SDL  2.0
SDL_render.c
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1 /*
2  Simple DirectMedia Layer
3  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
4 
5  This software is provided 'as-is', without any express or implied
6  warranty. In no event will the authors be held liable for any damages
7  arising from the use of this software.
8 
9  Permission is granted to anyone to use this software for any purpose,
10  including commercial applications, and to alter it and redistribute it
11  freely, subject to the following restrictions:
12 
13  1. The origin of this software must not be misrepresented; you must not
14  claim that you wrote the original software. If you use this software
15  in a product, an acknowledgment in the product documentation would be
16  appreciated but is not required.
17  2. Altered source versions must be plainly marked as such, and must not be
18  misrepresented as being the original software.
19  3. This notice may not be removed or altered from any source distribution.
20 */
21 #include "../SDL_internal.h"
22 
23 /* The SDL 2D rendering system */
24 
25 #include "SDL_assert.h"
26 #include "SDL_hints.h"
27 #include "SDL_log.h"
28 #include "SDL_render.h"
29 #include "SDL_sysrender.h"
31 
32 
33 #define SDL_WINDOWRENDERDATA "_SDL_WindowRenderData"
34 
35 #define CHECK_RENDERER_MAGIC(renderer, retval) \
36  if (!renderer || renderer->magic != &renderer_magic) { \
37  SDL_SetError("Invalid renderer"); \
38  return retval; \
39  }
40 
41 #define CHECK_TEXTURE_MAGIC(texture, retval) \
42  if (!texture || texture->magic != &texture_magic) { \
43  SDL_SetError("Invalid texture"); \
44  return retval; \
45  }
46 
47 
48 #if !SDL_RENDER_DISABLED
49 static const SDL_RenderDriver *render_drivers[] = {
50 #if SDL_VIDEO_RENDER_D3D
51  &D3D_RenderDriver,
52 #endif
53 #if SDL_VIDEO_RENDER_D3D11
54  &D3D11_RenderDriver,
55 #endif
56 #if SDL_VIDEO_RENDER_OGL
57  &GL_RenderDriver,
58 #endif
59 #if SDL_VIDEO_RENDER_OGL_ES2
60  &GLES2_RenderDriver,
61 #endif
62 #if SDL_VIDEO_RENDER_OGL_ES
63  &GLES_RenderDriver,
64 #endif
65 #if SDL_VIDEO_RENDER_DIRECTFB
66  &DirectFB_RenderDriver,
67 #endif
68 #if SDL_VIDEO_RENDER_PSP
69  &PSP_RenderDriver,
70 #endif
72 };
73 #endif /* !SDL_RENDER_DISABLED */
74 
75 static char renderer_magic;
76 static char texture_magic;
77 
79 
80 int
82 {
83 #if !SDL_RENDER_DISABLED
84  return SDL_arraysize(render_drivers);
85 #else
86  return 0;
87 #endif
88 }
89 
90 int
92 {
93 #if !SDL_RENDER_DISABLED
95  return SDL_SetError("index must be in the range of 0 - %d",
97  }
98  *info = render_drivers[index]->info;
99  return 0;
100 #else
101  return SDL_SetError("SDL not built with rendering support");
102 #endif
103 }
104 
105 static int
107 {
108  SDL_Renderer *renderer = (SDL_Renderer *)userdata;
109 
110  if (event->type == SDL_WINDOWEVENT) {
112  if (window == renderer->window) {
113  if (renderer->WindowEvent) {
114  renderer->WindowEvent(renderer, &event->window);
115  }
116 
117  if (event->window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
118  /* Make sure we're operating on the default render target */
119  SDL_Texture *saved_target = SDL_GetRenderTarget(renderer);
120  if (saved_target) {
121  SDL_SetRenderTarget(renderer, NULL);
122  }
123 
124  if (renderer->logical_w) {
125  UpdateLogicalSize(renderer);
126  } else {
127  /* Window was resized, reset viewport */
128  int w, h;
129 
130  if (renderer->GetOutputSize) {
131  renderer->GetOutputSize(renderer, &w, &h);
132  } else {
133  SDL_GetWindowSize(renderer->window, &w, &h);
134  }
135 
136  if (renderer->target) {
137  renderer->viewport_backup.x = 0;
138  renderer->viewport_backup.y = 0;
139  renderer->viewport_backup.w = w;
140  renderer->viewport_backup.h = h;
141  } else {
142  renderer->viewport.x = 0;
143  renderer->viewport.y = 0;
144  renderer->viewport.w = w;
145  renderer->viewport.h = h;
146  renderer->UpdateViewport(renderer);
147  }
148  }
149 
150  if (saved_target) {
151  SDL_SetRenderTarget(renderer, saved_target);
152  }
153  } else if (event->window.event == SDL_WINDOWEVENT_HIDDEN) {
154  renderer->hidden = SDL_TRUE;
155  } else if (event->window.event == SDL_WINDOWEVENT_SHOWN) {
156  if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)) {
157  renderer->hidden = SDL_FALSE;
158  }
159  } else if (event->window.event == SDL_WINDOWEVENT_MINIMIZED) {
160  renderer->hidden = SDL_TRUE;
161  } else if (event->window.event == SDL_WINDOWEVENT_RESTORED ||
163  if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_HIDDEN)) {
164  renderer->hidden = SDL_FALSE;
165  }
166  }
167  }
168  } else if (event->type == SDL_MOUSEMOTION) {
170  if (renderer->logical_w && window == renderer->window) {
171  event->motion.x -= renderer->viewport.x;
172  event->motion.y -= renderer->viewport.y;
173  event->motion.x = (int)(event->motion.x / renderer->scale.x);
174  event->motion.y = (int)(event->motion.y / renderer->scale.y);
175  if (event->motion.xrel > 0) {
176  event->motion.xrel = SDL_max(1, (int)(event->motion.xrel / renderer->scale.x));
177  } else if (event->motion.xrel < 0) {
178  event->motion.xrel = SDL_min(-1, (int)(event->motion.xrel / renderer->scale.x));
179  }
180  if (event->motion.yrel > 0) {
181  event->motion.yrel = SDL_max(1, (int)(event->motion.yrel / renderer->scale.y));
182  } else if (event->motion.yrel < 0) {
183  event->motion.yrel = SDL_min(-1, (int)(event->motion.yrel / renderer->scale.y));
184  }
185  }
186  } else if (event->type == SDL_MOUSEBUTTONDOWN ||
187  event->type == SDL_MOUSEBUTTONUP) {
189  if (renderer->logical_w && window == renderer->window) {
190  event->button.x -= renderer->viewport.x;
191  event->button.y -= renderer->viewport.y;
192  event->button.x = (int)(event->button.x / renderer->scale.x);
193  event->button.y = (int)(event->button.y / renderer->scale.y);
194  }
195  }
196  return 0;
197 }
198 
199 int
202 {
205  width, height, window_flags);
206  if (!*window) {
207  *renderer = NULL;
208  return -1;
209  }
210 
211  *renderer = SDL_CreateRenderer(*window, -1, 0);
212  if (!*renderer) {
213  return -1;
214  }
215 
216  return 0;
217 }
218 
219 SDL_Renderer *
221 {
222 #if !SDL_RENDER_DISABLED
224  int n = SDL_GetNumRenderDrivers();
225  const char *hint;
226 
227  if (!window) {
228  SDL_SetError("Invalid window");
229  return NULL;
230  }
231 
232  if (SDL_GetRenderer(window)) {
233  SDL_SetError("Renderer already associated with window");
234  return NULL;
235  }
236 
239  flags |= SDL_RENDERER_PRESENTVSYNC;
240  } else {
241  flags &= ~SDL_RENDERER_PRESENTVSYNC;
242  }
243  }
244 
245  if (index < 0) {
247  if (hint) {
248  for (index = 0; index < n; ++index) {
249  const SDL_RenderDriver *driver = render_drivers[index];
250 
251  if (SDL_strcasecmp(hint, driver->info.name) == 0) {
252  /* Create a new renderer instance */
253  renderer = driver->CreateRenderer(window, flags);
254  break;
255  }
256  }
257  }
258 
259  if (!renderer) {
260  for (index = 0; index < n; ++index) {
261  const SDL_RenderDriver *driver = render_drivers[index];
262 
263  if ((driver->info.flags & flags) == flags) {
264  /* Create a new renderer instance */
265  renderer = driver->CreateRenderer(window, flags);
266  if (renderer) {
267  /* Yay, we got one! */
268  break;
269  }
270  }
271  }
272  }
273  if (index == n) {
274  SDL_SetError("Couldn't find matching render driver");
275  return NULL;
276  }
277  } else {
278  if (index >= SDL_GetNumRenderDrivers()) {
279  SDL_SetError("index must be -1 or in the range of 0 - %d",
281  return NULL;
282  }
283  /* Create a new renderer instance */
284  renderer = render_drivers[index]->CreateRenderer(window, flags);
285  }
286 
287  if (renderer) {
288  renderer->magic = &renderer_magic;
289  renderer->window = window;
290  renderer->scale.x = 1.0f;
291  renderer->scale.y = 1.0f;
292 
294  renderer->hidden = SDL_TRUE;
295  } else {
296  renderer->hidden = SDL_FALSE;
297  }
298 
299  SDL_SetWindowData(window, SDL_WINDOWRENDERDATA, renderer);
300 
301  SDL_RenderSetViewport(renderer, NULL);
302 
304 
306  "Created renderer: %s", renderer->info.name);
307  }
308  return renderer;
309 #else
310  SDL_SetError("SDL not built with rendering support");
311  return NULL;
312 #endif
313 }
314 
315 SDL_Renderer *
317 {
318 #if !SDL_RENDER_DISABLED
320 
321  renderer = SW_CreateRendererForSurface(surface);
322 
323  if (renderer) {
324  renderer->magic = &renderer_magic;
325  renderer->scale.x = 1.0f;
326  renderer->scale.y = 1.0f;
327 
328  SDL_RenderSetViewport(renderer, NULL);
329  }
330  return renderer;
331 #else
332  SDL_SetError("SDL not built with rendering support");
333  return NULL;
