From 30f41c02aec763d32e62351452da9ef582bc3472 Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Fri, 6 Mar 2026 13:30:59 -0800 Subject: Move contrib libraries to contrib repo --- contrib/SDL-3.2.8/src/render/SDL_d3dmath.c | 135 - contrib/SDL-3.2.8/src/render/SDL_d3dmath.h | 85 - contrib/SDL-3.2.8/src/render/SDL_render.c | 5676 -------------------- .../SDL-3.2.8/src/render/SDL_render_debug_font.h | 2331 -------- .../SDL-3.2.8/src/render/SDL_render_unsupported.c | 22 - contrib/SDL-3.2.8/src/render/SDL_sysrender.h | 372 -- contrib/SDL-3.2.8/src/render/SDL_yuv_sw.c | 404 -- contrib/SDL-3.2.8/src/render/SDL_yuv_sw_c.h | 63 - .../src/render/direct3d/D3D9_PixelShader_YUV.h | 164 - .../src/render/direct3d/D3D9_PixelShader_YUV.hlsl | 47 - .../SDL-3.2.8/src/render/direct3d/SDL_render_d3d.c | 1778 ------ .../src/render/direct3d/SDL_shaders_d3d.c | 48 - .../src/render/direct3d/SDL_shaders_d3d.h | 32 - .../src/render/direct3d/compile_shaders.bat | 1 - .../render/direct3d11/D3D11_PixelShader_Advanced.h | 1060 ---- .../direct3d11/D3D11_PixelShader_Advanced.hlsl | 7 - .../render/direct3d11/D3D11_PixelShader_Colors.h | 284 - .../direct3d11/D3D11_PixelShader_Colors.hlsl | 7 - .../direct3d11/D3D11_PixelShader_Common.hlsli | 235 - .../render/direct3d11/D3D11_PixelShader_Textures.h | 332 -- .../direct3d11/D3D11_PixelShader_Textures.hlsl | 9 - .../src/render/direct3d11/D3D11_VertexShader.h | 339 -- .../src/render/direct3d11/D3D11_VertexShader.hlsl | 38 - .../src/render/direct3d11/SDL_render_d3d11.c | 2767 ---------- .../src/render/direct3d11/SDL_shaders_d3d11.c | 116 - .../src/render/direct3d11/SDL_shaders_d3d11.h | 35 - .../src/render/direct3d11/compile_shaders.bat | 4 - .../render/direct3d12/D3D12_PixelShader_Advanced.h | 1389 ----- .../direct3d12/D3D12_PixelShader_Advanced.hlsl | 8 - .../render/direct3d12/D3D12_PixelShader_Colors.h | 490 -- .../direct3d12/D3D12_PixelShader_Colors.hlsl | 8 - .../direct3d12/D3D12_PixelShader_Common.hlsli | 236 - .../render/direct3d12/D3D12_PixelShader_Textures.h | 586 -- .../direct3d12/D3D12_PixelShader_Textures.hlsl | 8 - .../src/render/direct3d12/D3D12_RootSig_Advanced.h | 31 - .../src/render/direct3d12/D3D12_RootSig_Color.h | 16 - .../src/render/direct3d12/D3D12_RootSig_Texture.h | 23 - .../render/direct3d12/D3D12_Shader_Common.hlsli | 37 - .../src/render/direct3d12/D3D12_VertexShader.hlsl | 45 - .../direct3d12/D3D12_VertexShader_Advanced.h | 653 --- .../render/direct3d12/D3D12_VertexShader_Color.h | 637 --- .../render/direct3d12/D3D12_VertexShader_Texture.h | 645 --- .../src/render/direct3d12/SDL_render_d3d12.c | 3309 ------------ .../render/direct3d12/SDL_render_d3d12_xbox.cpp | 174 - .../src/render/direct3d12/SDL_render_d3d12_xbox.h | 44 - .../src/render/direct3d12/SDL_shaders_d3d12.c | 125 - .../src/render/direct3d12/SDL_shaders_d3d12.h | 54 - .../direct3d12/SDL_shaders_d3d12_xboxone.cpp | 132 - .../direct3d12/SDL_shaders_d3d12_xboxseries.cpp | 133 - .../src/render/direct3d12/compile_shaders.bat | 21 - .../src/render/direct3d12/compile_shaders_xbox.bat | 13 - contrib/SDL-3.2.8/src/render/gpu/SDL_gpu_util.h | 74 - .../SDL-3.2.8/src/render/gpu/SDL_pipeline_gpu.c | 202 - .../SDL-3.2.8/src/render/gpu/SDL_pipeline_gpu.h | 47 - contrib/SDL-3.2.8/src/render/gpu/SDL_render_gpu.c | 1276 ----- contrib/SDL-3.2.8/src/render/gpu/SDL_shaders_gpu.c | 232 - contrib/SDL-3.2.8/src/render/gpu/SDL_shaders_gpu.h | 63 - .../src/render/gpu/shaders/.gitattributes | 1 - .../SDL-3.2.8/src/render/gpu/shaders/.gitignore | 4 - .../src/render/gpu/shaders/build-shaders.sh | 106 - .../SDL-3.2.8/src/render/gpu/shaders/color.frag | 9 - .../src/render/gpu/shaders/color.frag.metal.h | 28 - .../src/render/gpu/shaders/color.frag.sm50.dxbc.h | 85 - .../src/render/gpu/shaders/color.frag.sm60.dxil.h | 340 -- .../src/render/gpu/shaders/color.frag.spv.h | 29 - contrib/SDL-3.2.8/src/render/gpu/shaders/dxbc50.h | 6 - contrib/SDL-3.2.8/src/render/gpu/shaders/dxil60.h | 6 - .../src/render/gpu/shaders/linepoint.vert | 17 - .../src/render/gpu/shaders/linepoint.vert.metal.h | 51 - .../render/gpu/shaders/linepoint.vert.sm50.dxbc.h | 172 - .../render/gpu/shaders/linepoint.vert.sm60.dxil.h | 496 -- .../src/render/gpu/shaders/linepoint.vert.spv.h | 93 - contrib/SDL-3.2.8/src/render/gpu/shaders/metal.h | 6 - contrib/SDL-3.2.8/src/render/gpu/shaders/spir-v.h | 6 - .../src/render/gpu/shaders/texture_rgb.frag | 12 - .../render/gpu/shaders/texture_rgb.frag.metal.h | 41 - .../gpu/shaders/texture_rgb.frag.sm50.dxbc.h | 123 - .../gpu/shaders/texture_rgb.frag.sm60.dxil.h | 465 -- .../src/render/gpu/shaders/texture_rgb.frag.spv.h | 59 - .../src/render/gpu/shaders/texture_rgba.frag | 12 - .../render/gpu/shaders/texture_rgba.frag.metal.h | 40 - .../gpu/shaders/texture_rgba.frag.sm50.dxbc.h | 120 - .../gpu/shaders/texture_rgba.frag.sm60.dxil.h | 467 -- .../src/render/gpu/shaders/texture_rgba.frag.spv.h | 50 - .../src/render/gpu/shaders/tri_color.vert | 17 - .../src/render/gpu/shaders/tri_color.vert.metal.h | 48 - .../render/gpu/shaders/tri_color.vert.sm50.dxbc.h | 178 - .../render/gpu/shaders/tri_color.vert.sm60.dxil.h | 515 -- .../src/render/gpu/shaders/tri_color.vert.spv.h | 89 - .../src/render/gpu/shaders/tri_texture.vert | 20 - .../render/gpu/shaders/tri_texture.vert.metal.h | 56 - .../gpu/shaders/tri_texture.vert.sm50.dxbc.h | 195 - .../gpu/shaders/tri_texture.vert.sm60.dxil.h | 558 -- .../src/render/gpu/shaders/tri_texture.vert.spv.h | 106 - .../SDL-3.2.8/src/render/metal/SDL_render_metal.m | 2196 -------- .../src/render/metal/SDL_shaders_metal.metal | 299 -- .../src/render/metal/SDL_shaders_metal_ios.h | 2612 --------- .../metal/SDL_shaders_metal_iphonesimulator.h | 3155 ----------- .../src/render/metal/SDL_shaders_metal_macos.h | 2532 --------- .../src/render/metal/SDL_shaders_metal_tvos.h | 2612 --------- .../render/metal/SDL_shaders_metal_tvsimulator.h | 3155 ----------- .../src/render/metal/build-metal-shaders.sh | 24 - contrib/SDL-3.2.8/src/render/opengl/SDL_glfuncs.h | 476 -- .../SDL-3.2.8/src/render/opengl/SDL_render_gl.c | 1844 ------- .../SDL-3.2.8/src/render/opengl/SDL_shaders_gl.c | 545 -- .../SDL-3.2.8/src/render/opengl/SDL_shaders_gl.h | 52 - .../src/render/opengles2/SDL_gles2funcs.h | 78 - .../src/render/opengles2/SDL_render_gles2.c | 2226 -------- .../src/render/opengles2/SDL_shaders_gles2.c | 387 -- .../src/render/opengles2/SDL_shaders_gles2.h | 65 - contrib/SDL-3.2.8/src/render/ps2/SDL_render_ps2.c | 727 --- contrib/SDL-3.2.8/src/render/psp/SDL_render_psp.c | 1400 ----- .../SDL-3.2.8/src/render/psp/SDL_render_psp_c.h | 30 - .../src/render/software/SDL_blendfillrect.c | 371 -- .../src/render/software/SDL_blendfillrect.h | 30 - .../SDL-3.2.8/src/render/software/SDL_blendline.c | 986 ---- .../SDL-3.2.8/src/render/software/SDL_blendline.h | 30 - .../SDL-3.2.8/src/render/software/SDL_blendpoint.c | 376 -- .../SDL-3.2.8/src/render/software/SDL_blendpoint.h | 30 - contrib/SDL-3.2.8/src/render/software/SDL_draw.h | 723 --- .../SDL-3.2.8/src/render/software/SDL_drawline.c | 199 - .../SDL-3.2.8/src/render/software/SDL_drawline.h | 30 - .../SDL-3.2.8/src/render/software/SDL_drawpoint.c | 108 - .../SDL-3.2.8/src/render/software/SDL_drawpoint.h | 30 - .../SDL-3.2.8/src/render/software/SDL_render_sw.c | 1202 ----- .../src/render/software/SDL_render_sw_c.h | 27 - contrib/SDL-3.2.8/src/render/software/SDL_rotate.c | 612 --- contrib/SDL-3.2.8/src/render/software/SDL_rotate.h | 30 - .../SDL-3.2.8/src/render/software/SDL_triangle.c | 945 ---- .../SDL-3.2.8/src/render/software/SDL_triangle.h | 42 - .../src/render/vitagxm/SDL_render_vita_gxm.c | 1198 ----- .../render/vitagxm/SDL_render_vita_gxm_memory.c | 179 - .../render/vitagxm/SDL_render_vita_gxm_memory.h | 42 - .../render/vitagxm/SDL_render_vita_gxm_shaders.h | 282 - .../src/render/vitagxm/SDL_render_vita_gxm_tools.c | 1213 ----- .../src/render/vitagxm/SDL_render_vita_gxm_tools.h | 63 - .../src/render/vitagxm/SDL_render_vita_gxm_types.h | 210 - .../src/render/vitagxm/shader_src/clear_f.cg | 4 - .../src/render/vitagxm/shader_src/clear_v.cg | 4 - .../src/render/vitagxm/shader_src/color_f.cg | 4 - .../src/render/vitagxm/shader_src/color_v.cg | 13 - .../src/render/vitagxm/shader_src/texture_f.cg | 4 - .../src/render/vitagxm/shader_src/texture_v.cg | 14 - .../src/render/vulkan/SDL_render_vulkan.c | 4349 --------------- .../src/render/vulkan/SDL_shaders_vulkan.c | 60 - .../src/render/vulkan/SDL_shaders_vulkan.h | 44 - .../render/vulkan/VULKAN_PixelShader_Advanced.h | 271 - .../render/vulkan/VULKAN_PixelShader_Advanced.hlsl | 7 - .../src/render/vulkan/VULKAN_PixelShader_Colors.h | 41 - .../render/vulkan/VULKAN_PixelShader_Colors.hlsl | 7 - .../render/vulkan/VULKAN_PixelShader_Common.hlsli | 181 - .../render/vulkan/VULKAN_PixelShader_Textures.h | 50 - .../render/vulkan/VULKAN_PixelShader_Textures.hlsl | 7 - .../src/render/vulkan/VULKAN_VertexShader.h | 51 - .../src/render/vulkan/VULKAN_VertexShader.hlsl | 45 - .../src/render/vulkan/compile_shaders.bat | 5 - 156 files changed, 70262 deletions(-) delete mode 100644 contrib/SDL-3.2.8/src/render/SDL_d3dmath.c delete mode 100644 contrib/SDL-3.2.8/src/render/SDL_d3dmath.h delete mode 100644 contrib/SDL-3.2.8/src/render/SDL_render.c delete mode 100644 contrib/SDL-3.2.8/src/render/SDL_render_debug_font.h delete mode 100644 contrib/SDL-3.2.8/src/render/SDL_render_unsupported.c delete mode 100644 contrib/SDL-3.2.8/src/render/SDL_sysrender.h delete mode 100644 contrib/SDL-3.2.8/src/render/SDL_yuv_sw.c delete mode 100644 contrib/SDL-3.2.8/src/render/SDL_yuv_sw_c.h delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d/D3D9_PixelShader_YUV.h delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d/D3D9_PixelShader_YUV.hlsl delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d/SDL_render_d3d.c delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d/SDL_shaders_d3d.c delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d/SDL_shaders_d3d.h delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d/compile_shaders.bat delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Advanced.h delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Advanced.hlsl delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Colors.h delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Colors.hlsl delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Common.hlsli delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Textures.h delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Textures.hlsl delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d11/D3D11_VertexShader.h delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d11/D3D11_VertexShader.hlsl delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d11/SDL_render_d3d11.c delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d11/SDL_shaders_d3d11.c delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d11/SDL_shaders_d3d11.h delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d11/compile_shaders.bat delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d12/D3D12_PixelShader_Advanced.h delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d12/D3D12_PixelShader_Advanced.hlsl delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d12/D3D12_PixelShader_Colors.h delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d12/D3D12_PixelShader_Colors.hlsl delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d12/D3D12_PixelShader_Common.hlsli delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d12/D3D12_PixelShader_Textures.h delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d12/D3D12_PixelShader_Textures.hlsl delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d12/D3D12_RootSig_Advanced.h delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d12/D3D12_RootSig_Color.h delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d12/D3D12_RootSig_Texture.h delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d12/D3D12_Shader_Common.hlsli delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d12/D3D12_VertexShader.hlsl delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d12/D3D12_VertexShader_Advanced.h delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d12/D3D12_VertexShader_Color.h delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d12/D3D12_VertexShader_Texture.h delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d12/SDL_render_d3d12.c delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d12/SDL_render_d3d12_xbox.cpp delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d12/SDL_render_d3d12_xbox.h delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d12/SDL_shaders_d3d12.c delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d12/SDL_shaders_d3d12.h delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d12/SDL_shaders_d3d12_xboxone.cpp delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d12/SDL_shaders_d3d12_xboxseries.cpp delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d12/compile_shaders.bat delete mode 100644 contrib/SDL-3.2.8/src/render/direct3d12/compile_shaders_xbox.bat delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/SDL_gpu_util.h delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/SDL_pipeline_gpu.c delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/SDL_pipeline_gpu.h delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/SDL_render_gpu.c delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/SDL_shaders_gpu.c delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/SDL_shaders_gpu.h delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/.gitattributes delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/.gitignore delete mode 100755 contrib/SDL-3.2.8/src/render/gpu/shaders/build-shaders.sh delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/color.frag delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/color.frag.metal.h delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/color.frag.sm50.dxbc.h delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/color.frag.sm60.dxil.h delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/color.frag.spv.h delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/dxbc50.h delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/dxil60.h delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/linepoint.vert delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/linepoint.vert.metal.h delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/linepoint.vert.sm50.dxbc.h delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/linepoint.vert.sm60.dxil.h delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/linepoint.vert.spv.h delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/metal.h delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/spir-v.h delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgb.frag delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgb.frag.metal.h delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgb.frag.sm50.dxbc.h delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgb.frag.sm60.dxil.h delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgb.frag.spv.h delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgba.frag delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgba.frag.metal.h delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgba.frag.sm50.dxbc.h delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgba.frag.sm60.dxil.h delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/texture_rgba.frag.spv.h delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/tri_color.vert delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/tri_color.vert.metal.h delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/tri_color.vert.sm50.dxbc.h delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/tri_color.vert.sm60.dxil.h delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/tri_color.vert.spv.h delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/tri_texture.vert delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/tri_texture.vert.metal.h delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/tri_texture.vert.sm50.dxbc.h delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/tri_texture.vert.sm60.dxil.h delete mode 100644 contrib/SDL-3.2.8/src/render/gpu/shaders/tri_texture.vert.spv.h delete mode 100644 contrib/SDL-3.2.8/src/render/metal/SDL_render_metal.m delete mode 100644 contrib/SDL-3.2.8/src/render/metal/SDL_shaders_metal.metal delete mode 100644 contrib/SDL-3.2.8/src/render/metal/SDL_shaders_metal_ios.h delete mode 100644 contrib/SDL-3.2.8/src/render/metal/SDL_shaders_metal_iphonesimulator.h delete mode 100644 contrib/SDL-3.2.8/src/render/metal/SDL_shaders_metal_macos.h delete mode 100644 contrib/SDL-3.2.8/src/render/metal/SDL_shaders_metal_tvos.h delete mode 100644 contrib/SDL-3.2.8/src/render/metal/SDL_shaders_metal_tvsimulator.h delete mode 100755 contrib/SDL-3.2.8/src/render/metal/build-metal-shaders.sh delete mode 100644 contrib/SDL-3.2.8/src/render/opengl/SDL_glfuncs.h delete mode 100644 contrib/SDL-3.2.8/src/render/opengl/SDL_render_gl.c delete mode 100644 contrib/SDL-3.2.8/src/render/opengl/SDL_shaders_gl.c delete mode 100644 contrib/SDL-3.2.8/src/render/opengl/SDL_shaders_gl.h delete mode 100644 contrib/SDL-3.2.8/src/render/opengles2/SDL_gles2funcs.h delete mode 100644 contrib/SDL-3.2.8/src/render/opengles2/SDL_render_gles2.c delete mode 100644 contrib/SDL-3.2.8/src/render/opengles2/SDL_shaders_gles2.c delete mode 100644 contrib/SDL-3.2.8/src/render/opengles2/SDL_shaders_gles2.h delete mode 100644 contrib/SDL-3.2.8/src/render/ps2/SDL_render_ps2.c delete mode 100644 contrib/SDL-3.2.8/src/render/psp/SDL_render_psp.c delete mode 100644 contrib/SDL-3.2.8/src/render/psp/SDL_render_psp_c.h delete mode 100644 contrib/SDL-3.2.8/src/render/software/SDL_blendfillrect.c delete mode 100644 contrib/SDL-3.2.8/src/render/software/SDL_blendfillrect.h delete mode 100644 contrib/SDL-3.2.8/src/render/software/SDL_blendline.c delete mode 100644 contrib/SDL-3.2.8/src/render/software/SDL_blendline.h delete mode 100644 contrib/SDL-3.2.8/src/render/software/SDL_blendpoint.c delete mode 100644 contrib/SDL-3.2.8/src/render/software/SDL_blendpoint.h delete mode 100644 contrib/SDL-3.2.8/src/render/software/SDL_draw.h delete mode 100644 