Mercurial > sdl-ios-xcode
view src/video/ps3/SDL_ps3render.c @ 3147:a80760096937 gsoc2009_ps3
Support all YUV texture formats using SW_Textures.
author | Martin Lowinski <martin@goldtopf.org> |
---|---|
date | Thu, 18 Jun 2009 03:27:12 +0000 |
parents | 9e902f423497 |
children | 104786a909a2 |
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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" #include "SDL_ps3video.h" #include "SDL_ps3spe_c.h" #include <fcntl.h> #include <stdlib.h> #include <sys/ioctl.h> #include <linux/kd.h> #include <linux/fb.h> #include <sys/mman.h> #include <asm/ps3fb.h> /* Stores the executable name */ extern spe_program_handle_t yuv2rgb_spu; /* SDL surface based renderer implementation */ static SDL_Renderer *SDL_PS3_CreateRenderer(SDL_Window * window, Uint32 flags); static int SDL_PS3_ActivateRenderer(SDL_Renderer * renderer); static int SDL_PS3_RenderPoint(SDL_Renderer * renderer, int x, int y); static int SDL_PS3_RenderLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2); static int SDL_PS3_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect); static int SDL_PS3_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_Rect * dstrect); static void SDL_PS3_RenderPresent(SDL_Renderer * renderer); static void SDL_PS3_DestroyRenderer(SDL_Renderer * renderer); /* Texture */ static int PS3_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture); static int PS3_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture, void **pixels, int *pitch); static int PS3_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, const void *pixels, int pitch); static int PS3_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, int markDirty, void **pixels, int *pitch); static void PS3_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture); static void PS3_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture); SDL_RenderDriver SDL_PS3_RenderDriver = { SDL_PS3_CreateRenderer, { "ps3", (SDL_RENDERER_SINGLEBUFFER | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_PRESENTFLIP2 | SDL_RENDERER_PRESENTDISCARD | SDL_RENDERER_ACCELERATED) } }; typedef struct { int current_screen; SDL_Surface *screen; SDL_VideoDisplay *display; uint8_t *center[2]; /* width of input (bounded by writeable width) */ unsigned int bounded_width; /* height of input (bounded by writeable height) */ unsigned int bounded_height; /* offset from the left side (used for centering) */ unsigned int offset_left; /* offset from the upper side (used for centering) */ unsigned int offset_top; /* width of screen which is writeable */ unsigned int wr_width; /* width of screen which is writeable */ unsigned int wr_height; /* size of a screen line: width * bpp/8 */ unsigned int line_length; /* Use two buffers in fb? res < 720p */ unsigned int double_buffering; /* SPE threading stuff */ spu_data_t * converter_thread_data; /* YUV converting transfer data */ volatile struct yuv2rgb_parms_t * converter_parms __attribute__((aligned(128))); } SDL_PS3_RenderData; typedef struct { //SDL_PixelFormat * format; int pitch; volatile void *pixels;// __attribute__((aligned(128))); we don't need alignment here SDL_SW_YUVTexture *yuv; /* Can we use the SPE to process this texture? */ unsigned int accelerated; } PS3_TextureData; SDL_Renderer * SDL_PS3_CreateRenderer(SDL_Window * window, Uint32 flags) { deprintf(1, "+SDL_PS3_CreateRenderer()\n"); SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window); SDL_DisplayMode *displayMode = &display->current_mode; SDL_Renderer *renderer; SDL_PS3_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_PS3_RenderData *) SDL_malloc(sizeof(*data)); if (!data) { SDL_PS3_DestroyRenderer(renderer); SDL_OutOfMemory(); return NULL; } SDL_zerop(data); #if 1 renderer->CreateTexture = PS3_CreateTexture; renderer->DestroyTexture = PS3_DestroyTexture; renderer->QueryTexturePixels = PS3_QueryTexturePixels; renderer->UpdateTexture = PS3_UpdateTexture; renderer->LockTexture = PS3_LockTexture; renderer->UnlockTexture = PS3_UnlockTexture; #endif renderer->ActivateRenderer = SDL_PS3_ActivateRenderer; renderer->RenderPoint = SDL_PS3_RenderPoint; renderer->RenderLine = SDL_PS3_RenderLine; renderer->RenderFill = SDL_PS3_RenderFill; renderer->RenderCopy = SDL_PS3_RenderCopy; renderer->RenderPresent = SDL_PS3_RenderPresent; renderer->DestroyRenderer = SDL_PS3_DestroyRenderer; renderer->info.name = SDL_PS3_RenderDriver.info.name; renderer->info.flags = 0; renderer->window = window->id; renderer->driverdata = data; //Setup_SoftwareRenderer(renderer); deprintf(1, "window->w = %u\n", window->w); deprintf(1, "window->h = %u\n", window->h); data->double_buffering = 0; if (flags & SDL_RENDERER_PRESENTFLIP2) { renderer->info.flags |= SDL_RENDERER_PRESENTFLIP2; n = 2; data->double_buffering = 1; } else { renderer->info.flags |= SDL_RENDERER_PRESENTCOPY; n = 1; } data->screen = SDL_CreateRGBSurface(0, window->w, window->h, bpp, Rmask, Gmask, Bmask, Amask); if (!data->screen) { SDL_PS3_DestroyRenderer(renderer); return NULL; } /* Allocate aligned memory for pixels */ SDL_free(data->screen->pixels); data->screen->pixels = (void *)memalign(16, data->screen->h * data->screen->pitch); if (!data->screen->pixels) { SDL_FreeSurface(data->screen); SDL_OutOfMemory(); return NULL; } SDL_memset(data->screen->pixels, 0, data->screen->h * data->screen->pitch); SDL_SetSurfacePalette(data->screen, display->palette); data->current_screen = 0; /* Create SPU parms structure */ data->converter_parms = (struct yuv2rgb_parms_t *) memalign(16, sizeof(struct yuv2rgb_parms_t)); if (data->converter_parms == NULL) { SDL_PS3_DestroyRenderer(renderer); SDL_OutOfMemory(); return NULL; } /* Set up the SPEs */ data->converter_thread_data = (spu_data_t *) malloc(sizeof(spu_data_t)); if (data->converter_thread_data == NULL) { SDL_PS3_DestroyRenderer(renderer); SDL_OutOfMemory(); return NULL; } data->converter_thread_data->program = yuv2rgb_spu; data->converter_thread_data->program_name = "yuv2rgb_spu"; data->converter_thread_data->keepalive = 1; data->converter_thread_data->booted = 0; SPE_Start(data->converter_thread_data); deprintf(1, "-SDL_PS3_CreateRenderer()\n"); return renderer; } static int SDL_PS3_ActivateRenderer(SDL_Renderer * renderer) { deprintf(1, "+PS3_ActivateRenderer()\n"); SDL_PS3_RenderData *data = (SDL_PS3_RenderData *) renderer->driverdata; deprintf(1, "-PS3_ActivateRenderer()\n"); return 0; } static int PS3_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) { deprintf(1, "+PS3_CreateTexture()\n"); PS3_TextureData *data; data = (PS3_TextureData *) SDL_calloc(1, sizeof(*data)); if (!data) { SDL_OutOfMemory(); return -1; } data->pitch = (texture->w * SDL_BYTESPERPIXEL(texture->format)); data->accelerated = 0; if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) { /* Use SDLs SW_YUVTexture */ data->yuv = SDL_SW_CreateYUVTexture(texture->format, texture->w, texture->h); if (!data->yuv) { SDL_OutOfMemory(); return -1; } /* but align pixels */ SDL_free(data->yuv->pixels); data->yuv->pixels = (Uint8 *)memalign(16, texture->w * texture->h * 2); /* Redo: Find the pitch and offset values for the overlay */ SDL_SW_YUVTexture *swdata = (SDL_SW_YUVTexture *) data->yuv; switch (texture->format) { case SDL_PIXELFORMAT_YV12: case SDL_PIXELFORMAT_IYUV: swdata->pitches[0] = texture->w; swdata->pitches[1] = swdata->pitches[0] / 2; swdata->pitches[2] = swdata->pitches[0] / 2; swdata->planes[0] = swdata->pixels; swdata->planes[1] = swdata->planes[0] + swdata->pitches[0] * texture->h; swdata->planes[2] = swdata->planes[1] + swdata->pitches[1] * texture->h / 2; break; case SDL_PIXELFORMAT_YUY2: case SDL_PIXELFORMAT_UYVY: case SDL_PIXELFORMAT_YVYU: swdata->pitches[0] = texture->w * 2; swdata->planes[0] = swdata->pixels; break; default: /* We should never get here (caught above) */ break; } if ((texture->format & SDL_PIXELFORMAT_YV12 || texture->format & SDL_PIXELFORMAT_IYUV) && texture->w % 8 == 0 && texture->h % 8 == 0) { data->accelerated = 1; } } else { data->pixels = NULL; data->pixels = SDL_malloc(texture->h * data->pitch); if (!data->pixels) { PS3_DestroyTexture(renderer, texture); SDL_OutOfMemory(); return -1; } } texture->driverdata = data; deprintf(1, "-PS3_CreateTexture()\n"); return 0; } static int PS3_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture, void **pixels, int *pitch) { deprintf(1, "+PS3_QueryTexturePixels()\n"); PS3_TextureData *data = (PS3_TextureData *) texture->driverdata; if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) { return SDL_SW_QueryYUVTexturePixels(data->yuv, pixels, pitch); } else { *pixels = (void *)data->pixels; *pitch = data->pitch; } deprintf(1, "-PS3_QueryTexturePixels()\n"); return 0; } static int PS3_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, const void *pixels, int pitch) { deprintf(1, "+PS3_UpdateTexture()\n"); PS3_TextureData *data = (PS3_TextureData *) texture->driverdata; if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) { return SDL_SW_UpdateYUVTexture(data->yuv, rect, pixels, pitch); } else { Uint8 *src, *dst; int row; size_t length; int dstpitch; Uint8 *dstpixels; src = (Uint8 *) pixels; dst = (Uint8 *) dstpixels + rect->y * dstpitch + 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 += dstpitch; } } deprintf(1, "-PS3_UpdateTexture()\n"); return 0; } static int PS3_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, int markDirty, void **pixels, int *pitch) { deprintf(1, "+PS3_LockTexture()\n"); PS3_TextureData *data = (PS3_TextureData *) texture->driverdata; if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) { return SDL_SW_LockYUVTexture(data->yuv, rect, markDirty, pixels, pitch); } else { *pixels = (void *) ((Uint8 *) data->pixels + rect->y * data->pitch + rect->x * SDL_BYTESPERPIXEL(texture->format)); *pitch = data->pitch; return 0; } deprintf(1, "-PS3_LockTexture()\n"); } static void PS3_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture) { deprintf(1, "+PS3_UnlockTexture()\n"); PS3_TextureData *data = (PS3_TextureData *) texture->driverdata; if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) { SDL_SW_UnlockYUVTexture(data->yuv); } deprintf(1, "-PS3_UnlockTexture()\n"); } static void PS3_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture) { deprintf(1, "+PS3_DestroyTexture()\n"); PS3_TextureData *data = (PS3_TextureData *) texture->driverdata; if (!data) { return; } if (data->yuv) { SDL_SW_DestroyYUVTexture(data->yuv); } if (data->pixels) { SDL_free((void *)data->pixels); } deprintf(1, "-PS3_DestroyTexture()\n"); } static int SDL_PS3_RenderPoint(SDL_Renderer * renderer, int x, int y) { SDL_PS3_RenderData *data = (SDL_PS3_RenderData *) renderer->driverdata; SDL_Surface *target = data->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_PS3_RenderLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2) { SDL_PS3_RenderData *data = (SDL_PS3_RenderData *) renderer->driverdata; SDL_Surface *target = data->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_PS3_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect) { deprintf(1, "SDL_PS3_RenderFill()\n"); SDL_PS3_RenderData *data = (SDL_PS3_RenderData *) renderer->driverdata; SDL_Surface *target = data->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_PS3_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_Rect * dstrect) { deprintf(1, "+SDL_PS3_RenderCopy()\n"); SDL_PS3_RenderData *data = (SDL_PS3_RenderData *) renderer->driverdata; SDL_Window *window = SDL_GetWindowFromID(renderer->window); SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window); PS3_TextureData *txdata = (PS3_TextureData *) texture->driverdata; SDL_VideoData *devdata = display->device->driverdata; deprintf(1, "srcrect->w = %u\n", srcrect->w); deprintf(1, "srcrect->h = %u\n", srcrect->h); deprintf(1, "srcrect->x = %u\n", srcrect->x); deprintf(1, "srcrect->y = %u\n", srcrect->y); deprintf(1, "dstrect->w = %u\n", dstrect->w); deprintf(1, "dstrect->h = %u\n", dstrect->h); deprintf(1, "dstrect->x = %u\n", dstrect->x); deprintf(1, "dstrect->y = %u\n", dstrect->y); if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) { deprintf(1, "SDL_ISPIXELFORMAT_FOURCC = true\n"); if (txdata->accelerated) { deprintf(1, "Use SPE for scaling/converting\n"); if (srcrect-> != dstrect->w || srcrect->h != dstrect->h) { // do scaling } Uint8 *lum, *Cr, *Cb; SDL_SW_YUVTexture *swdata = (SDL_SW_YUVTexture *) txdata->yuv; switch (swdata->format) { case SDL_PIXELFORMAT_YV12: lum = swdata->planes[0]; Cr = swdata->planes[1]; Cb = swdata->planes[2]; break; case SDL_PIXELFORMAT_IYUV: lum = swdata->planes[0]; Cr = swdata->planes[2]; Cb = swdata->planes[1]; break; default: return -1; } data->converter_parms->y_plane = lum; data->converter_parms->v_plane = Cr; data->converter_parms->u_plane = Cb; data->converter_parms->src_pixel_width = swdata->w; data->converter_parms->src_pixel_height = swdata->h; data->converter_parms->dstBuffer = (Uint8 *)data->screen->pixels; data->converter_thread_data->argp = (void *)data->converter_parms; /* Convert YUV overlay to RGB */ SPE_SendMsg(data->converter_thread_data, SPU_START); SPE_SendMsg(data->converter_thread_data, (unsigned int)data->converter_thread_data->argp); SPE_WaitForMsg(data->converter_thread_data, SPU_FIN); } else { deprintf(1, "Use software for scaling/converting\n"); return SDL_SW_CopyYUVToRGB(txdata->yuv, srcrect, display->current_mode.format, dstrect->w, dstrect->h, data->screen->pixels, data->screen->pitch); } } else { deprintf(1, "SDL_ISPIXELFORMAT_FOURCC = false\n"); Uint8 *src, *dst; int row; size_t length; int dstpitch; Uint8 *dstpixels; src = (Uint8 *) txdata->pixels; dst = (Uint8 *) data->screen->pixels + dstrect->y * dstpitch + dstrect->x * SDL_BYTESPERPIXEL(texture->format); length = dstrect->w * SDL_BYTESPERPIXEL(texture->format); for (row = 0; row < dstrect->h; ++row) { //deprintf(1, "Copying texture to screen...