SDL  2.0
SDL_render.c
Go to the documentation of this file.
1 /*
2  Simple DirectMedia Layer
3  Copyright (C) 1997-2019 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 #if defined(__ANDROID__)
33 # include "../core/android/SDL_android.h"
34 #endif
35 
36 #define SDL_WINDOWRENDERDATA "_SDL_WindowRenderData"
37 
38 #define CHECK_RENDERER_MAGIC(renderer, retval) \
39  SDL_assert(renderer && renderer->magic == &renderer_magic); \
40  if (!renderer || renderer->magic != &renderer_magic) { \
41  SDL_SetError("Invalid renderer"); \
42  return retval; \
43  }
44 
45 #define CHECK_TEXTURE_MAGIC(texture, retval) \
46  SDL_assert(texture && texture->magic == &texture_magic); \
47  if (!texture || texture->magic != &texture_magic) { \
48  SDL_SetError("Invalid texture"); \
49  return retval; \
50  }
51 
52 /* Predefined blend modes */
53 #define SDL_COMPOSE_BLENDMODE(srcColorFactor, dstColorFactor, colorOperation, \
54  srcAlphaFactor, dstAlphaFactor, alphaOperation) \
55  (SDL_BlendMode)(((Uint32)colorOperation << 0) | \
56  ((Uint32)srcColorFactor << 4) | \
57  ((Uint32)dstColorFactor << 8) | \
58  ((Uint32)alphaOperation << 16) | \
59  ((Uint32)srcAlphaFactor << 20) | \
60  ((Uint32)dstAlphaFactor << 24))
61 
62 #define SDL_BLENDMODE_NONE_FULL \
63  SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ZERO, SDL_BLENDOPERATION_ADD, \
64  SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ZERO, SDL_BLENDOPERATION_ADD)
65 
66 #define SDL_BLENDMODE_BLEND_FULL \
67  SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD, \
68  SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD)
69 
70 #define SDL_BLENDMODE_ADD_FULL \
71  SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD, \
72  SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD)
73 
74 #define SDL_BLENDMODE_MOD_FULL \
75  SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_SRC_COLOR, SDL_BLENDOPERATION_ADD, \
76  SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD)
77 
78 #if !SDL_RENDER_DISABLED
79 static const SDL_RenderDriver *render_drivers[] = {
80 #if SDL_VIDEO_RENDER_D3D
82 #endif
83 #if SDL_VIDEO_RENDER_D3D11
85 #endif
86 #if SDL_VIDEO_RENDER_METAL
88 #endif
89 #if SDL_VIDEO_RENDER_OGL
91 #endif
92 #if SDL_VIDEO_RENDER_OGL_ES2
94 #endif
95 #if SDL_VIDEO_RENDER_OGL_ES
97 #endif
98 #if SDL_VIDEO_RENDER_DIRECTFB
100 #endif
101 #if SDL_VIDEO_RENDER_PSP
103 #endif
105 };
106 #endif /* !SDL_RENDER_DISABLED */
107 
108 static char renderer_magic;
109 static char texture_magic;
110 
111 static SDL_INLINE void
113 {
114 #if 0
115  unsigned int i = 1;
116  SDL_Log("Render commands to flush:");
117  while (cmd) {
118  switch (cmd->command) {
119  case SDL_RENDERCMD_NO_OP:
120  SDL_Log(" %u. no-op", i++);
121  break;
122 
124  SDL_Log(" %u. set viewport (first=%u, rect={(%d, %d), %dx%d})", i++,
125  (unsigned int) cmd->data.viewport.first,
126  cmd->data.viewport.rect.x, cmd->data.viewport.rect.y,
127  cmd->data.viewport.rect.w, cmd->data.viewport.rect.h);
128  break;
129 
131  SDL_Log(" %u. set cliprect (enabled=%s, rect={(%d, %d), %dx%d})", i++,
132  cmd->data.cliprect.enabled ? "true" : "false",
133  cmd->data.cliprect.rect.x, cmd->data.cliprect.rect.y,
134  cmd->data.cliprect.rect.w, cmd->data.cliprect.rect.h);
135  break;
136 
138  SDL_Log(" %u. set draw color (first=%u, r=%d, g=%d, b=%d, a=%d)", i++,
139  (unsigned int) cmd->data.color.first,
140  (int) cmd->data.color.r, (int) cmd->data.color.g,
141  (int) cmd->data.color.b, (int) cmd->data.color.a);
142  break;
143 
144  case SDL_RENDERCMD_CLEAR:
145  SDL_Log(" %u. clear (first=%u, r=%d, g=%d, b=%d, a=%d)", i++,
146  (unsigned int) cmd->data.color.first,
147  (int) cmd->data.color.r, (int) cmd->data.color.g,
148  (int) cmd->data.color.b, (int) cmd->data.color.a);
149  break;
150 
152  SDL_Log(" %u. draw points (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d)", i++,
153  (unsigned int) cmd->data.draw.first,
154  (unsigned int) cmd->data.draw.count,
155  (int) cmd->data.draw.r, (int) cmd->data.draw.g,
156  (int) cmd->data.draw.b, (int) cmd->data.draw.a,
157  (int) cmd->data.draw.blend);
158  break;
159 
161  SDL_Log(" %u. draw lines (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d)", i++,
162  (unsigned int) cmd->data.draw.first,
163  (unsigned int) cmd->data.draw.count,
164  (int) cmd->data.draw.r, (int) cmd->data.draw.g,
165  (int) cmd->data.draw.b, (int) cmd->data.draw.a,
166  (int) cmd->data.draw.blend);
167  break;
168 
170  SDL_Log(" %u. fill rects (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d)", i++,
171  (unsigned int) cmd->data.draw.first,
172  (unsigned int) cmd->data.draw.count,
173  (int) cmd->data.draw.r, (int) cmd->data.draw.g,
174  (int) cmd->data.draw.b, (int) cmd->data.draw.a,
175  (int) cmd->data.draw.blend);
176  break;
177 
178  case SDL_RENDERCMD_COPY:
179  SDL_Log(" %u. copy (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d, tex=%p)", i++,
180  (unsigned int) cmd->data.draw.first,
181  (unsigned int) cmd->data.draw.count,
182  (int) cmd->data.draw.r, (int) cmd->data.draw.g,
183  (int) cmd->data.draw.b, (int) cmd->data.draw.a,
184  (int) cmd->data.draw.blend, cmd->data.draw.texture);
185  break;
186 
187 
189  SDL_Log(" %u. copyex (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d, tex=%p)", i++,
190  (unsigned int) cmd->data.draw.first,
191  (unsigned int) cmd->data.draw.count,
192  (int) cmd->data.draw.r, (int) cmd->data.draw.g,
193  (int) cmd->data.draw.b, (int) cmd->data.draw.a,
194  (int) cmd->data.draw.blend, cmd->data.draw.texture);
195  break;
196  }
197  cmd = cmd->next;
198  }
199 #endif
200 }
201 
202 static int
204 {
205  SDL_AllocVertGap *prevgap = &renderer->vertex_data_gaps;
206  SDL_AllocVertGap *gap = prevgap;
207  int retval;
208 
209  SDL_assert((renderer->render_commands == NULL) == (renderer->render_commands_tail == NULL));
210 
211  if (renderer->render_commands == NULL) { /* nothing to do! */
212  SDL_assert(renderer->vertex_data_used == 0);
213  return 0;
214  }
215 
217 
218  retval = renderer->RunCommandQueue(renderer, renderer->render_commands, renderer->vertex_data, renderer->vertex_data_used);
219 
220  while (gap) {
221  prevgap = gap;
222  gap = gap->next;
223  }
224  prevgap->next = renderer->vertex_data_gaps_pool;
225  renderer->vertex_data_gaps_pool = renderer->vertex_data_gaps.next;
226  renderer->vertex_data_gaps.next = NULL;
227 
228  /* Move the whole render command queue to the unused pool so we can reuse them next time. */
229  if (renderer->render_commands_tail != NULL) {
230  renderer->render_commands_tail->next = renderer->render_commands_pool;
231  renderer->render_commands_pool = renderer->render_commands;
232  renderer->render_commands_tail = NULL;
233  renderer->render_commands = NULL;
234  }
235  renderer->vertex_data_used = 0;
236  renderer->render_command_generation++;
237  renderer->color_queued = SDL_FALSE;
238  renderer->viewport_queued = SDL_FALSE;
239  renderer->cliprect_queued = SDL_FALSE;
240  return retval;
241 }
242 
243 static int
245 {
246  SDL_Renderer *renderer = texture->renderer;
247  if (texture->last_command_generation == renderer->render_command_generation) {
248  /* the current command queue depends on this texture, flush the queue now before it changes */
249  return FlushRenderCommands(renderer);
250  }
251  return 0;
252 }
253 
254 static SDL_INLINE int
256 {
257  return renderer->batching ? 0 : FlushRenderCommands(renderer);
258 }
259 
260 int
262 {
263  return FlushRenderCommands(renderer);
264 }
265 
266 static SDL_AllocVertGap *
268 {
270  if (retval) {
271  renderer->vertex_data_gaps_pool = retval->next;
272  retval->next = NULL;
273  } else {
274  retval = (SDL_AllocVertGap *) SDL_malloc(sizeof (SDL_AllocVertGap));
275  if (!retval) {
276  SDL_OutOfMemory();
277  }
278  }
279  return retval;
280 }
281 
282 
283 void *
284 SDL_AllocateRenderVertices(SDL_Renderer *renderer, const size_t numbytes, const size_t alignment, size_t *offset)
285 {
286  const size_t needed = renderer->vertex_data_used + numbytes + alignment;
287  size_t aligner, aligned;
288  void *retval;
289 
290  SDL_AllocVertGap *prevgap = &renderer->vertex_data_gaps;
291  SDL_AllocVertGap *gap = prevgap->next;
292  while (gap) {
293  const size_t gapoffset = gap->offset;
294  aligner = (alignment && ((gap->offset % alignment) != 0)) ? (alignment - (gap->offset % alignment)) : 0;
295  aligned = gapoffset + aligner;
296 
297  /* Can we use this gap? */
298  if ((aligner < gap->len) && ((gap->len - aligner) >= numbytes)) {
299  /* we either finished this gap off, trimmed the left, trimmed the right, or split it into two gaps. */
300  if (gap->len == numbytes) { /* finished it off, remove it */
301  SDL_assert(aligned == gapoffset);
302  prevgap->next = gap->next;
303  gap->next = renderer->vertex_data_gaps_pool;
304  renderer->vertex_data_gaps_pool = gap;
305  } else if (aligned == gapoffset) { /* trimmed the left */
306  gap->offset += numbytes;
307  gap->len -= numbytes;
308  } else if (((aligned - gapoffset) + numbytes) == gap->len) { /* trimmed the right */
309  gap->len -= numbytes;
310  } else { /* split into two gaps */
311  SDL_AllocVertGap *newgap = AllocateVertexGap(renderer);
312  if (!newgap) {
313  return NULL;
314  }
315  newgap->offset = aligned + numbytes;
316  newgap->len = gap->len - (aligner + numbytes);
317  newgap->next = gap->next;
318  // gap->offset doesn't change.
319  gap->len = aligner;
320  gap->next = newgap;
321  }
322 
323  if (offset) {
324  *offset = aligned;
325  }
326  return ((Uint8 *) renderer->vertex_data) + aligned;
327  }
328 
329  /* Try the next gap */
330  prevgap = gap;
331  gap = gap->next;
332  }
333 
334  /* no gaps with enough space; get a new piece of the vertex buffer */
335  while (needed > renderer->vertex_data_allocation) {
336  const size_t current_allocation = renderer->vertex_data ? renderer->vertex_data_allocation : 1024;
337  const size_t newsize = current_allocation * 2;
338  void *ptr = SDL_realloc(renderer->vertex_data, newsize);
339  if (ptr == NULL) {
340  SDL_OutOfMemory();
341  return NULL;
342  }
343  renderer->vertex_data = ptr;
344  renderer->vertex_data_allocation = newsize;
345  }
346 
347  aligner = (alignment && ((renderer->vertex_data_used % alignment) != 0)) ? (alignment - (renderer->vertex_data_used % alignment)) : 0;
348  aligned = renderer->vertex_data_used + aligner;
349 
350  retval = ((Uint8 *) renderer->vertex_data) + aligned;
351  if (offset) {
352  *offset = aligned;
353  }
354 
355  if (aligner) { /* made a new gap... */
356  SDL_AllocVertGap *newgap = AllocateVertexGap(renderer);
357  if (newgap) { /* just let it slide as lost space if malloc fails. */
358  newgap->offset = renderer->vertex_data_used;
359  newgap->len = aligner;
360  newgap->next = NULL;
361  prevgap->next = newgap;
362  }
363  }
364 
365  renderer->vertex_data_used += aligner + numbytes;
366 
367  return retval;
368 }
369 
370 static SDL_RenderCommand *
372 {
374 
375  /* !!! FIXME: are there threading limitations in SDL's render API? If not, we need to mutex this. */
376  retval = renderer->render_commands_pool;
377  if (retval != NULL) {
378  renderer->render_commands_pool = retval->next;
379  retval->next = NULL;
380  } else {
381  retval = SDL_calloc(1, sizeof (*retval));
382  if (!retval) {
383  SDL_OutOfMemory();
384  return NULL;
385  }
386  }
387 
388  SDL_assert((renderer->render_commands == NULL) == (renderer->render_commands_tail == NULL));
389  if (renderer->render_commands_tail != NULL) {
390  renderer->render_commands_tail->next = retval;
391  } else {
392  renderer->render_commands = retval;
393  }
394  renderer->render_commands_tail = retval;
395 
396  return retval;
397 }
398 
399 static int
401 {
402  int retval = 0;
403  if (!renderer->viewport_queued || (SDL_memcmp(&renderer->viewport, &renderer->last_queued_viewport, sizeof (SDL_Rect)) != 0)) {
404  SDL_RenderCommand *cmd = AllocateRenderCommand(renderer);
405  retval = -1;
406  if (cmd != NULL) {
408  cmd->data.viewport.first = 0; /* render backend will fill this in. */
409  SDL_memcpy(&cmd->data.viewport.rect, &renderer->viewport, sizeof (renderer->viewport));
410  retval = renderer->QueueSetViewport(renderer, cmd);
411  if (retval < 0) {
413  } else {
414  SDL_memcpy(&renderer->last_queued_viewport, &renderer->viewport, sizeof (SDL_Rect));
415  renderer->viewport_queued = SDL_TRUE;
416  }
417  }
418  }
419  return retval;
420 }
421 
422 static int
424 {
425  int retval = 0;
426  if ((!renderer->cliprect_queued) ||
427  (renderer->clipping_enabled != renderer->last_queued_cliprect_enabled) ||
428  (SDL_memcmp(&renderer->clip_rect, &renderer->last_queued_cliprect, sizeof (SDL_Rect)) != 0)) {
429  SDL_RenderCommand *cmd = AllocateRenderCommand(renderer);
430  if (cmd == NULL) {
431  retval = -1;
432  } else {
434  cmd->data.cliprect.enabled = renderer->clipping_enabled;
435  SDL_memcpy(&cmd->data.cliprect.rect, &renderer->clip_rect, sizeof (cmd->data.cliprect.rect));
436  SDL_memcpy(&renderer->last_queued_cliprect, &renderer->clip_rect, sizeof (SDL_Rect));
437  renderer->last_queued_cliprect_enabled = renderer->clipping_enabled;
438  renderer->cliprect_queued = SDL_TRUE;
439  }
440  }
441  return retval;
442 }
443 
444 static int
446 {
447  const Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
448  int retval = 0;
449 
450  if (!renderer->color_queued || (color != renderer->last_queued_color)) {
451  SDL_RenderCommand *cmd = AllocateRenderCommand(renderer);
452  retval = -1;
453 
454  if (cmd != NULL) {
456  cmd->data.color.first = 0; /* render backend will fill this in. */
457  cmd->data.color.r = r;
458  cmd->data.color.g = g;
459  cmd->data.color.b = b;
460  cmd->data.color.a = a;
461  retval = renderer->QueueSetDrawColor(renderer, cmd);
462  if (retval < 0) {
464  } else {
465  renderer->last_queued_color = color;
466  renderer->color_queued = SDL_TRUE;
467  }
468  }
469  }
470  return retval;
471 }
472 
473 static int
475 {
476  SDL_RenderCommand *cmd = AllocateRenderCommand(renderer);
477  if (cmd == NULL) {
478  return -1;
479  }
480 
482  cmd->data.color.first = 0;
483  cmd->data.color.r = renderer->r;
484  cmd->data.color.g = renderer->g;
485  cmd->data.color.b = renderer->b;
486  cmd->data.color.a = renderer->a;
487  return 0;
488 }
489 
490 static int
492 {
493  int retval = 0;
494  if (retval == 0) {
495  retval = QueueCmdSetDrawColor(renderer, r, g, b, a);
