Mercurial > sdl-ios-xcode
diff src/video/win32/SDL_gdirender.c @ 1730:e70477157db9 SDL-1.3
Starting support for Direct3D render driver.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sat, 08 Jul 2006 18:06:02 +0000 |
parents | |
children | c2a27da60b18 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/src/video/win32/SDL_gdirender.c Sat Jul 08 18:06:02 2006 +0000 @@ -0,0 +1,721 @@ +/* + 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" + +#if SDL_VIDEO_RENDER_GDI + +#include "SDL_win32video.h" +#include "../SDL_yuv_sw_c.h" + +/* GDI renderer implementation */ + +static SDL_Renderer *SDL_GDI_CreateRenderer(SDL_Window * window, + Uint32 flags); +static int SDL_GDI_CreateTexture(SDL_Renderer * renderer, + SDL_Texture * texture); +static int SDL_GDI_QueryTexturePixels(SDL_Renderer * renderer, + SDL_Texture * texture, void **pixels, + int *pitch); +static int SDL_GDI_SetTexturePalette(SDL_Renderer * renderer, + SDL_Texture * texture, + const SDL_Color * colors, int firstcolor, + int ncolors); +static int SDL_GDI_GetTexturePalette(SDL_Renderer * renderer, + SDL_Texture * texture, + SDL_Color * colors, int firstcolor, + int ncolors); +static int SDL_GDI_UpdateTexture(SDL_Renderer * renderer, + SDL_Texture * texture, const SDL_Rect * rect, + const void *pixels, int pitch); +static int SDL_GDI_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Rect * rect, int markDirty, + void **pixels, int *pitch); +static void SDL_GDI_UnlockTexture(SDL_Renderer * renderer, + SDL_Texture * texture); +static void SDL_GDI_DirtyTexture(SDL_Renderer * renderer, + SDL_Texture * texture, int numrects, + const SDL_Rect * rects); +static void SDL_GDI_SelectRenderTexture(SDL_Renderer * renderer, + SDL_Texture * texture); +static int SDL_GDI_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect, + Uint32 color); +static int SDL_GDI_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Rect * srcrect, + const SDL_Rect * dstrect, int blendMode, + int scaleMode); +static int SDL_GDI_RenderReadPixels(SDL_Renderer * renderer, + const SDL_Rect * rect, void *pixels, + int pitch); +static int SDL_GDI_RenderWritePixels(SDL_Renderer * renderer, + const SDL_Rect * rect, + const void *pixels, int pitch); +static void SDL_GDI_RenderPresent(SDL_Renderer * renderer); +static void SDL_GDI_DestroyTexture(SDL_Renderer * renderer, + SDL_Texture * texture); +static void SDL_GDI_DestroyRenderer(SDL_Renderer * renderer); + + +SDL_RenderDriver SDL_GDI_RenderDriver = { + SDL_GDI_CreateRenderer, + { + "gdi", + (SDL_Renderer_PresentDiscard | + SDL_Renderer_PresentCopy | 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 +{ + HWND hwnd; + HDC window_hdc; + HDC render_hdc; + HDC memory_hdc; + HDC current_hdc; + LPBITMAPINFO bmi; + HBITMAP window_bmp; + void *window_pixels; + int window_pitch; +} SDL_GDI_RenderData; + +typedef struct +{ + SDL_SW_YUVTexture *yuv; + Uint32 format; + HPALETTE hpal; + HBITMAP hbm; + void *pixels; + int pitch; +} SDL_GDI_TextureData; + +static void +UpdateYUVTextureData(SDL_Texture * texture) +{ + SDL_GDI_TextureData *data = (SDL_GDI_TextureData *) texture->driverdata; + SDL_Rect rect; + + rect.x = 0; + rect.y = 0; + rect.w = texture->w; + rect.h = texture->h; + SDL_SW_CopyYUVToRGB(data->yuv, &rect, data->format, texture->w, + texture->h, data->pixels, data->pitch); +} + +void +GDI_AddRenderDriver(_THIS) +{ + SDL_AddRenderDriver(0, &SDL_GDI_RenderDriver); +} + +SDL_Renderer * +SDL_GDI_CreateRenderer(SDL_Window * window, Uint32 flags) +{ + SDL_WindowData *windowdata = (SDL_WindowData *) window->driverdata; + SDL_Renderer *renderer; + SDL_GDI_RenderData *data; + int bmi_size; + HBITMAP hbm; + + renderer = (SDL_Renderer *) SDL_malloc(sizeof(*renderer)); + if (!renderer) { + SDL_OutOfMemory(); + return NULL; + } + SDL_zerop(renderer); + + data = (SDL_GDI_RenderData *) SDL_malloc(sizeof(*data)); + if (!data) { + SDL_GDI_DestroyRenderer(renderer); + SDL_OutOfMemory(); + return NULL; + } + SDL_zerop(data); + + data->hwnd = windowdata->hwnd; + data->window_hdc = GetDC(data->hwnd); + data->render_hdc = CreateCompatibleDC(data->window_hdc); + data->memory_hdc = CreateCompatibleDC(data->window_hdc); + data->current_hdc = data->window_hdc; + + /* Fill in the compatible bitmap info */ + bmi_size = sizeof(BITMAPINFOHEADER) + 256 * sizeof(RGBQUAD); + data->bmi = (LPBITMAPINFO) SDL_malloc(bmi_size); + if (!data->bmi) { + SDL_GDI_DestroyRenderer(renderer); + SDL_OutOfMemory(); + return NULL; + } + SDL_memset(data->bmi, 0, bmi_size); + data->bmi->bmiHeader.biSize = sizeof(BITMAPINFOHEADER); + + hbm = CreateCompatibleBitmap(data->window_hdc, 1, 1); + GetDIBits(data->window_hdc, hbm, 0, 1, NULL, data->bmi, DIB_RGB_COLORS); + GetDIBits(data->window_hdc, hbm, 0, 1, NULL, data->bmi, DIB_RGB_COLORS); + DeleteObject(hbm); + + renderer->CreateTexture = SDL_GDI_CreateTexture; + renderer->QueryTexturePixels = SDL_GDI_QueryTexturePixels; + renderer->SetTexturePalette = SDL_GDI_SetTexturePalette; + renderer->GetTexturePalette = SDL_GDI_GetTexturePalette; + renderer->UpdateTexture = SDL_GDI_UpdateTexture; + renderer->LockTexture = SDL_GDI_LockTexture; + renderer->UnlockTexture = SDL_GDI_UnlockTexture; + renderer->DirtyTexture = SDL_GDI_DirtyTexture; + renderer->SelectRenderTexture = SDL_GDI_SelectRenderTexture; + renderer->RenderFill = SDL_GDI_RenderFill; + renderer->RenderCopy = SDL_GDI_RenderCopy; + renderer->RenderReadPixels = SDL_GDI_RenderReadPixels; + renderer->RenderWritePixels = SDL_GDI_RenderWritePixels; + renderer->RenderPresent = SDL_GDI_RenderPresent; + renderer->DestroyTexture = SDL_GDI_DestroyTexture; + renderer->DestroyRenderer = SDL_GDI_DestroyRenderer; + renderer->info = SDL_GDI_RenderDriver.info; + renderer->window = window->id; + renderer->driverdata = data; + + renderer->info.flags = SDL_Renderer_RenderTarget; + + return renderer; +} + +static int +SDL_GDI_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) +{ + SDL_GDI_RenderData *renderdata = + (SDL_GDI_RenderData *) renderer->driverdata; + SDL_Window *window = SDL_GetWindowFromID(renderer->window); + SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window); + SDL_GDI_TextureData *data; + + data = (SDL_GDI_TextureData *) SDL_malloc(sizeof(*data)); + if (!data) { + SDL_OutOfMemory(); + return -1; + } + SDL_zerop(data); + + texture->driverdata = data; + + if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) { + if (texture->access == SDL_TextureAccess_Render) { + SDL_SetError("Rendering to YUV format textures is not supported"); + return -1; + } + data->yuv = SDL_SW_CreateYUVTexture(texture); + if (!data->yuv) { + SDL_GDI_DestroyTexture(renderer, texture); + return -1; + } + data->format = display->current_mode.format; + } else { + data->format = texture->format; + } + data->pitch = (texture->w * SDL_BYTESPERPIXEL(data->format)); + + if (data->yuv || texture->access == SDL_TextureAccess_Local + || texture->format != SDL_GetCurrentDisplayMode()->format) { + int bmi_size; + LPBITMAPINFO bmi; + + bmi_size = sizeof(BITMAPINFOHEADER) + 256 * sizeof(RGBQUAD); + bmi = (LPBITMAPINFO) SDL_malloc(bmi_size); + if (!bmi) { + SDL_GDI_DestroyTexture(renderer, texture); + SDL_OutOfMemory(); + return -1; + } + SDL_memset(bmi, 0, bmi_size); + bmi->bmiHeader.biSize = sizeof(BITMAPINFOHEADER); + bmi->bmiHeader.biWidth = texture->w; + bmi->bmiHeader.biHeight = -texture->h; /* topdown bitmap */ + bmi->bmiHeader.biPlanes = 1; + bmi->bmiHeader.biSizeImage = texture->h * data->pitch; + bmi->bmiHeader.biXPelsPerMeter = 0; + bmi->bmiHeader.biYPelsPerMeter = 0; + bmi->bmiHeader.biClrUsed = 0; + bmi->bmiHeader.biClrImportant = 0; + bmi->bmiHeader.biBitCount = SDL_BYTESPERPIXEL(data->format) * 8; + if (SDL_ISPIXELFORMAT_INDEXED(data->format)) { + int i, ncolors; + LOGPALETTE *palette; + + bmi->bmiHeader.biCompression = BI_RGB; + ncolors = (1 << SDL_BITSPERPIXEL(data->format)); + palette = + (LOGPALETTE *) SDL_malloc(sizeof(*palette) + + ncolors * sizeof(PALETTEENTRY)); + if (!palette) { + SDL_free(bmi); + SDL_GDI_DestroyTexture(renderer, texture); + SDL_OutOfMemory(); + return -1; + } + palette->palVersion = 0x300; + palette->palNumEntries = ncolors; + for (i = 0; i < ncolors; ++i) { + palette->palPalEntry[i].peRed = 0xFF; + palette->palPalEntry[i].peGreen = 0xFF; + palette->palPalEntry[i].peBlue = 0xFF; + palette->palPalEntry[i].peFlags = 0; + } + data->hpal = CreatePalette(palette); + SDL_free(palette); + } else { + int bpp; + Uint32 Rmask, Gmask, Bmask, Amask; + + bmi->bmiHeader.biCompression = BI_BITFIELDS; + SDL_PixelFormatEnumToMasks(data->format, &bpp, &Rmask, &Gmask, + &Bmask, &Amask); + ((Uint32 *) bmi->bmiColors)[0] = Rmask; + ((Uint32 *) bmi->bmiColors)[1] = Gmask; + ((Uint32 *) bmi->bmiColors)[2] = Bmask; + data->hpal = NULL; + } + data->hbm = + CreateDIBSection(renderdata->memory_hdc, bmi, DIB_RGB_COLORS, + &data->pixels, NULL, 0); + } else { + data->hbm = + CreateCompatibleBitmap(renderdata->window_hdc, texture->w, + texture->h); + data->pixels = NULL; + } + if (!data->hbm) { + SDL_GDI_DestroyTexture(renderer, texture); + WIN_SetError("Couldn't create bitmap"); + return -1; + } + return 0; +} + +static int +SDL_GDI_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture, + void **pixels, int *pitch) +{ + SDL_GDI_TextureData *data = (SDL_GDI_TextureData *) texture->driverdata; + + if (data->yuv) { + return SDL_SW_QueryYUVTexturePixels(data->yuv, pixels, pitch); + } else { + *pixels = data->pixels; + *pitch = texture->w * SDL_BYTESPERPIXEL(texture->format); + return 0; + } +} + +static