Mercurial > sdl-ios-xcode
view src/render/SDL_render.c @ 5172:ededa1ccf91c
Switched the SDL 1.2 compatibility to use the window surface, so it's fast even when there's no hardware acceleration available.
This means that the YUV overlay now uses software, but that's okay since fast YUV code should be using the textures now anyway.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 03 Feb 2011 21:13:55 -0800 |
parents | 4d39eeaad00b |
children | 4d098d286794 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2010 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" /* The SDL 2D rendering system */ #include "SDL_render.h" #include "SDL_sysrender.h" #include "../video/SDL_pixels_c.h" #include "software/SDL_renderer_sw_c.h" #define CHECK_RENDERER_MAGIC(renderer, retval) \ if (!renderer || renderer->magic != &renderer_magic) { \ SDL_SetError("Invalid renderer"); \ return retval; \ } #define CHECK_TEXTURE_MAGIC(texture, retval) \ if (!texture || texture->magic != &texture_magic) { \ SDL_SetError("Invalid texture"); \ return retval; \ } static const SDL_RenderDriver *render_drivers[] = { #if SDL_VIDEO_RENDER_D3D &D3D_RenderDriver, #endif #if SDL_VIDEO_RENDER_OGL &GL_RenderDriver, #endif #if SDL_VIDEO_RENDER_OGL_ES &GL_ES_RenderDriver, #endif &SW_RenderDriver }; static char renderer_magic; static char texture_magic; int SDL_GetNumRenderDrivers(void) { return SDL_arraysize(render_drivers); } int SDL_GetRenderDriverInfo(int index, SDL_RendererInfo * info) { if (index < 0 || index >= SDL_GetNumRenderDrivers()) { SDL_SetError("index must be in the range of 0 - %d", SDL_GetNumRenderDrivers() - 1); return -1; } *info = render_drivers[index]->info; return 0; } static int SDL_RendererEventWatch(void *userdata, SDL_Event *event) { SDL_Renderer *renderer = (SDL_Renderer *)userdata; if (event->type == SDL_WINDOWEVENT && renderer->WindowEvent) { SDL_Window *window = SDL_GetWindowFromID(event->window.windowID); if (window == renderer->window) { renderer->WindowEvent(renderer, &event->window); } } return 0; } SDL_Renderer * SDL_CreateRenderer(SDL_Window * window, int index, Uint32 flags) { SDL_Renderer *renderer = NULL; int n = SDL_GetNumRenderDrivers(); if (index < 0) { char *override = SDL_getenv("SDL_VIDEO_RENDERER"); if (override) { for (index = 0; index < n; ++index) { const SDL_RenderDriver *driver = render_drivers[index]; if (SDL_strcasecmp(override, driver->info.name) == 0) { /* Create a new renderer instance */ renderer = driver->CreateRenderer(window, flags); break; } } } else { for (index = 0; index < n; ++index) { const SDL_RenderDriver *driver = render_drivers[index]; if ((driver->info.flags & flags) == flags) { /* Create a new renderer instance */ renderer = driver->CreateRenderer(window, flags); if (renderer) { /* Yay, we got one! */ break; } } } } if (index == n) { SDL_SetError("Couldn't find matching render driver"); return NULL; } } else { if (index >= SDL_GetNumRenderDrivers()) { SDL_SetError("index must be -1 or in the range of 0 - %d", SDL_GetNumRenderDrivers() - 1); return NULL; } /* Create a new renderer instance */ renderer = render_drivers[index]->CreateRenderer(window, flags); } if (renderer) { renderer->magic = &renderer_magic; renderer->window = window; SDL_AddEventWatch(SDL_RendererEventWatch, renderer); } return renderer; } SDL_Renderer * SDL_CreateSoftwareRenderer(SDL_Surface * surface) { return SW_CreateRendererForSurface(surface); } int SDL_GetRendererInfo(SDL_Renderer * renderer, SDL_RendererInfo * info) { CHECK_RENDERER_MAGIC(renderer, -1); *info = renderer->info; return 0; } static SDL_bool IsSupportedFormat(SDL_Renderer * renderer, Uint32 format) { Uint32 i; for (i = 0; i < renderer->info.num_texture_formats; ++i) { if (renderer->info.texture_formats[i] == format) { return SDL_TRUE; } } return SDL_FALSE; } static Uint32 GetClosestSupportedFormat(SDL_Renderer * renderer, Uint32 format) { Uint32 i; SDL_bool hasAlpha = SDL_ISPIXELFORMAT_ALPHA(format); /* We just want to match the first format that has the same channels */ for (i = 0; i < renderer->info.num_texture_formats; ++i) { if (SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == hasAlpha) { return renderer->info.texture_formats[i]; } } return renderer->info.texture_formats[0]; } SDL_Texture * SDL_CreateTexture(SDL_Renderer * renderer, Uint32 format, int access, int w, int h) { SDL_Texture *texture; CHECK_RENDERER_MAGIC(renderer, NULL); if (SDL_ISPIXELFORMAT_INDEXED(format)) { SDL_SetError("Palettized textures are not supported"); return NULL; } if (w <= 0 || h <= 0) { SDL_SetError("Texture dimensions can't be 0"); return NULL; } texture = (SDL_Texture *) SDL_calloc(1, sizeof(*texture)); if (!texture) { SDL_OutOfMemory(); return NULL; } texture->magic = &texture_magic; texture->format = format; texture->access = access; texture->w = w; texture->h = h; texture->r = 255; texture->g = 255; texture->b = 255; texture->a = 255; texture->renderer = renderer; texture->next = renderer->textures; if (renderer->textures) { renderer->textures->prev = texture; } renderer->textures = texture; if (IsSupportedFormat(renderer, format)) { if (renderer->CreateTexture(renderer, texture) < 0) { SDL_DestroyTexture(texture); return 0; } } else { texture->native = SDL_CreateTexture(renderer, GetClosestSupportedFormat(renderer, format), access, w, h); if (!texture->native) { SDL_DestroyTexture(texture); return NULL; } if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) { texture->yuv = SDL_SW_CreateYUVTexture(format, w, h); if (!texture->yuv) { SDL_DestroyTexture(texture); return NULL; } } else if (access == SDL_TEXTUREACCESS_STREAMING) { /* The pitch is 4 byte aligned */ texture->pitch = (((w * SDL_BYTESPERPIXEL(format)) + 3) & ~3); texture->pixels = SDL_malloc(texture->pitch * h); if (!texture->pixels) { SDL_DestroyTexture(texture); return NULL; } } } return texture; } SDL_Texture * SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface) { const SDL_PixelFormat *fmt; SDL_bool needAlpha; Uint32 i; Uint32 format; int bpp; Uint32 Rmask, Gmask, Bmask, Amask; SDL_Texture *texture; CHECK_RENDERER_MAGIC(renderer, NULL); if (!surface) { SDL_SetError("SDL_CreateTextureFromSurface() passed NULL surface"); return NULL; } /* See what the best texture format is */ fmt = surface->format; if (fmt->Amask || SDL_GetColorKey(surface, NULL) == 0) { needAlpha = SDL_TRUE; } else { needAlpha = SDL_FALSE; } format = renderer->info.texture_formats[0]; for (i = 0; i < renderer->info.num_texture_formats; ++i) { if (SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == needAlpha) { format = renderer->info.texture_formats[i]; break; } } if (!SDL_PixelFormatEnumToMasks(format, &bpp, &Rmask, &Gmask, &Bmask, &Amask)) { SDL_SetError("Unknown pixel format"); return NULL; } texture = SDL_CreateTexture(renderer, format, SDL_TEXTUREACCESS_STATIC, surface->w, surface->h); if (!texture) { return NULL; } if (bpp == fmt->BitsPerPixel && Rmask == fmt->Rmask && Gmask == fmt->Gmask && Bmask == fmt->Bmask && Amask == fmt->Amask) { if (SDL_MUSTLOCK(surface)) { SDL_LockSurface(surface); SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch); SDL_UnlockSurface(surface); } else { SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch); } } else { SDL_PixelFormat dst_fmt; SDL_Surface *temp = NULL; /* Set up a destination surface for the texture update */ SDL_InitFormat(&dst_fmt, bpp, Rmask, Gmask, Bmask, Amask); temp = SDL_ConvertSurface(surface, &dst_fmt, 0); if (temp) { SDL_UpdateTexture(texture, NULL, temp->pixels, temp->pitch); SDL_FreeSurface(temp); } else { SDL_DestroyTexture(texture); return NULL; } } { Uint8 r, g, b, a; SDL_BlendMode