Commit 2fe56161 authored by Sam Lantinga's avatar Sam Lantinga

Convert SDL_malloc to SDL_calloc if appropriate, slightly faster on operating...

Convert SDL_malloc to SDL_calloc if appropriate, slightly faster on operating systems which map the zero page for memory allocations.
OpenGL renderer in progress

--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401965
parent 2b538200
......@@ -191,7 +191,7 @@ typedef struct SDL_RendererInfo
Uint32 blend_modes; /**< A mask of supported blend modes */
Uint32 scale_modes; /**< A mask of supported scale modes */
Uint32 num_texture_formats; /**< The number of available texture formats */
Uint32 texture_formats[16]; /**< The available texture formats */
Uint32 texture_formats[20]; /**< The available texture formats */
int max_texture_width; /**< The maximimum texture width */
int max_texture_height; /**< The maximimum texture height */
} SDL_RendererInfo;
......
......@@ -346,12 +346,11 @@ SDL_AllocFormat(int bpp,
Uint32 mask;
/* Allocate an empty pixel format structure */
format = SDL_malloc(sizeof(*format));
format = SDL_calloc(1, sizeof(*format));
if (format == NULL) {
SDL_OutOfMemory();
return (NULL);
}
SDL_memset(format, 0, sizeof(*format));
format->alpha = SDL_ALPHA_OPAQUE;
/* Set up the format */
......@@ -714,22 +713,20 @@ SDL_AllocBlitMap(void)
SDL_BlitMap *map;
/* Allocate the empty map */
map = (SDL_BlitMap *) SDL_malloc(sizeof(*map));
map = (SDL_BlitMap *) SDL_calloc(1, sizeof(*map));
if (map == NULL) {
SDL_OutOfMemory();
return (NULL);
}
SDL_memset(map, 0, sizeof(*map));
/* Allocate the software blit data */
map->sw_data =
(struct private_swaccel *) SDL_malloc(sizeof(*map->sw_data));
(struct private_swaccel *) SDL_calloc(1, sizeof(*map->sw_data));
if (map->sw_data == NULL) {
SDL_FreeBlitMap(map);
SDL_OutOfMemory();
return (NULL);
}
SDL_memset(map->sw_data, 0, sizeof(*map->sw_data));
/* It's ready to go */
return (map);
......
......@@ -22,8 +22,13 @@
#include "SDL_config.h"
#if SDL_VIDEO_OPENGL
#if 0
#include "SDL_win32video.h"
#include "SDL_video.h"
#include "SDL_opengl.h"
#include "SDL_sysvideo.h"
#include "SDL_pixels_c.h"
#include "SDL_rect_c.h"
#include "SDL_yuv_sw_c.h"
/* OpenGL renderer implementation */
......@@ -66,8 +71,10 @@ SDL_RenderDriver GL_RenderDriver = {
SDL_TextureBlendMode_Mod),
(SDL_TextureScaleMode_None | SDL_TextureScaleMode_Fast |
SDL_TextureScaleMode_Best),
12,
18,
{
SDL_PixelFormat_Index1LSB,
SDL_PixelFormat_Index1MSB,
SDL_PixelFormat_Index8,
SDL_PixelFormat_RGB332,
SDL_PixelFormat_RGB444,
......@@ -75,11 +82,15 @@ SDL_RenderDriver GL_RenderDriver = {
SDL_PixelFormat_ARGB4444,
SDL_PixelFormat_ARGB1555,
SDL_PixelFormat_RGB565,
SDL_PixelFormat_RGB24,
SDL_PixelFormat_BGR24,
SDL_PixelFormat_RGB888,
SDL_PixelFormat_BGR888,
SDL_PixelFormat_ARGB8888,
SDL_PixelFormat_ARGB2101010,
SDL_PixelFormat_UYVY,
SDL_PixelFormat_YUY2},
SDL_PixelFormat_RGBA8888,
SDL_PixelFormat_ABGR8888,
SDL_PixelFormat_BGRA8888,
SDL_PixelFormat_ARGB2101010}, /* FIXME: YUV texture support */
0,
0}
};
......@@ -87,57 +98,26 @@ SDL_RenderDriver GL_RenderDriver = {
typedef struct
{
SDL_GLContext context;
SDL_bool beginScene;
} GL_RenderData;
typedef struct
{
GLuint texture;
GLenum type;
GLfloat texw;
GLfloat texh;
GLenum format;
GLenum formattype;
void *pixels;
int pitch;
SDL_DirtyRectList dirty;
} GL_TextureData;
static GLFORMAT
PixelFormatToOpenGL(Uint32 format,)
{
switch (format) {
case SDL_PixelFormat_Index8:
return GLFMT_P8;
case SDL_PixelFormat_RGB332:
return GLFMT_R3G3B2;
