SDL  2.0
SDL_render.c
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1 /*
2  Simple DirectMedia Layer
3  Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
4 
5  This software is provided 'as-is', without any express or implied
6  warranty. In no event will the authors be held liable for any damages
7  arising from the use of this software.
8 
9  Permission is granted to anyone to use this software for any purpose,
10  including commercial applications, and to alter it and redistribute it
11  freely, subject to the following restrictions:
12 
13  1. The origin of this software must not be misrepresented; you must not
14  claim that you wrote the original software. If you use this software
15  in a product, an acknowledgment in the product documentation would be
16  appreciated but is not required.
17  2. Altered source versions must be plainly marked as such, and must not be
18  misrepresented as being the original software.
19  3. This notice may not be removed or altered from any source distribution.
20 */
21 #include "../SDL_internal.h"
22 
23 /* The SDL 2D rendering system */
24 
25 #include "SDL_assert.h"
26 #include "SDL_hints.h"
27 #include "SDL_log.h"
28 #include "SDL_render.h"
29 #include "SDL_sysrender.h"
31 
32 
33 #define SDL_WINDOWRENDERDATA "_SDL_WindowRenderData"
34 
35 #define CHECK_RENDERER_MAGIC(renderer, retval) \
36  SDL_assert(renderer && renderer->magic == &renderer_magic); \
37  if (!renderer || renderer->magic != &renderer_magic) { \
38  SDL_SetError("Invalid renderer"); \
39  return retval; \
40  }
41 
42 #define CHECK_TEXTURE_MAGIC(texture, retval) \
43  SDL_assert(texture && texture->magic == &texture_magic); \
44  if (!texture || texture->magic != &texture_magic) { \
45  SDL_SetError("Invalid texture"); \
46  return retval; \
47  }
48 
49 /* Predefined blend modes */
50 #define SDL_COMPOSE_BLENDMODE(srcColorFactor, dstColorFactor, colorOperation, \
51  srcAlphaFactor, dstAlphaFactor, alphaOperation) \
52  (SDL_BlendMode)(((Uint32)colorOperation << 0) | \
53  ((Uint32)srcColorFactor << 4) | \
54  ((Uint32)dstColorFactor << 8) | \
55  ((Uint32)alphaOperation << 16) | \
56  ((Uint32)srcAlphaFactor << 20) | \
57  ((Uint32)dstAlphaFactor << 24))
58 
59 #define SDL_BLENDMODE_NONE_FULL \
60  SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ZERO, SDL_BLENDOPERATION_ADD, \
61  SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ZERO, SDL_BLENDOPERATION_ADD)
62 
63 #define SDL_BLENDMODE_BLEND_FULL \
64  SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD, \
65  SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD)
66 
67 #define SDL_BLENDMODE_ADD_FULL \
68  SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD, \
69  SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD)
70 
71 #define SDL_BLENDMODE_MOD_FULL \
72  SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_SRC_COLOR, SDL_BLENDOPERATION_ADD, \
73  SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD)
74 
75 #if !SDL_RENDER_DISABLED
76 static const SDL_RenderDriver *render_drivers[] = {
77 #if SDL_VIDEO_RENDER_D3D
79 #endif
80 #if SDL_VIDEO_RENDER_D3D11
82 #endif
83 #if SDL_VIDEO_RENDER_OGL
85 #endif
86 #if SDL_VIDEO_RENDER_OGL_ES2
88 #endif
89 #if SDL_VIDEO_RENDER_OGL_ES
91 #endif
92 #if SDL_VIDEO_RENDER_DIRECTFB
94 #endif
95 #if SDL_VIDEO_RENDER_PSP
97 #endif
99 };
100 #endif /* !SDL_RENDER_DISABLED */
101 
102 static char renderer_magic;
103 static char texture_magic;
104 
106 
107 int
109 {
110 #if !SDL_RENDER_DISABLED
111  return SDL_arraysize(render_drivers);
112 #else
113  return 0;
114 #endif
115 }
116 
117 int
119 {
120 #if !SDL_RENDER_DISABLED
122  return SDL_SetError("index must be in the range of 0 - %d",
124  }
125  *info = render_drivers[index]->info;
126  return 0;
127 #else
128  return SDL_SetError("SDL not built with rendering support");
129 #endif
130 }
131 
132 static int SDLCALL
134 {
135  SDL_Renderer *renderer = (SDL_Renderer *)userdata;
136 
137  if (event->type == SDL_WINDOWEVENT) {
139  if (window == renderer->window) {
140  if (renderer->WindowEvent) {
141  renderer->WindowEvent(renderer, &event->window);
142  }
143 
144  if (event->window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
145  /* Make sure we're operating on the default render target */
146  SDL_Texture *saved_target = SDL_GetRenderTarget(renderer);
147  if (saved_target) {
148  SDL_SetRenderTarget(renderer, NULL);
149  }
150 
151  if (renderer->logical_w) {
152  UpdateLogicalSize(renderer);
153  } else {
154  /* Window was resized, reset viewport */
155  int w, h;
156 
157  if (renderer->GetOutputSize) {
158  renderer->GetOutputSize(renderer, &w, &h);
159  } else {
160  SDL_GetWindowSize(renderer->window, &w, &h);
161  }
162 
163  if (renderer->target) {
164  renderer->viewport_backup.x = 0;
165  renderer->viewport_backup.y = 0;
166  renderer->viewport_backup.w = w;
167  renderer->viewport_backup.h = h;
168  } else {
169  renderer->viewport.x = 0;
170  renderer->viewport.y = 0;
171  renderer->viewport.w = w;
172  renderer->viewport.h = h;
173  renderer->UpdateViewport(renderer);
174  }
175  }
176 
177  if (saved_target) {
178  SDL_SetRenderTarget(renderer, saved_target);
179  }
180  } else if (event->window.event == SDL_WINDOWEVENT_HIDDEN) {
181  renderer->hidden = SDL_TRUE;
182  } else if (event->window.event == SDL_WINDOWEVENT_SHOWN) {
183  if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)) {
184  renderer->hidden = SDL_FALSE;
185  }
186  } else if (event->window.event == SDL_WINDOWEVENT_MINIMIZED) {
187  renderer->hidden = SDL_TRUE;
188  } else if (event->window.event == SDL_WINDOWEVENT_RESTORED ||
190  if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_HIDDEN)) {
191  renderer->hidden = SDL_FALSE;
192  }
193  }
194  }
195  } else if (event->type == SDL_MOUSEMOTION) {
197  if (renderer->logical_w && window == renderer->window) {
198  event->motion.x -= (int)(renderer->viewport.x * renderer->dpi_scale.x);
199  event->motion.y -= (int)(renderer->viewport.y * renderer->dpi_scale.y);
200  event->motion.x = (int)(event->motion.x / (renderer->scale.x * renderer->dpi_scale.x));
201  event->motion.y = (int)(event->motion.y / (renderer->scale.y * renderer->dpi_scale.y));
202  if (event->motion.xrel > 0) {
203  event->motion.xrel = SDL_max(1, (int)(event->motion.xrel / (renderer->scale.x * renderer->dpi_scale.x)));
204  } else if (event->motion.xrel < 0) {
205  event->motion.xrel = SDL_min(-1, (int)(event->motion.xrel / (renderer->scale.x * renderer->dpi_scale.x)));
206  }
207  if (event->motion.yrel > 0) {
208  event->motion.yrel = SDL_max(1, (int)(event->motion.yrel / (renderer->scale.y * renderer->dpi_scale.y)));
209  } else if (event->motion.yrel < 0) {
210  event->motion.yrel = SDL_min(-1, (int)(event->motion.yrel / (renderer->scale.y * renderer->dpi_scale.y)));
211  }
212  }
213  } else if (event->type == SDL_MOUSEBUTTONDOWN ||
214  event->type == SDL_MOUSEBUTTONUP) {
216  if (renderer->logical_w && window == renderer->window) {
217  event->button.x -= (int)(renderer->viewport.x * renderer->dpi_scale.x);
218  event->button.y -= (int)(renderer->viewport.y * renderer->dpi_scale.y);
219  event->button.x = (int)(event->button.x / (renderer->scale.x * renderer->dpi_scale.x));
220  event->button.y = (int)(event->button.y / (renderer->scale.y * renderer->dpi_scale.y));
221  }
222  } else if (event->type == SDL_FINGERDOWN ||
223  event->type == SDL_FINGERUP ||
224  event->type == SDL_FINGERMOTION) {
225  if (renderer->logical_w) {
226  int w = 1;
227  int h = 1;
228  SDL_GetRendererOutputSize(renderer, &w, &h);
229 
230  event->tfinger.x *= (w - 1);
231  event->tfinger.y *= (h - 1);
232 
233  event->tfinger.x -= (renderer->viewport.x * renderer->dpi_scale.x);
234  event->tfinger.y -= (renderer->viewport.y * renderer->dpi_scale.y);
235  event->tfinger.x = (event->tfinger.x / (renderer->scale.x * renderer->dpi_scale.x));
236  event->tfinger.y = (event->tfinger.y / (renderer->scale.y * renderer->dpi_scale.y));
237 
238  if (renderer->logical_w > 1) {
239  event->tfinger.x = event->tfinger.x / (renderer->logical_w - 1);
240  } else {
241  event->tfinger.x = 0.5f;
242  }
243  if (renderer->logical_h > 1) {
244  event->tfinger.y = event->tfinger.y / (renderer->logical_h - 1);
245  } else {
246  event->tfinger.y = 0.5f;
247  }
248  }
249  }
250 
251  return 0;
252 }
253 
254 int
257 {
260  width, height, window_flags);
261  if (!*window) {
262  *renderer = NULL;
263  return -1;
264  }
265 
266  *renderer = SDL_CreateRenderer(*window, -1, 0);
267  if (!*renderer) {
268  return -1;
269  }
270 
271  return 0;
272 }
273 
274 SDL_Renderer *
276 {
277 #if !SDL_RENDER_DISABLED
279  int n = SDL_GetNumRenderDrivers();
280  const char *hint;
281 
282  if (!window) {
283  SDL_SetError("Invalid window");
284  return NULL;
285  }
286 
287  if (SDL_GetRenderer(window)) {
288  SDL_SetError("Renderer already associated with window");
289  return NULL;
290  }
291 
294  flags |= SDL_RENDERER_PRESENTVSYNC;
295  } else {
296  flags &= ~SDL_RENDERER_PRESENTVSYNC;
297  }
298  }
299 
300  if (index < 0) {
302  if (hint) {
303  for (index = 0; index < n; ++index) {
304  const SDL_RenderDriver *driver = render_drivers[index];
305 
306  if (SDL_strcasecmp(hint, driver->info.name) == 0) {
307  /* Create a new renderer instance */
308  renderer = driver->CreateRenderer(window, flags);
309  break;
310  }
311  }
312  }
313 
314  if (!renderer) {
315  for (index = 0; index < n; ++index) {