blendMode; SDL_GetSurfaceColorMod(surface, &r, &g, &b); SDL_SetTextureColorMod(texture, r, g, b); SDL_GetSurfaceAlphaMod(surface, &a); SDL_SetTextureAlphaMod(texture, a); if (SDL_GetColorKey(surface, NULL) == 0) { /* We converted to a texture with alpha format */ SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND); } else { SDL_GetSurfaceBlendMode(surface, &blendMode); SDL_SetTextureBlendMode(texture, blendMode); } } return texture; } int SDL_QueryTexture(SDL_Texture * texture, Uint32 * format, int *access, int *w, int *h) { CHECK_TEXTURE_MAGIC(texture, -1); if (format) { *format = texture->format; } if (access) { *access = texture->access; } if (w) { *w = texture->w; } if (h) { *h = texture->h; } return 0; } int SDL_SetTextureColorMod(SDL_Texture * texture, Uint8 r, Uint8 g, Uint8 b) { SDL_Renderer *renderer; CHECK_TEXTURE_MAGIC(texture, -1); renderer = texture->renderer; if (r < 255 || g < 255 || b < 255) { texture->modMode |= SDL_TEXTUREMODULATE_COLOR; } else { texture->modMode &= ~SDL_TEXTUREMODULATE_COLOR; } texture->r = r; texture->g = g; texture->b = b; if (texture->native) { return SDL_SetTextureColorMod(texture->native, r, g, b); } else if (renderer->SetTextureColorMod) { return renderer->SetTextureColorMod(renderer, texture); } else { return 0; } } int SDL_GetTextureColorMod(SDL_Texture * texture, Uint8 * r, Uint8 * g, Uint8 * b) { SDL_Renderer *renderer; CHECK_TEXTURE_MAGIC(texture, -1); renderer = texture->renderer; if (r) { *r = texture->r; } if (g) { *g = texture->g; } if (b) { *b = texture->b; } return 0; } int SDL_SetTextureAlphaMod(SDL_Texture * texture, Uint8 alpha) { SDL_Renderer *renderer; CHECK_TEXTURE_MAGIC(texture, -1); renderer = texture->renderer; if (alpha < 255) { texture->modMode |= SDL_TEXTUREMODULATE_ALPHA; } else { texture->modMode &= ~SDL_TEXTUREMODULATE_ALPHA; } texture->a = alpha; if (texture->native) { return SDL_SetTextureAlphaMod(texture->native, alpha); } else if (renderer->SetTextureAlphaMod) { return renderer->SetTextureAlphaMod(renderer, texture); } else { return 0; } } int SDL_GetTextureAlphaMod(SDL_Texture * texture, Uint8 * alpha) { CHECK_TEXTURE_MAGIC(texture, -1); if (alpha) { *alpha = texture->a; } return 0; } int SDL_SetTextureBlendMode(SDL_Texture * texture, SDL_BlendMode blendMode) { SDL_Renderer *renderer; CHECK_TEXTURE_MAGIC(texture, -1); renderer = texture->renderer; texture->blendMode = blendMode; if (texture->native) { return SDL_SetTextureBlendMode(texture, blendMode); } else if (renderer->SetTextureBlendMode) { return renderer->SetTextureBlendMode(renderer, texture); } else { return 0; } } int SDL_GetTextureBlendMode(SDL_Texture * texture, SDL_BlendMode *blendMode) { CHECK_TEXTURE_MAGIC(texture, -1); if (blendMode) { *blendMode = texture->blendMode; } return 0; } static int SDL_UpdateTextureYUV(SDL_Texture * texture, const SDL_Rect * rect, const void *pixels, int pitch) { SDL_Texture *native = texture->native; SDL_Rect full_rect; if (SDL_SW_UpdateYUVTexture(texture->yuv, rect, pixels, pitch) < 0) { return -1; } full_rect.x = 0; full_rect.y = 0; full_rect.w = texture->w; full_rect.h = texture->h; rect = &full_rect; if (texture->access == SDL_TEXTUREACCESS_STREAMING) { /* We can lock the texture and copy to it */ void *native_pixels; int native_pitch; if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) { return -1; } SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format, rect->w, rect->h, native_pixels, native_pitch); SDL_UnlockTexture(native); } else { /* Use a temporary buffer for updating */ void *temp_pixels; int temp_pitch; temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3); temp_pixels = SDL_malloc(rect->h * temp_pitch); if (!temp_pixels) { SDL_OutOfMemory(); return -1; } SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format, rect->w, rect->h, temp_pixels, temp_pitch); SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch); SDL_free(temp_pixels); } return 