Commit 397be19f authored by Sam Lantinga's avatar Sam Lantinga

Starting on the OpenGL renderer...

--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401963
parent cfe0a803
/*
SDL - Simple DirectMedia Layer
Copyright (C) 1997-2006 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"
#if SDL_VIDEO_OPENGL
#include "SDL_win32video.h"
/* OpenGL renderer implementation */
static SDL_Renderer *GL_CreateRenderer(SDL_Window * window, Uint32 flags);
static int GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int GL_SetTexturePalette(SDL_Renderer * renderer,
SDL_Texture * texture,
const SDL_Color * colors, int firstcolor,
int ncolors);
static int GL_GetTexturePalette(SDL_Renderer * renderer,
SDL_Texture * texture, SDL_Color * colors,
int firstcolor, int ncolors);
static int GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels,
int pitch);
static int GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, int markDirty,
void **pixels, int *pitch);
static void GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static void GL_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture,
int numrects, const SDL_Rect * rects);
static int GL_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 color);
static int GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect,
int blendMode, int scaleMode);
static void GL_RenderPresent(SDL_Renderer * renderer);
static void GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static void GL_DestroyRenderer(SDL_Renderer * renderer);
SDL_RenderDriver GL_RenderDriver = {
GL_CreateRenderer,
{
"opengl",
(SDL_Renderer_PresentDiscard | SDL_Renderer_PresentVSync |
SDL_Renderer_Accelerated),
(SDL_TextureBlendMode_None | SDL_TextureBlendMode_Mask |
SDL_TextureBlendMode_Blend | SDL_TextureBlendMode_Add |
SDL_TextureBlendMode_Mod),
(SDL_TextureScaleMode_None | SDL_TextureScaleMode_Fast |
SDL_TextureScaleMode_Best),
12,
{
SDL_PixelFormat_Index8,
SDL_PixelFormat_RGB332,
SDL_PixelFormat_RGB444,
SDL_PixelFormat_RGB555,
SDL_PixelFormat_ARGB4444,
SDL_PixelFormat_ARGB1555,
SDL_PixelFormat_RGB565,
SDL_PixelFormat_RGB888,
SDL_PixelFormat_ARGB8888,
SDL_PixelFormat_ARGB2101010,
SDL_PixelFormat_UYVY,
SDL_PixelFormat_YUY2},
0,
0}
};
typedef struct
{
SDL_GLContext context;
SDL_bool beginScene;
} GL_RenderData;
typedef struct
{
GLuint texture;
GLfloat texw;
GLfloat texh;
void *pixels;
int pitch;
} 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) {
SDL_AddRenderDriver(0, &GL_RenderDriver);
}
}
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
("The OpenGL renderer can only be used on OpenGL windows");
return NULL;
}
renderer = (SDL_Renderer *) SDL_malloc(sizeof(*renderer));
if (!renderer) {
SDL_OutOfMemory();
return NULL;
}
SDL_zerop(renderer);
data = (GL_RenderData *) SDL_malloc(sizeof(*data));
if (!data) {
GL_DestroyRenderer(renderer);
SDL_OutOfMemory();
return NULL;
}
SDL_zerop(data);
renderer->CreateTexture = GL_CreateTexture;
renderer->SetTexturePalette = GL_SetTexturePalette;
renderer->GetTexturePalette = GL_GetTexturePalette;
renderer->UpdateTexture = GL_UpdateTexture;
renderer->LockTexture = GL_LockTexture;
renderer->UnlockTexture = GL_UnlockTexture;
renderer->DirtyTexture = GL_DirtyTexture;
renderer->RenderFill = GL_RenderFill;
renderer->RenderCopy = GL_RenderCopy;
renderer->RenderPresent = GL_RenderPresent;
renderer->DestroyTexture = GL_DestroyTexture;
renderer->DestroyRenderer = GL_DestroyRenderer;
renderer->info = GL_RenderDriver.info;
renderer->window = window->id;
renderer->driverdata = data;
renderer->info.flags =
(SDL_Renderer_PresentDiscard | SDL_Renderer_Accelerated);
data->context = SDL_GL_CreateContext(window->id);
if (!data->context) {
GL_DestroyRenderer(renderer);
return NULL;
}
if (SDL_GL_MakeCurrent(window->id, data->context) < 0) {
GL_DestroyRenderer(renderer);
return NULL;
}
data->beginScene = SDL_TRUE;
if (flags & SDL_Renderer_PresentVSync) {
SDL_GL_SetSwapInterval(1);
} else {
SDL_GL_SetSwapInterval(0);
}
if (SDL_GL_GetSwapInterval() > 0) {
renderer->info.flags |= SDL_Renderer_PresentVSync;
}
/* Set up parameters for rendering */
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
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;