case SDL_PixelFormat_RGB444:
return GLFMT_X4R4G4B4;
case SDL_PixelFormat_RGB555:
return GLFMT_X1R5G5B5;
case SDL_PixelFormat_ARGB4444:
return GLFMT_A4R4G4B4;
case SDL_PixelFormat_ARGB1555:
return GLFMT_A1R5G5B5;
case SDL_PixelFormat_RGB565:
return GLFMT_R5G6B5;
case SDL_PixelFormat_RGB888:
return GLFMT_X8R8G8B8;
case SDL_PixelFormat_ARGB8888:
return GLFMT_A8R8G8B8;
case SDL_PixelFormat_ARGB2101010:
return GLFMT_A2R10G10B10;
case SDL_PixelFormat_UYVY:
return GLFMT_UYVY;
case SDL_PixelFormat_YUY2:
return GLFMT_YUY2;
default:
return GLFMT_UNKNOWN;
}
}
void
GL_AddRenderDriver(_THIS)
{
SDL_VideoData *data = (SDL_VideoData *) _this->driverdata;
if (data->d3d) {
if (_this->GL_CreateContext) {
SDL_AddRenderDriver(0, &GL_RenderDriver);
}
}
......@@ -145,14 +125,8 @@ GL_AddRenderDriver(_THIS)
SDL_Renderer *
GL_CreateRenderer(SDL_Window * window, Uint32 flags)
{
SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);
SDL_VideoData *videodata = (SDL_VideoData *) display->device->driverdata;
SDL_WindowData *windowdata = (SDL_WindowData *) window->driverdata;
SDL_Renderer *renderer;
GL_RenderData *data;
HRESULT result;
GLPRESENT_PARAMETERS pparams;
IDirect3DSwapChain9 *chain;
if (!(window->flags & SDL_WINDOW_OPENGL)) {
SDL_SetError
......@@ -160,20 +134,18 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
return NULL;
}
renderer = (SDL_Renderer *) SDL_malloc(sizeof(*renderer));
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
if (!renderer) {
SDL_OutOfMemory();
return NULL;
}
SDL_zerop(renderer);
data = (GL_RenderData *) SDL_malloc(sizeof(*data));
data = (GL_RenderData *) SDL_calloc(1, sizeof(*data));
if (!data) {
GL_DestroyRenderer(renderer);
SDL_OutOfMemory();
return NULL;
}
SDL_zerop(data);
renderer->CreateTexture = GL_CreateTexture;
renderer->SetTexturePalette = GL_SetTexturePalette;
......@@ -203,7 +175,6 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
GL_DestroyRenderer(renderer);
return NULL;
}
data->beginScene = SDL_TRUE;
if (flags & SDL_Renderer_PresentVSync) {
SDL_GL_SetSwapInterval(1);
......@@ -214,67 +185,147 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->info.flags |= SDL_Renderer_PresentVSync;
}
/* FIXME: Add a function to make the rendering context current when selecting the renderer */
/* FIXME: Query maximum texture size */
/* FIXME: Check for GL_ARB_texture_rectangle and GL_EXT_texture_rectangle */
/* Set up parameters for rendering */
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glViewport(0, 0, window->w, window->h);
glOrtho(0.0, (GLdouble) window->w, (GLdouble) window->h, 0.0, 0.0, 1.0);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
return renderer;
}
/* Quick utility function for texture creation */
static int
power_of_two(int input)
{
int value = 1;
while (value < input) {
value <<= 1;
}
return value;
}
static int
GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
SDL_Window *window = SDL_GetWindowFromID(renderer->window);
SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);
GL_TextureData *data;
GLPOOL pool;
HRESULT result;
GLint internalFormat;
GLenum format, type;
switch (texture->format) {
case SDL_PixelFormat_Index1LSB:
case SDL_PixelFormat_Index1MSB:
internalFormat = GL_RGB;
format = GL_COLOR_INDEX;
type = GL_BITMAP;
break;
case SDL_PixelFormat_Index8:
internalFormat = GL_RGB;
format = GL_COLOR_INDEX;
type = GL_UNSIGNED_BYTE;
break;
case SDL_PixelFormat_RGB332:
internalFormat = GL_R3_G3_B2;
format = GL_RGB;
type = GL_UNSIGNED_BYTE_3_3_2;
break;
