view src/render/software/SDL_draw.h @ 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>
date Thu, 03 Feb 2011 21:13:55 -0800
parents d72793305335
children d976b67150c5
line wrap: on
line source

/*
    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"

#include "../../video/SDL_blit.h"

/* This code assumes that r, g, b, a are the source color,
 * and in the blend and add case, the RGB values are premultiplied by a.
 */

#define DRAW_MUL(_a, _b) (((unsigned)(_a)*(_b))/255)

#define DRAW_FASTSETPIXEL(type) \
    *pixel = (type) color

#define DRAW_FASTSETPIXEL1 DRAW_FASTSETPIXEL(Uint8)
#define DRAW_FASTSETPIXEL2 DRAW_FASTSETPIXEL(Uint16)
#define DRAW_FASTSETPIXEL4 DRAW_FASTSETPIXEL(Uint32)

#define DRAW_FASTSETPIXELXY(x, y, type, bpp, color) \
    *(type *)((Uint8 *)dst->pixels + (y) * dst->pitch \
                                   + (x) * bpp) = (type) color

#define DRAW_FASTSETPIXELXY1(x, y) DRAW_FASTSETPIXELXY(x, y, Uint8, 1, color)
#define DRAW_FASTSETPIXELXY2(x, y) DRAW_FASTSETPIXELXY(x, y, Uint16, 2, color)
#define DRAW_FASTSETPIXELXY4(x, y) DRAW_FASTSETPIXELXY(x, y, Uint32, 4, color)

#define DRAW_SETPIXEL(setpixel) \
do { \
    unsigned sr = r, sg = g, sb = b, sa = a; \
    setpixel; \
} while (0)

#define DRAW_SETPIXEL_BLEND(getpixel, setpixel) \
do { \
    unsigned sr, sg, sb, sa; sa; \
    getpixel; \
    sr = DRAW_MUL(inva, sr) + r; \
    sg = DRAW_MUL(inva, sg) + g; \
    sb = DRAW_MUL(inva, sb) + b; \
    setpixel; \
} while (0)

#define DRAW_SETPIXEL_ADD(getpixel, setpixel) \
do { \
    unsigned sr, sg, sb, sa; sa; \
    getpixel; \
    sr += r; if (sr > 0xff) sr = 0xff; \
    sg += g; if (sg > 0xff) sg = 0xff; \
    sb += b; if (sb > 0xff) sb = 0xff; \
    setpixel; \
} while (0)

#define DRAW_SETPIXELXY(x, y, type, bpp, op) \
do { \
    type *pixel = (type *)((Uint8 *)dst->pixels + (y) * dst->pitch \
                                                + (x) * bpp); \
    op; \
} while (0)

/*
 * Define draw operators for RGB555
 */

#define DRAW_SETPIXEL_RGB555 \
    DRAW_SETPIXEL(RGB555_FROM_RGB(*pixel, sr, sg, sb))

#define DRAW_SETPIXEL_BLEND_RGB555 \
    DRAW_SETPIXEL_BLEND(RGB_FROM_RGB555(*pixel, sr, sg, sb), \
                        RGB555_FROM_RGB(*pixel, sr, sg, sb))

#define DRAW_SETPIXEL_ADD_RGB555 \
    DRAW_SETPIXEL_ADD(RGB_FROM_RGB555(*pixel, sr, sg, sb), \
                      RGB555_FROM_RGB(*pixel, sr, sg, sb))

#define DRAW_SETPIXELXY_RGB555(x, y) \
    DRAW_SETPIXELXY(x, y, Uint16, 2, DRAW_SETPIXEL_RGB555)

#define DRAW_SETPIXELXY_BLEND_RGB555(x, y) \
    DRAW_SETPIXELXY(x, y, Uint16, 2, DRAW_SETPIXEL_BLEND_RGB555)

#define DRAW_SETPIXELXY_ADD_RGB555(x, y) \
    DRAW_SETPIXELXY(x, y, Uint16, 2, DRAW_SETPIXEL_ADD_RGB555)