334 #endif /* !SDL_RENDER_DISABLED */
335 }
336 
337 SDL_Renderer *
339 {
341 }
342 
343 int
345 {
346  CHECK_RENDERER_MAGIC(renderer, -1);
347 
348  *info = renderer->info;
349  return 0;
350 }
351 
352 int
354 {
355  CHECK_RENDERER_MAGIC(renderer, -1);
356 
357  if (renderer->target) {
358  return SDL_QueryTexture(renderer->target, NULL, NULL, w, h);
359  } else if (renderer->GetOutputSize) {
360  return renderer->GetOutputSize(renderer, w, h);
361  } else if (renderer->window) {
362  SDL_GetWindowSize(renderer->window, w, h);
363  return 0;
364  } else {
365  SDL_assert(0 && "This should never happen");
366  return SDL_SetError("Renderer doesn't support querying output size");
367  }
368 }
369 
370 static SDL_bool
372 {
373  Uint32 i;
374 
375  for (i = 0; i < renderer->info.num_texture_formats; ++i) {
376  if (renderer->info.texture_formats[i] == format) {
377  return SDL_TRUE;
378  }
379  }
380  return SDL_FALSE;
381 }
382 
383 static Uint32
385 {
386  Uint32 i;
387 
388  if (SDL_ISPIXELFORMAT_FOURCC(format)) {
389  /* Look for an exact match */
390  for (i = 0; i < renderer->info.num_texture_formats; ++i) {
391  if (renderer->info.texture_formats[i] == format) {
392  return renderer->info.texture_formats[i];
393  }
394  }
395  } else {
396  SDL_bool hasAlpha = SDL_ISPIXELFORMAT_ALPHA(format);
397 
398  /* We just want to match the first format that has the same channels */
399  for (i = 0; i < renderer->info.num_texture_formats; ++i) {
400  if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
401  SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == hasAlpha) {
402  return renderer->info.texture_formats[i];
403  }
404  }
405  }
406  return renderer->info.texture_formats[0];
407 }
408 
409 SDL_Texture *
411 {
413 
414  CHECK_RENDERER_MAGIC(renderer, NULL);
415 
416  if (!format) {
417  format = renderer->info.texture_formats[0];
418  }
419  if (SDL_BYTESPERPIXEL(format) == 0) {
420  SDL_SetError("Invalid texture format");
421  return NULL;
422  }
423  if (SDL_ISPIXELFORMAT_INDEXED(format)) {
424  SDL_SetError("Palettized textures are not supported");
425  return NULL;
426  }
427  if (w <= 0 || h <= 0) {
428  SDL_SetError("Texture dimensions can't be 0");
429  return NULL;
430  }
431  if ((renderer->info.max_texture_width && w > renderer->info.max_texture_width) ||
432  (renderer->info.max_texture_height && h > renderer->info.max_texture_height)) {
433  SDL_SetError("Texture dimensions are limited to %dx%d", renderer->info.max_texture_width, renderer->info.max_texture_height);
434  return NULL;
435  }
436  texture = (SDL_Texture *) SDL_calloc(1, sizeof(*texture));
437  if (!texture) {
438  SDL_OutOfMemory();
439  return NULL;
440  }
441  texture->magic = &texture_magic;
442  texture->format = format;
443  texture->access = access;
444  texture->w = w;
445  texture->h = h;
446  texture->r = 255;
447  texture->g = 255;
448  texture->b = 255;
449  texture->a = 255;
450  texture->renderer = renderer;
451  texture->next = renderer->textures;
452  if (renderer->textures) {
453  renderer->textures->prev = texture;
454  }
455  renderer->textures = texture;
456 
457  if (IsSupportedFormat(renderer, format)) {
458  if (renderer->CreateTexture(renderer, texture) < 0) {
459  SDL_DestroyTexture(texture);
460  return NULL;
461  }
462  } else {
463  texture->native = SDL_CreateTexture(renderer,
464  GetClosestSupportedFormat(renderer, format),
465  access, w, h);
466  if (!texture->native) {
467  SDL_DestroyTexture(texture);
468  return NULL;
469  }
470 
471  /* Swap textures to have texture before texture->native in the list */
472  texture->native->next = texture->next;
473  if (texture->native->next) {
474  texture->native->next->prev = texture->native;
475  }
476  texture->prev = texture->native->prev;
477  if (texture->prev) {
478  texture->prev->next = texture;
479  }
480  texture->native->prev = texture;
481  texture->next = texture->native;
482  renderer->textures = texture;
483 
484  if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
485  texture->yuv = SDL_SW_CreateYUVTexture(format, w, h);
486  if (!texture->yuv) {
487  SDL_DestroyTexture(texture);
488  return NULL;
489  }
490  } else if (access == SDL_TEXTUREACCESS_STREAMING) {
491  /* The pitch is 4 byte aligned */
492  texture->pitch = (((w * SDL_BYTESPERPIXEL(format)) + 3) & ~3);
493  texture->pixels = SDL_calloc(1, texture->pitch * h);
494  if (!texture->pixels) {
495  SDL_DestroyTexture(texture);
496  return NULL;
497  }
498  }
499  }
500  return texture;
501 }
502 
503 SDL_Texture *
505 {
506  const SDL_PixelFormat *fmt;
507  SDL_bool needAlpha;
508  Uint32 i;
509  Uint32 format;
511 
512  CHECK_RENDERER_MAGIC(renderer, NULL);
513 
514  if (!surface) {
515  SDL_SetError("SDL_CreateTextureFromSurface() passed NULL surface");
516  return NULL;
517  }
518 
519  /* See what the best texture format is */
520  fmt = surface->format;
521  if (fmt->Amask || SDL_GetColorKey(surface, NULL) == 0) {
522  needAlpha = SDL_TRUE;
523  } else {
524  needAlpha = SDL_FALSE;
525  }
526  format = renderer->info.texture_formats[0];
527  for (i = 0; i < renderer->info.num_texture_formats; ++i) {
528  if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
529  SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == needAlpha) {
530  format = renderer->info.texture_formats[i];
531  break;
532  }
533  }
534 
535  texture = SDL_CreateTexture(renderer, format, SDL_TEXTUREACCESS_STATIC,
536  surface->w, surface->h);
537  if (!texture) {
538  return NULL;
539  }
540 
541  if (format == surface->format->format) {
542  if (SDL_MUSTLOCK(surface)) {
543  SDL_LockSurface(surface);
544  SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
545  SDL_UnlockSurface(surface);
546  } else {
547  SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
548  }
549  } else {
550  SDL_PixelFormat *dst_fmt;
551  SDL_Surface *temp = NULL;
552 
553  /* Set up a destination surface for the texture update */
554  dst_fmt = SDL_AllocFormat(format);
555  if (!dst_fmt) {
556  SDL_DestroyTexture(texture);
557  return NULL;
558  }
559  temp = SDL_ConvertSurface(surface, dst_fmt, 0);
560  SDL_FreeFormat(dst_fmt);
561  if (temp) {
562  SDL_UpdateTexture(texture, NULL, temp->pixels, temp->pitch);
563  SDL_FreeSurface(temp);
564  } else {
565  SDL_DestroyTexture(texture);
566  return NULL;
567  }
568  }
569 
570  {
571  Uint8 r, g, b, a;
573 
574  SDL_GetSurfaceColorMod(surface, &r, &g, &b);
575  SDL_SetTextureColorMod(texture, r, g, b);
576 
577  SDL_GetSurfaceAlphaMod(surface, &a);
578  SDL_SetTextureAlphaMod(texture, a);
579 
580  if (SDL_GetColorKey(surface, NULL) == 0) {
581  /* We converted to a texture with alpha format */
583  } else {
584  SDL_GetSurfaceBlendMode(surface, &blendMode);
585  SDL_SetTextureBlendMode(texture, blendMode);
586  }
587  }
588  return texture;
589 }
590 
591 int
593  int *w, int *h)
594 {
595  CHECK_TEXTURE_MAGIC(texture, -1);
596 
597  if (format) {
598  *format = texture->format;
599  }
600  if (access) {
601  *access = texture->access;
602  }
603  if (w) {
604  *w = texture->w;
605  }
606  if (h) {
607  *h = texture->h;
608  }
609  return 0;
610 }
611 
612 int
614 {
616 
617  CHECK_TEXTURE_MAGIC(texture, -1);
618 
619  renderer = texture->renderer;
620  if (r < 255 || g < 255 || b < 255) {
622  } else {
623  texture->modMode &= ~SDL_TEXTUREMODULATE_COLOR;
624  }
625  texture->r = r;
626  texture->g = g;
627  texture->b = b;
628  if (texture->native) {
629  return SDL_SetTextureColorMod(texture->native, r, g, b);
630  } else if (renderer->SetTextureColorMod) {
631  return renderer->SetTextureColorMod(renderer, texture);
632  } else {
633  return 0;
634  }
635 }
636 
637 int
639  Uint8 * b)
640 {
641  CHECK_TEXTURE_MAGIC(texture, -1);
642 
643  if (r) {
644  *r = texture->r;
645  }
646  if (g) {
647  *g = texture->g;
648  }
649  if (b) {
650  *b = texture->b;
651  }
652  return 0;
653 }
654 
655 int
657 {
659 
660  CHECK_TEXTURE_MAGIC(texture, -1);
661 
662  renderer = texture->renderer;
663  if (alpha < 255) {
665  } else {
666  texture->modMode &= ~SDL_TEXTUREMODULATE_ALPHA;
667  }
668  texture->a = alpha;
669  if (texture->native) {
670  return SDL_SetTextureAlphaMod(texture->native, alpha);
671  } else if (renderer->SetTextureAlphaMod) {
672  return renderer->SetTextureAlphaMod(renderer, texture);
673  } else {
674  return 0;
675  }
676 }
677 
678 int
680 {
681  CHECK_TEXTURE_MAGIC(texture, -1);
682 
683  if (alpha) {
684  *alpha = texture->a;
685  }
686  return 0;
687 }
688 
689 int
691 {
693 
694  CHECK_TEXTURE_MAGIC(texture, -1);
695 
696  renderer = texture->renderer;
697  texture->blendMode = blendMode;
