SDL  2.0
SDL_render.c
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1 /*
2  Simple DirectMedia Layer
3  Copyright (C) 1997-2018 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_METAL
97 #endif
98 #if SDL_VIDEO_RENDER_PSP
100 #endif
102 };
103 #endif /* !SDL_RENDER_DISABLED */
104 
105 static char renderer_magic;
106 static char texture_magic;
107 
109 
110 int
112 {
113 #if !SDL_RENDER_DISABLED
114  return SDL_arraysize(render_drivers);
115 #else
116  return 0;
117 #endif
118 }
119 
120 int
122 {
123 #if !SDL_RENDER_DISABLED
125  return SDL_SetError("index must be in the range of 0 - %d",
127  }
128  *info = render_drivers[index]->info;
129  return 0;
130 #else
131  return SDL_SetError("SDL not built with rendering support");
132 #endif
133 }
134 
135 static void GetWindowViewportValues(SDL_Renderer *renderer, int *logical_w, int *logical_h, SDL_Rect *viewport, SDL_FPoint *scale)
136 {
137  SDL_LockMutex(renderer->target_mutex);
138  *logical_w = renderer->target ? renderer->logical_w_backup : renderer->logical_w;
139  *logical_h = renderer->target ? renderer->logical_h_backup : renderer->logical_h;
140  *viewport = renderer->target ? renderer->viewport_backup : renderer->viewport;
141  *scale = renderer->target ? renderer->scale_backup : renderer->scale;
142  SDL_UnlockMutex(renderer->target_mutex);
143 }
144 
145 static int SDLCALL
147 {
148  SDL_Renderer *renderer = (SDL_Renderer *)userdata;
149 
150  if (event->type == SDL_WINDOWEVENT) {
152  if (window == renderer->window) {
153  if (renderer->WindowEvent) {
154  renderer->WindowEvent(renderer, &event->window);
155  }
156 
157  if (event->window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
158  /* Make sure we're operating on the default render target */
159  SDL_Texture *saved_target = SDL_GetRenderTarget(renderer);
160  if (saved_target) {
161  SDL_SetRenderTarget(renderer, NULL);
162  }
163 
164  if (renderer->logical_w) {
165  UpdateLogicalSize(renderer);
166  } else {
167  /* Window was resized, reset viewport */
168  int w, h;
169 
170  if (renderer->GetOutputSize) {
171  renderer->GetOutputSize(renderer, &w, &h);
172  } else {
173  SDL_GetWindowSize(renderer->window, &w, &h);
174  }
175 
176  if (renderer->target) {
177  renderer->viewport_backup.x = 0;
178  renderer->viewport_backup.y = 0;
179  renderer->viewport_backup.w = w;
180  renderer->viewport_backup.h = h;
181  } else {
182  renderer->viewport.x = 0;
183  renderer->viewport.y = 0;
184  renderer->viewport.w = w;
185  renderer->viewport.h = h;
186  renderer->UpdateViewport(renderer);
187  }
188  }
189 
190  if (saved_target) {
191  SDL_SetRenderTarget(renderer, saved_target);
192  }
193  } else if (event->window.event == SDL_WINDOWEVENT_HIDDEN) {
194  renderer->hidden = SDL_TRUE;
195  } else if (event->window.event == SDL_WINDOWEVENT_SHOWN) {
196  if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)) {
197  renderer->hidden = SDL_FALSE;
198  }
199  } else if (event->window.event == SDL_WINDOWEVENT_MINIMIZED) {
200  renderer->hidden = SDL_TRUE;
201  } else if (event->window.event == SDL_WINDOWEVENT_RESTORED ||
203  if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_HIDDEN)) {
204  renderer->hidden = SDL_FALSE;
205  }
206  }
207  }
208  } else if (event->type == SDL_MOUSEMOTION) {
210  if (window == renderer->window) {
211  int logical_w, logical_h;
214  GetWindowViewportValues(renderer, &logical_w, &logical_h, &viewport, &scale);
215  if (logical_w) {
216  event->motion.x -= (int)(viewport.x * renderer->dpi_scale.x);
217  event->motion.y -= (int)(viewport.y * renderer->dpi_scale.y);
218  event->motion.x = (int)(event->motion.x / (scale.x * renderer->dpi_scale.x));
219  event->motion.y = (int)(event->motion.y / (scale.y * renderer->dpi_scale.y));
220  if (event->motion.xrel > 0) {
221  event->motion.xrel = SDL_max(1, (int)(event->motion.xrel / (scale.x * renderer->dpi_scale.x)));
222  } else if (event->motion.xrel < 0) {
223  event->motion.xrel = SDL_min(-1, (int)(event->motion.xrel / (scale.x * renderer->dpi_scale.x)));
224  }
225  if (event->motion.yrel > 0) {
226  event->motion.yrel = SDL_max(1, (int)(event->motion.yrel / (scale.y * renderer->dpi_scale.y)));
227  } else if (event->motion.yrel < 0) {
228  event->motion.yrel = SDL_min(-1, (int)(event->motion.yrel / (scale.y * renderer->dpi_scale.y)));
229  }
230  }
231  }
232  } else if (event->type == SDL_MOUSEBUTTONDOWN ||
233  event->type == SDL_MOUSEBUTTONUP) {
235  if (window == renderer->window) {
236  int logical_w, logical_h;
239  GetWindowViewportValues(renderer, &logical_w, &logical_h, &viewport, &scale);
240  if (logical_w) {
241  event->button.x -= (int)(viewport.x * renderer->dpi_scale.x);
242  event->button.y -= (int)(viewport.y * renderer->dpi_scale.y);
243  event->button.x = (int)(event->button.x / (scale.x * renderer->dpi_scale.x));
244  event->button.y = (int)(event->button.y / (scale.y * renderer->dpi_scale.y));
245  }
246  }
247  } else if (event->type == SDL_FINGERDOWN ||
248  event->type == SDL_FINGERUP ||
249  event->type == SDL_FINGERMOTION) {
250  int logical_w, logical_h;
253  GetWindowViewportValues(renderer, &logical_w, &logical_h, &viewport, &scale);
254  if (logical_w) {
255  int w = 1;
256  int h = 1;
257  SDL_GetRendererOutputSize(renderer, &w, &h);
258 
259  event->tfinger.x *= (w - 1);
260  event->tfinger.y *= (h - 1);
261 
262  event->tfinger.x -= (viewport.x * renderer->dpi_scale.x);
263  event->tfinger.y -= (viewport.y * renderer->dpi_scale.y);
264  event->tfinger.x = (event->tfinger.x / (scale.x * renderer->dpi_scale.x));
265  event->tfinger.y = (event->tfinger.y / (scale.y * renderer->dpi_scale.y));
266 
267  if (logical_w > 1) {
268  event->tfinger.x = event->tfinger.x / (logical_w - 1);
269  } else {
270  event->tfinger.x = 0.5f;
271  }
272  if (logical_h > 1) {
273  event->tfinger.y = event->tfinger.y / (logical_h - 1);
274  } else {
275  event->tfinger.y = 0.5f;
276  }
277  }
278  }
279 
280  return 0;
281 }
282 
283 int
286 {
289  width, height, window_flags);
290  if (!*window) {
291  *renderer = NULL;
292  return -1;
293  }
294 
295  *renderer = SDL_CreateRenderer(*window, -1, 0);
296  if (!*renderer) {
297  return -1;
298  }
299 
300  return 0;
301 }
302 
303 SDL_Renderer *
305 {
306 #if !SDL_RENDER_DISABLED
308  int n = SDL_GetNumRenderDrivers();
309  const char *hint;
310 
311  if (!window) {
312  SDL_SetError("Invalid window");
313  return NULL;
314  }
315 
316  if (SDL_GetRenderer(window)) {
317  SDL_SetError("Renderer already associated with window");
318  return NULL;
319  }
320 
323  flags |= SDL_RENDERER_PRESENTVSYNC;
324  } else {
325  flags &= ~SDL_RENDERER_PRESENTVSYNC;
326  }
327  }
328 
329  if (index < 0) {
331  if (hint) {
332  for (index = 0; index < n; ++index) {
333  const SDL_RenderDriver *driver = render_drivers[index];
334 
335  if (SDL_strcasecmp(hint, driver->info.name) == 0) {
336  /* Create a new renderer instance */
337  renderer = driver->CreateRenderer(window, flags);
338  break;
339  }
340  }
341  }
342 
343  if (!renderer) {
344  for (index = 0; index < n; ++index) {
345  const SDL_RenderDriver *driver = render_drivers[index];
346 
347  if ((driver->info.flags & flags) == flags) {
348  /* Create a new renderer instance */
349  renderer = driver->CreateRenderer(window, flags);
350  if (renderer) {
351  /* Yay, we got one! */
352  break;
353  }
354  }
355  }
356  }
357  if (index == n) {
358  SDL_SetError("Couldn't find matching render driver");
359  return NULL;
360  }
361  } else {
362  if (index >= SDL_GetNumRenderDrivers()) {
363  SDL_SetError("index must be -1 or in the range of 0 - %d",
365  return NULL;
366  }
367  /* Create a new renderer instance */
368  renderer = render_drivers[index]->CreateRenderer(window, flags);
369  }
370 
371  if (renderer) {
372  renderer->magic = &renderer_magic;
373  renderer->window = window;
374  renderer->target_mutex = SDL_CreateMutex();
375  renderer->scale.x = 1.0f;
376  renderer->scale.y = 1.0f;