496  }
497  if (retval == 0) {
498  retval = QueueCmdSetViewport(renderer);
499  }
500  if (retval == 0) {
501  retval = QueueCmdSetClipRect(renderer);
502  }
503  return retval;
504 }
505 
506 static SDL_RenderCommand *
508 {
509  /* !!! FIXME: drop this draw if viewport w or h is zero. */
510  SDL_RenderCommand *cmd = NULL;
511  if (PrepQueueCmdDraw(renderer, renderer->r, renderer->g, renderer->b, renderer->a) == 0) {
512  cmd = AllocateRenderCommand(renderer);
513  if (cmd != NULL) {
514  cmd->command = cmdtype;
515  cmd->data.draw.first = 0; /* render backend will fill this in. */
516  cmd->data.draw.count = 0; /* render backend will fill this in. */
517  cmd->data.draw.r = renderer->r;
518  cmd->data.draw.g = renderer->g;
519  cmd->data.draw.b = renderer->b;
520  cmd->data.draw.a = renderer->a;
521  cmd->data.draw.blend = renderer->blendMode;
522  cmd->data.draw.texture = NULL; /* no texture. */
523  }
524  }
525  return cmd;
526 }
527 
528 static int
530 {
532  int retval = -1;
533  if (cmd != NULL) {
534  retval = renderer->QueueDrawPoints(renderer, cmd, points, count);
535  if (retval < 0) {
537  }
538  }
539  return retval;
540 }
541 
542 static int
544 {
546  int retval = -1;
547  if (cmd != NULL) {
548  retval = renderer->QueueDrawLines(renderer, cmd, points, count);
549  if (retval < 0) {
551  }
552  }
553  return retval;
554 }
555 
556 static int
558 {
560  int retval = -1;
561  if (cmd != NULL) {
562  retval = renderer->QueueFillRects(renderer, cmd, rects, count);
563  if (retval < 0) {
565  }
566  }
567  return retval;
568 }
569 
570 static SDL_RenderCommand *
572 {
573  /* !!! FIXME: drop this draw if viewport w or h is zero. */
574  SDL_RenderCommand *cmd = NULL;
575  if (PrepQueueCmdDraw(renderer, texture->r, texture->g, texture->b, texture->a) == 0) {
576  cmd = AllocateRenderCommand(renderer);
577  if (cmd != NULL) {
578  cmd->command = cmdtype;
579  cmd->data.draw.first = 0; /* render backend will fill this in. */
580  cmd->data.draw.count = 0; /* render backend will fill this in. */
581  cmd->data.draw.r = texture->r;
582  cmd->data.draw.g = texture->g;
583  cmd->data.draw.b = texture->b;
584  cmd->data.draw.a = texture->a;
585  cmd->data.draw.blend = texture->blendMode;
586  cmd->data.draw.texture = texture;
587  }
588  }
589  return cmd;
590 }
591 
592 static int
594 {
596  int retval = -1;
597  if (cmd != NULL) {
598  retval = renderer->QueueCopy(renderer, cmd, texture, srcrect, dstrect);
599  if (retval < 0) {
601  }
602  }
603  return retval;
604 }
605 
606 static int
608  const SDL_Rect * srcquad, const SDL_FRect * dstrect,
609  const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
610 {
612  int retval = -1;
613  SDL_assert(renderer->QueueCopyEx != NULL); /* should have caught at higher level. */
614  if (cmd != NULL) {
615  retval = renderer->QueueCopyEx(renderer, cmd, texture, srcquad, dstrect, angle, center, flip);
616  if (retval < 0) {
618  }
619  }
620  return retval;
621 }
622 
623 
625 
626 int
628 {
629 #if !SDL_RENDER_DISABLED
630  return SDL_arraysize(render_drivers);
631 #else
632  return 0;
633 #endif
634 }
635 
636 int
638 {
639 #if !SDL_RENDER_DISABLED
641  return SDL_SetError("index must be in the range of 0 - %d",
643  }
644  *info = render_drivers[index]->info;
645  return 0;
646 #else
647  return SDL_SetError("SDL not built with rendering support");
648 #endif
649 }
650 
651 static void GetWindowViewportValues(SDL_Renderer *renderer, int *logical_w, int *logical_h, SDL_Rect *viewport, SDL_FPoint *scale)
652 {
653  SDL_LockMutex(renderer->target_mutex);
654  *logical_w = renderer->target ? renderer->logical_w_backup : renderer->logical_w;
655  *logical_h = renderer->target ? renderer->logical_h_backup : renderer->logical_h;
656  *viewport = renderer->target ? renderer->viewport_backup : renderer->viewport;
657  *scale = renderer->target ? renderer->scale_backup : renderer->scale;
658  SDL_UnlockMutex(renderer->target_mutex);
659 }
660 
661 static int SDLCALL
663 {
664  SDL_Renderer *renderer = (SDL_Renderer *)userdata;
665 
666  if (event->type == SDL_WINDOWEVENT) {
668  if (window == renderer->window) {
669  if (renderer->WindowEvent) {
670  renderer->WindowEvent(renderer, &event->window);
671  }
672 
673  if (event->window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
674  /* Make sure we're operating on the default render target */
675  SDL_Texture *saved_target = SDL_GetRenderTarget(renderer);
676  if (saved_target) {
677  SDL_SetRenderTarget(renderer, NULL);
678  }
679 
680  if (renderer->logical_w) {
681  UpdateLogicalSize(renderer);
682  } else {
683  /* Window was resized, reset viewport */
684  int w, h;
685 
686  if (renderer->GetOutputSize) {
687  renderer->GetOutputSize(renderer, &w, &h);
688  } else {
689  SDL_GetWindowSize(renderer->window, &w, &h);
690  }
691 
692  if (renderer->target) {
693  renderer->viewport_backup.x = 0;
694  renderer->viewport_backup.y = 0;
695  renderer->viewport_backup.w = w;
696  renderer->viewport_backup.h = h;
697  } else {
698  renderer->viewport.x = 0;
699  renderer->viewport.y = 0;
700  renderer->viewport.w = w;
701  renderer->viewport.h = h;
702  QueueCmdSetViewport(renderer);
704  }
705  }
706 
707  if (saved_target) {
708  SDL_SetRenderTarget(renderer, saved_target);
709  }
710  } else if (event->window.event == SDL_WINDOWEVENT_HIDDEN) {
711  renderer->hidden = SDL_TRUE;
712  } else if (event->window.event == SDL_WINDOWEVENT_SHOWN) {
713  if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)) {
714  renderer->hidden = SDL_FALSE;
715  }
716  } else if (event->window.event == SDL_WINDOWEVENT_MINIMIZED) {
717  renderer->hidden = SDL_TRUE;
718  } else if (event->window.event == SDL_WINDOWEVENT_RESTORED ||
720  if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_HIDDEN)) {
721  renderer->hidden = SDL_FALSE;
722  }
723  }
724  }
725  } else if (event->type == SDL_MOUSEMOTION) {
727  if (window == renderer->window) {
728  int logical_w, logical_h;
731  GetWindowViewportValues(renderer, &logical_w, &logical_h, &viewport, &scale);
732  if (logical_w) {
733  event->motion.x -= (int)(viewport.x * renderer->dpi_scale.x);
734  event->motion.y -= (int)(viewport.y * renderer->dpi_scale.y);
735  event->motion.x = (int)(event->motion.x / (scale.x * renderer->dpi_scale.x));
736  event->motion.y = (int)(event->motion.y / (scale.y * renderer->dpi_scale.y));
737  if (event->motion.xrel > 0) {
738  event->motion.xrel = SDL_max(1, (int)(event->motion.xrel / (scale.x * renderer->dpi_scale.x)));
739  } else if (event->motion.xrel < 0) {
740  event->motion.xrel = SDL_min(-1, (int)(event->motion.xrel / (scale.x * renderer->dpi_scale.x)));
741  }
742  if (event->motion.yrel > 0) {
743  event->motion.yrel = SDL_max(1, (int)(event->motion.yrel / (scale.y * renderer->dpi_scale.y)));
744  } else if (event->motion.yrel < 0) {
745  event->motion.yrel = SDL_min(-1, (int)(event->motion.yrel / (scale.y * renderer->dpi_scale.y)));
746  }
747  }
748  }
749  } else if (event->type == SDL_MOUSEBUTTONDOWN ||
750  event->type == SDL_MOUSEBUTTONUP) {
752  if (window == renderer->window) {
753  int logical_w, logical_h;
756  GetWindowViewportValues(renderer, &logical_w, &logical_h, &viewport, &scale);
757  if (logical_w) {
758  event->button.x -= (int)(viewport.x * renderer->dpi_scale.x);
759  event->button.y -= (int)(viewport.y * renderer->dpi_scale.y);
760  event->button.x = (int)(event->button.x / (scale.x * renderer->dpi_scale.x));
761  event->button.y = (int)(event->button.y / (scale.y * renderer->dpi_scale.y));
762  }
763  }
764  } else if (event->type == SDL_FINGERDOWN ||
765  event->type == SDL_FINGERUP ||
766  event->type == SDL_FINGERMOTION) {
767  int logical_w, logical_h;
770  GetWindowViewportValues(renderer, &logical_w, &logical_h, &viewport, &scale);
771  if (logical_w) {
772  int w = 1;
773  int h = 1;
774  SDL_GetRendererOutputSize(renderer, &w, &h);
775 
776  event->tfinger.x *= (w - 1);
777  event->tfinger.y *= (h - 1);
778 
779  event->tfinger.x -= (viewport.x * renderer->dpi_scale.x);
780  event->tfinger.y -= (viewport.y * renderer->dpi_scale.y);
781  event->tfinger.x = (event->tfinger.x / (scale.x * renderer->dpi_scale.x));
782  event->tfinger.y = (event->tfinger.y / (scale.y * renderer->dpi_scale.y));
783 
784  if (logical_w > 1) {
785  event->tfinger.x = event->tfinger.x / (logical_w - 1);
786  } else {
787  event->tfinger.x = 0.5f;
788  }
789  if (logical_h > 1) {
790  event->tfinger.y = event->tfinger.y / (logical_h - 1);
791  } else {
792  event->tfinger.y = 0.5f;
793  }
794  }
795  }
796 
797  return 0;
798 }
799 
800 int
802  SDL_Window **window, SDL_Renderer **renderer)
803 {
806  width, height, window_flags);
807  if (!*window) {
808  *renderer = NULL;
809  return -1;
810  }
811 
812  *renderer = SDL_CreateRenderer(*window, -1, 0);
813  if (!*renderer) {
814  return -1;
815  }
816 
817  return 0;
818 }
819 
820 static SDL_INLINE
822 {
823  /* all of these functions are required to be implemented, even as no-ops, so we don't
824  have to check that they aren't NULL over and over. */
825  SDL_assert(renderer->QueueSetViewport != NULL);
826  SDL_assert(renderer->QueueSetDrawColor != NULL);
827  SDL_assert(renderer->QueueDrawPoints != NULL);
828  SDL_assert(renderer->QueueDrawLines != NULL);
829  SDL_assert(renderer->QueueFillRects != NULL);
830  SDL_assert(renderer->QueueCopy != NULL);
831  SDL_assert(renderer->RunCommandQueue != NULL);
832 }
833 
834 SDL_Renderer *
836 {
837 #if !SDL_RENDER_DISABLED
838  SDL_Renderer *renderer = NULL;
839  int n = SDL_GetNumRenderDrivers();
840  SDL_bool batching = SDL_TRUE;
841  const char *hint;
842 
843 #if defined(__ANDROID__)
845 #endif
846 
847  if (!window) {
848  SDL_SetError("Invalid window");
849  goto error;
850  }
851 
852  if (SDL_GetRenderer(window)) {
853  SDL_SetError("Renderer already associated with window");
854  goto error;
855  }
856 
859  flags |= SDL_RENDERER_PRESENTVSYNC;
860  } else {
861  flags &= ~SDL_RENDERER_PRESENTVSYNC;
862  }
863  }
864 
865  if (index < 0) {
867  if (hint) {
868  for (index = 0; index < n; ++index) {
869  const SDL_RenderDriver *driver = render_drivers[index];
870 
871  if (SDL_strcasecmp(hint, driver->info.name) == 0) {
872  /* Create a new renderer instance */
873  renderer = driver->CreateRenderer(window, flags);
874  if (renderer) {
875  batching = SDL_FALSE;
876  }
877  break;
878  }
879  }
880  }
881 
882  if (!renderer) {
883  for (index = 0; index < n; ++index) {
884  const SDL_RenderDriver *driver = render_drivers[index];
885 
886  if ((driver->info.flags & flags) == flags) {
887  /* Create a new renderer instance */
888  renderer = driver->CreateRenderer(window, flags);
889  if (renderer) {
890  /* Yay, we got one! */
891  break;
892  }
893  }
894  }
895  }
896  if (index == n) {
897  SDL_SetError("Couldn't find matching render driver");
898  goto error;
899  }
900  } else {
901  if (index >= SDL_GetNumRenderDrivers()) {
902  SDL_SetError("index must be -1 or in the range of 0 - %d",
904  goto error;
905  }
906  /* Create a new renderer instance */
907  renderer = render_drivers[index]->CreateRenderer(window, flags);
908  batching = SDL_FALSE;
909  }
910 
911  if (!renderer) {
912  goto error;
913  }
914 
915  VerifyDrawQueueFunctions(renderer);
916 
917  /* let app/user override batching decisions. */
918  if (renderer->always_batch) {
919  batching = SDL_TRUE;
922  }
923 
924  renderer->batching = batching;
925  renderer->magic = &renderer_magic;
926  renderer->window = window;
927  renderer->target_mutex = SDL_CreateMutex();
928  renderer->scale.x = 1.0f;
929  renderer->scale.y = 1.0f;
930  renderer->dpi_scale.x = 1.0f;
931  renderer->dpi_scale.y = 1.0f;
932 
933  /* new textures start at zero, so we start at 1 so first render doesn't flush by accident. */
934  renderer->render_command_generation = 1;
935 
936  if (window && renderer->GetOutputSize) {
937  int window_w, window_h;
938  int output_w, output_h;
939  if (renderer->GetOutputSize(renderer, &output_w, &output_h) == 0) {
940  SDL_GetWindowSize(renderer->window, &window_w, &window_h);
941  renderer->dpi_scale.x = (float)window_w / output_w;
942  renderer->dpi_scale.y = (float)window_h / output_h;
943  }
944  }
945 
947  renderer->hidden = SDL_TRUE;
948  } else {
949  renderer->hidden = SDL_FALSE;
950  }
951 
952  SDL_SetWindowData(window, SDL_WINDOWRENDERDATA, renderer);
953 
954  SDL_RenderSetViewport(renderer, NULL);
955 
957 
959  "Created renderer: %s", renderer->info.name);
960 
961 #if defined(__ANDROID__)
963 #endif
964  return renderer;
965 
966 error:
967 
968 #if defined(__ANDROID__)
970 #endif
971  return NULL;
972 
973 #else
974  SDL_SetError("SDL not built with rendering support");
975  return NULL;
976 #endif
977 }
978 
979 SDL_Renderer *
981 {
982 #if !SDL_RENDER_DISABLED
984 
985  renderer = SW_CreateRendererForSurface(surface);
986 
987  if (renderer) {
988  VerifyDrawQueueFunctions(renderer);
989  renderer->magic = &renderer_magic;
990  renderer->target_mutex = SDL_CreateMutex();
991  renderer->scale.x = 1.0f;
992  renderer->scale.y = 1.0f;
993 
994  /* new textures start at zero, so we start at 1 so first render doesn't flush by accident. */
995  renderer->render_command_generation = 1;
996 
997  SDL_RenderSetViewport(renderer, NULL);
998  }
999  return renderer;
1000 #else
1001  SDL_SetError("SDL not built with rendering support");
1002  return NULL;
1003 #endif /* !SDL_RENDER_DISABLED */
1004 }
1005 
1006 SDL_Renderer *
1008 {
1010 }
1011 
1012 int
1014 {
1015  CHECK_RENDERER_MAGIC(renderer, -1);
1016 
1017  *info = renderer->info;
1018  return 0;
1019 }
1020 
1021 int
1023 {
1024  CHECK_RENDERER_MAGIC(renderer, -1);
1025 
1026  if (renderer->target) {
1027  return SDL_QueryTexture(renderer->target, NULL, NULL, w, h);
1028  } else if (renderer->GetOutputSize) {
1029  return renderer->GetOutputSize(renderer, w, h);
1030  } else if (renderer->window) {
1031  SDL_GetWindowSize(renderer->window, w, h);
1032  return 0;
1033  } else {
1034  SDL_assert(0 && "This should never happen");
1035  return SDL_SetError("Renderer doesn't support querying output size");
1036  }
1037 }
1038 
1039 static SDL_bool
1041 {
1042  switch (blendMode)
1043  {
1044  /* These are required to be supported by all renderers */
1045  case SDL_BLENDMODE_NONE:
1046  case SDL_BLENDMODE_BLEND:
1047  case SDL_BLENDMODE_ADD:
1048  case SDL_BLENDMODE_MOD:
1049  return SDL_TRUE;