698  if (texture->native) {
699  return SDL_SetTextureBlendMode(texture->native, blendMode);
700  } else if (renderer->SetTextureBlendMode) {
701  return renderer->SetTextureBlendMode(renderer, texture);
702  } else {
703  return 0;
704  }
705 }
706 
707 int
709 {
710  CHECK_TEXTURE_MAGIC(texture, -1);
711 
712  if (blendMode) {
713  *blendMode = texture->blendMode;
714  }
715  return 0;
716 }
717 
718 static int
720  const void *pixels, int pitch)
721 {
722  SDL_Texture *native = texture->native;
723  SDL_Rect full_rect;
724 
725  if (SDL_SW_UpdateYUVTexture(texture->yuv, rect, pixels, pitch) < 0) {
726  return -1;
727  }
728 
729  full_rect.x = 0;
730  full_rect.y = 0;
731  full_rect.w = texture->w;
732  full_rect.h = texture->h;
733  rect = &full_rect;
734 
735  if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
736  /* We can lock the texture and copy to it */
737  void *native_pixels;
738  int native_pitch;
739 
740  if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
741  return -1;
742  }
743  SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
744  rect->w, rect->h, native_pixels, native_pitch);
745  SDL_UnlockTexture(native);
746  } else {
747  /* Use a temporary buffer for updating */
748  void *temp_pixels;
749  int temp_pitch;
750 
751  temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
752  temp_pixels = SDL_malloc(rect->h * temp_pitch);
753  if (!temp_pixels) {
754  return SDL_OutOfMemory();
755  }
756  SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
757  rect->w, rect->h, temp_pixels, temp_pitch);
758  SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
759  SDL_free(temp_pixels);
760  }
761  return 0;
762 }
763 
764 static int
766  const void *pixels, int pitch)
767 {
768  SDL_Texture *native = texture->native;
769 
770  if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
771  /* We can lock the texture and copy to it */
772  void *native_pixels;
773  int native_pitch;
774 
775  if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
776  return -1;
777  }
778  SDL_ConvertPixels(rect->w, rect->h,
779  texture->format, pixels, pitch,
780  native->format, native_pixels, native_pitch);
781  SDL_UnlockTexture(native);
782  } else {
783  /* Use a temporary buffer for updating */
784  void *temp_pixels;
785  int temp_pitch;
786 
787  temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
788  temp_pixels = SDL_malloc(rect->h * temp_pitch);
789  if (!temp_pixels) {
790  return SDL_OutOfMemory();
791  }
792  SDL_ConvertPixels(rect->w, rect->h,
793  texture->format, pixels, pitch,
794  native->format, temp_pixels, temp_pitch);
795  SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
796  SDL_free(temp_pixels);
797  }
798  return 0;
799 }
800 
801 int
803  const void *pixels, int pitch)
804 {
806  SDL_Rect full_rect;
807 
808  CHECK_TEXTURE_MAGIC(texture, -1);
809 
810  if (!pixels) {
811  return SDL_InvalidParamError("pixels");
812  }
813  if (!pitch) {
814  return SDL_InvalidParamError("pitch");
815  }
816 
817  if (!rect) {
818  full_rect.x = 0;
819  full_rect.y = 0;
820  full_rect.w = texture->w;
821  full_rect.h = texture->h;
822  rect = &full_rect;
823  }
824 
825  if ((rect->w == 0) || (rect->h == 0)) {
826  return 0; /* nothing to do. */
827  } else if (texture->yuv) {
828  return SDL_UpdateTextureYUV(texture, rect, pixels, pitch);
829  } else if (texture->native) {
830  return SDL_UpdateTextureNative(texture, rect, pixels, pitch);
831  } else {
832  renderer = texture->renderer;
833  return renderer->UpdateTexture(renderer, texture, rect, pixels, pitch);
834  }
835 }
836 
837 static int
839  const Uint8 *Yplane, int Ypitch,
840  const Uint8 *Uplane, int Upitch,
841  const Uint8 *Vplane, int Vpitch)
842 {
843  SDL_Texture *native = texture->native;
844  SDL_Rect full_rect;
845 
846  if (SDL_SW_UpdateYUVTexturePlanar(texture->yuv, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch) < 0) {
847  return -1;
848  }
849 
850  full_rect.x = 0;
851  full_rect.y = 0;
852  full_rect.w = texture->w;
853  full_rect.h = texture->h;
854  rect = &full_rect;
855 
856  if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
857  /* We can lock the texture and copy to it */
858  void *native_pixels;
859  int native_pitch;
860 
861  if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
862  return -1;
863  }
864  SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
865  rect->w, rect->h, native_pixels, native_pitch);
866  SDL_UnlockTexture(native);
867  } else {
868  /* Use a temporary buffer for updating */
869  void *temp_pixels;
870  int temp_pitch;
871 
872  temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
873  temp_pixels = SDL_malloc(rect->h * temp_pitch);
874  if (!temp_pixels) {
875  return SDL_OutOfMemory();
876  }
877  SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
878  rect->w, rect->h, temp_pixels, temp_pitch);
879  SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
880  SDL_free(temp_pixels);
881  }
882  return 0;
883 }
884 
886  const Uint8 *Yplane, int Ypitch,
887  const Uint8 *Uplane, int Upitch,
888  const Uint8 *Vplane, int Vpitch)
889 {
891  SDL_Rect full_rect;
892 
893  CHECK_TEXTURE_MAGIC(texture, -1);
894 
895  if (!Yplane) {
896  return SDL_InvalidParamError("Yplane");
897  }
898  if (!Ypitch) {
899  return SDL_InvalidParamError("Ypitch");
900  }
901  if (!Uplane) {
902  return SDL_InvalidParamError("Uplane");
903  }
904  if (!Upitch) {
905  return SDL_InvalidParamError("Upitch");
906  }
907  if (!Vplane) {
908  return SDL_InvalidParamError("Vplane");
909  }
910  if (!Vpitch) {
911  return SDL_InvalidParamError("Vpitch");
912  }
913 
914  if (texture->format != SDL_PIXELFORMAT_YV12 &&
915  texture->format != SDL_PIXELFORMAT_IYUV) {
916  return SDL_SetError("Texture format must by YV12 or IYUV");
917  }
918 
919  if (!rect) {
920  full_rect.x = 0;
921  full_rect.y = 0;
922  full_rect.w = texture->w;
923  full_rect.h = texture->h;
924  rect = &full_rect;
925  }
926 
927  if (texture->yuv) {
928  return SDL_UpdateTextureYUVPlanar(texture, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch);
929  } else {
930  SDL_assert(!texture->native);
931  renderer = texture->renderer;
932  SDL_assert(renderer->UpdateTextureYUV);
933  if (renderer->UpdateTextureYUV) {
934  return renderer->UpdateTextureYUV(renderer, texture, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch);
935  } else {
936  return SDL_Unsupported();
937  }
938  }
939 }
940 
941 static int
943  void **pixels, int *pitch)
944 {
945  return SDL_SW_LockYUVTexture(texture->yuv, rect, pixels, pitch);
946 }
947 
948 static int
950  void **pixels, int *pitch)
951 {
952  texture->locked_rect = *rect;
953  *pixels = (void *) ((Uint8 *) texture->pixels +
954  rect->y * texture->pitch +
955  rect->x * SDL_BYTESPERPIXEL(texture->format));
956  *pitch = texture->pitch;
957  return 0;
958 }
959 
960 int
962  void **pixels, int *pitch)
963 {
965  SDL_Rect full_rect;
966 
967  CHECK_TEXTURE_MAGIC(texture, -1);
968 
969  if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
970  return SDL_SetError("SDL_LockTexture(): texture must be streaming");
971  }
972 
973  if (!rect) {
974  full_rect.x = 0;
975  full_rect.y = 0;
976  full_rect.w = texture->w;
977  full_rect.h = texture->h;
978  rect = &full_rect;
979  }
980 
981  if (texture->yuv) {
982  return SDL_LockTextureYUV(texture, rect, pixels, pitch);
983  } else if (texture->native) {
984  return SDL_LockTextureNative(texture, rect, pixels, pitch);
985  } else {
986  renderer = texture->renderer;
987  return renderer->LockTexture(renderer, texture, rect, pixels, pitch);
988  }
989 }
990 
991 static void
993 {
994  SDL_Texture *native = texture->native;
995  void *native_pixels = NULL;
996  int native_pitch = 0;
997  SDL_Rect rect;
998 
999  rect.x = 0;
1000  rect.y = 0;
1001  rect.w = texture->w;
1002  rect.h = texture->h;
1003 
1004  if (SDL_LockTexture(native, &rect, &native_pixels, &native_pitch) < 0) {
1005  return;
1006  }
1007  SDL_SW_CopyYUVToRGB(texture->yuv, &rect, native->format,
1008  rect.w, rect.h, native_pixels, native_pitch);
1009  SDL_UnlockTexture(native);
1010 }
1011 
1012 static void
1014 {
1015  SDL_Texture *native = texture->native;
1016  void *native_pixels = NULL;
1017  int native_pitch = 0;
1018  const SDL_Rect *rect = &texture->locked_rect;
1019  const void* pixels = (void *) ((Uint8 *) texture->pixels +
1020  rect->y * texture->pitch +
1021  rect->x * SDL_BYTESPERPIXEL(texture->format));
1022  int pitch = texture->pitch;
1023 
1024  if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
1025  return;
1026  }
1027  SDL_ConvertPixels(rect->w, rect->h,
1028  texture->format, pixels, pitch,