case SDL_PixelFormat_RGB444:
internalFormat = GL_RGB4;
format = GL_RGB;
type = GL_UNSIGNED_SHORT_4_4_4_4;
break;
case SDL_PixelFormat_RGB555:
internalFormat = GL_RGB5;
format = GL_RGB;
type = GL_UNSIGNED_SHORT_5_5_5_1;
break;
case SDL_PixelFormat_ARGB4444:
internalFormat = GL_RGBA4;
format = GL_BGRA;
type = GL_UNSIGNED_SHORT_4_4_4_4_REV;
break;
case SDL_PixelFormat_ARGB1555:
internalFormat = GL_RGB5_A1;
format = GL_BGRA;
type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
break;
case SDL_PixelFormat_RGB565:
internalFormat = GL_RGB8;
format = GL_RGB;
type = GL_UNSIGNED_SHORT_5_6_5;
break;
case SDL_PixelFormat_RGB24:
internalFormat = GL_RGB8;
format = GL_RGB;
type = GL_UNSIGNED_BYTE;
break;
case SDL_PixelFormat_RGB888:
internalFormat = GL_RGB8;
format = GL_RGB;
type = GL_UNSIGNED_INT_8_8_8_8;
break;
case SDL_PixelFormat_BGR24:
internalFormat = GL_RGB8;
format = GL_BGR;
type = GL_UNSIGNED_BYTE;
break;
case SDL_PixelFormat_BGR888:
internalFormat = GL_RGB8;
format = GL_BGR;
type = GL_UNSIGNED_INT_8_8_8_8;
break;
case SDL_PixelFormat_ARGB8888:
internalFormat = GL_RGBA8;
format = GL_BGRA;
type = GL_UNSIGNED_INT_8_8_8_8_REV;
break;
case SDL_PixelFormat_RGBA8888:
internalFormat = GL_RGBA8;
format = GL_BGRA;
type = GL_UNSIGNED_INT_8_8_8_8;
break;
case SDL_PixelFormat_ABGR8888:
internalFormat = GL_RGBA8;
format = GL_RGBA;
type = GL_UNSIGNED_INT_8_8_8_8_REV;
break;
case SDL_PixelFormat_BGRA8888:
internalFormat = GL_RGBA8;
format = GL_BGRA;
type = GL_UNSIGNED_INT_8_8_8_8;
break;
case SDL_PixelFormat_ARGB2101010:
internalFormat = GL_RGB10_A2;
format = GL_BGRA;
type = GL_UNSIGNED_INT_2_10_10_10_REV;
break;
default:
SDL_SetError("Unsupported texture format");
return -1;
}
data = (GL_TextureData *) SDL_malloc(sizeof(*data));
data = (GL_TextureData *) SDL_calloc(1, sizeof(*data));
if (!data) {
SDL_OutOfMemory();
return -1;
}
SDL_zerop(data);
texture->driverdata = data;
if (texture->access == SDL_TextureAccess_Local) {
pool = GLPOOL_MANAGED;
} else {
pool = GLPOOL_DEFAULT;
}
result =
IDirect3DDevice9_CreateTexture(renderdata->device, texture->w,
texture->h, 1, 0,
PixelFormatToGLFMT(texture->format),
pool, &data->texture, NULL);
if (FAILED(result)) {
SDL_free(data);
GL_SetError("CreateTexture()", result);
return -1;
}
/* FIXME: Check for GL_ARB_texture_rectangle and GL_EXT_texture_rectangle */
glGenTextures(1, &data->texture);
data->type = GL_TEXTURE_RECTANGLE_ARB;
data->texw = (GLfloat) texture->w;
data->texh = (GLfloat) texture->h;
data->format = format;
data->formattype = type;
glBindTexture(data->type, data->texture);
glTexImage2D(data->type, 0, internalFormat, texture->w, texture->h, 0,
format, type, NULL);
return 0;
}
......@@ -303,57 +354,14 @@ GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
{
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
IDirect3DTexture9 *temp;
RECT d3drect;
GLLOCKED_RECT locked;
const Uint8 *src;
Uint8 *dst;
int row, length;
HRESULT result;
result =
IDirect3DDevice9_CreateTexture(renderdata->device, texture->w,
texture->h, 1, 0,
PixelFormatToGLFMT(texture->format),
GLPOOL_SYSTEMMEM, &temp, NULL);
if (FAILED(result)) {
GL_SetError("CreateTexture()", result);
return -1;
}
d3drect.left = rect->x;
d3drect.right = rect->x + rect->w;
d3drect.top = rect->y;
d3drect.bottom = rect->y + rect->h;
result = IDirect3DTexture9_LockRect(temp, 0, &locked, &d3drect, 0);
if (FAILED(result)) {
IDirect3DTexture9_Release(temp);
GL_SetError("LockRect()", result);
return -1;
}
src = pixels;
dst = locked.pBits;