contrib/SDL-3.2.8/src/render/software/SDL_drawline.c delete mode 100644 contrib/SDL-3.2.8/src/render/software/SDL_drawline.h delete mode 100644 contrib/SDL-3.2.8/src/render/software/SDL_drawpoint.c delete mode 100644 contrib/SDL-3.2.8/src/render/software/SDL_drawpoint.h delete mode 100644 contrib/SDL-3.2.8/src/render/software/SDL_render_sw.c delete mode 100644 contrib/SDL-3.2.8/src/render/software/SDL_render_sw_c.h delete mode 100644 contrib/SDL-3.2.8/src/render/software/SDL_rotate.c delete mode 100644 contrib/SDL-3.2.8/src/render/software/SDL_rotate.h delete mode 100644 contrib/SDL-3.2.8/src/render/software/SDL_triangle.c delete mode 100644 contrib/SDL-3.2.8/src/render/software/SDL_triangle.h delete mode 100644 contrib/SDL-3.2.8/src/render/vitagxm/SDL_render_vita_gxm.c delete mode 100644 contrib/SDL-3.2.8/src/render/vitagxm/SDL_render_vita_gxm_memory.c delete mode 100644 contrib/SDL-3.2.8/src/render/vitagxm/SDL_render_vita_gxm_memory.h delete mode 100644 contrib/SDL-3.2.8/src/render/vitagxm/SDL_render_vita_gxm_shaders.h delete mode 100644 contrib/SDL-3.2.8/src/render/vitagxm/SDL_render_vita_gxm_tools.c delete mode 100644 contrib/SDL-3.2.8/src/render/vitagxm/SDL_render_vita_gxm_tools.h delete mode 100644 contrib/SDL-3.2.8/src/render/vitagxm/SDL_render_vita_gxm_types.h delete mode 100644 contrib/SDL-3.2.8/src/render/vitagxm/shader_src/clear_f.cg delete mode 100644 contrib/SDL-3.2.8/src/render/vitagxm/shader_src/clear_v.cg delete mode 100644 contrib/SDL-3.2.8/src/render/vitagxm/shader_src/color_f.cg delete mode 100644 contrib/SDL-3.2.8/src/render/vitagxm/shader_src/color_v.cg delete mode 100644 contrib/SDL-3.2.8/src/render/vitagxm/shader_src/texture_f.cg delete mode 100644 contrib/SDL-3.2.8/src/render/vitagxm/shader_src/texture_v.cg delete mode 100644 contrib/SDL-3.2.8/src/render/vulkan/SDL_render_vulkan.c delete mode 100644 contrib/SDL-3.2.8/src/render/vulkan/SDL_shaders_vulkan.c delete mode 100644 contrib/SDL-3.2.8/src/render/vulkan/SDL_shaders_vulkan.h delete mode 100644 contrib/SDL-3.2.8/src/render/vulkan/VULKAN_PixelShader_Advanced.h delete mode 100644 contrib/SDL-3.2.8/src/render/vulkan/VULKAN_PixelShader_Advanced.hlsl delete mode 100644 contrib/SDL-3.2.8/src/render/vulkan/VULKAN_PixelShader_Colors.h delete mode 100644 contrib/SDL-3.2.8/src/render/vulkan/VULKAN_PixelShader_Colors.hlsl delete mode 100644 contrib/SDL-3.2.8/src/render/vulkan/VULKAN_PixelShader_Common.hlsli delete mode 100644 contrib/SDL-3.2.8/src/render/vulkan/VULKAN_PixelShader_Textures.h delete mode 100644 contrib/SDL-3.2.8/src/render/vulkan/VULKAN_PixelShader_Textures.hlsl delete mode 100644 contrib/SDL-3.2.8/src/render/vulkan/VULKAN_VertexShader.h delete mode 100644 contrib/SDL-3.2.8/src/render/vulkan/VULKAN_VertexShader.hlsl delete mode 100644 contrib/SDL-3.2.8/src/render/vulkan/compile_shaders.bat (limited to 'contrib/SDL-3.2.8/src/render') diff --git a/contrib/SDL-3.2.8/src/render/SDL_d3dmath.c b/contrib/SDL-3.2.8/src/render/SDL_d3dmath.c deleted file mode 100644 index 6a1ab59..0000000 --- a/contrib/SDL-3.2.8/src/render/SDL_d3dmath.c +++ /dev/null @@ -1,135 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2025 Sam Lantinga - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ -#include "SDL_internal.h" - -#if defined(SDL_VIDEO_RENDER_D3D) || \ - defined(SDL_VIDEO_RENDER_D3D11) || \ - defined(SDL_VIDEO_RENDER_D3D12) || \ - defined(SDL_VIDEO_RENDER_VULKAN) - -#include "SDL_d3dmath.h" - -// Direct3D matrix math functions - -Float4X4 MatrixIdentity(void) -{ - Float4X4 m; - SDL_zero(m); - m.v._11 = 1.0f; - m.v._22 = 1.0f; - m.v._33 = 1.0f; - m.v._44 = 1.0f; - return m; -} - -Float4X4 MatrixMultiply(Float4X4 M1, Float4X4 M2) -{ - Float4X4 m; - m.v._11 = M1.v._11 * M2.v._11 + M1.v._12 * M2.v._21 + M1.v._13 * M2.v._31 + M1.v._14 * M2.v._41; - m.v._12 = M1.v._11 * M2.v._12 + M1.v._12 * M2.v._22 + M1.v._13 * M2.v._32 + M1.v._14 * M2.v._42; - m.v._13 = M1.v._11 * M2.v._13 + M1.v._12 * M2.v._23 + M1.v._13 * M2.v._33 + M1.v._14 * M2.v._43; - m.v._14 = M1.v._11 * M2.v._14 + M1.v._12 * M2.v._24 + M1.v._13 * M2.v._34 + M1.v._14 * M2.v._44; - m.v._21 = M1.v._21 * M2.v._11 + M1.v._22 * M2.v._21 + M1.v._23 * M2.v._31 + M1.v._24 * M2.v._41; - m.v._22 = M1.v._21 * M2.v._12 + M1.v._22 * M2.v._22 + M1.v._23 * M2.v._32 + M1.v._24 * M2.v._42; - m.v._23 = M1.v._21 * M2.v._13 + M1.v._22 * M2.v._23 + M1.v._23 * M2.v._33 + M1.v._24 * M2.v._43; - m.v._24 = M1.v._21 * M2.v._14 + M1.v._22 * M2.v._24 + M1.v._23 * M2.v._34 + M1.v._24 * M2.v._44; - m.v._31 = M1.v._31 * M2.v._11 + M1.v._32 * M2.v._21 + M1.v._33 * M2.v._31 + M1.v._34 * M2.v._41; - m.v._32 = M1.v._31 * M2.v._12 + M1.v._32 * M2.v._22 + M1.v._33 * M2.v._32 + M1.v._34 * M2.v._42; - m.v._33 = M1.v._31 * M2.v._13 + M1.v._32 * M2.v._23 + M1.v._33 * M2.v._33 + M1.v._34 * M2.v._43; - m.v._34 = M1.v._31 * M2.v._14 + M1.v._32 * M2.v._24 + M1.v._33 * M2.v._34 + M1.v._34 * M2.v._44; - m.v._41 = M1.v._41 * M2.v._11 + M1.v._42 * M2.v._21 + M1.v._43 * M2.v._31 + M1.v._44 * M2.v._41; - m.v._42 = M1.v._41 * M2.v._12 + M1.v._42 * M2.v._22 + M1.v._43 * M2.v._32 + M1.v._44 * M2.v._42; - m.v._43 = M1.v._41 * M2.v._13 + M1.v._42 * M2.v._23 + M1.v._43 * M2.v._33 + M1.v._44 * M2.v._43; - m.v._44 = M1.v._41 * M2.v._14 + M1.v._42 * M2.v._24 + M1.v._43 * M2.v._34 + M1.v._44 * M2.v._44; - return m; -} - -Float4X4 MatrixScaling(float x, float y, float z) -{ - Float4X4 m; - SDL_zero(m); - m.v._11 = x; - m.v._22 = y; - m.v._33 = z; - m.v._44 = 1.0f; - return m; -} - -Float4X4 MatrixTranslation(float x, float y, float z) -{ - Float4X4 m; - SDL_zero(m); - m.v._11 = 1.0f; - m.v._22 = 1.0f; - m.v._33 = 1.0f; - m.v._44 = 1.0f; - m.v._41 = x; - m.v._42 = y; - m.v._43 = z; - return m; -} - -Float4X4 MatrixRotationX(float r) -{ - float sinR = SDL_sinf(r); - float cosR = SDL_cosf(r); - Float4X4 m; - SDL_zero(m); - m.v._11 = 1.0f; - m.v._22 = cosR; - m.v._23 = sinR; - m.v._32 = -sinR; - m.v._33 = cosR; - m.v._44 = 1.0f; - return m; -} - -Float4X4 MatrixRotationY(float r) -{ - float sinR = SDL_sinf(r); - float cosR = SDL_cosf(r); - Float4X4 m; - SDL_zero(m); - m.v._11 = cosR; - m.v._13 = -sinR; - m.v._22 = 1.0f; - m.v._31 = sinR; - m.v._33 = cosR; - m.v._44 = 1.0f; - return m; -} - -Float4X4 MatrixRotationZ(float r) -{ - float sinR = SDL_sinf(r); - float cosR = SDL_cosf(r); - Float4X4 m; - SDL_zero(m); - m.v._11 = cosR; - m.v._12 = sinR; - m.v._21 = -sinR; - m.v._22 = cosR; - m.v._33 = 1.0f; - m.v._44 = 1.0f; - return m; -} - -#endif // SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11 || SDL_VIDEO_RENDER_D3D12 || SDL_VIDEO_RENDER_VULKAN diff --git a/contrib/SDL-3.2.8/src/render/SDL_d3dmath.h b/contrib/SDL-3.2.8/src/render/SDL_d3dmath.h deleted file mode 100644 index 84cff9e..0000000 --- a/contrib/SDL-3.2.8/src/render/SDL_d3dmath.h +++ /dev/null @@ -1,85 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2025 Sam Lantinga - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ -#include "SDL_internal.h" - -#if defined(SDL_VIDEO_RENDER_D3D) || \ - defined(SDL_VIDEO_RENDER_D3D11) || \ - defined(SDL_VIDEO_RENDER_D3D12) || \ - defined(SDL_VIDEO_RENDER_GPU) || \ - defined(SDL_VIDEO_RENDER_VULKAN) - -// Set up for C function definitions, even when using C++ -#ifdef __cplusplus -extern "C" { -#endif - -// Direct3D matrix math functions - -typedef struct -{ - float x; - float y; -} Float2; - -typedef struct -{ - float x; - float y; - float z; -} Float3; - -typedef struct -{ - float x; - float y; - float z; - float w; -} Float4; - -typedef struct -{ - union - { - struct - { - float _11, _12, _13, _14; - float _21, _22, _23, _24; - float _31, _32, _33, _34; - float _41, _42, _43, _44; - } v; - float m[4][4]; - }; -} Float4X4; - -extern Float4X4 MatrixIdentity(void); -extern Float4X4 MatrixMultiply(Float4X4 M1, Float4X4 M2); -extern Float4X4 MatrixScaling(float x, float y, float z); -extern Float4X4 MatrixTranslation(float x, float y, float z); -extern Float4X4 MatrixRotationX(float r); -extern Float4X4 MatrixRotationY(float r); -extern Float4X4 MatrixRotationZ(float r); - -// Ends C function definitions when using C++ -#ifdef __cplusplus -} -#endif - -#endif // SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11 || SDL_VIDEO_RENDER_D3D12 || SDL_VIDEO_RENDER_VULKAN diff --git a/contrib/SDL-3.2.8/src/render/SDL_render.c b/contrib/SDL-3.2.8/src/render/SDL_render.c deleted file mode 100644 index 82ecb88..0000000 --- a/contrib/SDL-3.2.8/src/render/SDL_render.c +++ /dev/null @@ -1,5676 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2025 Sam Lantinga - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ -#include "SDL_internal.h" - -// The SDL 2D rendering system - -#include "SDL_sysrender.h" -#include "SDL_render_debug_font.h" -#include "software/SDL_render_sw_c.h" -#include "../events/SDL_windowevents_c.h" -#include "../video/SDL_pixels_c.h" -#include "../video/SDL_video_c.h" - -#ifdef SDL_PLATFORM_ANDROID -#include "../core/android/SDL_android.h" -#include "../video/android/SDL_androidevents.h" -#endif - -/* as a courtesy to iOS apps, we don't try to draw when in the background, as -that will crash the app. However, these apps _should_ have used -SDL_AddEventWatch to catch SDL_EVENT_WILL_ENTER_BACKGROUND events and stopped -drawing themselves. Other platforms still draw, as the compositor can use it, -and more importantly: drawing to render targets isn't lost. But I still think -this should probably be removed at some point in the future. --ryan. */ -#if defined(SDL_PLATFORM_IOS) || defined(SDL_PLATFORM_TVOS) || defined(SDL_PLATFORM_ANDROID) -#define DONT_DRAW_WHILE_HIDDEN 1 -#else -#define DONT_DRAW_WHILE_HIDDEN 0 -#endif - -#define SDL_PROP_WINDOW_RENDERER_POINTER "SDL.internal.window.renderer" -#define SDL_PROP_TEXTURE_PARENT_POINTER "SDL.internal.texture.parent" - -#define CHECK_RENDERER_MAGIC_BUT_NOT_DESTROYED_FLAG(renderer, result) \ - if (!SDL_ObjectValid(renderer, SDL_OBJECT_TYPE_RENDERER)) { \ - SDL_InvalidParamError("renderer"); \ - return result; \ - } - -#define CHECK_RENDERER_MAGIC(renderer, result) \ - CHECK_RENDERER_MAGIC_BUT_NOT_DESTROYED_FLAG(renderer, result); \ - if ((renderer)->destroyed) { \ - SDL_SetError("Renderer's window has been destroyed, can't use further"); \ - return result; \ - } - -#define CHECK_TEXTURE_MAGIC(texture, result) \ - if (!SDL_ObjectValid(texture, SDL_OBJECT_TYPE_TEXTURE)) { \ - SDL_InvalidParamError("texture"); \ - return result; \ - } - -// Predefined blend modes -#define SDL_COMPOSE_BLENDMODE(srcColorFactor, dstColorFactor, colorOperation, \ - srcAlphaFactor, dstAlphaFactor, alphaOperation) \ - (SDL_BlendMode)(((Uint32)(colorOperation) << 0) | \ - ((Uint32)(srcColorFactor) << 4) | \ - ((Uint32)(dstColorFactor) << 8) | \ - ((Uint32)(alphaOperation) << 16) | \ - ((Uint32)(srcAlphaFactor) << 20) | \ - ((Uint32)(dstAlphaFactor) << 24)) - -#define SDL_BLENDMODE_NONE_FULL \ - SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ZERO, SDL_BLENDOPERATION_ADD, \ - SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ZERO, SDL_BLENDOPERATION_ADD) - -#define SDL_BLENDMODE_BLEND_FULL \ - SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD, \ - SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD) - -#define SDL_BLENDMODE_BLEND_PREMULTIPLIED_FULL \ - SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD, \ - SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD) - -#define SDL_BLENDMODE_ADD_FULL \ - SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD, \ - SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD) - -#define SDL_BLENDMODE_ADD_PREMULTIPLIED_FULL \ - SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD, \ - SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD) - -#define SDL_BLENDMODE_MOD_FULL \ - SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_SRC_COLOR, SDL_BLENDOPERATION_ADD, \ - SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD) - -#define SDL_BLENDMODE_MUL_FULL \ - SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_DST_COLOR, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD, \ - SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD) - -#ifndef SDL_RENDER_DISABLED -static const SDL_RenderDriver *render_drivers[] = { -#ifdef SDL_VIDEO_RENDER_D3D11 - &D3D11_RenderDriver, -#endif -#ifdef SDL_VIDEO_RENDER_D3D12 - &D3D12_RenderDriver, -#endif -#ifdef SDL_VIDEO_RENDER_D3D - &D3D_RenderDriver, -#endif -#ifdef SDL_VIDEO_RENDER_METAL - &METAL_RenderDriver, -#endif -#ifdef SDL_VIDEO_RENDER_OGL - &GL_RenderDriver, -#endif -#ifdef SDL_VIDEO_RENDER_OGL_ES2 - &GLES2_RenderDriver, -#endif -#ifdef SDL_VIDEO_RENDER_PS2 - &PS2_RenderDriver, -#endif -#ifdef SDL_VIDEO_RENDER_PSP - &PSP_RenderDriver, -#endif -#ifdef SDL_VIDEO_RENDER_VITA_GXM - &VITA_GXM_RenderDriver, -#endif -#ifdef SDL_VIDEO_RENDER_VULKAN - &VULKAN_RenderDriver, -#endif -#ifdef SDL_VIDEO_RENDER_GPU - &GPU_RenderDriver, -#endif -#ifdef SDL_VIDEO_RENDER_SW - &SW_RenderDriver, -#endif - NULL -}; -#endif // !SDL_RENDER_DISABLED - -static SDL_Renderer *SDL_renderers; - -static const int rect_index_order[] = { 0, 1, 2, 0, 2, 3 }; - -void SDL_QuitRender(void) -{ - while (SDL_renderers) { - SDL_DestroyRenderer(SDL_renderers); - } -} - -bool SDL_AddSupportedTextureFormat(SDL_Renderer *renderer, SDL_PixelFormat format) -{ - SDL_PixelFormat *texture_formats = (SDL_PixelFormat *)SDL_realloc((void *)renderer->texture_formats, (renderer->num_texture_formats + 2) * sizeof(SDL_PixelFormat)); - if (!texture_formats) { - return false; - } - texture_formats[renderer->num_texture_formats++] = format; - texture_formats[renderer->num_texture_formats] = SDL_PIXELFORMAT_UNKNOWN; - renderer->texture_formats = texture_formats; - SDL_SetPointerProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_TEXTURE_FORMATS_POINTER, texture_formats); - return true; -} - -void SDL_SetupRendererColorspace(SDL_Renderer *renderer, SDL_PropertiesID props) -{ - renderer->output_colorspace = (SDL_Colorspace)SDL_GetNumberProperty(props, SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER, SDL_COLORSPACE_SRGB); -} - -bool SDL_RenderingLinearSpace(SDL_Renderer *renderer) -{ - SDL_Colorspace colorspace; - - if (renderer->target) { - colorspace = renderer->target->colorspace; - } else { - colorspace = renderer->output_colorspace; - } - if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) { - return true; - } - return false; -} - -void SDL_ConvertToLinear(SDL_FColor *color) -{ - color->r = SDL_sRGBtoLinear(color->r); - color->g = SDL_sRGBtoLinear(color->g); - color->b = SDL_sRGBtoLinear(color->b); -} - -void SDL_ConvertFromLinear(SDL_FColor *color) -{ - color->r = SDL_sRGBfromLinear(color->r); - color->g = SDL_sRGBfromLinear(color->g); - color->b = SDL_sRGBfromLinear(color->b); -} - -static SDL_INLINE void DebugLogRenderCommands(const SDL_RenderCommand *cmd) -{ -#if 0 - unsigned int i = 1; - SDL_Log("Render commands to flush:"); - while (cmd) { - switch (cmd->command) { - case SDL_RENDERCMD_NO_OP: - SDL_Log(" %u. no-op", i++); - break; - - case SDL_RENDERCMD_SETVIEWPORT: - SDL_Log(" %u. set viewport (first=%u, rect={(%d, %d), %dx%d})", i++, - (unsigned int) cmd->data.viewport.first, - cmd->data.viewport.rect.x, cmd->data.viewport.rect.y, - cmd->data.viewport.rect.w, cmd->data.viewport.rect.h); - break; - - case SDL_RENDERCMD_SETCLIPRECT: - SDL_Log(" %u. set cliprect (enabled=%s, rect={(%d, %d), %dx%d})", i++, - cmd->data.cliprect.enabled ? "true" : "false", - cmd->data.cliprect.rect.x, cmd->data.cliprect.rect.y, - cmd->data.cliprect.rect.w, cmd->data.cliprect.rect.h); - break; - - case SDL_RENDERCMD_SETDRAWCOLOR: - SDL_Log(" %u. set draw color (first=%u, r=%d, g=%d, b=%d, a=%d, color_scale=%g)", i++, - (unsigned int) cmd->data.color.first, - (int) cmd->data.color.color.r, (int) cmd->data.color.color.g, - (int) cmd->data.color.color.b, (int) cmd->data.color.color.a, cmd->data.color.color_scale); - break; - - case SDL_RENDERCMD_CLEAR: - SDL_Log(" %u. clear (first=%u, r=%d, g=%d, b=%d, a=%d, color_scale=%g)", i++, - (unsigned int) cmd->data.color.first, - (int) cmd->data.color.color.r, (int) cmd->data.color.color.g, - (int) cmd->data.color.color.b, (int) cmd->data.color.color.a, cmd->data.color.color_scale); - break; - - case SDL_RENDERCMD_DRAW_POINTS: - SDL_Log(" %u. draw points (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d, color_scale=%g)", i++, - (unsigned int) cmd->data.draw.first, - (unsigned int) cmd->data.draw.count, - (int) cmd->data.draw.color.r, (int) cmd->data.draw.color.g, - (int) cmd->data.draw.color.b, (int) cmd->data.draw.color.a, - (int) cmd->data.draw.blend, cmd->data.draw.color_scale); - break; - - case SDL_RENDERCMD_DRAW_LINES: - SDL_Log(" %u. draw lines (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d, color_scale=%g)", i++, - (unsigned int) cmd->data.draw.first, - (unsigned int) cmd->data.draw.count, - (int) cmd->data.draw.color.r, (int) cmd->data.draw.color.g, - (int) cmd->data.draw.color.b, (int) cmd->data.draw.color.a, - (int) cmd->data.draw.blend, cmd->data.draw.color_scale); - break; - - case SDL_RENDERCMD_FILL_RECTS: - SDL_Log(" %u. fill rects (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d, color_scale=%g)", i++, - (unsigned int) cmd->data.draw.first, - (unsigned int) cmd->data.draw.count, - (int) cmd->data.draw.color.r, (int) cmd->data.draw.color.g, - (int) cmd->data.draw.color.b, (int) cmd->data.draw.color.a, - (int) cmd->data.draw.blend, cmd->data.draw.color_scale); - break; - - case SDL_RENDERCMD_COPY: - SDL_Log(" %u. copy (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d, color_scale=%g, tex=%p)", i++, - (unsigned int) cmd->data.draw.first, - (unsigned int) cmd->data.draw.count, - (int) cmd->data.draw.color.r, (int) cmd->data.draw.color.g, - (int) cmd->data.draw.color.b, (int) cmd->data.draw.color.a, - (int) cmd->data.draw.blend, cmd->data.draw.color_scale, cmd->data.draw.texture); - break; - - - case SDL_RENDERCMD_COPY_EX: - SDL_Log(" %u. copyex (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d, color_scale=%g, tex=%p)", i++, - (unsigned int) cmd->data.draw.first, - (unsigned int) cmd->data.draw.count, - (int) cmd->data.draw.color.r, (int) cmd->data.draw.color.g, - (int) cmd->data.draw.color.b, (int) cmd->data.draw.color.a, - (int) cmd->data.draw.blend, cmd->data.draw.color_scale, cmd->data.draw.texture); - break; - - case