377  renderer->dpi_scale.x = 1.0f;
378  renderer->dpi_scale.y = 1.0f;
379 
380  if (window && renderer->GetOutputSize) {
381  int window_w, window_h;
382  int output_w, output_h;
383  if (renderer->GetOutputSize(renderer, &output_w, &output_h) == 0) {
384  SDL_GetWindowSize(renderer->window, &window_w, &window_h);
385  renderer->dpi_scale.x = (float)window_w / output_w;
386  renderer->dpi_scale.y = (float)window_h / output_h;
387  }
388  }
389 
391  renderer->hidden = SDL_TRUE;
392  } else {
393  renderer->hidden = SDL_FALSE;
394  }
395 
396  SDL_SetWindowData(window, SDL_WINDOWRENDERDATA, renderer);
397 
398  SDL_RenderSetViewport(renderer, NULL);
399 
401 
403  "Created renderer: %s", renderer->info.name);
404  }
405  return renderer;
406 #else
407  SDL_SetError("SDL not built with rendering support");
408  return NULL;
409 #endif
410 }
411 
412 SDL_Renderer *
414 {
415 #if !SDL_RENDER_DISABLED
417 
418  renderer = SW_CreateRendererForSurface(surface);
419 
420  if (renderer) {
421  renderer->magic = &renderer_magic;
422  renderer->target_mutex = SDL_CreateMutex();
423  renderer->scale.x = 1.0f;
424  renderer->scale.y = 1.0f;
425 
426  SDL_RenderSetViewport(renderer, NULL);
427  }
428  return renderer;
429 #else
430  SDL_SetError("SDL not built with rendering support");
431  return NULL;
432 #endif /* !SDL_RENDER_DISABLED */
433 }
434 
435 SDL_Renderer *
437 {
439 }
440 
441 int
443 {
444  CHECK_RENDERER_MAGIC(renderer, -1);
445 
446  *info = renderer->info;
447  return 0;
448 }
449 
450 int
452 {
453  CHECK_RENDERER_MAGIC(renderer, -1);
454 
455  if (renderer->target) {
456  return SDL_QueryTexture(renderer->target, NULL, NULL, w, h);
457  } else if (renderer->GetOutputSize) {
458  return renderer->GetOutputSize(renderer, w, h);
459  } else if (renderer->window) {
460  SDL_GetWindowSize(renderer->window, w, h);
461  return 0;
462  } else {
463  SDL_assert(0 && "This should never happen");
464  return SDL_SetError("Renderer doesn't support querying output size");
465  }
466 }
467 
468 static SDL_bool
470 {
471  switch (blendMode)
472  {
473  /* These are required to be supported by all renderers */
474  case SDL_BLENDMODE_NONE:
475  case SDL_BLENDMODE_BLEND:
476  case SDL_BLENDMODE_ADD:
477  case SDL_BLENDMODE_MOD:
478  return SDL_TRUE;
479 
480  default:
481  return renderer->SupportsBlendMode && renderer->SupportsBlendMode(renderer, blendMode);
482  }
483 }
484 
485 static SDL_bool
487 {
488  Uint32 i;
489 
490  for (i = 0; i < renderer->info.num_texture_formats; ++i) {
491  if (renderer->info.texture_formats[i] == format) {
492  return SDL_TRUE;
493  }
494  }
495  return SDL_FALSE;
496 }
497 
498 static Uint32
500 {
501  Uint32 i;
502 
503  if (SDL_ISPIXELFORMAT_FOURCC(format)) {
504  /* Look for an exact match */
505  for (i = 0; i < renderer->info.num_texture_formats; ++i) {
506  if (renderer->info.texture_formats[i] == format) {
507  return renderer->info.texture_formats[i];
508  }
509  }
510  } else {
511  SDL_bool hasAlpha = SDL_ISPIXELFORMAT_ALPHA(format);
512 
513  /* We just want to match the first format that has the same channels */
514  for (i = 0; i < renderer->info.num_texture_formats; ++i) {
515  if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
516  SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == hasAlpha) {
517  return renderer->info.texture_formats[i];
518  }
519  }
520  }
521  return renderer->info.texture_formats[0];
522 }
523 
524 
526 {
527  const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY);
528 
529  if (!hint || SDL_strcasecmp(hint, "nearest") == 0) {
530  return SDL_ScaleModeNearest;
531  } else if (SDL_strcasecmp(hint, "linear") == 0) {
532  return SDL_ScaleModeLinear;
533  } else if (SDL_strcasecmp(hint, "best") == 0) {
534  return SDL_ScaleModeBest;
535  } else {
536  return (SDL_ScaleMode)SDL_atoi(hint);
537  }
538 }
539 
540 SDL_Texture *
542 {
544 
545  CHECK_RENDERER_MAGIC(renderer, NULL);
546 
547  if (!format) {
548  format = renderer->info.texture_formats[0];
549  }
550  if (SDL_BYTESPERPIXEL(format) == 0) {
551  SDL_SetError("Invalid texture format");
552  return NULL;
553  }
554  if (SDL_ISPIXELFORMAT_INDEXED(format)) {
555  SDL_SetError("Palettized textures are not supported");
556  return NULL;
557  }
558  if (w <= 0 || h <= 0) {
559  SDL_SetError("Texture dimensions can't be 0");
560  return NULL;
561  }
562  if ((renderer->info.max_texture_width && w > renderer->info.max_texture_width) ||
563  (renderer->info.max_texture_height && h > renderer->info.max_texture_height)) {
564  SDL_SetError("Texture dimensions are limited to %dx%d", renderer->info.max_texture_width, renderer->info.max_texture_height);
565  return NULL;
566  }
567  texture = (SDL_Texture *) SDL_calloc(1, sizeof(*texture));
568  if (!texture) {
569  SDL_OutOfMemory();
570  return NULL;
571  }
572  texture->magic = &texture_magic;
573  texture->format = format;
574  texture->access = access;
575  texture->w = w;
576  texture->h = h;
577  texture->r = 255;
578  texture->g = 255;
579  texture->b = 255;
580  texture->a = 255;
581  texture->scaleMode = SDL_GetScaleMode();
582  texture->renderer = renderer;
583  texture->next = renderer->textures;
584  if (renderer->textures) {
585  renderer->textures->prev = texture;
586  }
587  renderer->textures = texture;
588 
589  if (IsSupportedFormat(renderer, format)) {
590  if (renderer->CreateTexture(renderer, texture) < 0) {
591  SDL_DestroyTexture(texture);
592  return NULL;
593  }
594  } else {
595  texture->native = SDL_CreateTexture(renderer,
596  GetClosestSupportedFormat(renderer, format),
597  access, w, h);
598  if (!texture->native) {
599  SDL_DestroyTexture(texture);
600  return NULL;
601  }
602 
603  /* Swap textures to have texture before texture->native in the list */
604  texture->native->next = texture->next;
605  if (texture->native->next) {
606  texture->native->next->prev = texture->native;
607  }
608  texture->prev = texture->native->prev;
609  if (texture->prev) {
610  texture->prev->next = texture;
611  }
612  texture->native->prev = texture;
613  texture->next = texture->native;
614  renderer->textures = texture;
615 
616  if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
617  texture->yuv = SDL_SW_CreateYUVTexture(format, w, h);
618  if (!texture->yuv) {
619  SDL_DestroyTexture(texture);
620  return NULL;
621  }
622  } else if (access == SDL_TEXTUREACCESS_STREAMING) {
623  /* The pitch is 4 byte aligned */
624  texture->pitch = (((w * SDL_BYTESPERPIXEL(format)) + 3) & ~3);
625  texture->pixels = SDL_calloc(1, texture->pitch * h);
626  if (!texture->pixels) {
627  SDL_DestroyTexture(texture);
628  return NULL;
629  }
630  }
631  }
632  return texture;
633 }
634 
635 SDL_Texture *
637 {
638  const SDL_PixelFormat *fmt;
639  SDL_bool needAlpha;
640  Uint32 i;
641  Uint32 format;
643 
644  CHECK_RENDERER_MAGIC(renderer, NULL);
645 
646  if (!surface) {
647  SDL_SetError("SDL_CreateTextureFromSurface() passed NULL surface");
648  return NULL;
649  }
650 
651  /* See what the best texture format is */
652  fmt = surface->format;
653  if (fmt->Amask || SDL_HasColorKey(surface)) {
654  needAlpha = SDL_TRUE;
655  } else {
656  needAlpha = SDL_FALSE;
657  }
658  format = renderer->info.texture_formats[0];
659  for (i = 0; i < renderer->info.num_texture_formats; ++i) {
660  if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
661  SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == needAlpha) {
662  format = renderer->info.texture_formats[i];
663  break;
664  }
665  }
666 
667  texture = SDL_CreateTexture(renderer, format, SDL_TEXTUREACCESS_STATIC,
668  surface->w, surface->h);
669  if (!texture) {
670  return NULL;
671  }
672 
673  if (format == surface->format->format) {
674  if (SDL_MUSTLOCK(surface)) {
675  SDL_LockSurface(surface);
676  SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
677  SDL_UnlockSurface(surface);
678  } else {
679  SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
680  }
681  } else {
