 0;
+    }
+}
+
+static int
+SDL_SW_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
+                   const SDL_Rect * rect, int markDirty, void **pixels,
+                   int *pitch)
+{
+    if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
+        return SDL_SW_LockYUVTexture((SDL_SW_YUVTexture *) texture->
+                                     driverdata, rect, markDirty, pixels,
+                                     pitch);
+    } else {
+        SDL_Surface *surface = (SDL_Surface *) texture->driverdata;
+
+        *pixels =
+            (void *) ((Uint8 *) surface->pixels + rect->y * surface->pitch +
+                      rect->x * surface->format->BytesPerPixel);
+        *pitch = surface->pitch;
+        return 0;
+    }
+}
+
+static void
+SDL_SW_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+    if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
+        SDL_SW_UnlockYUVTexture((SDL_SW_YUVTexture *) texture->driverdata);
+    }
+}
+
+static void
+SDL_SW_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture,
+                    int numrects, const SDL_Rect * rects)
+{
+}
+
+static void
+SDL_SW_SelectRenderTexture(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+    SDL_SW_RenderData *data = (SDL_SW_RenderData *) renderer->driverdata;
+
+    if (texture) {
+        data->target = (SDL_Surface *) texture->driverdata;
+    } else {
+        data->target = data->screens[data->current_screen];
+    }
+}
+
+static int
+SDL_SW_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect,
+                  Uint32 color)
+{
+    SDL_SW_RenderData *data = (SDL_SW_RenderData *) renderer->driverdata;
+    SDL_Rect real_rect = *rect;
+    Uint8 r, g, b, a;
+
+    SDL_AddDirtyRect(&data->dirty, rect);
+
+    a = (Uint8) ((color >> 24) & 0xFF);
+    r = (Uint8) ((color >> 16) & 0xFF);
+    g = (Uint8) ((color >> 8) & 0xFF);
+    b = (Uint8) (color & 0xFF);
+    color = SDL_MapRGBA(data->target->format, r, g, b, a);
+
+    return SDL_FillRect(data->target, &real_rect, color);
+}
+
+static int
+SDL_SW_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
+                  const SDL_Rect * srcrect, const SDL_Rect * dstrect,
+                  int blendMode, int scaleMode)
+{
+    SDL_SW_RenderData *data = (SDL_SW_RenderData *) renderer->driverdata;
+    SDL_Window *window = SDL_GetWindowFromID(renderer->window);
+    SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);
+
+    SDL_AddDirtyRect(&data->dirty, dstrect);
+
+    if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
+        SDL_Surface *target = data->target;
+        void *pixels =
+            (Uint8 *) target->pixels + dstrect->y * target->pitch +
+            dstrect->x * target->format->BytesPerPixel;
+        return SDL_SW_CopyYUVToRGB((SDL_SW_YUVTexture *) texture->driverdata,
+                                   srcrect, display->current_mode.format,
+                                   dstrect->w, dstrect->h, pixels,
+                                   target->pitch);
+    } else {
+        SDL_Surface *surface = (SDL_Surface *) texture->driverdata;
+        SDL_Rect real_srcrect = *srcrect;
+        SDL_Rect real_dstrect = *dstrect;
+
+        if (blendMode &
+            (SDL_TextureBlendMode_Mask | SDL_TextureBlendMode_Blend)) {
+            SDL_SetAlpha(surface, SDL_SRCALPHA, 0);
+        } else {
+            SDL_SetAlpha(surface, 0, 0);
+        }
+        if (scaleMode != SDL_TextureScaleMode_None &&
+            (srcrect->w != dstrect->w || srcrect->h != dstrect->h)) {
+            return SDL_SoftStretch(surface, &real_srcrect, data->target,
+                                   &real_dstrect);
+        } else {
+            return SDL_LowerBlit(surface, &real_srcrect, data->target,
+                                 &real_dstrect);
+        }
+    }
+}
+
+static int
+SDL_SW_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
+                        void *pixels, int pitch)
+{
+    SDL_SW_RenderData *data = (SDL_SW_RenderData *) renderer->driverdata;
+    SDL_Surface *surface = data->target;
+    Uint8 *src, *dst;
+    int row;
+    size_t length;
+
+    src =
+        (Uint8 *) surface->pixels + rect->y * surface->pitch +
+        rect->x * surface->format->BytesPerPixel;
+    dst = (Uint8 *) pixels;
+    length = rect->w * surface->format->BytesPerPixel;
+    for (row = 0; row < rect->h; ++row) {
+        SDL_memcpy(dst, src, length);
+        src += surface->pitch;
+        dst += pitch;
+    }
+    return 0;
+}
+
+static int
+SDL_SW_RenderWritePixels(SDL_Renderer * renderer, const SDL_Rect * rect,
+                         const void *pixels, int pitch)
+{
+    SDL_SW_RenderData *data = (SDL_SW_RenderData *) renderer->driverdata;
+    SDL_Surface *surface = data->target;
+    Uint8 *src, *dst;
+    int row;
+    size_t length;
+
+    SDL_AddDirtyRect(&data->dirty, rect);
+
+    src = (Uint8 *) pixels;
+    dst =
+        (Uint8 *) surface->pixels + rect->y * surface->pitch +
+        rect->x * surface->format->BytesPerPixel;
+    length = rect->w * surface->format->BytesPerPixel;
+    for (row = 0; row < rect->h; ++row) {
+        SDL_memcpy(dst, src, length);
+        src += pitch;
+        dst += surface->pitch;
+    }
+    return 0;
+}
+
+static void
+SDL_SW_RenderPresent(SDL_Renderer * renderer)
+{
+    SDL_SW_RenderData *data = (SDL_SW_RenderData *) renderer->driverdata;
+    SDL_Surface *surface = data->screens[data->current_screen];
+    SDL_DirtyRect *dirty;
+    int new_screen;
+
+    /* Send the data to the display */
+    for (dirty = data->dirty.list; dirty; dirty = dirty->next) {
+        void *pixels =
+            (void *) ((Uint8 *) surface->pixels +
+                      dirty->rect.y * surface->pitch +
+                      dirty->rect.x * surface->format->BytesPerPixel);
+        data->renderer->RenderWritePixels(data->renderer, &dirty->rect,
+                                          pixels, surface->pitch);
+    }
+    SDL_ClearDirtyRects(&data->dirty);
+    data->renderer->RenderPresent(data->renderer);
+
+
+    /* Update the flipping chain, if any */
+    if (renderer->info.flags & SDL_Renderer_PresentFlip2) {
+        new_screen = (data->current_screen + 1) % 2;
+    } else if (renderer->info.flags & SDL_Renderer_PresentFlip3) {
+        new_screen = (data->current_screen + 1) % 3;
+    } else {
+        new_screen = 0;
+    }
+    if (data->target == data->screens[data->current_screen]) {
+        data->target = data->screens[new_screen];
+    }
+    data->current_screen = new_screen;
+}
+
+static void
+SDL_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
+SDL_SW_DestroyRenderer(SDL_Renderer * renderer)
+{
+    SDL_SW_RenderData *data = (SDL_SW_RenderData *) renderer->driverdata;
+    int i;
+
+    if (data) {
+        for (i = 0; i < SDL_arraysize(data->screens); ++i) {
+            if (data->screens[i]) {
+                SDL_FreeSurface(data->screens[i]);
+            }
+        }
+        SDL_FreeDirtyRects(&data->dirty);
+        SDL_free(data);
+    }
+    SDL_free(renderer);
+}
+
+/* vi: set ts=4 sw=4 expandtab: */