1050 
1051  default:
1052  return renderer->SupportsBlendMode && renderer->SupportsBlendMode(renderer, blendMode);
1053  }
1054 }
1055 
1056 static SDL_bool
1058 {
1059  Uint32 i;
1060 
1061  for (i = 0; i < renderer->info.num_texture_formats; ++i) {
1062  if (renderer->info.texture_formats[i] == format) {
1063  return SDL_TRUE;
1064  }
1065  }
1066  return SDL_FALSE;
1067 }
1068 
1069 static Uint32
1071 {
1072  Uint32 i;
1073 
1074  if (SDL_ISPIXELFORMAT_FOURCC(format)) {
1075  /* Look for an exact match */
1076  for (i = 0; i < renderer->info.num_texture_formats; ++i) {
1077  if (renderer->info.texture_formats[i] == format) {
1078  return renderer->info.texture_formats[i];
1079  }
1080  }
1081  } else {
1082  SDL_bool hasAlpha = SDL_ISPIXELFORMAT_ALPHA(format);
1083 
1084  /* We just want to match the first format that has the same channels */
1085  for (i = 0; i < renderer->info.num_texture_formats; ++i) {
1086  if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
1087  SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == hasAlpha) {
1088  return renderer->info.texture_formats[i];
1089  }
1090  }
1091  }
1092  return renderer->info.texture_formats[0];
1093 }
1094 
1095 
1097 {
1098  const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY);
1099 
1100  if (!hint || SDL_strcasecmp(hint, "nearest") == 0) {
1101  return SDL_ScaleModeNearest;
1102  } else if (SDL_strcasecmp(hint, "linear") == 0) {
1103  return SDL_ScaleModeLinear;
1104  } else if (SDL_strcasecmp(hint, "best") == 0) {
1105  return SDL_ScaleModeBest;
1106  } else {
1107  return (SDL_ScaleMode)SDL_atoi(hint);
1108  }
1109 }
1110 
1111 SDL_Texture *
1112 SDL_CreateTexture(SDL_Renderer * renderer, Uint32 format, int access, int w, int h)
1113 {
1115 
1116  CHECK_RENDERER_MAGIC(renderer, NULL);
1117 
1118  if (!format) {
1119  format = renderer->info.texture_formats[0];
1120  }
1121  if (SDL_BYTESPERPIXEL(format) == 0) {
1122  SDL_SetError("Invalid texture format");
1123  return NULL;
1124  }
1125  if (SDL_ISPIXELFORMAT_INDEXED(format)) {
1126  SDL_SetError("Palettized textures are not supported");
1127  return NULL;
1128  }
1129  if (w <= 0 || h <= 0) {
1130  SDL_SetError("Texture dimensions can't be 0");
1131  return NULL;
1132  }
1133  if ((renderer->info.max_texture_width && w > renderer->info.max_texture_width) ||
1134  (renderer->info.max_texture_height && h > renderer->info.max_texture_height)) {
1135  SDL_SetError("Texture dimensions are limited to %dx%d", renderer->info.max_texture_width, renderer->info.max_texture_height);
1136  return NULL;
1137  }
1138  texture = (SDL_Texture *) SDL_calloc(1, sizeof(*texture));
1139  if (!texture) {
1140  SDL_OutOfMemory();
1141  return NULL;
1142  }
1143  texture->magic = &texture_magic;
1144  texture->format = format;
1145  texture->access = access;
1146  texture->w = w;
1147  texture->h = h;
1148  texture->r = 255;
1149  texture->g = 255;
1150  texture->b = 255;
1151  texture->a = 255;
1152  texture->scaleMode = SDL_GetScaleMode();
1153  texture->renderer = renderer;
1154  texture->next = renderer->textures;
1155  if (renderer->textures) {
1156  renderer->textures->prev = texture;
1157  }
1158  renderer->textures = texture;
1159 
1160  if (IsSupportedFormat(renderer, format)) {
1161  if (renderer->CreateTexture(renderer, texture) < 0) {
1162  SDL_DestroyTexture(texture);
1163  return NULL;
1164  }
1165  } else {
1166  texture->native = SDL_CreateTexture(renderer,
1167  GetClosestSupportedFormat(renderer, format),
1168  access, w, h);
1169  if (!texture->native) {
1170  SDL_DestroyTexture(texture);
1171  return NULL;
1172  }
1173 
1174  /* Swap textures to have texture before texture->native in the list */
1175  texture->native->next = texture->next;
1176  if (texture->native->next) {
1177  texture->native->next->prev = texture->native;
1178  }
1179  texture->prev = texture->native->prev;
1180  if (texture->prev) {
1181  texture->prev->next = texture;
1182  }
1183  texture->native->prev = texture;
1184  texture->next = texture->native;
1185  renderer->textures = texture;
1186 
1187  if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
1188  texture->yuv = SDL_SW_CreateYUVTexture(format, w, h);
1189  if (!texture->yuv) {
1190  SDL_DestroyTexture(texture);
1191  return NULL;
1192  }
1193  } else if (access == SDL_TEXTUREACCESS_STREAMING) {
1194  /* The pitch is 4 byte aligned */
1195  texture->pitch = (((w * SDL_BYTESPERPIXEL(format)) + 3) & ~3);
1196  texture->pixels = SDL_calloc(1, texture->pitch * h);
1197  if (!texture->pixels) {
1198  SDL_DestroyTexture(texture);
1199  return NULL;
1200  }
1201  }
1202  }
1203  return texture;
1204 }
1205 
1206 SDL_Texture *
1208 {
1209  const SDL_PixelFormat *fmt;
1210  SDL_bool needAlpha;
1211  SDL_bool direct_update;
1212  int i;
1215 
1216  CHECK_RENDERER_MAGIC(renderer, NULL);
1217 
1218  if (!surface) {
1219  SDL_SetError("SDL_CreateTextureFromSurface() passed NULL surface");
1220  return NULL;
1221  }
1222 
1223  /* See what the best texture format is */
1224  fmt = surface->format;
1225  if (fmt->Amask || SDL_HasColorKey(surface)) {
1226  needAlpha = SDL_TRUE;
1227  } else {
1228  needAlpha = SDL_FALSE;
1229  }
1230 
1231  /* If Palette contains alpha values, promotes to alpha format */
1232  if (fmt->palette) {
1233  for (i = 0; i < fmt->palette->ncolors; i++) {
1234  Uint8 alpha_value = fmt->palette->colors[i].a;
1235  if (alpha_value != 0 || alpha_value != SDL_ALPHA_OPAQUE) {
1236  needAlpha = SDL_TRUE;
1237  break;
1238  }
1239  }
1240  }
1241 
1242  /* Try to have the best pixel format for the texture */
1243  /* No alpha, but a colorkey => promote to alpha */
1244  if (!fmt->Amask && SDL_HasColorKey(surface)) {
1245  if (fmt->format == SDL_PIXELFORMAT_RGB888) {
1246  for (i = 0; i < (int)renderer->info.num_texture_formats; ++i) {
1247  if (renderer->info.texture_formats[i] == SDL_PIXELFORMAT_ARGB8888) {
1248  format = SDL_PIXELFORMAT_ARGB8888;
1249  break;
1250  }
1251  }
1252  } else if (fmt->format == SDL_PIXELFORMAT_BGR888) {
1253  for (i = 0; i < (int)renderer->info.num_texture_formats; ++i) {
1254  if (renderer->info.texture_formats[i] == SDL_PIXELFORMAT_ABGR8888) {
1255  format = SDL_PIXELFORMAT_ABGR8888;
1256  break;
1257  }
1258  }
1259  }
1260  } else {
1261  /* Exact match would be fine */
1262  for (i = 0; i < (int)renderer->info.num_texture_formats; ++i) {
1263  if (renderer->info.texture_formats[i] == fmt->format) {
1264  format = fmt->format;
1265  break;
1266  }
1267  }
1268  }
1269 
1270  /* Fallback, choose a valid pixel format */
1271  if (format == SDL_PIXELFORMAT_UNKNOWN) {
1272  format = renderer->info.texture_formats[0];
1273  for (i = 0; i < (int)renderer->info.num_texture_formats; ++i) {
1274  if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
1275  SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == needAlpha) {
1276  format = renderer->info.texture_formats[i];
1277  break;
1278  }
1279  }
1280  }
1281 
1282  texture = SDL_CreateTexture(renderer, format, SDL_TEXTUREACCESS_STATIC,
1283  surface->w, surface->h);
1284  if (!texture) {
1285  return NULL;
1286  }
1287 
1288  if (format == surface->format->format) {
1289  if (surface->format->Amask && SDL_HasColorKey(surface)) {
1290  /* Surface and Renderer formats are identicals.
1291  * Intermediate conversion is needed to convert color key to alpha (SDL_ConvertColorkeyToAlpha()). */
1292  direct_update = SDL_FALSE;
1293  } else {
1294  /* Update Texture directly */
1295  direct_update = SDL_TRUE;
1296  }
1297  } else {
1298  /* Surface and Renderer formats are differents, it needs an intermediate conversion. */
1299  direct_update = SDL_FALSE;
1300  }
1301 
1302  if (direct_update) {
1303  if (SDL_MUSTLOCK(surface)) {
1304  SDL_LockSurface(surface);
1305  SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
1306  SDL_UnlockSurface(surface);
1307  } else {
1308  SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
1309  }
1310  } else {
1311  SDL_PixelFormat *dst_fmt;
1312  SDL_Surface *temp = NULL;
1313 
1314  /* Set up a destination surface for the texture update */
1315  dst_fmt = SDL_AllocFormat(format);
1316  if (!dst_fmt) {
1317  SDL_DestroyTexture(texture);
1318  return NULL;
1319  }
1320  temp = SDL_ConvertSurface(surface, dst_fmt, 0);
1321  SDL_FreeFormat(dst_fmt);
1322  if (temp) {
1323  SDL_UpdateTexture(texture, NULL, temp->pixels, temp->pitch);
1324  SDL_FreeSurface(temp);
1325  } else {
1326  SDL_DestroyTexture(texture);
1327  return NULL;
1328  }
1329  }
1330 
1331  {
1332  Uint8 r, g, b, a;
1334 
1335  SDL_GetSurfaceColorMod(surface, &r, &g, &b);
1336  SDL_SetTextureColorMod(texture, r, g, b);
1337 
1338  SDL_GetSurfaceAlphaMod(surface, &a);
1339  SDL_SetTextureAlphaMod(texture, a);
1340 
1341  if (SDL_HasColorKey(surface)) {
1342  /* We converted to a texture with alpha format */
1344  } else {
1345  SDL_GetSurfaceBlendMode(surface, &blendMode);
1346  SDL_SetTextureBlendMode(texture, blendMode);
1347  }
1348  }
1349  return texture;
1350 }
1351 
1352 int
1354  int *w, int *h)
1355 {
1356  CHECK_TEXTURE_MAGIC(texture, -1);
1357 
1358  if (format) {
1359  *format = texture->format;
1360  }
1361  if (access) {
1362  *access = texture->access;
1363  }
1364  if (w) {
1365  *w = texture->w;
1366  }
1367  if (h) {
1368  *h = texture->h;
1369  }
1370  return 0;
1371 }
1372 
1373 int
1375 {
1376  CHECK_TEXTURE_MAGIC(texture, -1);
1377 
1378  if (r < 255 || g < 255 || b < 255) {
1379  texture->modMode |= SDL_TEXTUREMODULATE_COLOR;
1380  } else {
1381  texture->modMode &= ~SDL_TEXTUREMODULATE_COLOR;
1382  }
1383  texture->r = r;
1384  texture->g = g;
1385  texture->b = b;
1386  if (texture->native) {
1387  return SDL_SetTextureColorMod(texture->native, r, g, b);
1388  }
1389  return 0;
1390 }
1391 
1392 int
1394  Uint8 * b)
1395 {
1396  CHECK_TEXTURE_MAGIC(texture, -1);
1397 
1398  if (r) {
1399  *r = texture->r;
1400  }
1401  if (g) {
1402  *g = texture->g;
1403  }
1404  if (b) {
1405  *b = texture->b;
1406  }
1407  return 0;
1408 }
1409 
1410 int
1412 {
1413  CHECK_TEXTURE_MAGIC(texture, -1);
1414 
1415  if (alpha < 255) {
1416  texture->modMode |= SDL_TEXTUREMODULATE_ALPHA;
1417  } else {
1418  texture->modMode &= ~SDL_TEXTUREMODULATE_ALPHA;
1419  }
1420  texture->a = alpha;
1421  if (texture->native) {
1422  return SDL_SetTextureAlphaMod(texture->native, alpha);
1423  }
1424  return 0;
1425 }
1426 
1427 int
1429 {
1430  CHECK_TEXTURE_MAGIC(texture, -1);
1431 
1432  if (alpha) {
1433  *alpha = texture->a;
1434  }
1435  return 0;
1436 }
1437 
1438 int
1440 {
1442 
1443  CHECK_TEXTURE_MAGIC(texture, -1);
1444 
1445  renderer = texture->renderer;
1446  if (!IsSupportedBlendMode(renderer, blendMode)) {
1447  return SDL_Unsupported();
1448  }
1449  texture->blendMode = blendMode;
1450  if (texture->native) {
1451  return SDL_SetTextureBlendMode(texture->native, blendMode);
1452  }
1453  return 0;
1454 }
1455 
1456 int
1458 {
1459  CHECK_TEXTURE_MAGIC(texture, -1);
1460 
1461  if (blendMode) {
1462  *blendMode = texture->blendMode;
1463  }
1464  return 0;
1465 }
1466 
1467 static int
1469  const void *pixels, int pitch)
1470 {
1471  SDL_Texture *native = texture->native;
1472  SDL_Rect full_rect;
1473 
1474  if (SDL_SW_UpdateYUVTexture(texture->yuv, rect, pixels, pitch) < 0) {
1475  return -1;
1476  }
1477 
1478  full_rect.x = 0;
1479  full_rect.y = 0;
1480  full_rect.w = texture->w;
1481  full_rect.h = texture->h;
1482  rect = &full_rect;
1483 
1484  if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
1485  /* We can lock the texture and copy to it */
1486  void *native_pixels = NULL;
1487  int native_pitch = 0;
1488 
1489  if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
1490  return -1;
1491  }
1492  SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
1493  rect->w, rect->h, native_pixels, native_pitch);
1494  SDL_UnlockTexture(native);
1495  } else {
1496  /* Use a temporary buffer for updating */
1497  const int temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
1498  const size_t alloclen = rect->h * temp_pitch;
1499  if (alloclen > 0) {
1500  void *temp_pixels = SDL_malloc(alloclen);
1501  if (!temp_pixels) {
1502  return SDL_OutOfMemory();
1503  }
1504  SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
1505  rect->w, rect->h, temp_pixels, temp_pitch);
1506  SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
1507  SDL_free(temp_pixels);
1508  }
1509  }
1510  return 0;
1511 }
1512 
1513 static int
1515  const void *pixels, int pitch)
1516 {
1517  SDL_Texture *native = texture->native;
1518 
1519  if (!rect->w || !rect->h) {
1520  return 0; /* nothing to do. */
1521  }
1522 
1523  if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
1524  /* We can lock the texture and copy to it */
1525  void *native_pixels = NULL;
1526  int native_pitch = 0;
1527 
1528  if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
1529  return -1;
1530  }
1531  SDL_ConvertPixels(rect->w, rect->h,
1532  texture->format, pixels, pitch,
1533  native->format, native_pixels, native_pitch);
1534  SDL_UnlockTexture(native);
1535  } else {
1536  /* Use a temporary buffer for updating */
1537  const int temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
1538  const size_t alloclen = rect->h * temp_pitch;
1539  if (alloclen > 0) {
1540  void *temp_pixels = SDL_malloc(alloclen);
1541  if (!temp_pixels) {
1542  return SDL_OutOfMemory();
1543  }
1544  SDL_ConvertPixels(rect->w, rect->h,
1545  texture->format, pixels, pitch,
1546  native->format, temp_pixels, temp_pitch);
1547  SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
1548  SDL_free(temp_pixels);
1549  }
1550  }
1551  return 0;
1552 }
1553 
1554 int
1556  const void *pixels, int pitch)
1557 {
1558  SDL_Rect full_rect;
1559 
1560  CHECK_TEXTURE_MAGIC(texture, -1);
1561 
1562  if (!pixels) {
1563  return SDL_InvalidParamError("pixels");
1564  }
1565  if (!pitch) {
1566  return SDL_InvalidParamError("pitch");
1567  }
1568 
1569  if (!rect) {
1570  full_rect.x = 0;
1571  full_rect.y = 0;
1572  full_rect.w = texture->w;
1573  full_rect.h = texture->h;
1574  rect = &full_rect;
1575  }
1576 
1577  if ((rect->w == 0) || (rect->h == 0)) {
1578  return 0; /* nothing to do. */
1579  } else if (texture->yuv) {
1580  return SDL_UpdateTextureYUV(texture, rect, pixels, pitch);
1581  } else if (texture->native) {
1582  return SDL_UpdateTextureNative(texture, rect, pixels, pitch);