316  const SDL_RenderDriver *driver = render_drivers[index];
317 
318  if ((driver->info.flags & flags) == flags) {
319  /* Create a new renderer instance */
320  renderer = driver->CreateRenderer(window, flags);
321  if (renderer) {
322  /* Yay, we got one! */
323  break;
324  }
325  }
326  }
327  }
328  if (index == n) {
329  SDL_SetError("Couldn't find matching render driver");
330  return NULL;
331  }
332  } else {
333  if (index >= SDL_GetNumRenderDrivers()) {
334  SDL_SetError("index must be -1 or in the range of 0 - %d",
336  return NULL;
337  }
338  /* Create a new renderer instance */
339  renderer = render_drivers[index]->CreateRenderer(window, flags);
340  }
341 
342  if (renderer) {
343  renderer->magic = &renderer_magic;
344  renderer->window = window;
345  renderer->scale.x = 1.0f;
346  renderer->scale.y = 1.0f;
347  renderer->dpi_scale.x = 1.0f;
348  renderer->dpi_scale.y = 1.0f;
349 
350  if (window && renderer->GetOutputSize) {
351  int window_w, window_h;
352  int output_w, output_h;
353  if (renderer->GetOutputSize(renderer, &output_w, &output_h) == 0) {
354  SDL_GetWindowSize(renderer->window, &window_w, &window_h);
355  renderer->dpi_scale.x = (float)window_w / output_w;
356  renderer->dpi_scale.y = (float)window_h / output_h;
357  }
358  }
359 
361  renderer->hidden = SDL_TRUE;
362  } else {
363  renderer->hidden = SDL_FALSE;
364  }
365 
366  SDL_SetWindowData(window, SDL_WINDOWRENDERDATA, renderer);
367 
368  SDL_RenderSetViewport(renderer, NULL);
369 
371 
373  "Created renderer: %s", renderer->info.name);
374  }
375  return renderer;
376 #else
377  SDL_SetError("SDL not built with rendering support");
378  return NULL;
379 #endif
380 }
381 
382 SDL_Renderer *
384 {
385 #if !SDL_RENDER_DISABLED
387 
388  renderer = SW_CreateRendererForSurface(surface);
389 
390  if (renderer) {
391  renderer->magic = &renderer_magic;
392  renderer->scale.x = 1.0f;
393  renderer->scale.y = 1.0f;
394 
395  SDL_RenderSetViewport(renderer, NULL);
396  }
397  return renderer;
398 #else
399  SDL_SetError("SDL not built with rendering support");
400  return NULL;
401 #endif /* !SDL_RENDER_DISABLED */
402 }
403 
404 SDL_Renderer *
406 {
408 }
409 
410 int
412 {
413  CHECK_RENDERER_MAGIC(renderer, -1);
414 
415  *info = renderer->info;
416  return 0;
417 }
418 
419 int
421 {
422  CHECK_RENDERER_MAGIC(renderer, -1);
423 
424  if (renderer->target) {
425  return SDL_QueryTexture(renderer->target, NULL, NULL, w, h);
426  } else if (renderer->GetOutputSize) {
427  return renderer->GetOutputSize(renderer, w, h);
428  } else if (renderer->window) {
429  SDL_GetWindowSize(renderer->window, w, h);
430  return 0;
431  } else {
432  SDL_assert(0 && "This should never happen");
433  return SDL_SetError("Renderer doesn't support querying output size");
434  }
435 }
436 
437 static SDL_bool
439 {
440  switch (blendMode)
441  {
442  /* These are required to be supported by all renderers */
443  case SDL_BLENDMODE_NONE:
444  case SDL_BLENDMODE_BLEND:
445  case SDL_BLENDMODE_ADD:
446  case SDL_BLENDMODE_MOD:
447  return SDL_TRUE;
448 
449  default:
450  return renderer->SupportsBlendMode && renderer->SupportsBlendMode(renderer, blendMode);
451  }
452 }
453 
454 static SDL_bool
456 {
457  Uint32 i;
458 
459  for (i = 0; i < renderer->info.num_texture_formats; ++i) {
460  if (renderer->info.texture_formats[i] == format) {
461  return SDL_TRUE;
462  }
463  }
464  return SDL_FALSE;
465 }
466 
467 static Uint32
469 {
470  Uint32 i;
471 
472  if (SDL_ISPIXELFORMAT_FOURCC(format)) {
473  /* Look for an exact match */
474  for (i = 0; i < renderer->info.num_texture_formats; ++i) {
475  if (renderer->info.texture_formats[i] == format) {
476  return renderer->info.texture_formats[i];
477  }
478  }
479  } else {
480  SDL_bool hasAlpha = SDL_ISPIXELFORMAT_ALPHA(format);
481 
482  /* We just want to match the first format that has the same channels */
483  for (i = 0; i < renderer->info.num_texture_formats; ++i) {
484  if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
485  SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == hasAlpha) {
486  return renderer->info.texture_formats[i];
487  }
488  }
489  }
490  return renderer->info.texture_formats[0];
491 }
492 
493 SDL_Texture *
495 {
497 
498  CHECK_RENDERER_MAGIC(renderer, NULL);
499 
500  if (!format) {
501  format = renderer->info.texture_formats[0];
502  }
503  if (SDL_BYTESPERPIXEL(format) == 0) {
504  SDL_SetError("Invalid texture format");
505  return NULL;
506  }
507  if (SDL_ISPIXELFORMAT_INDEXED(format)) {
508  SDL_SetError("Palettized textures are not supported");
509  return NULL;
510  }
511  if (w <= 0 || h <= 0) {
512  SDL_SetError("Texture dimensions can't be 0");
513  return NULL;
514  }
515  if ((renderer->info.max_texture_width && w > renderer->info.max_texture_width) ||
516  (renderer->info.max_texture_height && h > renderer->info.max_texture_height)) {
517  SDL_SetError("Texture dimensions are limited to %dx%d", renderer->info.max_texture_width, renderer->info.max_texture_height);
518  return NULL;
519  }
520  texture = (SDL_Texture *) SDL_calloc(1, sizeof(*texture));
521  if (!texture) {
522  SDL_OutOfMemory();
523  return NULL;
524  }
525  texture->magic = &texture_magic;
526  texture->format = format;
527  texture->access = access;
528  texture->w = w;
529  texture->h = h;
530  texture->r = 255;
531  texture->g = 255;
532  texture->b = 255;
533  texture->a = 255;
534  texture->renderer = renderer;
535  texture->next = renderer->textures;
536  if (renderer->textures) {
537  renderer->textures->prev = texture;
538  }
539  renderer->textures = texture;
540 
541  if (IsSupportedFormat(renderer, format)) {
542  if (renderer->CreateTexture(renderer, texture) < 0) {
543  SDL_DestroyTexture(texture);
544  return NULL;
545  }
546  } else {
547  texture->native = SDL_CreateTexture(renderer,
548  GetClosestSupportedFormat(renderer, format),
549  access, w, h);
550  if (!texture->native) {
551  SDL_DestroyTexture(texture);
552  return NULL;
553  }
554 
555  /* Swap textures to have texture before texture->native in the list */
556  texture->native->next = texture->next;
557  if (texture->native->next) {
558  texture->native->next->prev = texture->native;
559  }
560  texture->prev = texture->native->prev;
561  if (texture->prev) {
562  texture->prev->next = texture;
563  }
564  texture->native->prev = texture;
565  texture->next = texture->native;
566  renderer->textures = texture;
567 
568  if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
569  texture->yuv = SDL_SW_CreateYUVTexture(format, w, h);
570  if (!texture->yuv) {
571  SDL_DestroyTexture(texture);
572  return NULL;
573  }
574  } else if (access == SDL_TEXTUREACCESS_STREAMING) {
575  /* The pitch is 4 byte aligned */
576  texture->pitch = (((w * SDL_BYTESPERPIXEL(format)) + 3) & ~3);
577  texture->pixels = SDL_calloc(1, texture->pitch * h);
578  if (!texture->pixels) {
579  SDL_DestroyTexture(texture);
580  return NULL;
581  }
582  }
583  }
584  return texture;
585 }
586 
587 SDL_Texture *
589 {
590  const SDL_PixelFormat *fmt;
591  SDL_bool needAlpha;
592  Uint32 i;
593  Uint32 format;
595 
596  CHECK_RENDERER_MAGIC(renderer, NULL);
597 
598  if (!surface) {
599  SDL_SetError("SDL_CreateTextureFromSurface() passed NULL surface");
600  return NULL;
601  }
602 
603  /* See what the best texture format is */
604  fmt = surface->format;
605  if (fmt->Amask || SDL_GetColorKey(surface, NULL) == 0) {
606  needAlpha = SDL_TRUE;
607  } else {
608  needAlpha = SDL_FALSE;
609  }
610  format = renderer->info.texture_formats[0];
611  for (i = 0; i < renderer->info.num_texture_formats; ++i) {
612  if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
613  SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == needAlpha) {
614  format = renderer->info.texture_formats[i];
615  break;
616  }
617  }
618 
619  texture = SDL_CreateTexture(renderer, format, SDL_TEXTUREACCESS_STATIC,
620  surface->w, surface->h);
621  if (!texture) {
622  return NULL;
623  }
624 
625  if (format == surface->format->format) {
626  if (SDL_MUSTLOCK(surface)) {
627  SDL_LockSurface(surface);
628  SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
629  SDL_UnlockSurface(surface);
630  } else {
631  SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
632  }
633  } else {
634  SDL_PixelFormat *dst_fmt;
635  SDL_Surface *temp = NULL;
636 
637  /* Set up a destination surface for the texture update */
638  dst_fmt = SDL_AllocFormat(format);
639  if (!dst_fmt) {
640  SDL_DestroyTexture(texture);
641  return NULL;
642  }
643  temp = SDL_ConvertSurface(surface, dst_fmt, 0);
644  SDL_FreeFormat(dst_fmt);
645  if (temp) {
646  SDL_UpdateTexture(texture, NULL, temp->pixels, temp->pitch);
647  SDL_FreeSurface(temp);
648  } else {
649  SDL_DestroyTexture(texture);
650  return NULL;
651  }
652  }
653 
654  {
655  Uint8 r, g, b, a;
657 
658  SDL_GetSurfaceColorMod(surface, &r, &g, &b);
659  SDL_SetTextureColorMod(texture, r, g, b);
660 
661  SDL_GetSurfaceAlphaMod(surface, &a);
662  SDL_SetTextureAlphaMod(texture, a);
663 
664  if (SDL_GetColorKey(surface, NULL) == 0) {
665  /* We converted to a texture with alpha format */
667  } else {
668  SDL_GetSurfaceBlendMode(surface, &blendMode);
669  SDL_SetTextureBlendMode(texture, blendMode);
670  }
671  }
672  return texture;
673 }
674 
675 int
677  int *w, int *h)
678 {
679  CHECK_TEXTURE_MAGIC(texture, -1);
680 
681  if (format) {