682  SDL_PixelFormat *dst_fmt;
683  SDL_Surface *temp = NULL;
684 
685  /* Set up a destination surface for the texture update */
686  dst_fmt = SDL_AllocFormat(format);
687  if (!dst_fmt) {
688  SDL_DestroyTexture(texture);
689  return NULL;
690  }
691  temp = SDL_ConvertSurface(surface, dst_fmt, 0);
692  SDL_FreeFormat(dst_fmt);
693  if (temp) {
694  SDL_UpdateTexture(texture, NULL, temp->pixels, temp->pitch);
695  SDL_FreeSurface(temp);
696  } else {
697  SDL_DestroyTexture(texture);
698  return NULL;
699  }
700  }
701 
702  {
703  Uint8 r, g, b, a;
705 
706  SDL_GetSurfaceColorMod(surface, &r, &g, &b);
707  SDL_SetTextureColorMod(texture, r, g, b);
708 
709  SDL_GetSurfaceAlphaMod(surface, &a);
710  SDL_SetTextureAlphaMod(texture, a);
711 
712  if (SDL_HasColorKey(surface)) {
713  /* We converted to a texture with alpha format */
715  } else {
716  SDL_GetSurfaceBlendMode(surface, &blendMode);
717  SDL_SetTextureBlendMode(texture, blendMode);
718  }
719  }
720  return texture;
721 }
722 
723 int
725  int *w, int *h)
726 {
727  CHECK_TEXTURE_MAGIC(texture, -1);
728 
729  if (format) {
730  *format = texture->format;
731  }
732  if (access) {
733  *access = texture->access;
734  }
735  if (w) {
736  *w = texture->w;
737  }
738  if (h) {
739  *h = texture->h;
740  }
741  return 0;
742 }
743 
744 int
746 {
748 
749  CHECK_TEXTURE_MAGIC(texture, -1);
750 
751  renderer = texture->renderer;
752  if (r < 255 || g < 255 || b < 255) {
754  } else {
755  texture->modMode &= ~SDL_TEXTUREMODULATE_COLOR;
756  }
757  texture->r = r;
758  texture->g = g;
759  texture->b = b;
760  if (texture->native) {
761  return SDL_SetTextureColorMod(texture->native, r, g, b);
762  } else if (renderer->SetTextureColorMod) {
763  return renderer->SetTextureColorMod(renderer, texture);
764  } else {
765  return 0;
766  }
767 }
768 
769 int
771  Uint8 * b)
772 {
773  CHECK_TEXTURE_MAGIC(texture, -1);
774 
775  if (r) {
776  *r = texture->r;
777  }
778  if (g) {
779  *g = texture->g;
780  }
781  if (b) {
782  *b = texture->b;
783  }
784  return 0;
785 }
786 
787 int
789 {
791 
792  CHECK_TEXTURE_MAGIC(texture, -1);
793 
794  renderer = texture->renderer;
795  if (alpha < 255) {
797  } else {
798  texture->modMode &= ~SDL_TEXTUREMODULATE_ALPHA;
799  }
800  texture->a = alpha;
801  if (texture->native) {
802  return SDL_SetTextureAlphaMod(texture->native, alpha);
803  } else if (renderer->SetTextureAlphaMod) {
804  return renderer->SetTextureAlphaMod(renderer, texture);
805  } else {
806  return 0;
807  }
808 }
809 
810 int
812 {
813  CHECK_TEXTURE_MAGIC(texture, -1);
814 
815  if (alpha) {
816  *alpha = texture->a;
817  }
818  return 0;
819 }
820 
821 int
823 {
825 
826  CHECK_TEXTURE_MAGIC(texture, -1);
827 
828  renderer = texture->renderer;
829  if (!IsSupportedBlendMode(renderer, blendMode)) {
830  return SDL_Unsupported();
831  }
832  texture->blendMode = blendMode;
833  if (texture->native) {
834  return SDL_SetTextureBlendMode(texture->native, blendMode);
835  } else if (renderer->SetTextureBlendMode) {
836  return renderer->SetTextureBlendMode(renderer, texture);
837  } else {
838  return 0;
839  }
840 }
841 
842 int
844 {
845  CHECK_TEXTURE_MAGIC(texture, -1);
846 
847  if (blendMode) {
848  *blendMode = texture->blendMode;
849  }
850  return 0;
851 }
852 
853 static int
855  const void *pixels, int pitch)
856 {
857  SDL_Texture *native = texture->native;
858  SDL_Rect full_rect;
859 
860  if (SDL_SW_UpdateYUVTexture(texture->yuv, rect, pixels, pitch) < 0) {
861  return -1;
862  }
863 
864  full_rect.x = 0;
865  full_rect.y = 0;
866  full_rect.w = texture->w;
867  full_rect.h = texture->h;
868  rect = &full_rect;
869 
870  if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
871  /* We can lock the texture and copy to it */
872  void *native_pixels = NULL;
873  int native_pitch = 0;
874 
875  if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
876  return -1;
877  }
878  SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
879  rect->w, rect->h, native_pixels, native_pitch);
880  SDL_UnlockTexture(native);
881  } else {
882  /* Use a temporary buffer for updating */
883  const int temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
884  const size_t alloclen = rect->h * temp_pitch;
885  if (alloclen > 0) {
886  void *temp_pixels = SDL_malloc(alloclen);
887  if (!temp_pixels) {
888  return SDL_OutOfMemory();
889  }
890  SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
891  rect->w, rect->h, temp_pixels, temp_pitch);
892  SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
893  SDL_free(temp_pixels);
894  }
895  }
896  return 0;
897 }
898 
899 static int
901  const void *pixels, int pitch)
902 {
903  SDL_Texture *native = texture->native;
904 
905  if (!rect->w || !rect->h) {
906  return 0; /* nothing to do. */
907  }
908 
909  if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
910  /* We can lock the texture and copy to it */
911  void *native_pixels = NULL;
912  int native_pitch = 0;
913 
914  if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
915  return -1;
916  }
917  SDL_ConvertPixels(rect->w, rect->h,
918  texture->format, pixels, pitch,
919  native->format, native_pixels, native_pitch);
920  SDL_UnlockTexture(native);
921  } else {
922  /* Use a temporary buffer for updating */
923  const int temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
924  const size_t alloclen = rect->h * temp_pitch;
925  if (alloclen > 0) {
926  void *temp_pixels = SDL_malloc(alloclen);
927  if (!temp_pixels) {
928  return SDL_OutOfMemory();
929  }
930  SDL_ConvertPixels(rect->w, rect->h,
931  texture->format, pixels, pitch,
932  native->format, temp_pixels, temp_pitch);
933  SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
934  SDL_free(temp_pixels);
935  }
936  }
937  return 0;
938 }
939 
940 int
942  const void *pixels, int pitch)
943 {
945  SDL_Rect full_rect;
946 
947  CHECK_TEXTURE_MAGIC(texture, -1);
948 
949  if (!pixels) {
950  return SDL_InvalidParamError("pixels");
951  }
952  if (!pitch) {
953  return SDL_InvalidParamError("pitch");
954  }
955 
956  if (!rect) {
957  full_rect.x = 0;
958  full_rect.y = 0;
959  full_rect.w = texture->w;
960  full_rect.h = texture->h;
961  rect = &full_rect;
962  }
963 
964  if ((rect->w == 0) || (rect->h == 0)) {
965  return 0; /* nothing to do. */
966  } else if (texture->yuv) {
967  return SDL_UpdateTextureYUV(texture, rect, pixels, pitch);
968  } else if (texture->native) {
969  return SDL_UpdateTextureNative(texture, rect, pixels, pitch);
970  } else {
971  renderer = texture->renderer;
972  return renderer->UpdateTexture(renderer, texture, rect, pixels, pitch);
973  }
974 }
975 
976 static int
978  const Uint8 *Yplane, int Ypitch,
979  const Uint8 *Uplane, int Upitch,
980  const Uint8 *Vplane, int Vpitch)
981 {
982  SDL_Texture *native = texture->native;
983  SDL_Rect full_rect;
984 
985  if (SDL_SW_UpdateYUVTexturePlanar(texture->yuv, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch) < 0) {
986  return -1;
987  }
988 
989  full_rect.x = 0;
990  full_rect.y = 0;
991  full_rect.w = texture->w;
992  full_rect.h = texture->h;
993  rect = &full_rect;
994 
995  if (!rect->w || !rect->h) {
996  return 0; /* nothing to do. */
997  }
998 
999  if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
1000  /* We can lock the texture and copy to it */
1001  void *native_pixels = NULL;
1002  int native_pitch = 0;
1003 
1004  if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
1005  return -1;
1006  }
1007  SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
1008  rect->w, rect->h, native_pixels, native_pitch);
1009  SDL_UnlockTexture(native);
1010  } else {
1011  /* Use a temporary buffer for updating */
1012  const int temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
1013  const size_t alloclen = rect->h * temp_pitch;
1014  if (alloclen > 0) {
1015  void *temp_pixels = SDL_malloc(alloclen);
1016  if (!temp_pixels) {
1017  return SDL_OutOfMemory();
1018  }