1583  } else {
1584  SDL_Renderer *renderer = texture->renderer;
1585  if (FlushRenderCommandsIfTextureNeeded(texture) < 0) {
1586  return -1;
1587  }
1588  return renderer->UpdateTexture(renderer, texture, rect, pixels, pitch);
1589  }
1590 }
1591 
1592 static int
1594  const Uint8 *Yplane, int Ypitch,
1595  const Uint8 *Uplane, int Upitch,
1596  const Uint8 *Vplane, int Vpitch)
1597 {
1598  SDL_Texture *native = texture->native;
1599  SDL_Rect full_rect;
1600 
1601  if (SDL_SW_UpdateYUVTexturePlanar(texture->yuv, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch) < 0) {
1602  return -1;
1603  }
1604 
1605  full_rect.x = 0;
1606  full_rect.y = 0;
1607  full_rect.w = texture->w;
1608  full_rect.h = texture->h;
1609  rect = &full_rect;
1610 
1611  if (!rect->w || !rect->h) {
1612  return 0; /* nothing to do. */
1613  }
1614 
1615  if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
1616  /* We can lock the texture and copy to it */
1617  void *native_pixels = NULL;
1618  int native_pitch = 0;
1619 
1620  if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
1621  return -1;
1622  }
1623  SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
1624  rect->w, rect->h, native_pixels, native_pitch);
1625  SDL_UnlockTexture(native);
1626  } else {
1627  /* Use a temporary buffer for updating */
1628  const int temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
1629  const size_t alloclen = rect->h * temp_pitch;
1630  if (alloclen > 0) {
1631  void *temp_pixels = SDL_malloc(alloclen);
1632  if (!temp_pixels) {
1633  return SDL_OutOfMemory();
1634  }
1635  SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
1636  rect->w, rect->h, temp_pixels, temp_pitch);
1637  SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
1638  SDL_free(temp_pixels);
1639  }
1640  }
1641  return 0;
1642 }
1643 
1645  const Uint8 *Yplane, int Ypitch,
1646  const Uint8 *Uplane, int Upitch,
1647  const Uint8 *Vplane, int Vpitch)
1648 {
1650  SDL_Rect full_rect;
1651 
1652  CHECK_TEXTURE_MAGIC(texture, -1);
1653 
1654  if (!Yplane) {
1655  return SDL_InvalidParamError("Yplane");
1656  }
1657  if (!Ypitch) {
1658  return SDL_InvalidParamError("Ypitch");
1659  }
1660  if (!Uplane) {
1661  return SDL_InvalidParamError("Uplane");
1662  }
1663  if (!Upitch) {
1664  return SDL_InvalidParamError("Upitch");
1665  }
1666  if (!Vplane) {
1667  return SDL_InvalidParamError("Vplane");
1668  }
1669  if (!Vpitch) {
1670  return SDL_InvalidParamError("Vpitch");
1671  }
1672 
1673  if (texture->format != SDL_PIXELFORMAT_YV12 &&
1674  texture->format != SDL_PIXELFORMAT_IYUV) {
1675  return SDL_SetError("Texture format must by YV12 or IYUV");
1676  }
1677 
1678  if (!rect) {
1679  full_rect.x = 0;
1680  full_rect.y = 0;
1681  full_rect.w = texture->w;
1682  full_rect.h = texture->h;
1683  rect = &full_rect;
1684  }
1685 
1686  if (!rect->w || !rect->h) {
1687  return 0; /* nothing to do. */
1688  }
1689 
1690  if (texture->yuv) {
1691  return SDL_UpdateTextureYUVPlanar(texture, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch);
1692  } else {
1693  SDL_assert(!texture->native);
1694  renderer = texture->renderer;
1695  SDL_assert(renderer->UpdateTextureYUV);
1696  if (renderer->UpdateTextureYUV) {
1697  if (FlushRenderCommandsIfTextureNeeded(texture) < 0) {
1698  return -1;
1699  }
1700  return renderer->UpdateTextureYUV(renderer, texture, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch);
1701  } else {
1702  return SDL_Unsupported();
1703  }
1704  }
1705 }
1706 
1707 static int
1709  void **pixels, int *pitch)
1710 {
1711  return SDL_SW_LockYUVTexture(texture->yuv, rect, pixels, pitch);
1712 }
1713 
1714 static int
1716  void **pixels, int *pitch)
1717 {
1718  texture->locked_rect = *rect;
1719  *pixels = (void *) ((Uint8 *) texture->pixels +
1720  rect->y * texture->pitch +
1721  rect->x * SDL_BYTESPERPIXEL(texture->format));
1722  *pitch = texture->pitch;
1723  return 0;
1724 }
1725 
1726 int
1728  void **pixels, int *pitch)
1729 {
1730  SDL_Rect full_rect;
1731 
1732  CHECK_TEXTURE_MAGIC(texture, -1);
1733 
1734  if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
1735  return SDL_SetError("SDL_LockTexture(): texture must be streaming");
1736  }
1737 
1738  if (!rect) {
1739  full_rect.x = 0;
1740  full_rect.y = 0;
1741  full_rect.w = texture->w;
1742  full_rect.h = texture->h;
1743  rect = &full_rect;
1744  }
1745 
1746  if (texture->yuv) {
1747  if (FlushRenderCommandsIfTextureNeeded(texture) < 0) {
1748  return -1;
1749  }
1750  return SDL_LockTextureYUV(texture, rect, pixels, pitch);
1751  } else if (texture->native) {
1752  /* Calls a real SDL_LockTexture/SDL_UnlockTexture on unlock, flushing then. */
1753  return SDL_LockTextureNative(texture, rect, pixels, pitch);
1754  } else {
1755  SDL_Renderer *renderer = texture->renderer;
1756  if (FlushRenderCommandsIfTextureNeeded(texture) < 0) {
1757  return -1;
1758  }
1759  return renderer->LockTexture(renderer, texture, rect, pixels, pitch);
1760  }
1761 }
1762 
1763 static void
1765 {
1766  SDL_Texture *native = texture->native;
1767  void *native_pixels = NULL;
1768  int native_pitch = 0;
1769  SDL_Rect rect;
1770 
1771  rect.x = 0;
1772  rect.y = 0;
1773  rect.w = texture->w;
1774  rect.h = texture->h;
1775 
1776  if (SDL_LockTexture(native, &rect, &native_pixels, &native_pitch) < 0) {
1777  return;
1778  }
1779  SDL_SW_CopyYUVToRGB(texture->yuv, &rect, native->format,
1780  rect.w, rect.h, native_pixels, native_pitch);
1781  SDL_UnlockTexture(native);
1782 }
1783 
1784 static void
1786 {
1787  SDL_Texture *native = texture->native;
1788  void *native_pixels = NULL;
1789  int native_pitch = 0;
1790  const SDL_Rect *rect = &texture->locked_rect;
1791  const void* pixels = (void *) ((Uint8 *) texture->pixels +
1792  rect->y * texture->pitch +
1793  rect->x * SDL_BYTESPERPIXEL(texture->format));
1794  int pitch = texture->pitch;
1795 
1796  if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
1797  return;
1798  }
1799  SDL_ConvertPixels(rect->w, rect->h,
1800  texture->format, pixels, pitch,
1801  native->format, native_pixels, native_pitch);
1802  SDL_UnlockTexture(native);
1803 }
1804 
1805 void
1807 {
1808  CHECK_TEXTURE_MAGIC(texture, );
1809 
1810  if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
1811  return;
1812  }
1813  if (texture->yuv) {
1814  SDL_UnlockTextureYUV(texture);
1815  } else if (texture->native) {
1816  SDL_UnlockTextureNative(texture);
1817  } else {
1818  SDL_Renderer *renderer = texture->renderer;
1819  renderer->UnlockTexture(renderer, texture);
1820  }
1821 }
1822 
1823 SDL_bool
1825 {
1826  if (!renderer || !renderer->SetRenderTarget) {
1827  return SDL_FALSE;
1828  }
1829  return (renderer->info.flags & SDL_RENDERER_TARGETTEXTURE) != 0;
1830 }
1831 
1832 int
1834 {
1835  if (!SDL_RenderTargetSupported(renderer)) {
1836  return SDL_Unsupported();
1837  }
1838  if (texture == renderer->target) {
1839  /* Nothing to do! */
1840  return 0;
1841  }
1842 
1843  FlushRenderCommands(renderer); /* time to send everything to the GPU! */
1844 
1845  /* texture == NULL is valid and means reset the target to the window */
1846  if (texture) {
1847  CHECK_TEXTURE_MAGIC(texture, -1);
1848  if (renderer != texture->renderer) {
1849  return SDL_SetError("Texture was not created with this renderer");
1850  }
1851  if (texture->access != SDL_TEXTUREACCESS_TARGET) {
1852  return SDL_SetError("Texture not created with SDL_TEXTUREACCESS_TARGET");
1853  }
1854  if (texture->native) {
1855  /* Always render to the native texture */
1856  texture = texture->native;
1857  }
1858  }
1859 
1860  SDL_LockMutex(renderer->target_mutex);
1861 
1862  if (texture && !renderer->target) {
1863  /* Make a backup of the viewport */
1864  renderer->viewport_backup = renderer->viewport;
1865  renderer->clip_rect_backup = renderer->clip_rect;
1866  renderer->clipping_enabled_backup = renderer->clipping_enabled;
1867  renderer->scale_backup = renderer->scale;
1868  renderer->logical_w_backup = renderer->logical_w;
1869  renderer->logical_h_backup = renderer->logical_h;
1870  }
1871  renderer->target = texture;
1872 
1873  if (renderer->SetRenderTarget(renderer, texture) < 0) {
1874  SDL_UnlockMutex(renderer->target_mutex);
1875  return -1;
1876  }
1877 
1878  if (texture) {
1879  renderer->viewport.x = 0;
1880  renderer->viewport.y = 0;
1881  renderer->viewport.w = texture->w;
1882  renderer->viewport.h = texture->h;
1883  SDL_zero(renderer->clip_rect);
1884  renderer->clipping_enabled = SDL_FALSE;
1885  renderer->scale.x = 1.0f;
1886  renderer->scale.y = 1.0f;
1887  renderer->logical_w = texture->w;
1888  renderer->logical_h = texture->h;
1889  } else {
1890  renderer->viewport = renderer->viewport_backup;
1891  renderer->clip_rect = renderer->clip_rect_backup;
1892  renderer->clipping_enabled = renderer->clipping_enabled_backup;
1893  renderer->scale = renderer->scale_backup;
1894  renderer->logical_w = renderer->logical_w_backup;
1895  renderer->logical_h = renderer->logical_h_backup;
1896  }
1897 
1898  SDL_UnlockMutex(renderer->target_mutex);
1899 
1900  if (QueueCmdSetViewport(renderer) < 0) {
1901  return -1;
1902  }
1903  if (QueueCmdSetClipRect(renderer) < 0) {
1904  return -1;
1905  }
1906 
1907  /* All set! */
1908  return FlushRenderCommandsIfNotBatching(renderer);
1909 }
1910 
1911 SDL_Texture *
1913 {
1914  return renderer->target;
1915 }
1916 
1917 static int
1919 {
1920  int w = 1, h = 1;
1921  float want_aspect;
1922  float real_aspect;
1923  float scale;
1925  /* 0 is for letterbox, 1 is for overscan */
1926  int scale_policy = 0;
1927  const char *hint;
1928 
1929  if (!renderer->logical_w || !renderer->logical_h) {
1930  return 0;
1931  }
1932  if (SDL_GetRendererOutputSize(renderer, &w, &h) < 0) {
1933  return -1;
1934  }
1935 
1937  if (hint && (*hint == '1' || SDL_strcasecmp(hint, "overscan") == 0)) {
1938 #if SDL_VIDEO_RENDER_D3D
1939  SDL_bool overscan_supported = SDL_TRUE;
1940  /* Unfortunately, Direct3D 9 doesn't support negative viewport numbers
1941  which the overscan implementation relies on.
1942  */
1943  if (SDL_strcasecmp(SDL_GetCurrentVideoDriver(), "direct3d") == 0) {
1944  overscan_supported = SDL_FALSE;
1945  }
1946  if (overscan_supported) {
1947  scale_policy = 1;
1948  }
1949 #else
1950  scale_policy = 1;
1951 #endif
1952  }
1953 
1954  want_aspect = (float)renderer->logical_w / renderer->logical_h;
1955  real_aspect = (float)w / h;
1956 
1957  /* Clear the scale because we're setting viewport in output coordinates */
1958  SDL_RenderSetScale(renderer, 1.0f, 1.0f);
1959 
1960  if (renderer->integer_scale) {
1961  if (want_aspect > real_aspect) {
1962  scale = (float)(w / renderer->logical_w);
1963  } else {
1964  scale = (float)(h / renderer->logical_h);
1965  }
1966  viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
1967  viewport.x = (w - viewport.w) / 2;
1968  viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
1969  viewport.y = (h - viewport.h) / 2;
1970 
1971  SDL_RenderSetViewport(renderer, &viewport);
1972  } else if (SDL_fabs(want_aspect-real_aspect) < 0.0001) {
1973  /* The aspect ratios are the same, just scale appropriately */
1974  scale = (float)w / renderer->logical_w;
1975  SDL_RenderSetViewport(renderer, NULL);
1976  } else if (want_aspect > real_aspect) {
1977  if (scale_policy == 1) {
1978  /* We want a wider aspect ratio than is available -
1979  zoom so logical height matches the real height
1980  and the width will grow off the screen
1981  */
1982  scale = (float)h / renderer->logical_h;
1983  viewport.y = 0;
1984  viewport.h = h;
1985  viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
1986  viewport.x = (w - viewport.w) / 2;
1987  SDL_RenderSetViewport(renderer, &viewport);
1988  } else {
1989  /* We want a wider aspect ratio than is available - letterbox it */
1990  scale = (float)w / renderer->logical_w;
1991  viewport.x = 0;
1992  viewport.w = w;
1993  viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
1994  viewport.y = (h - viewport.h) / 2;
1995  SDL_RenderSetViewport(renderer, &viewport);
1996  }
1997  } else {
1998  if (scale_policy == 1) {
1999  /* We want a narrower aspect ratio than is available -
2000  zoom so logical width matches the real width
2001  and the height will grow off the screen
2002  */
2003  scale = (float)w / renderer->logical_w;
2004  viewport.x = 0;
2005  viewport.w = w;
2006  viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
2007  viewport.y = (h - viewport.h) / 2;
2008  SDL_RenderSetViewport(renderer, &viewport);
2009  } else {
2010  /* We want a narrower aspect ratio than is available - use side-bars */
2011  scale = (float)h / renderer->logical_h;
2012  viewport.y = 0;
2013  viewport.h = h;
2014  viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
2015  viewport.x = (w - viewport.w) / 2;
2016  SDL_RenderSetViewport(renderer, &viewport);
2017  }
2018  }
2019 
2020  /* Set the new scale */
2021  SDL_RenderSetScale(renderer, scale, scale);
2022 
2023  return 0;
2024 }
2025 
2026 int
2028 {
2029  CHECK_RENDERER_MAGIC(renderer, -1);
2030 
2031  if (!w || !h) {
2032  /* Clear any previous logical resolution */
2033  renderer->logical_w = 0;
2034  renderer->logical_h = 0;
2035  SDL_RenderSetViewport(renderer, NULL);
2036  SDL_RenderSetScale(renderer, 1.0f, 1.0f);
2037  return 0;
2038  }
2039 
2040  renderer->logical_w = w;
2041  renderer->logical_h = h;
2042 
2043  return UpdateLogicalSize(renderer);
2044 }
2045 
2046 void
2047 SDL_RenderGetLogicalSize(SDL_Renderer * renderer, int *w, int *h)
2048 {
2049  CHECK_RENDERER_MAGIC(renderer, );
2050 
2051  if (w) {
2052  *w = renderer->logical_w;
2053  }
2054  if (h) {
2055  *h = renderer->logical_h;
2056  }
2057 }
2058 
2059 int
2061 {
2062  CHECK_RENDERER_MAGIC(renderer, -1);
2063 
2064  renderer->integer_scale = enable;
2065 
2066  return UpdateLogicalSize(renderer);
2067 }
2068 
2069 SDL_bool
2071 {
2072  CHECK_RENDERER_MAGIC(renderer, SDL_FALSE);
2073 
2074  return renderer->integer_scale;
2075 }
2076 
2077 int
2079 {
2080  int retval;
2081  CHECK_RENDERER_MAGIC(renderer, -1);
2082 
2083  if (rect) {
2084  renderer->viewport.x = (int)SDL_floor(rect->x * renderer->scale.x);
2085  renderer->viewport.y = (int)SDL_floor(rect->y * renderer->scale.y);
2086  renderer->viewport.w = (int)SDL_ceil(rect->w * renderer->scale.x);
2087  renderer->viewport.h = (int)SDL_ceil(rect->h * renderer->scale.y);
