Mercurial > sdl-ios-xcode
view src/render/software/SDL_renderer_sw.c @ 5157:fb424691cfc7
Moved the rendering code out to a separate directory in the hope that it can someday be completely decoupled from the rest of the library and be expanded to an awesome 2D on 3D library.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 02 Feb 2011 14:34:54 -0800 |
parents | src/video/SDL_renderer_sw.c@be02be2ea897 |
children | 307ccc9c135e |
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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" #include "../SDL_sysrender.h" #include "../../video/SDL_pixels_c.h" #include "../../video/SDL_yuv_sw_c.h" /* SDL surface based renderer implementation */ static SDL_Renderer *SW_CreateRenderer(SDL_Window * window, Uint32 flags); static void SW_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event); 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_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_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_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points, int count); static int SW_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points, int count); static int SW_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects, int count); static int SW_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_Rect * dstrect); static int SW_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, Uint32 format, void * pixels, int pitch); static int SW_RenderWritePixels(SDL_Renderer * renderer, const SDL_Rect * rect, Uint32 format, const void * pixels, int pitch); 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_PRESENTVSYNC), 13, { 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; SDL_Texture *texture; 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); } SDL_Renderer * SW_CreateRenderer(SDL_Window * window, Uint32 flags) { SDL_Renderer *renderer; SW_RenderData *data; int i; Uint32 format; int bpp; Uint32 Rmask, Gmask, Bmask, Amask; Uint32 renderer_flags; const char *desired_driver; format = SDL_GetWindowPixelFormat(window); if (!SDL_PixelFormatEnumToMasks (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->WindowEvent = SW_WindowEvent; renderer->CreateTexture = SW_CreateTexture; renderer->QueryTexturePixels = SW_QueryTexturePixels; renderer->SetTextureColorMod = SW_SetTextureColorMod; renderer->SetTextureAlphaMod = SW_SetTextureAlphaMod; renderer->SetTextureBlendMode = SW_SetTextureBlendMode; renderer->UpdateTexture = SW_UpdateTexture; renderer->LockTexture = SW_LockTexture; renderer->UnlockTexture = SW_UnlockTexture; renderer->DestroyTexture = SW_DestroyTexture; renderer->RenderDrawPoints = SW_RenderDrawPoints; renderer->RenderDrawLines = SW_RenderDrawLines; renderer->RenderFillRects = SW_RenderFillRects; renderer->RenderCopy = SW_RenderCopy; renderer->RenderReadPixels = SW_RenderReadPixels; renderer->RenderWritePixels = SW_RenderWritePixels; renderer->RenderPresent = SW_RenderPresent; renderer->DestroyRenderer = SW_DestroyRenderer; renderer->info = SW_RenderDriver.info; renderer->info.flags = 0; renderer->window = window; renderer->driverdata = data; data->format = format; /* Find a render driver that we can use to display data */ renderer_flags = 0; if (flags & SDL_RENDERER_PRESENTVSYNC) { renderer_flags |= SDL_RENDERER_PRESENTVSYNC; } desired_driver = SDL_getenv("SDL_VIDEO_RENDERER_SWDRIVER"); for (i = 0; i < SDL_GetNumRenderDrivers(); ++i) { SDL_RendererInfo info; SDL_GetRenderDriverInfo(i, &info); if (SDL_strcmp(info.name, SW_RenderDriver.info.name) == 0) { continue; } if (desired_driver && SDL_strcasecmp(desired_driver, info.name) != 0) { continue; } data->renderer = SDL_CreateRenderer(window, i, renderer_flags); if (data->renderer) { break; } } if (i == SDL_GetNumRenderDrivers()) { 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 */ data->texture = CreateTexture(data->renderer, data->format, window->w, window->h); if (!data->texture) { SW_DestroyRenderer(renderer); return NULL; } /* 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; } return renderer; } static SDL_Texture * SW_ActivateRenderer(SDL_Renderer * renderer) { SW_RenderData *data = (SW_RenderData *) renderer->driverdata; SDL_Window *window = renderer->window; if (data->updateSize) { /* Recreate the textures for the new window size */ if (data->texture) { DestroyTexture(data->renderer, data->texture); } data->texture = CreateTexture(data->renderer, data->format, window->w, window->h); if (data->texture) { data->updateSize = SDL_FALSE; } } return data->texture; } static void SW_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event) { SW_RenderData *data = (SW_RenderData *) renderer->driverdata; if (event->event == SDL_WINDOWEVENT_RESIZED) { data->updateSize = SDL_TRUE; } } 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); SDL_SetSurfaceColorMod(texture->driverdata, texture->r, texture->g, texture->b); SDL_SetSurfaceAlphaMod(texture->driverdata, texture->a); SDL_SetSurfaceBlendMode(texture->driverdata, texture->blendMode); 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_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_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_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points, int count) { SW_RenderData *data = (SW_RenderData *) renderer->driverdata; SDL_Texture *texture = SW_ActivateRenderer(renderer); SDL_Rect rect; int i; int x, y; int status = 0; if (!texture) { return -1; } /* Get the smallest rectangle that contains everything */ rect.x = 0; rect.y = 0; rect.w = texture->w; rect.h = texture->h; if (!SDL_EnclosePoints(points, count, &rect, &rect)) { /* Nothing