682  *format = texture->format;
683  }
684  if (access) {
685  *access = texture->access;
686  }
687  if (w) {
688  *w = texture->w;
689  }
690  if (h) {
691  *h = texture->h;
692  }
693  return 0;
694 }
695 
696 int
698 {
700 
701  CHECK_TEXTURE_MAGIC(texture, -1);
702 
703  renderer = texture->renderer;
704  if (r < 255 || g < 255 || b < 255) {
706  } else {
707  texture->modMode &= ~SDL_TEXTUREMODULATE_COLOR;
708  }
709  texture->r = r;
710  texture->g = g;
711  texture->b = b;
712  if (texture->native) {
713  return SDL_SetTextureColorMod(texture->native, r, g, b);
714  } else if (renderer->SetTextureColorMod) {
715  return renderer->SetTextureColorMod(renderer, texture);
716  } else {
717  return 0;
718  }
719 }
720 
721 int
723  Uint8 * b)
724 {
725  CHECK_TEXTURE_MAGIC(texture, -1);
726 
727  if (r) {
728  *r = texture->r;
729  }
730  if (g) {
731  *g = texture->g;
732  }
733  if (b) {
734  *b = texture->b;
735  }
736  return 0;
737 }
738 
739 int
741 {
743 
744  CHECK_TEXTURE_MAGIC(texture, -1);
745 
746  renderer = texture->renderer;
747  if (alpha < 255) {
749  } else {
750  texture->modMode &= ~SDL_TEXTUREMODULATE_ALPHA;
751  }
752  texture->a = alpha;
753  if (texture->native) {
754  return SDL_SetTextureAlphaMod(texture->native, alpha);
755  } else if (renderer->SetTextureAlphaMod) {
756  return renderer->SetTextureAlphaMod(renderer, texture);
757  } else {
758  return 0;
759  }
760 }
761 
762 int
764 {
765  CHECK_TEXTURE_MAGIC(texture, -1);
766 
767  if (alpha) {
768  *alpha = texture->a;
769  }
770  return 0;
771 }
772 
773 int
775 {
777 
778  CHECK_TEXTURE_MAGIC(texture, -1);
779 
780  renderer = texture->renderer;
781  if (!IsSupportedBlendMode(renderer, blendMode)) {
782  return SDL_Unsupported();
783  }
784  texture->blendMode = blendMode;
785  if (texture->native) {
786  return SDL_SetTextureBlendMode(texture->native, blendMode);
787  } else if (renderer->SetTextureBlendMode) {
788  return renderer->SetTextureBlendMode(renderer, texture);
789  } else {
790  return 0;
791  }
792 }
793 
794 int
796 {
797  CHECK_TEXTURE_MAGIC(texture, -1);
798 
799  if (blendMode) {
800  *blendMode = texture->blendMode;
801  }
802  return 0;
803 }
804 
805 static int
807  const void *pixels, int pitch)
808 {
809  SDL_Texture *native = texture->native;
810  SDL_Rect full_rect;
811 
812  if (SDL_SW_UpdateYUVTexture(texture->yuv, rect, pixels, pitch) < 0) {
813  return -1;
814  }
815 
816  full_rect.x = 0;
817  full_rect.y = 0;
818  full_rect.w = texture->w;
819  full_rect.h = texture->h;
820  rect = &full_rect;
821 
822  if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
823  /* We can lock the texture and copy to it */
824  void *native_pixels = NULL;
825  int native_pitch = 0;
826 
827  if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
828  return -1;
829  }
830  SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
831  rect->w, rect->h, native_pixels, native_pitch);
832  SDL_UnlockTexture(native);
833  } else {
834  /* Use a temporary buffer for updating */
835  const int temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
836  const size_t alloclen = rect->h * temp_pitch;
837  if (alloclen > 0) {
838  void *temp_pixels = SDL_malloc(alloclen);
839  if (!temp_pixels) {
840  return SDL_OutOfMemory();
841  }
842  SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
843  rect->w, rect->h, temp_pixels, temp_pitch);
844  SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
845  SDL_free(temp_pixels);
846  }
847  }
848  return 0;
849 }
850 
851 static int
853  const void *pixels, int pitch)
854 {
855  SDL_Texture *native = texture->native;
856 
857  if (!rect->w || !rect->h) {
858  return 0; /* nothing to do. */
859  }
860 
861  if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
862  /* We can lock the texture and copy to it */
863  void *native_pixels = NULL;
864  int native_pitch = 0;
865 
866  if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
867  return -1;
868  }
869  SDL_ConvertPixels(rect->w, rect->h,
870  texture->format, pixels, pitch,
871  native->format, native_pixels, native_pitch);
872  SDL_UnlockTexture(native);
873  } else {
874  /* Use a temporary buffer for updating */
875  const int temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
876  const size_t alloclen = rect->h * temp_pitch;
877  if (alloclen > 0) {
878  void *temp_pixels = SDL_malloc(alloclen);
879  if (!temp_pixels) {
880  return SDL_OutOfMemory();
881  }
882  SDL_ConvertPixels(rect->w, rect->h,
883  texture->format, pixels, pitch,
884  native->format, temp_pixels, temp_pitch);
885  SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
886  SDL_free(temp_pixels);
887  }
888  }
889  return 0;
890 }
891 
892 int
894  const void *pixels, int pitch)
895 {
897  SDL_Rect full_rect;
898 
899  CHECK_TEXTURE_MAGIC(texture, -1);
900 
901  if (!pixels) {
902  return SDL_InvalidParamError("pixels");
903  }
904  if (!pitch) {
905  return SDL_InvalidParamError("pitch");
906  }
907 
908  if (!rect) {
909  full_rect.x = 0;
910  full_rect.y = 0;
911  full_rect.w = texture->w;
912  full_rect.h = texture->h;
913  rect = &full_rect;
914  }
915 
916  if ((rect->w == 0) || (rect->h == 0)) {
917  return 0; /* nothing to do. */
918  } else if (texture->yuv) {
919  return SDL_UpdateTextureYUV(texture, rect, pixels, pitch);
920  } else if (texture->native) {
921  return SDL_UpdateTextureNative(texture, rect, pixels, pitch);
922  } else {
923  renderer = texture->renderer;
924  return renderer->UpdateTexture(renderer, texture, rect, pixels, pitch);
925  }
926 }
927 
928 static int
930  const Uint8 *Yplane, int Ypitch,
931  const Uint8 *Uplane, int Upitch,
932  const Uint8 *Vplane, int Vpitch)
933 {
934  SDL_Texture *native = texture->native;
935  SDL_Rect full_rect;
936 
937  if (SDL_SW_UpdateYUVTexturePlanar(texture->yuv, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch) < 0) {
938  return -1;
939  }
940 
941  full_rect.x = 0;
942  full_rect.y = 0;
943  full_rect.w = texture->w;
944  full_rect.h = texture->h;
945  rect = &full_rect;
946 
947  if (!rect->w || !rect->h) {
948  return 0; /* nothing to do. */
949  }
950 
951  if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
952  /* We can lock the texture and copy to it */
953  void *native_pixels = NULL;
954  int native_pitch = 0;
955 
956  if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
957  return -1;
958  }
959  SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
960  rect->w, rect->h, native_pixels, native_pitch);
961  SDL_UnlockTexture(native);
962  } else {
963  /* Use a temporary buffer for updating */
964  const int temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
965  const size_t alloclen = rect->h * temp_pitch;
966  if (alloclen > 0) {
967  void *temp_pixels = SDL_malloc(alloclen);
968  if (!temp_pixels) {
969  return SDL_OutOfMemory();
970  }
971  SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
972  rect->w, rect->h, temp_pixels, temp_pitch);
973  SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
974  SDL_free(temp_pixels);
975  }
976  }
977  return 0;
978 }
979 
981  const Uint8 *Yplane, int Ypitch,
982  const Uint8 *Uplane, int Upitch,
983  const Uint8 *Vplane, int Vpitch)
984 {
986  SDL_Rect full_rect;
987 
988  CHECK_TEXTURE_MAGIC(texture, -1);
989 
990  if (!Yplane) {
991  return SDL_InvalidParamError("Yplane");
992  }
993  if (!Ypitch) {
994  return SDL_InvalidParamError("Ypitch");
995  }
996  if (!Uplane) {
997  return SDL_InvalidParamError("Uplane");
998  }
999  if (!Upitch) {
1000  return SDL_InvalidParamError("Upitch");
1001  }
1002  if (!Vplane) {
1003  return SDL_InvalidParamError("Vplane");
1004  }
1005  if (!Vpitch) {
1006  return SDL_InvalidParamError("Vpitch");
1007  }
1008 
1009  if (texture->format != SDL_PIXELFORMAT_YV12 &&
1010  texture->format != SDL_PIXELFORMAT_IYUV) {
1011  return SDL_SetError("Texture format must by YV12 or IYUV");
1012  }
1013 
1014  if (!rect) {
1015  full_rect.x = 0;
1016  full_rect.y = 0;
1017  full_rect.w = texture->w;
1018  full_rect.h = texture->h;
1019  rect = &full_rect;
1020  }
1021 
1022  if (!rect->w || !rect->h) {
1023  return 0; /* nothing to do. */
1024  }
1025 
1026  if (texture->yuv) {
1027  return SDL_UpdateTextureYUVPlanar(texture, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch);
1028  } else {
1029  SDL_assert(!texture->native);
1030  renderer = texture->renderer;
1031  SDL_assert(renderer->UpdateTextureYUV);
1032  if (renderer->UpdateTextureYUV) {
1033  return renderer->UpdateTextureYUV(renderer, texture, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch);
1034  } else {
1035  return SDL_Unsupported();
1036  }
1037  }
1038 }
1039 
1040 static int
1042  void **pixels, int *pitch)
1043 {
1044  return SDL_SW_LockYUVTexture(texture->yuv, rect, pixels, pitch);
1045 }
1046 
1047 static int
1049  void **pixels, int *pitch)
1050 {
1051  texture->locked_rect = *rect;
1052  *pixels = (void *) ((Uint8 *) texture->pixels +
1053  rect->y * texture->pitch +
1054  rect->x * SDL_BYTESPERPIXEL(texture->format));
1055  *pitch = texture->pitch;
1056  return 0;
1057 }
1058 
1059 int
1061  void **pixels, int *pitch)
1062 {
1064  SDL_Rect full_rect;
1065 
1066  CHECK_TEXTURE_MAGIC(texture, -1);
1067 
1068  if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
1069  return SDL_SetError("SDL_LockTexture(): texture must be streaming");
1070  }
1071 
1072  if (!rect) {
1073  full_rect.x = 0;
1074  full_rect.y = 0;