/*
 * Define draw operators for RGB565
 */

#define DRAW_SETPIXEL_RGB565 \
    DRAW_SETPIXEL(RGB565_FROM_RGB(*pixel, sr, sg, sb))

#define DRAW_SETPIXEL_BLEND_RGB565 \
    DRAW_SETPIXEL_BLEND(RGB_FROM_RGB565(*pixel, sr, sg, sb), \
                        RGB565_FROM_RGB(*pixel, sr, sg, sb))

#define DRAW_SETPIXEL_ADD_RGB565 \
    DRAW_SETPIXEL_ADD(RGB_FROM_RGB565(*pixel, sr, sg, sb), \
                      RGB565_FROM_RGB(*pixel, sr, sg, sb))

#define DRAW_SETPIXELXY_RGB565(x, y) \
    DRAW_SETPIXELXY(x, y, Uint16, 2, DRAW_SETPIXEL_RGB565)

#define DRAW_SETPIXELXY_BLEND_RGB565(x, y) \
    DRAW_SETPIXELXY(x, y, Uint16, 2, DRAW_SETPIXEL_BLEND_RGB565)

#define DRAW_SETPIXELXY_ADD_RGB565(x, y) \
    DRAW_SETPIXELXY(x, y, Uint16, 2, DRAW_SETPIXEL_ADD_RGB565)

/*
 * Define draw operators for RGB888
 */

#define DRAW_SETPIXEL_RGB888 \
    DRAW_SETPIXEL(RGB888_FROM_RGB(*pixel, sr, sg, sb))

#define DRAW_SETPIXEL_BLEND_RGB888 \
    DRAW_SETPIXEL_BLEND(RGB_FROM_RGB888(*pixel, sr, sg, sb), \
                        RGB888_FROM_RGB(*pixel, sr, sg, sb))

#define DRAW_SETPIXEL_ADD_RGB888 \
    DRAW_SETPIXEL_ADD(RGB_FROM_RGB888(*pixel, sr, sg, sb), \
                      RGB888_FROM_RGB(*pixel, sr, sg, sb))

#define DRAW_SETPIXELXY_RGB888(x, y) \
    DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_RGB888)

#define DRAW_SETPIXELXY_BLEND_RGB888(x, y) \
    DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_BLEND_RGB888)

#define DRAW_SETPIXELXY_ADD_RGB888(x, y) \
    DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_ADD_RGB888)

/*
 * Define draw operators for ARGB8888
 */

#define DRAW_SETPIXEL_ARGB8888 \
    DRAW_SETPIXEL(ARGB8888_FROM_RGBA(*pixel, sr, sg, sb, sa))

#define DRAW_SETPIXEL_BLEND_ARGB8888 \
    DRAW_SETPIXEL_BLEND(RGBA_FROM_ARGB8888(*pixel, sr, sg, sb, sa), \
                        ARGB8888_FROM_RGBA(*pixel, sr, sg, sb, sa))

#define DRAW_SETPIXEL_ADD_ARGB8888 \
    DRAW_SETPIXEL_ADD(RGBA_FROM_ARGB8888(*pixel, sr, sg, sb, sa), \
                      ARGB8888_FROM_RGBA(*pixel, sr, sg, sb, sa))

#define DRAW_SETPIXELXY_ARGB8888(x, y) \
    DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_ARGB8888)

#define DRAW_SETPIXELXY_BLEND_ARGB8888(x, y) \
    DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_BLEND_ARGB8888)

#define DRAW_SETPIXELXY_ADD_ARGB8888(x, y) \
    DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_ADD_ARGB8888)

/*
 * Define draw operators for general RGB
 */

#define DRAW_SETPIXEL_RGB \
    DRAW_SETPIXEL(PIXEL_FROM_RGB(*pixel, fmt, sr, sg, sb))

#define DRAW_SETPIXEL_BLEND_RGB \
    DRAW_SETPIXEL_BLEND(RGB_FROM_PIXEL(*pixel, fmt, sr, sg, sb), \
                        PIXEL_FROM_RGB(*pixel, fmt, sr, sg, sb))