1019  SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
1020  rect->w, rect->h, temp_pixels, temp_pitch);
1021  SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
1022  SDL_free(temp_pixels);
1023  }
1024  }
1025  return 0;
1026 }
1027 
1029  const Uint8 *Yplane, int Ypitch,
1030  const Uint8 *Uplane, int Upitch,
1031  const Uint8 *Vplane, int Vpitch)
1032 {
1034  SDL_Rect full_rect;
1035 
1036  CHECK_TEXTURE_MAGIC(texture, -1);
1037 
1038  if (!Yplane) {
1039  return SDL_InvalidParamError("Yplane");
1040  }
1041  if (!Ypitch) {
1042  return SDL_InvalidParamError("Ypitch");
1043  }
1044  if (!Uplane) {
1045  return SDL_InvalidParamError("Uplane");
1046  }
1047  if (!Upitch) {
1048  return SDL_InvalidParamError("Upitch");
1049  }
1050  if (!Vplane) {
1051  return SDL_InvalidParamError("Vplane");
1052  }
1053  if (!Vpitch) {
1054  return SDL_InvalidParamError("Vpitch");
1055  }
1056 
1057  if (texture->format != SDL_PIXELFORMAT_YV12 &&
1058  texture->format != SDL_PIXELFORMAT_IYUV) {
1059  return SDL_SetError("Texture format must by YV12 or IYUV");
1060  }
1061 
1062  if (!rect) {
1063  full_rect.x = 0;
1064  full_rect.y = 0;
1065  full_rect.w = texture->w;
1066  full_rect.h = texture->h;
1067  rect = &full_rect;
1068  }
1069 
1070  if (!rect->w || !rect->h) {
1071  return 0; /* nothing to do. */
1072  }
1073 
1074  if (texture->yuv) {
1075  return SDL_UpdateTextureYUVPlanar(texture, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch);
1076  } else {
1077  SDL_assert(!texture->native);
1078  renderer = texture->renderer;
1079  SDL_assert(renderer->UpdateTextureYUV);
1080  if (renderer->UpdateTextureYUV) {
1081  return renderer->UpdateTextureYUV(renderer, texture, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch);
1082  } else {
1083  return SDL_Unsupported();
1084  }
1085  }
1086 }
1087 
1088 static int
1090  void **pixels, int *pitch)
1091 {
1092  return SDL_SW_LockYUVTexture(texture->yuv, rect, pixels, pitch);
1093 }
1094 
1095 static int
1097  void **pixels, int *pitch)
1098 {
1099  texture->locked_rect = *rect;
1100  *pixels = (void *) ((Uint8 *) texture->pixels +
1101  rect->y * texture->pitch +
1102  rect->x * SDL_BYTESPERPIXEL(texture->format));
1103  *pitch = texture->pitch;
1104  return 0;
1105 }
1106 
1107 int
1109  void **pixels, int *pitch)
1110 {
1112  SDL_Rect full_rect;
1113 
1114  CHECK_TEXTURE_MAGIC(texture, -1);
1115 
1116  if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
1117  return SDL_SetError("SDL_LockTexture(): texture must be streaming");
1118  }
1119 
1120  if (!rect) {
1121  full_rect.x = 0;
1122  full_rect.y = 0;
1123  full_rect.w = texture->w;
1124  full_rect.h = texture->h;
1125  rect = &full_rect;
1126  }
1127 
1128  if (texture->yuv) {
1129  return SDL_LockTextureYUV(texture, rect, pixels, pitch);
1130  } else if (texture->native) {
1131  return SDL_LockTextureNative(texture, rect, pixels, pitch);
1132  } else {
1133  renderer = texture->renderer;
1134  return renderer->LockTexture(renderer, texture, rect, pixels, pitch);
1135  }
1136 }
1137 
1138 static void
1140 {
1141  SDL_Texture *native = texture->native;
1142  void *native_pixels = NULL;
1143  int native_pitch = 0;
1144  SDL_Rect rect;
1145 
1146  rect.x = 0;
1147  rect.y = 0;
1148  rect.w = texture->w;
1149  rect.h = texture->h;
1150 
1151  if (SDL_LockTexture(native, &rect, &native_pixels, &native_pitch) < 0) {
1152  return;
1153  }
1154  SDL_SW_CopyYUVToRGB(texture->yuv, &rect, native->format,
1155  rect.w, rect.h, native_pixels, native_pitch);
1156  SDL_UnlockTexture(native);
1157 }
1158 
1159 static void
1161 {
1162  SDL_Texture *native = texture->native;
1163  void *native_pixels = NULL;
1164  int native_pitch = 0;
1165  const SDL_Rect *rect = &texture->locked_rect;
1166  const void* pixels = (void *) ((Uint8 *) texture->pixels +
1167  rect->y * texture->pitch +
1168  rect->x * SDL_BYTESPERPIXEL(texture->format));
1169  int pitch = texture->pitch;
1170 
1171  if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
1172  return;
1173  }
1174  SDL_ConvertPixels(rect->w, rect->h,
1175  texture->format, pixels, pitch,
1176  native->format, native_pixels, native_pitch);
1177  SDL_UnlockTexture(native);
1178 }
1179 
1180 void
1182 {
1184 
1185  CHECK_TEXTURE_MAGIC(texture, );
1186 
1187  if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
1188  return;
1189  }
1190  if (texture->yuv) {
1191  SDL_UnlockTextureYUV(texture);
1192  } else if (texture->native) {
1193  SDL_UnlockTextureNative(texture);
1194  } else {
1195  renderer = texture->renderer;
1196  renderer->UnlockTexture(renderer, texture);
1197  }
1198 }
1199 
1200 SDL_bool
1202 {
1203  if (!renderer || !renderer->SetRenderTarget) {
1204  return SDL_FALSE;
1205  }
1206  return (renderer->info.flags & SDL_RENDERER_TARGETTEXTURE) != 0;
1207 }
1208 
1209 int
1211 {
1212  if (!SDL_RenderTargetSupported(renderer)) {
1213  return SDL_Unsupported();
1214  }
1215  if (texture == renderer->target) {
1216  /* Nothing to do! */
1217  return 0;
1218  }
1219 
1220  /* texture == NULL is valid and means reset the target to the window */
1221  if (texture) {
1222  CHECK_TEXTURE_MAGIC(texture, -1);
1223  if (renderer != texture->renderer) {
1224  return SDL_SetError("Texture was not created with this renderer");
1225  }
1226  if (texture->access != SDL_TEXTUREACCESS_TARGET) {
1227  return SDL_SetError("Texture not created with SDL_TEXTUREACCESS_TARGET");
1228  }
1229  if (texture->native) {
1230  /* Always render to the native texture */
1231  texture = texture->native;
1232  }
1233  }
1234 
1235  SDL_LockMutex(renderer->target_mutex);
1236 
1237  if (texture && !renderer->target) {
1238  /* Make a backup of the viewport */
1239  renderer->viewport_backup = renderer->viewport;
1240  renderer->clip_rect_backup = renderer->clip_rect;
1241  renderer->clipping_enabled_backup = renderer->clipping_enabled;
1242  renderer->scale_backup = renderer->scale;
1243  renderer->logical_w_backup = renderer->logical_w;
1244  renderer->logical_h_backup = renderer->logical_h;
1245  }
1246  renderer->target = texture;
1247 
1248  if (renderer->SetRenderTarget(renderer, texture) < 0) {
1249  SDL_UnlockMutex(renderer->target_mutex);
1250  return -1;
1251  }
1252 
1253  if (texture) {
1254  renderer->viewport.x = 0;
1255  renderer->viewport.y = 0;
1256  renderer->viewport.w = texture->w;
1257  renderer->viewport.h = texture->h;
1258  SDL_zero(renderer->clip_rect);
1259  renderer->clipping_enabled = SDL_FALSE;
1260  renderer->scale.x = 1.0f;
1261  renderer->scale.y = 1.0f;
1262  renderer->logical_w = texture->w;
1263  renderer->logical_h = texture->h;
1264  } else {
1265  renderer->viewport = renderer->viewport_backup;
1266  renderer->clip_rect = renderer->clip_rect_backup;
1267  renderer->clipping_enabled = renderer->clipping_enabled_backup;
1268  renderer->scale = renderer->scale_backup;
1269  renderer->logical_w = renderer->logical_w_backup;
1270  renderer->logical_h = renderer->logical_h_backup;
1271  }
1272 
1273  SDL_UnlockMutex(renderer->target_mutex);
1274 
1275  if (renderer->UpdateViewport(renderer) < 0) {
1276  return -1;
1277  }
1278  if (renderer->UpdateClipRect(renderer) < 0) {
1279  return -1;
1280  }
1281 
1282  /* All set! */
1283  return 0;
1284 }
1285 
1286 SDL_Texture *
1288 {
1289  return renderer->target;
1290 }
1291 
1292 static int
1294 {
1295  int w = 1, h = 1;
1296  float want_aspect;
1297  float real_aspect;
1298  float scale;
1300  /* 0 is for letterbox, 1 is for overscan */
1301  int scale_policy = 0;
1302  const char *hint;
1303 
1304  if (!renderer->logical_w || !renderer->logical_h) {
1305  return 0;
1306  }
1307  if (SDL_GetRendererOutputSize(renderer, &w, &h) < 0) {
1308  return -1;
1309  }
1310 
1312  if (hint && (*hint == '1' || SDL_strcasecmp(hint, "overscan") == 0)) {
1313 #if SDL_VIDEO_RENDER_D3D
1314  SDL_bool overscan_supported = SDL_TRUE;
1315  /* Unfortunately, Direct3D 9 doesn't support negative viewport numbers
1316  which the overscan implementation relies on.