length = rect->w * SDL_BYTESPERPIXEL(texture->format);
for (row = 0; row < rect->h; ++row) {
SDL_memcpy(dst, src, length);
src += pitch;
dst += locked.Pitch;
}
IDirect3DTexture9_UnlockRect(temp, 0);
result =
IDirect3DDevice9_UpdateTexture(renderdata->device,
(IDirect3DBaseTexture9 *) temp,
(IDirect3DBaseTexture9 *) data->
texture);
IDirect3DTexture9_Release(temp);
if (FAILED(result)) {
GL_SetError("UpdateTexture()", result);
return -1;
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 1); /* FIXME, what to use for RGB 4 byte formats? */
glPixelStorei(GL_UNPACK_ROW_LENGTH,
pitch / SDL_BYTESPERPIXEL(texture->format));
glBindTexture(data->type, data->texture);
glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w, rect->h,
data->format, data->formattype, pixels);
/* FIXME: check for errors */
return 0;
}
......@@ -363,38 +371,30 @@ GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
int *pitch)
{
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
RECT d3drect;
GLLOCKED_RECT locked;
HRESULT result;
if (texture->access != SDL_TextureAccess_Local) {
SDL_SetError("Can't lock remote video memory");
if (!data->pixels) {
data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
data->pixels = SDL_malloc(texture->h * data->pitch);
if (!data->pixels) {
SDL_OutOfMemory();
return -1;
}
}
d3drect.left = rect->x;
d3drect.right = rect->x + rect->w;
d3drect.top = rect->y;
d3drect.bottom = rect->y + rect->h;
result =
IDirect3DTexture9_LockRect(data->texture, 0, &locked, &d3drect,
markDirty ? 0 : GLLOCK_NO_DIRTY_UPDATE);
if (FAILED(result)) {
GL_SetError("LockRect()", result);
return -1;
if (markDirty) {
SDL_AddDirtyRect(&data->dirty, rect);
}
*pixels = locked.pBits;
*pitch = locked.Pitch;
*pixels =
(void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
rect->x * SDL_BYTESPERPIXEL(texture->format));
*pitch = data->pitch;
return 0;
}
static void
GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
IDirect3DTexture9_UnlockRect(data->texture, 0);
}
static void
......@@ -402,18 +402,10 @@ GL_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects,
const SDL_Rect * rects)
{
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
RECT d3drect;
int i;
for (i = 0; i < numrects; ++i) {
const SDL_Rect *rect = &rects[i];
d3drect.left = rect->x;
d3drect.right = rect->x + rect->w;
d3drect.top = rect->y;
d3drect.bottom = rect->y + rect->h;
IDirect3DTexture9_AddDirtyRect(data->texture, &d3drect);
SDL_AddDirtyRect(&data->dirty, &rects[i]);
}
}
......@@ -446,17 +438,43 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
int minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
if (texturedata->dirty.count > 0) {
SDL_DirtyRect *dirty;
void *pixels;
int bpp = SDL_BYTESPERPIXEL(texture->format);
int pitch = texturedata->pitch;
glPixelStorei(GL_UNPACK_ALIGNMENT, 1); /* FIXME, what to use for RGB 4 byte formats? */
glPixelStorei(GL_UNPACK_ROW_LENGTH,
pitch / SDL_BYTESPERPIXEL(texture->format));
glBindTexture(texturedata->type, texturedata->texture);
for (dirty = texturedata->dirty.list; dirty; dirty = dirty->next) {
SDL_Rect *rect = &dirty->rect;
pixels =
(void *) ((Uint8 *) texturedata->pixels + rect->y * pitch +
rect->x * bpp);
glTexSubImage2D(texturedata->type, 0, rect->x, rect->y, rect->w,
rect->h, texturedata->format,
texturedata->formattype, pixels);
}
SDL_ClearDirtyRects(&texturedata->dirty);
}
minx = dstrect->x;
miny = dstrect->y;
maxx = dstrect->x + dstrect->w;
maxy = dstrect->y + dstrect->h;
minu = (GLfloat) srcrect->x / texture->w;