2088  } else {
2089  renderer->viewport.x = 0;
2090  renderer->viewport.y = 0;
2091  if (SDL_GetRendererOutputSize(renderer, &renderer->viewport.w, &renderer->viewport.h) < 0) {
2092  return -1;
2093  }
2094  }
2095  retval = QueueCmdSetViewport(renderer);
2096  return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
2097 }
2098 
2099 void
2101 {
2102  CHECK_RENDERER_MAGIC(renderer, );
2103 
2104  if (rect) {
2105  rect->x = (int)(renderer->viewport.x / renderer->scale.x);
2106  rect->y = (int)(renderer->viewport.y / renderer->scale.y);
2107  rect->w = (int)(renderer->viewport.w / renderer->scale.x);
2108  rect->h = (int)(renderer->viewport.h / renderer->scale.y);
2109  }
2110 }
2111 
2112 int
2114 {
2115  int retval;
2116  CHECK_RENDERER_MAGIC(renderer, -1)
2117 
2118  if (rect) {
2119  renderer->clipping_enabled = SDL_TRUE;
2120  renderer->clip_rect.x = (int)SDL_floor(rect->x * renderer->scale.x);
2121  renderer->clip_rect.y = (int)SDL_floor(rect->y * renderer->scale.y);
2122  renderer->clip_rect.w = (int)SDL_ceil(rect->w * renderer->scale.x);
2123  renderer->clip_rect.h = (int)SDL_ceil(rect->h * renderer->scale.y);
2124  } else {
2125  renderer->clipping_enabled = SDL_FALSE;
2126  SDL_zero(renderer->clip_rect);
2127  }
2128 
2129  retval = QueueCmdSetClipRect(renderer);
2130  return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
2131 }
2132 
2133 void
2135 {
2136  CHECK_RENDERER_MAGIC(renderer, )
2137 
2138  if (rect) {
2139  rect->x = (int)(renderer->clip_rect.x / renderer->scale.x);
2140  rect->y = (int)(renderer->clip_rect.y / renderer->scale.y);
2141  rect->w = (int)(renderer->clip_rect.w / renderer->scale.x);
2142  rect->h = (int)(renderer->clip_rect.h / renderer->scale.y);
2143  }
2144 }
2145 
2146 SDL_bool
2148 {
2149  CHECK_RENDERER_MAGIC(renderer, SDL_FALSE)
2150  return renderer->clipping_enabled;
2151 }
2152 
2153 int
2154 SDL_RenderSetScale(SDL_Renderer * renderer, float scaleX, float scaleY)
2155 {
2156  CHECK_RENDERER_MAGIC(renderer, -1);
2157 
2158  renderer->scale.x = scaleX;
2159  renderer->scale.y = scaleY;
2160  return 0;
2161 }
2162 
2163 void
2164 SDL_RenderGetScale(SDL_Renderer * renderer, float *scaleX, float *scaleY)
2165 {
2166  CHECK_RENDERER_MAGIC(renderer, );
2167 
2168  if (scaleX) {
2169  *scaleX = renderer->scale.x;
2170  }
2171  if (scaleY) {
2172  *scaleY = renderer->scale.y;
2173  }
2174 }
2175 
2176 int
2178  Uint8 r, Uint8 g, Uint8 b, Uint8 a)
2179 {
2180  CHECK_RENDERER_MAGIC(renderer, -1);
2181 
2182  renderer->r = r;
2183  renderer->g = g;
2184  renderer->b = b;
2185  renderer->a = a;
2186  return 0;
2187 }
2188 
2189 int
2191  Uint8 * r, Uint8 * g, Uint8 * b, Uint8 * a)
2192 {
2193  CHECK_RENDERER_MAGIC(renderer, -1);
2194 
2195  if (r) {
2196  *r = renderer->r;
2197  }
2198  if (g) {
2199  *g = renderer->g;
2200  }
2201  if (b) {
2202  *b = renderer->b;
2203  }
2204  if (a) {
2205  *a = renderer->a;
2206  }
2207  return 0;
2208 }
2209 
2210 int
2212 {
2213  CHECK_RENDERER_MAGIC(renderer, -1);
2214 
2215  if (!IsSupportedBlendMode(renderer, blendMode)) {
2216  return SDL_Unsupported();
2217  }
2218  renderer->blendMode = blendMode;
2219  return 0;
2220 }
2221 
2222 int
2224 {
2225  CHECK_RENDERER_MAGIC(renderer, -1);
2226 
2227  *blendMode = renderer->blendMode;
2228  return 0;
2229 }
2230 
2231 int
2233 {
2234  int retval;
2235  CHECK_RENDERER_MAGIC(renderer, -1);
2236  retval = QueueCmdClear(renderer);
2237  return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
2238 }
2239 
2240 
2241 /* !!! FIXME: delete all the duplicate code for the integer versions in 2.1,
2242  !!! FIXME: making the floating point versions the only available APIs. */
2243 
2244 int
2245 SDL_RenderDrawPoint(SDL_Renderer * renderer, int x, int y)
2246 {
2247  SDL_FPoint fpoint;
2248  fpoint.x = (float) x;
2249  fpoint.y = (float) y;
2250  return SDL_RenderDrawPointsF(renderer, &fpoint, 1);
2251 }
2252 
2253 int
2254 SDL_RenderDrawPointF(SDL_Renderer * renderer, float x, float y)
2255 {
2256  SDL_FPoint fpoint;
2257  fpoint.x = x;
2258  fpoint.y = y;
2259  return SDL_RenderDrawPointsF(renderer, &fpoint, 1);
2260 }
2261 
2262 static int
2264  const SDL_Point * points, const int count)
2265 {
2266  int retval = -1;
2267  SDL_bool isstack;
2268  SDL_FRect *frects = SDL_small_alloc(SDL_FRect, count, &isstack);
2269  int i;
2270 
2271  if (!frects) {
2272  return SDL_OutOfMemory();
2273  }
2274 
2275  for (i = 0; i < count; ++i) {
2276  frects[i].x = points[i].x * renderer->scale.x;
2277  frects[i].y = points[i].y * renderer->scale.y;
2278  frects[i].w = renderer->scale.x;
2279  frects[i].h = renderer->scale.y;
2280  }
2281 
2282  retval = QueueCmdFillRects(renderer, frects, count);
2283 
2284  SDL_small_free(frects, isstack);
2285 
2286  return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
2287 }
2288 
2289 int
2291  const SDL_Point * points, int count)
2292 {
2293  SDL_FPoint *fpoints;
2294  int i;
2295  int retval;
2296  SDL_bool isstack;
2297 
2298  CHECK_RENDERER_MAGIC(renderer, -1);
2299 
2300  if (!points) {
2301  return SDL_SetError("SDL_RenderDrawPoints(): Passed NULL points");
2302  }
2303  if (count < 1) {
2304  return 0;
2305  }
2306 
2307  /* Don't draw while we're hidden */
2308  if (renderer->hidden) {
2309  return 0;
2310  }
2311 
2312  if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
2313  return RenderDrawPointsWithRects(renderer, points, count);
2314  }
2315 
2316  fpoints = SDL_small_alloc(SDL_FPoint, count, &isstack);
2317  if (!fpoints) {
2318  return SDL_OutOfMemory();
2319  }
2320  for (i = 0; i < count; ++i) {
2321  fpoints[i].x = points[i].x * renderer->scale.x;
2322  fpoints[i].y = points[i].y * renderer->scale.y;
2323  }
2324 
2325  retval = QueueCmdDrawPoints(renderer, fpoints, count);
2326 
2327  SDL_small_free(fpoints, isstack);
2328 
2329  return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
2330 }
2331 
2332 static int
2334  const SDL_FPoint * fpoints, const int count)
2335 {
2336  int retval = -1;
2337  SDL_bool isstack;
2338  SDL_FRect *frects = SDL_small_alloc(SDL_FRect, count, &isstack);
2339  int i;
2340 
2341  if (!frects) {
2342  return SDL_OutOfMemory();
2343  }
2344 
2345  for (i = 0; i < count; ++i) {
2346  frects[i].x = fpoints[i].x * renderer->scale.x;
2347  frects[i].y = fpoints[i].y * renderer->scale.y;
2348  frects[i].w = renderer->scale.x;
2349  frects[i].h = renderer->scale.y;
2350  }
2351 
2352  retval = QueueCmdFillRects(renderer, frects, count);
2353 
2354  SDL_small_free(frects, isstack);
2355 
2356  return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
2357 }
2358 
2359 int
2361  const SDL_FPoint * points, int count)
2362 {
2363  SDL_FPoint *fpoints;
2364  int i;
2365  int retval;
2366  SDL_bool isstack;
2367 
2368  CHECK_RENDERER_MAGIC(renderer, -1);
2369 
2370  if (!points) {
2371  return SDL_SetError("SDL_RenderDrawFPoints(): Passed NULL points");
2372  }
2373  if (count < 1) {
2374  return 0;
2375  }
2376 
2377  /* Don't draw while we're hidden */
2378  if (renderer->hidden) {
2379  return 0;
2380  }
2381 
2382  if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
2383  return RenderDrawPointsWithRectsF(renderer, points, count);
2384  }
2385 
2386  fpoints = SDL_small_alloc(SDL_FPoint, count, &isstack);
2387  if (!fpoints) {
2388  return SDL_OutOfMemory();
2389  }
2390  for (i = 0; i < count; ++i) {
2391  fpoints[i].x = points[i].x * renderer->scale.x;
2392  fpoints[i].y = points[i].y * renderer->scale.y;
2393  }
2394 
2395  retval = QueueCmdDrawPoints(renderer, fpoints, count);
2396 
2397  SDL_small_free(fpoints, isstack);
2398 
2399  return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
2400 }
2401 
2402 int
2403 SDL_RenderDrawLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2)
2404 {
2405  SDL_FPoint points[2];
2406  points[0].x = (float) x1;
2407  points[0].y = (float) y1;
2408  points[1].x = (float) x2;
2409  points[1].y = (float) y2;
2410  return SDL_RenderDrawLinesF(renderer, points, 2);
2411 }
2412 
2413 int
2414 SDL_RenderDrawLineF(SDL_Renderer * renderer, float x1, float y1, float x2, float y2)
2415 {
2416  SDL_FPoint points[2];
2417  points[0].x = x1;
2418  points[0].y = y1;
2419  points[1].x = x2;
2420  points[1].y = y2;
2421  return SDL_RenderDrawLinesF(renderer, points, 2);
2422 }
2423 
2424 static int
2426  const SDL_Point * points, const int count)
2427 {
2428  SDL_FRect *frect;
2429  SDL_FRect *frects;
2430  SDL_FPoint fpoints[2];
2431  int i, nrects = 0;
2432  int retval = 0;
2433  SDL_bool isstack;
2434 
2435  frects = SDL_small_alloc(SDL_FRect, count-1, &isstack);
2436  if (!frects) {
2437  return SDL_OutOfMemory();
2438  }
2439 
2440  for (i = 0; i < count-1; ++i) {
2441  if (points[i].x == points[i+1].x) {
2442  const int minY = SDL_min(points[i].y, points[i+1].y);
2443  const int maxY = SDL_max(points[i].y, points[i+1].y);
2444 
2445  frect = &frects[nrects++];
2446  frect->x = points[i].x * renderer->scale.x;
2447  frect->y = minY * renderer->scale.y;
2448  frect->w = renderer->scale.x;
2449  frect->h = (maxY - minY + 1) * renderer->scale.y;
2450  } else if (points[i].y == points[i+1].y) {
2451  const int minX = SDL_min(points[i].x, points[i+1].x);
2452  const int maxX = SDL_max(points[i].x, points[i+1].x);
2453 
2454  frect = &frects[nrects++];
2455  frect->x = minX * renderer->scale.x;
2456  frect->y = points[i].y * renderer->scale.y;
2457  frect->w = (maxX - minX + 1) * renderer->scale.x;
2458  frect->h = renderer->scale.y;
2459  } else {
2460  /* FIXME: We can't use a rect for this line... */
2461  fpoints[0].x = points[i].x * renderer->scale.x;
2462  fpoints[0].y = points[i].y * renderer->scale.y;
2463  fpoints[1].x = points[i+1].x * renderer->scale.x;
2464  fpoints[1].y = points[i+1].y * renderer->scale.y;
2465  retval += QueueCmdDrawLines(renderer, fpoints, 2);
2466  }
2467  }
2468 
2469  retval += QueueCmdFillRects(renderer, frects, nrects);
2470 
2471  SDL_small_free(frects, isstack);
2472 
2473  if (retval < 0) {
2474  retval = -1;
2475  }
2476  return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
2477 }
2478 
2479 static int
2481  const SDL_FPoint * points, const int count)
2482 {
2483  SDL_FRect *frect;
2484  SDL_FRect *frects;
2485  SDL_FPoint fpoints[2];
2486  int i, nrects = 0;
2487  int retval = 0;
2488  SDL_bool isstack;
2489 
2490  frects = SDL_small_alloc(SDL_FRect, count-1, &isstack);
2491  if (!frects) {
2492  return SDL_OutOfMemory();
2493  }
2494 
2495  for (i = 0; i < count-1; ++i) {
2496  if (points[i].x == points[i+1].x) {
2497  const int minY = (int)SDL_min(points[i].y, points[i+1].y);
2498  const int maxY = (int)SDL_max(points[i].y, points[i+1].y);
2499 
2500  frect = &frects[nrects++];
2501  frect->x = points[i].x * renderer->scale.x;
2502  frect->y = minY * renderer->scale.y;
2503  frect->w = renderer->scale.x;
2504  frect->h = (maxY - minY + 1) * renderer->scale.y;
2505  } else if (points[i].y == points[i+1].y) {
2506  const int minX = (int)SDL_min(points[i].x, points[i+1].x);
2507  const int maxX = (int)SDL_max(points[i].x, points[i+1].x);
2508 
2509  frect = &frects[nrects++];
2510  frect->x = minX * renderer->scale.x;
2511  frect->y = points[i].y * renderer->scale.y;
2512  frect->w = (maxX - minX + 1) * renderer->scale.x;
2513  frect->h = renderer->scale.y;
2514  } else {
2515  /* FIXME: We can't use a rect for this line... */
2516  fpoints[0].x = points[i].x * renderer->scale.x;
2517  fpoints[0].y = points[i].y * renderer->scale.y;
2518  fpoints[1].x = points[i+1].x * renderer->scale.x;
2519  fpoints[1].y = points[i+1].y * renderer->scale.y;
2520  retval += QueueCmdDrawLines(renderer, fpoints, 2);
2521  }
2522  }
2523 
2524  retval += QueueCmdFillRects(renderer, frects, nrects);
2525 
2526  SDL_small_free(frects, isstack);
2527 
2528  if (retval < 0) {
2529  retval = -1;
2530  }
2531  return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
2532 }
2533 
2534 int
2536  const SDL_Point * points, int count)
2537 {
2538  SDL_FPoint *fpoints;
2539  int i;
2540  int retval;
2541  SDL_bool isstack;
2542 
2543  CHECK_RENDERER_MAGIC(renderer, -1);
2544 
2545  if (!points) {
2546  return SDL_SetError("SDL_RenderDrawLines(): Passed NULL points");
2547  }
2548  if (count < 2) {
2549  return 0;
2550  }
2551 
2552  /* Don't draw while we're hidden */
2553  if (renderer->hidden) {
2554  return 0;
2555  }
2556 
2557  if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
2558  return RenderDrawLinesWithRects(renderer, points, count);
2559  }
2560 
2561  fpoints = SDL_small_alloc(SDL_FPoint, count, &isstack);
2562  if (!fpoints) {
2563  return SDL_OutOfMemory();
2564  }
2565  for (i = 0; i < count; ++i) {
2566  fpoints[i].x = points[i].x * renderer->scale.x;
2567  fpoints[i].y = points[i].y * renderer->scale.y;
2568  }
2569 
2570  retval = QueueCmdDrawLines(renderer, fpoints, count);
2571 
2572  SDL_small_free(fpoints, isstack);
2573 
2574  return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
2575 }
2576 
2577 int
2579  const SDL_FPoint * points, int count)
2580 {
2581  SDL_FPoint *fpoints;
2582  int i;
2583  int retval;
2584  SDL_bool isstack;
2585 
2586  CHECK_RENDERER_MAGIC(renderer, -1);
2587 
2588  if (!points) {
2589  return SDL_SetError("SDL_RenderDrawLines(): Passed NULL points");
2590  }
2591  if (count < 2) {
2592  return 0;
2593  }
2594 
2595  /* Don't draw while we're hidden */
2596  if (renderer->hidden) {
2597  return 0;
2598  }
2599 
2600  if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
2601  return RenderDrawLinesWithRectsF(renderer, points, count);
2602  }
2603 
2604  fpoints = SDL_small_alloc(SDL_FPoint, count, &isstack);
2605  if (!fpoints) {
2606  return SDL_OutOfMemory();
2607  }
2608  for (i = 0; i < count; ++i) {
2609  fpoints[i].x = points[i].x * renderer->scale.x;
2610  fpoints[i].y = points[i].y * renderer->scale.y;
2611  }
2612 
2613  retval = QueueCmdDrawLines(renderer, fpoints, count);
2614 
2615  SDL_small_free(fpoints, isstack);
2616 
2617  return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
2618 }
2619 
2620 int
2622 {
2623  SDL_FRect frect;
2624  SDL_FRect *prect = NULL;
2625 
2626  if (rect) {
2627  frect.x = (float) rect->x;
2628  frect.y = (float) rect->y;
2629  frect.w = (float) rect->w;
2630  frect.h = (float) rect->h;
2631  prect = &frect;
2632  }
2633 
2634  return SDL_RenderDrawRectF(renderer, prect);
2635 }
2636 
2637 int
2639 {
2640  SDL_FRect frect;
2641  SDL_FPoint points[5];
