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Diffstat (limited to '3rdparty/SDL2/src/render/SDL_render.c')
-rw-r--r--3rdparty/SDL2/src/render/SDL_render.c1929
1 files changed, 1929 insertions, 0 deletions
diff --git a/3rdparty/SDL2/src/render/SDL_render.c b/3rdparty/SDL2/src/render/SDL_render.c
new file mode 100644
index 00000000000..923973ec78d
--- /dev/null
+++ b/3rdparty/SDL2/src/render/SDL_render.c
@@ -0,0 +1,1929 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
+
+ This software is provided 'as-is', without any express or implied
+ warranty. In no event will the authors be held liable for any damages
+ arising from the use of this software.
+
+ Permission is granted to anyone to use this software for any purpose,
+ including commercial applications, and to alter it and redistribute it
+ freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product documentation would be
+ appreciated but is not required.
+ 2. Altered source versions must be plainly marked as such, and must not be
+ misrepresented as being the original software.
+ 3. This notice may not be removed or altered from any source distribution.
+*/
+#include "../SDL_internal.h"
+
+/* The SDL 2D rendering system */
+
+#include "SDL_assert.h"
+#include "SDL_hints.h"
+#include "SDL_log.h"
+#include "SDL_render.h"
+#include "SDL_sysrender.h"
+#include "software/SDL_render_sw_c.h"
+
+
+#define SDL_WINDOWRENDERDATA "_SDL_WindowRenderData"
+
+#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; \
+ }
+
+
+#if !SDL_RENDER_DISABLED
+static const SDL_RenderDriver *render_drivers[] = {
+#if SDL_VIDEO_RENDER_D3D
+ &D3D_RenderDriver,
+#endif
+#if SDL_VIDEO_RENDER_D3D11
+ &D3D11_RenderDriver,
+#endif
+#if SDL_VIDEO_RENDER_OGL
+ &GL_RenderDriver,
+#endif
+#if SDL_VIDEO_RENDER_OGL_ES2
+ &GLES2_RenderDriver,
+#endif
+#if SDL_VIDEO_RENDER_OGL_ES
+ &GLES_RenderDriver,
+#endif
+#if SDL_VIDEO_RENDER_DIRECTFB
+ &DirectFB_RenderDriver,
+#endif
+#if SDL_VIDEO_RENDER_PSP
+ &PSP_RenderDriver,
+#endif
+ &SW_RenderDriver
+};
+#endif /* !SDL_RENDER_DISABLED */
+
+static char renderer_magic;
+static char texture_magic;
+
+static int UpdateLogicalSize(SDL_Renderer *renderer);
+
+int
+SDL_GetNumRenderDrivers(void)
+{
+#if !SDL_RENDER_DISABLED
+ return SDL_arraysize(render_drivers);
+#else
+ return 0;
+#endif
+}
+
+int
+SDL_GetRenderDriverInfo(int index, SDL_RendererInfo * info)
+{
+#if !SDL_RENDER_DISABLED
+ if (index < 0 || index >= SDL_GetNumRenderDrivers()) {
+ return SDL_SetError("index must be in the range of 0 - %d",
+ SDL_GetNumRenderDrivers() - 1);
+ }
+ *info = render_drivers[index]->info;
+ return 0;
+#else
+ return SDL_SetError("SDL not built with rendering support");
+#endif
+}
+
+static int
+SDL_RendererEventWatch(void *userdata, SDL_Event *event)
+{
+ SDL_Renderer *renderer = (SDL_Renderer *)userdata;
+
+ if (event->type == SDL_WINDOWEVENT) {
+ SDL_Window *window = SDL_GetWindowFromID(event->window.windowID);
+ if (window == renderer->window) {
+ if (renderer->WindowEvent) {
+ renderer->WindowEvent(renderer, &event->window);
+ }
+
+ if (event->window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
+ /* Make sure we're operating on the default render target */
+ SDL_Texture *saved_target = SDL_GetRenderTarget(renderer);
+ if (saved_target) {
+ SDL_SetRenderTarget(renderer, NULL);
+ }
+
+ if (renderer->logical_w) {
+ UpdateLogicalSize(renderer);
+ } else {
+ /* Window was resized, reset viewport */
+ int w, h;
+
+ if (renderer->GetOutputSize) {
+ renderer->GetOutputSize(renderer, &w, &h);
+ } else {
+ SDL_GetWindowSize(renderer->window, &w, &h);
+ }
+
+ if (renderer->target) {
+ renderer->viewport_backup.x = 0;
+ renderer->viewport_backup.y = 0;
+ renderer->viewport_backup.w = w;
+ renderer->viewport_backup.h = h;
+ } else {
+ renderer->viewport.x = 0;
+ renderer->viewport.y = 0;
+ renderer->viewport.w = w;
+ renderer->viewport.h = h;
+ renderer->UpdateViewport(renderer);
+ }
+ }
+
+ if (saved_target) {
+ SDL_SetRenderTarget(renderer, saved_target);
+ }
+ } else if (event->window.event == SDL_WINDOWEVENT_HIDDEN) {