1029  native->format, native_pixels, native_pitch);
1030  SDL_UnlockTexture(native);
1031 }
1032 
1033 void
1035 {
1037 
1038  CHECK_TEXTURE_MAGIC(texture, );
1039 
1040  if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
1041  return;
1042  }
1043  if (texture->yuv) {
1044  SDL_UnlockTextureYUV(texture);
1045  } else if (texture->native) {
1046  SDL_UnlockTextureNative(texture);
1047  } else {
1048  renderer = texture->renderer;
1049  renderer->UnlockTexture(renderer, texture);
1050  }
1051 }
1052 
1053 SDL_bool
1055 {
1056  if (!renderer || !renderer->SetRenderTarget) {
1057  return SDL_FALSE;
1058  }
1059  return (renderer->info.flags & SDL_RENDERER_TARGETTEXTURE) != 0;
1060 }
1061 
1062 int
1064 {
1065  if (!SDL_RenderTargetSupported(renderer)) {
1066  return SDL_Unsupported();
1067  }
1068  if (texture == renderer->target) {
1069  /* Nothing to do! */
1070  return 0;
1071  }
1072 
1073  /* texture == NULL is valid and means reset the target to the window */
1074  if (texture) {
1075  CHECK_TEXTURE_MAGIC(texture, -1);
1076  if (renderer != texture->renderer) {
1077  return SDL_SetError("Texture was not created with this renderer");
1078  }
1079  if (texture->access != SDL_TEXTUREACCESS_TARGET) {
1080  return SDL_SetError("Texture not created with SDL_TEXTUREACCESS_TARGET");
1081  }
1082  if (texture->native) {
1083  /* Always render to the native texture */
1084  texture = texture->native;
1085  }
1086  }
1087 
1088  if (texture && !renderer->target) {
1089  /* Make a backup of the viewport */
1090  renderer->viewport_backup = renderer->viewport;
1091  renderer->clip_rect_backup = renderer->clip_rect;
1092  renderer->clipping_enabled_backup = renderer->clipping_enabled;
1093  renderer->scale_backup = renderer->scale;
1094  renderer->logical_w_backup = renderer->logical_w;
1095  renderer->logical_h_backup = renderer->logical_h;
1096  }
1097  renderer->target = texture;
1098 
1099  if (renderer->SetRenderTarget(renderer, texture) < 0) {
1100  return -1;
1101  }
1102 
1103  if (texture) {
1104  renderer->viewport.x = 0;
1105  renderer->viewport.y = 0;
1106  renderer->viewport.w = texture->w;
1107  renderer->viewport.h = texture->h;
1108  SDL_zero(renderer->clip_rect);
1109  renderer->clipping_enabled = SDL_FALSE;
1110  renderer->scale.x = 1.0f;
1111  renderer->scale.y = 1.0f;
1112  renderer->logical_w = texture->w;
1113  renderer->logical_h = texture->h;
1114  } else {
1115  renderer->viewport = renderer->viewport_backup;
1116  renderer->clip_rect = renderer->clip_rect_backup;
1117  renderer->clipping_enabled = renderer->clipping_enabled_backup;
1118  renderer->scale = renderer->scale_backup;
1119  renderer->logical_w = renderer->logical_w_backup;
1120  renderer->logical_h = renderer->logical_h_backup;
1121  }
1122  if (renderer->UpdateViewport(renderer) < 0) {
1123  return -1;
1124  }
1125  if (renderer->UpdateClipRect(renderer) < 0) {
1126  return -1;
1127  }
1128 
1129  /* All set! */
1130  return 0;
1131 }
1132 
1133 SDL_Texture *
1135 {
1136  return renderer->target;
1137 }
1138 
1139 static int
1141 {
1142  int w = 1, h = 1;
1143  float want_aspect;
1144  float real_aspect;
1145  float scale;
1147 
1148  if (!renderer->logical_w || !renderer->logical_h) {
1149  return 0;
1150  }
1151  if (SDL_GetRendererOutputSize(renderer, &w, &h) < 0) {
1152  return -1;
1153  }
1154 
1155  want_aspect = (float)renderer->logical_w / renderer->logical_h;
1156  real_aspect = (float)w / h;
1157 
1158  /* Clear the scale because we're setting viewport in output coordinates */
1159  SDL_RenderSetScale(renderer, 1.0f, 1.0f);
1160 
1161  if (renderer->integer_scale) {
1162  if (want_aspect > real_aspect) {
1163  scale = (float)(w / renderer->logical_w);
1164  } else {
1165  scale = (float)(h / renderer->logical_h);
1166  }
1167  viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
1168  viewport.x = (w - viewport.w) / 2;
1169  viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
1170  viewport.y = (h - viewport.h) / 2;
1171 
1172  SDL_RenderSetViewport(renderer, &viewport);
1173  } else if (SDL_fabs(want_aspect-real_aspect) < 0.0001) {
1174  /* The aspect ratios are the same, just scale appropriately */
1175  scale = (float)w / renderer->logical_w;
1176  SDL_RenderSetViewport(renderer, NULL);
1177  } else if (want_aspect > real_aspect) {
1178  /* We want a wider aspect ratio than is available - letterbox it */
1179  scale = (float)w / renderer->logical_w;
1180  viewport.x = 0;
1181  viewport.w = w;
1182  viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
1183  viewport.y = (h - viewport.h) / 2;
1184  SDL_RenderSetViewport(renderer, &viewport);
1185  } else {
1186  /* We want a narrower aspect ratio than is available - use side-bars */
1187  scale = (float)h / renderer->logical_h;
1188  viewport.y = 0;
1189  viewport.h = h;
1190  viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
1191  viewport.x = (w - viewport.w) / 2;
1192  SDL_RenderSetViewport(renderer, &viewport);
1193  }
1194 
1195  /* Set the new scale */
1196  SDL_RenderSetScale(renderer, scale, scale);
1197 
1198  return 0;
1199 }
1200 
1201 int
1203 {
1204  CHECK_RENDERER_MAGIC(renderer, -1);
1205 
1206  if (!w || !h) {
1207  /* Clear any previous logical resolution */
1208  renderer->logical_w = 0;
1209  renderer->logical_h = 0;
1210  SDL_RenderSetViewport(renderer, NULL);
1211  SDL_RenderSetScale(renderer, 1.0f, 1.0f);
1212  return 0;
1213  }
1214 
1215  renderer->logical_w = w;
1216  renderer->logical_h = h;
1217 
1218  return UpdateLogicalSize(renderer);
1219 }
1220 
1221 void
1223 {
1224  CHECK_RENDERER_MAGIC(renderer, );
1225 
1226  if (w) {
1227  *w = renderer->logical_w;
1228  }
1229  if (h) {
1230  *h = renderer->logical_h;
1231  }
1232 }
1233 
1234 int
1236 {
1237  CHECK_RENDERER_MAGIC(renderer, -1);
1238 
1239  renderer->integer_scale = enable;
1240 
1241  return UpdateLogicalSize(renderer);
1242 }
1243 
1244 SDL_bool
1246 {
1247  CHECK_RENDERER_MAGIC(renderer, SDL_FALSE);
1248 
1249  return renderer->integer_scale;
1250 }
1251 
1252 int
1254 {
1255  CHECK_RENDERER_MAGIC(renderer, -1);
1256 
1257  if (rect) {
1258  renderer->viewport.x = (int)SDL_floor(rect->x * renderer->scale.x);
1259  renderer->viewport.y = (int)SDL_floor(rect->y * renderer->scale.y);
1260  renderer->viewport.w = (int)SDL_ceil(rect->w * renderer->scale.x);
1261  renderer->viewport.h = (int)SDL_ceil(rect->h * renderer->scale.y);
1262  } else {
1263  renderer->viewport.x = 0;
1264  renderer->viewport.y = 0;
1265  if (SDL_GetRendererOutputSize(renderer, &renderer->viewport.w, &renderer->viewport.h) < 0) {
1266  return -1;
1267  }
1268  }
1269  return renderer->UpdateViewport(renderer);
1270 }
1271 
1272 void
1274 {
1275  CHECK_RENDERER_MAGIC(renderer, );
1276 
1277  if (rect) {
1278  rect->x = (int)(renderer->viewport.x / renderer->scale.x);
1279  rect->y = (int)(renderer->viewport.y / renderer->scale.y);
1280  rect->w = (int)(renderer->viewport.w / renderer->scale.x);
1281  rect->h = (int)(renderer->viewport.h / renderer->scale.y);
1282  }
1283 }
1284 
1285 int
1287 {
1288  CHECK_RENDERER_MAGIC(renderer, -1)
1289 
1290  if (rect) {
1291  renderer->clipping_enabled = SDL_TRUE;
1292  renderer->clip_rect.x = (int)SDL_floor(rect->x * renderer->scale.x);
1293  renderer->clip_rect.y = (int)SDL_floor(rect->y * renderer->scale.y);
1294  renderer->clip_rect.w = (int)SDL_ceil(rect->w * renderer->scale.x);
1295  renderer->clip_rect.h = (int)SDL_ceil(rect->h * renderer->scale.y);
1296  } else {
1297  renderer->clipping_enabled = SDL_FALSE;
1298  SDL_zero(renderer->clip_rect);
1299  }
1300  return renderer->UpdateClipRect(renderer);
1301 }
1302 
1303 void
1305 {
1306  CHECK_RENDERER_MAGIC(renderer, )
1307 
1308  if (rect) {
1309  rect->x = (int)(renderer->clip_rect.x / renderer->scale.x);
1310  rect->y = (int)(renderer->clip_rect.y / renderer->scale.y);
1311  rect->w = (int)(renderer->clip_rect.w / renderer->scale.x);
1312  rect->h = (int)(renderer->clip_rect.h / renderer->scale.y);
1313  }
1314 }
1315 
1316 SDL_bool
1318 {
1319  CHECK_RENDERER_MAGIC(renderer, SDL_FALSE)
1320  return renderer->clipping_enabled;
1321 }
1322 
1323 int
1324 SDL_RenderSetScale(SDL_Renderer * renderer, float scaleX, float scaleY)
1325 {
1326  CHECK_RENDERER_MAGIC(renderer, -1);
1327 
1328  renderer->scale.x = scaleX;
1329  renderer->scale.y = scaleY;
1330  return 0;
1331 }
1332 
1333 void
1334 SDL_RenderGetScale(SDL_Renderer * renderer, float *scaleX, float *scaleY)
1335 {
1336  CHECK_RENDERER_MAGIC(renderer, );
1337 
1338  if (scaleX) {
1339  *scaleX = renderer->scale.x;
1340  }
1341  if (scaleY) {
1342  *scaleY = renderer->scale.y;
1343  }
1344 }
1345 
