view src/video/SDL_renderer_sw.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 32e8bbba1e94
line wrap: on
line source

/*
    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_pixels_c.h"
#include "SDL_rect_c.h"
#include "SDL_yuv_sw_c.h"


/* SDL surface based renderer implementation */

static SDL_Renderer *SW_CreateRenderer(SDL_Window * window, Uint32 flags);
static int SW_ActivateRenderer(SDL_Renderer * renderer);
static int SW_DisplayModeChanged(SDL_Renderer * renderer);
static int SW_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int SW_QueryTexturePixels(SDL_Renderer * renderer,
                                 SDL_Texture * texture, void **pixels,
                                 int *pitch);
static int SW_SetTexturePalette(SDL_Renderer * renderer,
                                SDL_Texture * texture,
                                const SDL_Color * colors, int firstcolor,
                                int ncolors);
static int SW_GetTexturePalette(SDL_Renderer * renderer,
                                SDL_Texture * texture, SDL_Color * colors,
                                int firstcolor, int ncolors);
static int SW_SetTextureColorMod(SDL_Renderer * renderer,
                                 SDL_Texture * texture);
static int SW_SetTextureAlphaMod(SDL_Renderer * renderer,
                                 SDL_Texture * texture);
static int SW_SetTextureBlendMode(SDL_Renderer * renderer,
                                  SDL_Texture * texture);
static int SW_SetTextureScaleMode(SDL_Renderer * renderer,
                                  SDL_Texture * texture);
static int SW_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
                            const SDL_Rect * rect, const void *pixels,
                            int pitch);
static int SW_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
                          const SDL_Rect * rect, int markDirty, void **pixels,
                          int *pitch);
static void SW_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int SW_SetDrawColor(SDL_Renderer * renderer);
static int SW_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect);
static int SW_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
                         const SDL_Rect * srcrect, const SDL_Rect * dstrect);
static void SW_RenderPresent(SDL_Renderer * renderer);
static void SW_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static void SW_DestroyRenderer(SDL_Renderer * renderer);


SDL_RenderDriver SW_RenderDriver = {
    SW_CreateRenderer,
    {
     "software",
     (SDL_RENDERER_SINGLEBUFFER | SDL_RENDERER_PRESENTCOPY |
      SDL_RENDERER_PRESENTFLIP2 | SDL_RENDERER_PRESENTFLIP3 |
      SDL_RENDERER_PRESENTDISCARD | SDL_RENDERER_PRESENTVSYNC),
     (SDL_TEXTUREMODULATE_NONE | SDL_TEXTUREMODULATE_COLOR |
      SDL_TEXTUREMODULATE_ALPHA),
     (SDL_BLENDMODE_NONE | SDL_BLENDMODE_MASK |
      SDL_BLENDMODE_BLEND | SDL_BLENDMODE_ADD | SDL_BLENDMODE_MOD),
     (SDL_TEXTURESCALEMODE_NONE | SDL_TEXTURESCALEMODE_FAST),
     14,
     {
      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_YV12,
      SDL_PIXELFORMAT_IYUV,
      SDL_PIXELFORMAT_YUY2,
      SDL_PIXELFORMAT_UYVY,
      SDL_PIXELFORMAT_YVYU},
     0,
     0}
};

typedef struct
{
    Uint32 format;
    SDL_bool updateSize;
    int current_texture;
    SDL_Texture *texture[3];
    SDL_Surface surface;
    SDL_Renderer *renderer;
    SDL_DirtyRectList dirty;
} SW_RenderData;

static SDL_Texture *
CreateTexture(SDL_Renderer * renderer, Uint32 format, int w, int h)
{
    SDL_Texture *texture;

    texture = (SDL_Texture *) SDL_calloc(1, sizeof(*texture));
    if (!texture) {
        SDL_OutOfMemory();
        return NULL;
    }

    texture->format = format;
    texture->access = SDL_TEXTUREACCESS_STREAMING;
    texture->w = w;
    texture->h = h;
    texture->renderer = renderer;

    if (renderer->CreateTexture(renderer, texture) < 0) {
        SDL_free(texture);
        return NULL;
    }
    return texture;
}

static void
DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
    renderer->DestroyTexture(renderer, texture);
    SDL_free(texture);
}