+ renderer->hidden = SDL_TRUE;
+ } else if (event->window.event == SDL_WINDOWEVENT_SHOWN) {
+ if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)) {
+ renderer->hidden = SDL_FALSE;
+ }
+ } else if (event->window.event == SDL_WINDOWEVENT_MINIMIZED) {
+ renderer->hidden = SDL_TRUE;
+ } else if (event->window.event == SDL_WINDOWEVENT_RESTORED ||
+ event->window.event == SDL_WINDOWEVENT_MAXIMIZED) {
+ if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_HIDDEN)) {
+ renderer->hidden = SDL_FALSE;
+ }
+ }
+ }
+ } else if (event->type == SDL_MOUSEMOTION) {
+ SDL_Window *window = SDL_GetWindowFromID(event->motion.windowID);
+ if (renderer->logical_w && window == renderer->window) {
+ event->motion.x -= renderer->viewport.x;
+ event->motion.y -= renderer->viewport.y;
+ event->motion.x = (int)(event->motion.x / renderer->scale.x);
+ event->motion.y = (int)(event->motion.y / renderer->scale.y);
+ if (event->motion.xrel > 0) {
+ event->motion.xrel = SDL_max(1, (int)(event->motion.xrel / renderer->scale.x));
+ } else if (event->motion.xrel < 0) {
+ event->motion.xrel = SDL_min(-1, (int)(event->motion.xrel / renderer->scale.x));
+ }
+ if (event->motion.yrel > 0) {
+ event->motion.yrel = SDL_max(1, (int)(event->motion.yrel / renderer->scale.y));
+ } else if (event->motion.yrel < 0) {
+ event->motion.yrel = SDL_min(-1, (int)(event->motion.yrel / renderer->scale.y));
+ }
+ }
+ } else if (event->type == SDL_MOUSEBUTTONDOWN ||
+ event->type == SDL_MOUSEBUTTONUP) {
+ SDL_Window *window = SDL_GetWindowFromID(event->button.windowID);
+ if (renderer->logical_w && window == renderer->window) {
+ event->button.x -= renderer->viewport.x;
+ event->button.y -= renderer->viewport.y;
+ event->button.x = (int)(event->button.x / renderer->scale.x);
+ event->button.y = (int)(event->button.y / renderer->scale.y);
+ }
+ }
+ return 0;
+}
+
+int
+SDL_CreateWindowAndRenderer(int width, int height, Uint32 window_flags,
+ SDL_Window **window, SDL_Renderer **renderer)
+{
+ *window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED,
+ SDL_WINDOWPOS_UNDEFINED,
+ width, height, window_flags);
+ if (!*window) {
+ *renderer = NULL;
+ return -1;
+ }
+
+ *renderer = SDL_CreateRenderer(*window, -1, 0);
+ if (!*renderer) {
+ return -1;
+ }
+
+ return 0;
+}
+
+SDL_Renderer *
+SDL_CreateRenderer(SDL_Window * window, int index, Uint32 flags)
+{
+#if !SDL_RENDER_DISABLED
+ SDL_Renderer *renderer = NULL;
+ int n = SDL_GetNumRenderDrivers();
+ const char *hint;
+
+ if (!window) {
+ SDL_SetError("Invalid window");
+ return NULL;
+ }
+
+ if (SDL_GetRenderer(window)) {
+ SDL_SetError("Renderer already associated with window");
+ return NULL;
+ }
+
+ hint = SDL_GetHint(SDL_HINT_RENDER_VSYNC);
+ if (hint) {
+ if (*hint == '0') {
+ flags &= ~SDL_RENDERER_PRESENTVSYNC;
+ } else {
+ flags |= SDL_RENDERER_PRESENTVSYNC;
+ }
+ }
+
+ if (index < 0) {
+ hint = SDL_GetHint(SDL_HINT_RENDER_DRIVER);
+ if (hint) {
+ for (index = 0; index < n; ++index) {
+ const SDL_RenderDriver *driver = render_drivers[index];
+
+ if (SDL_strcasecmp(hint, driver->info.name) == 0) {
+ /* Create a new renderer instance */
+ renderer = driver->CreateRenderer(window, flags);
+ break;
+ }
+ }
+ }
+
+ if (!renderer) {
+ 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;
+ renderer->scale.x = 1.0f;
+ renderer->scale.y = 1.0f;
+
+ if (SDL_GetWindowFlags(window) & (SDL_WINDOW_HIDDEN|SDL_WINDOW_MINIMIZED)) {
+ renderer->hidden = SDL_TRUE;
+ } else {
+ renderer->hidden = SDL_FALSE;
+ }
+
+ SDL_SetWindowData(window, SDL_WINDOWRENDERDATA, renderer);
+
+ SDL_RenderSetViewport(renderer, NULL);
+
+ SDL_AddEventWatch(SDL_RendererEventWatch, renderer);
+
+ SDL_LogInfo(SDL_LOG_CATEGORY_RENDER,
+ "Created renderer: %s", renderer->info.name);
+ }
+ return renderer;
+#else
+ SDL_SetError("SDL not built with rendering support");
+ return NULL;
+#endif
+}
+
+SDL_Renderer *
+SDL_CreateSoftwareRenderer(SDL_Surface * surface)
+{
+#if !SDL_RENDER_DISABLED
+ SDL_Renderer *renderer;
+
+ renderer = SW_CreateRendererForSurface(surface);
+