1075  full_rect.w = texture->w;
1076  full_rect.h = texture->h;
1077  rect = &full_rect;
1078  }
1079 
1080  if (texture->yuv) {
1081  return SDL_LockTextureYUV(texture, rect, pixels, pitch);
1082  } else if (texture->native) {
1083  return SDL_LockTextureNative(texture, rect, pixels, pitch);
1084  } else {
1085  renderer = texture->renderer;
1086  return renderer->LockTexture(renderer, texture, rect, pixels, pitch);
1087  }
1088 }
1089 
1090 static void
1092 {
1093  SDL_Texture *native = texture->native;
1094  void *native_pixels = NULL;
1095  int native_pitch = 0;
1096  SDL_Rect rect;
1097 
1098  rect.x = 0;
1099  rect.y = 0;
1100  rect.w = texture->w;
1101  rect.h = texture->h;
1102 
1103  if (SDL_LockTexture(native, &rect, &native_pixels, &native_pitch) < 0) {
1104  return;
1105  }
1106  SDL_SW_CopyYUVToRGB(texture->yuv, &rect, native->format,
1107  rect.w, rect.h, native_pixels, native_pitch);
1108  SDL_UnlockTexture(native);
1109 }
1110 
1111 static void
1113 {
1114  SDL_Texture *native = texture->native;
1115  void *native_pixels = NULL;
1116  int native_pitch = 0;
1117  const SDL_Rect *rect = &texture->locked_rect;
1118  const void* pixels = (void *) ((Uint8 *) texture->pixels +
1119  rect->y * texture->pitch +
1120  rect->x * SDL_BYTESPERPIXEL(texture->format));
1121  int pitch = texture->pitch;
1122 
1123  if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
1124  return;
1125  }
1126  SDL_ConvertPixels(rect->w, rect->h,
1127  texture->format, pixels, pitch,
1128  native->format, native_pixels, native_pitch);
1129  SDL_UnlockTexture(native);
1130 }
1131 
1132 void
1134 {
1136 
1137  CHECK_TEXTURE_MAGIC(texture, );
1138 
1139  if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
1140  return;
1141  }
1142  if (texture->yuv) {
1143  SDL_UnlockTextureYUV(texture);
1144  } else if (texture->native) {
1145  SDL_UnlockTextureNative(texture);
1146  } else {
1147  renderer = texture->renderer;
1148  renderer->UnlockTexture(renderer, texture);
1149  }
1150 }
1151 
1152 SDL_bool
1154 {
1155  if (!renderer || !renderer->SetRenderTarget) {
1156  return SDL_FALSE;
1157  }
1158  return (renderer->info.flags & SDL_RENDERER_TARGETTEXTURE) != 0;
1159 }
1160 
1161 int
1163 {
1164  if (!SDL_RenderTargetSupported(renderer)) {
1165  return SDL_Unsupported();
1166  }
1167  if (texture == renderer->target) {
1168  /* Nothing to do! */
1169  return 0;
1170  }
1171 
1172  /* texture == NULL is valid and means reset the target to the window */
1173  if (texture) {
1174  CHECK_TEXTURE_MAGIC(texture, -1);
1175  if (renderer != texture->renderer) {
1176  return SDL_SetError("Texture was not created with this renderer");
1177  }
1178  if (texture->access != SDL_TEXTUREACCESS_TARGET) {
1179  return SDL_SetError("Texture not created with SDL_TEXTUREACCESS_TARGET");
1180  }
1181  if (texture->native) {
1182  /* Always render to the native texture */
1183  texture = texture->native;
1184  }
1185  }
1186 
1187  if (texture && !renderer->target) {
1188  /* Make a backup of the viewport */
1189  renderer->viewport_backup = renderer->viewport;
1190  renderer->clip_rect_backup = renderer->clip_rect;
1191  renderer->clipping_enabled_backup = renderer->clipping_enabled;
1192  renderer->scale_backup = renderer->scale;
1193  renderer->logical_w_backup = renderer->logical_w;
1194  renderer->logical_h_backup = renderer->logical_h;
1195  }
1196  renderer->target = texture;
1197 
1198  if (renderer->SetRenderTarget(renderer, texture) < 0) {
1199  return -1;
1200  }
1201 
1202  if (texture) {
1203  renderer->viewport.x = 0;
1204  renderer->viewport.y = 0;
1205  renderer->viewport.w = texture->w;
1206  renderer->viewport.h = texture->h;
1207  SDL_zero(renderer->clip_rect);
1208  renderer->clipping_enabled = SDL_FALSE;
1209  renderer->scale.x = 1.0f;
1210  renderer->scale.y = 1.0f;
1211  renderer->logical_w = texture->w;
1212  renderer->logical_h = texture->h;
1213  } else {
1214  renderer->viewport = renderer->viewport_backup;
1215  renderer->clip_rect = renderer->clip_rect_backup;
1216  renderer->clipping_enabled = renderer->clipping_enabled_backup;
1217  renderer->scale = renderer->scale_backup;
1218  renderer->logical_w = renderer->logical_w_backup;
1219  renderer->logical_h = renderer->logical_h_backup;
1220  }
1221  if (renderer->UpdateViewport(renderer) < 0) {
1222  return -1;
1223  }
1224  if (renderer->UpdateClipRect(renderer) < 0) {
1225  return -1;
1226  }
1227 
1228  /* All set! */
1229  return 0;
1230 }
1231 
1232 SDL_Texture *
1234 {
1235  return renderer->target;
1236 }
1237 
1238 static int
1240 {
1241  int w = 1, h = 1;
1242  float want_aspect;
1243  float real_aspect;
1244  float scale;
1246  /* 0 is for letterbox, 1 is for overscan */
1247  int scale_policy = 0;
1248  const char *hint = SDL_GetHint(SDL_HINT_RENDER_LOGICAL_SIZE_MODE);
1249 
1250  if (!renderer->logical_w || !renderer->logical_h) {
1251  return 0;
1252  }
1253  if (SDL_GetRendererOutputSize(renderer, &w, &h) < 0) {
1254  return -1;
1255  }
1256 
1257  if (!hint) {
1258  scale_policy = 0;
1259  } else if ( *hint == '1' || SDL_strcasecmp(hint, "overscan") == 0) {
1260  /* Unfortunately, Direct3D 9 does't support negative viewport numbers
1261  which the main overscan implementation relies on.
1262  D3D11 does support negative values and uses a different id string
1263  so overscan will work for D3D11.
1264  */
1265  if(SDL_strcasecmp("direct3d", SDL_GetCurrentVideoDriver())) {
1266  scale_policy = 0;
1267  } else {
1268  scale_policy = 1;
1269  }
1270  } else {
1271  scale_policy = 0;
1272  }
1273 
1274  want_aspect = (float)renderer->logical_w / renderer->logical_h;
1275  real_aspect = (float)w / h;
1276 
1277  /* Clear the scale because we're setting viewport in output coordinates */
1278  SDL_RenderSetScale(renderer, 1.0f, 1.0f);
1279 
1280  if (renderer->integer_scale) {
1281  if (want_aspect > real_aspect) {
1282  scale = (float)(w / renderer->logical_w);
1283  } else {
1284  scale = (float)(h / renderer->logical_h);
1285  }
1286  viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
1287  viewport.x = (w - viewport.w) / 2;
1288  viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
1289  viewport.y = (h - viewport.h) / 2;
1290 
1291  SDL_RenderSetViewport(renderer, &viewport);
1292  } else if (SDL_fabs(want_aspect-real_aspect) < 0.0001) {
1293  /* The aspect ratios are the same, just scale appropriately */
1294  scale = (float)w / renderer->logical_w;
1295  SDL_RenderSetViewport(renderer, NULL);
1296  } else if (want_aspect > real_aspect) {
1297  if (scale_policy == 1) {
1298  /* We want a wider aspect ratio than is available -
1299  zoom so logical height matches the real height
1300  and the width will grow off the screen
1301  */
1302  scale = (float)h / renderer->logical_h;
1303  viewport.y = 0;
1304  viewport.h = h;
1305  viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
1306  viewport.x = (w - viewport.w) / 2;
1307  SDL_RenderSetViewport(renderer, &viewport);
1308  } else {
1309  /* We want a wider aspect ratio than is available - letterbox it */
1310  scale = (float)w / renderer->logical_w;
1311  viewport.x = 0;
1312  viewport.w = w;
1313  viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
1314  viewport.y = (h - viewport.h) / 2;
1315  SDL_RenderSetViewport(renderer, &viewport);
1316  }
1317  } else {
1318  if (scale_policy == 1) {
1319  /* We want a narrower aspect ratio than is available -
1320  zoom so logical width matches the real width
1321  and the height will grow off the screen
1322  */
1323  scale = (float)w / renderer->logical_w;
1324  viewport.x = 0;
1325  viewport.w = w;
1326  viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
1327  viewport.y = (h - viewport.h) / 2;
1328  SDL_RenderSetViewport(renderer, &viewport);
1329  } else {
1330  /* We want a narrower aspect ratio than is available - use side-bars */
1331  scale = (float)h / renderer->logical_h;
1332  viewport.y = 0;
1333  viewport.h = h;
1334  viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
1335  viewport.x = (w - viewport.w) / 2;
1336  SDL_RenderSetViewport(renderer, &viewport);
1337  }
1338  }
1339 
1340  /* Set the new scale */
1341  SDL_RenderSetScale(renderer, scale, scale);
1342 
1343  return 0;
1344 }
1345 
1346 int
1348 {
1349  CHECK_RENDERER_MAGIC(renderer, -1);
1350 
1351  if (!w || !h) {
1352  /* Clear any previous logical resolution */
1353  renderer->logical_w = 0;
1354  renderer->logical_h = 0;
1355  SDL_RenderSetViewport(renderer, NULL);
1356  SDL_RenderSetScale(renderer, 1.0f, 1.0f);
1357  return 0;
1358  }
1359 
1360  renderer->logical_w = w;
1361  renderer->logical_h = h;
1362 
1363  return UpdateLogicalSize(renderer);
1364 }
1365 
1366 void
1368 {
1369  CHECK_RENDERER_MAGIC(renderer, );
1370 
1371  if (w) {
1372  *w = renderer->logical_w;
1373  }
1374  if (h) {
1375  *h = renderer->logical_h;
1376  }
1377 }
1378 
1379 int
1381 {
1382  CHECK_RENDERER_MAGIC(renderer, -1);
1383 
1384  renderer->integer_scale = enable;
1385 
1386  return UpdateLogicalSize(renderer);
1387 }
1388 
1389 SDL_bool
1391 {
1392  CHECK_RENDERER_MAGIC(renderer, SDL_FALSE);
1393 
1394  return renderer->integer_scale;
1395 }
1396 
1397 int
1399 {
1400  CHECK_RENDERER_MAGIC(renderer, -1);
1401 
1402  if (rect) {
1403  renderer->viewport.x = (int)SDL_floor(rect->x * renderer->scale.x);
1404  renderer->viewport.y = (int)SDL_floor(rect->y * renderer->scale.y);
1405  renderer->viewport.w = (int)SDL_ceil(rect->w * renderer->scale.x);
