static int
DirectFB_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
    SDL_Window *window = renderer->window;
    SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
    SDL_DFB_DEVICEDATA(display->device);
    DirectFB_TextureData *data;
    DFBSurfaceDescription dsc;
    DFBSurfacePixelFormat pixelformat;

    DirectFB_ActivateRenderer(renderer);

    SDL_DFB_ALLOC_CLEAR(data, sizeof(*data));
    texture->driverdata = data;

    /* find the right pixelformat */
    pixelformat = DirectFB_SDLToDFBPixelFormat(texture->format);
    if (pixelformat == DSPF_UNKNOWN) {
        SDL_SetError("Unknown pixel format %d\n", data->format);
        goto error;
    }

    data->format = texture->format;
    data->pitch = texture->w * DFB_BYTES_PER_PIXEL(pixelformat);

    if (DirectFB_AcquireVidLayer(renderer, texture) != 0) {
        /* fill surface description */
        dsc.flags =
            DSDESC_WIDTH | DSDESC_HEIGHT | DSDESC_PIXELFORMAT | DSDESC_CAPS;
        dsc.width = texture->w;
        dsc.height = texture->h;
        if(texture->format == SDL_PIXELFORMAT_YV12 ||
           texture->format == SDL_PIXELFORMAT_IYUV) {
           /* dfb has problems with odd sizes -make them even internally */
           dsc.width += (dsc.width % 2);
           dsc.height += (dsc.height % 2);
        }
        /* <1.2 Never use DSCAPS_VIDEOONLY here. It kills performance
         * No DSCAPS_SYSTEMONLY either - let dfb decide
         * 1.2: DSCAPS_SYSTEMONLY boosts performance by factor ~8
         * Depends on other settings as well. Let dfb decide.
         */
        dsc.caps = DSCAPS_PREMULTIPLIED;
#if 0
        if (texture->access == SDL_TEXTUREACCESS_STREAMING)
            dsc.caps |= DSCAPS_SYSTEMONLY;
        else
            dsc.caps |= DSCAPS_VIDEOONLY;
#endif

        dsc.pixelformat = pixelformat;
        data->pixels = NULL;

        /* Create the surface */
        SDL_DFB_CHECKERR(devdata->dfb->CreateSurface(devdata->dfb, &dsc,
                                                     &data->surface));
        if (SDL_ISPIXELFORMAT_INDEXED(data->format)
            && !SDL_ISPIXELFORMAT_FOURCC(data->format)) {
#if 1
            SDL_DFB_CHECKERR(data->surface->GetPalette(data->surface, &data->palette));
#else
            /* DFB has issues with blitting LUT8 surfaces.
             * Creating a new palette does not help.
             */
            DFBPaletteDescription pal_desc;
            pal_desc.flags = DPDESC_SIZE; /* | DPDESC_ENTRIES */
            pal_desc.size = 256;
            SDL_DFB_CHECKERR(devdata->dfb->CreatePalette(devdata->dfb, &pal_desc,&data->palette));
            SDL_DFB_CHECKERR(data->surface->SetPalette(data->surface, data->palette));
#endif
        }

    }
#if (DFB_VERSION_ATLEAST(1,2,0))
    data->render_options = DSRO_NONE;
#endif
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
        /* 3 plane YUVs return 1 bpp, but we need more space for other planes */
        if(texture->format == SDL_PIXELFORMAT_YV12 ||
           texture->format == SDL_PIXELFORMAT_IYUV) {
            SDL_DFB_ALLOC_CLEAR(data->pixels, (texture->h * data->pitch  + ((texture->h + texture->h % 2) * (data->pitch + data->pitch % 2) * 2) / 4));
        } else {
            SDL_DFB_ALLOC_CLEAR(data->pixels, texture->h * data->pitch);
        }
    }

    return 0;

  error:
    SDL_DFB_RELEASE(data->palette);
    SDL_DFB_RELEASE(data->surface);
    SDL_DFB_FREE(texture->driverdata);
    return -1;
}
static int
DirectFB_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
    SDL_Window *window = SDL_GetWindowFromID(renderer->window);
    SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);
    SDL_DFB_DEVICEDATA(display->device);
    DirectFB_TextureData *data;
    DFBResult ret;
    DFBSurfaceDescription dsc;

    SDL_DFB_CALLOC(data, 1, sizeof(*data));
    texture->driverdata = data;

    data->format = texture->format;
    data->pitch = (texture->w * SDL_BYTESPERPIXEL(data->format));

    if (DirectFB_AcquireVidLayer(renderer, texture) != 0) {
        /* fill surface description */
        dsc.flags =
            DSDESC_WIDTH | DSDESC_HEIGHT | DSDESC_PIXELFORMAT | DSDESC_CAPS;
        dsc.width = texture->w;
        dsc.height = texture->h;
        /* <1.2 Never use DSCAPS_VIDEOONLY here. It kills performance
         * No DSCAPS_SYSTEMONLY either - let dfb decide
         * 1.2: DSCAPS_SYSTEMONLY boosts performance by factor ~8
         * Depends on other settings as well. Let dfb decide.
         */
        dsc.caps = DSCAPS_PREMULTIPLIED;
#if 0
        if (texture->access == SDL_TEXTUREACCESS_STREAMING)
            dsc.caps |= DSCAPS_SYSTEMONLY;
        else
            dsc.caps |= DSCAPS_VIDEOONLY;
#endif

        /* find the right pixelformat */

        dsc.pixelformat = SDLToDFBPixelFormat(data->format);
        if (dsc.pixelformat == DSPF_UNKNOWN) {
            SDL_SetError("Unknown pixel format %d\n", data->format);
            goto error;
        }

        data->pixels = NULL;

        /* Create the surface */
        SDL_DFB_CHECKERR(devdata->dfb->CreateSurface(devdata->dfb, &dsc,
                                                     &data->surface));
        if (SDL_ISPIXELFORMAT_INDEXED(data->format)
            && !SDL_ISPIXELFORMAT_FOURCC(data->format)) {
            SDL_DFB_CHECKERR(data->surface->GetPalette(data->surface,
                                                       &data->palette));
        }

    }
#if (DFB_VERSION_ATLEAST(1,2,0))
    data->render_options = DSRO_NONE;
#endif

    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
        data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
        SDL_DFB_CALLOC(data->pixels, 1, texture->h * data->pitch);
    }

    return 0;

  error:
    SDL_DFB_RELEASE(data->palette);
    SDL_DFB_RELEASE(data->surface);
    SDL_DFB_FREE(texture->driverdata);
    return -1;
}