static int
DisplayPaletteChanged(void *userdata, SDL_Palette * palette)
{
    SW_RenderData *data = (SW_RenderData *) userdata;
    int i;

    for (i = 0; i < SDL_arraysize(data->texture); ++i) {
        if (data->texture[i] && data->renderer->SetTexturePalette) {
            data->renderer->SetTexturePalette(data->renderer,
                                              data->texture[i],
                                              palette->colors, 0,
                                              palette->ncolors);
        }
    }
    return 0;
}

void
Setup_SoftwareRenderer(SDL_Renderer * renderer)
{
    renderer->CreateTexture = SW_CreateTexture;
    renderer->QueryTexturePixels = SW_QueryTexturePixels;
    renderer->SetTexturePalette = SW_SetTexturePalette;
    renderer->GetTexturePalette = SW_GetTexturePalette;
    renderer->SetTextureColorMod = SW_SetTextureColorMod;
    renderer->SetTextureAlphaMod = SW_SetTextureAlphaMod;
    renderer->SetTextureBlendMode = SW_SetTextureBlendMode;
    renderer->SetTextureScaleMode = SW_SetTextureScaleMode;
    renderer->UpdateTexture = SW_UpdateTexture;
    renderer->LockTexture = SW_LockTexture;
    renderer->UnlockTexture = SW_UnlockTexture;
    renderer->DestroyTexture = SW_DestroyTexture;

    renderer->info.mod_modes = SW_RenderDriver.info.mod_modes;
    renderer->info.blend_modes = SW_RenderDriver.info.blend_modes;
    renderer->info.scale_modes = SW_RenderDriver.info.scale_modes;
    renderer->info.num_texture_formats =
        SW_RenderDriver.info.num_texture_formats;
    SDL_memcpy(renderer->info.texture_formats,
               SW_RenderDriver.info.texture_formats,
               sizeof(renderer->info.texture_formats));;
    renderer->info.max_texture_width = SW_RenderDriver.info.max_texture_width;
    renderer->info.max_texture_height =
        SW_RenderDriver.info.max_texture_height;
}

SDL_Renderer *
SW_CreateRenderer(SDL_Window * window, Uint32 flags)
{
    SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);
    SDL_DisplayMode *displayMode = &display->current_mode;
    SDL_Renderer *renderer;
    SW_RenderData *data;
    int i, n;
    int bpp;
    Uint32 Rmask, Gmask, Bmask, Amask;
    Uint32 renderer_flags;
    const char *desired_driver;

    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 = (SW_RenderData *) SDL_calloc(1, sizeof(*data));
    if (!data) {
        SW_DestroyRenderer(renderer);
        SDL_OutOfMemory();
        return NULL;
    }
    renderer->ActivateRenderer = SW_ActivateRenderer;
    renderer->DisplayModeChanged = SW_DisplayModeChanged;

    renderer->SetDrawColor = SW_SetDrawColor;
    /* FIXME : Implement
       renderer->SetDrawBlendMode = GL_SetDrawBlendMode;
       renderer->RenderLine = GL_RenderLine;
     */

    renderer->RenderFill = SW_RenderFill;
    renderer->RenderCopy = SW_RenderCopy;
    renderer->RenderPresent = SW_RenderPresent;
    renderer->DestroyRenderer = SW_DestroyRenderer;
    renderer->info.name = SW_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;
    }
    data->format = displayMode->format;

    /* Find a render driver that we can use to display data */
    renderer_flags = (SDL_RENDERER_SINGLEBUFFER |
                      SDL_RENDERER_PRESENTDISCARD);
    if (flags & SDL_RENDERER_PRESENTVSYNC) {
        renderer_flags |= SDL_RENDERER_PRESENTVSYNC;
    }
    desired_driver = SDL_getenv("SDL_VIDEO_RENDERER_SWDRIVER");
    for (i = 0; i < display->num_render_drivers; ++i) {
        SDL_RenderDriver *driver = &display->render_drivers[i];
        if (driver->info.name == SW_RenderDriver.info.name) {
            continue;
        }
        if (desired_driver
            && SDL_strcasecmp(desired_driver, driver->info.name) != 0) {
            continue;
        }
        data->renderer = driver->CreateRenderer(window, renderer_flags);
        if (data->renderer) {
            break;
        }
    }
    if (i == display->num_render_drivers) {
        SW_DestroyRenderer(renderer);
        SDL_SetError("Couldn't find display render driver");
        return NULL;
    }
    if (data->renderer->info.flags & SDL_RENDERER_PRESENTVSYNC) {
        renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
    }