SDL_RENDERCMD_GEOMETRY: - SDL_Log(" %u. geometry (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d, color_scale=%g, tex=%p)", i++, - (unsigned int) cmd->data.draw.first, - (unsigned int) cmd->data.draw.count, - (int) cmd->data.draw.color.r, (int) cmd->data.draw.color.g, - (int) cmd->data.draw.color.b, (int) cmd->data.draw.color.a, - (int) cmd->data.draw.blend, cmd->data.draw.color_scale, cmd->data.draw.texture); - break; - - } - cmd = cmd->next; - } -#endif -} - -static bool FlushRenderCommands(SDL_Renderer *renderer) -{ - bool result; - - SDL_assert((renderer->render_commands == NULL) == (renderer->render_commands_tail == NULL)); - - if (!renderer->render_commands) { // nothing to do! - SDL_assert(renderer->vertex_data_used == 0); - return true; - } - - DebugLogRenderCommands(renderer->render_commands); - - result = renderer->RunCommandQueue(renderer, renderer->render_commands, renderer->vertex_data, renderer->vertex_data_used); - - // Move the whole render command queue to the unused pool so we can reuse them next time. - if (renderer->render_commands_tail) { - renderer->render_commands_tail->next = renderer->render_commands_pool; - renderer->render_commands_pool = renderer->render_commands; - renderer->render_commands_tail = NULL; - renderer->render_commands = NULL; - } - renderer->vertex_data_used = 0; - renderer->render_command_generation++; - renderer->color_queued = false; - renderer->viewport_queued = false; - renderer->cliprect_queued = false; - return result; -} - -static bool FlushRenderCommandsIfTextureNeeded(SDL_Texture *texture) -{ - SDL_Renderer *renderer = texture->renderer; - if (texture->last_command_generation == renderer->render_command_generation) { - // the current command queue depends on this texture, flush the queue now before it changes - return FlushRenderCommands(renderer); - } - return true; -} - -bool SDL_FlushRenderer(SDL_Renderer *renderer) -{ - if (!FlushRenderCommands(renderer)) { - return false; - } - renderer->InvalidateCachedState(renderer); - return true; -} - -void *SDL_AllocateRenderVertices(SDL_Renderer *renderer, size_t numbytes, size_t alignment, size_t *offset) -{ - const size_t needed = renderer->vertex_data_used + numbytes + alignment; - const size_t current_offset = renderer->vertex_data_used; - - const size_t aligner = (alignment && ((current_offset & (alignment - 1)) != 0)) ? (alignment - (current_offset & (alignment - 1))) : 0; - const size_t aligned = current_offset + aligner; - - if (renderer->vertex_data_allocation < needed) { - const size_t current_allocation = renderer->vertex_data ? renderer->vertex_data_allocation : 1024; - size_t newsize = current_allocation * 2; - void *ptr; - while (newsize < needed) { - newsize *= 2; - } - - ptr = SDL_realloc(renderer->vertex_data, newsize); - - if (!ptr) { - return NULL; - } - renderer->vertex_data = ptr; - renderer->vertex_data_allocation = newsize; - } - - if (offset) { - *offset = aligned; - } - - renderer->vertex_data_used += aligner + numbytes; - - return ((Uint8 *)renderer->vertex_data) + aligned; -} - -static SDL_RenderCommand *AllocateRenderCommand(SDL_Renderer *renderer) -{ - SDL_RenderCommand *result = NULL; - - result = renderer->render_commands_pool; - if (result) { - renderer->render_commands_pool = result->next; - result->next = NULL; - } else { - result = (SDL_RenderCommand *)SDL_calloc(1, sizeof(*result)); - if (!result) { - return NULL; - } - } - - SDL_assert((renderer->render_commands == NULL) == (renderer->render_commands_tail == NULL)); - if (renderer->render_commands_tail) { - renderer->render_commands_tail->next = result; - } else { - renderer->render_commands = result; - } - renderer->render_commands_tail = result; - - return result; -} - -static void UpdatePixelViewport(SDL_Renderer *renderer, SDL_RenderViewState *view) -{ - view->pixel_viewport.x = (int)SDL_floorf((view->viewport.x * view->current_scale.x) + view->logical_offset.x); - view->pixel_viewport.y = (int)SDL_floorf((view->viewport.y * view->current_scale.y) + view->logical_offset.y); - if (view->viewport.w >= 0) { - view->pixel_viewport.w = (int)SDL_ceilf(view->viewport.w * view->current_scale.x); - } else { - view->pixel_viewport.w = view->pixel_w; - } - if (view->viewport.h >= 0) { - view->pixel_viewport.h = (int)SDL_ceilf(view->viewport.h * view->current_scale.y); - } else { - view->pixel_viewport.h = view->pixel_h; - } -} - -static bool QueueCmdSetViewport(SDL_Renderer *renderer) -{ - bool result = true; - - SDL_Rect viewport = renderer->view->pixel_viewport; - - if (!renderer->viewport_queued || - SDL_memcmp(&viewport, &renderer->last_queued_viewport, sizeof(viewport)) != 0) { - SDL_RenderCommand *cmd = AllocateRenderCommand(renderer); - if (cmd) { - cmd->command = SDL_RENDERCMD_SETVIEWPORT; - cmd->data.viewport.first = 0; // render backend will fill this in. - SDL_copyp(&cmd->data.viewport.rect, &viewport); - result = renderer->QueueSetViewport(renderer, cmd); - if (!result) { - cmd->command = SDL_RENDERCMD_NO_OP; - } else { - SDL_copyp(&renderer->last_queued_viewport, &viewport); - renderer->viewport_queued = true; - } - } else { - result = false; - } - } - return result; -} - -static void UpdatePixelClipRect(SDL_Renderer *renderer, SDL_RenderViewState *view) -{ - const float scale_x = view->current_scale.x; - const float scale_y = view->current_scale.y; - view->pixel_clip_rect.x = (int)SDL_floorf(view->clip_rect.x * scale_x); - view->pixel_clip_rect.y = (int)SDL_floorf(view->clip_rect.y * scale_y); - view->pixel_clip_rect.w = (int)SDL_ceilf(view->clip_rect.w * scale_x); - view->pixel_clip_rect.h = (int)SDL_ceilf(view->clip_rect.h * scale_y); -} - -static bool QueueCmdSetClipRect(SDL_Renderer *renderer) -{ - bool result = true; - - const SDL_RenderViewState *view = renderer->view; - SDL_Rect clip_rect = view->pixel_clip_rect; - if (!renderer->cliprect_queued || - view->clipping_enabled != renderer->last_queued_cliprect_enabled || - SDL_memcmp(&clip_rect, &renderer->last_queued_cliprect, sizeof(clip_rect)) != 0) { - SDL_RenderCommand *cmd = AllocateRenderCommand(renderer); - if (cmd) { - cmd->command = SDL_RENDERCMD_SETCLIPRECT; - cmd->data.cliprect.enabled = view->clipping_enabled; - SDL_copyp(&cmd->data.cliprect.rect, &clip_rect); - SDL_copyp(&renderer->last_queued_cliprect, &clip_rect); - renderer->last_queued_cliprect_enabled = view->clipping_enabled; - renderer->cliprect_queued = true; - } else { - result = false; - } - } - return result; -} - -static bool QueueCmdSetDrawColor(SDL_Renderer *renderer, SDL_FColor *color) -{ - bool result = true; - - if (!renderer->color_queued || - color->r != renderer->last_queued_color.r || - color->g != renderer->last_queued_color.g || - color->b != renderer->last_queued_color.b || - color->a != renderer->last_queued_color.a) { - SDL_RenderCommand *cmd = AllocateRenderCommand(renderer); - result = false; - - if (cmd) { - cmd->command = SDL_RENDERCMD_SETDRAWCOLOR; - cmd->data.color.first = 0; // render backend will fill this in. - cmd->data.color.color_scale = renderer->color_scale; - cmd->data.color.color = *color; - result = renderer->QueueSetDrawColor(renderer, cmd); - if (!result) { - cmd->command = SDL_RENDERCMD_NO_OP; - } else { - renderer->last_queued_color = *color; - renderer->color_queued = true; - } - } - } - return result; -} - -static bool QueueCmdClear(SDL_Renderer *renderer) -{ - SDL_RenderCommand *cmd = AllocateRenderCommand(renderer); - if (!cmd) { - return false; - } - - cmd->command = SDL_RENDERCMD_CLEAR; - cmd->data.color.first = 0; - cmd->data.color.color_scale = renderer->color_scale; - cmd->data.color.color = renderer->color; - return true; -} - -static SDL_RenderCommand *PrepQueueCmdDraw(SDL_Renderer *renderer, const SDL_RenderCommandType cmdtype, SDL_Texture *texture) -{ - SDL_RenderCommand *cmd = NULL; - bool result = true; - SDL_FColor *color; - SDL_BlendMode blendMode; - - if (texture) { - color = &texture->color; - blendMode = texture->blendMode; - } else { - color = &renderer->color; - blendMode = renderer->blendMode; - } - - if (cmdtype != SDL_RENDERCMD_GEOMETRY) { - result = QueueCmdSetDrawColor(renderer, color); - } - - /* Set the viewport and clip rect directly before draws, so the backends - * don't have to worry about that state not being valid at draw time. */ - if (result && !renderer->viewport_queued) { - result = QueueCmdSetViewport(renderer); - } - if (result && !renderer->cliprect_queued) { - result = QueueCmdSetClipRect(renderer); - } - - if (result) { - cmd = AllocateRenderCommand(renderer); - if (cmd) { - cmd->command = cmdtype; - cmd->data.draw.first = 0; // render backend will fill this in. - cmd->data.draw.count = 0; // render backend will fill this in. - cmd->data.draw.color_scale = renderer->color_scale; - cmd->data.draw.color = *color; - cmd->data.draw.blend = blendMode; - cmd->data.draw.texture = texture; - cmd->data.draw.texture_address_mode = SDL_TEXTURE_ADDRESS_CLAMP; - } - } - return cmd; -} - -static bool QueueCmdDrawPoints(SDL_Renderer *renderer, const SDL_FPoint *points, const int count) -{ - SDL_RenderCommand *cmd = PrepQueueCmdDraw(renderer, SDL_RENDERCMD_DRAW_POINTS, NULL); - bool result = false; - if (cmd) { - result = renderer->QueueDrawPoints(renderer, cmd, points, count); - if (!result) { - cmd->command = SDL_RENDERCMD_NO_OP; - } - } - return result; -} - -static bool QueueCmdDrawLines(SDL_Renderer *renderer, const SDL_FPoint *points, const int count) -{ - SDL_RenderCommand *cmd = PrepQueueCmdDraw(renderer, SDL_RENDERCMD_DRAW_LINES, NULL); - bool result = false; - if (cmd) { - result = renderer->QueueDrawLines(renderer, cmd, points, count); - if (!result) { - cmd->command = SDL_RENDERCMD_NO_OP; - } - } - return result; -} - -static bool QueueCmdFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, const int count) -{ - SDL_RenderCommand *cmd; - bool result = false; - const int use_rendergeometry = (!renderer->QueueFillRects); - - cmd = PrepQueueCmdDraw(renderer, (use_rendergeometry ? SDL_RENDERCMD_GEOMETRY : SDL_RENDERCMD_FILL_RECTS), NULL); - - if (cmd) { - if (use_rendergeometry) { - bool isstack1; - bool isstack2; - float *xy = SDL_small_alloc(float, 4 * 2 * count, &isstack1); - int *indices = SDL_small_alloc(int, 6 * count, &isstack2); - - if (xy && indices) { - int i; - float *ptr_xy = xy; - int *ptr_indices = indices; - const int xy_stride = 2 * sizeof(float); - const int num_vertices = 4 * count; - const int num_indices = 6 * count; - const int size_indices = 4; - int cur_index = 0; - - for (i = 0; i < count; ++i) { - float minx, miny, maxx, maxy; - - minx = rects[i].x; - miny = rects[i].y; - maxx = rects[i].x + rects[i].w; - maxy = rects[i].y + rects[i].h; - - *ptr_xy++ = minx; - *ptr_xy++ = miny; - *ptr_xy++ = maxx; - *ptr_xy++ = miny; - *ptr_xy++ = maxx; - *ptr_xy++ = maxy; - *ptr_xy++ = minx; - *ptr_xy++ = maxy; - - *ptr_indices++ = cur_index + rect_index_order[0]; - *ptr_indices++ = cur_index + rect_index_order[1]; - *ptr_indices++ = cur_index + rect_index_order[2]; - *ptr_indices++ = cur_index + rect_index_order[3]; - *ptr_indices++ = cur_index + rect_index_order[4]; - *ptr_indices++ = cur_index + rect_index_order[5]; - cur_index += 4; - } - - result = renderer->QueueGeometry(renderer, cmd, NULL, - xy, xy_stride, &renderer->color, 0 /* color_stride */, NULL, 0, - num_vertices, indices, num_indices, size_indices, - 1.0f, 1.0f); - - if (!result) { - cmd->command = SDL_RENDERCMD_NO_OP; - } - } - SDL_small_free(xy, isstack1); - SDL_small_free(indices, isstack2); - - } else { - result = renderer->QueueFillRects(renderer, cmd, rects, count); - if (!result) { - cmd->command = SDL_RENDERCMD_NO_OP; - } - } - } - return result; -} - -static bool QueueCmdCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect) -{ - SDL_RenderCommand *cmd = PrepQueueCmdDraw(renderer, SDL_RENDERCMD_COPY, texture); - bool result = false; - if (cmd) { - result = renderer->QueueCopy(renderer, cmd, texture, srcrect, dstrect); - if (!result) { - cmd->command = SDL_RENDERCMD_NO_OP; - } - } - return result; -} - -static bool QueueCmdCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, - const SDL_FRect *srcquad, const SDL_FRect *dstrect, - const double angle, const SDL_FPoint *center, const SDL_FlipMode flip, float scale_x, float scale_y) -{ - SDL_RenderCommand *cmd = PrepQueueCmdDraw(renderer, SDL_RENDERCMD_COPY_EX, texture); - bool result = false; - if (cmd) { - result = renderer->QueueCopyEx(renderer, cmd, texture, srcquad, dstrect, angle, center, flip, scale_x, scale_y); - if (!result) { - cmd->command = SDL_RENDERCMD_NO_OP; - } - } - return result; -} - -static bool QueueCmdGeometry(SDL_Renderer *renderer, SDL_Texture *texture, - const float *xy, int xy_stride, - const SDL_FColor *color, int color_stride, - const float *uv, int uv_stride, - int num_vertices, - const void *indices, int num_indices, int size_indices, - float scale_x, float scale_y, SDL_TextureAddressMode texture_address_mode) -{ - SDL_RenderCommand *cmd; - bool result = false; - cmd = PrepQueueCmdDraw(renderer, SDL_RENDERCMD_GEOMETRY, texture); - if (cmd) { - cmd->data.draw.texture_address_mode = texture_address_mode; - result = renderer->QueueGeometry(renderer, cmd, texture, - xy, xy_stride, - color, color_stride, uv, uv_stride, - num_vertices, indices, num_indices, size_indices, - scale_x, scale_y); - if (!result) { - cmd->command = SDL_RENDERCMD_NO_OP; - } - } - return result; -} - -static void UpdateMainViewDimensions(SDL_Renderer *renderer) -{ - int window_w = 0, window_h = 0; - - if (renderer->window) { - SDL_GetWindowSize(renderer->window, &window_w, &window_h); - } - - SDL_GetRenderOutputSize(renderer, &renderer->main_view.pixel_w, &renderer->main_view.pixel_h); - - if (window_w > 0 && window_h > 0) { - renderer->dpi_scale.x = (float)renderer->main_view.pixel_w / window_w; - renderer->dpi_scale.y = (float)renderer->main_view.pixel_h / window_h; - } else { - renderer->dpi_scale.x = 1.0f; - renderer->dpi_scale.y = 1.0f; - } - UpdatePixelViewport(renderer, &renderer->main_view); -} - -static void UpdateColorScale(SDL_Renderer *renderer) -{ - float SDR_white_point; - if (renderer->target) { - SDR_white_point = renderer->target->SDR_white_point; - } else { - SDR_white_point = renderer->SDR_white_point; - } - renderer->color_scale = renderer->desired_color_scale * SDR_white_point; -} - -static void UpdateHDRProperties(SDL_Renderer *renderer) -{ - SDL_PropertiesID window_props; - SDL_PropertiesID renderer_props; - - window_props = SDL_GetWindowProperties(renderer->window); - if (!window_props) { - return; - } - - renderer_props = SDL_GetRendererProperties(renderer); - if (!renderer_props) { - return; - } - - if (renderer->output_colorspace == SDL_COLORSPACE_SRGB_LINEAR) { - renderer->SDR_white_point = SDL_GetFloatProperty(window_props, SDL_PROP_WINDOW_SDR_WHITE_LEVEL_FLOAT, 1.0f); - renderer->HDR_headroom = SDL_GetFloatProperty(window_props, SDL_PROP_WINDOW_HDR_HEADROOM_FLOAT, 1.0f); - } else { - renderer->SDR_white_point = 1.0f; - renderer->HDR_headroom = 1.0f; - } - - if (renderer->HDR_headroom > 1.0f) { - SDL_SetBooleanProperty(renderer_props, SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN, true); - } else { - SDL_SetBooleanProperty(renderer_props, SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN, false); - } - SDL_SetFloatProperty(renderer_props, SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT, renderer->SDR_white_point); - SDL_SetFloatProperty(renderer_props, SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT, renderer->HDR_headroom); - - UpdateColorScale(renderer); -} - -static void UpdateLogicalPresentation(SDL_Renderer *renderer); - - -int SDL_GetNumRenderDrivers(void) -{ -#ifndef SDL_RENDER_DISABLED - return SDL_arraysize(render_drivers) - 1; -#else - return 0; -#endif -} - -const char *SDL_GetRenderDriver(int index) -{ -#ifndef SDL_RENDER_DISABLED - if (index < 0 || index >= SDL_GetNumRenderDrivers()) { - SDL_InvalidParamError("index"); - return NULL; - } - return render_drivers[index]->name; -#else - SDL_SetError("SDL not built with rendering support"); - return NULL; -#endif -} - -static bool SDL_RendererEventWatch(void *userdata, SDL_Event *event) -{ - SDL_Renderer *renderer = (SDL_Renderer *)userdata; - SDL_Window *window = renderer->window; - - if (renderer->WindowEvent) { - renderer->WindowEvent(renderer, &event->window); - } - - if (event->type == SDL_EVENT_WINDOW_RESIZED || - event->type == SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED || - event->type == SDL_EVENT_WINDOW_METAL_VIEW_RESIZED) { - SDL_RenderViewState *view = renderer->view; - renderer->view = &renderer->main_view; // only update the main_view (the window framebuffer) for window changes. - UpdateLogicalPresentation(renderer); - renderer->view = view; // put us back on whatever the current render target's actual view is. - } else if (event->type == SDL_EVENT_WINDOW_HIDDEN) { - renderer->hidden = true; - } else if (event->type == SDL_EVENT_WINDOW_SHOWN) { - if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)) { - renderer->hidden = false; - } - } else if (event->type == SDL_EVENT_WINDOW_MINIMIZED) { - renderer->hidden = true; - } else if (event->type == SDL_EVENT_WINDOW_RESTORED || - event->type == SDL_EVENT_WINDOW_MAXIMIZED) { - if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_HIDDEN)) { - renderer->hidden = false; - } - } else if (event->type == SDL_EVENT_WINDOW_DISPLAY_CHANGED || - event->type == SDL_EVENT_WINDOW_HDR_STATE_CHANGED) { - UpdateHDRProperties(renderer); - } - return true; -} - -bool SDL_CreateWindowAndRenderer(const char *title, int width, int height, SDL_WindowFlags window_flags, SDL_Window **window, SDL_Renderer **renderer) -{ - bool hidden = (window_flags & SDL_WINDOW_HIDDEN) != 0; - - if (!window) { - return SDL_InvalidParamError("window"); - } - - if (!renderer) { - return SDL_InvalidParamError("renderer"); - } - - // Hide the window so if the renderer recreates it, we don't get a visual flash on screen - window_flags |= SDL_WINDOW_HIDDEN; - *window = SDL_CreateWindow(title, width, height, window_flags); - if (!*window) { - *renderer = NULL; - return false; - } - - *renderer = SDL_CreateRenderer(*window, NULL); - if (!