+ if (renderer) {
+ renderer->magic = &renderer_magic;
+ renderer->scale.x = 1.0f;
+ renderer->scale.y = 1.0f;
+
+ SDL_RenderSetViewport(renderer, NULL);
+ }
+ return renderer;
+#else
+ SDL_SetError("SDL not built with rendering support");
+ return NULL;
+#endif /* !SDL_RENDER_DISABLED */
+}
+
+SDL_Renderer *
+SDL_GetRenderer(SDL_Window * window)
+{
+ return (SDL_Renderer *)SDL_GetWindowData(window, SDL_WINDOWRENDERDATA);
+}
+
+int
+SDL_GetRendererInfo(SDL_Renderer * renderer, SDL_RendererInfo * info)
+{
+ CHECK_RENDERER_MAGIC(renderer, -1);
+
+ *info = renderer->info;
+ return 0;
+}
+
+int
+SDL_GetRendererOutputSize(SDL_Renderer * renderer, int *w, int *h)
+{
+ CHECK_RENDERER_MAGIC(renderer, -1);
+
+ if (renderer->target) {
+ return SDL_QueryTexture(renderer->target, NULL, NULL, w, h);
+ } else if (renderer->GetOutputSize) {
+ return renderer->GetOutputSize(renderer, w, h);
+ } else if (renderer->window) {
+ SDL_GetWindowSize(renderer->window, w, h);
+ return 0;
+ } else {
+ SDL_assert(0 && "This should never happen");
+ return SDL_SetError("Renderer doesn't support querying output size");
+ }
+}
+
+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;
+
+ if (SDL_ISPIXELFORMAT_FOURCC(format)) {
+ /* Look for an exact match */
+ for (i = 0; i < renderer->info.num_texture_formats; ++i) {
+ if (renderer->info.texture_formats[i] == format) {
+ return renderer->info.texture_formats[i];
+ }
+ }
+ } else {
+ 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_FOURCC(renderer->info.texture_formats[i]) &&
+ 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 (!format) {
+ format = renderer->info.texture_formats[0];
+ }
+ if (SDL_BYTESPERPIXEL(format) == 0) {
+ SDL_SetError("Invalid texture format");
+ return 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;
+ }
+ if ((renderer->info.max_texture_width && w > renderer->info.max_texture_width) ||
+ (renderer->info.max_texture_height && h > renderer->info.max_texture_height)) {
+ SDL_SetError("Texture dimensions are limited to %dx%d", renderer->info.max_texture_width, renderer->info.max_texture_height);
+ 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 NULL;
+ }
+ } else {
+ texture->native = SDL_CreateTexture(renderer,
+ GetClosestSupportedFormat(renderer, format),
+ access, w, h);
+ if (!texture->native) {
+ SDL_DestroyTexture(texture);
+ return NULL;
+ }
+
+ /* Swap textures to have texture before texture->native in the list */
+ texture->native->next = texture->next;
+ if (texture->native->next) {
+ texture->native->next->prev = texture->native;
+ }
+ texture->prev = texture->native->prev;
+ if (texture->prev) {
+ texture->prev->next = texture;
+ }
+ texture->native->prev = texture;
+ texture->next = texture->native;
+ renderer->textures = texture;
+
+ 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_calloc(1, 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;
+ 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_FOURCC(renderer->info.texture_formats[i]) &&
+ SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == needAlpha) {
+ format = renderer->info.texture_formats[i];
+ break;
+ }
+ }
+
+ texture = SDL_CreateTexture(renderer, format, SDL_TEXTUREACCESS_STATIC,
+ surface->w, surface->h);
+ if (!texture) {
+ return NULL;
+ }
+
+ if (format == surface->format->format) {
+ 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 */
+ dst_fmt = SDL_AllocFormat(format);
+ if (!dst_fmt) {
+ SDL_DestroyTexture(texture);
+ return NULL;
+ }
+ temp = SDL_ConvertSurface(surface, dst_fmt, 0);
+ SDL_FreeFormat(dst_fmt);
+ 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)
+{
+ CHECK_TEXTURE_MAGIC(texture, -1);
+
+ 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->native, 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) {
+ return SDL_OutOfMemory();
+ }
+ 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) {
+ return SDL_OutOfMemory();
+ }
+ 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 (!pixels) {
+ return SDL_InvalidParamError("pixels");
+ }
+ if (!pitch) {
+ return SDL_InvalidParamError("pitch");