2642 
2643  CHECK_RENDERER_MAGIC(renderer, -1);
2644 
2645  /* If 'rect' == NULL, then outline the whole surface */
2646  if (!rect) {
2647  SDL_Rect r;
2648  SDL_RenderGetViewport(renderer, &r);
2649  frect.x = 0.0f;
2650  frect.y = 0.0f;
2651  frect.w = (float) r.w;
2652  frect.h = (float) r.h;
2653  rect = &frect;
2654  }
2655 
2656  points[0].x = rect->x;
2657  points[0].y = rect->y;
2658  points[1].x = rect->x+rect->w-1;
2659  points[1].y = rect->y;
2660  points[2].x = rect->x+rect->w-1;
2661  points[2].y = rect->y+rect->h-1;
2662  points[3].x = rect->x;
2663  points[3].y = rect->y+rect->h-1;
2664  points[4].x = rect->x;
2665  points[4].y = rect->y;
2666  return SDL_RenderDrawLinesF(renderer, points, 5);
2667 }
2668 
2669 int
2671  const SDL_Rect * rects, int count)
2672 {
2673  int i;
2674 
2675  CHECK_RENDERER_MAGIC(renderer, -1);
2676 
2677  if (!rects) {
2678  return SDL_SetError("SDL_RenderDrawRects(): Passed NULL rects");
2679  }
2680  if (count < 1) {
2681  return 0;
2682  }
2683 
2684  /* Don't draw while we're hidden */
2685  if (renderer->hidden) {
2686  return 0;
2687  }
2688 
2689  for (i = 0; i < count; ++i) {
2690  if (SDL_RenderDrawRect(renderer, &rects[i]) < 0) {
2691  return -1;
2692  }
2693  }
2694  return 0;
2695 }
2696 
2697 int
2699  const SDL_FRect * rects, int count)
2700 {
2701  int i;
2702 
2703  CHECK_RENDERER_MAGIC(renderer, -1);
2704 
2705  if (!rects) {
2706  return SDL_SetError("SDL_RenderDrawRects(): Passed NULL rects");
2707  }
2708  if (count < 1) {
2709  return 0;
2710  }
2711 
2712  /* Don't draw while we're hidden */
2713  if (renderer->hidden) {
2714  return 0;
2715  }
2716 
2717  for (i = 0; i < count; ++i) {
2718  if (SDL_RenderDrawRectF(renderer, &rects[i]) < 0) {
2719  return -1;
2720  }
2721  }
2722  return 0;
2723 }
2724 
2725 int
2727 {
2728  SDL_FRect frect;
2729 
2730  CHECK_RENDERER_MAGIC(renderer, -1);
2731 
2732  /* If 'rect' == NULL, then outline the whole surface */
2733  if (rect) {
2734  frect.x = (float) rect->x;
2735  frect.y = (float) rect->y;
2736  frect.w = (float) rect->w;
2737  frect.h = (float) rect->h;
2738  } else {
2739  SDL_Rect r;
2740  SDL_zero(r);
2741  SDL_RenderGetViewport(renderer, &r);
2742  frect.x = 0.0f;
2743  frect.y = 0.0f;
2744  frect.w = (float) r.w;
2745  frect.h = (float) r.h;
2746  }
2747  return SDL_RenderFillRectsF(renderer, &frect, 1);
2748 }
2749 
2750 int
2752 {
2753  SDL_FRect frect;
2754 
2755  CHECK_RENDERER_MAGIC(renderer, -1);
2756 
2757  /* If 'rect' == NULL, then outline the whole surface */
2758  if (!rect) {
2759  SDL_Rect r;
2760  SDL_zero(r);
2761  SDL_RenderGetViewport(renderer, &r);
2762  frect.x = 0.0f;
2763  frect.y = 0.0f;
2764  frect.w = (float) r.w;
2765  frect.h = (float) r.h;
2766  rect = &frect;
2767  }
2768  return SDL_RenderFillRectsF(renderer, rect, 1);
2769 }
2770 
2771 int
2773  const SDL_Rect * rects, int count)
2774 {
2775  SDL_FRect *frects;
2776  int i;
2777  int retval;
2778  SDL_bool isstack;
2779 
2780  CHECK_RENDERER_MAGIC(renderer, -1);
2781 
2782  if (!rects) {
2783  return SDL_SetError("SDL_RenderFillRects(): Passed NULL rects");
2784  }
2785  if (count < 1) {
2786  return 0;
2787  }
2788 
2789  /* Don't draw while we're hidden */
2790  if (renderer->hidden) {
2791  return 0;
2792  }
2793 
2794  frects = SDL_small_alloc(SDL_FRect, count, &isstack);
2795  if (!frects) {
2796  return SDL_OutOfMemory();
2797  }
2798  for (i = 0; i < count; ++i) {
2799  frects[i].x = rects[i].x * renderer->scale.x;
2800  frects[i].y = rects[i].y * renderer->scale.y;
2801  frects[i].w = rects[i].w * renderer->scale.x;
2802  frects[i].h = rects[i].h * renderer->scale.y;
2803  }
2804 
2805  retval = QueueCmdFillRects(renderer, frects, count);
2806 
2807  SDL_small_free(frects, isstack);
2808 
2809  return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
2810 }
2811 
2812 int
2814  const SDL_FRect * rects, int count)
2815 {
2816  SDL_FRect *frects;
2817  int i;
2818  int retval;
2819  SDL_bool isstack;
2820 
2821  CHECK_RENDERER_MAGIC(renderer, -1);
2822 
2823  if (!rects) {
2824  return SDL_SetError("SDL_RenderFillFRects(): Passed NULL rects");
2825  }
2826  if (count < 1) {
2827  return 0;
2828  }
2829 
2830  /* Don't draw while we're hidden */
2831  if (renderer->hidden) {
2832  return 0;
2833  }
2834 
2835  frects = SDL_small_alloc(SDL_FRect, count, &isstack);
2836  if (!frects) {
2837  return SDL_OutOfMemory();
2838  }
2839  for (i = 0; i < count; ++i) {
2840  frects[i].x = rects[i].x * renderer->scale.x;
2841  frects[i].y = rects[i].y * renderer->scale.y;
2842  frects[i].w = rects[i].w * renderer->scale.x;
2843  frects[i].h = rects[i].h * renderer->scale.y;
2844  }
2845 
2846  retval = QueueCmdFillRects(renderer, frects, count);
2847 
2848  SDL_small_free(frects, isstack);
2849 
2850  return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
2851 }
2852 
2853 /* !!! FIXME: move this to a public API if we want to do float versions of all of these later */
2855 {
2856  return ((!r) || (r->w <= 0.0f) || (r->h <= 0.0f)) ? SDL_TRUE : SDL_FALSE;
2857 }
2858 
2859 /* !!! FIXME: move this to a public API if we want to do float versions of all of these later */
2860 static SDL_bool
2862 {
2863  float Amin, Amax, Bmin, Bmax;
2864 
2865  if (!A) {
2866  SDL_InvalidParamError("A");
2867  return SDL_FALSE;
2868  }
2869 
2870  if (!B) {
2871  SDL_InvalidParamError("B");
2872  return SDL_FALSE;
2873  }
2874 
2875  /* Special cases for empty rects */
2876  if (SDL_FRectEmpty(A) || SDL_FRectEmpty(B)) {
2877  return SDL_FALSE;
2878  }
2879 
2880  /* Horizontal intersection */
2881  Amin = A->x;
2882  Amax = Amin + A->w;
2883  Bmin = B->x;
2884  Bmax = Bmin + B->w;
2885  if (Bmin > Amin)
2886  Amin = Bmin;
2887  if (Bmax < Amax)
2888  Amax = Bmax;
2889  if (Amax <= Amin)
2890  return SDL_FALSE;
2891 
2892  /* Vertical intersection */
2893  Amin = A->y;
2894  Amax = Amin + A->h;
2895  Bmin = B->y;
2896  Bmax = Bmin + B->h;
2897  if (Bmin > Amin)
2898  Amin = Bmin;
2899  if (Bmax < Amax)
2900  Amax = Bmax;
2901  if (Amax <= Amin)
2902  return SDL_FALSE;
2903 
2904  return SDL_TRUE;
2905 }
2906 
2907 int
2909  const SDL_Rect * srcrect, const SDL_Rect * dstrect)
2910 {
2911  SDL_FRect dstfrect;
2912  SDL_FRect *pdstfrect = NULL;
2913  if (dstrect) {
2914  dstfrect.x = (float) dstrect->x;
2915  dstfrect.y = (float) dstrect->y;
2916  dstfrect.w = (float) dstrect->w;
2917  dstfrect.h = (float) dstrect->h;
2918  pdstfrect = &dstfrect;
2919  }
2920  return SDL_RenderCopyF(renderer, texture, srcrect, pdstfrect);
2921 }
2922 
2923 int
2925  const SDL_Rect * srcrect, const SDL_FRect * dstrect)
2926 {
2927  SDL_Rect real_srcrect;
2928  SDL_FRect real_dstrect;
2929  SDL_Rect r;
2930  int retval;
2931 
2932  CHECK_RENDERER_MAGIC(renderer, -1);
2933  CHECK_TEXTURE_MAGIC(texture, -1);
2934 
2935  if (renderer != texture->renderer) {
2936  return SDL_SetError("Texture was not created with this renderer");
2937  }
2938 
2939  /* Don't draw while we're hidden */
2940  if (renderer->hidden) {
2941  return 0;
2942  }
2943 
2944  real_srcrect.x = 0;
2945  real_srcrect.y = 0;
2946  real_srcrect.w = texture->w;
2947  real_srcrect.h = texture->h;
2948  if (srcrect) {
2949  if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) {
2950  return 0;
2951  }
2952  }
2953 
2954  SDL_zero(r);
2955  SDL_RenderGetViewport(renderer, &r);
2956  real_dstrect.x = 0.0f;
2957  real_dstrect.y = 0.0f;
2958  real_dstrect.w = (float) r.w;
2959  real_dstrect.h = (float) r.h;
2960  if (dstrect) {
2961  if (!SDL_HasIntersectionF(dstrect, &real_dstrect)) {
2962  return 0;
2963  }
2964  real_dstrect = *dstrect;
2965  }
2966 
2967  if (texture->native) {
2968  texture = texture->native;
2969  }
2970 
2971  real_dstrect.x *= renderer->scale.x;
2972  real_dstrect.y *= renderer->scale.y;
2973  real_dstrect.w *= renderer->scale.x;
2974  real_dstrect.h *= renderer->scale.y;
2975 
2977 
2978  retval = QueueCmdCopy(renderer, texture, &real_srcrect, &real_dstrect);
2979  return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
2980 }
2981 
2982 int
2984  const SDL_Rect * srcrect, const SDL_Rect * dstrect,
2985  const double angle, const SDL_Point *center, const SDL_RendererFlip flip)
2986 {
2987  SDL_FRect dstfrect;
2988  SDL_FRect *pdstfrect = NULL;
2989  SDL_FPoint fcenter;
2990  SDL_FPoint *pfcenter = NULL;
2991 
2992  if (dstrect) {
2993  dstfrect.x = (float) dstrect->x;
2994  dstfrect.y = (float) dstrect->y;
2995  dstfrect.w = (float) dstrect->w;
2996  dstfrect.h = (float) dstrect->h;
2997  pdstfrect = &dstfrect;
2998  }
2999 
3000  if (center) {
3001  fcenter.x = (float) center->x;
3002  fcenter.y = (float) center->y;
3003  pfcenter = &fcenter;
3004  }
3005 
3006  return SDL_RenderCopyExF(renderer, texture, srcrect, pdstfrect, angle, pfcenter, flip);
3007 }
3008 
3009 int
3011  const SDL_Rect * srcrect, const SDL_FRect * dstrect,
3012  const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
3013 {
3014  SDL_Rect real_srcrect;
3015  SDL_FRect real_dstrect;
3016  SDL_FPoint real_center;
3017  int retval;
3018 
3019  if (flip == SDL_FLIP_NONE && (int)(angle/360) == angle/360) { /* fast path when we don't need rotation or flipping */
3020  return SDL_RenderCopyF(renderer, texture, srcrect, dstrect);
3021  }
3022 
3023  CHECK_RENDERER_MAGIC(renderer, -1);
3024  CHECK_TEXTURE_MAGIC(texture, -1);
3025 
3026  if (renderer != texture->renderer) {
3027  return SDL_SetError("Texture was not created with this renderer");
3028  }
3029  if (!renderer->QueueCopyEx) {
3030  return SDL_SetError("Renderer does not support RenderCopyEx");
3031  }
3032 
3033  /* Don't draw while we're hidden */
3034  if (renderer->hidden) {
3035  return 0;
3036  }
3037 
3038  real_srcrect.x = 0;
3039  real_srcrect.y = 0;
3040  real_srcrect.w = texture->w;
3041  real_srcrect.h = texture->h;
3042  if (srcrect) {
3043  if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) {
3044  return 0;
3045  }
3046  }
3047 
3048  /* We don't intersect the dstrect with the viewport as RenderCopy does because of potential rotation clipping issues... TODO: should we? */
3049  if (dstrect) {
3050  real_dstrect = *dstrect;
3051  } else {
3052  SDL_Rect r;
3053  SDL_zero(r);
3054  SDL_RenderGetViewport(renderer, &r);
3055  real_dstrect.x = 0.0f;
3056  real_dstrect.y = 0.0f;
3057  real_dstrect.w = (float) r.w;
3058  real_dstrect.h = (float) r.h;
3059  }
3060 
3061  if (texture->native) {
3062  texture = texture->native;
3063  }
3064 
3065  if (center) {
3066  real_center = *center;
3067  } else {
3068  real_center.x = real_dstrect.w / 2.0f;
3069  real_center.y = real_dstrect.h / 2.0f;
3070  }
3071 
3072  real_dstrect.x *= renderer->scale.x;
3073  real_dstrect.y *= renderer->scale.y;
3074  real_dstrect.w *= renderer->scale.x;
3075  real_dstrect.h *= renderer->scale.y;
3076 
3077  real_center.x *= renderer->scale.x;
3078  real_center.y *= renderer->scale.y;
3079 
3081 
3082  retval = QueueCmdCopyEx(renderer, texture, &real_srcrect, &real_dstrect, angle, &real_center, flip);
3083  return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
3084 }
3085 
3086 int
3088  Uint32 format, void * pixels, int pitch)
3089 {
3090  SDL_Rect real_rect;
3091 
3092  CHECK_RENDERER_MAGIC(renderer, -1);
3093 
3094  if (!renderer->RenderReadPixels) {
3095  return SDL_Unsupported();
3096  }
3097 
3098  FlushRenderCommands(renderer); /* we need to render before we read the results. */
3099 
3100  if (!format) {
3101  format = SDL_GetWindowPixelFormat(renderer->window);
3102  }
3103 
3104  real_rect.x = renderer->viewport.x;
3105  real_rect.y = renderer->viewport.y;
3106  real_rect.w = renderer->viewport.w;
3107  real_rect.h = renderer->viewport.h;
3108  if (rect) {
3109  if (!SDL_IntersectRect(rect, &real_rect, &real_rect)) {
3110  return 0;
3111  }
3112  if (real_rect.y > rect->y) {
3113  pixels = (Uint8 *)pixels + pitch * (real_rect.y - rect->y);
3114  }
3115  if (real_rect.x > rect->x) {
3116  int bpp = SDL_BYTESPERPIXEL(format);
3117  pixels = (Uint8 *)pixels + bpp * (real_rect.x - rect->x);
3118  }
3119  }
3120 
3121  return renderer->RenderReadPixels(renderer, &real_rect,
3122  format, pixels, pitch);
3123 }
3124 
3125 void
3127 {
3128  CHECK_RENDERER_MAGIC(renderer, );
3129 
3130  FlushRenderCommands(renderer); /* time to send everything to the GPU! */
3131 
3132  /* Don't present while we're hidden */
3133  if (renderer->hidden) {
3134  return;
3135  }
3136  renderer->RenderPresent(renderer);
3137 }
3138 
3139 void
3141 {
3143 
3144  CHECK_TEXTURE_MAGIC(texture, );
3145 
3146  renderer = texture->renderer;
3147  if (texture == renderer->target) {
3148  SDL_SetRenderTarget(renderer, NULL); /* implies command queue flush */
3149  } else {
3151  }
3152 
3153  texture->magic = NULL;
3154 
3155  if (texture->next) {
3156  texture->next->prev = texture->prev;
3157  }
3158  if (texture->prev) {
3159  texture->prev->next = texture->next;
3160  } else {
3161  renderer->textures = texture->next;
3162  }
3163 
3164  if (texture->native) {
3165  SDL_DestroyTexture(texture->native);
3166  }
3167  if (texture->yuv) {
3168  SDL_SW_DestroyYUVTexture(texture->yuv);
3169  }
3170  SDL_free(texture->pixels);
3171 
3172  renderer->DestroyTexture(renderer, texture);
3173  SDL_free(texture);
3174 }
3175 
3176 void
3178 {
3179  SDL_RenderCommand *cmd;
3180  SDL_AllocVertGap *gap;
3181  SDL_AllocVertGap *nextgap;
3182 
3183  CHECK_RENDERER_MAGIC(renderer, );
3184 
3186 
3187  if (renderer->render_commands_tail != NULL) {
3188  renderer->render_commands_tail->next = renderer->render_commands_pool;
3189  cmd = renderer->render_commands;
3190  } else {
3191  cmd = renderer->render_commands_pool;
3192  }
3193 
3194  renderer->render_commands_pool = NULL;
3195  renderer->render_commands_tail = NULL;
3196  renderer->render_commands = NULL;
3197 
3198  while (cmd != NULL) {
3199  SDL_RenderCommand *next = cmd->next;
3200  SDL_free(cmd);
3201  cmd = next;
3202  }
3203 
3204  SDL_free(renderer->vertex_data);
3205 
3206  for (gap = renderer->vertex_data_gaps.next; gap; gap = nextgap) {
3207  nextgap = gap->next;
3208  SDL_free(gap);
3209  }
3210 
3211  for (gap = renderer->vertex_data_gaps_pool; gap; gap = nextgap) {
3212  nextgap = gap->next;
3213  SDL_free(gap);
3214  }
3215 
3216  /* Free existing textures for this renderer */
3217  while (renderer->textures) {
3218  SDL_Texture *tex = renderer->textures; (void) tex;
3219  SDL_DestroyTexture(renderer->textures);