1346 int
1348  Uint8 r, Uint8 g, Uint8 b, Uint8 a)
1349 {
1350  CHECK_RENDERER_MAGIC(renderer, -1);
1351 
1352  renderer->r = r;
1353  renderer->g = g;
1354  renderer->b = b;
1355  renderer->a = a;
1356  return 0;
1357 }
1358 
1359 int
1361  Uint8 * r, Uint8 * g, Uint8 * b, Uint8 * a)
1362 {
1363  CHECK_RENDERER_MAGIC(renderer, -1);
1364 
1365  if (r) {
1366  *r = renderer->r;
1367  }
1368  if (g) {
1369  *g = renderer->g;
1370  }
1371  if (b) {
1372  *b = renderer->b;
1373  }
1374  if (a) {
1375  *a = renderer->a;
1376  }
1377  return 0;
1378 }
1379 
1380 int
1382 {
1383  CHECK_RENDERER_MAGIC(renderer, -1);
1384 
1385  renderer->blendMode = blendMode;
1386  return 0;
1387 }
1388 
1389 int
1391 {
1392  CHECK_RENDERER_MAGIC(renderer, -1);
1393 
1394  *blendMode = renderer->blendMode;
1395  return 0;
1396 }
1397 
1398 int
1400 {
1401  CHECK_RENDERER_MAGIC(renderer, -1);
1402 
1403  /* Don't draw while we're hidden */
1404  if (renderer->hidden) {
1405  return 0;
1406  }
1407  return renderer->RenderClear(renderer);
1408 }
1409 
1410 int
1412 {
1413  SDL_Point point;
1414 
1415  point.x = x;
1416  point.y = y;
1417  return SDL_RenderDrawPoints(renderer, &point, 1);
1418 }
1419 
1420 static int
1422  const SDL_Point * points, int count)
1423 {
1424  SDL_FRect *frects;
1425  int i;
1426  int status;
1427 
1428  frects = SDL_stack_alloc(SDL_FRect, count);
1429  if (!frects) {
1430  return SDL_OutOfMemory();
1431  }
1432  for (i = 0; i < count; ++i) {
1433  frects[i].x = points[i].x * renderer->scale.x;
1434  frects[i].y = points[i].y * renderer->scale.y;
1435  frects[i].w = renderer->scale.x;
1436  frects[i].h = renderer->scale.y;
1437  }
1438 
1439  status = renderer->RenderFillRects(renderer, frects, count);
1440 
1441  SDL_stack_free(frects);
1442 
1443  return status;
1444 }
1445 
1446 int
1448  const SDL_Point * points, int count)
1449 {
1450  SDL_FPoint *fpoints;
1451  int i;
1452  int status;
1453 
1454  CHECK_RENDERER_MAGIC(renderer, -1);
1455 
1456  if (!points) {
1457  return SDL_SetError("SDL_RenderDrawPoints(): Passed NULL points");
1458  }
1459  if (count < 1) {
1460  return 0;
1461  }
1462 
1463  /* Don't draw while we're hidden */
1464  if (renderer->hidden) {
1465  return 0;
1466  }
1467 
1468  if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
1469  return RenderDrawPointsWithRects(renderer, points, count);
1470  }
1471 
1472  fpoints = SDL_stack_alloc(SDL_FPoint, count);
1473  if (!fpoints) {
1474  return SDL_OutOfMemory();
1475  }
1476  for (i = 0; i < count; ++i) {
1477  fpoints[i].x = points[i].x * renderer->scale.x;
1478  fpoints[i].y = points[i].y * renderer->scale.y;
1479  }
1480 
1481  status = renderer->RenderDrawPoints(renderer, fpoints, count);
1482 
1483  SDL_stack_free(fpoints);
1484 
1485  return status;
1486 }
1487 
1488 int
1490 {
1491  SDL_Point points[2];
1492 
1493  points[0].x = x1;
1494  points[0].y = y1;
1495  points[1].x = x2;
1496  points[1].y = y2;
1497  return SDL_RenderDrawLines(renderer, points, 2);
1498 }
1499 
1500 static int
1502  const SDL_Point * points, int count)
1503 {
1504  SDL_FRect *frect;
1505  SDL_FRect *frects;
1506  SDL_FPoint fpoints[2];
1507  int i, nrects;
1508  int status;
1509 
1510  frects = SDL_stack_alloc(SDL_FRect, count-1);
1511  if (!frects) {
1512  return SDL_OutOfMemory();
1513  }
1514 
1515  status = 0;
1516  nrects = 0;
1517  for (i = 0; i < count-1; ++i) {
1518  if (points[i].x == points[i+1].x) {
1519  int minY = SDL_min(points[i].y, points[i+1].y);
1520  int maxY = SDL_max(points[i].y, points[i+1].y);
1521 
1522  frect = &frects[nrects++];
1523  frect->x = points[i].x * renderer->scale.x;
1524  frect->y = minY * renderer->scale.y;
1525  frect->w = renderer->scale.x;
1526  frect->h = (maxY - minY + 1) * renderer->scale.y;
1527  } else if (points[i].y == points[i+1].y) {
1528  int minX = SDL_min(points[i].x, points[i+1].x);
1529  int maxX = SDL_max(points[i].x, points[i+1].x);
1530 
1531  frect = &frects[nrects++];
1532  frect->x = minX * renderer->scale.x;
1533  frect->y = points[i].y * renderer->scale.y;
1534  frect->w = (maxX - minX + 1) * renderer->scale.x;
1535  frect->h = renderer->scale.y;
1536  } else {
1537  /* FIXME: We can't use a rect for this line... */
1538  fpoints[0].x = points[i].x * renderer->scale.x;
1539  fpoints[0].y = points[i].y * renderer->scale.y;
1540  fpoints[1].x = points[i+1].x * renderer->scale.x;
1541  fpoints[1].y = points[i+1].y * renderer->scale.y;
1542  status += renderer->RenderDrawLines(renderer, fpoints, 2);
1543  }
1544  }
1545 
1546  status += renderer->RenderFillRects(renderer, frects, nrects);
1547 
1548  SDL_stack_free(frects);
1549 
1550  if (status < 0) {
1551  status = -1;
1552  }
1553  return status;
1554 }
1555 
1556 int
1558  const SDL_Point * points, int count)
1559 {
1560  SDL_FPoint *fpoints;
1561  int i;
1562  int status;
1563 
1564  CHECK_RENDERER_MAGIC(renderer, -1);
1565 
1566  if (!points) {
1567  return SDL_SetError("SDL_RenderDrawLines(): Passed NULL points");
1568  }
1569  if (count < 2) {
1570  return 0;
1571  }
1572 
1573  /* Don't draw while we're hidden */
1574  if (renderer->hidden) {
1575  return 0;
1576  }
1577 
1578  if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
1579  return RenderDrawLinesWithRects(renderer, points, count);
1580  }
1581 
1582  fpoints = SDL_stack_alloc(SDL_FPoint, count);
1583  if (!fpoints) {
1584  return SDL_OutOfMemory();
1585  }
1586  for (i = 0; i < count; ++i) {
1587  fpoints[i].x = points[i].x * renderer->scale.x;
1588  fpoints[i].y = points[i].y * renderer->scale.y;
1589  }
1590 
1591  status = renderer->RenderDrawLines(renderer, fpoints, count);
1592 
1593  SDL_stack_free(fpoints);
1594 
1595  return status;
1596 }
1597 
1598 int
1600 {
1601  SDL_Rect full_rect;
1602  SDL_Point points[5];
1603 
1604  CHECK_RENDERER_MAGIC(renderer, -1);
1605 
1606  /* If 'rect' == NULL, then outline the whole surface */
1607  if (!rect) {
1608  SDL_RenderGetViewport(renderer, &full_rect);
1609  full_rect.x = 0;
1610  full_rect.y = 0;
1611  rect = &full_rect;
1612  }
1613 
1614  points[0].x = rect->x;
1615  points[0].y = rect->y;
1616  points[1].x = rect->x+rect->w-1;
1617  points[1].y = rect->y;
1618  points[2].x = rect->x+rect->w-1;
1619  points[2].y = rect->y+rect->h-1;
1620  points[3].x = rect->x;
1621  points[3].y = rect->y+rect->h-1;
1622  points[4].x = rect->x;
1623  points[4].y = rect->y;
1624  return SDL_RenderDrawLines(renderer, points, 5);
1625 }
1626 
1627 int
1629  const SDL_Rect * rects, int count)
1630 {
1631  int i;
1632 
1633  CHECK_RENDERER_MAGIC(renderer, -1);
1634 
1635  if (!rects) {
1636  return SDL_SetError("SDL_RenderDrawRects(): Passed NULL rects");
1637  }
1638  if (count < 1) {
1639  return 0;
1640  }
1641 
1642  /* Don't draw while we're hidden */
1643  if (renderer->hidden) {
1644  return 0;
1645  }
1646 
1647  for (i = 0; i < count; ++i) {
1648  if (SDL_RenderDrawRect(renderer, &rects[i]) < 0) {
1649  return -1;
1650  }
1651  }
1652  return 0;
1653 }
1654 
1655 int
1657 {
1658  SDL_Rect full_rect = { 0, 0, 0, 0 };
1659 
1660  CHECK_RENDERER_MAGIC(renderer, -1);
1661 
1662  /* If 'rect' == NULL, then outline the whole surface */
1663  if (!rect) {
1664  SDL_RenderGetViewport(renderer, &full_rect);
1665  full_rect.x = 0;
1666  full_rect.y = 0;
1667  rect = &full_rect;
1668  }
1669  return SDL_RenderFillRects(renderer, rect, 1);
1670 }
1671 
1672 int
1674  const SDL_Rect * rects, int count)
1675 {
1676  SDL_FRect *frects;
1677  int i;
1678  int status;
1679 
1680  CHECK_RENDERER_MAGIC(renderer, -1);
1681 
1682  if (!rects) {
1683  return SDL_SetError("SDL_RenderFillRects(): Passed NULL rects");
1684  }
1685  if (count < 1) {
1686  return 0;
1687  }
1688 
1689  /* Don't draw while we're hidden */
1690  if (renderer->hidden) {
1691  return 0;
1692  }
1693 
1694  frects = SDL_stack_alloc(SDL_FRect, count);
1695  if (!frects) {
1696  return SDL_OutOfMemory();
1697  }
1698  for (i = 0; i < count; ++i) {
1699  frects[i].x = rects[i].x * renderer->scale.x;
1700  frects[i].y = rects[i].y * renderer->scale.y;
1701  frects[i].w = rects[i].w * renderer->scale.x;
1702  frects[i].h = rects[i].h * renderer->scale.y;
1703  }
1704 
1705  status = renderer->RenderFillRects(renderer, frects, count);
1706 
1707  SDL_stack_free(frects);
1708 
1709  return status;
1710 }
1711 
1712 int
1714  const SDL_Rect * srcrect, const SDL_Rect * dstrect)
1715 {
1716  SDL_Rect real_srcrect = { 0, 0, 0, 0 };
1717  SDL_Rect real_dstrect = { 0, 0, 0, 0 };
1718  SDL_FRect frect;
1719 
1720  CHECK_RENDERER_MAGIC(renderer, -1);
1721  CHECK_TEXTURE_MAGIC(texture, -1);
1722 
1723  if (renderer != texture->renderer) {