*renderer) { - SDL_DestroyWindow(*window); - *window = NULL; - return false; - } - - if (!hidden) { - SDL_ShowWindow(*window); - } - - return true; -} - -#ifndef SDL_RENDER_DISABLED -static SDL_INLINE void VerifyDrawQueueFunctions(const SDL_Renderer *renderer) -{ - /* all of these functions are required to be implemented, even as no-ops, so we don't - have to check that they aren't NULL over and over. */ - SDL_assert(renderer->QueueSetViewport != NULL); - SDL_assert(renderer->QueueSetDrawColor != NULL); - SDL_assert(renderer->QueueDrawPoints != NULL); - SDL_assert(renderer->QueueDrawLines != NULL || renderer->QueueGeometry != NULL); - SDL_assert(renderer->QueueFillRects != NULL || renderer->QueueGeometry != NULL); - SDL_assert(renderer->QueueCopy != NULL || renderer->QueueGeometry != NULL); - SDL_assert(renderer->RunCommandQueue != NULL); -} - -static SDL_RenderLineMethod SDL_GetRenderLineMethod(void) -{ - const char *hint = SDL_GetHint(SDL_HINT_RENDER_LINE_METHOD); - - int method = 0; - if (hint) { - method = SDL_atoi(hint); - } - switch (method) { - case 1: - return SDL_RENDERLINEMETHOD_POINTS; - case 2: - return SDL_RENDERLINEMETHOD_LINES; - case 3: - return SDL_RENDERLINEMETHOD_GEOMETRY; - default: - return SDL_RENDERLINEMETHOD_POINTS; - } -} - -static void SDL_CalculateSimulatedVSyncInterval(SDL_Renderer *renderer, SDL_Window *window) -{ - SDL_DisplayID displayID = SDL_GetDisplayForWindow(window); - const SDL_DisplayMode *mode; - int refresh_num, refresh_den; - - if (displayID == 0) { - displayID = SDL_GetPrimaryDisplay(); - } - mode = SDL_GetDesktopDisplayMode(displayID); - if (mode && mode->refresh_rate_numerator > 0 && mode->refresh_rate_denominator > 0) { - refresh_num = mode->refresh_rate_numerator; - refresh_den = mode->refresh_rate_denominator; - } else { - // Pick a good default refresh rate - refresh_num = 60; - refresh_den = 1; - } - // Flip numerator and denominator to change from framerate to interval - renderer->simulate_vsync_interval_ns = (SDL_NS_PER_SECOND * refresh_den) / refresh_num; -} - -#endif // !SDL_RENDER_DISABLED - - -SDL_Renderer *SDL_CreateRendererWithProperties(SDL_PropertiesID props) -{ -#ifndef SDL_RENDER_DISABLED - SDL_Window *window = (SDL_Window *)SDL_GetPointerProperty(props, SDL_PROP_RENDERER_CREATE_WINDOW_POINTER, NULL); - SDL_Surface *surface = (SDL_Surface *)SDL_GetPointerProperty(props, SDL_PROP_RENDERER_CREATE_SURFACE_POINTER, NULL); - const char *driver_name = SDL_GetStringProperty(props, SDL_PROP_RENDERER_CREATE_NAME_STRING, NULL); - const char *hint; - SDL_PropertiesID new_props; - -#ifdef SDL_PLATFORM_ANDROID - if (!Android_WaitActiveAndLockActivity()) { - return NULL; - } -#endif - - SDL_Renderer *renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(*renderer)); - if (!renderer) { - goto error; - } - - SDL_SetObjectValid(renderer, SDL_OBJECT_TYPE_RENDERER, true); - - if ((!window && !surface) || (window && surface)) { - SDL_InvalidParamError("window"); - goto error; - } - - if (window && SDL_WindowHasSurface(window)) { - SDL_SetError("Surface already associated with window"); - goto error; - } - - if (window && SDL_GetRenderer(window)) { - SDL_SetError("Renderer already associated with window"); - goto error; - } - - hint = SDL_GetHint(SDL_HINT_RENDER_VSYNC); - if (hint && *hint) { - SDL_SetNumberProperty(props, SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER, SDL_GetHintBoolean(SDL_HINT_RENDER_VSYNC, true)); - } - - if (surface) { -#ifdef SDL_VIDEO_RENDER_SW - const bool rc = SW_CreateRendererForSurface(renderer, surface, props); -#else - const bool rc = SDL_SetError("SDL not built with software renderer"); -#endif - if (!rc) { - goto error; - } - } else { - bool rc = false; - if (!driver_name) { - driver_name = SDL_GetHint(SDL_HINT_RENDER_DRIVER); - } - - if (driver_name && *driver_name != 0) { - const char *driver_attempt = driver_name; - while (driver_attempt && *driver_attempt != 0 && !rc) { - const char *driver_attempt_end = SDL_strchr(driver_attempt, ','); - const size_t driver_attempt_len = (driver_attempt_end) ? (driver_attempt_end - driver_attempt) : SDL_strlen(driver_attempt); - - for (int i = 0; render_drivers[i]; i++) { - const SDL_RenderDriver *driver = render_drivers[i]; - if ((driver_attempt_len == SDL_strlen(driver->name)) && (SDL_strncasecmp(driver->name, driver_attempt, driver_attempt_len) == 0)) { - rc = driver->CreateRenderer(renderer, window, props); - if (rc) { - break; - } - } - } - - driver_attempt = (driver_attempt_end) ? (driver_attempt_end + 1) : NULL; - } - } else { - for (int i = 0; render_drivers[i]; i++) { - const SDL_RenderDriver *driver = render_drivers[i]; - rc = driver->CreateRenderer(renderer, window, props); - if (rc) { - break; - } - SDL_DestroyRendererWithoutFreeing(renderer); - SDL_zerop(renderer); // make sure we don't leave function pointers from a previous CreateRenderer() in this struct. - } - } - - if (!rc) { - if (driver_name) { - SDL_SetError("%s not available", driver_name); - } else { - SDL_SetError("Couldn't find matching render driver"); - } - goto error; - } - } - - VerifyDrawQueueFunctions(renderer); - - renderer->window = window; - renderer->target_mutex = SDL_CreateMutex(); - if (surface) { - renderer->main_view.pixel_w = surface->w; - renderer->main_view.pixel_h = surface->h; - } - renderer->main_view.viewport.w = -1; - renderer->main_view.viewport.h = -1; - renderer->main_view.scale.x = 1.0f; - renderer->main_view.scale.y = 1.0f; - renderer->main_view.logical_scale.x = 1.0f; - renderer->main_view.logical_scale.y = 1.0f; - renderer->main_view.current_scale.x = 1.0f; - renderer->main_view.current_scale.y = 1.0f; - renderer->view = &renderer->main_view; - renderer->dpi_scale.x = 1.0f; - renderer->dpi_scale.y = 1.0f; - UpdatePixelViewport(renderer, &renderer->main_view); - UpdatePixelClipRect(renderer, &renderer->main_view); - UpdateMainViewDimensions(renderer); - - // new textures start at zero, so we start at 1 so first render doesn't flush by accident. - renderer->render_command_generation = 1; - - if (renderer->software) { - // Software renderer always uses line method, for speed - renderer->line_method = SDL_RENDERLINEMETHOD_LINES; - } else { - renderer->line_method = SDL_GetRenderLineMethod(); - } - - renderer->SDR_white_point = 1.0f; - renderer->HDR_headroom = 1.0f; - renderer->desired_color_scale = 1.0f; - renderer->color_scale = 1.0f; - - if (window) { - if (SDL_GetWindowFlags(window) & SDL_WINDOW_TRANSPARENT) { - renderer->transparent_window = true; - } - - if (SDL_GetWindowFlags(window) & (SDL_WINDOW_HIDDEN | SDL_WINDOW_MINIMIZED)) { - renderer->hidden = true; - } - } - - new_props = SDL_GetRendererProperties(renderer); - SDL_SetStringProperty(new_props, SDL_PROP_RENDERER_NAME_STRING, renderer->name); - if (window) { - SDL_SetPointerProperty(new_props, SDL_PROP_RENDERER_WINDOW_POINTER, window); - } - if (surface) { - SDL_SetPointerProperty(new_props, SDL_PROP_RENDERER_SURFACE_POINTER, surface); - } - SDL_SetNumberProperty(new_props, SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER, renderer->output_colorspace); - UpdateHDRProperties(renderer); - - if (window) { - SDL_SetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_RENDERER_POINTER, renderer); - SDL_AddWindowRenderer(window, renderer); - } - - SDL_SetRenderViewport(renderer, NULL); - - if (window) { - SDL_AddWindowEventWatch(SDL_WINDOW_EVENT_WATCH_NORMAL, SDL_RendererEventWatch, renderer); - } - - int vsync = (int)SDL_GetNumberProperty(props, SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER, 0); - if (!SDL_SetRenderVSync(renderer, vsync)) { - if (vsync == 0) { - // Some renderers require vsync enabled - SDL_SetRenderVSync(renderer, 1); - } - } - SDL_CalculateSimulatedVSyncInterval(renderer, window); - - SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, - "Created renderer: %s", renderer->name); - - renderer->next = SDL_renderers; - SDL_renderers = renderer; - -#ifdef SDL_PLATFORM_ANDROID - Android_UnlockActivityMutex(); -#endif - - SDL_ClearError(); - - return renderer; - -error: -#ifdef SDL_PLATFORM_ANDROID - Android_UnlockActivityMutex(); -#endif - - if (renderer) { - SDL_DestroyRenderer(renderer); - } - return NULL; - -#else - SDL_SetError("SDL not built with rendering support"); - return NULL; -#endif -} - -SDL_Renderer *SDL_CreateRenderer(SDL_Window *window, const char *name) -{ - SDL_Renderer *renderer; - SDL_PropertiesID props = SDL_CreateProperties(); - SDL_SetPointerProperty(props, SDL_PROP_RENDERER_CREATE_WINDOW_POINTER, window); - SDL_SetStringProperty(props, SDL_PROP_RENDERER_CREATE_NAME_STRING, name); - renderer = SDL_CreateRendererWithProperties(props); - SDL_DestroyProperties(props); - return renderer; -} - -SDL_Renderer *SDL_CreateSoftwareRenderer(SDL_Surface *surface) -{ -#ifdef SDL_VIDEO_RENDER_SW - SDL_Renderer *renderer; - - if (!surface) { - SDL_InvalidParamError("surface"); - return NULL; - } - - SDL_PropertiesID props = SDL_CreateProperties(); - SDL_SetPointerProperty(props, SDL_PROP_RENDERER_CREATE_SURFACE_POINTER, surface); - renderer = SDL_CreateRendererWithProperties(props); - SDL_DestroyProperties(props); - return renderer; -#else - SDL_SetError("SDL not built with rendering support"); - return NULL; -#endif // !SDL_RENDER_DISABLED -} - -SDL_Renderer *SDL_GetRenderer(SDL_Window *window) -{ - return (SDL_Renderer *)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_RENDERER_POINTER, NULL); -} - -SDL_Window *SDL_GetRenderWindow(SDL_Renderer *renderer) -{ - CHECK_RENDERER_MAGIC(renderer, NULL); - return renderer->window; -} - -const char *SDL_GetRendererName(SDL_Renderer *renderer) -{ - CHECK_RENDERER_MAGIC(renderer, NULL); - - return SDL_GetPersistentString(renderer->name); -} - -SDL_PropertiesID SDL_GetRendererProperties(SDL_Renderer *renderer) -{ - CHECK_RENDERER_MAGIC(renderer, 0); - - if (renderer->props == 0) { - renderer->props = SDL_CreateProperties(); - } - return renderer->props; -} - -bool SDL_GetRenderOutputSize(SDL_Renderer *renderer, int *w, int *h) -{ - if (w) { - *w = 0; - } - if (h) { - *h = 0; - } - - CHECK_RENDERER_MAGIC(renderer, false); - - if (renderer->GetOutputSize) { - return renderer->GetOutputSize(renderer, w, h); - } else if (renderer->window) { - return SDL_GetWindowSizeInPixels(renderer->window, w, h); - } else { - SDL_assert(!"This should never happen"); - return SDL_SetError("Renderer doesn't support querying output size"); - } -} - -bool SDL_GetCurrentRenderOutputSize(SDL_Renderer *renderer, int *w, int *h) -{ - if (w) { - *w = 0; - } - if (h) { - *h = 0; - } - - CHECK_RENDERER_MAGIC(renderer, false); - - const SDL_RenderViewState *view = renderer->view; - if (w) { - *w = view->pixel_w; - } - if (h) { - *h = view->pixel_h; - } - return true; -} - -static bool IsSupportedBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode) -{ - switch (blendMode) { - // These are required to be supported by all renderers - case SDL_BLENDMODE_NONE: - case SDL_BLENDMODE_BLEND: - case SDL_BLENDMODE_BLEND_PREMULTIPLIED: - case SDL_BLENDMODE_ADD: - case SDL_BLENDMODE_ADD_PREMULTIPLIED: - case SDL_BLENDMODE_MOD: - case SDL_BLENDMODE_MUL: - return true; - - default: - return renderer->SupportsBlendMode && renderer->SupportsBlendMode(renderer, blendMode); - } -} - -static bool IsSupportedFormat(SDL_Renderer *renderer, SDL_PixelFormat format) -{ - int i; - - for (i = 0; i < renderer->num_texture_formats; ++i) { - if (renderer->texture_formats[i] == format) { - return true; - } - } - return false; -} - -static SDL_PixelFormat GetClosestSupportedFormat(SDL_Renderer *renderer, SDL_PixelFormat format) -{ - int i; - - if (format == SDL_PIXELFORMAT_MJPG) { - // We'll decode to SDL_PIXELFORMAT_NV12 or SDL_PIXELFORMAT_RGBA32 - for (i = 0; i < renderer->num_texture_formats; ++i) { - if (renderer->texture_formats[i] == SDL_PIXELFORMAT_NV12) { - return renderer->texture_formats[i]; - } - } - for (i = 0; i < renderer->num_texture_formats; ++i) { - if (renderer->texture_formats[i] == SDL_PIXELFORMAT_RGBA32) { - return renderer->texture_formats[i]; - } - } - } else if (SDL_ISPIXELFORMAT_FOURCC(format)) { - // Look for an exact match - for (i = 0; i < renderer->num_texture_formats; ++i) { - if (renderer->texture_formats[i] == format) { - return renderer->texture_formats[i]; - } - } - } else if (SDL_ISPIXELFORMAT_10BIT(format) || SDL_ISPIXELFORMAT_FLOAT(format)) { - if (SDL_ISPIXELFORMAT_10BIT(format)) { - for (i = 0; i < renderer->num_texture_formats; ++i) { - if (SDL_ISPIXELFORMAT_10BIT(renderer->texture_formats[i])) { - return renderer->texture_formats[i]; - } - } - } - for (i = 0; i < renderer->num_texture_formats; ++i) { - if (SDL_ISPIXELFORMAT_FLOAT(renderer->texture_formats[i])) { - return renderer->texture_formats[i]; - } - } - } else { - bool hasAlpha = SDL_ISPIXELFORMAT_ALPHA(format); - - // We just want to match the first format that has the same channels - for (i = 0; i < renderer->num_texture_formats; ++i) { - if (!SDL_ISPIXELFORMAT_FOURCC(renderer->texture_formats[i]) && - SDL_ISPIXELFORMAT_ALPHA(renderer->texture_formats[i]) == hasAlpha) { - return renderer->texture_formats[i]; - } - } - } - return renderer->texture_formats[0]; -} - -SDL_Texture *SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props) -{ - SDL_Texture *texture; - SDL_PixelFormat format = (SDL_PixelFormat)SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER, SDL_PIXELFORMAT_UNKNOWN); - SDL_TextureAccess access = (SDL_TextureAccess)SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER, SDL_TEXTUREACCESS_STATIC); - int w = (int)SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER, 0); - int h = (int)SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER, 0); - SDL_Colorspace default_colorspace; - bool texture_is_fourcc_and_target; - - CHECK_RENDERER_MAGIC(renderer, NULL); - - if (!format) { - format = renderer->texture_formats[0]; - } - if (SDL_BYTESPERPIXEL(format) == 0) { - SDL_SetError("Invalid texture format"); - return NULL; - } - if (SDL_ISPIXELFORMAT_INDEXED(format)) { - if (!IsSupportedFormat(renderer, format)) { - SDL_SetError("Palettized textures are not supported"); - return NULL; - } - } - if (w <= 0 || h <= 0) { - SDL_SetError("Texture dimensions can't be 0"); - return NULL; - } - int max_texture_size = (int)SDL_GetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, 0); - if (max_texture_size && (w > max_texture_size || h > max_texture_size)) { - SDL_SetError("Texture dimensions are limited to %dx%d", max_texture_size, max_texture_size); - return NULL; - } - - default_colorspace = SDL_GetDefaultColorspaceForFormat(format); - - texture = (SDL_Texture *)SDL_calloc(1, sizeof(*texture)); - if (!texture) { - return NULL; - } - texture->refcount = 1; - SDL_SetObjectValid(texture, SDL_OBJECT_TYPE_TEXTURE, true); - texture->colorspace = (SDL_Colorspace)SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER, default_colorspace); - texture->format = format; - texture->access = access; - texture->w = w; - texture->h = h; - texture->color.r = 1.0f; - texture->color.g = 1.0f; - texture->color.b = 1.0f; - texture->color.a = 1.0f; - texture->blendMode = SDL_ISPIXELFORMAT_ALPHA(format) ? SDL_BLENDMODE_BLEND : SDL_BLENDMODE_NONE; - texture->scaleMode = SDL_SCALEMODE_LINEAR; - texture->view.pixel_w = w; - texture->view.pixel_h = h; - texture->view.viewport.w = -1; - texture->view.viewport.h = -1; - texture->view.scale.x = 1.0f; - texture->view.scale.y = 1.0f; - texture->view.logical_scale.x = 1.0f; - texture->view.logical_scale.y = 1.0f; - texture->view.current_scale.x = 1.0f; - texture->view.current_scale.y = 1.0f; - texture->renderer = renderer; - texture->next = renderer->textures; - if (renderer->textures) { - renderer->textures->prev = texture; - } - renderer->textures = texture; - - UpdatePixelViewport(renderer, &texture->view); - UpdatePixelClipRect(renderer, &texture->view); - - texture->SDR_white_point = SDL_GetFloatProperty(props, SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT, SDL_GetDefaultSDRWhitePoint(texture->colorspace)); - texture->HDR_headroom = SDL_GetFloatProperty(props, SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT, SDL_GetDefaultHDRHeadroom(texture->colorspace)); - - // FOURCC format cannot be used directly by renderer back-ends for target texture - texture_is_fourcc_and_target = (access == SDL_TEXTUREACCESS_TARGET && SDL_ISPIXELFORMAT_FOURCC(format)); - - if (!texture_is_fourcc_and_target && IsSupportedFormat(renderer, format)) { - if (!renderer->CreateTexture(renderer, texture, props)) { - SDL_DestroyTexture(texture); - return NULL; - } - } else { - SDL_PixelFormat closest_format; - SDL_PropertiesID native_props = SDL_CreateProperties(); - - if (!texture_is_fourcc_and_target) { - closest_format = GetClosestSupportedFormat(renderer, format); - } else { - closest_format = renderer->texture_formats[0]; - } - - if (format == SDL_PIXELFORMAT_MJPG && closest_format == SDL_PIXELFORMAT_NV12) { - SDL_SetNumberProperty(native_props, SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER, SDL_COLORSPACE_JPEG); - } else { - default_colorspace = SDL_GetDefaultColorspaceForFormat(closest_format); - if (SDL_COLORSPACETYPE(texture->colorspace) == SDL_COLORSPACETYPE(default_colorspace)) { - SDL_SetNumberProperty(native_props, SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER, texture->colorspace); - } else { - SDL_SetNumberProperty(native_props, SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER, default_colorspace); - } - } - SDL_SetNumberProperty(native_props, SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER, closest_format); - SDL_SetNumberProperty(native_props, SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER, texture->access); - SDL_SetNumberProperty(native_props, SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER, texture->w); - SDL_SetNumberProperty(native_props, SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER, texture->h); - - texture->native = SDL_CreateTextureWithProperties(renderer, native_props); - SDL_DestroyProperties(native_props); - if (!texture->native) { - SDL_DestroyTexture(texture); - return NULL; - } - - SDL_SetPointerProperty(SDL_GetTextureProperties(texture->native), SDL_PROP_TEXTURE_PARENT_POINTER, texture); - - // Swap textures to have texture before texture->native in the list - texture->native->next = texture->next; - if (texture->native->next) { - texture->native->next->prev = texture->native; - } - texture->prev = texture->native->prev; - if (texture->prev) { - texture->prev->next = texture; - } - texture->native->prev = texture; - texture->next = texture->native; - renderer->textures = texture; - - if (texture->format == SDL_PIXELFORMAT_MJPG) { - // We have a custom decode + upload path for this - } else if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) { -#ifdef SDL_HAVE_YUV - texture->yuv = SDL_SW_CreateYUVTexture(texture->format, texture->colorspace, w, h); -#else - SDL_SetError("SDL not built with YUV support"); -#endif - if (!texture->yuv) { - SDL_DestroyTexture(texture); - return NULL; - } - } else if (access == SDL_TEXTUREACCESS_STREAMING) { - // The pitch is 4 byte aligned - texture->pitch = (((w * SDL_BYTESPERPIXEL(format)) + 3) & ~3); - texture->pixels = SDL_calloc(1, (size_t)texture->pitch * h); - if (!texture->pixels) { - SDL_DestroyTexture(texture); - return NULL; - } - } - } - - // Now set the properties for the new texture - props = SDL_GetTextureProperties(texture); - SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_COLORSPACE_NUMBER, texture->colorspace); - SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_FORMAT_NUMBER, texture->format); - SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_ACCESS_NUMBER, texture->access); - SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_WIDTH_NUMBER, texture->w); - SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_HEIGHT_NUMBER, texture->h); - SDL_SetFloatProperty(props, SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT, texture->SDR_white_point); - if (texture->HDR_headroom > 0.0f) { - SDL_SetFloatProperty(props, SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT, texture->HDR_headroom); - } - return texture; -} - -SDL_Texture *SDL_CreateTexture(SDL_Renderer *renderer, SDL_PixelFormat format, SDL_TextureAccess access, int w, int h) -{ - SDL_Texture *texture; - SDL_PropertiesID props = SDL_CreateProperties(); - SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER, format); - SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER, access); - SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER, w); - SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER, h); - texture = SDL_CreateTextureWithProperties(renderer, props); - SDL_DestroyProperties(props); - return texture; -} - -static bool SDL_UpdateTextureFromSurface(SDL_Texture *texture, SDL_Rect *rect, SDL_Surface *surface) -{ - SDL_TextureAccess access; - bool direct_update; - SDL_PixelFormat tex_format; - SDL_PropertiesID surface_props; - SDL_PropertiesID tex_props; - SDL_Colorspace surface_colorspace = SDL_COLORSPACE_UNKNOWN; - SDL_Colorspace texture_colorspace = SDL_COLORSPACE_UNKNOWN; - - if (texture == NULL || surface == NULL) { - return false; - } - - tex_props = SDL_GetTextureProperties(texture); - if (!tex_props) { - return false; - } - - surface_props = SDL_GetSurfaceProperties(surface); - if (!surface_props) { - return false; - } - - tex_format = (SDL_PixelFormat)SDL_GetNumberProperty(tex_props, SDL_PROP_TEXTURE_FORMAT_NUMBER, 0); - access = (SDL_TextureAccess)SDL_GetNumberProperty(tex_props, SDL_PROP_TEXTURE_ACCESS_NUMBER, 0); - - if (access != SDL_TEXTUREACCESS_STATIC && access != SDL_TEXTUREACCESS_STREAMING) { - return false; - } - - surface_colorspace = SDL_GetSurfaceColorspace(surface); - texture_colorspace = surface_colorspace; - - if (surface_colorspace == SDL_COLORSPACE_SRGB_LINEAR || - SDL_COLORSPACETRANSFER(surface_colorspace) == SDL_TRANSFER_CHARACTERISTICS_PQ) { - if (SDL_ISPIXELFORMAT_FLOAT(tex_format)) { - texture_colorspace = SDL_COLORSPACE_SRGB_LINEAR; - } else if (SDL_ISPIXELFORMAT_10BIT(tex_format)) { - texture_colorspace = SDL_COLORSPACE_HDR10; - } else { - texture_colorspace = SDL_COLORSPACE_SRGB; - } - } - - if (tex_format == surface->format && texture_colorspace == surface_colorspace) { - if (SDL_ISPIXELFORMAT_ALPHA(surface->format) && SDL_SurfaceHasColorKey(surface)) { - /* Surface and Renderer formats are identical. - * Intermediate conversion is needed to convert color key to alpha (SDL_ConvertColorkeyToAlpha()). */ - direct_update = false; - } else { - // Update Texture directly - direct_update = true; - } - } else { - // Surface and Renderer formats are different, it needs an intermediate conversion. - direct_update = false; - } - - if (direct_update) { - if (SDL_MUSTLOCK(surface)) { - SDL_LockSurface(surface); - SDL_UpdateTexture(texture, rect, surface->pixels, surface->pitch); - SDL_UnlockSurface(surface); - } else { - SDL_UpdateTexture(texture, rect, surface->pixels, surface->pitch); - } - } else { - SDL_Surface *temp = NULL; - - // Set up a destination surface for the texture update - temp = SDL_ConvertSurfaceAndColorspace(surface, tex_format, NULL, texture_colorspace, surface_props); - if (temp) { - SDL_UpdateTexture(texture, NULL, temp->pixels, temp->pitch); - SDL_DestroySurface(temp); - } else { - return false; - } - } - - { - Uint8 r, g, b, a; - SDL_BlendMode blendMode; - - SDL_GetSurfaceColorMod(surface, &r, &g, &b); - SDL_SetTextureColorMod(texture, r, g, b); - - SDL_GetSurfaceAlphaMod(surface, &a); - SDL_SetTextureAlphaMod(texture, a); - - if (SDL_SurfaceHasColorKey(surface)) { - // We converted to a texture with alpha format - SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND); - } else { - SDL_GetSurfaceBlendMode(surface, &blendMode); - SDL_SetTextureBlendMode(texture, blendMode); - } - } - - return true; -} - -SDL_Texture *SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *surface) -{ - bool needAlpha; - int i; - SDL_PixelFormat format = SDL_PIXELFORMAT_UNKNOWN; - SDL_Palette *palette; - SDL_Texture *texture; - SDL_PropertiesID props; - SDL_Colorspace surface_colorspace = SDL_COLORSPACE_UNKNOWN; - SDL_Colorspace texture_colorspace = SDL_COLORSPACE_UNKNOWN; - - CHECK_RENDERER_MAGIC(renderer, NULL); - - if (!SDL_SurfaceValid(surface)) { - SDL_InvalidParamError("SDL_CreateTextureFromSurface(): surface"); - return NULL; - } - - // See what the best texture format is - if (SDL_ISPIXELFORMAT_ALPHA(surface->format) || SDL_SurfaceHasColorKey(surface)) { - needAlpha = true; - } else { - needAlpha = false; - } - - // If Palette contains alpha values, promotes to alpha format - palette = SDL_GetSurfacePalette(surface); - if (palette) { - bool is_opaque, has_alpha_channel; - SDL_DetectPalette(palette, &is_opaque, &has_alpha_channel); - if (!is_opaque) { - needAlpha = true; - } - } - - surface_colorspace = SDL_GetSurfaceColorspace(surface); - - // Try to have the best pixel format for the texture - // No alpha, but a colorkey => promote to alpha - if (!SDL_ISPIXELFORMAT_ALPHA(surface->format) && SDL_SurfaceHasColorKey(surface)) { - if (surface->format == SDL_PIXELFORMAT_XRGB8888) { - for (i = 0; i < renderer->num_texture_formats; ++i) { - if (renderer->texture_formats[i] == SDL_PIXELFORMAT_ARGB8888) { - format = SDL_PIXELFORMAT_ARGB8888; - break; - } - } - } else if (surface->format == SDL_PIXELFORMAT_XBGR8888) { - for (i = 0; i < renderer->num_texture_formats; ++i) { - if (renderer->texture_formats[i] == SDL_PIXELFORMAT_ABGR8888) { - format = SDL_PIXELFORMAT_ABGR8888; - break; - } - } - } - } else { - // Exact match would be fine - for (i = 0; i < renderer->num_texture_formats; ++i) { - if (renderer->texture_formats[i] == surface->format) { - format = surface->format; - break; - } - } - } - - // Look for 10-bit pixel formats if needed - if (format == SDL_PIXELFORMAT_UNKNOWN && SDL_ISPIXELFORMAT_10BIT(surface->format)) { - for (i = 0; i < renderer->num_texture_formats; ++i) { - if (SDL_ISPIXELFORMAT_10BIT(renderer->texture_formats[i])) { - format = renderer->texture_formats[i]; - break; - } - } - } - - // Look for floating point pixel formats if needed - if (format == SDL_PIXELFORMAT_UNKNOWN && - (SDL_ISPIXELFORMAT_10BIT(surface->format) || SDL_ISPIXELFORMAT_FLOAT(surface->format))) { - for (i = 0; i < renderer->num_texture_formats; ++i) { - if (SDL_ISPIXELFORMAT_FLOAT(renderer->texture_formats[i])) { - format = renderer->texture_formats[i]; - break; - } - } - } - - // Fallback, choose a valid pixel format - if (format == SDL_PIXELFORMAT_UNKNOWN) { - format = renderer->texture_formats[0]; - for (i = 0; i < renderer->num_texture_formats; ++i) { - if (!SDL_ISPIXELFORMAT_FOURCC(renderer->texture_formats[i]) && - SDL_ISPIXELFORMAT_ALPHA(renderer->texture_formats[i]) == needAlpha) { - format = renderer->texture_formats[i]; - break; - } - } - } - - if (surface_colorspace == SDL_COLORSPACE_SRGB_LINEAR || - SDL_COLORSPACETRANSFER(surface_colorspace) == SDL_TRANSFER_CHARACTERISTICS_PQ) { - if (SDL_ISPIXELFORMAT_FLOAT(format)) { - texture_colorspace = SDL_COLORSPACE_SRGB_LINEAR; - } else if (SDL_ISPIXELFORMAT_10BIT(format)) { - texture_colorspace = SDL_COLORSPACE_HDR10; - } else { - texture_colorspace = SDL_COLORSPACE_SRGB; - } - } - - props = SDL_CreateProperties(); - SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER, texture_colorspace); - if (surface_colorspace == texture_colorspace) { - SDL_SetFloatProperty(props, SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT, - SDL_GetSurfaceSDRWhitePoint(surface, surface_colorspace)); - } - SDL_SetFloatProperty(props, SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT, - SDL_GetSurfaceHDRHeadroom(surface, surface_colorspace)); - SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER, format); - SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER, SDL_TEXTUREACCESS_STATIC); - SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER, surface->w); - SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER, surface->h); - texture = SDL_CreateTextureWithProperties(renderer, props); - SDL_DestroyProperties(props); - if (!texture) { - return NULL; - } - - if (!SDL_UpdateTextureFromSurface(texture, NULL, surface)) { - SDL_DestroyTexture(texture); - return NULL; - } - - return texture; -} - -SDL_Renderer *SDL_GetRendererFromTexture(SDL_Texture *texture) -{ - CHECK_TEXTURE_MAGIC(texture, NULL); - - return texture->renderer; -} - -SDL_PropertiesID SDL_GetTextureProperties(SDL_Texture *texture) -{ - CHECK_TEXTURE_MAGIC(texture, 0); - - if (texture->props == 0) { - texture->props = SDL_CreateProperties(); - } - return texture->props; -} - -bool SDL_GetTextureSize(SDL_Texture *texture, float *w, float *h) -{ - if (w) { - *w = 0; - } - if (h) { - *h = 0; - } - - CHECK_TEXTURE_MAGIC(texture, false); - - if (w) { - *w = (float)texture->w; - } - if (h) { - *h = (float)texture->h; - } - return true; -} - -bool SDL_SetTextureColorMod(SDL_Texture *texture, Uint8 r, Uint8 g, Uint8 b) -{ - const float fR = (float)r / 255.0f; - const float fG = (float)g / 255.0f; - const float fB = (float)b / 255.0f; - - return SDL_SetTextureColorModFloat(texture, fR, fG, fB); -} - -bool SDL_SetTextureColorModFloat(SDL_Texture *texture, float r, float g, float b) -{ - CHECK_TEXTURE_MAGIC(texture, false); - - texture->color.r = r; - texture->color.g = g; - texture->color.b = b; - if (texture->native) { - return SDL_SetTextureColorModFloat(texture->native, r, g, b); - } - return true; -} - -bool SDL_GetTextureColorMod(SDL_Texture *texture, Uint8 *r, Uint8 *g, Uint8 *b) -{ - float fR = 1.0f, fG = 1.0f, fB = 1.0f; - - if (!SDL_GetTextureColorModFloat(texture, &fR, &fG, &fB)) { - if (r) { - *r = 255; - } - if (g) { - *g = 255; - } - if (b) { - *b = 255; - } - return false; - } - - if (r) { - *r = (Uint8)SDL_roundf(SDL_clamp(fR, 0.0f, 1.0f) * 255.0f); - } - if (g) { - *g = (Uint8)SDL_roundf(SDL_clamp(fG, 0.0f, 1.0f) * 255.0f); - } - if (b) { - *b = (Uint8)SDL_roundf(SDL_clamp(fB, 0.0f, 1.0f) * 255.0f); - } - return true; -} - -bool SDL_GetTextureColorModFloat(SDL_Texture *texture, float *r, float *g, float *b) -{ - SDL_FColor color; - - if (r) { - *r = 1.0f; - } - if (g) { - *g = 1.0f; - } - if (b) { - *b = 1.0f; - } - - CHECK_TEXTURE_MAGIC(texture, false); - - color = texture->color; - - if (r) { - *r = color.r; - } - if (g) { - *g = color.g; - } - if (b) { - *b = color.b; - } - return true; -} - -bool SDL_SetTextureAlphaMod(SDL_Texture *texture, Uint8 alpha) -{ - const float fA = (float)alpha / 255.0f; - - return SDL_SetTextureAlphaModFloat(texture, fA); -} - -bool SDL_SetTextureAlphaModFloat(SDL_Texture *texture, float alpha) -{ - CHECK_TEXTURE_MAGIC(texture, false); - - texture->color.a = alpha; - if (texture->native) { - return SDL_SetTextureAlphaModFloat(texture->native, alpha); - } - return true; -} - -bool SDL_GetTextureAlphaMod(SDL_Texture *texture, Uint8 *alpha) -{ - float fA = 1.0f; - - if (!SDL_GetTextureAlphaModFloat(texture, &fA)) { - if (alpha) { - *alpha = 255; - } - return false; - } - - if (alpha) { - *alpha = (Uint8)SDL_roundf(SDL_clamp(fA, 0.0f, 1.0f) * 255.0f); - } - return true; -} - -bool SDL_GetTextureAlphaModFloat(SDL_Texture *texture, float *alpha) -{ - if (alpha) { - *alpha = 1.0f; - } - - CHECK_TEXTURE_MAGIC(texture, false); - - if (alpha) { - *alpha = texture->color.a; - } - return true; -} - -bool SDL_SetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode blendMode) -{ - SDL_Renderer *renderer; - - CHECK_TEXTURE_MAGIC(texture, false); - - if (blendMode == SDL_BLENDMODE_INVALID) { - return SDL_InvalidParamError("blendMode"); - } - - renderer = texture->renderer; - if (!IsSupportedBlendMode(renderer, blendMode)) { - return SDL_Unsupported(); - } - texture->blendMode = blendMode; - if (texture->native) { - return SDL_SetTextureBlendMode(texture->native, blendMode); - } - return true; -} - -bool SDL_GetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode *blendMode) -{ - if (blendMode) { - *blendMode = SDL_BLENDMODE_INVALID; - } - - CHECK_TEXTURE_MAGIC(texture, false); - - if (blendMode) { - *blendMode = texture->blendMode; - } - return true; -} - -bool SDL_SetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode scaleMode) -{ - SDL_Renderer *renderer; - - CHECK_TEXTURE_MAGIC(texture, false); - - if (scaleMode != SDL_SCALEMODE_NEAREST && - scaleMode != SDL_SCALEMODE_LINEAR) { - return SDL_InvalidParamError("scaleMode"); - } - - renderer = texture->renderer; - texture->scaleMode = scaleMode; - if (texture->native) { - return SDL_SetTextureScaleMode(texture->native, scaleMode); - } else { - renderer->SetTextureScaleMode(renderer, texture, scaleMode); - } - return true; -} - -bool SDL_GetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode *scaleMode) -{ - if (scaleMode) { - *scaleMode = SDL_SCALEMODE_LINEAR; - } - - CHECK_TEXTURE_MAGIC(texture, false); - - if (scaleMode) { - *scaleMode = texture->scaleMode; - } - return true; -} - -#ifdef SDL_HAVE_YUV -static bool SDL_UpdateTextureYUV(SDL_Texture *texture, const SDL_Rect *rect, - const void *pixels, int pitch) -{ - SDL_Texture *native = texture->native; - SDL_Rect full_rect; - - if (!SDL_SW_UpdateYUVTexture(texture->yuv, rect, pixels, pitch)) { - return false; - } - - full_rect.x = 0; - full_rect.y = 0; - full_rect.w = texture->w; - full_rect.h = texture->h; - rect = &full_rect; - - if (texture->access == SDL_TEXTUREACCESS_STREAMING) { - // We can lock the texture and copy to it - void *native_pixels = NULL; - int native_pitch = 0; - - if (!SDL_LockTexture(native, rect, &native_pixels, &native_pitch)) { - return false; - } - SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format, - rect->w, rect->h, native_pixels, native_pitch); - SDL_UnlockTexture(native); - } else { - // Use a temporary buffer for updating - const int temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3); - const size_t alloclen = (size_t)rect->h * temp_pitch; - if (alloclen > 0) { - void *temp_pixels = SDL_malloc(alloclen); - if (!temp_pixels) { - return false; - } - SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format, - rect->w, rect->h, temp_pixels, temp_pitch); - SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch); - SDL_free(temp_pixels); - } - } - return true; -} -#endif // SDL_HAVE_YUV - -static bool SDL_UpdateTextureNative(SDL_Texture *texture, const SDL_Rect *rect, - const void *pixels, int pitch) -{ - SDL_Texture *native = texture->native; - - if (!rect->w || !rect->h) { - return true; // nothing to do. - } - - if (texture->access == SDL_TEXTUREACCESS_STREAMING) { - // We can lock the texture and copy to it - void *native_pixels = NULL; - int native_pitch = 0; - - if (!SDL_LockTexture(native, rect, &native_pixels, &native_pitch)) { - return false; - } - SDL_ConvertPixelsAndColorspace(rect->w, rect->h, - texture->format, texture->colorspace, 0, pixels, pitch, - native->format, native->colorspace, 0, native_pixels, native_pitch); - SDL_UnlockTexture(native); - } else { - // Use a temporary buffer for updating - const int temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3); - const size_t alloclen = (size_t)rect->h * temp_pitch; - if (alloclen > 0) { - void *temp_pixels = SDL_malloc(alloclen); - if (!temp_pixels) { - return false; - } - SDL_ConvertPixelsAndColorspace(rect->w, rect->h, - texture->format, texture->colorspace, 0, pixels, pitch, - native->format, native->colorspace, 0, temp_pixels, temp_pitch); - SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch); - SDL_free(temp_pixels); - } - } - return true; -} - -bool SDL_UpdateTexture(SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch) -{ - SDL_Rect real_rect; - - CHECK_TEXTURE_MAGIC(texture, false); - - if (!pixels) { - return SDL_InvalidParamError("pixels"); - } - if (!pitch) { - return SDL_InvalidParamError("pitch"); - } - - real_rect.x = 0; - real_rect.y = 0; - real_rect.w = texture->w; - real_rect.h = texture->h; - if (rect) { - if (!SDL_GetRectIntersection(rect, &real_rect, &real_rect)) { - return true; - } - } - - if (real_rect.w == 0 || real_rect.h == 0) { - return true; // nothing to do. -#ifdef SDL_HAVE_YUV - } else if (texture->yuv) { - return SDL_UpdateTextureYUV(texture, &real_rect, pixels, pitch); -#endif - } else if (texture->native) { - return SDL_UpdateTextureNative(texture, &real_rect, pixels, pitch); - } else { - SDL_Renderer *renderer = texture->renderer; - if (!FlushRenderCommandsIfTextureNeeded(texture)) { - return false; - } - return renderer->UpdateTexture(renderer, texture, &real_rect, pixels, pitch); - } -} - -#ifdef SDL_HAVE_YUV -static bool