\n"); SDL_memcpy(dst, src, length); src += dstpitch; dst += dstpitch; } } deprintf(1, "-SDL_PS3_RenderCopy()\n"); return 0; } static void SDL_PS3_RenderPresent(SDL_Renderer * renderer) { deprintf(1, "+SDL_PS3_RenderPresent()\n"); static int frame_number; SDL_PS3_RenderData *data = (SDL_PS3_RenderData *) renderer->driverdata; SDL_Window *window = SDL_GetWindowFromID(renderer->window); SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window); SDL_VideoData *devdata = display->device->driverdata; #if 0 /* Send the data to the display */ if (SDL_getenv("SDL_VIDEO_PS3_SAVE_FRAMES")) { char file[128]; SDL_snprintf(file, sizeof(file), "SDL_window%d-%8.8d.bmp", renderer->window, ++frame_number); SDL_SaveBMP(data->screen[data->current_screen], file); } #endif /* Send the data to the screen */ /* Get screeninfo */ struct fb_fix_screeninfo fb_finfo; if (ioctl(devdata->fbdev, FBIOGET_FSCREENINFO, &fb_finfo)) { SDL_SetError("[PS3] Can't get fixed screeninfo"); } struct fb_var_screeninfo fb_vinfo; if (ioctl(devdata->fbdev, FBIOGET_VSCREENINFO, &fb_vinfo)) { SDL_SetError("[PS3] Can't get VSCREENINFO"); } /* 16 and 15 bpp is reported as 16 bpp */ //txdata->bpp = fb_vinfo.bits_per_pixel; //if (txdata->bpp == 16) // txdata->bpp = fb_vinfo.red.length + fb_vinfo.green.length + fb_vinfo.blue.length; /* Adjust centering */ data->bounded_width = window->w < fb_vinfo.xres ? window->w : fb_vinfo.xres; data->bounded_height = window->h < fb_vinfo.yres ? window->h : fb_vinfo.yres; data->offset_left = (fb_vinfo.xres - data->bounded_width) >> 1; data->offset_top = (fb_vinfo.yres - data->bounded_height) >> 1; data->center[0] = devdata->frame_buffer + data->offset_left * /*txdata->bpp/8*/ 4 + data->offset_top * fb_finfo.line_length; data->center[1] = data->center[0] + fb_vinfo.yres * fb_finfo.line_length; deprintf(1, "offset_left = %u\n", data->offset_left); deprintf(1, "offset_top = %u\n", data->offset_top); /* Set SPU parms for copying the surface to framebuffer */ devdata->fb_parms->data = (unsigned char *)data->screen->pixels; devdata->fb_parms->center = data->center[data->current_screen]; devdata->fb_parms->out_line_stride = fb_finfo.line_length; devdata->fb_parms->in_line_stride = window->w * /*txdata->bpp / 8*/4; devdata->fb_parms->bounded_input_height = data->bounded_height; devdata->fb_parms->bounded_input_width = data->bounded_width; //devdata->fb_parms->fb_pixel_size = txdata->bpp / 8; devdata->fb_parms->fb_pixel_size = 4;//SDL_BYTESPERPIXEL(window->format); deprintf(3, "[PS3->SPU] fb_thread_data->argp = 0x%x\n", devdata->fb_thread_data->argp); /* Copying.. */ SPE_SendMsg(devdata->fb_thread_data, SPU_START); SPE_SendMsg(devdata->fb_thread_data, (unsigned int)devdata->fb_thread_data->argp); SPE_WaitForMsg(devdata->fb_thread_data, SPU_FIN); /* Wait for vsync */ if (renderer->info.flags & SDL_RENDERER_PRESENTVSYNC) { unsigned long crt = 0; deprintf(1, "[PS3] Wait for vsync\n"); ioctl(devdata->fbdev, FBIO_WAITFORVSYNC, &crt); } /* Page flip */ deprintf(1, "[PS3] Page flip to buffer #%u 0x%x\n", data->current_screen, data->center[data->current_screen]); ioctl(devdata->fbdev, PS3FB_IOCTL_FSEL, (unsigned long)&data->current_screen); /* Update the flipping chain, if any */ if (renderer->info.flags & SDL_RENDERER_PRESENTFLIP2 && data->double_buffering) { data->current_screen = (data->current_screen + 1) % 2; } deprintf(1, "-SDL_PS3_RenderPresent()\n"); } static void SDL_PS3_DestroyRenderer(SDL_Renderer * renderer) { deprintf(1, "+SDL_PS3_DestroyRenderer()\n"); SDL_PS3_RenderData *data = (SDL_PS3_RenderData *) renderer->driverdata; int i; if (data) { for (i = 0; i < SDL_arraysize(data->screen); ++i) { if (data->screen) { SDL_FreeSurface(data->screen); } } /* Shutdown SPE and related resources */ if (data->converter_thread_data) { SPE_Shutdown(data->converter_thread_data); free((void *)data->converter_thread_data); } if (data->converter_parms) { free((void *)data->converter_parms); } SDL_free(data); } SDL_free(renderer); deprintf(1, "-SDL_PS3_DestroyRenderer()\n"); } /* vi: set ts=4 sw=4 expandtab: */