1317  */
1318  if (SDL_strcasecmp(SDL_GetCurrentVideoDriver(), "direct3d") == 0) {
1319  overscan_supported = SDL_FALSE;
1320  }
1321  if (overscan_supported) {
1322  scale_policy = 1;
1323  }
1324 #else
1325  scale_policy = 1;
1326 #endif
1327  }
1328 
1329  want_aspect = (float)renderer->logical_w / renderer->logical_h;
1330  real_aspect = (float)w / h;
1331 
1332  /* Clear the scale because we're setting viewport in output coordinates */
1333  SDL_RenderSetScale(renderer, 1.0f, 1.0f);
1334 
1335  if (renderer->integer_scale) {
1336  if (want_aspect > real_aspect) {
1337  scale = (float)(w / renderer->logical_w);
1338  } else {
1339  scale = (float)(h / renderer->logical_h);
1340  }
1341  viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
1342  viewport.x = (w - viewport.w) / 2;
1343  viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
1344  viewport.y = (h - viewport.h) / 2;
1345 
1346  SDL_RenderSetViewport(renderer, &viewport);
1347  } else if (SDL_fabs(want_aspect-real_aspect) < 0.0001) {
1348  /* The aspect ratios are the same, just scale appropriately */
1349  scale = (float)w / renderer->logical_w;
1350  SDL_RenderSetViewport(renderer, NULL);
1351  } else if (want_aspect > real_aspect) {
1352  if (scale_policy == 1) {
1353  /* We want a wider aspect ratio than is available -
1354  zoom so logical height matches the real height
1355  and the width will grow off the screen
1356  */
1357  scale = (float)h / renderer->logical_h;
1358  viewport.y = 0;
1359  viewport.h = h;
1360  viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
1361  viewport.x = (w - viewport.w) / 2;
1362  SDL_RenderSetViewport(renderer, &viewport);
1363  } else {
1364  /* We want a wider aspect ratio than is available - letterbox it */
1365  scale = (float)w / renderer->logical_w;
1366  viewport.x = 0;
1367  viewport.w = w;
1368  viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
1369  viewport.y = (h - viewport.h) / 2;
1370  SDL_RenderSetViewport(renderer, &viewport);
1371  }
1372  } else {
1373  if (scale_policy == 1) {
1374  /* We want a narrower aspect ratio than is available -
1375  zoom so logical width matches the real width
1376  and the height will grow off the screen
1377  */
1378  scale = (float)w / renderer->logical_w;
1379  viewport.x = 0;
1380  viewport.w = w;
1381  viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
1382  viewport.y = (h - viewport.h) / 2;
1383  SDL_RenderSetViewport(renderer, &viewport);
1384  } else {
1385  /* We want a narrower aspect ratio than is available - use side-bars */
1386  scale = (float)h / renderer->logical_h;
1387  viewport.y = 0;
1388  viewport.h = h;
1389  viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
1390  viewport.x = (w - viewport.w) / 2;
1391  SDL_RenderSetViewport(renderer, &viewport);
1392  }
1393  }
1394 
1395  /* Set the new scale */
1396  SDL_RenderSetScale(renderer, scale, scale);
1397 
1398  return 0;
1399 }
1400 
1401 int
1403 {
1404  CHECK_RENDERER_MAGIC(renderer, -1);
1405 
1406  if (!w || !h) {
1407  /* Clear any previous logical resolution */
1408  renderer->logical_w = 0;
1409  renderer->logical_h = 0;
1410  SDL_RenderSetViewport(renderer, NULL);
1411  SDL_RenderSetScale(renderer, 1.0f, 1.0f);
1412  return 0;
1413  }
1414 
1415  renderer->logical_w = w;
1416  renderer->logical_h = h;
1417 
1418  return UpdateLogicalSize(renderer);
1419 }
1420 
1421 void
1423 {
1424  CHECK_RENDERER_MAGIC(renderer, );
1425 
1426  if (w) {
1427  *w = renderer->logical_w;
1428  }
1429  if (h) {
1430  *h = renderer->logical_h;
1431  }
1432 }
1433 
1434 int
1436 {
1437  CHECK_RENDERER_MAGIC(renderer, -1);
1438 
1439  renderer->integer_scale = enable;
1440 
1441  return UpdateLogicalSize(renderer);
1442 }
1443 
1444 SDL_bool
1446 {
1447  CHECK_RENDERER_MAGIC(renderer, SDL_FALSE);
1448 
1449  return renderer->integer_scale;
1450 }
1451 
1452 int
1454 {
1455  CHECK_RENDERER_MAGIC(renderer, -1);
1456 
1457  if (rect) {
1458  renderer->viewport.x = (int)SDL_floor(rect->x * renderer->scale.x);
1459  renderer->viewport.y = (int)SDL_floor(rect->y * renderer->scale.y);
1460  renderer->viewport.w = (int)SDL_ceil(rect->w * renderer->scale.x);
1461  renderer->viewport.h = (int)SDL_ceil(rect->h * renderer->scale.y);
1462  } else {
1463  renderer->viewport.x = 0;
1464  renderer->viewport.y = 0;
1465  if (SDL_GetRendererOutputSize(renderer, &renderer->viewport.w, &renderer->viewport.h) < 0) {
1466  return -1;
1467  }
1468  }
1469  return renderer->UpdateViewport(renderer);
1470 }
1471 
1472 void
1474 {
1475  CHECK_RENDERER_MAGIC(renderer, );
1476 
1477  if (rect) {
1478  rect->x = (int)(renderer->viewport.x / renderer->scale.x);
1479  rect->y = (int)(renderer->viewport.y / renderer->scale.y);
1480  rect->w = (int)(renderer->viewport.w / renderer->scale.x);
1481  rect->h = (int)(renderer->viewport.h / renderer->scale.y);
1482  }
1483 }
1484 
1485 int
1487 {
1488  CHECK_RENDERER_MAGIC(renderer, -1)
1489 
1490  if (rect) {
1491  renderer->clipping_enabled = SDL_TRUE;
1492  renderer->clip_rect.x = (int)SDL_floor(rect->x * renderer->scale.x);
1493  renderer->clip_rect.y = (int)SDL_floor(rect->y * renderer->scale.y);
1494  renderer->clip_rect.w = (int)SDL_ceil(rect->w * renderer->scale.x);
1495  renderer->clip_rect.h = (int)SDL_ceil(rect->h * renderer->scale.y);
1496  } else {
1497  renderer->clipping_enabled = SDL_FALSE;
1498  SDL_zero(renderer->clip_rect);
1499  }
1500  return renderer->UpdateClipRect(renderer);
1501 }
1502 
1503 void
1505 {
1506  CHECK_RENDERER_MAGIC(renderer, )
1507 
1508  if (rect) {
1509  rect->x = (int)(renderer->clip_rect.x / renderer->scale.x);
1510  rect->y = (int)(renderer->clip_rect.y / renderer->scale.y);
1511  rect->w = (int)(renderer->clip_rect.w / renderer->scale.x);
1512  rect->h = (int)(renderer->clip_rect.h / renderer->scale.y);
1513  }
1514 }
1515 
1516 SDL_bool
1518 {
1519  CHECK_RENDERER_MAGIC(renderer, SDL_FALSE)
1520  return renderer->clipping_enabled;
1521 }
1522 
1523 int
1524 SDL_RenderSetScale(SDL_Renderer * renderer, float scaleX, float scaleY)
1525 {
1526  CHECK_RENDERER_MAGIC(renderer, -1);
1527 
1528  renderer->scale.x = scaleX;
1529  renderer->scale.y = scaleY;
1530  return 0;
1531 }
1532 
1533 void
1534 SDL_RenderGetScale(SDL_Renderer * renderer, float *scaleX, float *scaleY)
1535 {
1536  CHECK_RENDERER_MAGIC(renderer, );
1537 
1538  if (scaleX) {
1539  *scaleX = renderer->scale.x;
1540  }
1541  if (scaleY) {
1542  *scaleY = renderer->scale.y;
1543  }
1544 }
1545 
1546 int
1548  Uint8 r, Uint8 g, Uint8 b, Uint8 a)
1549 {
1550  CHECK_RENDERER_MAGIC(renderer, -1);
1551 
1552  renderer->r = r;
1553  renderer->g = g;
1554  renderer->b = b;
1555  renderer->a = a;
1556  return 0;
1557 }
1558 
1559 int
1561  Uint8 * r, Uint8 * g, Uint8 * b, Uint8 * a)
1562 {
1563  CHECK_RENDERER_MAGIC(renderer, -1);
1564 
1565  if (r) {
1566  *r = renderer->r;
1567  }
1568  if (g) {
1569  *g = renderer->g;
1570  }
1571  if (b) {
1572  *b = renderer->b;
1573  }
1574  if (a) {
1575  *a = renderer->a;
1576  }
1577  return 0;
1578 }
1579 
1580 int
1582 {
1583  CHECK_RENDERER_MAGIC(renderer, -1);
1584 
1585  if (!IsSupportedBlendMode(renderer, blendMode)) {
1586  return SDL_Unsupported();
1587  }
1588  renderer->blendMode = blendMode;
1589  return 0;
1590 }
1591 
1592 int
1594 {
1595  CHECK_RENDERER_MAGIC(renderer, -1);
1596 
1597  *blendMode = renderer->blendMode;
1598  return 0;
1599 }
1600 
1601 int
1603 {
1604  CHECK_RENDERER_MAGIC(renderer, -1);
1605 
1606  /* Don't draw while we're hidden */
1607  if (renderer->hidden) {
1608  return 0;
1609  }
1610  return renderer->RenderClear(renderer);
1611 }
1612 
1613 int
1615 {
1616  SDL_Point point;
1617 
1618  point.x = x;
1619  point.y = y;
1620  return SDL_RenderDrawPoints(renderer, &point, 1);
1621 }
1622 
1623 static int
1625  const SDL_Point * points, int count)
1626 {
1627  SDL_FRect *frects;
1628  int i;
1629  int status;
1630 
1631  frects = SDL_stack_alloc(SDL_FRect, count);
1632  if (!frects) {
1633  return SDL_OutOfMemory();
1634  }
1635  for (i = 0; i < count; ++i) {
1636  frects[i].x = points[i].x * renderer->scale.x;
1637  frects[i].y = points[i].y * renderer->scale.y;
1638  frects[i].w = renderer->scale.x;
1639  frects[i].h = renderer->scale.y;
1640  }
1641 
1642  status = renderer->RenderFillRects(renderer, frects, count);
1643 
1644  SDL_stack_free(frects);
1645 
1646  return status;
1647 }
1648 
1649 int
1651  const SDL_Point * points, int count)
1652 {
1653  SDL_FPoint *fpoints;
1654  int i;
1655  int status;