data = (GL_TextureData *) SDL_malloc(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;
}
return 0;
}
static int
GL_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Color * colors, int firstcolor, int ncolors)
{
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
return 0;
}
static int
GL_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
SDL_Color * colors, int firstcolor, int ncolors)
{
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
return 0;
}
static int
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;
}
return 0;
}
static int
GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, int markDirty, void **pixels,
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");
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;
}
*pixels = locked.pBits;
*pitch = locked.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
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);
}
}
static int
GL_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect, Uint32 color)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
SDL_Window *window = SDL_GetWindowFromID(renderer->window);
GLclampf r, g, b, a;
a = ((GLclampf) ((color >> 24) & 0xFF)) / 255.0f;
r = ((GLclampf) ((color >> 16) & 0xFF)) / 255.0f;
g = ((GLclampf) ((color >> 8) & 0xFF)) / 255.0f;
b = ((GLclampf) (color & 0xFF)) / 255.0f;
glClearColor(r, g, b, a);
glViewport(rect->x, window->h - rect->y, rect->w, rect->h);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, window->w, window->h);
return 0;
}
static int
GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect,
int blendMode, int scaleMode)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
int minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
minx = dstrect->x;
miny = dstrect->y;
maxx = dstrect->x + dstrect->w;
maxy = dstrect->y + dstrect->h;
minu = (GLfloat) srcrect->x / texture->w;
maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
minv = (GLfloat) srcrect->y / texture->h;
maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
glBindTexture(GL_TEXTURE_2D, texturedata->texture);
switch (blendMode) {
case SDL_TextureBlendMode_None:
glDisable(GL_BLEND);
break;
case SDL_TextureBlendMode_Mask:
case SDL_TextureBlendMode_Blend:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case SDL_TextureBlendMode_Add:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
break;
case SDL_TextureBlendMode_Mod:
glEnable(GL_BLEND);
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
break;
}
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);
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);
break;
}
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(minu, minv);
glVertex2i(minx, miny);
glTexCoord2f(maxu, minv);
glVertex2i(maxx, miny);
glTexCoord2f(minu, maxv);
glVertex2i(miny, maxy);
glTexCoord2f(maxu, maxv);
glVertex2i(maxx, maxy);
glEnd();
return 0;
}
static void
GL_RenderPresent(SDL_Renderer * renderer)
{
SDL_GL_SwapWindow(renderer->window);
}
static void
GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
if (!data) {
return;
}
if (data->texture) {
IDirect3DTexture9_Release(data->texture);
}
SDL_free(data);
texture->driverdata = NULL;
}
void
GL_DestroyRenderer(SDL_Renderer * renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
if (data) {
if (data->device) {
IDirect3DDevice9_Release(data->device);
}
SDL_free(data);
}
SDL_free(renderer);
}
#endif /* SDL_VIDEO_OPENGL */
/* vi: set ts=4 sw=4 expandtab: */
/*
SDL - Simple DirectMedia Layer
Copyright (C) 1997-2006 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"
/* OpenGL renderer implementation */
extern SDL_RenderDriver GL_RenderDriver;
/* vi: set ts=4 sw=4 expandtab: */
......@@ -30,44 +30,41 @@
/* SDL surface based renderer implementation */
static SDL_Renderer *SDL_SW_CreateRenderer(SDL_Window * window, Uint32 flags);
static int SDL_SW_CreateTexture(SDL_Renderer * renderer,
SDL_Texture * texture);
static int SDL_SW_QueryTexturePixels(SDL_Renderer * renderer,
SDL_Texture * texture, void **pixels,
int *pitch);
static int SDL_SW_SetTexturePalette(SDL_Renderer * renderer,
SDL_Texture * texture,
const SDL_Color * colors, int firstcolor,
int ncolors);