1724  return SDL_SetError("Texture was not created with this renderer");
1725  }
1726 
1727  /* Don't draw while we're hidden */
1728  if (renderer->hidden) {
1729  return 0;
1730  }
1731 
1732  real_srcrect.x = 0;
1733  real_srcrect.y = 0;
1734  real_srcrect.w = texture->w;
1735  real_srcrect.h = texture->h;
1736  if (srcrect) {
1737  if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) {
1738  return 0;
1739  }
1740  }
1741 
1742  SDL_RenderGetViewport(renderer, &real_dstrect);
1743  real_dstrect.x = 0;
1744  real_dstrect.y = 0;
1745  if (dstrect) {
1746  if (!SDL_HasIntersection(dstrect, &real_dstrect)) {
1747  return 0;
1748  }
1749  real_dstrect = *dstrect;
1750  }
1751 
1752  if (texture->native) {
1753  texture = texture->native;
1754  }
1755 
1756  frect.x = real_dstrect.x * renderer->scale.x;
1757  frect.y = real_dstrect.y * renderer->scale.y;
1758  frect.w = real_dstrect.w * renderer->scale.x;
1759  frect.h = real_dstrect.h * renderer->scale.y;
1760 
1761  return renderer->RenderCopy(renderer, texture, &real_srcrect, &frect);
1762 }
1763 
1764 
1765 int
1767  const SDL_Rect * srcrect, const SDL_Rect * dstrect,
1768  const double angle, const SDL_Point *center, const SDL_RendererFlip flip)
1769 {
1770  SDL_Rect real_srcrect = { 0, 0, 0, 0 };
1771  SDL_Rect real_dstrect = { 0, 0, 0, 0 };
1772  SDL_Point real_center;
1773  SDL_FRect frect;
1774  SDL_FPoint fcenter;
1775 
1776  if (flip == SDL_FLIP_NONE && (int)(angle/360) == angle/360) { /* fast path when we don't need rotation or flipping */
1777  return SDL_RenderCopy(renderer, texture, srcrect, dstrect);
1778  }
1779 
1780  CHECK_RENDERER_MAGIC(renderer, -1);
1781  CHECK_TEXTURE_MAGIC(texture, -1);
1782 
1783  if (renderer != texture->renderer) {
1784  return SDL_SetError("Texture was not created with this renderer");
1785  }
1786  if (!renderer->RenderCopyEx) {
1787  return SDL_SetError("Renderer does not support RenderCopyEx");
1788  }
1789 
1790  /* Don't draw while we're hidden */
1791  if (renderer->hidden) {
1792  return 0;
1793  }
1794 
1795  real_srcrect.x = 0;
1796  real_srcrect.y = 0;
1797  real_srcrect.w = texture->w;
1798  real_srcrect.h = texture->h;
1799  if (srcrect) {
1800  if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) {
1801  return 0;
1802  }
1803  }
1804 
1805  /* We don't intersect the dstrect with the viewport as RenderCopy does because of potential rotation clipping issues... TODO: should we? */
1806  if (dstrect) {
1807  real_dstrect = *dstrect;
1808  } else {
1809  SDL_RenderGetViewport(renderer, &real_dstrect);
1810  real_dstrect.x = 0;
1811  real_dstrect.y = 0;
1812  }
1813 
1814  if (texture->native) {
1815  texture = texture->native;
1816  }
1817 
1818  if (center) {
1819  real_center = *center;
1820  } else {
1821  real_center.x = real_dstrect.w/2;
1822  real_center.y = real_dstrect.h/2;
1823  }
1824 
1825  frect.x = real_dstrect.x * renderer->scale.x;
1826  frect.y = real_dstrect.y * renderer->scale.y;
1827  frect.w = real_dstrect.w * renderer->scale.x;
1828  frect.h = real_dstrect.h * renderer->scale.y;
1829 
1830  fcenter.x = real_center.x * renderer->scale.x;
1831  fcenter.y = real_center.y * renderer->scale.y;
1832 
1833  return renderer->RenderCopyEx(renderer, texture, &real_srcrect, &frect, angle, &fcenter, flip);
1834 }
1835 
1836 int
1838  Uint32 format, void * pixels, int pitch)
1839 {
1840  SDL_Rect real_rect;
1841 
1842  CHECK_RENDERER_MAGIC(renderer, -1);
1843 
1844  if (!renderer->RenderReadPixels) {
1845  return SDL_Unsupported();
1846  }
1847 
1848  if (!format) {
1849  format = SDL_GetWindowPixelFormat(renderer->window);
1850  }
1851 
1852  real_rect.x = renderer->viewport.x;
1853  real_rect.y = renderer->viewport.y;
1854  real_rect.w = renderer->viewport.w;
1855  real_rect.h = renderer->viewport.h;
1856  if (rect) {
1857  if (!SDL_IntersectRect(rect, &real_rect, &real_rect)) {
1858  return 0;
1859  }
1860  if (real_rect.y > rect->y) {
1861  pixels = (Uint8 *)pixels + pitch * (real_rect.y - rect->y);
1862  }
1863  if (real_rect.x > rect->x) {
1864  int bpp = SDL_BYTESPERPIXEL(format);
1865  pixels = (Uint8 *)pixels + bpp * (real_rect.x - rect->x);
1866  }
1867  }
1868 
1869  return renderer->RenderReadPixels(renderer, &real_rect,
1870  format, pixels, pitch);
1871 }
1872 
1873 void
1875 {
1876  CHECK_RENDERER_MAGIC(renderer, );
1877 
1878  /* Don't draw while we're hidden */
1879  if (renderer->hidden) {
1880  return;
1881  }
1882  renderer->RenderPresent(renderer);
1883 }
1884 
1885 void
1887 {
1889 
1890  CHECK_TEXTURE_MAGIC(texture, );
1891 
1892  renderer = texture->renderer;
1893  if (texture == renderer->target) {
1894  SDL_SetRenderTarget(renderer, NULL);
1895  }
1896 
1897  texture->magic = NULL;
1898 
1899  if (texture->next) {
1900  texture->next->prev = texture->prev;
1901  }
1902  if (texture->prev) {
1903  texture->prev->next = texture->next;
1904  } else {
1905  renderer->textures = texture->next;
1906  }
1907 
1908  if (texture->native) {
1909  SDL_DestroyTexture(texture->native);
1910  }
1911  if (texture->yuv) {
1912  SDL_SW_DestroyYUVTexture(texture->yuv);
1913  }
1914  SDL_free(texture->pixels);
1915 
1916  renderer->DestroyTexture(renderer, texture);
1917  SDL_free(texture);
1918 }
1919 
1920 void
1922 {
1923  CHECK_RENDERER_MAGIC(renderer, );
1924 
1926 
1927  /* Free existing textures for this renderer */
1928  while (renderer->textures) {
1929  SDL_DestroyTexture(renderer->textures);
1930  }
1931 
1932  if (renderer->window) {
1934  }
1935 
1936  /* It's no longer magical... */
1937  renderer->magic = NULL;
1938 
1939  /* Free the renderer instance */
1940  renderer->DestroyRenderer(renderer);
1941 }
1942 
1943 int SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh)
1944 {
1946 
1947  CHECK_TEXTURE_MAGIC(texture, -1);
1948  renderer = texture->renderer;
1949  if (texture->native) {
1950  return SDL_GL_BindTexture(texture->native, texw, texh);
1951  } else if (renderer && renderer->GL_BindTexture) {
1952  return renderer->GL_BindTexture(renderer, texture, texw, texh);
1953  } else {
1954  return SDL_Unsupported();
1955  }
1956 }
1957 
1959 {
1961 
1962  CHECK_TEXTURE_MAGIC(texture, -1);
1963  renderer = texture->renderer;
1964  if (texture->native) {
1965  return SDL_GL_UnbindTexture(texture->native);
1966  } else if (renderer && renderer->GL_UnbindTexture) {
1967  return renderer->GL_UnbindTexture(renderer, texture);
1968  }
1969 
1970  return SDL_Unsupported();
1971 }
1972 
1973 /* vi: set ts=4 sw=4 expandtab: */
int SDL_CreateWindowAndRenderer(int width, int height, Uint32 window_flags, SDL_Window **window, SDL_Renderer **renderer)
Create a window and default renderer.
Definition: SDL_render.c:200
int(* RenderDrawLines)(SDL_Renderer *renderer, const SDL_FPoint *points, int count)
void * pixels
Definition: SDL_sysrender.h:65
GLenum GLenum GLenum GLenum GLenum scale
SDL_BlendMode blendMode
Definition: SDL_sysrender.h:57
SDL_MouseMotionEvent motion
Definition: SDL_events.h:533
#define SDL_DelEventWatch
GLint GLint GLsizei GLsizei GLsizei GLint GLenum format
Definition: SDL_opengl.h:1565
#define SDL_GetWindowData
int(* RenderDrawPoints)(SDL_Renderer *renderer, const SDL_FPoint *points, int count)
int(* LockTexture)(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect, void **pixels, int *pitch)
Definition: SDL_sysrender.h:97
#define SDL_HasIntersection
GLuint GLfloat GLfloat GLfloat x1
SDL_SW_YUVTexture * SDL_SW_CreateYUVTexture(Uint32 format, int w, int h)
Definition: SDL_yuv_sw.c:1021
#define SDL_min(x, y)
Definition: SDL_stdinc.h:349
#define SDL_UnlockSurface
GLdouble GLdouble GLdouble r
Definition: SDL_opengl.h:2072
#define SDL_ceil
static Uint32 GetClosestSupportedFormat(SDL_Renderer *renderer, Uint32 format)
Definition: SDL_render.c:384
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)
Definition: SDL_render.c:838
int SDL_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect, const SDL_Rect *dstrect)
Copy a portion of the texture to the current rendering target.
Definition: SDL_render.c:1713
GLint GLint GLsizei width
Definition: SDL_opengl.h:1565
GLdouble n
#define SDL_HINT_RENDER_VSYNC
A variable controlling whether updates to the SDL screen surface should be synchronized with the vert...
Definition: SDL_hints.h:142
int(* RenderReadPixels)(SDL_Renderer *renderer, const SDL_Rect *rect, Uint32 format, void *pixels, int pitch)
int SDL_SetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode)
Set the blend mode used for drawing operations (Fill and Line).
Definition: SDL_render.c:1381
SDL_RendererInfo info
int SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_RendererInfo *info)
Get information about a rendering context.