to draw */ return 0; } if (data->renderer->LockTexture(data->renderer, texture, &rect, 1, &data->surface.pixels, &data->surface.pitch) < 0) { return -1; } data->surface.clip_rect.w = data->surface.w = rect.w; data->surface.clip_rect.h = data->surface.h = rect.h; /* Draw the points! */ if (renderer->blendMode == SDL_BLENDMODE_NONE) { Uint32 color = SDL_MapRGBA(data->surface.format, renderer->r, renderer->g, renderer->b, renderer->a); for (i = 0; i < count; ++i) { x = points[i].x - rect.x; y = points[i].y - rect.y; status = SDL_DrawPoint(&data->surface, x, y, color); } } else { for (i = 0; i < count; ++i) { x = points[i].x - rect.x; y = points[i].y - rect.y; status = SDL_BlendPoint(&data->surface, x, y, renderer->blendMode, renderer->r, renderer->g, renderer->b, renderer->a); } } data->renderer->UnlockTexture(data->renderer, texture); return status; } static int SW_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points, int count) { SW_RenderData *data = (SW_RenderData *) renderer->driverdata; SDL_Texture *texture = SW_ActivateRenderer(renderer); SDL_Rect clip, rect; int i; int x1, y1, x2, y2; int status = 0; if (!texture) { return -1; } /* Get the smallest rectangle that contains everything */ clip.x = 0; clip.y = 0; clip.w = texture->w; clip.h = texture->h; SDL_EnclosePoints(points, count, NULL, &rect); if (!SDL_IntersectRect(&rect, &clip, &rect)) { /* Nothing to draw */ return 0; } if (data->renderer->LockTexture(data->renderer, texture, &rect, 1, &data->surface.pixels, &data->surface.pitch) < 0) { return -1; } data->surface.clip_rect.w = data->surface.w = rect.w; data->surface.clip_rect.h = data->surface.h = rect.h; /* Draw the points! */ if (renderer->blendMode == SDL_BLENDMODE_NONE) { Uint32 color = SDL_MapRGBA(data->surface.format, renderer->r, renderer->g, renderer->b, renderer->a); for (i = 1; i < count; ++i) { x1 = points[i-1].x - rect.x; y1 = points[i-1].y - rect.y; x2 = points[i].x - rect.x; y2 = points[i].y - rect.y; status = SDL_DrawLine(&data->surface, x1, y1, x2, y2, color); } } else { for (i = 1; i < count; ++i) { x1 = points[i-1].x - rect.x; y1 = points[i-1].y - rect.y; x2 = points[i].x - rect.x; y2 = points[i].y - rect.y; status = SDL_BlendLine(&data->surface, x1, y1, x2, y2, renderer->blendMode, renderer->r, renderer->g, renderer->b, renderer->a); } } data->renderer->UnlockTexture(data->renderer, texture); return status; } static int SW_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects, int count) { SW_RenderData *data = (SW_RenderData *) renderer->driverdata; SDL_Texture *texture = SW_ActivateRenderer(renderer); SDL_Rect clip, rect; Uint32 color = 0; int i; int status = 0; if (!texture) { return -1; } clip.x = 0; clip.y = 0; clip.w = texture->w; clip.h = texture->h; if (renderer->blendMode == SDL_BLENDMODE_NONE) { color = SDL_MapRGBA(data->surface.format, renderer->r, renderer->g, renderer->b, renderer->a); } for (i = 0; i < count; ++i) { if (!SDL_IntersectRect(rects[i], &clip, &rect)) { /* Nothing to draw */ continue; } if (data->renderer->LockTexture(data->renderer, texture, &rect, 1, &data->surface.pixels, &data->surface.pitch) < 0) { return -1; } data->surface.clip_rect.w = data->surface.w = rect.w; data->surface.clip_rect.h = data->surface.h = rect.h; if (renderer->blendMode == SDL_BLENDMODE_NONE) { status = SDL_FillRect(&data->surface, NULL, color); } else { status = SDL_BlendFillRect(&data->surface, NULL, renderer->blendMode, renderer->r, renderer->g, renderer->b, renderer->a); } data->renderer->UnlockTexture(data->renderer, 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; int status; if (!SW_ActivateRenderer(renderer)) { return -1; } if (data->renderer->LockTexture(data->renderer, data->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); return status; } static int SW_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, Uint32 format, void * pixels, int pitch) { SW_RenderData *data = (SW_RenderData *) renderer->driverdata; if (!SW_ActivateRenderer(renderer)) { return -1; } if (data->renderer->LockTexture(data->renderer, data->texture, rect, 0, &data->surface.pixels, &data->surface.pitch) < 0) { return -1; } SDL_ConvertPixels(rect->w, rect->h, data->format, data->surface.pixels, data->surface.pitch, format, pixels, pitch); data->renderer->UnlockTexture(data->renderer, data->texture); return 0; } static int SW_RenderWritePixels(SDL_Renderer * renderer, const SDL_Rect * rect, Uint32 format, const void * pixels, int pitch) { SW_RenderData *data = (SW_RenderData *) renderer->driverdata; if (!SW_ActivateRenderer(renderer)) { return -1; } if (data->renderer->LockTexture(data->renderer, data->texture, rect, 1, &data->surface.pixels, &data->surface.pitch) < 0) { return -1; } SDL_ConvertPixels(rect->w, rect->h, format, pixels, pitch, data->format, data->surface.pixels, data->surface.pitch); data->renderer->UnlockTexture(data->renderer, data->texture); return 0; } static void SW_RenderPresent(SDL_Renderer * renderer) { SW_RenderData *data = (SW_RenderData *) renderer->driverdata; SDL_Texture *texture = SW_ActivateRenderer(renderer); SDL_Rect rect; if (!texture) { return; } /* Send the data to the display */ 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); } 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 = renderer->window; if (data) { if (data->texture) { DestroyTexture(data->renderer, data->texture); } if (data->surface.format) { SDL_FreeFormat(data->surface.format); } if (data->renderer) { data->renderer->DestroyRenderer(data->renderer); } SDL_FreeDirtyRects(&data->dirty); SDL_free(data); } SDL_free(renderer); } /* vi: set ts=4 sw=4 expandtab: */