1656 
1657  CHECK_RENDERER_MAGIC(renderer, -1);
1658 
1659  if (!points) {
1660  return SDL_SetError("SDL_RenderDrawPoints(): Passed NULL points");
1661  }
1662  if (count < 1) {
1663  return 0;
1664  }
1665 
1666  /* Don't draw while we're hidden */
1667  if (renderer->hidden) {
1668  return 0;
1669  }
1670 
1671  if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
1672  return RenderDrawPointsWithRects(renderer, points, count);
1673  }
1674 
1675  fpoints = SDL_stack_alloc(SDL_FPoint, count);
1676  if (!fpoints) {
1677  return SDL_OutOfMemory();
1678  }
1679  for (i = 0; i < count; ++i) {
1680  fpoints[i].x = points[i].x * renderer->scale.x;
1681  fpoints[i].y = points[i].y * renderer->scale.y;
1682  }
1683 
1684  status = renderer->RenderDrawPoints(renderer, fpoints, count);
1685 
1686  SDL_stack_free(fpoints);
1687 
1688  return status;
1689 }
1690 
1691 int
1693 {
1694  SDL_Point points[2];
1695 
1696  points[0].x = x1;
1697  points[0].y = y1;
1698  points[1].x = x2;
1699  points[1].y = y2;
1700  return SDL_RenderDrawLines(renderer, points, 2);
1701 }
1702 
1703 static int
1705  const SDL_Point * points, int count)
1706 {
1707  SDL_FRect *frect;
1708  SDL_FRect *frects;
1709  SDL_FPoint fpoints[2];
1710  int i, nrects;
1711  int status;
1712 
1713  frects = SDL_stack_alloc(SDL_FRect, count-1);
1714  if (!frects) {
1715  return SDL_OutOfMemory();
1716  }
1717 
1718  status = 0;
1719  nrects = 0;
1720  for (i = 0; i < count-1; ++i) {
1721  if (points[i].x == points[i+1].x) {
1722  int minY = SDL_min(points[i].y, points[i+1].y);
1723  int maxY = SDL_max(points[i].y, points[i+1].y);
1724 
1725  frect = &frects[nrects++];
1726  frect->x = points[i].x * renderer->scale.x;
1727  frect->y = minY * renderer->scale.y;
1728  frect->w = renderer->scale.x;
1729  frect->h = (maxY - minY + 1) * renderer->scale.y;
1730  } else if (points[i].y == points[i+1].y) {
1731  int minX = SDL_min(points[i].x, points[i+1].x);
1732  int maxX = SDL_max(points[i].x, points[i+1].x);
1733 
1734  frect = &frects[nrects++];
1735  frect->x = minX * renderer->scale.x;
1736  frect->y = points[i].y * renderer->scale.y;
1737  frect->w = (maxX - minX + 1) * renderer->scale.x;
1738  frect->h = renderer->scale.y;
1739  } else {
1740  /* FIXME: We can't use a rect for this line... */
1741  fpoints[0].x = points[i].x * renderer->scale.x;
1742  fpoints[0].y = points[i].y * renderer->scale.y;
1743  fpoints[1].x = points[i+1].x * renderer->scale.x;
1744  fpoints[1].y = points[i+1].y * renderer->scale.y;
1745  status += renderer->RenderDrawLines(renderer, fpoints, 2);
1746  }
1747  }
1748 
1749  status += renderer->RenderFillRects(renderer, frects, nrects);
1750 
1751  SDL_stack_free(frects);
1752 
1753  if (status < 0) {
1754  status = -1;
1755  }
1756  return status;
1757 }
1758 
1759 int
1761  const SDL_Point * points, int count)
1762 {
1763  SDL_FPoint *fpoints;
1764  int i;
1765  int status;
1766 
1767  CHECK_RENDERER_MAGIC(renderer, -1);
1768 
1769  if (!points) {
1770  return SDL_SetError("SDL_RenderDrawLines(): Passed NULL points");
1771  }
1772  if (count < 2) {
1773  return 0;
1774  }
1775 
1776  /* Don't draw while we're hidden */
1777  if (renderer->hidden) {
1778  return 0;
1779  }
1780 
1781  if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
1782  return RenderDrawLinesWithRects(renderer, points, count);
1783  }
1784 
1785  fpoints = SDL_stack_alloc(SDL_FPoint, count);
1786  if (!fpoints) {
1787  return SDL_OutOfMemory();
1788  }
1789  for (i = 0; i < count; ++i) {
1790  fpoints[i].x = points[i].x * renderer->scale.x;
1791  fpoints[i].y = points[i].y * renderer->scale.y;
1792  }
1793 
1794  status = renderer->RenderDrawLines(renderer, fpoints, count);
1795 
1796  SDL_stack_free(fpoints);
1797 
1798  return status;
1799 }
1800 
1801 int
1803 {
1804  SDL_Rect full_rect;
1805  SDL_Point points[5];
1806 
1807  CHECK_RENDERER_MAGIC(renderer, -1);
1808 
1809  /* If 'rect' == NULL, then outline the whole surface */
1810  if (!rect) {
1811  SDL_RenderGetViewport(renderer, &full_rect);
1812  full_rect.x = 0;
1813  full_rect.y = 0;
1814  rect = &full_rect;
1815  }
1816 
1817  points[0].x = rect->x;
1818  points[0].y = rect->y;
1819  points[1].x = rect->x+rect->w-1;
1820  points[1].y = rect->y;
1821  points[2].x = rect->x+rect->w-1;
1822  points[2].y = rect->y+rect->h-1;
1823  points[3].x = rect->x;
1824  points[3].y = rect->y+rect->h-1;
1825  points[4].x = rect->x;
1826  points[4].y = rect->y;
1827  return SDL_RenderDrawLines(renderer, points, 5);
1828 }
1829 
1830 int
1832  const SDL_Rect * rects, int count)
1833 {
1834  int i;
1835 
1836  CHECK_RENDERER_MAGIC(renderer, -1);
1837 
1838  if (!rects) {
1839  return SDL_SetError("SDL_RenderDrawRects(): Passed NULL rects");
1840  }
1841  if (count < 1) {
1842  return 0;
1843  }
1844 
1845  /* Don't draw while we're hidden */
1846  if (renderer->hidden) {
1847  return 0;
1848  }
1849 
1850  for (i = 0; i < count; ++i) {
1851  if (SDL_RenderDrawRect(renderer, &rects[i]) < 0) {
1852  return -1;
1853  }
1854  }
1855  return 0;
1856 }
1857 
1858 int
1860 {
1861  SDL_Rect full_rect = { 0, 0, 0, 0 };
1862 
1863  CHECK_RENDERER_MAGIC(renderer, -1);
1864 
1865  /* If 'rect' == NULL, then outline the whole surface */
1866  if (!rect) {
1867  SDL_RenderGetViewport(renderer, &full_rect);
1868  full_rect.x = 0;
1869  full_rect.y = 0;
1870  rect = &full_rect;
1871  }
1872  return SDL_RenderFillRects(renderer, rect, 1);
1873 }
1874 
1875 int
1877  const SDL_Rect * rects, int count)
1878 {
1879  SDL_FRect *frects;
1880  int i;
1881  int status;
1882 
1883  CHECK_RENDERER_MAGIC(renderer, -1);
1884 
1885  if (!rects) {
1886  return SDL_SetError("SDL_RenderFillRects(): Passed NULL rects");
1887  }
1888  if (count < 1) {
1889  return 0;
1890  }
1891 
1892  /* Don't draw while we're hidden */
1893  if (renderer->hidden) {
1894  return 0;
1895  }
1896 
1897  frects = SDL_stack_alloc(SDL_FRect, count);
1898  if (!frects) {
1899  return SDL_OutOfMemory();
1900  }
1901  for (i = 0; i < count; ++i) {
1902  frects[i].x = rects[i].x * renderer->scale.x;
1903  frects[i].y = rects[i].y * renderer->scale.y;
1904  frects[i].w = rects[i].w * renderer->scale.x;
1905  frects[i].h = rects[i].h * renderer->scale.y;
1906  }
1907 
1908  status = renderer->RenderFillRects(renderer, frects, count);
1909 
1910  SDL_stack_free(frects);
1911 
1912  return status;
1913 }
1914 
1915 int
1917  const SDL_Rect * srcrect, const SDL_Rect * dstrect)
1918 {
1919  SDL_Rect real_srcrect = { 0, 0, 0, 0 };
1920  SDL_Rect real_dstrect = { 0, 0, 0, 0 };
1921  SDL_FRect frect;
1922 
1923  CHECK_RENDERER_MAGIC(renderer, -1);
1924  CHECK_TEXTURE_MAGIC(texture, -1);
1925 
1926  if (renderer != texture->renderer) {
1927  return SDL_SetError("Texture was not created with this renderer");
1928  }
1929 
1930  /* Don't draw while we're hidden */
1931  if (renderer->hidden) {
1932  return 0;
1933  }
1934 
1935  real_srcrect.x = 0;
1936  real_srcrect.y = 0;
1937  real_srcrect.w = texture->w;
1938  real_srcrect.h = texture->h;
1939  if (srcrect) {
1940  if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) {
1941  return 0;
1942  }
1943  }
1944 
1945  SDL_RenderGetViewport(renderer, &real_dstrect);
1946  real_dstrect.x = 0;
1947  real_dstrect.y = 0;
1948  if (dstrect) {
1949  if (!SDL_HasIntersection(dstrect, &real_dstrect)) {
1950  return 0;
1951  }
1952  real_dstrect = *dstrect;
1953  }
1954 
1955  if (texture->native) {
1956  texture = texture->native;
1957  }
1958 
1959  frect.x = real_dstrect.x * renderer->scale.x;
1960  frect.y = real_dstrect.y * renderer->scale.y;
1961  frect.w = real_dstrect.w * renderer->scale.x;
1962  frect.h = real_dstrect.h * renderer->scale.y;
1963 
1964  return renderer->RenderCopy(renderer, texture, &real_srcrect, &frect);
1965 }
1966 
1967 
1968 int
1970  const SDL_Rect * srcrect, const SDL_Rect * dstrect,
1971  const double angle, const SDL_Point *center, const SDL_RendererFlip flip)
1972 {
1973  SDL_Rect real_srcrect = { 0, 0, 0, 0 };
1974  SDL_Rect real_dstrect = { 0, 0, 0, 0 };
1975  SDL_Point real_center;
1976  SDL_FRect frect;
1977  SDL_FPoint fcenter;
1978 
1979  if (flip == SDL_FLIP_NONE && (int)(angle/360) == angle/360) { /* fast path when we don't need rotation or flipping */
1980  return SDL_RenderCopy(renderer, texture, srcrect, dstrect);
1981  }
1982 
1983  CHECK_RENDERER_MAGIC(renderer, -1);
1984  CHECK_TEXTURE_MAGIC(texture, -1);
1985 
1986  if (renderer != texture->renderer) {
1987  return SDL_SetError("Texture was not created with this renderer");