    /* Create the textures we'll use for display */
    for (i = 0; i < n; ++i) {
        data->texture[i] =
            CreateTexture(data->renderer, data->format, window->w, window->h);
        if (!data->texture[i]) {
            SW_DestroyRenderer(renderer);
            return NULL;
        }
    }
    data->current_texture = 0;

    /* Create a surface we'll use for rendering */
    data->surface.flags = SDL_PREALLOC;
    data->surface.format = SDL_AllocFormat(bpp, Rmask, Gmask, Bmask, Amask);
    if (!data->surface.format) {
        SW_DestroyRenderer(renderer);
        return NULL;
    }
    SDL_SetSurfacePalette(&data->surface, display->palette);

    /* Set up a palette watch on the display palette */
    if (display->palette) {
        SDL_AddPaletteWatch(display->palette, DisplayPaletteChanged, data);
    }

    return renderer;
}

static int
SW_ActivateRenderer(SDL_Renderer * renderer)
{
    SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
    SDL_Window *window = SDL_GetWindowFromID(renderer->window);
    int i, n;

    if (data->renderer && data->renderer->ActivateRenderer) {
        if (data->renderer->ActivateRenderer(data->renderer) < 0) {
            return -1;
        }
    }
    if (data->updateSize) {
        /* Recreate the textures for the new window size */
        if (renderer->info.flags & SDL_RENDERER_PRESENTFLIP2) {
            n = 2;
        } else if (renderer->info.flags & SDL_RENDERER_PRESENTFLIP3) {
            n = 3;
        } else {
            n = 1;
        }
        for (i = 0; i < n; ++i) {
            if (data->texture[i]) {
                DestroyTexture(data->renderer, data->texture[i]);
                data->texture[i] = 0;
            }
        }
        for (i = 0; i < n; ++i) {
            data->texture[i] =
                CreateTexture(data->renderer, data->format, window->w,
                              window->h);
            if (!data->texture[i]) {
                return -1;
            }
        }
        data->updateSize = SDL_FALSE;
    }
    return 0;
}

static int
SW_DisplayModeChanged(SDL_Renderer * renderer)
{
    SW_RenderData *data = (SW_RenderData *) renderer->driverdata;

    if (data->renderer && data->renderer->DisplayModeChanged) {
        if (data->renderer->DisplayModeChanged(data->renderer) < 0) {
            return -1;
        }
    }
    data->updateSize = SDL_TRUE;
    return 0;
}

static int
SW_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
    if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
        texture->driverdata =
            SDL_SW_CreateYUVTexture(texture->format, texture->w, texture->h);
    } 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->access == SDL_TEXTUREACCESS_STATIC) {
            SDL_SetSurfaceRLE(texture->driverdata, 1);
        }
    }

    if (!texture->driverdata) {
        return -1;
    }
    return 0;
}

static int
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
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
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
SW_SetTextureColorMod(SDL_Renderer * renderer, SDL_Texture * texture)
{
    SDL_Surface *surface = (SDL_Surface *) texture->driverdata;
    return SDL_SetSurfaceColorMod(surface, texture->r, texture->g,
                                  texture->b);
}

static int
SW_SetTextureAlphaMod(SDL_Renderer * renderer, SDL_Texture * texture)
{
    SDL_Surface *surface = (SDL_Surface *) texture->driverdata;
    return SDL_SetSurfaceAlphaMod(surface, texture->a);
}

static int
SW_SetTextureBlendMode(SDL_Renderer * renderer, SDL_Texture * texture)
{
    SDL_Surface *surface = (SDL_Surface *) texture->driverdata;
    return SDL_SetSurfaceBlendMode(surface, texture->blendMode);
}

static int
SW_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture)
{
    SDL_Surface *surface = (SDL_Surface *) texture->driverdata;
    return SDL_SetSurfaceScaleMode(surface, texture->scaleMode);
}

static int
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
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
SW_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
    if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
        SDL_SW_UnlockYUVTexture((SDL_SW_YUVTexture *) texture->driverdata);
    }
}

