view src/video/dummy/SDL_nullrender.c @ 3100:7dc982143c06

Date: Sun, 22 Mar 2009 12:52:29 +0000 From: Luke Benstead Subject: OpenGL 3.0 Context Creation I've attached a patch which implements OpenGL 3.x context creation on the latest SVN. I've added two options to SDL_GL_SetAttribute, these are SDL_GL_CONTEXT_MAJOR_VERSION and SDL_GL_CONTEXT_MINOR_VERSION. These default to 2 and 1 respectively. If the major version is less than 3 then the current context creation method is used, otherwise the appropriate new context creation function is called (depending on the platform). Sample code: if (SDL_Init(SDL_INIT_VIDEO) != 0) { printf("Unable to initialize SDL: %s\n", SDL_GetError()); return 1; } SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); //Without these 2 lines, SDL will create a GL 2.x context SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_Surface* screen = SDL_SetVideoMode( 640, 480, 16, SDL_OPENGL | SDL_FULLSCREEN ); I've implemented context creation on both Win32 and X and run basic tests on both. This patch doesn't provide access to all the options allowed by the new context creation (e.g. shared contexts, forward compatible contexts) but they can be added pretty easily.
author Sam Lantinga <slouken@libsdl.org>
date Tue, 24 Mar 2009 10:43:53 +0000
parents 2133d2d300fd
children a65f7b3a2524
line wrap: on
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2009 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_yuv_sw_c.h"
#include "../SDL_renderer_sw.h"


/* SDL surface based renderer implementation */

static SDL_Renderer *SDL_DUMMY_CreateRenderer(SDL_Window * window,
                                              Uint32 flags);
static int SDL_DUMMY_RenderPoint(SDL_Renderer * renderer, int x, int y);
static int SDL_DUMMY_RenderLine(SDL_Renderer * renderer, int x1, int y1,
                                int x2, int y2);
static int SDL_DUMMY_RenderFill(SDL_Renderer * renderer,
                                const SDL_Rect * rect);
static int SDL_DUMMY_RenderCopy(SDL_Renderer * renderer,
                                SDL_Texture * texture,
                                const SDL_Rect * srcrect,
                                const SDL_Rect * dstrect);
static void SDL_DUMMY_RenderPresent(SDL_Renderer * renderer);
static void SDL_DUMMY_DestroyRenderer(SDL_Renderer * renderer);


SDL_RenderDriver SDL_DUMMY_RenderDriver = {
    SDL_DUMMY_CreateRenderer,
    {
     "dummy",
     (SDL_RENDERER_SINGLEBUFFER | SDL_RENDERER_PRESENTCOPY |
      SDL_RENDERER_PRESENTFLIP2 | SDL_RENDERER_PRESENTFLIP3 |
      SDL_RENDERER_PRESENTDISCARD),
     }
};

typedef struct
{
    int current_screen;
    SDL_Surface *screens[3];
} SDL_DUMMY_RenderData;

SDL_Renderer *
SDL_DUMMY_CreateRenderer(SDL_Window * window, Uint32 flags)
{
    SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);
    SDL_DisplayMode *displayMode = &display->current_mode;
    SDL_Renderer *renderer;
    SDL_DUMMY_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_DUMMY_RenderData *) SDL_malloc(sizeof(*data));
    if (!data) {
        SDL_DUMMY_DestroyRenderer(renderer);
        SDL_OutOfMemory();
        return NULL;
    }
    SDL_zerop(data);

    renderer->RenderPoint = SDL_DUMMY_RenderPoint;
    renderer->RenderLine = SDL_DUMMY_RenderLine;
    renderer->RenderFill = SDL_DUMMY_RenderFill;
    renderer->RenderCopy = SDL_DUMMY_RenderCopy;
    renderer->RenderPresent = SDL_DUMMY_RenderPresent;
    renderer->DestroyRenderer = SDL_DUMMY_DestroyRenderer;
    renderer->info.name = SDL_DUMMY_RenderDriver.info.name;
    renderer->info.flags = 0;
    renderer->window = window->id;
    renderer->driverdata = data;
    Setup_SoftwareRenderer(renderer);