minu *= texturedata->texw;
maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
maxu *= texturedata->texw;
minv = (GLfloat) srcrect->y / texture->h;
minv *= texturedata->texh;
maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
maxv *= texturedata->texh;
glBindTexture(GL_TEXTURE_2D, texturedata->texture);
glBindTexture(texturedata->type, texturedata->texture);
switch (blendMode) {
case SDL_TextureBlendMode_None:
......@@ -480,13 +498,13 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
switch (scaleMode) {
case SDL_TextureScaleMode_None:
case SDL_TextureScaleMode_Fast:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
break;
case SDL_TextureScaleMode_Slow:
case SDL_TextureScaleMode_Best:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
break;
}
......@@ -519,8 +537,12 @@ GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
return;
}
if (data->texture) {
IDirect3DTexture9_Release(data->texture);
glDeleteTextures(1, &data->texture);
}
if (data->pixels) {
SDL_free(data->pixels);
}
SDL_FreeDirtyRects(&data->dirty);
SDL_free(data);
texture->driverdata = NULL;
}
......@@ -531,15 +553,15 @@ GL_DestroyRenderer(SDL_Renderer * renderer)
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
if (data) {
if (data->device) {
IDirect3DDevice9_Release(data->device);
if (data->context) {
SDL_GL_MakeCurrent(0, NULL);
SDL_GL_DeleteContext(data->context);
}
SDL_free(data);
}
SDL_free(renderer);
}
#endif /* 0 */
#endif /* SDL_VIDEO_OPENGL */
/* vi: set ts=4 sw=4 expandtab: */
......@@ -105,13 +105,12 @@ CreateTexture(SDL_Renderer * renderer, Uint32 format, int w, int h)
{
SDL_Texture *texture;
texture = (SDL_Texture *) SDL_malloc(sizeof(*texture));
texture = (SDL_Texture *) SDL_calloc(1, sizeof(*texture));
if (!texture) {
SDL_OutOfMemory();
return NULL;
}
SDL_zerop(texture);
texture->format = format;
texture->access = SDL_TextureAccess_Local;
texture->w = w;
......@@ -173,13 +172,12 @@ SW_CreateRenderer(SDL_Window * window, Uint32 flags)
return NULL;
}
data = (SW_RenderData *) SDL_malloc(sizeof(*data));
data = (SW_RenderData *) SDL_calloc(1, sizeof(*data));
if (!data) {
SW_DestroyRenderer(renderer);
SDL_OutOfMemory();
return NULL;
}
SDL_zerop(data);
renderer->CreateTexture = SW_CreateTexture;
renderer->QueryTexturePixels = SW_QueryTexturePixels;
......
......@@ -42,12 +42,11 @@ SDL_CreateRGBSurface(Uint32 flags,
SDL_Surface *surface;
/* Allocate the surface */
surface = (SDL_Surface *) SDL_malloc(sizeof(*surface));
surface = (SDL_Surface *) SDL_calloc(1, sizeof(*surface));
if (surface == NULL) {
SDL_OutOfMemory();
return NULL;
}
SDL_zerop(surface);
surface->format = SDL_AllocFormat(depth, Rmask, Gmask, Bmask, Amask);
if (!surface->format) {
......
......@@ -279,10 +279,10 @@ SDL_VideoInit(const char *driver_name, Uint32 flags)
/* The software renderer is always available */
for (i = 0; i < _this->num_displays; ++i) {
if (_this->displays[i].num_render_drivers > 0) {
#if 0 //SDL_VIDEO_OPENGL
#if SDL_VIDEO_OPENGL
SDL_AddRenderDriver(i, &GL_RenderDriver);
#endif
if (_this->displays[i].num_render_drivers > 0) {
SDL_AddRenderDriver(i, &SW_RenderDriver);
}
}
......@@ -1403,13 +1403,12 @@ SDL_CreateTexture(Uint32 format, int access, int w, int h)
return 0;
}
texture = (SDL_Texture *) SDL_malloc(sizeof(*texture));
texture = (SDL_Texture *) SDL_calloc(1, sizeof(*texture));
if (!texture) {
SDL_OutOfMemory();
return 0;
}
SDL_zerop(texture);
texture->id = _this->next_object_id++;
texture->format = format;
texture->access = access;
......