Definition: SDL_render.c:344
SDL_Rect clip_rect_backup
#define SDL_ISPIXELFORMAT_INDEXED(format)
Definition: SDL_pixels.h:134
GLint GLint GLint GLint GLint x
Definition: SDL_opengl.h:1567
SDL_BlendMode
The blend mode used in SDL_RenderCopy() and drawing operations.
Definition: SDL_blendmode.h:40
#define SDL_ConvertSurface
GLuint GLuint GLsizei count
Definition: SDL_opengl.h:1564
SDL_Rect rect
Definition: testrelative.c:27
#define SDL_fabs
static SDL_Window * window
SDL_bool hidden
GLenum GLenum GLuint texture
SDL_Texture * SDL_GetRenderTarget(SDL_Renderer *renderer)
Get the current render target or NULL for the default render target.
Definition: SDL_render.c:1134
GLfixed GLfixed GLfixed y2
The structure that defines a point.
Definition: SDL_rect.h:48
A collection of pixels used in software blitting.
Definition: SDL_surface.h:69
SDL_FPoint scale
Uint32 texture_formats[16]
Definition: SDL_render.h:83
#define SDL_GetHint
#define SDL_GetWindowFlags
int SDL_SW_LockYUVTexture(SDL_SW_YUVTexture *swdata, const SDL_Rect *rect, void **pixels, int *pitch)
Definition: SDL_yuv_sw.c:1243
int SDL_GetRenderDrawColor(SDL_Renderer *renderer, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a)
Get the color used for drawing operations (Rect, Line and Clear).
Definition: SDL_render.c:1360
GLfloat f
#define SDL_BYTESPERPIXEL(X)
Definition: SDL_pixels.h:128
SDL_Rect locked_rect
Definition: SDL_sysrender.h:67
int(* RenderFillRects)(SDL_Renderer *renderer, const SDL_FRect *rects, int count)
GLint GLint GLsizei GLsizei GLsizei GLint GLenum GLenum const GLvoid * pixels
Definition: SDL_opengl.h:1565
#define SDL_CreateWindow
static int SDL_UpdateTextureNative(SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch)
Definition: SDL_render.c:765
int SDL_RenderDrawPoint(SDL_Renderer *renderer, int x, int y)
Draw a point on the current rendering target.
Definition: SDL_render.c:1411
#define SDL_AllocFormat
#define SDL_WINDOWPOS_UNDEFINED
Definition: SDL_video.h:127
#define SDL_ISPIXELFORMAT_ALPHA(format)
Definition: SDL_pixels.h:154
SDL_Rect clip_rect
static int RenderDrawPointsWithRects(SDL_Renderer *renderer, const SDL_Point *points, int count)
Definition: SDL_render.c:1421
uint32_t Uint32
An unsigned 32-bit integer type.
Definition: SDL_stdinc.h:159
#define SDL_InvalidParamError(param)
Definition: SDL_error.h:54
int SDL_RenderSetViewport(SDL_Renderer *renderer, const SDL_Rect *rect)
Set the drawing area for rendering on the current target.
Definition: SDL_render.c:1253
#define SDL_strcasecmp
GLint GLint GLsizei GLsizei height
Definition: SDL_opengl.h:1565
void SDL_RenderPresent(SDL_Renderer *renderer)
Update the screen with rendering performed.
Definition: SDL_render.c:1874
const char * name
Definition: SDL_render.h:80
int SDL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect, Uint32 format, void *pixels, int pitch)
Read pixels from the current rendering target.
Definition: SDL_render.c:1837
#define SDL_IntersectRect
SDL_Texture * textures
#define SDL_floor
int max_texture_height
Definition: SDL_render.h:85
static char texture_magic
Definition: SDL_render.c:76
SDL_Window * window
void SDL_RenderGetLogicalSize(SDL_Renderer *renderer, int *w, int *h)
Get device independent resolution for rendering.
Definition: SDL_render.c:1222
SDL_RendererInfo info
int SDL_GetRendererOutputSize(SDL_Renderer *renderer, int *w, int *h)
Get the output size in pixels of a rendering context.
Definition: SDL_render.c:353
#define SDL_max(x, y)
Definition: SDL_stdinc.h:350
GLfixed GLfixed x2
static int SDL_LockTextureYUV(SDL_Texture *texture, const SDL_Rect *rect, void **pixels, int *pitch)
Definition: SDL_render.c:942
int(* RenderClear)(SDL_Renderer *renderer)
GLfloat GLfloat GLfloat alpha
GLuint GLint GLboolean GLint GLenum access
static int RenderDrawLinesWithRects(SDL_Renderer *renderer, const SDL_Point *points, int count)
Definition: SDL_render.c:1501
int SDL_RenderFillRect(SDL_Renderer *renderer, const SDL_Rect *rect)
Fill a rectangle on the current rendering target with the drawing color.
Definition: SDL_render.c:1656
void(* DestroyRenderer)(SDL_Renderer *renderer)
GLfixed GLfixed GLint GLint GLfixed points
int(* GetOutputSize)(SDL_Renderer *renderer, int *w, int *h)
Definition: SDL_sysrender.h:81
int(* SetTextureBlendMode)(SDL_Renderer *renderer, SDL_Texture *texture)
Definition: SDL_sysrender.h:87
int SDL_QueryTexture(SDL_Texture *texture, Uint32 *format, int *access, int *w, int *h)
Query the attributes of a texture.
Definition: SDL_render.c:592
#define SDL_GetHintBoolean
GLfixed y1
#define SDL_GetSurfaceBlendMode
SDL_Renderer * SW_CreateRendererForSurface(SDL_Surface *surface)
SDL_FPoint scale_backup
static void SDL_UnlockTextureNative(SDL_Texture *texture)
Definition: SDL_render.c:1013
static SDL_BlendMode blendMode
Definition: testdraw2.c:34
int SDL_GetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode *blendMode)
Get the blend mode used for texture copy operations.
Definition: SDL_render.c:708
GLboolean GLboolean g
#define SDL_SetWindowData
SDL_WindowEvent window
Definition: SDL_events.h:529
SDL_Renderer * SDL_CreateSoftwareRenderer(SDL_Surface *surface)
Create a 2D software rendering context for a surface.
Definition: SDL_render.c:316
int(* UpdateTexture)(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch)
Definition: SDL_sysrender.h:89
int SDL_SW_UpdateYUVTexture(SDL_SW_YUVTexture *swdata, const SDL_Rect *rect, const void *pixels, int pitch)
Definition: SDL_yuv_sw.c:1114
int x
Definition: SDL_rect.h:50
int(* UpdateTextureYUV)(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect, const Uint8 *Yplane, int Ypitch, const Uint8 *Uplane, int Upitch, const Uint8 *Vplane, int Vpitch)
Definition: SDL_sysrender.h:92
#define SDL_GetWindowSize
int SDL_SetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode blendMode)
Set the blend mode used for texture copy operations.
Definition: SDL_render.c:690
int(* SetTextureColorMod)(SDL_Renderer *renderer, SDL_Texture *texture)
Definition: SDL_sysrender.h:83
SDL_Texture * next
Definition: SDL_sysrender.h:72
void * SDL_calloc(size_t nmemb, size_t size)
#define CHECK_RENDERER_MAGIC(renderer, retval)
Definition: SDL_render.c:35
void SDL_DestroyTexture(SDL_Texture *texture)
Destroy the specified texture.
Definition: SDL_render.c:1886
SDL_Texture * prev
Definition: SDL_sysrender.h:71
void SDL_DestroyRenderer(SDL_Renderer *renderer)
Destroy the rendering context for a window and free associated textures.
Definition: SDL_render.c:1921
SDL_RenderDriver SW_RenderDriver
Definition: SDL_render_sw.c:78
GLint GLint GLint GLint GLint GLint y
Definition: SDL_opengl.h:1567
int SDL_RenderDrawRects(SDL_Renderer *renderer, const SDL_Rect *rects, int count)
Draw some number of rectangles on the current rendering target.
Definition: SDL_render.c:1628
SDL_Texture * target
int y
Definition: SDL_rect.h:51
void * pixels
Definition: SDL_surface.h:75
#define SDL_GetColorKey
#define SDL_FreeSurface
static SDL_Renderer * renderer
int SDL_RenderDrawPoints(SDL_Renderer *renderer, const SDL_Point *points, int count)
Draw multiple points on the current rendering target.
Definition: SDL_render.c:1447
uint8_t Uint8
An unsigned 8-bit integer type.
Definition: SDL_stdinc.h:143
#define SDL_stack_alloc(type, count)
Definition: SDL_stdinc.h:328
struct _cl_event * event
SDL_SW_YUVTexture * yuv
Definition: SDL_sysrender.h:64
void SDL_UnlockTexture(SDL_Texture *texture)
Unlock a texture, uploading the changes to video memory, if needed.
Definition: SDL_render.c:1034
SDL_BlendMode blendMode
void SDL_free(void *mem)
int SDL_LockTexture(SDL_Texture *texture, const SDL_Rect *rect, void **pixels, int *pitch)
Lock a portion of the texture for write-only pixel access.
Definition: SDL_render.c:961
int SDL_GetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode *blendMode)
Get the blend mode used for drawing operations.
Definition: SDL_render.c:1390
SDL_Texture * SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *surface)
Create a texture from an existing surface.
Definition: SDL_render.c:504
#define SDL_FreeFormat
int SDL_RenderSetIntegerScale(SDL_Renderer *renderer, SDL_bool enable)
Set whether to force integer scales for resolution-independent rendering.
Definition: SDL_render.c:1235
int(* GL_BindTexture)(SDL_Renderer *renderer, SDL_Texture *texture, float *texw, float *texh)
void(* UnlockTexture)(SDL_Renderer *renderer, SDL_Texture *texture)
Definition: SDL_sysrender.h:99
SDL_Renderer *(* CreateRenderer)(SDL_Window *window, Uint32 flags)
#define SDL_zero(x)
Definition: SDL_stdinc.h:359
int SDL_RenderDrawRect(SDL_Renderer *renderer, const SDL_Rect *rect)
Draw a rectangle on the current rendering target.
Definition: SDL_render.c:1599
int SDL_GetNumRenderDrivers(void)
Get the number of 2D rendering drivers available for the current display.
Definition: SDL_render.c:81
void SDL_SW_DestroyYUVTexture(SDL_SW_YUVTexture *swdata)
Definition: SDL_yuv_sw.c:1393
int x
Definition: SDL_rect.h:66
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)
Update a rectangle within a planar YV12 or IYUV texture with new pixel data.