    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_DUMMY_DestroyRenderer(renderer);
            return NULL;
        }
        SDL_SetSurfacePalette(data->screens[i], display->palette);
    }
    data->current_screen = 0;

    return renderer;
}

static int
SDL_DUMMY_RenderPoint(SDL_Renderer * renderer, int x, int y)
{
    SDL_DUMMY_RenderData *data =
        (SDL_DUMMY_RenderData *) renderer->driverdata;
    SDL_Surface *target = data->screens[data->current_screen];
    int status;

    if (renderer->blendMode == SDL_BLENDMODE_NONE ||
        renderer->blendMode == SDL_BLENDMODE_MASK) {
        Uint32 color =
            SDL_MapRGBA(target->format, renderer->r, renderer->g, renderer->b,
                        renderer->a);

        status = SDL_DrawPoint(target, x, y, color);
    } else {
        status =
            SDL_BlendPoint(target, x, y, renderer->blendMode, renderer->r,
                           renderer->g, renderer->b, renderer->a);
    }
    return status;
}

static int
SDL_DUMMY_RenderLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2)
{
    SDL_DUMMY_RenderData *data =
        (SDL_DUMMY_RenderData *) renderer->driverdata;
    SDL_Surface *target = data->screens[data->current_screen];
    int status;

    if (renderer->blendMode == SDL_BLENDMODE_NONE ||
        renderer->blendMode == SDL_BLENDMODE_MASK) {
        Uint32 color =
            SDL_MapRGBA(target->format, renderer->r, renderer->g, renderer->b,
                        renderer->a);

        status = SDL_DrawLine(target, x1, y1, x2, y2, color);
    } else {
        status =
            SDL_BlendLine(target, x1, y1, x2, y2, renderer->blendMode,
                          renderer->r, renderer->g, renderer->b, renderer->a);
    }
    return status;
}

static int
SDL_DUMMY_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect)
{
    SDL_DUMMY_RenderData *data =
        (SDL_DUMMY_RenderData *) renderer->driverdata;
    SDL_Surface *target = data->screens[data->current_screen];
    SDL_Rect real_rect = *rect;
    int status;

    if (renderer->blendMode == SDL_BLENDMODE_NONE) {
        Uint32 color =
            SDL_MapRGBA(target->format, renderer->r, renderer->g, renderer->b,
                        renderer->a);

        status = SDL_FillRect(target, &real_rect, color);
    } else {
        status =
            SDL_BlendRect(target, &real_rect, renderer->blendMode,
                          renderer->r, renderer->g, renderer->b, renderer->a);
    }
    return status;
}

static int
SDL_DUMMY_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
                     const SDL_Rect * srcrect, const SDL_Rect * dstrect)
{
    SDL_DUMMY_RenderData *data =
        (SDL_DUMMY_RenderData *) renderer->driverdata;
    SDL_Window *window = SDL_GetWindowFromID(renderer->window);
    SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);

    if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
        SDL_Surface *target = data->screens[data->current_screen];
        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_Surface *target = data->screens[data->current_screen];
        SDL_Rect real_srcrect = *srcrect;
        SDL_Rect real_dstrect = *dstrect;

        return SDL_LowerBlit(surface, &real_srcrect, target, &real_dstrect);
    }
}

static void
SDL_DUMMY_RenderPresent(SDL_Renderer * renderer)
{
    static int frame_number;
    SDL_DUMMY_RenderData *data =
        (SDL_DUMMY_RenderData *) renderer->driverdata;

    /* Send the data to the display */
    if (SDL_getenv("SDL_VIDEO_DUMMY_SAVE_FRAMES")) {
        char file[128];
        SDL_snprintf(file, sizeof(file), "SDL_window%d-%8.8d.bmp",
                     renderer->window, ++frame_number);
        SDL_SaveBMP(data->screens[data->current_screen], file);
    }

    /* Update the flipping chain, if any */
    if (renderer->info.flags & SDL_RENDERER_PRESENTFLIP2) {
        data->current_screen = (data->current_screen + 1) % 2;
    } else if (renderer->info.flags & SDL_RENDERER_PRESENTFLIP3) {
        data->current_screen = (data->current_screen + 1) % 3;
    }
}

static void
SDL_DUMMY_DestroyRenderer(SDL_Renderer * renderer)
{
    SDL_DUMMY_RenderData *data =
        (SDL_DUMMY_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_free(data);
    }
    SDL_free(renderer);
}

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