1406  renderer->viewport.h = (int)SDL_ceil(rect->h * renderer->scale.y);
1407  } else {
1408  renderer->viewport.x = 0;
1409  renderer->viewport.y = 0;
1410  if (SDL_GetRendererOutputSize(renderer, &renderer->viewport.w, &renderer->viewport.h) < 0) {
1411  return -1;
1412  }
1413  }
1414  return renderer->UpdateViewport(renderer);
1415 }
1416 
1417 void
1419 {
1420  CHECK_RENDERER_MAGIC(renderer, );
1421 
1422  if (rect) {
1423  rect->x = (int)(renderer->viewport.x / renderer->scale.x);
1424  rect->y = (int)(renderer->viewport.y / renderer->scale.y);
1425  rect->w = (int)(renderer->viewport.w / renderer->scale.x);
1426  rect->h = (int)(renderer->viewport.h / renderer->scale.y);
1427  }
1428 }
1429 
1430 int
1432 {
1433  CHECK_RENDERER_MAGIC(renderer, -1)
1434 
1435  if (rect) {
1436  renderer->clipping_enabled = SDL_TRUE;
1437  renderer->clip_rect.x = (int)SDL_floor(rect->x * renderer->scale.x);
1438  renderer->clip_rect.y = (int)SDL_floor(rect->y * renderer->scale.y);
1439  renderer->clip_rect.w = (int)SDL_ceil(rect->w * renderer->scale.x);
1440  renderer->clip_rect.h = (int)SDL_ceil(rect->h * renderer->scale.y);
1441  } else {
1442  renderer->clipping_enabled = SDL_FALSE;
1443  SDL_zero(renderer->clip_rect);
1444  }
1445  return renderer->UpdateClipRect(renderer);
1446 }
1447 
1448 void
1450 {
1451  CHECK_RENDERER_MAGIC(renderer, )
1452 
1453  if (rect) {
1454  rect->x = (int)(renderer->clip_rect.x / renderer->scale.x);
1455  rect->y = (int)(renderer->clip_rect.y / renderer->scale.y);
1456  rect->w = (int)(renderer->clip_rect.w / renderer->scale.x);
1457  rect->h = (int)(renderer->clip_rect.h / renderer->scale.y);
1458  }
1459 }
1460 
1461 SDL_bool
1463 {
1464  CHECK_RENDERER_MAGIC(renderer, SDL_FALSE)
1465  return renderer->clipping_enabled;
1466 }
1467 
1468 int
1469 SDL_RenderSetScale(SDL_Renderer * renderer, float scaleX, float scaleY)
1470 {
1471  CHECK_RENDERER_MAGIC(renderer, -1);
1472 
1473  renderer->scale.x = scaleX;
1474  renderer->scale.y = scaleY;
1475  return 0;
1476 }
1477 
1478 void
1479 SDL_RenderGetScale(SDL_Renderer * renderer, float *scaleX, float *scaleY)
1480 {
1481  CHECK_RENDERER_MAGIC(renderer, );
1482 
1483  if (scaleX) {
1484  *scaleX = renderer->scale.x;
1485  }
1486  if (scaleY) {
1487  *scaleY = renderer->scale.y;
1488  }
1489 }
1490 
1491 int
1493  Uint8 r, Uint8 g, Uint8 b, Uint8 a)
1494 {
1495  CHECK_RENDERER_MAGIC(renderer, -1);
1496 
1497  renderer->r = r;
1498  renderer->g = g;
1499  renderer->b = b;
1500  renderer->a = a;
1501  return 0;
1502 }
1503 
1504 int
1506  Uint8 * r, Uint8 * g, Uint8 * b, Uint8 * a)
1507 {
1508  CHECK_RENDERER_MAGIC(renderer, -1);
1509 
1510  if (r) {
1511  *r = renderer->r;
1512  }
1513  if (g) {
1514  *g = renderer->g;
1515  }
1516  if (b) {
1517  *b = renderer->b;
1518  }
1519  if (a) {
1520  *a = renderer->a;
1521  }
1522  return 0;
1523 }
1524 
1525 int
1527 {
1528  CHECK_RENDERER_MAGIC(renderer, -1);
1529 
1530  if (!IsSupportedBlendMode(renderer, blendMode)) {
1531  return SDL_Unsupported();
1532  }
1533  renderer->blendMode = blendMode;
1534  return 0;
1535 }
1536 
1537 int
1539 {
1540  CHECK_RENDERER_MAGIC(renderer, -1);
1541 
1542  *blendMode = renderer->blendMode;
1543  return 0;
1544 }
1545 
1546 int
1548 {
1549  CHECK_RENDERER_MAGIC(renderer, -1);
1550 
1551  /* Don't draw while we're hidden */
1552  if (renderer->hidden) {
1553  return 0;
1554  }
1555  return renderer->RenderClear(renderer);
1556 }
1557 
1558 int
1560 {
1561  SDL_Point point;
1562 
1563  point.x = x;
1564  point.y = y;
1565  return SDL_RenderDrawPoints(renderer, &point, 1);
1566 }
1567 
1568 static int
1570  const SDL_Point * points, int count)
1571 {
1572  SDL_FRect *frects;
1573  int i;
1574  int status;
1575 
1576  frects = SDL_stack_alloc(SDL_FRect, count);
1577  if (!frects) {
1578  return SDL_OutOfMemory();
1579  }
1580  for (i = 0; i < count; ++i) {
1581  frects[i].x = points[i].x * renderer->scale.x;
1582  frects[i].y = points[i].y * renderer->scale.y;
1583  frects[i].w = renderer->scale.x;
1584  frects[i].h = renderer->scale.y;
1585  }
1586 
1587  status = renderer->RenderFillRects(renderer, frects, count);
1588 
1589  SDL_stack_free(frects);
1590 
1591  return status;
1592 }
1593 
1594 int
1596  const SDL_Point * points, int count)
1597 {
1598  SDL_FPoint *fpoints;
1599  int i;
1600  int status;
1601 
1602  CHECK_RENDERER_MAGIC(renderer, -1);
1603 
1604  if (!points) {
1605  return SDL_SetError("SDL_RenderDrawPoints(): Passed NULL points");
1606  }
1607  if (count < 1) {
1608  return 0;
1609  }
1610 
1611  /* Don't draw while we're hidden */
1612  if (renderer->hidden) {
1613  return 0;
1614  }
1615 
1616  if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
1617  return RenderDrawPointsWithRects(renderer, points, count);
1618  }
1619 
1620  fpoints = SDL_stack_alloc(SDL_FPoint, count);
1621  if (!fpoints) {
1622  return SDL_OutOfMemory();
1623  }
1624  for (i = 0; i < count; ++i) {
1625  fpoints[i].x = points[i].x * renderer->scale.x;
1626  fpoints[i].y = points[i].y * renderer->scale.y;
1627  }
1628 
1629  status = renderer->RenderDrawPoints(renderer, fpoints, count);
1630 
1631  SDL_stack_free(fpoints);
1632 
1633  return status;
1634 }
1635 
1636 int
1638 {
1639  SDL_Point points[2];
1640 
1641  points[0].x = x1;
1642  points[0].y = y1;
1643  points[1].x = x2;
1644  points[1].y = y2;
1645  return SDL_RenderDrawLines(renderer, points, 2);
1646 }
1647 
1648 static int
1650  const SDL_Point * points, int count)
1651 {
1652  SDL_FRect *frect;
1653  SDL_FRect *frects;
1654  SDL_FPoint fpoints[2];
1655  int i, nrects;
1656  int status;
1657 
1658  frects = SDL_stack_alloc(SDL_FRect, count-1);
1659  if (!frects) {
1660  return SDL_OutOfMemory();
1661  }
1662 
1663  status = 0;
1664  nrects = 0;
1665  for (i = 0; i < count-1; ++i) {
1666  if (points[i].x == points[i+1].x) {
1667  int minY = SDL_min(points[i].y, points[i+1].y);
1668  int maxY = SDL_max(points[i].y, points[i+1].y);
1669 
1670  frect = &frects[nrects++];
1671  frect->x = points[i].x * renderer->scale.x;
1672  frect->y = minY * renderer->scale.y;
1673  frect->w = renderer->scale.x;
1674  frect->h = (maxY - minY + 1) * renderer->scale.y;
1675  } else if (points[i].y == points[i+1].y) {
1676  int minX = SDL_min(points[i].x, points[i+1].x);
1677  int maxX = SDL_max(points[i].x, points[i+1].x);
1678 
1679  frect = &frects[nrects++];
1680  frect->x = minX * renderer->scale.x;
1681  frect->y = points[i].y * renderer->scale.y;
1682  frect->w = (maxX - minX + 1) * renderer->scale.x;
1683  frect->h = renderer->scale.y;
1684  } else {
1685  /* FIXME: We can't use a rect for this line... */
1686  fpoints[0].x = points[i].x * renderer->scale.x;
1687  fpoints[0].y = points[i].y * renderer->scale.y;
1688  fpoints[1].x = points[i+1].x * renderer->scale.x;
1689  fpoints[1].y = points[i+1].y * renderer->scale.y;
1690  status += renderer->RenderDrawLines(renderer, fpoints, 2);
1691  }
1692  }
1693 
1694  status += renderer->RenderFillRects(renderer, frects, nrects);
1695 
1696  SDL_stack_free(frects);
1697 
1698  if (status < 0) {
1699  status = -1;
1700  }
1701  return status;
1702 }
1703 
1704 int
1706  const SDL_Point * points, int count)
1707 {
1708  SDL_FPoint *fpoints;
1709  int i;
1710  int status;
1711 
1712  CHECK_RENDERER_MAGIC(renderer, -1);
1713 
1714  if (!points) {
1715  return SDL_SetError("SDL_RenderDrawLines(): Passed NULL points");
1716  }
1717  if (count < 2) {
1718  return 0;
1719  }
1720 
1721  /* Don't draw while we're hidden */
1722  if (renderer->hidden) {
1723  return 0;
1724  }
1725 
1726  if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
1727  return RenderDrawLinesWithRects(renderer, points, count);
1728  }
1729 
1730  fpoints = SDL_stack_alloc(SDL_FPoint, count);
1731  if (!fpoints) {
1732  return SDL_OutOfMemory();
1733  }
1734  for (i = 0; i < count; ++i) {
1735  fpoints[i].x = points[i].x * renderer->scale.x;
1736  fpoints[i].y = points[i].y * renderer->scale.y;
1737  }
1738 
1739  status = renderer->RenderDrawLines(renderer, fpoints, count);
1740 
1741  SDL_stack_free(fpoints);
1742 
1743  return status;
1744 }
1745 
1746 int
1748 {
1749  SDL_Rect full_rect;
1750  SDL_Point points[5];
1751 
1752  CHECK_RENDERER_MAGIC(renderer, -1);
1753 
1754  /* If 'rect' == NULL, then outline the whole surface */
1755  if (!rect) {
1756  SDL_RenderGetViewport(renderer, &full_rect);
1757  full_rect.x = 0;
1758  full_rect.y = 0;
1759  rect = &full_rect;
1760  }
1761 
1762  points[0].x = rect->x;
1763  points[0].y = rect->y;
1764  points[1].x = rect->x+rect->w-1;
1765  points[1].y = rect->y;
1766  points[2].x = rect->x+rect->w-1;
1767  points[2].y = rect->y+rect->h-1;
1768  points[3].x = rect->x;
1769  points[3].y = rect->y+rect->h-1;
1770  points[4].x = rect->x;
1771  points[4].y = rect->y;
1772  return SDL_RenderDrawLines(renderer, points, 5);
1773 }
1774 
1775 int
1777  const SDL_Rect * rects, int count)
1778 {
1779  int i;
1780 
1781  CHECK_RENDERER_MAGIC(renderer, -1);
1782 
1783  if (!rects) {
1784  return SDL_SetError("SDL_RenderDrawRects(): Passed NULL rects");
1785  }
1786  if (count < 1) {
1787  return 0;
1788  }
1789 
1790  /* Don't draw while we're hidden */
1791  if (renderer->hidden) {
1792  return 0;
1793  }
1794 
1795  for (i = 0; i < count; ++i) {
1796  if (SDL_RenderDrawRect(renderer, &rects[i]) < 0) {
1797  return -1;
1798  }
1799  }
1800  return 0;
1801 }
1802 
1803 int
1805 {
