SDL_Renderer * DirectFB_CreateRenderer(SDL_Window * window, Uint32 flags) { IDirectFBSurface *winsurf = get_dfb_surface(window); SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window); SDL_Renderer *renderer = NULL; DirectFB_RenderData *data = NULL; DFBSurfaceCapabilities scaps; SDL_DFB_ALLOC_CLEAR(renderer, sizeof(*renderer)); SDL_DFB_ALLOC_CLEAR(data, sizeof(*data)); renderer->WindowEvent = DirectFB_WindowEvent; renderer->CreateTexture = DirectFB_CreateTexture; renderer->SetTextureAlphaMod = DirectFB_SetTextureAlphaMod; renderer->SetTextureColorMod = DirectFB_SetTextureColorMod; renderer->SetTextureBlendMode = DirectFB_SetTextureBlendMode; renderer->UpdateTexture = DirectFB_UpdateTexture; renderer->LockTexture = DirectFB_LockTexture; renderer->RenderClear = DirectFB_RenderClear; renderer->UnlockTexture = DirectFB_UnlockTexture; renderer->RenderDrawPoints = DirectFB_RenderDrawPoints; renderer->RenderDrawLines = DirectFB_RenderDrawLines; /* SetDrawColor - no needed */ renderer->RenderFillRects = DirectFB_RenderFillRects; renderer->RenderCopy = DirectFB_RenderCopy; renderer->RenderPresent = DirectFB_RenderPresent; /* FIXME: Yet to be tested */ renderer->RenderReadPixels = DirectFB_RenderReadPixels; /* renderer->RenderWritePixels = DirectFB_RenderWritePixels; */ renderer->DestroyTexture = DirectFB_DestroyTexture; renderer->DestroyRenderer = DirectFB_DestroyRenderer; renderer->UpdateViewport = DirectFB_UpdateViewport; renderer->UpdateClipRect = DirectFB_UpdateClipRect; renderer->SetRenderTarget = DirectFB_SetRenderTarget; #if 0 renderer->QueryTexturePixels = DirectFB_QueryTexturePixels; renderer->SetTexturePalette = DirectFB_SetTexturePalette; renderer->GetTexturePalette = DirectFB_GetTexturePalette; renderer->SetTextureScaleMode = DirectFB_SetTextureScaleMode; renderer->DirtyTexture = DirectFB_DirtyTexture; renderer->SetDrawBlendMode = DirectFB_SetDrawBlendMode; renderer->RenderDrawRects = DirectFB_RenderDrawRects; #endif renderer->info = DirectFB_RenderDriver.info; renderer->window = window; /* SDL window */ renderer->driverdata = data; renderer->info.flags = SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE; data->window = window; data->target = winsurf; data->flipflags = DSFLIP_PIPELINE | DSFLIP_BLIT; if (flags & SDL_RENDERER_PRESENTVSYNC) { data->flipflags |= DSFLIP_WAITFORSYNC | DSFLIP_ONSYNC; renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC; } else data->flipflags |= DSFLIP_ONSYNC; SDL_DFB_CHECKERR(winsurf->GetCapabilities(winsurf, &scaps)); #if 0 if (scaps & DSCAPS_DOUBLE) renderer->info.flags |= SDL_RENDERER_PRESENTFLIP2; else if (scaps & DSCAPS_TRIPLE) renderer->info.flags |= SDL_RENDERER_PRESENTFLIP3; else renderer->info.flags |= SDL_RENDERER_SINGLEBUFFER; #endif DirectFB_SetSupportedPixelFormats(&renderer->info); #if 0 /* Set up a palette watch on the display palette */ if (display-> palette) { SDL_AddPaletteWatch(display->palette, DisplayPaletteChanged, data); } #endif return renderer; error: SDL_DFB_FREE(renderer); SDL_DFB_FREE(data); return NULL; }
SDL_Renderer * SW_CreateRenderer(SDL_Window * window, Uint32 flags) { SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window); SDL_DisplayMode *displayMode = &display->current_mode; SDL_Renderer *renderer; SW_RenderData *data; int i, n; int bpp; Uint32 Rmask, Gmask, Bmask, Amask; Uint32 renderer_flags; const char *desired_driver; if (!SDL_PixelFormatEnumToMasks (displayMode->format, &bpp, &Rmask, &Gmask, &Bmask, &Amask)) { SDL_SetError("Unknown display format"); return NULL; } renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer)); if (!renderer) { SDL_OutOfMemory(); return NULL; } data = (SW_RenderData *) SDL_calloc(1, sizeof(*data)); if (!data) { SW_DestroyRenderer(renderer); SDL_OutOfMemory(); return NULL; } renderer->ActivateRenderer = SW_ActivateRenderer; renderer->DisplayModeChanged = SW_DisplayModeChanged; renderer->RenderPoint = SW_RenderPoint; renderer->RenderLine = SW_RenderLine; renderer->RenderFill = SW_RenderFill; renderer->RenderCopy = SW_RenderCopy; renderer->RenderPresent = SW_RenderPresent; renderer->DestroyRenderer = SW_DestroyRenderer; renderer->info.name = SW_RenderDriver.info.name; renderer->info.flags = 0; renderer->window = window->id; renderer->driverdata = data; Setup_SoftwareRenderer(renderer); if (flags & SDL_RENDERER_PRESENTFLIP2) { renderer->info.flags |= SDL_RENDERER_PRESENTFLIP2; n = 2; } else if (flags & SDL_RENDERER_PRESENTFLIP3) { renderer->info.flags |= SDL_RENDERER_PRESENTFLIP3; n = 3; } else { renderer->info.flags |= SDL_RENDERER_PRESENTCOPY; n = 1; } data->format = displayMode->format; /* Find a render driver that we can use to display data */ renderer_flags = (SDL_RENDERER_SINGLEBUFFER | SDL_RENDERER_PRESENTDISCARD); if (flags & SDL_RENDERER_PRESENTVSYNC) { renderer_flags |= SDL_RENDERER_PRESENTVSYNC; } desired_driver = SDL_getenv("SDL_VIDEO_RENDERER_SWDRIVER"); for (i = 0; i < display->num_render_drivers; ++i) { SDL_RenderDriver *driver = &display->render_drivers[i]; if (driver->info.name == SW_RenderDriver.info.name) { continue; } if (desired_driver && SDL_strcasecmp(desired_driver, driver->info.name) != 0) { continue; } data->renderer = driver->CreateRenderer(window, renderer_flags); if (data->renderer) { break; } } if (i == display->num_render_drivers) { SW_DestroyRenderer(renderer); SDL_SetError("Couldn't find display render driver"); return NULL; } if (data->renderer->info.flags & SDL_RENDERER_PRESENTVSYNC) { renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC; } /* Create the textures we'll use for display */ for (i = 0; i < n; ++i) { data->texture[i] = CreateTexture(data->renderer, data->format, window->w, window->h); if (!data->texture[i]) { SW_DestroyRenderer(renderer); return NULL; } } data->current_texture = 0; /* Create a surface we'll use for rendering */ data->surface.flags = SDL_PREALLOC; data->surface.format = SDL_AllocFormat(bpp, Rmask, Gmask, Bmask, Amask); if (!data->surface.format) { SW_DestroyRenderer(renderer); return NULL; } SDL_SetSurfacePalette(&data->surface, display->palette); /* Set up a palette watch on the display palette */ if (display->palette) { SDL_AddPaletteWatch(display->palette, DisplayPaletteChanged, data); } return renderer; }
SDL_Surface * SDL_SetVideoMode(int width, int height, int bpp, Uint32 flags) { SDL_DisplayMode desktop_mode; SDL_DisplayMode mode; int window_x = SDL_WINDOWPOS_UNDEFINED; int window_y = SDL_WINDOWPOS_UNDEFINED; Uint32 window_flags; Uint32 desktop_format; Uint32 desired_format; Uint32 surface_flags; if (!SDL_GetVideoDevice()) { if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_NOPARACHUTE) < 0) { return NULL; } } SDL_GetDesktopDisplayMode(&desktop_mode); if (width == 0) { width = desktop_mode.w; } if (height == 0) { height = desktop_mode.h; } /* See if we can simply resize the existing window and surface */ if (SDL_ResizeVideoMode(width, height, bpp, flags) == 0) { return SDL_PublicSurface; } /* Destroy existing window */ SDL_PublicSurface = NULL; if (SDL_ShadowSurface) { SDL_FreeSurface(SDL_ShadowSurface); SDL_ShadowSurface = NULL; } if (SDL_VideoSurface) { SDL_DelPaletteWatch(SDL_VideoSurface->format->palette, SDL_VideoPaletteChanged, NULL); SDL_FreeSurface(SDL_VideoSurface); SDL_VideoSurface = NULL; } if (SDL_VideoContext) { /* SDL_GL_MakeCurrent(0, NULL); *//* Doesn't do anything */ SDL_GL_DeleteContext(SDL_VideoContext); SDL_VideoContext = NULL; } if (SDL_VideoWindow) { SDL_GetWindowPosition(SDL_VideoWindow, &window_x, &window_y); SDL_DestroyWindow(SDL_VideoWindow); } /* Set up the event filter */ if (!SDL_GetEventFilter(NULL, NULL)) { SDL_SetEventFilter(SDL_CompatEventFilter, NULL); } /* Create a new window */ window_flags = SDL_WINDOW_SHOWN; if (flags & SDL_FULLSCREEN) { window_flags |= SDL_WINDOW_FULLSCREEN; } if (flags & SDL_OPENGL) { window_flags |= SDL_WINDOW_OPENGL; } if (flags & SDL_RESIZABLE) { window_flags |= SDL_WINDOW_RESIZABLE; } if (flags & SDL_NOFRAME) { window_flags |= SDL_WINDOW_BORDERLESS; } GetEnvironmentWindowPosition(width, height, &window_x, &window_y); SDL_SetFullscreenDisplayMode(NULL); SDL_VideoWindow = SDL_CreateWindow(wm_title, window_x, window_y, width, height, window_flags); if (!SDL_VideoWindow) { return NULL; } SDL_SetWindowIcon(SDL_VideoWindow, SDL_VideoIcon); window_flags = SDL_GetWindowFlags(SDL_VideoWindow); surface_flags = 0; if (window_flags & SDL_WINDOW_FULLSCREEN) { surface_flags |= SDL_FULLSCREEN; } if (window_flags & SDL_WINDOW_OPENGL) { surface_flags |= SDL_OPENGL; } if (window_flags & SDL_WINDOW_RESIZABLE) { surface_flags |= SDL_RESIZABLE; } if (window_flags & SDL_WINDOW_BORDERLESS) { surface_flags |= SDL_NOFRAME; } /* Set up the desired display mode */ desktop_format = desktop_mode.format; if (desktop_format && ((flags & SDL_ANYFORMAT) || (bpp == SDL_BITSPERPIXEL(desktop_format)))) { desired_format = desktop_format; } else { switch (bpp) { case 0: if (desktop_format) { desired_format = desktop_format; } else { desired_format = SDL_PIXELFORMAT_RGB888; } bpp = SDL_BITSPERPIXEL(desired_format); break; case 8: desired_format = SDL_PIXELFORMAT_INDEX8; break; case 15: desired_format = SDL_PIXELFORMAT_RGB555; break; case 16: desired_format = SDL_PIXELFORMAT_RGB565; break; case 24: desired_format = SDL_PIXELFORMAT_RGB24; break; case 32: desired_format = SDL_PIXELFORMAT_RGB888; break; default: SDL_SetError("Unsupported bpp in SDL_SetVideoMode()"); return NULL; } } mode.format = desired_format; mode.w = width; mode.h = height; mode.refresh_rate = 0; /* Set the desired display mode */ if (flags & SDL_FULLSCREEN) { if (SDL_SetFullscreenDisplayMode(&mode) < 0) { return NULL; } } /* If we're in OpenGL mode, just create a stub surface and we're done! */ if (flags & SDL_OPENGL) { SDL_VideoContext = SDL_GL_CreateContext(SDL_VideoWindow); if (!SDL_VideoContext) { return NULL; } if (SDL_GL_MakeCurrent(SDL_VideoWindow, SDL_VideoContext) < 0) { return NULL; } SDL_VideoSurface = SDL_CreateRGBSurfaceFrom(NULL, width, height, bpp, 0, 0, 0, 0, 0); if (!SDL_VideoSurface) { return NULL; } SDL_VideoSurface->flags |= surface_flags; SDL_PublicSurface = SDL_VideoSurface; return SDL_PublicSurface; } /* Create a renderer for the window */ if (SDL_CreateRenderer (SDL_VideoWindow, -1, SDL_RENDERER_SINGLEBUFFER | SDL_RENDERER_PRESENTDISCARD) < 0) { return NULL; } SDL_GetRendererInfo(&SDL_VideoRendererInfo); /* Create a texture for the screen surface */ SDL_VideoTexture = SDL_CreateTexture(desired_format, SDL_TEXTUREACCESS_STREAMING, width, height); if (!SDL_VideoTexture) { SDL_VideoTexture = SDL_CreateTexture(desktop_format, SDL_TEXTUREACCESS_STREAMING, width, height); } if (!SDL_VideoTexture) { return NULL; } /* Create the screen surface */ SDL_VideoSurface = CreateVideoSurface(SDL_VideoTexture); if (!SDL_VideoSurface) { return NULL; } SDL_VideoSurface->flags |= surface_flags; /* Set a default screen palette */ if (SDL_VideoSurface->format->palette) { SDL_VideoSurface->flags |= SDL_HWPALETTE; SDL_DitherColors(SDL_VideoSurface->format->palette->colors, SDL_VideoSurface->format->BitsPerPixel); SDL_AddPaletteWatch(SDL_VideoSurface->format->palette, SDL_VideoPaletteChanged, SDL_VideoSurface); SDL_SetPaletteColors(SDL_VideoSurface->format->palette, SDL_VideoSurface->format->palette->colors, 0, SDL_VideoSurface->format->palette->ncolors); } /* Create a shadow surface if necessary */ if ((bpp != SDL_VideoSurface->format->BitsPerPixel) && !