SDL_UpdateTextureYUVPlanar(SDL_Texture *texture, const SDL_Rect *rect, - const Uint8 *Yplane, int Ypitch, - const Uint8 *Uplane, int Upitch, - const Uint8 *Vplane, int Vpitch) -{ - SDL_Texture *native = texture->native; - SDL_Rect full_rect; - - if (!SDL_SW_UpdateYUVTexturePlanar(texture->yuv, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch)) { - return false; - } - - full_rect.x = 0; - full_rect.y = 0; - full_rect.w = texture->w; - full_rect.h = texture->h; - rect = &full_rect; - - if (!rect->w || !rect->h) { - return true; // nothing to do. - } - - if (texture->access == SDL_TEXTUREACCESS_STREAMING) { - // We can lock the texture and copy to it - void *native_pixels = NULL; - int native_pitch = 0; - - if (!SDL_LockTexture(native, rect, &native_pixels, &native_pitch)) { - return false; - } - SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format, - rect->w, rect->h, native_pixels, native_pitch); - SDL_UnlockTexture(native); - } else { - // Use a temporary buffer for updating - const int temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3); - const size_t alloclen = (size_t)rect->h * temp_pitch; - if (alloclen > 0) { - void *temp_pixels = SDL_malloc(alloclen); - if (!temp_pixels) { - return false; - } - SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format, - rect->w, rect->h, temp_pixels, temp_pitch); - SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch); - SDL_free(temp_pixels); - } - } - return true; -} - -static bool SDL_UpdateTextureNVPlanar(SDL_Texture *texture, const SDL_Rect *rect, - const Uint8 *Yplane, int Ypitch, - const Uint8 *UVplane, int UVpitch) -{ - SDL_Texture *native = texture->native; - SDL_Rect full_rect; - - if (!SDL_SW_UpdateNVTexturePlanar(texture->yuv, rect, Yplane, Ypitch, UVplane, UVpitch)) { - return false; - } - - full_rect.x = 0; - full_rect.y = 0; - full_rect.w = texture->w; - full_rect.h = texture->h; - rect = &full_rect; - - if (!rect->w || !rect->h) { - return true; // nothing to do. - } - - if (texture->access == SDL_TEXTUREACCESS_STREAMING) { - // We can lock the texture and copy to it - void *native_pixels = NULL; - int native_pitch = 0; - - if (!SDL_LockTexture(native, rect, &native_pixels, &native_pitch)) { - return false; - } - SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format, - rect->w, rect->h, native_pixels, native_pitch); - SDL_UnlockTexture(native); - } else { - // Use a temporary buffer for updating - const int temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3); - const size_t alloclen = (size_t)rect->h * temp_pitch; - if (alloclen > 0) { - void *temp_pixels = SDL_malloc(alloclen); - if (!temp_pixels) { - return false; - } - SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format, - rect->w, rect->h, temp_pixels, temp_pitch); - SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch); - SDL_free(temp_pixels); - } - } - return true; -} - -#endif // SDL_HAVE_YUV - -bool SDL_UpdateYUVTexture(SDL_Texture *texture, const SDL_Rect *rect, - const Uint8 *Yplane, int Ypitch, - const Uint8 *Uplane, int Upitch, - const Uint8 *Vplane, int Vpitch) -{ -#ifdef SDL_HAVE_YUV - SDL_Renderer *renderer; - SDL_Rect real_rect; - - CHECK_TEXTURE_MAGIC(texture, false); - - if (!Yplane) { - return SDL_InvalidParamError("Yplane"); - } - if (!Ypitch) { - return SDL_InvalidParamError("Ypitch"); - } - if (!Uplane) { - return SDL_InvalidParamError("Uplane"); - } - if (!Upitch) { - return SDL_InvalidParamError("Upitch"); - } - if (!Vplane) { - return SDL_InvalidParamError("Vplane"); - } - if (!Vpitch) { - return SDL_InvalidParamError("Vpitch"); - } - - if (texture->format != SDL_PIXELFORMAT_YV12 && - texture->format != SDL_PIXELFORMAT_IYUV) { - return SDL_SetError("Texture format must by YV12 or IYUV"); - } - - real_rect.x = 0; - real_rect.y = 0; - real_rect.w = texture->w; - real_rect.h = texture->h; - if (rect) { - SDL_GetRectIntersection(rect, &real_rect, &real_rect); - } - - if (real_rect.w == 0 || real_rect.h == 0) { - return true; // nothing to do. - } - - if (texture->yuv) { - return SDL_UpdateTextureYUVPlanar(texture, &real_rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch); - } else { - SDL_assert(!texture->native); - renderer = texture->renderer; - SDL_assert(renderer->UpdateTextureYUV); - if (renderer->UpdateTextureYUV) { - if (!FlushRenderCommandsIfTextureNeeded(texture)) { - return false; - } - return renderer->UpdateTextureYUV(renderer, texture, &real_rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch); - } else { - return SDL_Unsupported(); - } - } -#else - return false; -#endif -} - -bool SDL_UpdateNVTexture(SDL_Texture *texture, const SDL_Rect *rect, - const Uint8 *Yplane, int Ypitch, - const Uint8 *UVplane, int UVpitch) -{ -#ifdef SDL_HAVE_YUV - SDL_Renderer *renderer; - SDL_Rect real_rect; - - CHECK_TEXTURE_MAGIC(texture, false); - - if (!Yplane) { - return SDL_InvalidParamError("Yplane"); - } - if (!Ypitch) { - return SDL_InvalidParamError("Ypitch"); - } - if (!UVplane) { - return SDL_InvalidParamError("UVplane"); - } - if (!UVpitch) { - return SDL_InvalidParamError("UVpitch"); - } - - if (texture->format != SDL_PIXELFORMAT_NV12 && - texture->format != SDL_PIXELFORMAT_NV21) { - return SDL_SetError("Texture format must by NV12 or NV21"); - } - - real_rect.x = 0; - real_rect.y = 0; - real_rect.w = texture->w; - real_rect.h = texture->h; - if (rect) { - SDL_GetRectIntersection(rect, &real_rect, &real_rect); - } - - if (real_rect.w == 0 || real_rect.h == 0) { - return true; // nothing to do. - } - - if (texture->yuv) { - return SDL_UpdateTextureNVPlanar(texture, &real_rect, Yplane, Ypitch, UVplane, UVpitch); - } else { - SDL_assert(!texture->native); - renderer = texture->renderer; - SDL_assert(renderer->UpdateTextureNV); - if (renderer->UpdateTextureNV) { - if (!FlushRenderCommandsIfTextureNeeded(texture)) { - return false; - } - return renderer->UpdateTextureNV(renderer, texture, &real_rect, Yplane, Ypitch, UVplane, UVpitch); - } else { - return SDL_Unsupported(); - } - } -#else - return false; -#endif -} - -#ifdef SDL_HAVE_YUV -static bool SDL_LockTextureYUV(SDL_Texture *texture, const SDL_Rect *rect, - void **pixels, int *pitch) -{ - return SDL_SW_LockYUVTexture(texture->yuv, rect, pixels, pitch); -} -#endif // SDL_HAVE_YUV - -static bool SDL_LockTextureNative(SDL_Texture *texture, const SDL_Rect *rect, - void **pixels, int *pitch) -{ - texture->locked_rect = *rect; - *pixels = (void *)((Uint8 *)texture->pixels + - rect->y * texture->pitch + - rect->x * SDL_BYTESPERPIXEL(texture->format)); - *pitch = texture->pitch; - return true; -} - -bool SDL_LockTexture(SDL_Texture *texture, const SDL_Rect *rect, void **pixels, int *pitch) -{ - SDL_Rect full_rect; - - CHECK_TEXTURE_MAGIC(texture, false); - - if (texture->access != SDL_TEXTUREACCESS_STREAMING) { - return SDL_SetError("SDL_LockTexture(): texture must be streaming"); - } - - if (!rect) { - full_rect.x = 0; - full_rect.y = 0; - full_rect.w = texture->w; - full_rect.h = texture->h; - rect = &full_rect; - } - -#ifdef SDL_HAVE_YUV - if (texture->yuv) { - if (!FlushRenderCommandsIfTextureNeeded(texture)) { - return false; - } - return SDL_LockTextureYUV(texture, rect, pixels, pitch); - } else -#endif - if (texture->native) { - // Calls a real SDL_LockTexture/SDL_UnlockTexture on unlock, flushing then. - return SDL_LockTextureNative(texture, rect, pixels, pitch); - } else { - SDL_Renderer *renderer = texture->renderer; - if (!FlushRenderCommandsIfTextureNeeded(texture)) { - return false; - } - return renderer->LockTexture(renderer, texture, rect, pixels, pitch); - } -} - -bool SDL_LockTextureToSurface(SDL_Texture *texture, const SDL_Rect *rect, SDL_Surface **surface) -{ - SDL_Rect real_rect; - void *pixels = NULL; - int pitch = 0; // fix static analysis - - if (!texture || !surface) { - return false; - } - - real_rect.x = 0; - real_rect.y = 0; - real_rect.w = texture->w; - real_rect.h = texture->h; - if (rect) { - SDL_GetRectIntersection(rect, &real_rect, &real_rect); - } - - if (!SDL_LockTexture(texture, &real_rect, &pixels, &pitch)) { - return false; - } - - texture->locked_surface = SDL_CreateSurfaceFrom(real_rect.w, real_rect.h, texture->format, pixels, pitch); - if (!texture->locked_surface) { - SDL_UnlockTexture(texture); - return false; - } - - *surface = texture->locked_surface; - return true; -} - -#ifdef SDL_HAVE_YUV -static void SDL_UnlockTextureYUV(SDL_Texture *texture) -{ - SDL_Texture *native = texture->native; - void *native_pixels = NULL; - int native_pitch = 0; - SDL_Rect rect; - - rect.x = 0; - rect.y = 0; - rect.w = texture->w; - rect.h = texture->h; - - if (!SDL_LockTexture(native, &rect, &native_pixels, &native_pitch)) { - return; - } - SDL_SW_CopyYUVToRGB(texture->yuv, &rect, native->format, - rect.w, rect.h, native_pixels, native_pitch); - SDL_UnlockTexture(native); -} -#endif // SDL_HAVE_YUV - -static void SDL_UnlockTextureNative(SDL_Texture *texture) -{ - SDL_Texture *native = texture->native; - void *native_pixels = NULL; - int native_pitch = 0; - const SDL_Rect *rect = &texture->locked_rect; - const void *pixels = (void *)((Uint8 *)texture->pixels + - rect->y * texture->pitch + - rect->x * SDL_BYTESPERPIXEL(texture->format)); - int pitch = texture->pitch; - - if (!SDL_LockTexture(native, rect, &native_pixels, &native_pitch)) { - return; - } - SDL_ConvertPixels(rect->w, rect->h, - texture->format, pixels, pitch, - native->format, native_pixels, native_pitch); - SDL_UnlockTexture(native); -} - -void SDL_UnlockTexture(SDL_Texture *texture) -{ - CHECK_TEXTURE_MAGIC(texture,); - - if (texture->access != SDL_TEXTUREACCESS_STREAMING) { - return; - } -#ifdef SDL_HAVE_YUV - if (texture->yuv) { - SDL_UnlockTextureYUV(texture); - } else -#endif - if (texture->native) { - SDL_UnlockTextureNative(texture); - } else { - SDL_Renderer *renderer = texture->renderer; - renderer->UnlockTexture(renderer, texture); - } - - SDL_DestroySurface(texture->locked_surface); - texture->locked_surface = NULL; -} - -bool SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture) -{ - // texture == NULL is valid and means reset the target to the window - if (texture) { - CHECK_TEXTURE_MAGIC(texture, false); - if (renderer != texture->renderer) { - return SDL_SetError("Texture was not created with this renderer"); - } - if (texture->access != SDL_TEXTUREACCESS_TARGET) { - return SDL_SetError("Texture not created with SDL_TEXTUREACCESS_TARGET"); - } - if (texture->native) { - // Always render to the native texture - texture = texture->native; - } - } - - if (texture == renderer->target) { - // Nothing to do! - return true; - } - - FlushRenderCommands(renderer); // time to send everything to the GPU! - - SDL_LockMutex(renderer->target_mutex); - - renderer->target = texture; - if (texture) { - renderer->view = &texture->view; - } else { - renderer->view = &renderer->main_view; - } - UpdateColorScale(renderer); - - if (!renderer->SetRenderTarget(renderer, texture)) { - SDL_UnlockMutex(renderer->target_mutex); - return false; - } - - SDL_UnlockMutex(renderer->target_mutex); - - if (!QueueCmdSetViewport(renderer)) { - return false; - } - if (!QueueCmdSetClipRect(renderer)) { - return false; - } - - // All set! - return true; -} - -SDL_Texture *SDL_GetRenderTarget(SDL_Renderer *renderer) -{ - CHECK_RENDERER_MAGIC(renderer, NULL); - if (!renderer->target) { - return NULL; - } - return (SDL_Texture *) SDL_GetPointerProperty(SDL_GetTextureProperties(renderer->target), SDL_PROP_TEXTURE_PARENT_POINTER, renderer->target); -} - -static void UpdateLogicalPresentation(SDL_Renderer *renderer) -{ - SDL_RenderViewState *view = renderer->view; - const bool is_main_view = (view == &renderer->main_view); - const float logical_w = view->logical_w; - const float logical_h = view->logical_h; - int iwidth, iheight; - - if (renderer->target) { - iwidth = (int)renderer->target->w; - iheight = (int)renderer->target->h; - } else { - SDL_GetRenderOutputSize(renderer, &iwidth, &iheight); - } - - view->logical_src_rect.x = 0.0f; - view->logical_src_rect.y = 0.0f; - view->logical_src_rect.w = logical_w; - view->logical_src_rect.h = logical_h; - - if (view->logical_presentation_mode == SDL_LOGICAL_PRESENTATION_DISABLED) { - view->logical_dst_rect.x = 0.0f; - view->logical_dst_rect.y = 0.0f; - view->logical_dst_rect.w = iwidth; - view->logical_dst_rect.h = iheight; - view->logical_offset.x = view->logical_offset.y = 0.0f; - view->logical_scale.x = view->logical_scale.y = 1.0f; - view->current_scale.x = view->scale.x; // skip the multiplications against 1.0f. - view->current_scale.y = view->scale.y; - } else { - const float output_w = (float)iwidth; - const float output_h = (float)iheight; - const float want_aspect = logical_w / logical_h; - const float real_aspect = output_w / output_h; - - if ((logical_w <= 0.0f) || (logical_h <= 0.0f)) { - view->logical_dst_rect.x = 0.0f; - view->logical_dst_rect.y = 0.0f; - view->logical_dst_rect.w = output_w; - view->logical_dst_rect.h = output_h; - } else if (view->logical_presentation_mode == SDL_LOGICAL_PRESENTATION_INTEGER_SCALE) { - float scale; - if (want_aspect > real_aspect) { - scale = (float)((int)output_w / (int)logical_w); // This an integer division! - } else { - scale = (float)((int)output_h / (int)logical_h); // This an integer division! - } - - if (scale < 1.0f) { - scale = 1.0f; - } - - view->logical_dst_rect.w = SDL_floorf(logical_w * scale); - view->logical_dst_rect.x = (output_w - view->logical_dst_rect.w) / 2.0f; - view->logical_dst_rect.h = SDL_floorf(logical_h * scale); - view->logical_dst_rect.y = (output_h - view->logical_dst_rect.h) / 2.0f; - - } else if (view->logical_presentation_mode == SDL_LOGICAL_PRESENTATION_STRETCH || SDL_fabsf(want_aspect - real_aspect) < 0.0001f) { - view->logical_dst_rect.x = 0.0f; - view->logical_dst_rect.y = 0.0f; - view->logical_dst_rect.w = output_w; - view->logical_dst_rect.h = output_h; - - } else if (want_aspect > real_aspect) { - if (view->logical_presentation_mode == SDL_LOGICAL_PRESENTATION_LETTERBOX) { - // We want a wider aspect ratio than is available - letterbox it - const float scale = output_w / logical_w; - view->logical_dst_rect.x = 0.0f; - view->logical_dst_rect.w = output_w; - view->logical_dst_rect.h = SDL_floorf(logical_h * scale); - view->logical_dst_rect.y = (output_h - view->logical_dst_rect.h) / 2.0f; - } else { // view->logical_presentation_mode == SDL_LOGICAL_PRESENTATION_OVERSCAN - /* We want a wider aspect ratio than is available - - zoom so logical height matches the real height - and the width will grow off the screen - */ - const float scale = output_h / logical_h; - view->logical_dst_rect.y = 0.0f; - view->logical_dst_rect.h = output_h; - view->logical_dst_rect.w = SDL_floorf(logical_w * scale); - view->logical_dst_rect.x = (output_w - view->logical_dst_rect.w) / 2.0f; - } - } else { - if (view->logical_presentation_mode == SDL_LOGICAL_PRESENTATION_LETTERBOX) { - // We want a narrower aspect ratio than is available - use side-bars - const float scale = output_h / logical_h; - view->logical_dst_rect.y = 0.0f; - view->logical_dst_rect.h = output_h; - view->logical_dst_rect.w = SDL_floorf(logical_w * scale); - view->logical_dst_rect.x = (output_w - view->logical_dst_rect.w) / 2.0f; - } else { // view->logical_presentation_mode == SDL_LOGICAL_PRESENTATION_OVERSCAN - /* We want a narrower aspect ratio than is available - - zoom so logical width matches the real width - and the height will grow off the screen - */ - const float scale = output_w / logical_w; - view->logical_dst_rect.x = 0.0f; - view->logical_dst_rect.w = output_w; - view->logical_dst_rect.h = SDL_floorf(logical_h * scale); - view->logical_dst_rect.y = (output_h - view->logical_dst_rect.h) / 2.0f; - } - } - - view->logical_scale.x = (logical_w > 0.0f) ? view->logical_dst_rect.w / logical_w : 0.0f; - view->logical_scale.y = (logical_h > 0.0f) ? view->logical_dst_rect.h / logical_h : 0.0f; - view->current_scale.x = view->scale.x * view->logical_scale.x; - view->current_scale.y = view->scale.y * view->logical_scale.y; - view->logical_offset.x = view->logical_dst_rect.x; - view->logical_offset.y = view->logical_dst_rect.y; - } - - if (is_main_view) { - // This makes sure the dpi_scale is right. It also sets pixel_w and pixel_h, but we're going to change them directly below here. - UpdateMainViewDimensions(renderer); - } - - view->pixel_w = (int) view->logical_dst_rect.w; - view->pixel_h = (int) view->logical_dst_rect.h; - UpdatePixelViewport(renderer, view); - UpdatePixelClipRect(renderer, view); -} - -bool SDL_SetRenderLogicalPresentation(SDL_Renderer *renderer, int w, int h, SDL_RendererLogicalPresentation mode) -{ - CHECK_RENDERER_MAGIC(renderer, false); - - SDL_RenderViewState *view = renderer->view; - view->logical_presentation_mode = mode; - view->logical_w = w; - view->logical_h = h; - - UpdateLogicalPresentation(renderer); - - return true; -} - -bool SDL_GetRenderLogicalPresentation(SDL_Renderer *renderer, int *w, int *h, SDL_RendererLogicalPresentation *mode) -{ - #define SETVAL(ptr, val) if (ptr) { *ptr = val; } - - SETVAL(w, 0); - SETVAL(h, 0); - SETVAL(mode, SDL_LOGICAL_PRESENTATION_DISABLED); - - CHECK_RENDERER_MAGIC(renderer, false); - - const SDL_RenderViewState *view = renderer->view; - SETVAL(w, view->logical_w); - SETVAL(h, view->logical_h); - SETVAL(mode, view->logical_presentation_mode); - - #undef SETVAL - - return true; -} - -bool SDL_GetRenderLogicalPresentationRect(SDL_Renderer *renderer, SDL_FRect *rect) -{ - if (rect) { - SDL_zerop(rect); - } - - CHECK_RENDERER_MAGIC(renderer, false); - - if (rect) { - SDL_copyp(rect, &renderer->view->logical_dst_rect); - } - return true; -} - -static void SDL_RenderLogicalBorders(SDL_Renderer *renderer, const SDL_FRect *dst) -{ - const SDL_RenderViewState *view = renderer->view; - - if (dst->x > 0.0f || dst->y > 0.0f) { - SDL_BlendMode saved_blend_mode = renderer->blendMode; - SDL_FColor saved_color = renderer->color; - - SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE); - SDL_SetRenderDrawColorFloat(renderer, 0.0f, 0.0f, 0.0f, 1.0f); - - if (dst->x > 0.0f) { - SDL_FRect rect; - - rect.x = 0.0f; - rect.y = 0.0f; - rect.w = dst->x; - rect.h = (float)view->pixel_h; - SDL_RenderFillRect(renderer, &rect); - - rect.x = dst->x + dst->w; - rect.w = (float)view->pixel_w - rect.x; - SDL_RenderFillRect(renderer, &rect); - } - - if (dst->y > 0.0f) { - SDL_FRect rect; - - rect.x = 0.0f; - rect.y = 0.0f; - rect.w = (float)view->pixel_w; - rect.h = dst->y; - SDL_RenderFillRect(renderer, &rect); - - rect.y = dst->y + dst->h; - rect.h = (float)view->pixel_h - rect.y; - SDL_RenderFillRect(renderer, &rect); - } - - SDL_SetRenderDrawBlendMode(renderer, saved_blend_mode); - SDL_SetRenderDrawColorFloat(renderer, saved_color.r, saved_color.g, saved_color.b, saved_color.a); - } -} - -static void SDL_RenderLogicalPresentation(SDL_Renderer *renderer) -{ - SDL_assert(renderer->view == &renderer->main_view); - - SDL_RenderViewState *view = &renderer->main_view; - const SDL_RendererLogicalPresentation mode = view->logical_presentation_mode; - if (mode == SDL_LOGICAL_PRESENTATION_LETTERBOX) { - // save off some state we're going to trample. - const int logical_w = view->logical_w; - const int logical_h = view->logical_h; - const float scale_x = view->scale.x; - const float scale_y = view->scale.y; - const bool clipping_enabled = view->clipping_enabled; - SDL_Rect orig_viewport, orig_cliprect; - const SDL_FRect logical_dst_rect = view->logical_dst_rect; - - SDL_copyp(&orig_viewport, &view->viewport); - if (clipping_enabled) { - SDL_copyp(&orig_cliprect, &view->clip_rect); - } - - // trample some state. - SDL_SetRenderLogicalPresentation(renderer, logical_w, logical_h, SDL_LOGICAL_PRESENTATION_DISABLED); - SDL_SetRenderViewport(renderer, NULL); - if (clipping_enabled) { - SDL_SetRenderClipRect(renderer, NULL); - } - SDL_SetRenderScale(renderer, 1.0f, 1.0f); - - // draw the borders. - SDL_RenderLogicalBorders(renderer, &logical_dst_rect); - - // now set everything back. - view->logical_presentation_mode = mode; - SDL_SetRenderViewport(renderer, &orig_viewport); - if (clipping_enabled) { - SDL_SetRenderClipRect(renderer, &orig_cliprect); - } - SDL_SetRenderScale(renderer, scale_x, scale_y); - - SDL_SetRenderLogicalPresentation(renderer, logical_w, logical_h, mode); - } -} - -static bool SDL_RenderVectorFromWindow(SDL_Renderer *renderer, float window_dx, float window_dy, float *dx, float *dy) -{ - // Convert from window coordinates to pixels within the window - window_dx *= renderer->dpi_scale.x; - window_dy *= renderer->dpi_scale.y; - - // Convert from pixels within the window to pixels within the view - const SDL_RenderViewState *view = &renderer->main_view; - if (view->logical_presentation_mode != SDL_LOGICAL_PRESENTATION_DISABLED) { - const SDL_FRect *src = &view->logical_src_rect; - const SDL_FRect *dst = &view->logical_dst_rect; - window_dx = (window_dx * src->w) / dst->w; - window_dy = (window_dy * src->h) / dst->h; - } - - window_dx /= view->scale.x; - window_dy /= view->scale.y; - - *dx = window_dx; - *dy = window_dy; - return true; -} - -bool SDL_RenderCoordinatesFromWindow(SDL_Renderer *renderer, float window_x, float window_y, float *x, float *y) -{ - float render_x, render_y; - - CHECK_RENDERER_MAGIC(renderer, false); - - // Convert from window coordinates to pixels within the window - render_x = window_x * renderer->dpi_scale.x; - render_y = window_y * renderer->dpi_scale.y; - - // Convert from pixels within the window to pixels within the view - const SDL_RenderViewState *view = &renderer->main_view; - if (view->logical_presentation_mode != SDL_LOGICAL_PRESENTATION_DISABLED) { - const SDL_FRect *src = &view->logical_src_rect; - const SDL_FRect *dst = &view->logical_dst_rect; - render_x = ((render_x - dst->x) * src->w) / dst->w; - render_y = ((render_y - dst->y) * src->h) / dst->h; - } - - render_x = (render_x / view->scale.x) - view->viewport.x; - render_y = (render_y / view->scale.y) - view->viewport.y; - - if (x) { - *x = render_x; - } - if (y) { - *y = render_y; - } - return true; -} - -bool SDL_RenderCoordinatesToWindow(SDL_Renderer *renderer, float x, float y, float *window_x, float *window_y) -{ - CHECK_RENDERER_MAGIC(renderer, false); - - const SDL_RenderViewState *view = &renderer->main_view; - x = (view->viewport.x + x) * view->scale.x; - y = (view->viewport.y + y) * view->scale.y; - - // Convert from render coordinates to pixels within the window - if (view->logical_presentation_mode != SDL_LOGICAL_PRESENTATION_DISABLED) { - const SDL_FRect *src = &view->logical_src_rect; - const SDL_FRect *dst = &view->logical_dst_rect; - x = dst->x + ((x * dst->w) / src->w); - y = dst->y + ((y * dst->h) / src->h); - } - - // Convert from pixels within the window to window coordinates - x /= renderer->dpi_scale.x; - y /= renderer->dpi_scale.y; - - if (window_x) { - *window_x = x; - } - if (window_y) { - *window_y = y; - } - return true; -} - -bool SDL_ConvertEventToRenderCoordinates(SDL_Renderer *renderer, SDL_Event *event) -{ - CHECK_RENDERER_MAGIC(renderer, false); - - if (event->type == SDL_EVENT_MOUSE_MOTION) { - SDL_Window *window = SDL_GetWindowFromID(event->motion.windowID); - if (window == renderer->window) { - SDL_RenderCoordinatesFromWindow(renderer, event->motion.x, event->motion.y, &event->motion.x, &event->motion.y); - SDL_RenderVectorFromWindow(renderer, event->motion.xrel, event->motion.yrel, &event->motion.xrel, &event->motion.yrel); - } - } else if (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN || - event->type == SDL_EVENT_MOUSE_BUTTON_UP) { - SDL_Window *window = SDL_GetWindowFromID(event->button.windowID); - if (window == renderer->window) { - SDL_RenderCoordinatesFromWindow(renderer, event->button.x, event->button.y, &event->button.x, &event->button.y); - } - } else if (event->type == SDL_EVENT_MOUSE_WHEEL) { - SDL_Window *window = SDL_GetWindowFromID(event->wheel.windowID); - if (window == renderer->window) { - SDL_RenderCoordinatesFromWindow(renderer, event->wheel.mouse_x, - event->wheel.mouse_y, - &event->wheel.mouse_x, - &event->wheel.mouse_y); - } - } else if (event->type == SDL_EVENT_FINGER_DOWN || - event->type == SDL_EVENT_FINGER_UP || - event->type == SDL_EVENT_FINGER_CANCELED || - event->type == SDL_EVENT_FINGER_MOTION) { - // FIXME: Are these events guaranteed to be window relative? - if (renderer->window) { - int w, h; - if (!SDL_GetWindowSize(renderer->window, &w, &h)) { - return false; - } - SDL_RenderCoordinatesFromWindow(renderer, event->tfinger.x * w, event->tfinger.y * h, &event->tfinger.x, &event->tfinger.y); - SDL_RenderVectorFromWindow(renderer, event->tfinger.dx * w, event->tfinger.dy * h, &event->tfinger.dx, &event->tfinger.dy); - } - } else if (event->type == SDL_EVENT_PEN_MOTION) { - SDL_Window *window = SDL_GetWindowFromID(event->pmotion.windowID); - if (window == renderer->window) { - SDL_RenderCoordinatesFromWindow(renderer, event->pmotion.x, event->pmotion.y, &event->pmotion.x, &event->pmotion.y); - } - } else if ((event->type == SDL_EVENT_PEN_DOWN) || (event->type == SDL_EVENT_PEN_UP)) { - SDL_Window *window = SDL_GetWindowFromID(event->ptouch.windowID); - if (window == renderer->window) { - SDL_RenderCoordinatesFromWindow(renderer, event->ptouch.x, event->ptouch.y, &event->ptouch.x, &event->ptouch.y); - } - } else if ((event->type == SDL_EVENT_PEN_BUTTON_DOWN) || (event->type == SDL_EVENT_PEN_BUTTON_UP)) { - SDL_Window *window = SDL_GetWindowFromID(event->pbutton.windowID); - if (window == renderer->window) { - SDL_RenderCoordinatesFromWindow(renderer, event->pbutton.x, event->pbutton.y, &event->pbutton.x, &event->pbutton.y); - } - } else if (event->type == SDL_EVENT_PEN_AXIS) { - SDL_Window *window = SDL_GetWindowFromID(event->paxis.windowID); - if (window == renderer->window) { - SDL_RenderCoordinatesFromWindow(renderer, event->paxis.x, event->paxis.y, &event->paxis.x, &event->paxis.y); - } - } else if (event->type == SDL_EVENT_DROP_POSITION || - event->type == SDL_EVENT_DROP_FILE || - event->type == SDL_EVENT_DROP_TEXT || - event->type == SDL_EVENT_DROP_COMPLETE) { - SDL_Window *window = SDL_GetWindowFromID(event->drop.windowID); - if (window == renderer->window) { - SDL_RenderCoordinatesFromWindow(renderer, event->drop.x, event->drop.y, &event->drop.x, &event->drop.y); - } - } - return true; -} - -bool SDL_SetRenderViewport(SDL_Renderer *renderer, const SDL_Rect *rect) -{ - CHECK_RENDERER_MAGIC(renderer, false); - - SDL_RenderViewState *view = renderer->view; - if (rect) { - if ((rect->w < 0) || (rect->h < 0)) { - return SDL_SetError("rect has a negative size"); - } - SDL_copyp(&view->viewport, rect); - } else { - view->viewport.x = view->viewport.y = 0; - view->viewport.w = view->viewport.h = -1; - } - UpdatePixelViewport(renderer, view); - - return QueueCmdSetViewport(renderer); -} - -bool SDL_GetRenderViewport(SDL_Renderer *renderer, SDL_Rect *rect) -{ - if (rect) { - SDL_zerop(rect); - } - - CHECK_RENDERER_MAGIC(renderer, false); - - if (rect) { - const SDL_RenderViewState *view = renderer->view; - rect->x = view->viewport.x; - rect->y = view->viewport.y; - if (view->viewport.w >= 0) { - rect->w = view->viewport.w; - } else { - rect->w = (int)SDL_ceilf(view->pixel_w / view->current_scale.x); - } - if (view->viewport.h >= 0) { - rect->h = view->viewport.h; - } else { - rect->h = (int)SDL_ceilf(view->pixel_h / view->current_scale.y); - } - } - return true; -} - -bool SDL_RenderViewportSet(SDL_Renderer *renderer) -{ - CHECK_RENDERER_MAGIC(renderer, false); - - const SDL_RenderViewState *view = renderer->view; - return (view->viewport.w >= 0 && view->viewport.h >= 0); -} - -static void GetRenderViewportSize(SDL_Renderer *renderer, SDL_FRect *rect) -{ - const SDL_RenderViewState *view = renderer->view; - const float scale_x = view->current_scale.x; - const float scale_y = view->current_scale.y; - - rect->x = 0.0f; - rect->y = 0.0f; - - if (view->viewport.w >= 0) { - rect->w = (float)view->viewport.w; - } else { - rect->w = view->pixel_w / scale_x; - } - - if (view->viewport.h >= 0) { - rect->h = (float)view->viewport.h; - } else { - rect->h = view->pixel_h / scale_y; - } -} - -bool SDL_GetRenderSafeArea(SDL_Renderer *renderer, SDL_Rect *rect) -{ - if (rect) { - SDL_zerop(rect); - } - - CHECK_RENDERER_MAGIC(renderer, false); - - if (renderer->target || !renderer->window) { - // The entire viewport is safe for rendering - return SDL_GetRenderViewport(renderer, rect); - } - - if (rect) { - // Get the window safe rect - SDL_Rect safe; - if (!SDL_GetWindowSafeArea(renderer->window, &safe)) { - return false; - } - - // Convert the coordinates into the render space - float minx = (float)safe.x; - float miny = (float)safe.y; - float maxx = (float)safe.x + safe.w; - float maxy = (float)safe.y + safe.h; - if (!SDL_RenderCoordinatesFromWindow(renderer, minx, miny, &minx, &miny) || - !SDL_RenderCoordinatesFromWindow(renderer, maxx, maxy, &maxx, &maxy)) { - return false; - } - - rect->x = (int)SDL_ceilf(minx); - rect->y = (int)SDL_ceilf(miny); - rect->w = (int)SDL_ceilf(maxx - minx); - rect->h = (int)SDL_ceilf(maxy - miny); - - // Clip with the viewport - SDL_Rect viewport; - if (!SDL_GetRenderViewport(renderer, &viewport)) { - return false; - } - if (!SDL_GetRectIntersection(rect, &viewport, rect)) { - return SDL_SetError("No safe area within viewport"); - } - } - return true; -} - -bool SDL_SetRenderClipRect(SDL_Renderer *renderer, const SDL_Rect *rect) -{ - CHECK_RENDERER_MAGIC(renderer, false) - - SDL_RenderViewState *view = renderer->view; - if (rect && rect->w >= 0 && rect->h >= 0) { - view->clipping_enabled = true; - SDL_copyp(&view->clip_rect, rect); - } else { - view->clipping_enabled = false; - SDL_zero(view->clip_rect); - } - UpdatePixelClipRect(renderer, view); - - return QueueCmdSetClipRect(renderer); -} - -bool SDL_GetRenderClipRect(SDL_Renderer *renderer, SDL_Rect *rect) -{ - if (rect) { - SDL_zerop(rect); - } - - CHECK_RENDERER_MAGIC(renderer, false) - - if (rect) { - SDL_copyp(rect, &renderer->view->clip_rect); - } - return true; -} - -bool SDL_RenderClipEnabled(SDL_Renderer *renderer) -{ - CHECK_RENDERER_MAGIC(renderer, false) - return renderer->view->clipping_enabled; -} - -bool SDL_SetRenderScale(SDL_Renderer *renderer, float scaleX, float scaleY) -{ - bool result = true; - - CHECK_RENDERER_MAGIC(renderer, false); - - SDL_RenderViewState *view = renderer->view; - - if ((view->scale.x == scaleX) && (view->scale.y == scaleY)) { - return true; - } - - view->scale.x = scaleX; - view->scale.y = scaleY; - view->current_scale.x = scaleX * view->logical_scale.x; - view->current_scale.y = scaleY * view->logical_scale.y; - UpdatePixelViewport(renderer, view); - UpdatePixelClipRect(renderer, view); - - // The scale affects the existing viewport and clip rectangle - result &= QueueCmdSetViewport(renderer); - result &= QueueCmdSetClipRect(renderer); - return result; -} - -bool SDL_GetRenderScale(SDL_Renderer *renderer, float *scaleX, float *scaleY) -{ - if (scaleX) { - *scaleX = 1.0f; - } - if (scaleY) { - *scaleY = 1.0f; - } - - CHECK_RENDERER_MAGIC(renderer, false); - - const SDL_RenderViewState *view = renderer->view; - - if (scaleX) { - *scaleX = view->scale.x; - } - if (scaleY) { - *scaleY = view->scale.y; - } - return true; -} - -bool SDL_SetRenderDrawColor(SDL_Renderer *renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a) -{ - const float fR = (float)r / 255.0f; - const float fG = (float)g / 255.0f; - const float fB = (float)b / 255.0f; - const float fA = (float)a / 255.0f; - - return SDL_SetRenderDrawColorFloat(renderer, fR, fG, fB, fA); -} - -bool SDL_SetRenderDrawColorFloat(SDL_Renderer *renderer, float r, float g, float b, float a) -{ - CHECK_RENDERER_MAGIC(renderer, false); - - renderer->color.r = r; - renderer->color.g = g; - renderer->color.b = b; - renderer->color.a = a; - return true; -} - -bool SDL_GetRenderDrawColor(SDL_Renderer *renderer, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a) -{ - float fR, fG, fB, fA; - - if (!SDL_GetRenderDrawColorFloat(renderer, &fR, &fG, &fB, &fA)) { - if (r) { - *r = 0; - } - if (g) { - *g = 0; - } - if (b) { - *b = 0; - } - if (a) { - *a = 0; - } - return false; - } - - if (r) { - *r = (Uint8)(fR * 255.0f); - } - if (g) { - *g = (Uint8)(fG * 255.0f); - } - if (b) { - *b = (Uint8)(fB * 255.0f); - } - if (a) { - *a = (Uint8)(fA * 255.0f); - } - return true; -} - -bool SDL_GetRenderDrawColorFloat(SDL_Renderer *renderer, float *r, float *g, float *b, float *a) -{ - SDL_FColor color; - - if (r) { - *r = 0.0f; - } - if (g) { - *g = 0.0f; - } - if (b) { - *b = 0.0f; - } - if (a) { - *a = 0.0f; - } - - CHECK_RENDERER_MAGIC(renderer, false); - - color = renderer->color; - - if (r) { - *r = color.r; - } - if (g) { - *g = color.g; - } - if (b) { - *b = color.b; - } - if (a) { - *a = color.a; - } - return true; -} - -bool SDL_SetRenderColorScale(SDL_Renderer *renderer, float scale) -{ - CHECK_RENDERER_MAGIC(renderer, false); - - renderer->desired_color_scale = scale; - UpdateColorScale(renderer); - return true; -} - -bool SDL_GetRenderColorScale(SDL_Renderer *renderer, float *scale) -{ - if (scale) { - *scale = 1.0f; - } - - CHECK_RENDERER_MAGIC(renderer, false); - - if (scale) { - *scale = renderer->desired_color_scale; - } - return true; -} - -bool SDL_SetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode) -{ - CHECK_RENDERER_MAGIC(renderer, false); - - if (blendMode == SDL_BLENDMODE_INVALID) { - return SDL_InvalidParamError("blendMode"); - } - - if (blendMode == SDL_BLENDMODE_INVALID) { - return SDL_InvalidParamError("blendMode"); - } - - if (!IsSupportedBlendMode(renderer, blendMode)) { - return SDL_Unsupported(); - } - - renderer->blendMode = blendMode; - return true; -} - -bool SDL_GetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode *blendMode) -{ - if (blendMode) { - *blendMode = SDL_BLENDMODE_INVALID; - } - - CHECK_RENDERER_MAGIC(renderer, false); - - if (blendMode) { - *blendMode = renderer->blendMode; - } - return true; -} - -bool SDL_RenderClear(SDL_Renderer *renderer) -{ - CHECK_RENDERER_MAGIC(renderer, false); - - return QueueCmdClear(renderer); -} - -bool SDL_RenderPoint(SDL_Renderer *renderer, float x, float y) -{ - SDL_FPoint fpoint; - fpoint.x = x; - fpoint.y = y; - return SDL_RenderPoints(renderer, &fpoint, 1); -} - -static bool RenderPointsWithRects(SDL_Renderer *renderer, const SDL_FPoint *fpoints, const int count) -{ - bool result; - bool isstack; - SDL_FRect *frects; - int i; - - if (count < 1) { - return true; - } - - frects = SDL_small_alloc(SDL_FRect, count, &isstack); - if (!frects) { - return false; - } - - const SDL_RenderViewState *view = renderer->view; - const float scale_x = view->current_scale.x; - const float scale_y = view->current_scale.y; - for (i = 0; i < count; ++i) { - frects[i].x = fpoints[i].x * scale_x; - frects[i].y = fpoints[i].y * scale_y; - frects[i].w = scale_x; - frects[i].h = scale_y; - } - - result = QueueCmdFillRects(renderer, frects, count); - - SDL_small_free(frects, isstack); - - return result; -} - -bool SDL_RenderPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count) -{ - bool result; - - CHECK_RENDERER_MAGIC(renderer, false); - - if (!points) { - return SDL_InvalidParamError("SDL_RenderPoints(): points"); - } - if (count < 1) { - return true; - } - -#if DONT_DRAW_WHILE_HIDDEN - // Don't draw while we're hidden - if (renderer->hidden) { - return true; - } -#endif - - const SDL_RenderViewState *view = renderer->view; - if ((view->current_scale.x != 1.0f) || (view->current_scale.y != 1.0f)) { - result = RenderPointsWithRects(renderer, points, count); - } else { - result = QueueCmdDrawPoints(renderer, points, count); - } - return result; -} - -bool SDL_RenderLine(SDL_Renderer *renderer, float x1, float y1, float x2, float y2) -{ - SDL_FPoint points[2]; - points[0].x = x1; - points[0].y = y1; - points[1].x = x2; - points[1].y = y2; - return SDL_RenderLines(renderer, points, 2); -} - -static bool RenderLineBresenham(SDL_Renderer *renderer, int x1, int y1, int x2, int y2, bool draw_last) -{ - const SDL_RenderViewState *view = renderer->view; - const int MAX_PIXELS = SDL_max(view->pixel_w, view->pixel_h) * 4; - int i, deltax, deltay, numpixels; - int d, dinc1, dinc2; - int x, xinc1, xinc2; - int y, yinc1, yinc2; - bool result; - bool isstack; - SDL_FPoint *points; - SDL_Rect viewport; - - /* the backend might clip this further to the clipping rect, but we - just want a basic safety against generating millions of points