+ }
+
+ if (!rect) {
+ full_rect.x = 0;
+ full_rect.y = 0;
+ full_rect.w = texture->w;
+ full_rect.h = texture->h;
+ rect = &full_rect;
+ }
+
+ if ((rect->w == 0) || (rect->h == 0)) {
+ return 0; /* nothing to do. */
+ } else 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_UpdateTextureYUVPlanar(SDL_Texture * texture, const SDL_Rect * rect,
+ const Uint8 *Yplane, int Ypitch,
+ const Uint8 *Uplane, int Upitch,
+ const Uint8 *Vplane, int Vpitch)
+{
+ SDL_Texture *native = texture->native;
+ SDL_Rect full_rect;
+
+ if (SDL_SW_UpdateYUVTexturePlanar(texture->yuv, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch) < 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) {
+ return SDL_OutOfMemory();
+ }
+ 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;
+}
+
+int SDL_UpdateYUVTexture(SDL_Texture * texture, const SDL_Rect * rect,
+ const Uint8 *Yplane, int Ypitch,
+ const Uint8 *Uplane, int Upitch,
+ const Uint8 *Vplane, int Vpitch)
+{
+ SDL_Renderer *renderer;
+ SDL_Rect full_rect;
+
+ CHECK_TEXTURE_MAGIC(texture, -1);
+
+ if (!Yplane) {
+ return SDL_InvalidParamError("Yplane");
+ }
+ if (!Ypitch) {
+ return SDL_InvalidParamError("Ypitch");
+ }
+ if (!Uplane) {
+ return SDL_InvalidParamError("Uplane");
+ }
+ if (!Upitch) {
+ return SDL_InvalidParamError("Upitch");
+ }
+ if (!Vplane) {
+ return SDL_InvalidParamError("Vplane");
+ }
+ if (!Vpitch) {
+ return SDL_InvalidParamError("Vpitch");
+ }
+
+ if (texture->format != SDL_PIXELFORMAT_YV12 &&
+ texture->format != SDL_PIXELFORMAT_IYUV) {
+ return SDL_SetError("Texture format must by YV12 or IYUV");
+ }
+
+ 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_UpdateTextureYUVPlanar(texture, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch);
+ } else {
+ SDL_assert(!texture->native);
+ renderer = texture->renderer;
+ SDL_assert(renderer->UpdateTextureYUV);
+ if (renderer->UpdateTextureYUV) {
+ return renderer->UpdateTextureYUV(renderer, texture, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch);
+ } else {
+ return SDL_Unsupported();
+ }
+ }
+}
+
+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) {
+ return SDL_SetError("SDL_LockTexture(): texture must be streaming");
+ }
+
+ 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 = NULL;
+ int native_pitch = 0;
+ 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);
+}
+
+static void
+SDL_UnlockTextureNative(SDL_Texture * texture)
+{
+ SDL_Texture *native = texture->native;
+ void *native_pixels = NULL;
+ int native_pitch = 0;
+ 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);
+ }
+}
+
+SDL_bool
+SDL_RenderTargetSupported(SDL_Renderer *renderer)
+{
+ if (!renderer || !renderer->SetRenderTarget) {
+ return SDL_FALSE;
+ }
+ return (renderer->info.flags & SDL_RENDERER_TARGETTEXTURE) != 0;
+}
+
+int
+SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
+{
+ if (!SDL_RenderTargetSupported(renderer)) {
+ return SDL_Unsupported();
+ }
+ if (texture == renderer->target) {
+ /* Nothing to do! */
+ return 0;
+ }
+
+ /* texture == NULL is valid and means reset the target to the window */
+ if (texture) {
+ CHECK_TEXTURE_MAGIC(texture, -1);
+ if (renderer != texture->renderer) {
+ return SDL_SetError("Texture was not created with this renderer");
+ }
+ if (texture->access != SDL_TEXTUREACCESS_TARGET) {
+ return SDL_SetError("Texture not created with SDL_TEXTUREACCESS_TARGET");
+ }
+ if (texture->native) {
+ /* Always render to the native texture */
+ texture = texture->native;
+ }
+ }
+
+ if (texture && !renderer->target) {
+ /* Make a backup of the viewport */
+ renderer->viewport_backup = renderer->viewport;
+ renderer->clip_rect_backup = renderer->clip_rect;
+ renderer->clipping_enabled_backup = renderer->clipping_enabled;
+ renderer->scale_backup = renderer->scale;
+ renderer->logical_w_backup = renderer->logical_w;
+ renderer->logical_h_backup = renderer->logical_h;
+ }
+ renderer->target = texture;
+
+ if (renderer->SetRenderTarget(renderer, texture) < 0) {
+ return -1;
+ }
+
+ if (texture) {
+ renderer->viewport.x = 0;