static int
SW_SetDrawColor(SDL_Renderer * renderer)
{
    return 0;
}

static int
SW_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect)
{
    SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
    Uint32 color;
    SDL_Rect real_rect;
    int status;

    if (data->renderer->info.flags & SDL_RENDERER_PRESENTCOPY) {
        SDL_AddDirtyRect(&data->dirty, rect);
    }

    color = SDL_MapRGBA(data->surface.format,
                        renderer->r, renderer->g, renderer->b, renderer->a);

    if (data->renderer->LockTexture(data->renderer,
                                    data->texture[data->current_texture],
                                    rect, 1, &data->surface.pixels,
                                    &data->surface.pitch) < 0) {
        return -1;
    }
    data->surface.w = rect->w;
    data->surface.h = rect->h;
    data->surface.clip_rect.w = rect->w;
    data->surface.clip_rect.h = rect->h;
    real_rect = data->surface.clip_rect;

    status = SDL_FillRect(&data->surface, &real_rect, color);

    data->renderer->UnlockTexture(data->renderer,
                                  data->texture[data->current_texture]);
    return status;
}

static int
SW_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
              const SDL_Rect * srcrect, const SDL_Rect * dstrect)
{
    SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
    SDL_Window *window = SDL_GetWindowFromID(renderer->window);
    int status;

    if (data->renderer->info.flags & SDL_RENDERER_PRESENTCOPY) {
        SDL_AddDirtyRect(&data->dirty, dstrect);
    }

    if (data->renderer->LockTexture(data->renderer,
                                    data->texture[data->current_texture],
                                    dstrect, 1, &data->surface.pixels,
                                    &data->surface.pitch) < 0) {
        return -1;
    }

    if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
        status =
            SDL_SW_CopyYUVToRGB((SDL_SW_YUVTexture *) texture->driverdata,
                                srcrect, data->format, dstrect->w, dstrect->h,
                                data->surface.pixels, data->surface.pitch);
    } else {
        SDL_Surface *surface = (SDL_Surface *) texture->driverdata;
        SDL_Rect real_srcrect = *srcrect;
        SDL_Rect real_dstrect;

        data->surface.w = dstrect->w;
        data->surface.h = dstrect->h;
        data->surface.clip_rect.w = dstrect->w;
        data->surface.clip_rect.h = dstrect->h;
        real_dstrect = data->surface.clip_rect;

        status =
            SDL_LowerBlit(surface, &real_srcrect, &data->surface,
                          &real_dstrect);
    }
    data->renderer->UnlockTexture(data->renderer,
                                  data->texture[data->current_texture]);
    return status;
}

static void
SW_RenderPresent(SDL_Renderer * renderer)
{
    SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
    SDL_Texture *texture = data->texture[data->current_texture];

    /* Send the data to the display */
    if (data->renderer->info.flags & SDL_RENDERER_PRESENTCOPY) {
        SDL_DirtyRect *dirty;
        for (dirty = data->dirty.list; dirty; dirty = dirty->next) {
            data->renderer->RenderCopy(data->renderer, texture, &dirty->rect,
                                       &dirty->rect);
        }
        SDL_ClearDirtyRects(&data->dirty);
    } else {
        SDL_Rect rect;
        rect.x = 0;
        rect.y = 0;
        rect.w = texture->w;
        rect.h = texture->h;
        data->renderer->RenderCopy(data->renderer, texture, &rect, &rect);
    }
    data->renderer->RenderPresent(data->renderer);

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

static void
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
SW_DestroyRenderer(SDL_Renderer * renderer)
{
    SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
    SDL_Window *window = SDL_GetWindowFromID(renderer->window);
    SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);
    int i;

    if (data) {
        for (i = 0; i < SDL_arraysize(data->texture); ++i) {
            if (data->texture[i]) {
                DestroyTexture(data->renderer, data->texture[i]);
            }
        }
        if (data->surface.format) {
            SDL_SetSurfacePalette(&data->surface, NULL);
            SDL_FreeFormat(data->surface.format);
        }
        if (display->palette) {
            SDL_DelPaletteWatch(display->palette, DisplayPaletteChanged,
                                data);
        }
        if (data->renderer) {
            data->renderer->DestroyRenderer(data->renderer);
        }
        SDL_FreeDirtyRects(&data->dirty);
        SDL_free(data);
    }
    SDL_free(renderer);
}

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