static int SDL_SW_GetTexturePalette(SDL_Renderer * renderer,
SDL_Texture * texture, SDL_Color * colors,
int firstcolor, int ncolors);
static int SDL_SW_UpdateTexture(SDL_Renderer * renderer,
SDL_Texture * texture, const SDL_Rect * rect,
const void *pixels, int pitch);
static int SDL_SW_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, int markDirty,
void **pixels, int *pitch);
static void SDL_SW_UnlockTexture(SDL_Renderer * renderer,
SDL_Texture * texture);
static void SDL_SW_DirtyTexture(SDL_Renderer * renderer,
SDL_Texture * texture, int numrects,
const SDL_Rect * rects);
static int SDL_SW_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 color);
static int SDL_SW_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect,
const SDL_Rect * dstrect, int blendMode,
int scaleMode);
static void SDL_SW_RenderPresent(SDL_Renderer * renderer);
static void SDL_SW_DestroyTexture(SDL_Renderer * renderer,
SDL_Texture * texture);
static void SDL_SW_DestroyRenderer(SDL_Renderer * renderer);
SDL_RenderDriver SDL_SW_RenderDriver = {
SDL_SW_CreateRenderer,
static SDL_Renderer *SW_CreateRenderer(SDL_Window * window, Uint32 flags);
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_SetTexturePalette(SDL_Renderer * renderer,
SDL_Texture * texture,
const SDL_Color * colors, int firstcolor,
int ncolors);
static int SW_GetTexturePalette(SDL_Renderer * renderer,
SDL_Texture * texture, SDL_Color * colors,
int firstcolor, int ncolors);
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 void SW_DirtyTexture(SDL_Renderer * renderer,
SDL_Texture * texture, int numrects,
const SDL_Rect * rects);
static int SW_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 color);
static int SW_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect,
const SDL_Rect * dstrect, int blendMode,
int scaleMode);
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_SingleBuffer | SDL_Renderer_PresentCopy |
......@@ -101,7 +98,7 @@ typedef struct
SDL_Surface surface;
SDL_Renderer *renderer;
SDL_DirtyRectList dirty;
} SDL_SW_RenderData;
} SW_RenderData;
static SDL_Texture *
CreateTexture(SDL_Renderer * renderer, Uint32 format, int w, int h)
......@@ -138,7 +135,7 @@ DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
static int
DisplayPaletteChanged(void *userdata, SDL_Palette * palette)
{
SDL_SW_RenderData *data = (SDL_SW_RenderData *) userdata;
SW_RenderData *data = (SW_RenderData *) userdata;
int i;
for (i = 0; i < SDL_arraysize(data->texture); ++i) {
......@@ -153,12 +150,12 @@ DisplayPaletteChanged(void *userdata, SDL_Palette * palette)
}
SDL_Renderer *
SDL_SW_CreateRenderer(SDL_Window * window, Uint32 flags)
SW_CreateRenderer(SDL_Window * window, Uint32 flags)
{
SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);
SDL_DisplayMode *displayMode = &display->current_mode;
SDL_Renderer *renderer;
SDL_SW_RenderData *data;
SW_RenderData *data;
int i, n;
int bpp;
Uint32 Rmask, Gmask, Bmask, Amask;
......@@ -176,28 +173,28 @@ SDL_SW_CreateRenderer(SDL_Window * window, Uint32 flags)
return NULL;
}
data = (SDL_SW_RenderData *) SDL_malloc(sizeof(*data));
data = (SW_RenderData *) SDL_malloc(sizeof(*data));
if (!data) {
SDL_SW_DestroyRenderer(renderer);
SW_DestroyRenderer(renderer);
SDL_OutOfMemory();
return NULL;
}
SDL_zerop(data);
renderer->CreateTexture = SDL_SW_CreateTexture;
renderer->QueryTexturePixels = SDL_SW_QueryTexturePixels;
renderer->SetTexturePalette = SDL_SW_SetTexturePalette;
renderer->GetTexturePalette = SDL_SW_GetTexturePalette;
renderer->UpdateTexture = SDL_SW_UpdateTexture;
renderer->LockTexture = SDL_SW_LockTexture;
renderer->UnlockTexture = SDL_SW_UnlockTexture;
renderer->DirtyTexture = SDL_SW_DirtyTexture;
renderer->RenderFill = SDL_SW_RenderFill;
renderer->RenderCopy = SDL_SW_RenderCopy;
renderer->RenderPresent = SDL_SW_RenderPresent;
renderer->DestroyTexture = SDL_SW_DestroyTexture;
renderer->DestroyRenderer = SDL_SW_DestroyRenderer;
renderer->info = SDL_SW_RenderDriver.info;
renderer->CreateTexture = SW_CreateTexture;
renderer->QueryTexturePixels = SW_QueryTexturePixels;
renderer->SetTexturePalette = SW_SetTexturePalette;
renderer->GetTexturePalette = SW_GetTexturePalette;
renderer->UpdateTexture = SW_UpdateTexture;