#define DRAW_SETPIXEL_ADD_RGB \
    DRAW_SETPIXEL_ADD(RGB_FROM_PIXEL(*pixel, fmt, sr, sg, sb), \
                      PIXEL_FROM_RGB(*pixel, fmt, sr, sg, sb))

#define DRAW_SETPIXELXY2_RGB(x, y) \
    DRAW_SETPIXELXY(x, y, Uint16, 2, DRAW_SETPIXEL_RGB)

#define DRAW_SETPIXELXY4_RGB(x, y) \
    DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_RGB)

#define DRAW_SETPIXELXY2_BLEND_RGB(x, y) \
    DRAW_SETPIXELXY(x, y, Uint16, 2, DRAW_SETPIXEL_BLEND_RGB)

#define DRAW_SETPIXELXY4_BLEND_RGB(x, y) \
    DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_BLEND_RGB)

#define DRAW_SETPIXELXY2_ADD_RGB(x, y) \
    DRAW_SETPIXELXY(x, y, Uint16, 2, DRAW_SETPIXEL_ADD_RGB)

#define DRAW_SETPIXELXY4_ADD_RGB(x, y) \
    DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_ADD_RGB)


/*
 * Define draw operators for general RGBA
 */

#define DRAW_SETPIXEL_RGBA \
    DRAW_SETPIXEL(PIXEL_FROM_RGBA(*pixel, fmt, sr, sg, sb, sa))

#define DRAW_SETPIXEL_BLEND_RGBA \
    DRAW_SETPIXEL_BLEND(RGBA_FROM_PIXEL(*pixel, fmt, sr, sg, sb, sa), \
                        PIXEL_FROM_RGBA(*pixel, fmt, sr, sg, sb, sa))

#define DRAW_SETPIXEL_ADD_RGBA \
    DRAW_SETPIXEL_ADD(RGBA_FROM_PIXEL(*pixel, fmt, sr, sg, sb, sa), \
                      PIXEL_FROM_RGBA(*pixel, fmt, sr, sg, sb, sa))

#define DRAW_SETPIXELXY4_RGBA(x, y) \
    DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_RGBA)

#define DRAW_SETPIXELXY4_BLEND_RGBA(x, y) \
    DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_BLEND_RGBA)

#define DRAW_SETPIXELXY4_ADD_RGBA(x, y) \
    DRAW_SETPIXELXY(x, y, Uint32, 4, DRAW_SETPIXEL_ADD_RGBA)

/*
 * Define line drawing macro
 */

#define ABS(_x) ((_x) < 0 ? -(_x) : (_x))

/* Horizontal line */
#define HLINE(type, op, draw_end) \
{ \
    int length; \
    int pitch = (dst->pitch / dst->format->BytesPerPixel); \
    type *pixel; \
    if (x1 <= x2) { \
        pixel = (type *)dst->pixels + y1 * pitch + x1; \
        length = draw_end ? (x2-x1+1) : (x2-x1); \
    } else { \
        pixel = (type *)dst->pixels + y1 * pitch + x2; \
        if (!draw_end) { \
            ++pixel; \
        } \
        length = draw_end ? (x1-x2+1) : (x1-x2); \
    } \
    while (length--) { \
        op; \
        ++pixel; \
    } \
}

/* Vertical line */
#define VLINE(type, op, draw_end) \
{ \
    int length; \
    int pitch = (dst->pitch / dst->format->BytesPerPixel); \
    type *pixel; \
    if (y1 <= y2) { \
        pixel = (type *)dst->pixels + y1 * pitch + x1; \
        length = draw_end ? (y2-y1+1) : (y2-y1); \
    } else { \
        pixel = (type *)dst->pixels + y2 * pitch + x1; \
        if (!draw_end) { \
            pixel += pitch; \
        } \
        length = draw_end ? (y1-y2+1) : (y1-y2); \
    } \
    while (length--) { \
        op; \
        pixel += pitch; \
    } \
}