(flags & SDL_ANYFORMAT)) { SDL_ShadowSurface = SDL_CreateRGBSurface(0, width, height, bpp, 0, 0, 0, 0); if (!SDL_ShadowSurface) { return NULL; } SDL_ShadowSurface->flags |= surface_flags; /* 8-bit SDL_ShadowSurface surfaces report that they have exclusive palette */ if (SDL_ShadowSurface->format->palette) { SDL_ShadowSurface->flags |= SDL_HWPALETTE; if (SDL_VideoSurface->format->palette) { SDL_SetSurfacePalette(SDL_ShadowSurface, SDL_VideoSurface->format->palette); } else { SDL_DitherColors(SDL_ShadowSurface->format->palette->colors, SDL_ShadowSurface->format->BitsPerPixel); } SDL_AddPaletteWatch(SDL_ShadowSurface->format->palette, SDL_VideoPaletteChanged, SDL_ShadowSurface); } } SDL_PublicSurface = (SDL_ShadowSurface ? SDL_ShadowSurface : SDL_VideoSurface); SDL_VideoFlags = flags; ClearVideoSurface(); SetupScreenSaver(flags); /* We're finally done! */ return SDL_PublicSurface; }
SDL_Renderer * DirectFB_CreateRenderer(SDL_Window * window, Uint32 flags) { SDL_DFB_WINDOWDATA(window); SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window); SDL_Renderer *renderer = NULL; DirectFB_RenderData *data = NULL; DFBResult ret; DFBSurfaceCapabilities scaps; char *p; SDL_DFB_CALLOC(renderer, 1, sizeof(*renderer)); SDL_DFB_CALLOC(data, 1, sizeof(*data)); renderer->DisplayModeChanged = DirectFB_DisplayModeChanged; renderer->ActivateRenderer = DirectFB_ActivateRenderer; renderer->CreateTexture = DirectFB_CreateTexture; renderer->QueryTexturePixels = DirectFB_QueryTexturePixels; renderer->SetTexturePalette = DirectFB_SetTexturePalette; renderer->GetTexturePalette = DirectFB_GetTexturePalette; renderer->SetTextureAlphaMod = DirectFB_SetTextureAlphaMod; renderer->SetTextureColorMod = DirectFB_SetTextureColorMod; renderer->SetTextureBlendMode = DirectFB_SetTextureBlendMode; renderer->SetTextureScaleMode = DirectFB_SetTextureScaleMode; renderer->UpdateTexture = DirectFB_UpdateTexture; renderer->LockTexture = DirectFB_LockTexture; renderer->UnlockTexture = DirectFB_UnlockTexture; renderer->DirtyTexture = DirectFB_DirtyTexture; renderer->RenderPoint = DirectFB_RenderPoint; renderer->RenderLine = DirectFB_RenderLine; renderer->RenderFill = DirectFB_RenderFill; renderer->RenderCopy = DirectFB_RenderCopy; renderer->RenderPresent = DirectFB_RenderPresent; renderer->DestroyTexture = DirectFB_DestroyTexture; renderer->DestroyRenderer = DirectFB_DestroyRenderer; renderer->info = DirectFB_RenderDriver.info; renderer->window = window->id; /* SDL window id */ renderer->driverdata = data; renderer->info.flags = SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTDISCARD; data->window = window; data->flipflags = DSFLIP_PIPELINE | DSFLIP_BLIT; if (flags & SDL_RENDERER_PRESENTVSYNC) { data->flipflags |= DSFLIP_WAITFORSYNC; renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC; } else data->flipflags |= DSFLIP_ONSYNC; SDL_DFB_CHECKERR(windata->surface-> GetCapabilities(windata->surface, &scaps)); if (scaps & DSCAPS_DOUBLE) renderer->info.flags |= SDL_RENDERER_PRESENTFLIP2; else if (scaps & DSCAPS_TRIPLE) renderer->info.flags |= SDL_RENDERER_PRESENTFLIP3; else renderer->info.flags |= SDL_RENDERER_SINGLEBUFFER; data->isyuvdirect = 0; /* default is off! */ p = SDL_getenv(DFBENV_USE_YUV_DIRECT); if (p) data->isyuvdirect = atoi(p); /* Set up a palette watch on the display palette */ if (display->palette) { SDL_AddPaletteWatch(display->palette, DisplayPaletteChanged, data); } return renderer; error: SDL_DFB_FREE(renderer); SDL_DFB_FREE(data); return NULL; }