+ renderer->viewport.y = 0;
+ renderer->viewport.w = texture->w;
+ renderer->viewport.h = texture->h;
+ renderer->scale.x = 1.0f;
+ renderer->scale.y = 1.0f;
+ renderer->logical_w = texture->w;
+ renderer->logical_h = texture->h;
+ } else {
+ renderer->viewport = renderer->viewport_backup;
+ renderer->clip_rect = renderer->clip_rect_backup;
+ renderer->clipping_enabled = renderer->clipping_enabled_backup;
+ renderer->scale = renderer->scale_backup;
+ renderer->logical_w = renderer->logical_w_backup;
+ renderer->logical_h = renderer->logical_h_backup;
+ }
+ if (renderer->UpdateViewport(renderer) < 0) {
+ return -1;
+ }
+ if (renderer->UpdateClipRect(renderer) < 0) {
+ return -1;
+ }
+
+ /* All set! */
+ return 0;
+}
+
+SDL_Texture *
+SDL_GetRenderTarget(SDL_Renderer *renderer)
+{
+ return renderer->target;
+}
+
+static int
+UpdateLogicalSize(SDL_Renderer *renderer)
+{
+ int w = 1, h = 1;
+ float want_aspect;
+ float real_aspect;
+ float scale;
+ SDL_Rect viewport;
+
+ if (SDL_GetRendererOutputSize(renderer, &w, &h) < 0) {
+ return -1;
+ }
+
+ want_aspect = (float)renderer->logical_w / renderer->logical_h;
+ real_aspect = (float)w / h;
+
+ /* Clear the scale because we're setting viewport in output coordinates */
+ SDL_RenderSetScale(renderer, 1.0f, 1.0f);
+
+ if (SDL_fabs(want_aspect-real_aspect) < 0.0001) {
+ /* The aspect ratios are the same, just scale appropriately */
+ scale = (float)w / renderer->logical_w;
+ SDL_RenderSetViewport(renderer, NULL);
+ } else if (want_aspect > real_aspect) {
+ /* We want a wider aspect ratio than is available - letterbox it */
+ scale = (float)w / renderer->logical_w;
+ viewport.x = 0;
+ viewport.w = w;
+ viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
+ viewport.y = (h - viewport.h) / 2;
+ SDL_RenderSetViewport(renderer, &viewport);
+ } else {
+ /* We want a narrower aspect ratio than is available - use side-bars */
+ scale = (float)h / renderer->logical_h;
+ viewport.y = 0;
+ viewport.h = h;
+ viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
+ viewport.x = (w - viewport.w) / 2;
+ SDL_RenderSetViewport(renderer, &viewport);
+ }
+
+ /* Set the new scale */
+ SDL_RenderSetScale(renderer, scale, scale);
+
+ return 0;
+}
+
+int
+SDL_RenderSetLogicalSize(SDL_Renderer * renderer, int w, int h)
+{
+ CHECK_RENDERER_MAGIC(renderer, -1);
+
+ if (!w || !h) {
+ /* Clear any previous logical resolution */
+ renderer->logical_w = 0;
+ renderer->logical_h = 0;
+ SDL_RenderSetViewport(renderer, NULL);
+ SDL_RenderSetScale(renderer, 1.0f, 1.0f);
+ return 0;
+ }
+
+ renderer->logical_w = w;
+ renderer->logical_h = h;
+
+ return UpdateLogicalSize(renderer);
+}
+
+void
+SDL_RenderGetLogicalSize(SDL_Renderer * renderer, int *w, int *h)
+{
+ CHECK_RENDERER_MAGIC(renderer, );
+
+ if (w) {
+ *w = renderer->logical_w;
+ }
+ if (h) {
+ *h = renderer->logical_h;
+ }
+}
+
+int
+SDL_RenderSetViewport(SDL_Renderer * renderer, const SDL_Rect * rect)
+{
+ CHECK_RENDERER_MAGIC(renderer, -1);
+
+ if (rect) {
+ renderer->viewport.x = (int)SDL_floor(rect->x * renderer->scale.x);
+ renderer->viewport.y = (int)SDL_floor(rect->y * renderer->scale.y);
+ renderer->viewport.w = (int)SDL_ceil(rect->w * renderer->scale.x);
+ renderer->viewport.h = (int)SDL_ceil(rect->h * renderer->scale.y);
+ } else {
+ renderer->viewport.x = 0;
+ renderer->viewport.y = 0;
+ if (SDL_GetRendererOutputSize(renderer, &renderer->viewport.w, &renderer->viewport.h) < 0) {
+ return -1;
+ }
+ }
+ return renderer->UpdateViewport(renderer);
+}
+
+void
+SDL_RenderGetViewport(SDL_Renderer * renderer, SDL_Rect * rect)
+{
+ CHECK_RENDERER_MAGIC(renderer, );
+
+ if (rect) {
+ rect->x = (int)(renderer->viewport.x / renderer->scale.x);
+ rect->y = (int)(renderer->viewport.y / renderer->scale.y);
+ rect->w = (int)(renderer->viewport.w / renderer->scale.x);
+ rect->h = (int)(renderer->viewport.h / renderer->scale.y);
+ }
+}
+
+int
+SDL_RenderSetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect)
+{
+ CHECK_RENDERER_MAGIC(renderer, -1)
+
+ if (rect) {
+ renderer->clipping_enabled = SDL_TRUE;
