Mercurial > sdl-ios-xcode
view src/video/SDL_renderer_sw.c @ 1897:c2a27da60b18
Solved the performance problems by introducing the concept of a single-buffered
display, which is a fast path used for the whole-surface SDL 1.2 API.
Solved the flicker problems by implementing a backbuffer in the GDI renderer.
Unfortunately, now using the GDI renderer with a backbuffer and HBITMAPs is
significantly slower than SDL's surface code. *sigh*
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 12 Jul 2006 06:39:26 +0000 |
parents | c121d94672cb |
children | 06c27a737b7a |
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/* 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_SingleBuffer | SDL_Renderer_PresentCopy | SDL_Renderer_PresentFlip2 | SDL_Renderer_PresentFlip3 | SDL_Renderer_PresentDiscard | 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_bool makedirty; } 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]; data->makedirty = SDL_TRUE; /* 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_SingleBuffer | 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; data->makedirty = SDL_FALSE; } else { data->target = data->screens[data->current_screen]; data->makedirty = SDL_TRUE; } } 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; if (data->makedirty) { 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); if (data->makedirty) { 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; if (data->makedirty) { 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; /* 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) { data->current_screen = (data->current_screen + 1) % 2; data->target = data->screens[data->current_screen]; } else if (renderer->info.flags & SDL_Renderer_PresentFlip3) { data->current_screen = (data->current_screen + 1) % 3; data->target = data->screens[data->current_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: */