3220  SDL_assert(tex != renderer->textures); /* satisfy static analysis. */
3221  }
3222 
3223  if (renderer->window) {
3225  }
3226 
3227  /* It's no longer magical... */
3228  renderer->magic = NULL;
3229 
3230  /* Free the target mutex */
3231  SDL_DestroyMutex(renderer->target_mutex);
3232  renderer->target_mutex = NULL;
3233 
3234  /* Free the renderer instance */
3235  renderer->DestroyRenderer(renderer);
3236 }
3237 
3238 int SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh)
3239 {
3241 
3242  CHECK_TEXTURE_MAGIC(texture, -1);
3243  renderer = texture->renderer;
3244  if (texture->native) {
3245  return SDL_GL_BindTexture(texture->native, texw, texh);
3246  } else if (renderer && renderer->GL_BindTexture) {
3247  FlushRenderCommandsIfTextureNeeded(texture); /* in case the app is going to mess with it. */
3248  return renderer->GL_BindTexture(renderer, texture, texw, texh);
3249  } else {
3250  return SDL_Unsupported();
3251  }
3252 }
3253 
3255 {
3257 
3258  CHECK_TEXTURE_MAGIC(texture, -1);
3259  renderer = texture->renderer;
3260  if (texture->native) {
3261  return SDL_GL_UnbindTexture(texture->native);
3262  } else if (renderer && renderer->GL_UnbindTexture) {
3263  FlushRenderCommandsIfTextureNeeded(texture); /* in case the app messed with it. */
3264  return renderer->GL_UnbindTexture(renderer, texture);
3265  }
3266 
3267  return SDL_Unsupported();
3268 }
3269 
3270 void *
3272 {
3273  CHECK_RENDERER_MAGIC(renderer, NULL);
3274 
3275  if (renderer->GetMetalLayer) {
3276  FlushRenderCommands(renderer); /* in case the app is going to mess with it. */
3277  return renderer->GetMetalLayer(renderer);
3278  }
3279  return NULL;
3280 }
3281 
3282 void *
3284 {
3285  CHECK_RENDERER_MAGIC(renderer, NULL);
3286 
3287  if (renderer->GetMetalCommandEncoder) {
3288  FlushRenderCommands(renderer); /* in case the app is going to mess with it. */
3289  return renderer->GetMetalCommandEncoder(renderer);
3290  }
3291  return NULL;
3292 }
3293 
3294 static SDL_BlendMode
3296 {
3297  if (blendMode == SDL_BLENDMODE_NONE_FULL) {
3298  return SDL_BLENDMODE_NONE;
3299  }
3300  if (blendMode == SDL_BLENDMODE_BLEND_FULL) {
3301  return SDL_BLENDMODE_BLEND;
3302  }
3303  if (blendMode == SDL_BLENDMODE_ADD_FULL) {
3304  return SDL_BLENDMODE_ADD;
3305  }
3306  if (blendMode == SDL_BLENDMODE_MOD_FULL) {
3307  return SDL_BLENDMODE_MOD;
3308  }
3309  return blendMode;
3310 }
3311 
3312 static SDL_BlendMode
3314 {
3315  if (blendMode == SDL_BLENDMODE_NONE) {
3316  return SDL_BLENDMODE_NONE_FULL;
3317  }
3318  if (blendMode == SDL_BLENDMODE_BLEND) {
3319  return SDL_BLENDMODE_BLEND_FULL;
3320  }
3321  if (blendMode == SDL_BLENDMODE_ADD) {
3322  return SDL_BLENDMODE_ADD_FULL;
3323  }
3324  if (blendMode == SDL_BLENDMODE_MOD) {
3325  return SDL_BLENDMODE_MOD_FULL;
3326  }
3327  return blendMode;
3328 }
3329 
3332  SDL_BlendOperation colorOperation,
3333  SDL_BlendFactor srcAlphaFactor, SDL_BlendFactor dstAlphaFactor,
3334  SDL_BlendOperation alphaOperation)
3335 {
3336  SDL_BlendMode blendMode = SDL_COMPOSE_BLENDMODE(srcColorFactor, dstColorFactor, colorOperation,
3337  srcAlphaFactor, dstAlphaFactor, alphaOperation);
3338  return SDL_GetShortBlendMode(blendMode);
3339 }
3340 
3343 {
3344  blendMode = SDL_GetLongBlendMode(blendMode);
3345  return (SDL_BlendFactor)(((Uint32)blendMode >> 4) & 0xF);
3346 }
3347 
3350 {
3351  blendMode = SDL_GetLongBlendMode(blendMode);
3352  return (SDL_BlendFactor)(((Uint32)blendMode >> 8) & 0xF);
3353 }
3354 
3357 {
3358  blendMode = SDL_GetLongBlendMode(blendMode);
3359  return (SDL_BlendOperation)(((Uint32)blendMode >> 0) & 0xF);
3360 }
3361 
3364 {
3365  blendMode = SDL_GetLongBlendMode(blendMode);
3366  return (SDL_BlendFactor)(((Uint32)blendMode >> 20) & 0xF);
3367 }
3368 
3371 {
3372  blendMode = SDL_GetLongBlendMode(blendMode);
3373  return (SDL_BlendFactor)(((Uint32)blendMode >> 24) & 0xF);
3374 }
3375 
3378 {
3379  blendMode = SDL_GetLongBlendMode(blendMode);
3380  return (SDL_BlendOperation)(((Uint32)blendMode >> 16) & 0xF);
3381 }
3382 
3383 /* vi: set ts=4 sw=4 expandtab: */
SDL_BlendFactor SDL_GetBlendModeSrcColorFactor(SDL_BlendMode blendMode)
Definition: SDL_render.c:3342
SDL_BlendFactor
The normalized factor used to multiply pixel components.
Definition: SDL_blendmode.h:75
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:801
static SDL_AllocVertGap * AllocateVertexGap(SDL_Renderer *renderer)
Definition: SDL_render.c:267
void * pixels
Definition: SDL_sysrender.h:60
#define SDL_HasColorKey
GLenum GLenum GLenum GLenum GLenum scale
SDL_BlendMode blendMode
Definition: SDL_sysrender.h:51
SDL_FORCE_INLINE SDL_bool SDL_FRectEmpty(const SDL_FRect *r)
Definition: SDL_render.c:2854
SDL_MouseMotionEvent motion
Definition: SDL_events.h:566
float w
Definition: SDL_rect.h:91
#define SDL_DelEventWatch
SDL_bool always_batch
#define SDL_LockMutex
GLdouble GLdouble GLdouble r
Definition: SDL_opengl.h:2079
#define SDL_GetWindowData
int(* LockTexture)(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect, void **pixels, int *pitch)
GLuint GLfloat GLfloat GLfloat x1
SDL_SW_YUVTexture * SDL_SW_CreateYUVTexture(Uint32 format, int w, int h)
Definition: SDL_yuv_sw.c:31
struct SDL_RenderCommand::@30::@31 viewport
#define SDL_min(x, y)
Definition: SDL_stdinc.h:406
static int RenderDrawPointsWithRectsF(SDL_Renderer *renderer, const SDL_FPoint *fpoints, const int count)
Definition: SDL_render.c:2333
#define SDL_UnlockSurface
SDL_AllocVertGap * vertex_data_gaps_pool
#define SDL_ceil
static Uint32 GetClosestSupportedFormat(SDL_Renderer *renderer, Uint32 format)
Definition: SDL_render.c:1070
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:1593
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:2908
#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:154
int SDL_RenderCopyF(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect, const SDL_FRect *dstrect)
Copy a portion of the texture to the current rendering target.
Definition: SDL_render.c:2924
int(* RenderReadPixels)(SDL_Renderer *renderer, const SDL_Rect *rect, Uint32 format, void *pixels, int pitch)
static int FlushRenderCommands(SDL_Renderer *renderer)
Definition: SDL_render.c:203
void Android_ActivityMutex_Lock_Running(void)
int SDL_SetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode)
Set the blend mode used for drawing operations (Fill and Line).
Definition: SDL_render.c:2211
SDL_RendererInfo info
void * SDL_RenderGetMetalCommandEncoder(SDL_Renderer *renderer)
Get the Metal command encoder for the current frame.
Definition: SDL_render.c:3283
size_t vertex_data_used
int SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_RendererInfo *info)
Get information about a rendering context.
Definition: SDL_render.c:1013
SDL_Rect clip_rect_backup
static void GetWindowViewportValues(SDL_Renderer *renderer, int *logical_w, int *logical_h, SDL_Rect *viewport, SDL_FPoint *scale)
Definition: SDL_render.c:651
GLint GLint GLint GLint GLint x
Definition: SDL_opengl.h:1574
struct SDL_RenderCommand::@30::@32 cliprect
#define SDL_HINT_RENDER_BATCHING
A variable controlling whether the 2D render API is compatible or efficient.
Definition: SDL_hints.h:1087
#define SDL_ISPIXELFORMAT_INDEXED(format)
Definition: SDL_pixels.h:134
static int RenderDrawPointsWithRects(SDL_Renderer *renderer, const SDL_Point *points, const int count)
Definition: SDL_render.c:2263
SDL_RenderDriver GLES_RenderDriver
SDL_BlendMode
The blend mode used in SDL_RenderCopy() and drawing operations.
Definition: SDL_blendmode.h:40
SDL_bool(* SupportsBlendMode)(SDL_Renderer *renderer, SDL_BlendMode blendMode)
SDL_RenderDriver DirectFB_RenderDriver
#define SDL_ConvertSurface
GLuint GLuint GLsizei count
Definition: SDL_opengl.h:1571
SDL_Rect rect
Definition: testrelative.c:27
static int RenderDrawLinesWithRectsF(SDL_Renderer *renderer, const SDL_FPoint *points, const int count)
Definition: SDL_render.c:2480
int SDL_RenderDrawPointF(SDL_Renderer *renderer, float x, float y)
Draw a point on the current rendering target.
Definition: SDL_render.c:2254
void * SDL_AllocateRenderVertices(SDL_Renderer *renderer, const size_t numbytes, const size_t alignment, size_t *offset)
Definition: SDL_render.c:284
struct SDL_AllocVertGap * next
#define SDL_fabs
#define SDL_HINT_RENDER_SCALE_QUALITY
A variable controlling the scaling quality.
Definition: SDL_hints.h:143
SDL_RenderDriver D3D11_RenderDriver
SDL_bool hidden
struct SDL_RenderCommand::@30::@34 color
GLfloat GLfloat GLfloat GLfloat h
int(* QueueSetDrawColor)(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
#define SDL_CreateMutex
SDL_Texture * SDL_GetRenderTarget(SDL_Renderer *renderer)
Get the current render target or NULL for the default render target.
Definition: SDL_render.c:1912
GLfixed GLfixed GLfixed y2
SDL_RenderDriver PSP_RenderDriver
EGLSurface surface
Definition: eglext.h:248
static SDL_ScaleMode SDL_GetScaleMode(void)
Definition: SDL_render.c:1096
The structure that defines a point (integer)
Definition: SDL_rect.h:48
A collection of pixels used in software blitting.
Definition: SDL_surface.h:70
static SDL_RenderCommand * AllocateRenderCommand(SDL_Renderer *renderer)
Definition: SDL_render.c:371
SDL_FPoint scale
Uint32 texture_formats[16]
Definition: SDL_render.h:83
SDL_BlendFactor SDL_GetBlendModeDstAlphaFactor(SDL_BlendMode blendMode)
Definition: SDL_render.c:3370
#define SDL_GetHint
#define SDL_GetWindowFlags
static int QueueCmdCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect, const SDL_FRect *dstrect)
Definition: SDL_render.c:593
int SDL_SW_LockYUVTexture(SDL_SW_YUVTexture *swdata, const SDL_Rect *rect, void **pixels, int *pitch)
Definition: SDL_yuv_sw.c:302
int SDL_RenderFillRectsF(SDL_Renderer *renderer, const SDL_FRect *rects, int count)
Fill some number of rectangles on the current rendering target with the drawing color.
Definition: SDL_render.c:2813
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:2190
int(* QueueCopyEx)(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, const SDL_Rect *srcquad, const SDL_FRect *dstrect, const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
SDL_BlendOperation SDL_GetBlendModeColorOperation(SDL_BlendMode blendMode)
Definition: SDL_render.c:3356
SDL_RendererFlip
Flip constants for SDL_RenderCopyEx.
Definition: SDL_render.h:111
GLfloat f
SDL_BlendMode SDL_ComposeCustomBlendMode(SDL_BlendFactor srcColorFactor, SDL_BlendFactor dstColorFactor, SDL_BlendOperation colorOperation, SDL_BlendFactor srcAlphaFactor, SDL_BlendFactor dstAlphaFactor, SDL_BlendOperation alphaOperation)
Create a custom blend mode, which may or may not be supported by a given renderer.
Definition: SDL_render.c:3331
#define SDL_BYTESPERPIXEL(X)
Definition: SDL_pixels.h:128
SDL_Rect locked_rect
Definition: SDL_sysrender.h:62
SDL_bool viewport_queued
int SDL_RenderCopyExF(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect, const SDL_FRect *dstrect, const double angle, const SDL_FPoint *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:3010
GLintptr offset
static int FlushRenderCommandsIfTextureNeeded(SDL_Texture *texture)
Definition: SDL_render.c:244
#define SDL_CreateWindow
static int SDL_UpdateTextureNative(SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch)
Definition: SDL_render.c:1514
int SDL_RenderDrawPoint(SDL_Renderer *renderer, int x, int y)
Draw a point on the current rendering target.
Definition: SDL_render.c:2245
#define SDL_AllocFormat
#define SDL_WINDOWPOS_UNDEFINED
Definition: SDL_video.h:130
SDL_RenderDriver GL_RenderDriver
SDL_mutex * target_mutex
#define SDL_ISPIXELFORMAT_ALPHA(format)
Definition: SDL_pixels.h:154
SDL_Rect clip_rect
#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:2078
#define SDL_realloc
#define SDL_strcasecmp
void SDL_RenderPresent(SDL_Renderer *renderer)
Update the screen with rendering performed.
Definition: SDL_render.c:3126
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:3087
#define SDL_IntersectRect
SDL_Texture * textures
#define SDL_floor
int max_texture_height
Definition: SDL_render.h:85
SDL_BlendOperation
The blend operation used when combining source and destination pixel components.
Definition: SDL_blendmode.h:62
float y
Definition: SDL_rect.h:90
SDL_bool batching
#define SDL_FORCE_INLINE
Definition: begin_code.h:147
static char texture_magic
Definition: SDL_render.c:109
SDL_Window * window
void SDL_RenderGetLogicalSize(SDL_Renderer *renderer, int *w, int *h)
Get device independent resolution for rendering.
Definition: SDL_render.c:2047
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:1022
#define SDL_max(x, y)
Definition: SDL_stdinc.h:407
GLfixed GLfixed x2
static int SDL_LockTextureYUV(SDL_Texture *texture, const SDL_Rect *rect, void **pixels, int *pitch)
Definition: SDL_render.c:1708
GLenum GLsizei len
GLfloat GLfloat GLfloat alpha
GLuint GLint GLboolean GLint GLenum access
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:2726
SDL_Rect last_queued_viewport
void(* DestroyRenderer)(SDL_Renderer *renderer)
GLint GLint GLsizei width
Definition: SDL_opengl.h:1572
GLfixed GLfixed GLint GLint GLfixed points
void * SDL_RenderGetMetalLayer(SDL_Renderer *renderer)
Get the CAMetalLayer associated with the given Metal renderer.
Definition: SDL_render.c:3271
int(* GetOutputSize)(SDL_Renderer *renderer, int *w, int *h)
int SDL_QueryTexture(SDL_Texture *texture, Uint32 *format, int *access, int *w, int *h)
Query the attributes of a texture.
Definition: SDL_render.c:1353
int SDL_RenderFlush(SDL_Renderer *renderer)
Force the rendering context to flush any pending commands to the underlying rendering API...
Definition: SDL_render.c:261
static SDL_INLINE void DebugLogRenderCommands(const SDL_RenderCommand *cmd)
Definition: SDL_render.c:112
#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:1785
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:1457
#define SDL_SetWindowData
int SDL_RenderDrawLinesF(SDL_Renderer *renderer, const SDL_FPoint *points, int count)
Draw a series of connected lines on the current rendering target.
Definition: SDL_render.c:2578
GLint GLint GLsizei GLsizei GLsizei GLint GLenum format
Definition: SDL_opengl.h:1572
SDL_WindowEvent window
Definition: SDL_events.h:562
static SDL_BlendMode SDL_GetShortBlendMode(SDL_BlendMode blendMode)
Definition: SDL_render.c:3295
SDL_Renderer * SDL_CreateSoftwareRenderer(SDL_Surface *surface)
Create a 2D software rendering context for a surface.