+ renderer->clip_rect.x = (int)SDL_floor(rect->x * renderer->scale.x);
+ renderer->clip_rect.y = (int)SDL_floor(rect->y * renderer->scale.y);
+ renderer->clip_rect.w = (int)SDL_ceil(rect->w * renderer->scale.x);
+ renderer->clip_rect.h = (int)SDL_ceil(rect->h * renderer->scale.y);
+ } else {
+ renderer->clipping_enabled = SDL_FALSE;
+ SDL_zero(renderer->clip_rect);
+ }
+ return renderer->UpdateClipRect(renderer);
+}
+
+void
+SDL_RenderGetClipRect(SDL_Renderer * renderer, SDL_Rect * rect)
+{
+ CHECK_RENDERER_MAGIC(renderer, )
+
+ if (rect) {
+ rect->x = (int)(renderer->clip_rect.x / renderer->scale.x);
+ rect->y = (int)(renderer->clip_rect.y / renderer->scale.y);
+ rect->w = (int)(renderer->clip_rect.w / renderer->scale.x);
+ rect->h = (int)(renderer->clip_rect.h / renderer->scale.y);
+ }
+}
+
+SDL_bool
+SDL_RenderIsClipEnabled(SDL_Renderer * renderer)
+{
+ CHECK_RENDERER_MAGIC(renderer, SDL_FALSE)
+ return renderer->clipping_enabled;
+}
+
+int
+SDL_RenderSetScale(SDL_Renderer * renderer, float scaleX, float scaleY)
+{
+ CHECK_RENDERER_MAGIC(renderer, -1);
+
+ renderer->scale.x = scaleX;
+ renderer->scale.y = scaleY;
+ return 0;
+}
+
+void
+SDL_RenderGetScale(SDL_Renderer * renderer, float *scaleX, float *scaleY)
+{
+ CHECK_RENDERER_MAGIC(renderer, );
+
+ if (scaleX) {
+ *scaleX = renderer->scale.x;
+ }
+ if (scaleY) {
+ *scaleY = renderer->scale.y;
+ }
+}
+
+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);
+
+ /* Don't draw while we're hidden */
+ if (renderer->hidden) {
+ return 0;
+ }
+ 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);
+}
+
+static int
+RenderDrawPointsWithRects(SDL_Renderer * renderer,
+ const SDL_Point * points, int count)
+{
+ SDL_FRect *frects;
+ int i;
+ int status;
+
+ frects = SDL_stack_alloc(SDL_FRect, count);
+ if (!frects) {
+ return SDL_OutOfMemory();
+ }
+ for (i = 0; i < count; ++i) {
+ frects[i].x = points[i].x * renderer->scale.x;
+ frects[i].y = points[i].y * renderer->scale.y;
+ frects[i].w = renderer->scale.x;
+ frects[i].h = renderer->scale.y;
+ }
+
+ status = renderer->RenderFillRects(renderer, frects, count);
+
+ SDL_stack_free(frects);
+
+ return status;
+}
+
+int
+SDL_RenderDrawPoints(SDL_Renderer * renderer,
+ const SDL_Point * points, int count)
+{
+ SDL_FPoint *fpoints;
+ int i;
+ int status;
+
+ CHECK_RENDERER_MAGIC(renderer, -1);
+
+ if (!points) {
+ return SDL_SetError("SDL_RenderDrawPoints(): Passed NULL points");
+ }
+ if (count < 1) {
+ return 0;
+ }
+ /* Don't draw while we're hidden */
+ if (renderer->hidden) {
+ return 0;
+ }
+
+ if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
+ return RenderDrawPointsWithRects(renderer, points, count);
+ }
+
+ fpoints = SDL_stack_alloc(SDL_FPoint, count);
+ if (!fpoints) {
+ return SDL_OutOfMemory();
+ }
+ for (i = 0; i < count; ++i) {
+ fpoints[i].x = points[i].x * renderer->scale.x;
+ fpoints[i].y = points[i].y * renderer->scale.y;
+ }
+
+ status = renderer->RenderDrawPoints(renderer, fpoints, count);
+
+ SDL_stack_free(fpoints);
+
+ return status;
+}
+
+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);
+}
+
+static int
+RenderDrawLinesWithRects(SDL_Renderer * renderer,
+ const SDL_Point * points, int count)
+{
+ SDL_FRect *frect;
+ SDL_FRect *frects;
+ SDL_FPoint fpoints[2];
+ int i, nrects;
+ int status;
+
+ frects = SDL_stack_alloc(SDL_FRect, count-1);
+ if (!frects) {
+ return SDL_OutOfMemory();
+ }
+
+ status = 0;
+ nrects = 0;
+ for (i = 0; i < count-1; ++i) {
+ if (points[i].x == points[i+1].x) {
+ int minY = SDL_min(points[i].y, points[i+1].y);
+ int maxY = SDL_max(points[i].y, points[i+1].y);
+
+ frect = &frects[nrects++];
+ frect->x = points[i].x * renderer->scale.x;
+ frect->y = minY * renderer->scale.y;
+ frect->w = renderer->scale.x;
+ frect->h = (maxY - minY + 1) * renderer->scale.y;
+ } else if (points[i].y == points[i+1].y) {
+ int minX = SDL_min(points[i].x, points[i+1].x);
+ int maxX = SDL_max(points[i].x, points[i+1].x);
+
+ frect = &frects[nrects++];
+ frect->x = minX * renderer->scale.x;