1988  }
1989  if (!renderer->RenderCopyEx) {
1990  return SDL_SetError("Renderer does not support RenderCopyEx");
1991  }
1992 
1993  /* Don't draw while we're hidden */
1994  if (renderer->hidden) {
1995  return 0;
1996  }
1997 
1998  real_srcrect.x = 0;
1999  real_srcrect.y = 0;
2000  real_srcrect.w = texture->w;
2001  real_srcrect.h = texture->h;
2002  if (srcrect) {
2003  if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) {
2004  return 0;
2005  }
2006  }
2007 
2008  /* We don't intersect the dstrect with the viewport as RenderCopy does because of potential rotation clipping issues... TODO: should we? */
2009  if (dstrect) {
2010  real_dstrect = *dstrect;
2011  } else {
2012  SDL_RenderGetViewport(renderer, &real_dstrect);
2013  real_dstrect.x = 0;
2014  real_dstrect.y = 0;
2015  }
2016 
2017  if (texture->native) {
2018  texture = texture->native;
2019  }
2020 
2021  if (center) {
2022  real_center = *center;
2023  } else {
2024  real_center.x = real_dstrect.w/2;
2025  real_center.y = real_dstrect.h/2;
2026  }
2027 
2028  frect.x = real_dstrect.x * renderer->scale.x;
2029  frect.y = real_dstrect.y * renderer->scale.y;
2030  frect.w = real_dstrect.w * renderer->scale.x;
2031  frect.h = real_dstrect.h * renderer->scale.y;
2032 
2033  fcenter.x = real_center.x * renderer->scale.x;
2034  fcenter.y = real_center.y * renderer->scale.y;
2035 
2036  return renderer->RenderCopyEx(renderer, texture, &real_srcrect, &frect, angle, &fcenter, flip);
2037 }
2038 
2039 int
2041  Uint32 format, void * pixels, int pitch)
2042 {
2043  SDL_Rect real_rect;
2044 
2045  CHECK_RENDERER_MAGIC(renderer, -1);
2046 
2047  if (!renderer->RenderReadPixels) {
2048  return SDL_Unsupported();
2049  }
2050 
2051  if (!format) {
2052  format = SDL_GetWindowPixelFormat(renderer->window);
2053  }
2054 
2055  real_rect.x = renderer->viewport.x;
2056  real_rect.y = renderer->viewport.y;
2057  real_rect.w = renderer->viewport.w;
2058  real_rect.h = renderer->viewport.h;
2059  if (rect) {
2060  if (!SDL_IntersectRect(rect, &real_rect, &real_rect)) {
2061  return 0;
2062  }
2063  if (real_rect.y > rect->y) {
2064  pixels = (Uint8 *)pixels + pitch * (real_rect.y - rect->y);
2065  }
2066  if (real_rect.x > rect->x) {
2067  int bpp = SDL_BYTESPERPIXEL(format);
2068  pixels = (Uint8 *)pixels + bpp * (real_rect.x - rect->x);
2069  }
2070  }
2071 
2072  return renderer->RenderReadPixels(renderer, &real_rect,
2073  format, pixels, pitch);
2074 }
2075 
2076 void
2078 {
2079  CHECK_RENDERER_MAGIC(renderer, );
2080 
2081  /* Don't draw while we're hidden */
2082  if (renderer->hidden) {
2083  return;
2084  }
2085  renderer->RenderPresent(renderer);
2086 }
2087 
2088 void
2090 {
2092 
2093  CHECK_TEXTURE_MAGIC(texture, );
2094 
2095  renderer = texture->renderer;
2096  if (texture == renderer->target) {
2097  SDL_SetRenderTarget(renderer, NULL);
2098  }
2099 
2100  texture->magic = NULL;
2101 
2102  if (texture->next) {
2103  texture->next->prev = texture->prev;
2104  }
2105  if (texture->prev) {
2106  texture->prev->next = texture->next;
2107  } else {
2108  renderer->textures = texture->next;
2109  }
2110 
2111  if (texture->native) {
2112  SDL_DestroyTexture(texture->native);
2113  }
2114  if (texture->yuv) {
2115  SDL_SW_DestroyYUVTexture(texture->yuv);
2116  }
2117  SDL_free(texture->pixels);
2118 
2119  renderer->DestroyTexture(renderer, texture);
2120  SDL_free(texture);
2121 }
2122 
2123 void
2125 {
2126  CHECK_RENDERER_MAGIC(renderer, );
2127 
2129 
2130  /* Free existing textures for this renderer */
2131  while (renderer->textures) {
2132  SDL_Texture *tex = renderer->textures; (void) tex;
2133  SDL_DestroyTexture(renderer->textures);
2134  SDL_assert(tex != renderer->textures); /* satisfy static analysis. */
2135  }
2136 
2137  if (renderer->window) {
2139  }
2140 
2141  /* It's no longer magical... */
2142  renderer->magic = NULL;
2143 
2144  /* Free the target mutex */
2145  SDL_DestroyMutex(renderer->target_mutex);
2146  renderer->target_mutex = NULL;
2147 
2148  /* Free the renderer instance */
2149  renderer->DestroyRenderer(renderer);
2150 }
2151 
2152 int SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh)
2153 {
2155 
2156  CHECK_TEXTURE_MAGIC(texture, -1);
2157  renderer = texture->renderer;
2158  if (texture->native) {
2159  return SDL_GL_BindTexture(texture->native, texw, texh);
2160  } else if (renderer && renderer->GL_BindTexture) {
2161  return renderer->GL_BindTexture(renderer, texture, texw, texh);
2162  } else {
2163  return SDL_Unsupported();
2164  }
2165 }
2166 
2168 {
2170 
2171  CHECK_TEXTURE_MAGIC(texture, -1);
2172  renderer = texture->renderer;
2173  if (texture->native) {
2174  return SDL_GL_UnbindTexture(texture->native);
2175  } else if (renderer && renderer->GL_UnbindTexture) {
2176  return renderer->GL_UnbindTexture(renderer, texture);
2177  }
2178 
2179  return SDL_Unsupported();
2180 }
2181 
2182 void *
2184 {
2185  CHECK_RENDERER_MAGIC(renderer, NULL);
2186 
2187  if (renderer->GetMetalLayer) {
2188  return renderer->GetMetalLayer(renderer);
2189  }
2190  return NULL;
2191 }
2192 
2193 void *
2195 {
2196  CHECK_RENDERER_MAGIC(renderer, NULL);
2197 
2198  if (renderer->GetMetalCommandEncoder) {
2199  return renderer->GetMetalCommandEncoder(renderer);
2200  }
2201  return NULL;
2202 }
2203 
2204 static SDL_BlendMode
2206 {
2207  if (blendMode == SDL_BLENDMODE_NONE_FULL) {
2208  return SDL_BLENDMODE_NONE;
2209  }
2210  if (blendMode == SDL_BLENDMODE_BLEND_FULL) {
2211  return SDL_BLENDMODE_BLEND;
2212  }
2213  if (blendMode == SDL_BLENDMODE_ADD_FULL) {
2214  return SDL_BLENDMODE_ADD;
2215  }
2216  if (blendMode == SDL_BLENDMODE_MOD_FULL) {
2217  return SDL_BLENDMODE_MOD;
2218  }
2219  return blendMode;
2220 }
2221 
2222 static SDL_BlendMode
2224 {
2225  if (blendMode == SDL_BLENDMODE_NONE) {
2226  return SDL_BLENDMODE_NONE_FULL;
2227  }
2228  if (blendMode == SDL_BLENDMODE_BLEND) {
2229  return SDL_BLENDMODE_BLEND_FULL;
2230  }
2231  if (blendMode == SDL_BLENDMODE_ADD) {
2232  return SDL_BLENDMODE_ADD_FULL;
2233  }
2234  if (blendMode == SDL_BLENDMODE_MOD) {
2235  return SDL_BLENDMODE_MOD_FULL;
2236  }
2237  return blendMode;
2238 }
2239 
2242  SDL_BlendOperation colorOperation,
2243  SDL_BlendFactor srcAlphaFactor, SDL_BlendFactor dstAlphaFactor,
2244  SDL_BlendOperation alphaOperation)
2245 {
2246  SDL_BlendMode blendMode = SDL_COMPOSE_BLENDMODE(srcColorFactor, dstColorFactor, colorOperation,
2247  srcAlphaFactor, dstAlphaFactor, alphaOperation);
2248  return SDL_GetShortBlendMode(blendMode);
2249 }
2250 
2253 {
2254  blendMode = SDL_GetLongBlendMode(blendMode);
2255  return (SDL_BlendFactor)(((Uint32)blendMode >> 4) & 0xF);
2256 }
2257 
2260 {
2261  blendMode = SDL_GetLongBlendMode(blendMode);
2262  return (SDL_BlendFactor)(((Uint32)blendMode >> 8) & 0xF);
2263 }
2264 
2267 {
2268  blendMode = SDL_GetLongBlendMode(blendMode);
2269  return (SDL_BlendOperation)(((Uint32)blendMode >> 0) & 0xF);
2270 }
2271 
2274 {
2275  blendMode = SDL_GetLongBlendMode(blendMode);
2276  return (SDL_BlendFactor)(((Uint32)blendMode >> 20) & 0xF);
2277 }
2278 
2281 {
2282  blendMode = SDL_GetLongBlendMode(blendMode);
2283  return (SDL_BlendFactor)(((Uint32)blendMode >> 24) & 0xF);
2284 }
2285 
2288 {
2289  blendMode = SDL_GetLongBlendMode(blendMode);
2290  return (SDL_BlendOperation)(((Uint32)blendMode >> 16) & 0xF);
2291 }
2292 
2293 /* vi: set ts=4 sw=4 expandtab: */
SDL_BlendFactor SDL_GetBlendModeSrcColorFactor(SDL_BlendMode blendMode)
Definition: SDL_render.c:2252
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:284
int(* RenderDrawLines)(SDL_Renderer *renderer, const SDL_FPoint *points, int count)
void * pixels
Definition: SDL_sysrender.h:74
#define SDL_HasColorKey
GLenum GLenum GLenum GLenum GLenum scale
SDL_BlendMode blendMode
Definition: SDL_sysrender.h:65
SDL_MouseMotionEvent motion
Definition: SDL_events.h:566
#define SDL_DelEventWatch
#define SDL_LockMutex
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)
#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:31
#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:499
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:977
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:1916
#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(* 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:1581
SDL_RendererInfo info
void * SDL_RenderGetMetalCommandEncoder(SDL_Renderer *renderer)
Get the Metal command encoder for the current frame.