int +SDL_GDI_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Color * colors, int firstcolor, + int ncolors) +{ + SDL_GDI_RenderData *renderdata = + (SDL_GDI_RenderData *) renderer->driverdata; + SDL_GDI_TextureData *data = (SDL_GDI_TextureData *) texture->driverdata; + + if (data->yuv) { + SDL_SetError("YUV textures don't have a palette"); + return -1; + } else { + PALETTEENTRY entries[256]; + int i; + + for (i = 0; i < ncolors; ++i) { + entries[i].peRed = colors[i].r; + entries[i].peGreen = colors[i].g; + entries[i].peBlue = colors[i].b; + entries[i].peFlags = 0; + } + if (!SetPaletteEntries(data->hpal, firstcolor, ncolors, entries)) { + WIN_SetError("SetPaletteEntries()"); + return -1; + } + return 0; + } +} + +static int +SDL_GDI_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture, + SDL_Color * colors, int firstcolor, int ncolors) +{ + SDL_GDI_TextureData *data = (SDL_GDI_TextureData *) texture->driverdata; + + if (data->yuv) { + SDL_SetError("YUV textures don't have a palette"); + return -1; + } else { + PALETTEENTRY entries[256]; + int i; + + if (!GetPaletteEntries(data->hpal, firstcolor, ncolors, entries)) { + WIN_SetError("GetPaletteEntries()"); + return -1; + } + for (i = 0; i < ncolors; ++i) { + colors[i].r = entries[i].peRed; + colors[i].g = entries[i].peGreen; + colors[i].b = entries[i].peBlue; + } + return 0; + } +} + +static int +SDL_GDI_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Rect * rect, const void *pixels, int pitch) +{ + SDL_GDI_TextureData *data = (SDL_GDI_TextureData *) texture->driverdata; + + if (data->yuv) { + if (SDL_SW_UpdateYUVTexture(data->yuv, rect, pixels, pitch) < 0) { + return -1; + } + UpdateYUVTextureData(texture); + return 0; + } else { + SDL_GDI_RenderData *renderdata = + (SDL_GDI_RenderData *) renderer->driverdata; + + if (data->pixels) { + Uint8 *src, *dst; + int row; + size_t length; + + src = (Uint8 *) pixels; + dst = + (Uint8 *) data->pixels + rect->y * data->pitch + + rect->x * SDL_BYTESPERPIXEL(texture->format); + length = rect->w * SDL_BYTESPERPIXEL(texture->format); + for (row = 0; row < rect->h; ++row) { + SDL_memcpy(dst, src, length); + src += pitch; + dst += data->pitch; + } + } else if (rect->w == texture->w && pitch == data->pitch) { + if (!SetDIBits + (renderdata->window_hdc, data->hbm, rect->y, rect->h, pixels, + renderdata->bmi, DIB_RGB_COLORS)) { + WIN_SetError("SetDIBits()"); + return -1; + } + } else { + SDL_SetError + ("FIXME: Need to allocate temporary memory and do GetDIBits() followed by SetDIBits(), since we can only set blocks of scanlines at a time"); + return -1; + } + return 0; + } +} + +static int +SDL_GDI_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Rect * rect, int markDirty, void **pixels, + int *pitch) +{ + SDL_GDI_TextureData *data = (SDL_GDI_TextureData *) texture->driverdata; + + if (data->yuv) { + return SDL_SW_LockYUVTexture(data->yuv, rect, markDirty, pixels, + pitch); + } else { + GdiFlush(); + *pixels = + (void *) ((Uint8 *) data->pixels + rect->y * data->pitch + + rect->x * SDL_BYTESPERPIXEL(texture->format)); + *pitch = data->pitch; + return 0; + } +} + +static void +SDL_GDI_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture) +{ + SDL_GDI_TextureData *data = (SDL_GDI_TextureData *) texture->driverdata; + + if (data->yuv) { + SDL_SW_UnlockYUVTexture(data->yuv); + UpdateYUVTextureData(texture); + } +} + +static void +SDL_GDI_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, + int numrects, const SDL_Rect * rects) +{ +} + +static void +SDL_GDI_SelectRenderTexture(SDL_Renderer * renderer, SDL_Texture * texture) +{ + SDL_GDI_RenderData *data = (SDL_GDI_RenderData *) renderer->driverdata; + + if (texture) { + SDL_GDI_TextureData *texturedata = + (SDL_GDI_TextureData *) texture->driverdata; + SelectObject(data->render_hdc, texturedata->hbm); + if (texturedata->hpal) { + SelectPalette(data->render_hdc, texturedata->hpal, TRUE); + RealizePalette(data->render_hdc); + } + data->current_hdc = data->render_hdc; + } else { + data->current_hdc = data->current_hdc; + } +} + +static int +SDL_GDI_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect, + Uint32 color) +{ + SDL_GDI_RenderData *data = (SDL_GDI_RenderData *) renderer->driverdata; + Uint8 r, g, b; + RECT rc; + static HBRUSH brush; + int status; + + r = (Uint8) ((color >> 16) & 0xFF); + g = (Uint8) ((color >> 8) & 0xFF); + b = (Uint8) (color & 0xFF); + + rc.left = rect->x; + rc.top = rect->y; + rc.right = rect->x + rect->w + 1; + rc.bottom = rect->y + rect->h + 1; + + /* Should we cache the brushes? .. it looks like GDI does for us. :) */ + brush = CreateSolidBrush(RGB(r, g, b)); + SelectObject(data->current_hdc, brush); + status = FillRect(data->current_hdc, &rc, brush); + DeleteObject(brush); + + if (!status) { + WIN_SetError("FillRect()"); + return -1; + } + return 0; +} + +static int +SDL_GDI_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Rect * srcrect, const SDL_Rect * dstrect, + int blendMode, int scaleMode) +{ + SDL_GDI_RenderData *data = (SDL_GDI_RenderData *) renderer->driverdata; + SDL_GDI_TextureData *texturedata = + (SDL_GDI_TextureData *) texture->driverdata; + + SelectObject(data->memory_hdc, texturedata->hbm); + if (texturedata->hpal) { + SelectPalette(data->memory_hdc, texturedata->hpal, TRUE); + RealizePalette(data->memory_hdc); + } + if (blendMode & (SDL_TextureBlendMode_Mask | SDL_TextureBlendMode_Blend)) { + static BLENDFUNCTION blendFunc = { + AC_SRC_OVER, + 0, + 255, + AC_SRC_ALPHA + }; + /* FIXME: GDI uses premultiplied alpha! */ + if (!AlphaBlend + (data->current_hdc, dstrect->x, dstrect->y, dstrect->w, + dstrect->h, data->memory_hdc, srcrect->x, srcrect->y, srcrect->w, + srcrect->h, blendFunc)) { + WIN_SetError("AlphaBlend()"); + return -1; + } + } else { + if (srcrect->w == dstrect->w && srcrect->h == dstrect->h) { + if (!BitBlt + (data->current_hdc, dstrect->x, dstrect->y, dstrect->w, + srcrect->h, data->memory_hdc, srcrect->x, srcrect->y, + SRCCOPY)) { + WIN_SetError("BitBlt()"); + return -1; + } + } else { + if (!StretchBlt + (data->current_hdc, dstrect->x, dstrect->y, dstrect->w, + dstrect->h, data->memory_hdc, srcrect->x, srcrect->y, + srcrect->w, srcrect->h, SRCCOPY)) { + WIN_SetError("StretchBlt()"); + return -1; + } + } + } + return 0; +} + +static int +CreateWindowDIB(SDL_GDI_RenderData * data, SDL_Window * window) +{ + data->window_pitch = window->w * (data->bmi->bmiHeader.biBitCount / 8); + data->bmi->bmiHeader.biWidth = window->w; + data->bmi->bmiHeader.biHeight = -window->h; + data->bmi->bmiHeader.biSizeImage = + window->h * (data->bmi->bmiHeader.biBitCount / 8); + data->window_bmp = + CreateDIBSection(data->window_hdc, data->bmi, DIB_RGB_COLORS, + &data->window_pixels, NULL, 0); + if (!data->window_bmp) { + WIN_SetError("CreateDIBSection()"); + return -1; + } + return 0; +} + +static int +SDL_GDI_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, + void *pixels, int pitch) +{ + SDL_Window *window = SDL_GetWindowFromID(renderer->window); + SDL_GDI_RenderData *data = (SDL_GDI_RenderData *) renderer->driverdata; + + if (!data->window_bmp) { + if (CreateWindowDIB(data, window) < 0) { + return -1; + } + } + + SelectObject(data->memory_hdc, data->window_bmp); + BitBlt(data->memory_hdc, rect->x, rect->y, rect->w, rect->h, + data->window_hdc, rect->x, rect->y, SRCCOPY); + + { + int bpp = data->bmi->bmiHeader.biBitCount / 8; + Uint8 *src = + (Uint8 *) data->window_pixels + rect->y * data->window_pitch + + rect->x * bpp; + Uint8 *dst = (Uint8 *) pixels; + int row; + + for (row = 0; row < rect->h; ++row) { + SDL_memcpy(dst, src, rect->w * bpp); + src += data->window_pitch; + dst += pitch; + } + } + + return 0; +} + +static int +SDL_GDI_RenderWritePixels(SDL_Renderer * renderer, const SDL_Rect * rect, + const void *pixels, int pitch) +{ + SDL_Window *window = SDL_GetWindowFromID(renderer->window); + SDL_GDI_RenderData *data = (SDL_GDI_RenderData *) renderer->driverdata; + + if (!data->window_bmp) { + if (CreateWindowDIB(data, window) < 0) { + return -1; + } + } + + { + int bpp = data->bmi->bmiHeader.biBitCount / 8; + Uint8 *src = (Uint8 *) pixels; + Uint8 *dst = + (Uint8 *) data->window_pixels + rect->y * data->window_pitch + + rect->x * bpp; + int row; + + for (row = 0; row < rect->h; ++row) { + SDL_memcpy(dst, src, rect->w * bpp); + src += pitch; + dst += data->window_pitch; + } + } + + SelectObject(data->memory_hdc, data->window_bmp); + BitBlt(data->window_hdc, rect->x, rect->y, rect->w, rect->h, + data->memory_hdc, rect->x, rect->y, SRCCOPY); + + return 0; +} + +static void +SDL_GDI_RenderPresent(SDL_Renderer * renderer) +{ +} + +static void +SDL_GDI_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture) +{ + SDL_GDI_TextureData *data = (SDL_GDI_TextureData *) texture->driverdata; + + if (!data) { + return; + } + if (data->yuv) { + SDL_SW_DestroyYUVTexture(data->yuv); + } + if (data->hpal) { + DeleteObject(data->hpal); + } + if (data->hbm) { + DeleteObject(data->hbm); + } + SDL_free(data); + texture->driverdata = NULL; +} + +void +SDL_GDI_DestroyRenderer(SDL_Renderer * renderer) +{ + SDL_GDI_RenderData *data = (SDL_GDI_RenderData *) renderer->driverdata; + + if (data) { + ReleaseDC(data->hwnd, data->window_hdc); + DeleteDC(data->render_hdc); + DeleteDC(data->memory_hdc); + if (data->bmi) { + SDL_free(data->bmi); + } + if (data->window_bmp) { + DeleteObject(data->window_bmp); + } + SDL_free(data); + } + SDL_free(renderer); +} + +#endif /* SDL_VIDEO_RENDER_GDI */ + +/* vi: set ts=4 sw=4 expandtab: */