+ frect->y = points[i].y * renderer->scale.y;
+ frect->w = (maxX - minX + 1) * renderer->scale.x;
+ frect->h = renderer->scale.y;
+ } else {
+ /* FIXME: We can't use a rect for this line... */
+ fpoints[0].x = points[i].x * renderer->scale.x;
+ fpoints[0].y = points[i].y * renderer->scale.y;
+ fpoints[1].x = points[i+1].x * renderer->scale.x;
+ fpoints[1].y = points[i+1].y * renderer->scale.y;
+ status += renderer->RenderDrawLines(renderer, fpoints, 2);
+ }
+ }
+
+ status += renderer->RenderFillRects(renderer, frects, nrects);
+
+ SDL_stack_free(frects);
+
+ if (status < 0) {
+ status = -1;
+ }
+ return status;
+}
+
+int
+SDL_RenderDrawLines(SDL_Renderer * renderer,
+ const SDL_Point * points, int count)
+{
+ SDL_FPoint *fpoints;
+ int i;
+ int status;
+
+ CHECK_RENDERER_MAGIC(renderer, -1);
+
+ if (!points) {
+ return SDL_SetError("SDL_RenderDrawLines(): Passed NULL points");
+ }
+ if (count < 2) {
+ return 0;
+ }
+ /* Don't draw while we're hidden */
+ if (renderer->hidden) {
+ return 0;
+ }
+
+ if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
+ return RenderDrawLinesWithRects(renderer, points, count);
+ }
+
+ fpoints = SDL_stack_alloc(SDL_FPoint, count);
+ if (!fpoints) {
+ return SDL_OutOfMemory();
+ }
+ for (i = 0; i < count; ++i) {
+ fpoints[i].x = points[i].x * renderer->scale.x;
+ fpoints[i].y = points[i].y * renderer->scale.y;
+ }
+
+ status = renderer->RenderDrawLines(renderer, fpoints, count);
+
+ SDL_stack_free(fpoints);
+
+ return status;
+}
+
+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_RenderGetViewport(renderer, &full_rect);
+ full_rect.x = 0;
+ full_rect.y = 0;
+ 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) {
+ return SDL_SetError("SDL_RenderDrawRects(): Passed NULL rects");
+ }
+ if (count < 1) {
+ return 0;
+ }
+
+ /* Don't draw while we're hidden */
+ if (renderer->hidden) {
+ return 0;
+ }
+ 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)
+{
+ SDL_Rect full_rect = { 0, 0, 0, 0 };
+
+ CHECK_RENDERER_MAGIC(renderer, -1);
+
+ /* If 'rect' == NULL, then outline the whole surface */
+ if (!rect) {
+ SDL_RenderGetViewport(renderer, &full_rect);
+ full_rect.x = 0;
+ full_rect.y = 0;
+ rect = &full_rect;
+ }
+ return SDL_RenderFillRects(renderer, rect, 1);
+}
+
+int
+SDL_RenderFillRects(SDL_Renderer * renderer,
+ const SDL_Rect * rects, int count)
+{
+ SDL_FRect *frects;
+ int i;
+ int status;
+
+ CHECK_RENDERER_MAGIC(renderer, -1);
+
+ if (!rects) {
+ return SDL_SetError("SDL_RenderFillRects(): Passed NULL rects");
+ }
+ if (count < 1) {
+ return 0;
+ }
+ /* Don't draw while we're hidden */
+ if (renderer->hidden) {
+ return 0;
+ }
+
+ frects = SDL_stack_alloc(SDL_FRect, count);
+ if (!frects) {
+ return SDL_OutOfMemory();
+ }
+ for (i = 0; i < count; ++i) {
+ frects[i].x = rects[i].x * renderer->scale.x;
+ frects[i].y = rects[i].y * renderer->scale.y;
+ frects[i].w = rects[i].w * renderer->scale.x;
+ frects[i].h = rects[i].h * renderer->scale.y;
+ }
+
+ status = renderer->RenderFillRects(renderer, frects, count);
+
+ SDL_stack_free(frects);
+
+ return status;
+}
+
+int
+SDL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
+ const SDL_Rect * srcrect, const SDL_Rect * dstrect)
+{
+ SDL_Rect real_srcrect = { 0, 0, 0, 0 };
+ SDL_Rect real_dstrect = { 0, 0, 0, 0 };
+ SDL_FRect frect;
+
+ CHECK_RENDERER_MAGIC(renderer, -1);
+ CHECK_TEXTURE_MAGIC(texture, -1);
+
+ if (renderer != texture->renderer) {
+ return SDL_SetError("Texture was not created with this renderer");
+ }
+
+ 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;
+ }
+ }
+
+ SDL_RenderGetViewport(renderer, &real_dstrect);
+ real_dstrect.x = 0;
+ real_dstrect.y = 0;
+ if (dstrect) {
+ if (!SDL_HasIntersection(dstrect, &real_dstrect)) {
+ return 0;
+ }
+ real_dstrect = *dstrect;
+ }
+
+ if (texture->native) {
+ texture = texture->native;
+ }
+
+ /* Don't draw while we're hidden */
+ if (renderer->hidden) {
+ return 0;
+ }
+
+ frect.x = real_dstrect.x * renderer->scale.x;
+ frect.y = real_dstrect.y * renderer->scale.y;
+ frect.w = real_dstrect.w * renderer->scale.x;