1806  SDL_Rect full_rect = { 0, 0, 0, 0 };
1807 
1808  CHECK_RENDERER_MAGIC(renderer, -1);
1809 
1810  /* If 'rect' == NULL, then outline the whole surface */
1811  if (!rect) {
1812  SDL_RenderGetViewport(renderer, &full_rect);
1813  full_rect.x = 0;
1814  full_rect.y = 0;
1815  rect = &full_rect;
1816  }
1817  return SDL_RenderFillRects(renderer, rect, 1);
1818 }
1819 
1820 int
1822  const SDL_Rect * rects, int count)
1823 {
1824  SDL_FRect *frects;
1825  int i;
1826  int status;
1827 
1828  CHECK_RENDERER_MAGIC(renderer, -1);
1829 
1830  if (!rects) {
1831  return SDL_SetError("SDL_RenderFillRects(): Passed NULL rects");
1832  }
1833  if (count < 1) {
1834  return 0;
1835  }
1836 
1837  /* Don't draw while we're hidden */
1838  if (renderer->hidden) {
1839  return 0;
1840  }
1841 
1842  frects = SDL_stack_alloc(SDL_FRect, count);
1843  if (!frects) {
1844  return SDL_OutOfMemory();
1845  }
1846  for (i = 0; i < count; ++i) {
1847  frects[i].x = rects[i].x * renderer->scale.x;
1848  frects[i].y = rects[i].y * renderer->scale.y;
1849  frects[i].w = rects[i].w * renderer->scale.x;
1850  frects[i].h = rects[i].h * renderer->scale.y;
1851  }
1852 
1853  status = renderer->RenderFillRects(renderer, frects, count);
1854 
1855  SDL_stack_free(frects);
1856 
1857  return status;
1858 }
1859 
1860 int
1862  const SDL_Rect * srcrect, const SDL_Rect * dstrect)
1863 {
1864  SDL_Rect real_srcrect = { 0, 0, 0, 0 };
1865  SDL_Rect real_dstrect = { 0, 0, 0, 0 };
1866  SDL_FRect frect;
1867 
1868  CHECK_RENDERER_MAGIC(renderer, -1);
1869  CHECK_TEXTURE_MAGIC(texture, -1);
1870 
1871  if (renderer != texture->renderer) {
1872  return SDL_SetError("Texture was not created with this renderer");
1873  }
1874 
1875  /* Don't draw while we're hidden */
1876  if (renderer->hidden) {
1877  return 0;
1878  }
1879 
1880  real_srcrect.x = 0;
1881  real_srcrect.y = 0;
1882  real_srcrect.w = texture->w;
1883  real_srcrect.h = texture->h;
1884  if (srcrect) {
1885  if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) {
1886  return 0;
1887  }
1888  }
1889 
1890  SDL_RenderGetViewport(renderer, &real_dstrect);
1891  real_dstrect.x = 0;
1892  real_dstrect.y = 0;
1893  if (dstrect) {
1894  if (!SDL_HasIntersection(dstrect, &real_dstrect)) {
1895  return 0;
1896  }
1897  real_dstrect = *dstrect;
1898  }
1899 
1900  if (texture->native) {
1901  texture = texture->native;
1902  }
1903 
1904  frect.x = real_dstrect.x * renderer->scale.x;
1905  frect.y = real_dstrect.y * renderer->scale.y;
1906  frect.w = real_dstrect.w * renderer->scale.x;
1907  frect.h = real_dstrect.h * renderer->scale.y;
1908 
1909  return renderer->RenderCopy(renderer, texture, &real_srcrect, &frect);
1910 }
1911 
1912 
1913 int
1915  const SDL_Rect * srcrect, const SDL_Rect * dstrect,
1916  const double angle, const SDL_Point *center, const SDL_RendererFlip flip)
1917 {
1918  SDL_Rect real_srcrect = { 0, 0, 0, 0 };
1919  SDL_Rect real_dstrect = { 0, 0, 0, 0 };
1920  SDL_Point real_center;
1921  SDL_FRect frect;
1922  SDL_FPoint fcenter;
1923 
1924  if (flip == SDL_FLIP_NONE && (int)(angle/360) == angle/360) { /* fast path when we don't need rotation or flipping */
1925  return SDL_RenderCopy(renderer, texture, srcrect, dstrect);
1926  }
1927 
1928  CHECK_RENDERER_MAGIC(renderer, -1);
1929  CHECK_TEXTURE_MAGIC(texture, -1);
1930 
1931  if (renderer != texture->renderer) {
1932  return SDL_SetError("Texture was not created with this renderer");
1933  }
1934  if (!renderer->RenderCopyEx) {
1935  return SDL_SetError("Renderer does not support RenderCopyEx");
1936  }
1937 
1938  /* Don't draw while we're hidden */
1939  if (renderer->hidden) {
1940  return 0;
1941  }
1942 
1943  real_srcrect.x = 0;
1944  real_srcrect.y = 0;
1945  real_srcrect.w = texture->w;
1946  real_srcrect.h = texture->h;
1947  if (srcrect) {
1948  if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) {
1949  return 0;
1950  }
1951  }
1952 
1953  /* We don't intersect the dstrect with the viewport as RenderCopy does because of potential rotation clipping issues... TODO: should we? */
1954  if (dstrect) {
1955  real_dstrect = *dstrect;
1956  } else {
1957  SDL_RenderGetViewport(renderer, &real_dstrect);
1958  real_dstrect.x = 0;
1959  real_dstrect.y = 0;
1960  }
1961 
1962  if (texture->native) {
1963  texture = texture->native;
1964  }
1965 
1966  if (center) {
1967  real_center = *center;
1968  } else {
1969  real_center.x = real_dstrect.w/2;
1970  real_center.y = real_dstrect.h/2;
1971  }
1972 
1973  frect.x = real_dstrect.x * renderer->scale.x;
1974  frect.y = real_dstrect.y * renderer->scale.y;
1975  frect.w = real_dstrect.w * renderer->scale.x;
1976  frect.h = real_dstrect.h * renderer->scale.y;
1977 
1978  fcenter.x = real_center.x * renderer->scale.x;
1979  fcenter.y = real_center.y * renderer->scale.y;
1980 
1981  return renderer->RenderCopyEx(renderer, texture, &real_srcrect, &frect, angle, &fcenter, flip);
1982 }
1983 
1984 int
1986  Uint32 format, void * pixels, int pitch)
1987 {
1988  SDL_Rect real_rect;
1989 
1990  CHECK_RENDERER_MAGIC(renderer, -1);
1991 
1992  if (!renderer->RenderReadPixels) {
1993  return SDL_Unsupported();
1994  }
1995 
1996  if (!format) {
1997  format = SDL_GetWindowPixelFormat(renderer->window);
1998  }
1999 
2000  real_rect.x = renderer->viewport.x;
2001  real_rect.y = renderer->viewport.y;
2002  real_rect.w = renderer->viewport.w;
2003  real_rect.h = renderer->viewport.h;
2004  if (rect) {
2005  if (!SDL_IntersectRect(rect, &real_rect, &real_rect)) {
2006  return 0;
2007  }
2008  if (real_rect.y > rect->y) {
2009  pixels = (Uint8 *)pixels + pitch * (real_rect.y - rect->y);
2010  }
2011  if (real_rect.x > rect->x) {
2012  int bpp = SDL_BYTESPERPIXEL(format);
2013  pixels = (Uint8 *)pixels + bpp * (real_rect.x - rect->x);
2014  }
2015  }
2016 
2017  return renderer->RenderReadPixels(renderer, &real_rect,
2018  format, pixels, pitch);
2019 }
2020 
2021 void
2023 {
2024  CHECK_RENDERER_MAGIC(renderer, );
2025 
2026  /* Don't draw while we're hidden */
2027  if (renderer->hidden) {
2028  return;
2029  }
2030  renderer->RenderPresent(renderer);
2031 }
2032 
2033 void
2035 {
2037 
2038  CHECK_TEXTURE_MAGIC(texture, );
2039 
2040  renderer = texture->renderer;
2041  if (texture == renderer->target) {
2042  SDL_SetRenderTarget(renderer, NULL);
2043  }
2044 
2045  texture->magic = NULL;
2046 
2047  if (texture->next) {
2048  texture->next->prev = texture->prev;
2049  }
2050  if (texture->prev) {
2051  texture->prev->next = texture->next;
2052  } else {
2053  renderer->textures = texture->next;
2054  }
2055 
2056  if (texture->native) {
2057  SDL_DestroyTexture(texture->native);
2058  }
2059  if (texture->yuv) {
2060  SDL_SW_DestroyYUVTexture(texture->yuv);
2061  }
2062  SDL_free(texture->pixels);
2063 
2064  renderer->DestroyTexture(renderer, texture);
2065  SDL_free(texture);
2066 }
2067 
2068 void
2070 {
2071  CHECK_RENDERER_MAGIC(renderer, );
2072 
2074 
2075  /* Free existing textures for this renderer */
2076  while (renderer->textures) {
2077  SDL_Texture *tex = renderer->textures; (void) tex;
2078  SDL_DestroyTexture(renderer->textures);
2079  SDL_assert(tex != renderer->textures); /* satisfy static analysis. */
2080  }
2081 
2082  if (renderer->window) {
2084  }
2085 
2086  /* It's no longer magical... */
2087  renderer->magic = NULL;
2088 
2089  /* Free the renderer instance */
2090  renderer->DestroyRenderer(renderer);
2091 }
2092 
2093 int SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh)
2094 {
2096 
2097  CHECK_TEXTURE_MAGIC(texture, -1);
2098  renderer = texture->renderer;
2099  if (texture->native) {
2100  return SDL_GL_BindTexture(texture->native, texw, texh);
2101  } else if (renderer && renderer->GL_BindTexture) {
2102  return renderer->GL_BindTexture(renderer, texture, texw, texh);
2103  } else {
2104  return SDL_Unsupported();
2105  }
2106 }
2107 
2109 {
2111 
2112  CHECK_TEXTURE_MAGIC(texture, -1);
2113  renderer = texture->renderer;
2114  if (texture->native) {
2115  return SDL_GL_UnbindTexture(texture->native);
2116  } else if (renderer && renderer->GL_UnbindTexture) {
2117  return renderer->GL_UnbindTexture(renderer, texture);
2118  }
2119 
2120  return SDL_Unsupported();
2121 }
2122 
2123 static SDL_BlendMode
2125 {
2126  if (blendMode == SDL_BLENDMODE_NONE_FULL) {
2127  return SDL_BLENDMODE_NONE;
2128  }
2129  if (blendMode == SDL_BLENDMODE_BLEND_FULL) {
2130  return SDL_BLENDMODE_BLEND;
2131  }
2132  if (blendMode == SDL_BLENDMODE_ADD_FULL) {
2133  return SDL_BLENDMODE_ADD;
2134  }
2135  if (blendMode == SDL_BLENDMODE_MOD_FULL) {
2136  return SDL_BLENDMODE_MOD;
2137  }
2138  return blendMode;
2139 }
2140 
2141 static SDL_BlendMode
2143 {
2144  if (blendMode == SDL_BLENDMODE_NONE) {
2145  return SDL_BLENDMODE_NONE_FULL;
2146  }
2147  if (blendMode == SDL_BLENDMODE_BLEND) {
2148  return SDL_BLENDMODE_BLEND_FULL;
2149  }
2150  if (blendMode == SDL_BLENDMODE_ADD) {
2151  return SDL_BLENDMODE_ADD_FULL;
2152  }
2153  if (blendMode == SDL_BLENDMODE_MOD) {
2154  return SDL_BLENDMODE_MOD_FULL;
2155  }
2156  return blendMode;
2157 }
2158 
2161  SDL_BlendOperation colorOperation,
2162  SDL_BlendFactor srcAlphaFactor, SDL_BlendFactor dstAlphaFactor,
2163  SDL_BlendOperation alphaOperation)
2164 {
2165  SDL_BlendMode blendMode = SDL_COMPOSE_BLENDMODE(srcColorFactor, dstColorFactor, colorOperation,
2166  srcAlphaFactor, dstAlphaFactor, alphaOperation);
2167  return SDL_GetShortBlendMode(blendMode);
2168 }