Definition: SDL_render.c:980
int(* UpdateTexture)(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch)
int SDL_SW_UpdateYUVTexture(SDL_SW_YUVTexture *swdata, const SDL_Rect *rect, const void *pixels, int pitch)
Definition: SDL_yuv_sw.c:139
int x
Definition: SDL_rect.h:50
#define SDL_small_alloc(type, count, pisstack)
Definition: SDL_internal.h:39
SDL_RenderCommand * render_commands_tail
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)
#define SDL_GetWindowSize
SDL_bool retval
int SDL_SetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode blendMode)
Set the blend mode used for texture copy operations.
Definition: SDL_render.c:1439
int(* QueueCopy)(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, const SDL_Rect *srcrect, const SDL_FRect *dstrect)
#define SDL_Log
SDL_RenderDriver METAL_RenderDriver
static int QueueCmdFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, const int count)
Definition: SDL_render.c:557
SDL_RenderDriver GLES2_RenderDriver
SDL_Texture * next
Definition: SDL_sysrender.h:69
#define SDL_memcpy
GLenum GLenum GLuint texture
#define CHECK_RENDERER_MAGIC(renderer, retval)
Definition: SDL_render.c:38
SDL_BlendOperation SDL_GetBlendModeAlphaOperation(SDL_BlendMode blendMode)
Definition: SDL_render.c:3377
static SDL_INLINE void VerifyDrawQueueFunctions(const SDL_Renderer *renderer)
Definition: SDL_render.c:821
void SDL_DestroyTexture(SDL_Texture *texture)
Destroy the specified texture.
Definition: SDL_render.c:3140
SDL_Texture * prev
Definition: SDL_sysrender.h:68
GLfloat minY
Definition: gl2ext.h:446
void SDL_DestroyRenderer(SDL_Renderer *renderer)
Destroy the rendering context for a window and free associated textures.
Definition: SDL_render.c:3177
SDL_RenderDriver SW_RenderDriver
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:2670
SDL_Texture * target
struct SDL_RenderCommand::@30::@33 draw
int y
Definition: SDL_rect.h:51
SDL_RenderCommand * render_commands_pool
void * pixels
Definition: SDL_surface.h:76
#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:2290
int SDL_RenderDrawLineF(SDL_Renderer *renderer, float x1, float y1, float x2, float y2)
Draw a line on the current rendering target.
Definition: SDL_render.c:2414
Uint8 a
Definition: SDL_pixels.h:300
uint8_t Uint8
Definition: SDL_stdinc.h:179
#define SDL_free
struct _cl_event * event
SDL_SW_YUVTexture * yuv
Definition: SDL_sysrender.h:59
void SDL_UnlockTexture(SDL_Texture *texture)
Unlock a texture, uploading the changes to video memory, if needed.
Definition: SDL_render.c:1806
SDL_BlendMode blendMode
static int RenderDrawLinesWithRects(SDL_Renderer *renderer, const SDL_Point *points, const int count)
Definition: SDL_render.c:2425
static SDL_INLINE int FlushRenderCommandsIfNotBatching(SDL_Renderer *renderer)
Definition: SDL_render.c:255
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:1727
int SDL_GetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode *blendMode)
Get the blend mode used for drawing operations.
Definition: SDL_render.c:2223
SDL_Texture * SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *surface)
Create a texture from an existing surface.
Definition: SDL_render.c:1207
int(* QueueSetViewport)(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
#define SDL_BLENDMODE_BLEND_FULL
Definition: SDL_render.c:66
#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:2060
#define SDL_memcmp
SDL_Rect last_queued_cliprect
GLfloat GLfloat GLfloat GLfloat maxX
Definition: gl2ext.h:446
int(* GL_BindTexture)(SDL_Renderer *renderer, SDL_Texture *texture, float *texw, float *texh)
SDL_RenderCommand * render_commands
GLubyte GLubyte GLubyte GLubyte w
void *(* GetMetalLayer)(SDL_Renderer *renderer)
void(* UnlockTexture)(SDL_Renderer *renderer, SDL_Texture *texture)
size_t vertex_data_allocation
SDL_Renderer *(* CreateRenderer)(SDL_Window *window, Uint32 flags)
#define SDL_BLENDMODE_MOD_FULL
Definition: SDL_render.c:74
#define SDL_zero(x)
Definition: SDL_stdinc.h:416
int SDL_RenderDrawRect(SDL_Renderer *renderer, const SDL_Rect *rect)
Draw a rectangle on the current rendering target.
Definition: SDL_render.c:2621
Uint32 last_command_generation
Definition: SDL_sysrender.h:64
GLint GLint GLint GLint GLint GLint y
Definition: SDL_opengl.h:1574
int SDL_GetNumRenderDrivers(void)
Get the number of 2D rendering drivers available for the current display.
Definition: SDL_render.c:627
void SDL_SW_DestroyYUVTexture(SDL_SW_YUVTexture *swdata)
Definition: SDL_yuv_sw.c:404
int x
Definition: SDL_rect.h:79
static SDL_bool SDL_HasIntersectionF(const SDL_FRect *A, const SDL_FRect *B)
Definition: SDL_render.c:2861
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:1644
int(* SetRenderTarget)(SDL_Renderer *renderer, SDL_Texture *texture)
SDL_RenderDriver D3D_RenderDriver
GLint GLint GLsizei GLsizei GLsizei GLint GLenum GLenum const GLvoid * pixels
Definition: SDL_opengl.h:1572
static int QueueCmdSetDrawColor(SDL_Renderer *renderer, const Uint8 r, const Uint8 g, const Uint8 b, const Uint8 a)
Definition: SDL_render.c:445
#define SDL_GetWindowFromID
Uint32 render_command_generation
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:1393
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:3238
int(* QueueDrawLines)(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count)
SDL_bool color_queued
SDL_bool SDL_RenderGetIntegerScale(SDL_Renderer *renderer)
Get whether integer scales are forced for resolution-independent rendering.
Definition: SDL_render.c:2070
int w
Definition: SDL_rect.h:80
SDL_bool SDL_RenderTargetSupported(SDL_Renderer *renderer)
Determines whether a window supports the use of render targets.
Definition: SDL_render.c:1824
int(* GL_UnbindTexture)(SDL_Renderer *renderer, SDL_Texture *texture)
int(* RunCommandQueue)(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
#define SDL_atoi
float h
Definition: SDL_rect.h:92
#define SDL_BLENDMODE_NONE_FULL
Definition: SDL_render.c:62
GLuint index
static int UpdateLogicalSize(SDL_Renderer *renderer)
Definition: SDL_render.c:1918
#define SDL_GetSurfaceAlphaMod
static int PrepQueueCmdDraw(SDL_Renderer *renderer, const Uint8 r, const Uint8 g, const Uint8 b, const Uint8 a)
Definition: SDL_render.c:491
static int SDL_UpdateTextureYUV(SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch)
Definition: SDL_render.c:1468
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 SDL_RenderSetScale(SDL_Renderer *renderer, float scaleX, float scaleY)
Set the drawing scale for rendering on the current target.
Definition: SDL_render.c:2154
int SDL_SetTextureAlphaMod(SDL_Texture *texture, Uint8 alpha)
Set an additional alpha value used in render copy operations.
Definition: SDL_render.c:1411
void SDL_RenderGetClipRect(SDL_Renderer *renderer, SDL_Rect *rect)
Get the clip rectangle for the current target.
Definition: SDL_render.c:2134
#define SDL_assert(condition)
Definition: SDL_assert.h:169
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:1555
#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE
A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
Definition: SDL_hints.h:131
int SDL_RenderClear(SDL_Renderer *renderer)
Clear the current rendering target with the drawing color.
Definition: SDL_render.c:2232
SDL_bool SDL_RenderIsClipEnabled(SDL_Renderer *renderer)
Get whether clipping is enabled on the given renderer.
Definition: SDL_render.c:2147
#define NULL
Definition: begin_code.h:167
#define SDL_OutOfMemory()
Definition: SDL_error.h:52
int SDL_RenderDrawRectF(SDL_Renderer *renderer, const SDL_FRect *rect)
Draw a rectangle on the current rendering target.
Definition: SDL_render.c:2638
SDL_bool
Definition: SDL_stdinc.h:161
#define SDL_GetCurrentVideoDriver
static int QueueCmdClear(SDL_Renderer *renderer)
Definition: SDL_render.c:474
GLfloat GLfloat GLfloat GLfloat GLfloat maxY
Definition: gl2ext.h:446
SDL_BlendFactor SDL_GetBlendModeSrcAlphaFactor(SDL_BlendMode blendMode)
Definition: SDL_render.c:3363
SDL_Color * colors
Definition: SDL_pixels.h:307
GLboolean enable
SDL_PixelFormat * format
Definition: SDL_surface.h:73
#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:79
#define SDL_WINDOWRENDERDATA
Definition: SDL_render.c:36
GLbitfield flags
int SDL_RenderDrawPointsF(SDL_Renderer *renderer, const SDL_FPoint *points, int count)
Draw multiple points on the current rendering target.
Definition: SDL_render.c:2360
static SDL_bool IsSupportedFormat(SDL_Renderer *renderer, Uint32 format)
Definition: SDL_render.c:1057
#define SDL_DestroyMutex
SDL_Renderer * renderer
Definition: SDL_sysrender.h:55
GLint GLint GLsizei GLsizei height
Definition: SDL_opengl.h:1572
SDL_Renderer * SDL_CreateRenderer(SDL_Window *window, int index, Uint32 flags)
Create a 2D rendering context for a window.
Definition: SDL_render.c:835
#define SDL_calloc
int(* QueueDrawPoints)(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count)
#define SDL_GetSurfaceColorMod
EGLSurface EGLNativeWindowType * window
Definition: eglext.h:1025
#define CHECK_TEXTURE_MAGIC(texture, retval)
Definition: SDL_render.c:45
#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:247
#define SDL_MUSTLOCK(S)
Definition: SDL_surface.h:62
SDL_AllocVertGap vertex_data_gaps
SDL_RenderCommandType command
Definition: SDL_sysrender.h:88
#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:2535
int h
Definition: SDL_rect.h:80
SDL_RenderCommandType
Definition: SDL_sysrender.h:72
SDL_PRINTF_FORMAT_STRING const char int SDL_PRINTF_FORMAT_STRING const char int SDL_PRINTF_FORMAT_STRING const char int SDL_PRINTF_FORMAT_STRING const char const char SDL_SCANF_FORMAT_STRING const char return SDL_ThreadFunction const char void return Uint32 return Uint32 void
static SDL_RenderCommand * PrepQueueCmdDrawSolid(SDL_Renderer *renderer, const SDL_RenderCommandType cmdtype)
Definition: SDL_render.c:507
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:2772
The type used to identify a window.
Definition: SDL_sysvideo.h:73
union SDL_RenderCommand::@30 data
#define SDL_GetWindowPixelFormat
uint32_t Uint32
Definition: SDL_stdinc.h:203
SDL_Renderer * SDL_GetRenderer(SDL_Window *window)
Get the renderer associated with a window.
Definition: SDL_render.c:1007
SDL_Rect viewport
Definition: testviewport.c:28
SDL_BlendFactor SDL_GetBlendModeDstColorFactor(SDL_BlendMode blendMode)
Definition: SDL_render.c:3349
#define SDL_small_free(ptr, isstack)
Definition: SDL_internal.h:40
GLuint color
GLdouble n
void SDL_RenderGetViewport(SDL_Renderer *renderer, SDL_Rect *rect)
Get the drawing area for the current target.
Definition: SDL_render.c:2100
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:334
int(* QueueFillRects)(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FRect *rects, int count)
#define SDL_HINT_RENDER_DRIVER
A variable specifying which render driver to use.
Definition: SDL_hints.h:85
static int QueueCmdSetViewport(SDL_Renderer *renderer)
Definition: SDL_render.c:400
void(* WindowEvent)(SDL_Renderer *renderer, const SDL_WindowEvent *event)
void SDL_RenderGetScale(SDL_Renderer *renderer, float *scaleX, float *scaleY)
Get the drawing scale for the current target.
Definition: SDL_render.c:2164
int window_h
Definition: testoverlay2.c:144
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:1374
Uint32 last_queued_color
GLfloat angle
SDL_MouseButtonEvent button
Definition: SDL_events.h:567
static int QueueCmdDrawLines(SDL_Renderer *renderer, const SDL_FPoint *points, const int count)
Definition: SDL_render.c:543
SDL_bool last_queued_cliprect_enabled
void * vertex_data
const void * magic
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:2113
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:2983
Uint32 format
Definition: SDL_sysrender.h:46
#define SDL_UnlockMutex
#define SDL_arraysize(array)
Definition: SDL_stdinc.h:115
static char renderer_magic
Definition: SDL_render.c:108
#define SDL_INLINE
Definition: begin_code.h:134
General event structure.
Definition: SDL_events.h:557
void Android_ActivityMutex_Unlock(void)
#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:2177
#define SDL_BLENDMODE_ADD_FULL
Definition: SDL_render.c:70
SDL_Palette * palette
Definition: SDL_pixels.h:318
static int QueueCmdSetClipRect(SDL_Renderer *renderer)
Definition: SDL_render.c:423
#define SDL_ConvertPixels
void(* DestroyTexture)(SDL_Renderer *renderer, SDL_Texture *texture)
int(* CreateTexture)(SDL_Renderer *renderer, SDL_Texture *texture)
SDL_Texture * native
Definition: SDL_sysrender.h:58
void(* RenderPresent)(SDL_Renderer *renderer)
#define SDL_ISPIXELFORMAT_FOURCC(format)
Definition: SDL_pixels.h:167
static SDL_RenderCommand * PrepQueueCmdDrawTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_RenderCommandType cmdtype)
Definition: SDL_render.c:571
EGLSurface EGLint * rects
Definition: eglext.h:282
float x
Definition: SDL_rect.h:89
SDL_ScaleMode scaleMode
Definition: SDL_sysrender.h:52
static SDL_BlendMode SDL_GetLongBlendMode(SDL_BlendMode blendMode)
Definition: SDL_render.c:3313
SDL_Rect viewport_backup
int SDL_RenderSetLogicalSize(SDL_Renderer *renderer, int w, int h)
Set device independent resolution for rendering.
Definition: SDL_render.c:2027
static int QueueCmdCopyEx(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)
Definition: SDL_render.c:607
SDL_bool cliprect_queued
struct SDL_RenderCommand * next
#define SDL_ALPHA_OPAQUE
Definition: SDL_pixels.h:46
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:1833
const void * magic
Definition: SDL_sysrender.h:45
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:2403
#define SDLCALL
Definition: SDL_internal.h:49
GLboolean GLboolean g
static void SDL_UnlockTextureYUV(SDL_Texture *texture)
Definition: SDL_render.c:1764
GLboolean GLboolean GLboolean b
SDL_bool clipping_enabled_backup
int y
Definition: SDL_rect.h:79
#define SDL_Unsupported()
Definition: SDL_error.h:53
int window_w
Definition: testoverlay2.c:143
SDL_FPoint dpi_scale
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:1112
int SDL_GetTextureAlphaMod(SDL_Texture *texture, Uint8 *alpha)
Get the additional alpha value used in render copy operations.
Definition: SDL_render.c:1428
float x
Definition: SDL_rect.h:62
SDL_bool integer_scale
SDL_bool clipping_enabled
A rectangle, with the origin at the upper left (floating point).
Definition: SDL_rect.h:87
int SDL_RenderFillRectF(SDL_Renderer *renderer, const SDL_FRect *rect)
Fill a rectangle on the current rendering target with the drawing color.
Definition: SDL_render.c:2751
static int SDL_RendererEventWatch(void *userdata, SDL_Event *event)
Definition: SDL_render.c:662
The structure that defines a point (floating point)
Definition: SDL_rect.h:60
#define SDL_COMPOSE_BLENDMODE(srcColorFactor, dstColorFactor, colorOperation, srcAlphaFactor, dstAlphaFactor, alphaOperation)
Definition: SDL_render.c:53
A rectangle, with the origin at the upper left (integer).
Definition: SDL_rect.h:77
int SDL_GL_UnbindTexture(SDL_Texture *texture)
Unbind a texture from the current OpenGL/ES/ES2 context.
Definition: SDL_render.c:3254
SDL_ScaleMode
Definition: SDL_sysrender.h:35
static int SDL_LockTextureNative(SDL_Texture *texture, const SDL_Rect *rect, void **pixels, int *pitch)
Definition: SDL_render.c:1715
Uint32 type
Definition: SDL_events.h:559
static int QueueCmdDrawPoints(SDL_Renderer *renderer, const SDL_FPoint *points, const int count)
Definition: SDL_render.c:529
int SDL_RenderDrawRectsF(SDL_Renderer *renderer, const SDL_FRect *rects, int count)
Draw some number of rectangles on the current rendering target.
Definition: SDL_render.c:2698
void *(* GetMetalCommandEncoder)(SDL_Renderer *renderer)
int SDL_GetRenderDriverInfo(int index, SDL_RendererInfo *info)
Get information about a specific 2D rendering driver for the current display.
Definition: SDL_render.c:637
float y
Definition: SDL_rect.h:63
static SDL_bool IsSupportedBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode)
Definition: SDL_render.c:1040