/* Diagonal line */
#define DLINE(type, op, draw_end) \
{ \
    int length; \
    int pitch = (dst->pitch / dst->format->BytesPerPixel); \
    type *pixel; \
    if (y1 <= y2) { \
        pixel = (type *)dst->pixels + y1 * pitch + x1; \
        if (x1 <= x2) { \
            ++pitch; \
        } else { \
            --pitch; \
        } \
        length = (y2-y1); \
    } else { \
        pixel = (type *)dst->pixels + y2 * pitch + x2; \
        if (x2 <= x1) { \
            ++pitch; \
        } else { \
            --pitch; \
        } \
        if (!draw_end) { \
            pixel += pitch; \
        } \
        length = (y1-y2); \
    } \
    if (draw_end) { \
        ++length; \
    } \
    while (length--) { \
        op; \
        pixel += pitch; \
    } \
}

/* Bresenham's line algorithm */
#define BLINE(x1, y1, x2, y2, op, draw_end) \
{ \
    int i, deltax, deltay, numpixels; \
    int d, dinc1, dinc2; \
    int x, xinc1, xinc2; \
    int y, yinc1, yinc2; \
 \
    deltax = ABS(x2 - x1); \
    deltay = ABS(y2 - y1); \
 \
    if (deltax >= deltay) { \
        numpixels = deltax + 1; \
        d = (2 * deltay) - deltax; \
        dinc1 = deltay * 2; \
        dinc2 = (deltay - deltax) * 2; \
        xinc1 = 1; \
        xinc2 = 1; \
        yinc1 = 0; \
        yinc2 = 1; \
    } else { \
        numpixels = deltay + 1; \
        d = (2 * deltax) - deltay; \
        dinc1 = deltax * 2; \
        dinc2 = (deltax - deltay) * 2; \
        xinc1 = 0; \
        xinc2 = 1; \
        yinc1 = 1; \
        yinc2 = 1; \
    } \
 \
    if (x1 > x2) { \
        xinc1 = -xinc1; \
        xinc2 = -xinc2; \
    } \
    if (y1 > y2) { \
        yinc1 = -yinc1; \
        yinc2 = -yinc2; \
    } \
 \
    x = x1; \
    y = y1; \
 \
    if (!draw_end) { \
        --numpixels; \
    } \
    for (i = 0; i < numpixels; ++i) { \
        op(x, y); \
        if (d < 0) { \
            d += dinc1; \
            x += xinc1; \
            y += yinc1; \
        } else { \
            d += dinc2; \
            x += xinc2; \
            y += yinc2; \
        } \
    } \
}