......@@ -1054,12 +1054,11 @@ SDL_SW_CreateYUVTexture(SDL_Texture * texture)
int i;
int CR, CB;
swdata = (SDL_SW_YUVTexture *) SDL_malloc(sizeof(*swdata));
swdata = (SDL_SW_YUVTexture *) SDL_calloc(1, sizeof(*swdata));
if (!swdata) {
SDL_OutOfMemory();
return NULL;
}
SDL_zerop(swdata);
switch (texture->format) {
case SDL_PixelFormat_YV12:
......
......@@ -239,20 +239,18 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
D3DPRESENT_PARAMETERS pparams;
IDirect3DSwapChain9 *chain;
renderer = (SDL_Renderer *) SDL_malloc(sizeof(*renderer));
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
if (!renderer) {
SDL_OutOfMemory();
return NULL;
}
SDL_zerop(renderer);
data = (D3D_RenderData *) SDL_malloc(sizeof(*data));
data = (D3D_RenderData *) SDL_calloc(1, sizeof(*data));
if (!data) {
D3D_DestroyRenderer(renderer);
SDL_OutOfMemory();
return NULL;
}
SDL_zerop(data);
renderer->CreateTexture = D3D_CreateTexture;
renderer->SetTexturePalette = D3D_SetTexturePalette;
......@@ -379,12 +377,11 @@ D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
D3DPOOL pool;
HRESULT result;
data = (D3D_TextureData *) SDL_malloc(sizeof(*data));
data = (D3D_TextureData *) SDL_calloc(1, sizeof(*data));
if (!data) {
SDL_OutOfMemory();
return -1;
}
SDL_zerop(data);
texture->driverdata = data;
......
......@@ -142,20 +142,18 @@ GDI_CreateRenderer(SDL_Window * window, Uint32 flags)
HBITMAP hbm;
int i, n;
renderer = (SDL_Renderer *) SDL_malloc(sizeof(*renderer));
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
if (!renderer) {
SDL_OutOfMemory();
return NULL;
}
SDL_zerop(renderer);
data = (GDI_RenderData *) SDL_malloc(sizeof(*data));
data = (GDI_RenderData *) SDL_calloc(1, sizeof(*data));
if (!data) {
GDI_DestroyRenderer(renderer);
SDL_OutOfMemory();
return NULL;
}
SDL_zerop(data);
renderer->CreateTexture = GDI_CreateTexture;
renderer->QueryTexturePixels = GDI_QueryTexturePixels;
......@@ -183,13 +181,12 @@ GDI_CreateRenderer(SDL_Window * window, Uint32 flags)
/* Fill in the compatible bitmap info */
bmi_size = sizeof(BITMAPINFOHEADER) + 256 * sizeof(RGBQUAD);
data->bmi = (LPBITMAPINFO) SDL_malloc(bmi_size);
data->bmi = (LPBITMAPINFO) SDL_calloc(1, bmi_size);
if (!data->bmi) {
GDI_DestroyRenderer(renderer);
SDL_OutOfMemory();
return NULL;
}
SDL_memset(data->bmi, 0, bmi_size);
data->bmi->bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
hbm = CreateCompatibleBitmap(data->window_hdc, 1, 1);
......@@ -241,12 +238,11 @@ GDI_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);
GDI_TextureData *data;
data = (GDI_TextureData *) SDL_malloc(sizeof(*data));
data = (GDI_TextureData *) SDL_calloc(1, sizeof(*data));
if (!data) {
SDL_OutOfMemory();
return -1;
}
SDL_zerop(data);
texture->driverdata = data;
......@@ -268,13 +264,12 @@ GDI_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
LPBITMAPINFO bmi;
bmi_size = sizeof(BITMAPINFOHEADER) + 256 * sizeof(RGBQUAD);
bmi = (LPBITMAPINFO) SDL_malloc(bmi_size);
bmi = (LPBITMAPINFO) SDL_calloc(1, bmi_size);
if (!bmi) {
GDI_DestroyTexture(renderer, texture);
SDL_OutOfMemory();
return -1;
}
SDL_memset(bmi, 0, bmi_size);
bmi->bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
bmi->bmiHeader.biWidth = texture->w;
bmi->bmiHeader.biHeight = -texture->h; /* topdown bitmap */
......
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