0; } static int SDL_UpdateTextureNative(SDL_Texture * texture, const SDL_Rect * rect, const void *pixels, int pitch) { SDL_Texture *native = texture->native; if (texture->access == SDL_TEXTUREACCESS_STREAMING) { /* We can lock the texture and copy to it */ void *native_pixels; int native_pitch; if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) { return -1; } SDL_ConvertPixels(rect->w, rect->h, texture->format, pixels, pitch, native->format, native_pixels, native_pitch); SDL_UnlockTexture(native); } else { /* Use a temporary buffer for updating */ void *temp_pixels; int temp_pitch; temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3); temp_pixels = SDL_malloc(rect->h * temp_pitch); if (!temp_pixels) { SDL_OutOfMemory(); return -1; } SDL_ConvertPixels(rect->w, rect->h, texture->format, pixels, pitch, native->format, temp_pixels, temp_pitch); SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch); SDL_free(temp_pixels); } return 0; } int SDL_UpdateTexture(SDL_Texture * texture, const SDL_Rect * rect, const void *pixels, int pitch) { SDL_Renderer *renderer; SDL_Rect full_rect; CHECK_TEXTURE_MAGIC(texture, -1); if (!rect) { full_rect.x = 0; full_rect.y = 0; full_rect.w = texture->w; full_rect.h = texture->h; rect = &full_rect; } if (texture->yuv) { return SDL_UpdateTextureYUV(texture, rect, pixels, pitch); } else if (texture->native) { return SDL_UpdateTextureNative(texture, rect, pixels, pitch); } else { renderer = texture->renderer; return renderer->UpdateTexture(renderer, texture, rect, pixels, pitch); } } static int SDL_LockTextureYUV(SDL_Texture * texture, const SDL_Rect * rect, void **pixels, int *pitch) { return SDL_SW_LockYUVTexture(texture->yuv, rect, pixels, pitch); } static int SDL_LockTextureNative(SDL_Texture * texture, const SDL_Rect * rect, void **pixels, int *pitch) { texture->locked_rect = *rect; *pixels = (void *) ((Uint8 *) texture->pixels + rect->y * texture->pitch + rect->x * SDL_BYTESPERPIXEL(texture->format)); *pitch = texture->pitch; return 0; } int SDL_LockTexture(SDL_Texture * texture, const SDL_Rect * rect, void **pixels, int *pitch) { SDL_Renderer *renderer; SDL_Rect full_rect; CHECK_TEXTURE_MAGIC(texture, -1); if (texture->access != SDL_TEXTUREACCESS_STREAMING) { SDL_SetError("SDL_LockTexture(): texture must be streaming"); return -1; } if (!rect) { full_rect.x = 0; full_rect.y = 0; full_rect.w = texture->w; full_rect.h = texture->h; rect = &full_rect; } if (texture->yuv) { return SDL_LockTextureYUV(texture, rect, pixels, pitch); } else if (texture->native) { return SDL_LockTextureNative(texture, rect, pixels, pitch); } else { renderer = texture->renderer; return renderer->LockTexture(renderer, texture, rect, pixels, pitch); } } static void SDL_UnlockTextureYUV(SDL_Texture * texture) { SDL_Texture *native = texture->native; void *native_pixels; int native_pitch; SDL_Rect rect; rect.x = 0; rect.y = 0; rect.w = texture->w; rect.h = texture->h; if (SDL_LockTexture(native, &rect, &native_pixels, &native_pitch) < 0) { return; } SDL_SW_CopyYUVToRGB(texture->yuv, &rect, native->format, rect.w, rect.h, native_pixels, native_pitch); SDL_UnlockTexture(native); } void SDL_UnlockTextureNative(SDL_Texture * texture) { SDL_Texture *native = texture->native; void *native_pixels; int native_pitch; const SDL_Rect *rect = &texture->locked_rect; const void* pixels = (void *) ((Uint8 *) texture->pixels + rect->y * texture->pitch + rect->x * SDL_BYTESPERPIXEL(texture->format)); int pitch = texture->pitch; if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) { return; } SDL_ConvertPixels(rect->w, rect->h, texture->format, pixels, pitch, native->format, native_pixels, native_pitch); SDL_UnlockTexture(native); } void SDL_UnlockTexture(SDL_Texture * texture) { SDL_Renderer *renderer; CHECK_TEXTURE_MAGIC(texture, ); if (texture->access != SDL_TEXTUREACCESS_STREAMING) { return; } if (texture->yuv) { SDL_UnlockTextureYUV(texture); } else if (texture->native) { SDL_UnlockTextureNative(texture); } else { renderer = texture->renderer; renderer->UnlockTexture(renderer, texture); } } int SDL_SetRenderDrawColor(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a) { CHECK_RENDERER_MAGIC(renderer, -1); renderer->r = r; renderer->g = g; renderer->b = b; renderer->a = a; return 0; } int SDL_GetRenderDrawColor(SDL_Renderer * renderer, Uint8 * r, Uint8 * g, Uint8 * b, Uint8 * a) { CHECK_RENDERER_MAGIC(renderer, -1); if (r) { *r = renderer->r; } if (g) { *g = renderer->g; } if (b) { *b = renderer->b; } if (a) { *a = renderer->a; } return 0; } int SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode) { CHECK_RENDERER_MAGIC(renderer, -1); renderer->blendMode = blendMode; return 0; } int SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode *blendMode) { CHECK_RENDERER_MAGIC(renderer, -1); *blendMode = renderer->blendMode; return 0; } int SDL_RenderClear(SDL_Renderer * renderer) { CHECK_RENDERER_MAGIC(renderer, -1); if (!renderer->RenderClear) { SDL_BlendMode blendMode = renderer->blendMode; int status; if (blendMode >= SDL_BLENDMODE_BLEND) { SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE); } status = SDL_RenderFillRect(renderer, NULL); if (blendMode >= SDL_BLENDMODE_BLEND) { SDL_SetRenderDrawBlendMode(renderer, blendMode); } return status; } return renderer->RenderClear(renderer); } int SDL_RenderDrawPoint(SDL_Renderer * renderer, int x, int y) { SDL_Point point; point.x = x; point.y = y; return SDL_RenderDrawPoints(renderer, &point, 1); } int SDL_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points, int count) { CHECK_RENDERER_MAGIC(renderer, -1); if (!points) { SDL_SetError("SDL_RenderDrawPoints(): Passed NULL points"); return -1; } if (count < 1) { return 0; } return renderer->RenderDrawPoints(renderer, points, count); } int SDL_RenderDrawLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2) { SDL_Point points[2]; points[0].x = x1; points[0].y = y1; points[1].x = x2; points[1].y = y2; return SDL_RenderDrawLines(renderer, points, 2); } int SDL_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points, int count) { CHECK_RENDERER_MAGIC(renderer, -1); if (!points) { SDL_SetError("SDL_RenderDrawLines(): Passed NULL points"); return -1; } if (count < 2) { return 0; } return renderer->RenderDrawLines(renderer, points, count); } int SDL_RenderDrawRect(SDL_Renderer * renderer, const SDL_Rect * rect) { SDL_Rect full_rect; SDL_Point points[5]; CHECK_RENDERER_MAGIC(renderer, -1); /* If 'rect' == NULL, then outline the whole surface */ if (!rect) { SDL_Window *window = renderer->window; full_rect.x = 0; full_rect.y = 0; SDL_GetWindowSize(window, &full_rect.w, &full_rect.h); rect = &full_rect; } points[0].x = rect->x; points[0].y = rect->y; points[1].x = rect->x+rect->w-1; points[1].y = rect->y; points[2].x = rect->x+rect->w-1; points[2].y = rect->y+rect->h-1; points[3].x = rect->x; points[3].y = rect->y+rect->h-1; points[4].x = rect->x; points[4].y = rect->y; return SDL_RenderDrawLines(renderer, points, 5); } int SDL_RenderDrawRects(SDL_Renderer * renderer, const SDL_Rect ** rects, int count) { int i; CHECK_RENDERER_MAGIC(renderer, -1); if (!rects) { SDL_SetError("SDL_RenderDrawRects(): Passed NULL rects"); return -1; } if (count < 1) { return 0; } /* Check for NULL rect, which means fill entire window */ for (i = 0; i < count; ++i) { if (SDL_RenderDrawRect(renderer, rects[i]) < 0) { return -1; } } return 0; } int SDL_RenderFillRect(SDL_Renderer * renderer, const SDL_Rect * rect) { return SDL_RenderFillRects(renderer, &rect, 1); } int SDL_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects, int count) { int i; CHECK_RENDERER_MAGIC(renderer, -1); if (!rects) { SDL_SetError("SDL_RenderFillRects(): Passed