/* Xiaolin Wu's line algorithm, based on Michael Abrash's implementation */
#define WULINE(x1, y1, x2, y2, opaque_op, blend_op, draw_end) \
{ \
    Uint16 ErrorAdj, ErrorAcc; \
    Uint16 ErrorAccTemp, Weighting; \
    int DeltaX, DeltaY, Temp, XDir; \
    unsigned r, g, b, a, inva; \
 \
    /* Draw the initial pixel, which is always exactly intersected by \
       the line and so needs no weighting */ \
    opaque_op(x1, y1); \
 \
    /* Draw the final pixel, which is always exactly intersected by the line \
       and so needs no weighting */ \
    if (draw_end) { \
        opaque_op(x2, y2); \
    } \
 \
    /* Make sure the line runs top to bottom */ \
    if (y1 > y2) { \
        Temp = y1; y1 = y2; y2 = Temp; \
        Temp = x1; x1 = x2; x2 = Temp; \
    } \
    DeltaY = y2 - y1; \
 \
    if ((DeltaX = x2 - x1) >= 0) { \
        XDir = 1; \
    } else { \
        XDir = -1; \
        DeltaX = -DeltaX; /* make DeltaX positive */ \
    } \
 \
    /* line is not horizontal, diagonal, or vertical */ \
    ErrorAcc = 0;  /* initialize the line error accumulator to 0 */ \
 \
    /* Is this an X-major or Y-major line? */ \
    if (DeltaY > DeltaX) { \
        /* Y-major line; calculate 16-bit fixed-point fractional part of a \
          pixel that X advances each time Y advances 1 pixel, truncating the \
          result so that we won't overrun the endpoint along the X axis */ \
        ErrorAdj = ((unsigned long) DeltaX << 16) / (unsigned long) DeltaY; \
        /* Draw all pixels other than the first and last */ \
        while (--DeltaY) { \
            ErrorAccTemp = ErrorAcc;   /* remember currrent accumulated error */ \
            ErrorAcc += ErrorAdj;      /* calculate error for next pixel */ \
            if (ErrorAcc <= ErrorAccTemp) { \
                /* The error accumulator turned over, so advance the X coord */ \
                x1 += XDir; \
            } \
            y1++; /* Y-major, so always advance Y */ \
            /* The IntensityBits most significant bits of ErrorAcc give us the \
             intensity weighting for this pixel, and the complement of the \
             weighting for the paired pixel */ \
            Weighting = ErrorAcc >> 8; \
            { \
                a = DRAW_MUL(_a, (Weighting ^ 255)); \
                r = DRAW_MUL(_r, a); \
                g = DRAW_MUL(_g, a); \
                b = DRAW_MUL(_b, a); \
                inva = (a ^ 0xFF); \
                blend_op(x1, y1); \
            } \
            { \
                a = DRAW_MUL(_a, Weighting); \
                r = DRAW_MUL(_r, a); \
                g = DRAW_MUL(_g, a); \
                b = DRAW_MUL(_b, a); \
                inva = (a ^ 0xFF); \
                blend_op(x1 + XDir, y1); \
            } \
        } \
    } else { \
        /* X-major line; calculate 16-bit fixed-point fractional part of a \
           pixel that Y advances each time X advances 1 pixel, truncating the \
           result to avoid overrunning the endpoint along the X axis */ \
        ErrorAdj = ((unsigned long) DeltaY << 16) / (unsigned long) DeltaX; \
        /* Draw all pixels other than the first and last */ \
        while (--DeltaX) { \
            ErrorAccTemp = ErrorAcc;   /* remember currrent accumulated error */ \
            ErrorAcc += ErrorAdj;      /* calculate error for next pixel */ \
            if (ErrorAcc <= ErrorAccTemp) { \
                /* The error accumulator turned over, so advance the Y coord */ \
                y1++; \
            } \
            x1 += XDir; /* X-major, so always advance X */ \
            /* The IntensityBits most significant bits of ErrorAcc give us the \
              intensity weighting for this pixel, and the complement of the \
              weighting for the paired pixel */ \
            Weighting = ErrorAcc >> 8; \
            { \
                a = DRAW_MUL(_a, (Weighting ^ 255)); \
                r = DRAW_MUL(_r, a); \
                g = DRAW_MUL(_g, a); \
                b = DRAW_MUL(_b, a); \
                inva = (a ^ 0xFF); \
                blend_op(x1, y1); \
            } \
            { \
                a = DRAW_MUL(_a, Weighting); \
                r = DRAW_MUL(_r, a); \
                g = DRAW_MUL(_g, a); \
                b = DRAW_MUL(_b, a); \
                inva = (a ^ 0xFF); \
                blend_op(x1, y1 + 1); \
            } \
        } \
    } \
}

#ifdef AA_LINES
#define AALINE(x1, y1, x2, y2, opaque_op, blend_op, draw_end) \
            WULINE(x1, y1, x2, y2, opaque_op, blend_op, draw_end)
#else
#define AALINE(x1, y1, x2, y2, opaque_op, blend_op, draw_end) \
            BLINE(x1, y1, x2, y2, opaque_op, draw_end)
#endif

/*
 * Define fill rect macro
 */

#define FILLRECT(type, op) \
do { \
    int width = rect->w; \
    int height = rect->h; \
    int pitch = (dst->pitch / dst->format->BytesPerPixel); \
    int skip = pitch - width; \
    type *pixel = (type *)dst->pixels + rect->y * pitch + rect->x; \
    while (height--) { \
        { int n = (width+3)/4; \
            switch (width & 3) { \
            case 0: do {   op; pixel++; \
            case 3:        op; pixel++; \
            case 2:        op; pixel++; \
            case 1:        op; pixel++; \
                    } while ( --n > 0 ); \
            } \
        } \
        pixel += skip; \
    } \
} while (0)

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