Definition: SDL_render.c:2194
int SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_RendererInfo *info)
Get information about a rendering context.
Definition: SDL_render.c:442
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:135
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:91
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
#define SDL_HINT_RENDER_SCALE_QUALITY
A variable controlling the scaling quality.
Definition: SDL_hints.h:143
SDL_RenderDriver D3D11_RenderDriver
SDL_bool hidden
GLfloat GLfloat GLfloat GLfloat h
#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:1287
GLfixed GLfixed GLfixed y2
SDL_RenderDriver PSP_RenderDriver
EGLSurface surface
Definition: eglext.h:248
static SDL_ScaleMode SDL_GetScaleMode(void)
Definition: SDL_render.c:525
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:2280
#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:302
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:1560
SDL_BlendOperation SDL_GetBlendModeColorOperation(SDL_BlendMode blendMode)
Definition: SDL_render.c:2266
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:2241
#define SDL_BYTESPERPIXEL(X)
Definition: SDL_pixels.h:128
SDL_Rect locked_rect
Definition: SDL_sysrender.h:76
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:900
int SDL_RenderDrawPoint(SDL_Renderer *renderer, int x, int y)
Draw a point on the current rendering target.
Definition: SDL_render.c:1614
#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
static int RenderDrawPointsWithRects(SDL_Renderer *renderer, const SDL_Point *points, int count)
Definition: SDL_render.c:1624
#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:1453
#define SDL_strcasecmp
set set set set set set set macro pixldst1 abits if abits op else op endif endm macro pixldst2 abits if abits op else op endif endm macro pixldst4 abits if abits op else op endif endm macro pixldst0 abits op endm macro pixldst3 mem_operand op endm macro pixldst30 mem_operand op endm macro pixldst abits if abits elseif abits elseif abits elseif abits elseif abits pixldst0 abits else pixldst0 abits pixldst0 abits pixldst0 abits pixldst0 abits endif elseif abits else pixldst0 abits pixldst0 abits endif elseif abits else error unsupported bpp
void SDL_RenderPresent(SDL_Renderer *renderer)
Update the screen with rendering performed.
Definition: SDL_render.c:2077
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:2040
#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:106
SDL_Window * window
void SDL_RenderGetLogicalSize(SDL_Renderer *renderer, int *w, int *h)
Get device independent resolution for rendering.
Definition: SDL_render.c:1422
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:451
#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:1089
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:1704
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:1859
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:2183
int(* GetOutputSize)(SDL_Renderer *renderer, int *w, int *h)
Definition: SDL_sysrender.h:90
int(* SetTextureBlendMode)(SDL_Renderer *renderer, SDL_Texture *texture)
Definition: SDL_sysrender.h:97
int SDL_QueryTexture(SDL_Texture *texture, Uint32 *format, int *access, int *w, int *h)
Query the attributes of a texture.
Definition: SDL_render.c:724
#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:1160
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:843
#define SDL_SetWindowData
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:2205
SDL_Renderer * SDL_CreateSoftwareRenderer(SDL_Surface *surface)
Create a 2D software rendering context for a surface.
Definition: SDL_render.c:413
int(* UpdateTexture)(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch)
Definition: SDL_sysrender.h:99
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
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
int SDL_SetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode blendMode)
Set the blend mode used for texture copy operations.
Definition: SDL_render.c:822
SDL_RenderDriver METAL_RenderDriver
int(* SetTextureColorMod)(SDL_Renderer *renderer, SDL_Texture *texture)
Definition: SDL_sysrender.h:93
SDL_RenderDriver GLES2_RenderDriver
SDL_Texture * next
Definition: SDL_sysrender.h:81
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:2287
void SDL_DestroyTexture(SDL_Texture *texture)
Destroy the specified texture.
Definition: SDL_render.c:2089
SDL_Texture * prev
Definition: SDL_sysrender.h:80
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:2124
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:1831
SDL_Texture * target
int y
Definition: SDL_rect.h:51
void * pixels
Definition: SDL_surface.h:75
#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:1650
uint8_t Uint8
Definition: SDL_stdinc.h:179
#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:73
void SDL_UnlockTexture(SDL_Texture *texture)
Unlock a texture, uploading the changes to video memory, if needed.
Definition: SDL_render.c:1181
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:1108
int SDL_GetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode *blendMode)
Get the blend mode used for drawing operations.
Definition: SDL_render.c:1593
SDL_Texture * SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *surface)
Create a texture from an existing surface.
Definition: SDL_render.c:636
#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:1435
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 *(* GetMetalLayer)(SDL_Renderer *renderer)
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:1802
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:111
void SDL_SW_DestroyYUVTexture(SDL_SW_YUVTexture *swdata)
Definition: SDL_yuv_sw.c:404
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:1028
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:770
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:2152
SDL_bool SDL_RenderGetIntegerScale(SDL_Renderer *renderer)
Get whether integer scales are forced for resolution-independent rendering.
Definition: SDL_render.c:1445
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:1201
int(* GL_UnbindTexture)(SDL_Renderer *renderer, SDL_Texture *texture)
#define SDL_atoi
#define SDL_BLENDMODE_NONE_FULL
Definition: SDL_render.c:59
GLuint index
static int UpdateLogicalSize(SDL_Renderer *renderer)
Definition: SDL_render.c:1293
#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:854
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:1524
int SDL_SetTextureAlphaMod(SDL_Texture *texture, Uint8 alpha)
Set an additional alpha value used in render copy operations.
Definition: SDL_render.c:788
void SDL_RenderGetClipRect(SDL_Renderer *renderer, SDL_Rect *rect)
Get the clip rectangle for the current target.
Definition: SDL_render.c:1504
#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:941
#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:1602
SDL_bool SDL_RenderIsClipEnabled(SDL_Renderer *renderer)
Get whether clipping is enabled on the given renderer.
Definition: SDL_render.c:1517
#define NULL
Definition: begin_code.h:164
#define SDL_OutOfMemory()
Definition: SDL_error.h:52
SDL_bool
Definition: SDL_stdinc.h:161
#define SDL_GetCurrentVideoDriver
GLfloat GLfloat GLfloat GLfloat GLfloat maxY
Definition: gl2ext.h:446
SDL_BlendFactor SDL_GetBlendModeSrcAlphaFactor(SDL_BlendMode blendMode)
Definition: SDL_render.c:2273
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:486
#define SDL_DestroyMutex
SDL_Renderer * renderer
Definition: SDL_sysrender.h:69
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:304
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:247
#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:1760
int h
Definition: SDL_rect.h:67
int(* SetTextureAlphaMod)(SDL_Renderer *renderer, SDL_Texture *texture)
Definition: SDL_sysrender.h:95
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:1876
The type used to identify a window.
Definition: SDL_sysvideo.h:73
#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:436
SDL_Rect viewport
Definition: testviewport.c:28
SDL_BlendFactor SDL_GetBlendModeDstColorFactor(SDL_BlendMode blendMode)
Definition: SDL_render.c:2259
GLdouble n
void SDL_RenderGetViewport(SDL_Renderer *renderer, SDL_Rect *rect)
Get the drawing area for the current target.
Definition: SDL_render.c:1473
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
#define SDL_HINT_RENDER_DRIVER
A variable specifying which render driver to use.
Definition: SDL_hints.h:85
void(* WindowEvent)(SDL_Renderer *renderer, const SDL_WindowEvent *event)
Definition: SDL_sysrender.h:89
void SDL_RenderGetScale(SDL_Renderer *renderer, float *scaleX, float *scaleY)
Get the drawing scale for the current target.
Definition: SDL_render.c:1534
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:745
GLfloat angle
SDL_MouseButtonEvent button
Definition: SDL_events.h:567
const void * magic
Definition: SDL_sysrender.h:87
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:1486
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:1969
Uint32 format
Definition: SDL_sysrender.h:60
#define SDL_UnlockMutex
#define SDL_arraysize(array)
Definition: SDL_stdinc.h:115
static char renderer_magic
Definition: SDL_render.c:105
General event structure.
Definition: SDL_events.h:557
#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:1547
#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:92
SDL_Texture * native
Definition: SDL_sysrender.h:72
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
SDL_ScaleMode scaleMode
Definition: SDL_sysrender.h:66
static SDL_BlendMode SDL_GetLongBlendMode(SDL_BlendMode blendMode)
Definition: SDL_render.c:2223
SDL_Rect viewport_backup
int SDL_RenderSetLogicalSize(SDL_Renderer *renderer, int w, int h)
Set device independent resolution for rendering.
Definition: SDL_render.c:1402
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:1210
const void * magic
Definition: SDL_sysrender.h:59
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:1692
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:1139
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: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:541
int SDL_GetTextureAlphaMod(SDL_Texture *texture, Uint8 *alpha)
Get the additional alpha value used in render copy operations.
Definition: SDL_render.c:811
SDL_bool integer_scale
SDL_bool clipping_enabled
static int SDL_RendererEventWatch(void *userdata, SDL_Event *event)
Definition: SDL_render.c:146
#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:2167
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:1096
Uint32 type
Definition: SDL_events.h:559
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:121
static SDL_bool IsSupportedBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode)
Definition: SDL_render.c:469