2169 
2172 {
2173  blendMode = SDL_GetLongBlendMode(blendMode);
2174  return (SDL_BlendFactor)(((Uint32)blendMode >> 4) & 0xF);
2175 }
2176 
2179 {
2180  blendMode = SDL_GetLongBlendMode(blendMode);
2181  return (SDL_BlendFactor)(((Uint32)blendMode >> 8) & 0xF);
2182 }
2183 
2186 {
2187  blendMode = SDL_GetLongBlendMode(blendMode);
2188  return (SDL_BlendOperation)(((Uint32)blendMode >> 0) & 0xF);
2189 }
2190 
2193 {
2194  blendMode = SDL_GetLongBlendMode(blendMode);
2195  return (SDL_BlendFactor)(((Uint32)blendMode >> 20) & 0xF);
2196 }
2197 
2200 {
2201  blendMode = SDL_GetLongBlendMode(blendMode);
2202  return (SDL_BlendFactor)(((Uint32)blendMode >> 24) & 0xF);
2203 }
2204 
2207 {
2208  blendMode = SDL_GetLongBlendMode(blendMode);
2209  return (SDL_BlendOperation)(((Uint32)blendMode >> 16) & 0xF);
2210 }
2211 
2212 /* vi: set ts=4 sw=4 expandtab: */
SDL_BlendFactor SDL_GetBlendModeSrcColorFactor(SDL_BlendMode blendMode)
Definition: SDL_render.c:2171
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:255
int(* RenderDrawLines)(SDL_Renderer *renderer, const SDL_FPoint *points, int count)
void * pixels
Definition: SDL_sysrender.h:65
GLenum GLenum GLenum GLenum GLenum scale
SDL_BlendMode blendMode
Definition: SDL_sysrender.h:57
SDL_MouseMotionEvent motion
Definition: SDL_events.h:533
#define SDL_DelEventWatch
GLdouble GLdouble GLdouble r
Definition: SDL_opengl.h:2079
#define SDL_GetWindowData
int(* RenderDrawPoints)(SDL_Renderer *renderer, const SDL_FPoint *points, int count)
int(* LockTexture)(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect, void **pixels, int *pitch)
Definition: SDL_sysrender.h:98
#define SDL_HasIntersection
GLuint GLfloat GLfloat GLfloat x1
SDL_SW_YUVTexture * SDL_SW_CreateYUVTexture(Uint32 format, int w, int h)
Definition: SDL_yuv_sw.c:1068
#define SDL_min(x, y)
Definition: SDL_stdinc.h:406
#define SDL_UnlockSurface
#define SDL_ceil
static Uint32 GetClosestSupportedFormat(SDL_Renderer *renderer, Uint32 format)
Definition: SDL_render.c:468
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:929
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:1861
#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:153
int(* RenderReadPixels)(SDL_Renderer *renderer, const SDL_Rect *rect, Uint32 format, void *pixels, int pitch)
int SDL_SetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode)
Set the blend mode used for drawing operations (Fill and Line).
Definition: SDL_render.c:1526
SDL_RendererInfo info
int SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_RendererInfo *info)
Get information about a rendering context.
Definition: SDL_render.c:411
SDL_Rect clip_rect_backup
GLint GLint GLint GLint GLint x
Definition: SDL_opengl.h:1574
#define SDL_ISPIXELFORMAT_INDEXED(format)
Definition: SDL_pixels.h:134
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)
Definition: SDL_sysrender.h:82
SDL_RenderDriver DirectFB_RenderDriver
#define SDL_ConvertSurface
GLuint GLuint GLsizei count
Definition: SDL_opengl.h:1571
SDL_Rect rect
Definition: testrelative.c:27
#define SDL_fabs
SDL_RenderDriver D3D11_RenderDriver
SDL_bool hidden
GLfloat GLfloat GLfloat GLfloat h
SDL_Texture * SDL_GetRenderTarget(SDL_Renderer *renderer)
Get the current render target or NULL for the default render target.
Definition: SDL_render.c:1233
GLfixed GLfixed GLfixed y2
SDL_RenderDriver PSP_RenderDriver
EGLSurface surface
Definition: eglext.h:248
The structure that defines a point.
Definition: SDL_rect.h:48
A collection of pixels used in software blitting.
Definition: SDL_surface.h:69
SDL_FPoint scale
Uint32 texture_formats[16]
Definition: SDL_render.h:83
SDL_BlendFactor SDL_GetBlendModeDstAlphaFactor(SDL_BlendMode blendMode)
Definition: SDL_render.c:2199
#define SDL_GetHint
#define SDL_GetWindowFlags
int SDL_SW_LockYUVTexture(SDL_SW_YUVTexture *swdata, const SDL_Rect *rect, void **pixels, int *pitch)
Definition: SDL_yuv_sw.c:1365
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:1505
SDL_BlendOperation SDL_GetBlendModeColorOperation(SDL_BlendMode blendMode)
Definition: SDL_render.c:2185
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:2160
#define SDL_BYTESPERPIXEL(X)
Definition: SDL_pixels.h:128
SDL_Rect locked_rect
Definition: SDL_sysrender.h:67
int(* RenderFillRects)(SDL_Renderer *renderer, const SDL_FRect *rects, int count)
#define SDL_CreateWindow
static int SDL_UpdateTextureNative(SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch)
Definition: SDL_render.c:852
int SDL_RenderDrawPoint(SDL_Renderer *renderer, int x, int y)
Draw a point on the current rendering target.
Definition: SDL_render.c:1559
#define SDL_AllocFormat
#define SDL_WINDOWPOS_UNDEFINED
Definition: SDL_video.h:128
SDL_RenderDriver GL_RenderDriver
#define SDL_ISPIXELFORMAT_ALPHA(format)
Definition: SDL_pixels.h:154
SDL_Rect clip_rect
static int RenderDrawPointsWithRects(SDL_Renderer *renderer, const SDL_Point *points, int count)
Definition: SDL_render.c:1569
uint32_t Uint32
Definition: SDL_stdinc.h:181
#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:1398
#define SDL_strcasecmp
void SDL_RenderPresent(SDL_Renderer *renderer)
Update the screen with rendering performed.
Definition: SDL_render.c:2022
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:1985
#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
static char texture_magic
Definition: SDL_render.c:103
SDL_Window * window
void SDL_RenderGetLogicalSize(SDL_Renderer *renderer, int *w, int *h)
Get device independent resolution for rendering.
Definition: SDL_render.c:1367
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:420
#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:1041
int(* RenderClear)(SDL_Renderer *renderer)
GLfloat GLfloat GLfloat alpha
GLuint GLint GLboolean GLint GLenum access
static int RenderDrawLinesWithRects(SDL_Renderer *renderer, const SDL_Point *points, int count)
Definition: SDL_render.c:1649
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:1804
void(* DestroyRenderer)(SDL_Renderer *renderer)
GLint GLint GLsizei width
Definition: SDL_opengl.h:1572
GLfixed GLfixed GLint GLint GLfixed points
int(* GetOutputSize)(SDL_Renderer *renderer, int *w, int *h)
Definition: SDL_sysrender.h:81
int(* SetTextureBlendMode)(SDL_Renderer *renderer, SDL_Texture *texture)
Definition: SDL_sysrender.h:88
int SDL_QueryTexture(SDL_Texture *texture, Uint32 *format, int *access, int *w, int *h)
Query the attributes of a texture.
Definition: SDL_render.c:676
#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:1112
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:795
#define SDL_SetWindowData
GLint GLint GLsizei GLsizei GLsizei GLint GLenum format
Definition: SDL_opengl.h:1572
SDL_WindowEvent window
Definition: SDL_events.h:529
static SDL_BlendMode SDL_GetShortBlendMode(SDL_BlendMode blendMode)
Definition: SDL_render.c:2124
SDL_Renderer * SDL_CreateSoftwareRenderer(SDL_Surface *surface)
Create a 2D software rendering context for a surface.
Definition: SDL_render.c:383
int(* UpdateTexture)(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch)
Definition: SDL_sysrender.h:90
int SDL_SW_UpdateYUVTexture(SDL_SW_YUVTexture *swdata, const SDL_Rect *rect, const void *pixels, int pitch)
Definition: SDL_yuv_sw.c:1200
int x
Definition: SDL_rect.h:50
int(* UpdateTextureYUV)(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect, const Uint8 *Yplane, int Ypitch, const Uint8 *Uplane, int Upitch, const Uint8 *Vplane, int Vpitch)
Definition: SDL_sysrender.h:93
#define SDL_GetWindowSize
int SDL_SetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode blendMode)
Set the blend mode used for texture copy operations.
Definition: SDL_render.c:774
int(* SetTextureColorMod)(SDL_Renderer *renderer, SDL_Texture *texture)
Definition: SDL_sysrender.h:84
SDL_RenderDriver GLES2_RenderDriver
SDL_Texture * next
Definition: SDL_sysrender.h:72
GLenum GLenum GLuint texture
#define CHECK_RENDERER_MAGIC(renderer, retval)
Definition: SDL_render.c:35
SDL_BlendOperation SDL_GetBlendModeAlphaOperation(SDL_BlendMode blendMode)
Definition: SDL_render.c:2206
void SDL_DestroyTexture(SDL_Texture *texture)
Destroy the specified texture.
Definition: SDL_render.c:2034
SDL_Texture * prev
Definition: SDL_sysrender.h:71
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:2069
SDL_RenderDriver SW_RenderDriver
Definition: SDL_render_sw.c:78
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:1776
SDL_Texture * target
int y
Definition: SDL_rect.h:51
void * pixels
Definition: SDL_surface.h:75
#define SDL_GetColorKey
#define SDL_FreeSurface
static SDL_Renderer * renderer
int SDL_RenderDrawPoints(SDL_Renderer *renderer, const SDL_Point *points, int count)
Draw multiple points on the current rendering target.
Definition: SDL_render.c:1595
uint8_t Uint8
Definition: SDL_stdinc.h:157
#define SDL_free
#define SDL_stack_alloc(type, count)
Definition: SDL_stdinc.h:354
struct _cl_event * event
SDL_SW_YUVTexture * yuv
Definition: SDL_sysrender.h:64
void SDL_UnlockTexture(SDL_Texture *texture)
Unlock a texture, uploading the changes to video memory, if needed.
Definition: SDL_render.c:1133
SDL_BlendMode blendMode
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:1060
int SDL_GetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode *blendMode)
Get the blend mode used for drawing operations.
Definition: SDL_render.c:1538
SDL_Texture * SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *surface)
Create a texture from an existing surface.