+ frect.h = real_dstrect.h * renderer->scale.y;
+
+ return renderer->RenderCopy(renderer, texture, &real_srcrect, &frect);
+}
+
+
+int
+SDL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
+ const SDL_Rect * srcrect, const SDL_Rect * dstrect,
+ const double angle, const SDL_Point *center, const SDL_RendererFlip flip)
+{
+ SDL_Rect real_srcrect = { 0, 0, 0, 0 };
+ SDL_Rect real_dstrect = { 0, 0, 0, 0 };
+ SDL_Point real_center;
+ SDL_FRect frect;
+ SDL_FPoint fcenter;
+
+ if (flip == SDL_FLIP_NONE && angle == 0) { /* fast path when we don't need rotation or flipping */
+ return SDL_RenderCopy(renderer, texture, srcrect, dstrect);
+ }
+
+ CHECK_RENDERER_MAGIC(renderer, -1);
+ CHECK_TEXTURE_MAGIC(texture, -1);
+
+ if (renderer != texture->renderer) {
+ return SDL_SetError("Texture was not created with this renderer");
+ }
+ if (!renderer->RenderCopyEx) {
+ return SDL_SetError("Renderer does not support RenderCopyEx");
+ }
+
+ 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;
+ }
+ }
+
+ /* We don't intersect the dstrect with the viewport as RenderCopy does because of potential rotation clipping issues... TODO: should we? */
+ if (dstrect) {
+ real_dstrect = *dstrect;
+ } else {
+ SDL_RenderGetViewport(renderer, &real_dstrect);
+ real_dstrect.x = 0;
+ real_dstrect.y = 0;
+ }
+
+ if (texture->native) {
+ texture = texture->native;
+ }
+
+ if(center) real_center = *center;
+ else {
+ real_center.x = real_dstrect.w/2;
+ real_center.y = real_dstrect.h/2;
+ }
+
+ frect.x = real_dstrect.x * renderer->scale.x;
+ frect.y = real_dstrect.y * renderer->scale.y;
+ frect.w = real_dstrect.w * renderer->scale.x;
+ frect.h = real_dstrect.h * renderer->scale.y;
+
+ fcenter.x = real_center.x * renderer->scale.x;
+ fcenter.y = real_center.y * renderer->scale.y;
+
+ return renderer->RenderCopyEx(renderer, texture, &real_srcrect, &frect, angle, &fcenter, flip);
+}
+
+int
+SDL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
+ Uint32 format, void * pixels, int pitch)
+{
+ SDL_Rect real_rect;
+
+ CHECK_RENDERER_MAGIC(renderer, -1);
+
+ if (!renderer->RenderReadPixels) {
+ return SDL_Unsupported();
+ }
+
+ if (!format) {
+ format = SDL_GetWindowPixelFormat(renderer->window);
+ }
+
+ real_rect.x = renderer->viewport.x;
+ real_rect.y = renderer->viewport.y;
+ real_rect.w = renderer->viewport.w;
+ real_rect.h = renderer->viewport.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(format);
+ 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, );
+
+ /* Don't draw while we're hidden */
+ if (renderer->hidden) {
+ return;
+ }
+ renderer->RenderPresent(renderer);
+}
+
+void
+SDL_DestroyTexture(SDL_Texture * texture)
+{
+ SDL_Renderer *renderer;
+
+ CHECK_TEXTURE_MAGIC(texture, );
+
+ renderer = texture->renderer;
+ if (texture == renderer->target) {
+ SDL_SetRenderTarget(renderer, NULL);
+ }
+
+ texture->magic = NULL;
+
+ 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);
+ }
+ 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);
+ }
+
+ if (renderer->window) {
+ SDL_SetWindowData(renderer->window, SDL_WINDOWRENDERDATA, NULL);
+ }
+
+ /* It's no longer magical... */
+ renderer->magic = NULL;
+
+ /* Free the renderer instance */
+ renderer->DestroyRenderer(renderer);
+}
+
+int SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh)
+{
+ SDL_Renderer *renderer;
+
+ CHECK_TEXTURE_MAGIC(texture, -1);
+ renderer = texture->renderer;
+ if (texture->native) {
+ return SDL_GL_BindTexture(texture->native, texw, texh);
+ } else if (renderer && renderer->GL_BindTexture) {
+ return renderer->GL_BindTexture(renderer, texture, texw, texh);
+ } else {
+ return SDL_Unsupported();
+ }
+}
+
+int SDL_GL_UnbindTexture(SDL_Texture *texture)
+{
+ SDL_Renderer *renderer;
+
+ CHECK_TEXTURE_MAGIC(texture, -1);
+ renderer = texture->renderer;
+ if (texture->native) {
+ return SDL_GL_UnbindTexture(texture->native);
+ } else if (renderer && renderer->GL_UnbindTexture) {
+ return renderer->GL_UnbindTexture(renderer, texture);
+ }
+
+ return SDL_Unsupported();
+}
+
+/* vi: set ts=4 sw=4 expandtab: */