NULL rects"); return -1; } if (count < 1) { return 0; } /* Check for NULL rect, which means fill entire window */ for (i = 0; i < count; ++i) { if (rects[i] == NULL) { SDL_Window *window = renderer->window; SDL_Rect full_rect; const SDL_Rect *rect; full_rect.x = 0; full_rect.y = 0; SDL_GetWindowSize(window, &full_rect.w, &full_rect.h); rect = &full_rect; return renderer->RenderFillRects(renderer, &rect, 1); } } return renderer->RenderFillRects(renderer, rects, count); } int SDL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_Rect * dstrect) { SDL_Window *window; SDL_Rect real_srcrect; SDL_Rect real_dstrect; CHECK_RENDERER_MAGIC(renderer, -1); CHECK_TEXTURE_MAGIC(texture, -1); if (renderer != texture->renderer) { SDL_SetError("Texture was not created with this renderer"); return -1; } window = renderer->window; real_srcrect.x = 0; real_srcrect.y = 0; real_srcrect.w = texture->w; real_srcrect.h = texture->h; if (srcrect) { if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) { return 0; } } real_dstrect.x = 0; real_dstrect.y = 0; SDL_GetWindowSize(window, &real_dstrect.w, &real_dstrect.h); if (dstrect) { if (!SDL_IntersectRect(dstrect, &real_dstrect, &real_dstrect)) { return 0; } /* Clip srcrect by the same amount as dstrect was clipped */ if (dstrect->w != real_dstrect.w) { int deltax = (real_dstrect.x - dstrect->x); int deltaw = (real_dstrect.w - dstrect->w); real_srcrect.x += (deltax * real_srcrect.w) / dstrect->w; real_srcrect.w += (deltaw * real_srcrect.w) / dstrect->w; } if (dstrect->h != real_dstrect.h) { int deltay = (real_dstrect.y - dstrect->y); int deltah = (real_dstrect.h - dstrect->h); real_srcrect.y += (deltay * real_srcrect.h) / dstrect->h; real_srcrect.h += (deltah * real_srcrect.h) / dstrect->h; } } if (texture->native) { texture = texture->native; } return renderer->RenderCopy(renderer, texture, &real_srcrect, &real_dstrect); } int SDL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, Uint32 format, void * pixels, int pitch) { SDL_Window *window; SDL_Rect real_rect; CHECK_RENDERER_MAGIC(renderer, -1); if (!renderer->RenderReadPixels) { SDL_Unsupported(); return -1; } window = renderer->window; if (!format) { format = SDL_GetWindowPixelFormat(window); } real_rect.x = 0; real_rect.y = 0; SDL_GetWindowSize(window, &real_rect.w, &real_rect.h); if (rect) { if (!SDL_IntersectRect(rect, &real_rect, &real_rect)) { return 0; } if (real_rect.y > rect->y) { pixels = (Uint8 *)pixels + pitch * (real_rect.y - rect->y); } if (real_rect.x > rect->x) { int bpp = SDL_BYTESPERPIXEL(SDL_GetWindowPixelFormat(window)); pixels = (Uint8 *)pixels + bpp * (real_rect.x - rect->x); } } return renderer->RenderReadPixels(renderer, &real_rect, format, pixels, pitch); } void SDL_RenderPresent(SDL_Renderer * renderer) { CHECK_RENDERER_MAGIC(renderer, ); renderer->RenderPresent(renderer); } void SDL_DestroyTexture(SDL_Texture * texture) { SDL_Renderer *renderer; CHECK_TEXTURE_MAGIC(texture, ); texture->magic = NULL; renderer = texture->renderer; if (texture->next) { texture->next->prev = texture->prev; } if (texture->prev) { texture->prev->next = texture->next; } else { renderer->textures = texture->next; } if (texture->native) { SDL_DestroyTexture(texture->native); } if (texture->yuv) { SDL_SW_DestroyYUVTexture(texture->yuv); } if (texture->pixels) { SDL_free(texture->pixels); } renderer->DestroyTexture(renderer, texture); SDL_free(texture); } void SDL_DestroyRenderer(SDL_Renderer * renderer) { CHECK_RENDERER_MAGIC(renderer, ); SDL_DelEventWatch(SDL_RendererEventWatch, renderer); /* Free existing textures for this renderer */ while (renderer->textures) { SDL_DestroyTexture(renderer->textures); } /* It's no longer magical... */ renderer->magic = NULL; /* Free the renderer instance */ renderer->DestroyRenderer(renderer); } /* vi: set ts=4 sw=4 expandtab: */