Definition: SDL_render.c:588
#define SDL_BLENDMODE_BLEND_FULL
Definition: SDL_render.c:63
#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:1380
GLfloat GLfloat GLfloat GLfloat maxX
Definition: gl2ext.h:446
int(* GL_BindTexture)(SDL_Renderer *renderer, SDL_Texture *texture, float *texw, float *texh)
GLubyte GLubyte GLubyte GLubyte w
void(* UnlockTexture)(SDL_Renderer *renderer, SDL_Texture *texture)
SDL_Renderer *(* CreateRenderer)(SDL_Window *window, Uint32 flags)
#define SDL_BLENDMODE_MOD_FULL
Definition: SDL_render.c:71
#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:1747
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:108
void SDL_SW_DestroyYUVTexture(SDL_SW_YUVTexture *swdata)
Definition: SDL_yuv_sw.c:1523
int x
Definition: SDL_rect.h:66
int SDL_UpdateYUVTexture(SDL_Texture *texture, const SDL_Rect *rect, const Uint8 *Yplane, int Ypitch, const Uint8 *Uplane, int Upitch, const Uint8 *Vplane, int Vpitch)
Update a rectangle within a planar YV12 or IYUV texture with new pixel data.
Definition: SDL_render.c:980
int(* SetRenderTarget)(SDL_Renderer *renderer, SDL_Texture *texture)
int(* UpdateViewport)(SDL_Renderer *renderer)
SDL_RenderDriver D3D_RenderDriver
GLint GLint GLsizei GLsizei GLsizei GLint GLenum GLenum const GLvoid * pixels
Definition: SDL_opengl.h:1572
#define SDL_GetWindowFromID
int SDL_GetTextureColorMod(SDL_Texture *texture, Uint8 *r, Uint8 *g, Uint8 *b)
Get the additional color value used in render copy operations.
Definition: SDL_render.c:722
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:2093
SDL_bool SDL_RenderGetIntegerScale(SDL_Renderer *renderer)
Get whether integer scales are forced for resolution-independent rendering.
Definition: SDL_render.c:1390
int w
Definition: SDL_rect.h:67
SDL_bool SDL_RenderTargetSupported(SDL_Renderer *renderer)
Determines whether a window supports the use of render targets.
Definition: SDL_render.c:1153
int(* GL_UnbindTexture)(SDL_Renderer *renderer, SDL_Texture *texture)
#define SDL_BLENDMODE_NONE_FULL
Definition: SDL_render.c:59
GLuint index
static int UpdateLogicalSize(SDL_Renderer *renderer)
Definition: SDL_render.c:1239
#define SDL_GetSurfaceAlphaMod
SDL_RendererFlip
Flip constants for SDL_RenderCopyEx.
Definition: SDL_render.h:111
static int SDL_UpdateTextureYUV(SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch)
Definition: SDL_render.c:806
return Display return Display Bool Bool int int int return Display XEvent Bool(*) XPointer return Display return Display Drawable _Xconst char unsigned int unsigned int return Display Pixmap Pixmap XColor XColor unsigned int unsigned int return Display _Xconst char char int char return Display Visual unsigned int int int char unsigned int unsigned int in i)
Definition: SDL_x11sym.h:50
int(* RenderCopy)(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect, const SDL_FRect *dstrect)
int SDL_RenderSetScale(SDL_Renderer *renderer, float scaleX, float scaleY)
Set the drawing scale for rendering on the current target.
Definition: SDL_render.c:1469
int SDL_SetTextureAlphaMod(SDL_Texture *texture, Uint8 alpha)
Set an additional alpha value used in render copy operations.
Definition: SDL_render.c:740
void SDL_RenderGetClipRect(SDL_Renderer *renderer, SDL_Rect *rect)
Get the clip rectangle for the current target.
Definition: SDL_render.c:1449
#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:893
#define SDL_HINT_RENDER_LOGICAL_SIZE_MODE
A variable controlling the scaling policy for SDL_RenderSetLogicalSize.
Definition: SDL_hints.h:130
int SDL_RenderClear(SDL_Renderer *renderer)
Clear the current rendering target with the drawing color.
Definition: SDL_render.c:1547
SDL_bool SDL_RenderIsClipEnabled(SDL_Renderer *renderer)
Get whether clipping is enabled on the given renderer.
Definition: SDL_render.c:1462
#define NULL
Definition: begin_code.h:164
#define SDL_OutOfMemory()
Definition: SDL_error.h:52
SDL_bool
Definition: SDL_stdinc.h:139
#define SDL_GetCurrentVideoDriver
GLfloat GLfloat GLfloat GLfloat GLfloat maxY
Definition: gl2ext.h:446
SDL_BlendFactor SDL_GetBlendModeSrcAlphaFactor(SDL_BlendMode blendMode)
Definition: SDL_render.c:2192
GLboolean enable
SDL_PixelFormat * format
Definition: SDL_surface.h:72
#define SDL_SetError
#define SDL_LockSurface
Information on the capabilities of a render driver or context.
Definition: SDL_render.h:78
static const SDL_RenderDriver * render_drivers[]
Definition: SDL_render.c:76
#define SDL_WINDOWRENDERDATA
Definition: SDL_render.c:33
GLbitfield flags
static SDL_bool IsSupportedFormat(SDL_Renderer *renderer, Uint32 format)
Definition: SDL_render.c:455
SDL_Renderer * renderer
Definition: SDL_sysrender.h:60
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:275
int(* RenderCopyEx)(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcquad, const SDL_FRect *dstrect, const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
#define SDL_calloc
#define SDL_GetSurfaceColorMod
EGLSurface EGLNativeWindowType * window
Definition: eglext.h:1025
#define CHECK_TEXTURE_MAGIC(texture, retval)
Definition: SDL_render.c:42
#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:1310
#define SDL_MUSTLOCK(S)
Definition: SDL_surface.h:61
#define SDL_LogInfo
SDL_Rect viewport
int SDL_RenderDrawLines(SDL_Renderer *renderer, const SDL_Point *points, int count)
Draw a series of connected lines on the current rendering target.
Definition: SDL_render.c:1705
int h
Definition: SDL_rect.h:67
int(* SetTextureAlphaMod)(SDL_Renderer *renderer, SDL_Texture *texture)
Definition: SDL_sysrender.h:86
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
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:1821
The type used to identify a window.
Definition: SDL_sysvideo.h:73
#define SDL_GetWindowPixelFormat
SDL_Renderer * SDL_GetRenderer(SDL_Window *window)
Get the renderer associated with a window.
Definition: SDL_render.c:405
SDL_Rect viewport
Definition: testviewport.c:28
SDL_BlendFactor SDL_GetBlendModeDstColorFactor(SDL_BlendMode blendMode)
Definition: SDL_render.c:2178
GLdouble n
void SDL_RenderGetViewport(SDL_Renderer *renderer, SDL_Rect *rect)
Get the drawing area for the current target.
Definition: SDL_render.c:1418
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:1397
#define SDL_HINT_RENDER_DRIVER
A variable specifying which render driver to use.
Definition: SDL_hints.h:84
void(* WindowEvent)(SDL_Renderer *renderer, const SDL_WindowEvent *event)
Definition: SDL_sysrender.h:80
void SDL_RenderGetScale(SDL_Renderer *renderer, float *scaleX, float *scaleY)
Get the drawing scale for the current target.
Definition: SDL_render.c:1479
int window_h
Definition: testoverlay2.c:146
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:697
GLfloat angle
SDL_MouseButtonEvent button
Definition: SDL_events.h:534
const void * magic
Definition: SDL_sysrender.h:78
Uint32 num_texture_formats
Definition: SDL_render.h:82
int SDL_RenderSetClipRect(SDL_Renderer *renderer, const SDL_Rect *rect)
Set the clip rectangle for the current target.
Definition: SDL_render.c:1431
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:1914
Uint32 format
Definition: SDL_sysrender.h:52
#define SDL_arraysize(array)
Definition: SDL_stdinc.h:93
static char renderer_magic
Definition: SDL_render.c:102
General event structure.
Definition: SDL_events.h:525
#define SDL_malloc
int SDL_SetRenderDrawColor(SDL_Renderer *renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
Set the color used for drawing operations (Rect, Line and Clear).
Definition: SDL_render.c:1492
#define SDL_BLENDMODE_ADD_FULL
Definition: SDL_render.c:67
#define SDL_ConvertPixels
void(* DestroyTexture)(SDL_Renderer *renderer, SDL_Texture *texture)
int(* CreateTexture)(SDL_Renderer *renderer, SDL_Texture *texture)
Definition: SDL_sysrender.h:83
SDL_Texture * native
Definition: SDL_sysrender.h:63
void(* RenderPresent)(SDL_Renderer *renderer)
#define SDL_ISPIXELFORMAT_FOURCC(format)
Definition: SDL_pixels.h:167
EGLSurface EGLint * rects
Definition: eglext.h:282
#define SDL_stack_free(data)
Definition: SDL_stdinc.h:355
static SDL_BlendMode SDL_GetLongBlendMode(SDL_BlendMode blendMode)
Definition: SDL_render.c:2142
SDL_Rect viewport_backup
int SDL_RenderSetLogicalSize(SDL_Renderer *renderer, int w, int h)
Set device independent resolution for rendering.
Definition: SDL_render.c:1347
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:1162
const void * magic
Definition: SDL_sysrender.h:51
int SDL_RenderDrawLine(SDL_Renderer *renderer, int x1, int y1, int x2, int y2)
Draw a line on the current rendering target.
Definition: SDL_render.c:1637
int(* UpdateClipRect)(SDL_Renderer *renderer)
#define SDLCALL
Definition: SDL_internal.h:45
GLboolean GLboolean g
static void SDL_UnlockTextureYUV(SDL_Texture *texture)
Definition: SDL_render.c:1091
GLboolean GLboolean GLboolean b
SDL_bool clipping_enabled_backup
int y
Definition: SDL_rect.h:66
#define SDL_Unsupported()
Definition: SDL_error.h:53
int window_w
Definition: testoverlay2.c:145
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:494
int SDL_GetTextureAlphaMod(SDL_Texture *texture, Uint8 *alpha)
Get the additional alpha value used in render copy operations.
Definition: SDL_render.c:763
SDL_bool integer_scale
SDL_bool clipping_enabled
static int SDL_RendererEventWatch(void *userdata, SDL_Event *event)
Definition: SDL_render.c:133
#define SDL_COMPOSE_BLENDMODE(srcColorFactor, dstColorFactor, colorOperation, srcAlphaFactor, dstAlphaFactor, alphaOperation)
Definition: SDL_render.c:50
A rectangle, with the origin at the upper left.
Definition: SDL_rect.h:64
int SDL_GL_UnbindTexture(SDL_Texture *texture)
Unbind a texture from the current OpenGL/ES/ES2 context.
Definition: SDL_render.c:2108
static int SDL_LockTextureNative(SDL_Texture *texture, const SDL_Rect *rect, void **pixels, int *pitch)
Definition: SDL_render.c:1048
Uint32 type
Definition: SDL_events.h:527
int SDL_GetRenderDriverInfo(int index, SDL_RendererInfo *info)
Get information about a specific 2D rendering driver for the current display.
Definition: SDL_render.c:118
static SDL_bool IsSupportedBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode)
Definition: SDL_render.c:438