Definition: SDL_render.c:885
int(* SetRenderTarget)(SDL_Renderer *renderer, SDL_Texture *texture)
int(* UpdateViewport)(SDL_Renderer *renderer)
#define SDL_GetWindowFromID
int SDL_GetTextureColorMod(SDL_Texture *texture, Uint8 *r, Uint8 *g, Uint8 *b)
Get the additional color value used in render copy operations.
Definition: SDL_render.c:638
int SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh)
Bind the texture to the current OpenGL/ES/ES2 context for use with OpenGL instructions.
Definition: SDL_render.c:1943
SDL_bool SDL_RenderGetIntegerScale(SDL_Renderer *renderer)
Get whether integer scales are forced for resolution-independent rendering.
Definition: SDL_render.c:1245
int w
Definition: SDL_rect.h:67
SDL_bool SDL_RenderTargetSupported(SDL_Renderer *renderer)
Determines whether a window supports the use of render targets.
Definition: SDL_render.c:1054
int(* GL_UnbindTexture)(SDL_Renderer *renderer, SDL_Texture *texture)
GLuint index
static int UpdateLogicalSize(SDL_Renderer *renderer)
Definition: SDL_render.c:1140
#define SDL_GetSurfaceAlphaMod
SDL_RendererFlip
Flip constants for SDL_RenderCopyEx.
Definition: SDL_render.h:111
static int SDL_UpdateTextureYUV(SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch)
Definition: SDL_render.c:719
return Display return Display Bool Bool int int int return Display XEvent Bool(*) XPointer return Display return Display Drawable _Xconst char unsigned int unsigned int return Display Pixmap Pixmap XColor XColor unsigned int unsigned int return Display _Xconst char char int char return Display Visual unsigned int int int char unsigned int unsigned int in i)
Definition: SDL_x11sym.h:50
int(* RenderCopy)(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect, const SDL_FRect *dstrect)
int SDL_RenderSetScale(SDL_Renderer *renderer, float scaleX, float scaleY)
Set the drawing scale for rendering on the current target.
Definition: SDL_render.c:1324
int SDL_SetTextureAlphaMod(SDL_Texture *texture, Uint8 alpha)
Set an additional alpha value used in render copy operations.
Definition: SDL_render.c:656
void SDL_RenderGetClipRect(SDL_Renderer *renderer, SDL_Rect *rect)
Get the clip rectangle for the current target.
Definition: SDL_render.c:1304
#define SDL_assert(condition)
Definition: SDL_assert.h:167
int SDL_UpdateTexture(SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch)
Update the given texture rectangle with new pixel data.
Definition: SDL_render.c:802
int SDL_RenderClear(SDL_Renderer *renderer)
Clear the current rendering target with the drawing color.
Definition: SDL_render.c:1399
SDL_bool SDL_RenderIsClipEnabled(SDL_Renderer *renderer)
Get whether clipping is enabled on the given renderer.
Definition: SDL_render.c:1317
#define NULL
Definition: begin_code.h:143
#define SDL_OutOfMemory()
Definition: SDL_error.h:52
SDL_bool
Definition: SDL_stdinc.h:130
GLboolean enable
SDL_PixelFormat * format
Definition: SDL_surface.h:72
#define SDL_SetError
#define SDL_LockSurface
Information on the capabilities of a render driver or context.
Definition: SDL_render.h:78
static const SDL_RenderDriver * render_drivers[]
Definition: SDL_render.c:49
#define SDL_WINDOWRENDERDATA
Definition: SDL_render.c:33
static SDL_bool IsSupportedFormat(SDL_Renderer *renderer, Uint32 format)
Definition: SDL_render.c:371
SDL_Renderer * renderer
Definition: SDL_sysrender.h:60
SDL_Renderer * SDL_CreateRenderer(SDL_Window *window, int index, Uint32 flags)
Create a 2D rendering context for a window.
Definition: SDL_render.c:220
int(* RenderCopyEx)(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcquad, const SDL_FRect *dstrect, const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
#define SDL_GetSurfaceColorMod
#define CHECK_TEXTURE_MAGIC(texture, retval)
Definition: SDL_render.c:41
#define SDL_AddEventWatch
int SDL_SW_UpdateYUVTexturePlanar(SDL_SW_YUVTexture *swdata, const SDL_Rect *rect, const Uint8 *Yplane, int Ypitch, const Uint8 *Uplane, int Upitch, const Uint8 *Vplane, int Vpitch)
Definition: SDL_yuv_sw.c:1188
#define SDL_MUSTLOCK(S)
Definition: SDL_surface.h:61
#define SDL_LogInfo
SDL_Rect viewport
int SDL_RenderDrawLines(SDL_Renderer *renderer, const SDL_Point *points, int count)
Draw a series of connected lines on the current rendering target.
Definition: SDL_render.c:1557
int h
Definition: SDL_rect.h:67
int(* SetTextureAlphaMod)(SDL_Renderer *renderer, SDL_Texture *texture)
Definition: SDL_sysrender.h:85
int SDL_RenderFillRects(SDL_Renderer *renderer, const SDL_Rect *rects, int count)
Fill some number of rectangles on the current rendering target with the drawing color.
Definition: SDL_render.c:1673
The type used to identify a window.
Definition: SDL_sysvideo.h:71
SDL_Rect rects[MAX_RECTS]
#define SDL_GetWindowPixelFormat
SDL_Renderer * SDL_GetRenderer(SDL_Window *window)
Get the renderer associated with a window.
Definition: SDL_render.c:338
SDL_Rect viewport
Definition: testviewport.c:28
void SDL_RenderGetViewport(SDL_Renderer *renderer, SDL_Rect *rect)
Get the drawing area for the current target.
Definition: SDL_render.c:1273
int SDL_SW_CopyYUVToRGB(SDL_SW_YUVTexture *swdata, const SDL_Rect *srcrect, Uint32 target_format, int w, int h, void *pixels, int pitch)
Definition: SDL_yuv_sw.c:1273
#define SDL_HINT_RENDER_DRIVER
A variable specifying which render driver to use.
Definition: SDL_hints.h:84
void(* WindowEvent)(SDL_Renderer *renderer, const SDL_WindowEvent *event)
Definition: SDL_sysrender.h:80
void SDL_RenderGetScale(SDL_Renderer *renderer, float *scaleX, float *scaleY)
Get the drawing scale for the current target.
Definition: SDL_render.c:1334
int SDL_SetTextureColorMod(SDL_Texture *texture, Uint8 r, Uint8 g, Uint8 b)
Set an additional color value used in render copy operations.
Definition: SDL_render.c:613
GLfloat angle
SDL_MouseButtonEvent button
Definition: SDL_events.h:534
const void * magic
Definition: SDL_sysrender.h:78
Uint32 num_texture_formats
Definition: SDL_render.h:82
int SDL_RenderSetClipRect(SDL_Renderer *renderer, const SDL_Rect *rect)
Set the clip rectangle for the current target.
Definition: SDL_render.c:1286
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)
Copy a portion of the source texture to the current rendering target, rotating it by angle around the...
Definition: SDL_render.c:1766
Uint32 format
Definition: SDL_sysrender.h:52
#define SDL_arraysize(array)
Definition: SDL_stdinc.h:90
GLbitfield flags
static char renderer_magic
Definition: SDL_render.c:75
General event structure.
Definition: SDL_events.h:525
#define SDL_malloc
int SDL_SetRenderDrawColor(SDL_Renderer *renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
Set the color used for drawing operations (Rect, Line and Clear).
Definition: SDL_render.c:1347
GLubyte GLubyte GLubyte GLubyte w
#define SDL_ConvertPixels
void(* DestroyTexture)(SDL_Renderer *renderer, SDL_Texture *texture)
int(* CreateTexture)(SDL_Renderer *renderer, SDL_Texture *texture)
Definition: SDL_sysrender.h:82
SDL_Texture * native
Definition: SDL_sysrender.h:63
void(* RenderPresent)(SDL_Renderer *renderer)
#define SDL_ISPIXELFORMAT_FOURCC(format)
Definition: SDL_pixels.h:167
#define SDL_stack_free(data)
Definition: SDL_stdinc.h:329
SDL_Rect viewport_backup
int SDL_RenderSetLogicalSize(SDL_Renderer *renderer, int w, int h)
Set device independent resolution for rendering.
Definition: SDL_render.c:1202
GLboolean GLboolean GLboolean GLboolean a
int SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
Set a texture as the current rendering target.
Definition: SDL_render.c:1063
const void * magic
Definition: SDL_sysrender.h:51
int SDL_RenderDrawLine(SDL_Renderer *renderer, int x1, int y1, int x2, int y2)
Draw a line on the current rendering target.
Definition: SDL_render.c:1489
int(* UpdateClipRect)(SDL_Renderer *renderer)
#define SDLCALL
Definition: SDL_internal.h:31
static void SDL_UnlockTextureYUV(SDL_Texture *texture)
Definition: SDL_render.c:992
GLboolean GLboolean GLboolean b
SDL_bool clipping_enabled_backup
int y
Definition: SDL_rect.h:66
#define SDL_Unsupported()
Definition: SDL_error.h:53
SDL_Texture * SDL_CreateTexture(SDL_Renderer *renderer, Uint32 format, int access, int w, int h)
Create a texture for a rendering context.
Definition: SDL_render.c:410
int SDL_GetTextureAlphaMod(SDL_Texture *texture, Uint8 *alpha)
Get the additional alpha value used in render copy operations.
Definition: SDL_render.c:679
GLfloat GLfloat GLfloat GLfloat h
SDL_bool integer_scale
SDL_bool clipping_enabled
static int SDL_RendererEventWatch(void *userdata, SDL_Event *event)
Definition: SDL_render.c:106
A rectangle, with the origin at the upper left.
Definition: SDL_rect.h:64
int SDL_GL_UnbindTexture(SDL_Texture *texture)
Unbind a texture from the current OpenGL/ES/ES2 context.
Definition: SDL_render.c:1958
static int SDL_LockTextureNative(SDL_Texture *texture, const SDL_Rect *rect, void **pixels, int *pitch)
Definition: SDL_render.c:949
Uint32 type
Definition: SDL_events.h:527
int SDL_GetRenderDriverInfo(int index, SDL_RendererInfo *info)
Get information about a specific 2D rendering driver for the current display.
Definition: SDL_render.c:91