renderer->LockTexture = SW_LockTexture;
renderer->UnlockTexture = SW_UnlockTexture;
renderer->DirtyTexture = SW_DirtyTexture;
renderer->RenderFill = SW_RenderFill;
renderer->RenderCopy = SW_RenderCopy;
renderer->RenderPresent = SW_RenderPresent;
renderer->DestroyTexture = SW_DestroyTexture;
renderer->DestroyRenderer = SW_DestroyRenderer;
renderer->info = SW_RenderDriver.info;
renderer->window = window->id;
renderer->driverdata = data;
......@@ -223,7 +220,7 @@ SDL_SW_CreateRenderer(SDL_Window * window, Uint32 flags)
}
for (i = 0; i < display->num_render_drivers; ++i) {
SDL_RenderDriver *driver = &display->render_drivers[i];
if (driver->info.name != SDL_SW_RenderDriver.info.name) {
if (driver->info.name != SW_RenderDriver.info.name) {
data->renderer = driver->CreateRenderer(window, renderer_flags);
if (data->renderer) {
break;
......@@ -231,7 +228,7 @@ SDL_SW_CreateRenderer(SDL_Window * window, Uint32 flags)
}
}
if (i == display->num_render_drivers) {
SDL_SW_DestroyRenderer(renderer);
SW_DestroyRenderer(renderer);
SDL_SetError("Couldn't find display render driver");
return NULL;
}
......@@ -244,7 +241,7 @@ SDL_SW_CreateRenderer(SDL_Window * window, Uint32 flags)
data->texture[i] =
CreateTexture(data->renderer, data->format, window->w, window->h);
if (!data->texture[i]) {
SDL_SW_DestroyRenderer(renderer);
SW_DestroyRenderer(renderer);
return NULL;
}
}
......@@ -254,7 +251,7 @@ SDL_SW_CreateRenderer(SDL_Window * window, Uint32 flags)
data->surface.flags = SDL_PREALLOC;
data->surface.format = SDL_AllocFormat(bpp, Rmask, Gmask, Bmask, Amask);
if (!data->surface.format) {
SDL_SW_DestroyRenderer(renderer);
SW_DestroyRenderer(renderer);
return NULL;
}
SDL_SetSurfacePalette(&data->surface, display->palette);
......@@ -268,7 +265,7 @@ SDL_SW_CreateRenderer(SDL_Window * window, Uint32 flags)
}
static int
SDL_SW_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
SW_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
texture->driverdata = SDL_SW_CreateYUVTexture(texture);
......@@ -294,8 +291,8 @@ SDL_SW_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
}
static int
SDL_SW_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture,
void **pixels, int *pitch)
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->
......@@ -310,9 +307,8 @@ SDL_SW_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture,
}
static int
SDL_SW_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Color * colors, int firstcolor,
int ncolors)
SW_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Color * colors, int firstcolor, int ncolors)
{
if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
SDL_SetError("YUV textures don't have a palette");
......@@ -326,8 +322,8 @@ SDL_SW_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
}
static int
SDL_SW_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
SDL_Color * colors, int firstcolor, int ncolors)
SW_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
SDL_Color * colors, int firstcolor, int ncolors)
{
if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
SDL_SetError("YUV textures don't have a palette");
......@@ -342,8 +338,8 @@ SDL_SW_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
}
static int
SDL_SW_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
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->
......@@ -369,9 +365,9 @@ SDL_SW_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
}
static int
SDL_SW_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, int markDirty, void **pixels,
int *pitch)
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->
......@@ -389,7 +385,7 @@ SDL_SW_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
}
static void
SDL_SW_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
SW_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
SDL_SW_UnlockYUVTexture((SDL_SW_YUVTexture *) texture->driverdata);
......@@ -397,16 +393,15 @@ SDL_SW_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
}
static void
SDL_SW_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture,
int numrects, const SDL_Rect * rects)
SW_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture,
int numrects, const SDL_Rect * rects)
{
}
static int
SDL_SW_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 color)
SW_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect, Uint32 color)
{
SDL_SW_RenderData *data = (SDL_SW_RenderData *) renderer->driverdata;
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
Uint8 r, g, b, a;
void *pixels;
int pitch;
......@@ -443,11 +438,11 @@ SDL_SW_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect,
}
static int
SDL_SW_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect,
int blendMode, int scaleMode)
SW_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect,
int blendMode, int scaleMode)
{
SDL_SW_RenderData *data = (SDL_SW_RenderData *) renderer->driverdata;
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
SDL_Window *window = SDL_GetWindowFromID(renderer->window);
int status;
......@@ -501,9 +496,9 @@ SDL_SW_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
}
static void
SDL_SW_RenderPresent(SDL_Renderer * renderer)
SW_RenderPresent(SDL_Renderer * renderer)
{
SDL_SW_RenderData *data = (SDL_SW_RenderData *) renderer->driverdata;
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
SDL_Texture *texture = data->texture[data->current_texture];
/* Send the data to the display */
......@@ -537,7 +532,7 @@ SDL_SW_RenderPresent(SDL_Renderer * renderer)
}
static void
SDL_SW_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
SW_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
SDL_SW_DestroyYUVTexture((SDL_SW_YUVTexture *) texture->driverdata);
......@@ -549,9 +544,9 @@ SDL_SW_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
}
static void
SDL_SW_DestroyRenderer(SDL_Renderer * renderer)
SW_DestroyRenderer(SDL_Renderer * renderer)
{
SDL_SW_RenderData *data = (SDL_SW_RenderData *) renderer->driverdata;
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
SDL_Window *window = SDL_GetWindowFromID(renderer->window);
SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);
int i;
......
......@@ -23,6 +23,6 @@
/* SDL surface based renderer implementation */
extern SDL_RenderDriver SDL_SW_RenderDriver;
extern SDL_RenderDriver SW_RenderDriver;
/* vi: set ts=4 sw=4 expandtab: */
......@@ -27,6 +27,7 @@
#include "SDL_sysvideo.h"
#include "SDL_blit.h"
#include "SDL_pixels_c.h"
#include "SDL_renderer_gl.h"
#include "SDL_renderer_sw.h"
#include "../events/SDL_sysevents.h"
#include "../events/SDL_events_c.h"
......@@ -279,7 +280,10 @@ 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) {
SDL_AddRenderDriver(i, &SDL_SW_RenderDriver);
#if SDL_VIDEO_OPENGL
SDL_AddRenderDriver(i, &GL_RenderDriver);
#endif
SDL_AddRenderDriver(i, &SW_RenderDriver);
}
}
......
......@@ -62,9 +62,13 @@ SDL_RenderDriver D3D_RenderDriver = {
"d3d",
(SDL_Renderer_SingleBuffer | SDL_Renderer_PresentCopy |
SDL_Renderer_PresentFlip2 | SDL_Renderer_PresentFlip3 |
SDL_Renderer_PresentDiscard | SDL_Renderer_PresentVSync),
(SDL_TextureBlendMode_None | SDL_TextureBlendMode_Mask | SDL_TextureBlendMode_Blend), /* FIXME */
(SDL_TextureScaleMode_None | SDL_TextureScaleMode_Fast), /* FIXME */
SDL_Renderer_PresentDiscard | SDL_Renderer_PresentVSync |
SDL_Renderer_Accelerated),
(SDL_TextureBlendMode_None | SDL_TextureBlendMode_Mask |
SDL_TextureBlendMode_Blend | SDL_TextureBlendMode_Add |
SDL_TextureBlendMode_Mod),
(SDL_TextureScaleMode_None | SDL_TextureScaleMode_Fast |
SDL_TextureScaleMode_Best),
12,
{
SDL_PixelFormat_Index8,
......@@ -353,6 +357,8 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->info.flags |= SDL_Renderer_PresentVSync;
}
/* FIXME: Query maximum texture size */
/* Set up parameters for rendering */
IDirect3DDevice9_SetVertexShader(data->device, NULL);
IDirect3DDevice9_SetFVF(data->device, D3DFVF_XYZRHW | D3DFVF_TEX1);
......
......@@ -67,7 +67,7 @@ SDL_RenderDriver GDI_RenderDriver = {
"gdi",
(SDL_Renderer_SingleBuffer | SDL_Renderer_PresentCopy |
SDL_Renderer_PresentFlip2 | SDL_Renderer_PresentFlip3 |
SDL_Renderer_PresentDiscard),
SDL_Renderer_PresentDiscard | SDL_Renderer_Accelerated),
(SDL_TextureBlendMode_None | SDL_TextureBlendMode_Mask |
SDL_TextureBlendMode_Blend),
(SDL_TextureScaleMode_None | SDL_TextureScaleMode_Fast),
......
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