for - massive lines. */ - viewport = view->pixel_viewport; - viewport.x = 0; - viewport.y = 0; - if (!SDL_GetRectAndLineIntersection(&viewport, &x1, &y1, &x2, &y2)) { - return true; - } - - deltax = SDL_abs(x2 - x1); - deltay = SDL_abs(y2 - y1); - - if (deltax >= deltay) { - numpixels = deltax + 1; - d = (2 * deltay) - deltax; - dinc1 = deltay * 2; - dinc2 = (deltay - deltax) * 2; - xinc1 = 1; - xinc2 = 1; - yinc1 = 0; - yinc2 = 1; - } else { - numpixels = deltay + 1; - d = (2 * deltax) - deltay; - dinc1 = deltax * 2; - dinc2 = (deltax - deltay) * 2; - xinc1 = 0; - xinc2 = 1; - yinc1 = 1; - yinc2 = 1; - } - - if (x1 > x2) { - xinc1 = -xinc1; - xinc2 = -xinc2; - } - if (y1 > y2) { - yinc1 = -yinc1; - yinc2 = -yinc2; - } - - x = x1; - y = y1; - - if (!draw_last) { - --numpixels; - } - - if (numpixels > MAX_PIXELS) { - return SDL_SetError("Line too long (tried to draw %d pixels, max %d)", numpixels, MAX_PIXELS); - } - - points = SDL_small_alloc(SDL_FPoint, numpixels, &isstack); - if (!points) { - return false; - } - for (i = 0; i < numpixels; ++i) { - points[i].x = (float)x; - points[i].y = (float)y; - - if (d < 0) { - d += dinc1; - x += xinc1; - y += yinc1; - } else { - d += dinc2; - x += xinc2; - y += yinc2; - } - } - - if ((view->current_scale.x != 1.0f) || (view->current_scale.y != 1.0f)) { - result = RenderPointsWithRects(renderer, points, numpixels); - } else { - result = QueueCmdDrawPoints(renderer, points, numpixels); - } - - SDL_small_free(points, isstack); - - return result; -} - -static bool RenderLinesWithRectsF(SDL_Renderer *renderer, const SDL_FPoint *points, const int count) -{ - const SDL_RenderViewState *view = renderer->view; - const float scale_x = view->current_scale.x; - const float scale_y = view->current_scale.y; - SDL_FRect *frect; - SDL_FRect *frects; - int i, nrects = 0; - bool result = true; - bool isstack; - bool drew_line = false; - bool draw_last = false; - - frects = SDL_small_alloc(SDL_FRect, count - 1, &isstack); - if (!frects) { - return false; - } - - for (i = 0; i < count - 1; ++i) { - bool same_x = (points[i].x == points[i + 1].x); - bool same_y = (points[i].y == points[i + 1].y); - - if (i == (count - 2)) { - if (!drew_line || points[i + 1].x != points[0].x || points[i + 1].y != points[0].y) { - draw_last = true; - } - } else { - if (same_x && same_y) { - continue; - } - } - if (same_x) { - const float minY = SDL_min(points[i].y, points[i + 1].y); - const float maxY = SDL_max(points[i].y, points[i + 1].y); - - frect = &frects[nrects++]; - frect->x = points[i].x * scale_x; - frect->y = minY * scale_y; - frect->w = scale_x; - frect->h = (maxY - minY + draw_last) * scale_y; - if (!draw_last && points[i + 1].y < points[i].y) { - frect->y += scale_y; - } - } else if (same_y) { - const float minX = SDL_min(points[i].x, points[i + 1].x); - const float maxX = SDL_max(points[i].x, points[i + 1].x); - - frect = &frects[nrects++]; - frect->x = minX * scale_x; - frect->y = points[i].y * scale_y; - frect->w = (maxX - minX + draw_last) * scale_x; - frect->h = scale_y; - if (!draw_last && points[i + 1].x < points[i].x) { - frect->x += scale_x; - } - } else { - result &= RenderLineBresenham(renderer, (int)SDL_roundf(points[i].x), (int)SDL_roundf(points[i].y), - (int)SDL_roundf(points[i + 1].x), (int)SDL_roundf(points[i + 1].y), draw_last); - } - drew_line = true; - } - - if (nrects) { - result &= QueueCmdFillRects(renderer, frects, nrects); - } - - SDL_small_free(frects, isstack); - - return result; -} - -bool SDL_RenderLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count) -{ - bool result = true; - - CHECK_RENDERER_MAGIC(renderer, false); - - if (!points) { - return SDL_InvalidParamError("SDL_RenderLines(): points"); - } - if (count < 2) { - return true; - } - -#if DONT_DRAW_WHILE_HIDDEN - // Don't draw while we're hidden - if (renderer->hidden) { - return true; - } -#endif - - SDL_RenderViewState *view = renderer->view; - const bool islogical = ((view == &renderer->main_view) && (view->logical_presentation_mode != SDL_LOGICAL_PRESENTATION_DISABLED)); - - if (islogical || (renderer->line_method == SDL_RENDERLINEMETHOD_GEOMETRY)) { - const float scale_x = view->current_scale.x; - const float scale_y = view->current_scale.y; - bool isstack1; - bool isstack2; - float *xy = SDL_small_alloc(float, 4 * 2 * count, &isstack1); - int *indices = SDL_small_alloc(int, (4) * 3 * (count - 1) + (2) * 3 * (count), &isstack2); - - if (xy && indices) { - int i; - float *ptr_xy = xy; - int *ptr_indices = indices; - const int xy_stride = 2 * sizeof(float); - int num_vertices = 4 * count; - int num_indices = 0; - const int size_indices = 4; - int cur_index = -4; - const int is_looping = (points[0].x == points[count - 1].x && points[0].y == points[count - 1].y); - SDL_FPoint p; // previous point - p.x = p.y = 0.0f; - /* p q - - 0----1------ 4----5 - | \ |``\ | \ | - | \ | ` `\| \ | - 3----2-------7----6 - */ - for (i = 0; i < count; ++i) { - SDL_FPoint q = points[i]; // current point - - q.x *= scale_x; - q.y *= scale_y; - - *ptr_xy++ = q.x; - *ptr_xy++ = q.y; - *ptr_xy++ = q.x + scale_x; - *ptr_xy++ = q.y; - *ptr_xy++ = q.x + scale_x; - *ptr_xy++ = q.y + scale_y; - *ptr_xy++ = q.x; - *ptr_xy++ = q.y + scale_y; - -#define ADD_TRIANGLE(i1, i2, i3) \ - *ptr_indices++ = cur_index + (i1); \ - *ptr_indices++ = cur_index + (i2); \ - *ptr_indices++ = cur_index + (i3); \ - num_indices += 3; - - // closed polyline, don´t draw twice the point - if (i || is_looping == 0) { - ADD_TRIANGLE(4, 5, 6) - ADD_TRIANGLE(4, 6, 7) - } - - // first point only, no segment - if (i == 0) { - p = q; - cur_index += 4; - continue; - } - - // draw segment - if (p.y == q.y) { - if (p.x < q.x) { - ADD_TRIANGLE(1, 4, 7) - ADD_TRIANGLE(1, 7, 2) - } else { - ADD_TRIANGLE(5, 0, 3) - ADD_TRIANGLE(5, 3, 6) - } - } else if (p.x == q.x) { - if (p.y < q.y) { - ADD_TRIANGLE(2, 5, 4) - ADD_TRIANGLE(2, 4, 3) - } else { - ADD_TRIANGLE(6, 1, 0) - ADD_TRIANGLE(6, 0, 7) - } - } else { - if (p.y < q.y) { - if (p.x < q.x) { - ADD_TRIANGLE(1, 5, 4) - ADD_TRIANGLE(1, 4, 2) - ADD_TRIANGLE(2, 4, 7) - ADD_TRIANGLE(2, 7, 3) - } else { - ADD_TRIANGLE(4, 0, 5) - ADD_TRIANGLE(5, 0, 3) - ADD_TRIANGLE(5, 3, 6) - ADD_TRIANGLE(6, 3, 2) - } - } else { - if (p.x < q.x) { - ADD_TRIANGLE(0, 4, 7) - ADD_TRIANGLE(0, 7, 1) - ADD_TRIANGLE(1, 7, 6) - ADD_TRIANGLE(1, 6, 2) - } else { - ADD_TRIANGLE(6, 5, 1) - ADD_TRIANGLE(6, 1, 0) - ADD_TRIANGLE(7, 6, 0) - ADD_TRIANGLE(7, 0, 3) - } - } - } - - p = q; - cur_index += 4; - } - - result = QueueCmdGeometry(renderer, NULL, - xy, xy_stride, &renderer->color, 0 /* color_stride */, NULL, 0, - num_vertices, indices, num_indices, size_indices, - 1.0f, 1.0f, SDL_TEXTURE_ADDRESS_CLAMP); - } - - SDL_small_free(xy, isstack1); - SDL_small_free(indices, isstack2); - - } else if (renderer->line_method == SDL_RENDERLINEMETHOD_POINTS) { - result = RenderLinesWithRectsF(renderer, points, count); - } else if (view->scale.x != 1.0f || view->scale.y != 1.0f) { /* we checked for logical scale elsewhere. */ - result = RenderLinesWithRectsF(renderer, points, count); - } else { - result = QueueCmdDrawLines(renderer, points, count); - } - - return result; -} - -bool SDL_RenderRect(SDL_Renderer *renderer, const SDL_FRect *rect) -{ - SDL_FRect frect; - SDL_FPoint points[5]; - - CHECK_RENDERER_MAGIC(renderer, false); - - // If 'rect' == NULL, then outline the whole surface - if (!rect) { - GetRenderViewportSize(renderer, &frect); - rect = &frect; - } - - points[0].x = rect->x; - points[0].y = rect->y; - points[1].x = rect->x + rect->w - 1; - points[1].y = rect->y; - points[2].x = rect->x + rect->w - 1; - points[2].y = rect->y + rect->h - 1; - points[3].x = rect->x; - points[3].y = rect->y + rect->h - 1; - points[4].x = rect->x; - points[4].y = rect->y; - return SDL_RenderLines(renderer, points, 5); -} - -bool SDL_RenderRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count) -{ - int i; - - CHECK_RENDERER_MAGIC(renderer, false); - - if (!rects) { - return SDL_InvalidParamError("SDL_RenderRects(): rects"); - } - if (count < 1) { - return true; - } - -#if DONT_DRAW_WHILE_HIDDEN - // Don't draw while we're hidden - if (renderer->hidden) { - return true; - } -#endif - - for (i = 0; i < count; ++i) { - if (!SDL_RenderRect(renderer, &rects[i])) { - return false; - } - } - return true; -} - -bool SDL_RenderFillRect(SDL_Renderer *renderer, const SDL_FRect *rect) -{ - SDL_FRect frect; - - CHECK_RENDERER_MAGIC(renderer, false); - - // If 'rect' == NULL, then fill the whole surface - if (!rect) { - GetRenderViewportSize(renderer, &frect); - rect = &frect; - } - return SDL_RenderFillRects(renderer, rect, 1); -} - -bool SDL_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count) -{ - SDL_FRect *frects; - int i; - bool result; - bool isstack; - - CHECK_RENDERER_MAGIC(renderer, false); - - if (!rects) { - return SDL_InvalidParamError("SDL_RenderFillRects(): rects"); - } - if (count < 1) { - return true; - } - -#if DONT_DRAW_WHILE_HIDDEN - // Don't draw while we're hidden - if (renderer->hidden) { - return true; - } -#endif - - frects = SDL_small_alloc(SDL_FRect, count, &isstack); - if (!frects) { - return false; - } - - const SDL_RenderViewState *view = renderer->view; - const float scale_x = view->current_scale.x; - const float scale_y = view->current_scale.y; - for (i = 0; i < count; ++i) { - frects[i].x = rects[i].x * scale_x; - frects[i].y = rects[i].y * scale_y; - frects[i].w = rects[i].w * scale_x; - frects[i].h = rects[i].h * scale_y; - } - - result = QueueCmdFillRects(renderer, frects, count); - - SDL_small_free(frects, isstack); - - return result; -} - -static bool SDL_RenderTextureInternal(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect) -{ - const SDL_RenderViewState *view = renderer->view; - const float scale_x = view->current_scale.x; - const float scale_y = view->current_scale.y; - const bool use_rendergeometry = (!renderer->QueueCopy); - bool result; - - if (use_rendergeometry) { - float xy[8]; - const int xy_stride = 2 * sizeof(float); - float uv[8]; - const int uv_stride = 2 * sizeof(float); - const int num_vertices = 4; - const int *indices = rect_index_order; - const int num_indices = 6; - const int size_indices = 4; - float minu, minv, maxu, maxv; - float minx, miny, maxx, maxy; - - minu = srcrect->x / texture->w; - minv = srcrect->y / texture->h; - maxu = (srcrect->x + srcrect->w) / texture->w; - maxv = (srcrect->y + srcrect->h) / texture->h; - - minx = dstrect->x; - miny = dstrect->y; - maxx = dstrect->x + dstrect->w; - maxy = dstrect->y + dstrect->h; - - uv[0] = minu; - uv[1] = minv; - uv[2] = maxu; - uv[3] = minv; - uv[4] = maxu; - uv[5] = maxv; - uv[6] = minu; - uv[7] = maxv; - - xy[0] = minx; - xy[1] = miny; - xy[2] = maxx; - xy[3] = miny; - xy[4] = maxx; - xy[5] = maxy; - xy[6] = minx; - xy[7] = maxy; - - result = QueueCmdGeometry(renderer, texture, - xy, xy_stride, &texture->color, 0 /* color_stride */, uv, uv_stride, - num_vertices, indices, num_indices, size_indices, - scale_x, scale_y, SDL_TEXTURE_ADDRESS_CLAMP); - } else { - const SDL_FRect rect = { dstrect->x * scale_x, dstrect->y * scale_y, dstrect->w * scale_x, dstrect->h * scale_y }; - result = QueueCmdCopy(renderer, texture, srcrect, &rect); - } - return result; -} - -bool SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect) -{ - CHECK_RENDERER_MAGIC(renderer, false); - CHECK_TEXTURE_MAGIC(texture, false); - - if (renderer != texture->renderer) { - return SDL_SetError("Texture was not created with this renderer"); - } - -#if DONT_DRAW_WHILE_HIDDEN - // Don't draw while we're hidden - if (renderer->hidden) { - return true; - } -#endif - - SDL_FRect real_srcrect; - real_srcrect.x = 0.0f; - real_srcrect.y = 0.0f; - real_srcrect.w = (float)texture->w; - real_srcrect.h = (float)texture->h; - if (srcrect) { - if (!SDL_GetRectIntersectionFloat(srcrect, &real_srcrect, &real_srcrect) || - real_srcrect.w == 0.0f || real_srcrect.h == 0.0f) { - return true; - } - } - - SDL_FRect full_dstrect; - if (!dstrect) { - GetRenderViewportSize(renderer, &full_dstrect); - dstrect = &full_dstrect; - } - - if (texture->native) { - texture = texture->native; - } - - texture->last_command_generation = renderer->render_command_generation; - - return SDL_RenderTextureInternal(renderer, texture, &real_srcrect, dstrect); -} - -bool SDL_RenderTextureAffine(SDL_Renderer *renderer, SDL_Texture *texture, - const SDL_FRect *srcrect, const SDL_FPoint *origin, const SDL_FPoint *right, const SDL_FPoint *down) -{ - SDL_FRect real_srcrect; - SDL_FRect real_dstrect; - bool result; - - CHECK_RENDERER_MAGIC(renderer, false); - CHECK_TEXTURE_MAGIC(texture, false); - - if (renderer != texture->renderer) { - return SDL_SetError("Texture was not created with this renderer"); - } - if (!renderer->QueueCopyEx && !renderer->QueueGeometry) { - return SDL_SetError("Renderer does not support RenderCopyEx"); - } - -#if DONT_DRAW_WHILE_HIDDEN - // Don't draw while we're hidden - if (renderer->hidden) { - return true; - } -#endif - - real_srcrect.x = 0.0f; - real_srcrect.y = 0.0f; - real_srcrect.w = (float)texture->w; - real_srcrect.h = (float)texture->h; - if (srcrect) { - if (!SDL_GetRectIntersectionFloat(srcrect, &real_srcrect, &real_srcrect)) { - return true; - } - } - - GetRenderViewportSize(renderer, &real_dstrect); - - if (texture->native) { - texture = texture->native; - } - - texture->last_command_generation = renderer->render_command_generation; - - const SDL_RenderViewState *view = renderer->view; - const float scale_x = view->current_scale.x; - const float scale_y = view->current_scale.y; - - { - float xy[8]; - const int xy_stride = 2 * sizeof(float); - float uv[8]; - const int uv_stride = 2 * sizeof(float); - const int num_vertices = 4; - const int *indices = rect_index_order; - const int num_indices = 6; - const int size_indices = 4; - - float minu = real_srcrect.x / texture->w; - float minv = real_srcrect.y / texture->h; - float maxu = (real_srcrect.x + real_srcrect.w) / texture->w; - float maxv = (real_srcrect.y + real_srcrect.h) / texture->h; - - uv[0] = minu; - uv[1] = minv; - uv[2] = maxu; - uv[3] = minv; - uv[4] = maxu; - uv[5] = maxv; - uv[6] = minu; - uv[7] = maxv; - - // (minx, miny) - if (origin) { - xy[0] = origin->x; - xy[1] = origin->y; - } else { - xy[0] = real_dstrect.x; - xy[1] = real_dstrect.y; - } - - // (maxx, miny) - if (right) { - xy[2] = right->x; - xy[3] = right->y; - } else { - xy[2] = real_dstrect.x + real_dstrect.w; - xy[3] = real_dstrect.y; - } - - // (minx, maxy) - if (down) { - xy[6] = down->x; - xy[7] = down->y; - } else { - xy[6] = real_dstrect.x; - xy[7] = real_dstrect.y + real_dstrect.h; - } - - // (maxx, maxy) - if (origin || right || down) { - xy[4] = xy[2] + xy[6] - xy[0]; - xy[5] = xy[3] + xy[7] - xy[1]; - } else { - xy[4] = real_dstrect.x + real_dstrect.w; - xy[5] = real_dstrect.y + real_dstrect.h; - } - - result = QueueCmdGeometry( - renderer, texture, - xy, xy_stride, - &texture->color, 0 /* color_stride */, - uv, uv_stride, - num_vertices, indices, num_indices, size_indices, - scale_x, scale_y, SDL_TEXTURE_ADDRESS_CLAMP - ); - } - return result; -} - -bool SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture, - const SDL_FRect *srcrect, const SDL_FRect *dstrect, - const double angle, const SDL_FPoint *center, const SDL_FlipMode flip) -{ - SDL_FRect real_srcrect; - SDL_FPoint real_center; - bool result; - - if (flip == SDL_FLIP_NONE && (int)(angle / 360) == angle / 360) { // fast path when we don't need rotation or flipping - return SDL_RenderTexture(renderer, texture, srcrect, dstrect); - } - - CHECK_RENDERER_MAGIC(renderer, false); - CHECK_TEXTURE_MAGIC(texture, false); - - if (renderer != texture->renderer) { - return SDL_SetError("Texture was not created with this renderer"); - } - if (!renderer->QueueCopyEx && !renderer->QueueGeometry) { - return SDL_SetError("Renderer does not support RenderCopyEx"); - } - -#if DONT_DRAW_WHILE_HIDDEN - // Don't draw while we're hidden - if (renderer->hidden) { - return true; - } -#endif - - real_srcrect.x = 0.0f; - real_srcrect.y = 0.0f; - real_srcrect.w = (float)texture->w; - real_srcrect.h = (float)texture->h; - if (srcrect) { - if (!SDL_GetRectIntersectionFloat(srcrect, &real_srcrect, &real_srcrect)) { - return true; - } - } - - // We don't intersect the dstrect with the viewport as RenderCopy does because of potential rotation clipping issues... TODO: should we? - SDL_FRect full_dstrect; - if (!dstrect) { - GetRenderViewportSize(renderer, &full_dstrect); - dstrect = &full_dstrect; - } - - if (texture->native) { - texture = texture->native; - } - - if (center) { - real_center = *center; - } else { - real_center.x = dstrect->w / 2.0f; - real_center.y = dstrect->h / 2.0f; - } - - texture->last_command_generation = renderer->render_command_generation; - - const SDL_RenderViewState *view = renderer->view; - const float scale_x = view->current_scale.x; - const float scale_y = view->current_scale.y; - - const bool use_rendergeometry = (!renderer->QueueCopyEx); - if (use_rendergeometry) { - float xy[8]; - const int xy_stride = 2 * sizeof(float); - float uv[8]; - const int uv_stride = 2 * sizeof(float); - const int num_vertices = 4; - const int *indices = rect_index_order; - const int num_indices = 6; - const int size_indices = 4; - float minu, minv, maxu, maxv; - float minx, miny, maxx, maxy; - float centerx, centery; - - float s_minx, s_miny, s_maxx, s_maxy; - float c_minx, c_miny, c_maxx, c_maxy; - - const float radian_angle = (float)((SDL_PI_D * angle) / 180.0); - const float s = SDL_sinf(radian_angle); - const float c = SDL_cosf(radian_angle); - - minu = real_srcrect.x / texture->w; - minv = real_srcrect.y / texture->h; - maxu = (real_srcrect.x + real_srcrect.w) / texture->w; - maxv = (real_srcrect.y + real_srcrect.h) / texture->h; - - centerx = real_center.x + dstrect->x; - centery = real_center.y + dstrect->y; - - if (flip & SDL_FLIP_HORIZONTAL) { - minx = dstrect->x + dstrect->w; - maxx = dstrect->x; - } else { - minx = dstrect->x; - maxx = dstrect->x + dstrect->w; - } - - if (flip & SDL_FLIP_VERTICAL) { - miny = dstrect->y + dstrect->h; - maxy = dstrect->y; - } else { - miny = dstrect->y; - maxy = dstrect->y + dstrect->h; - } - - uv[0] = minu; - uv[1] = minv; - uv[2] = maxu; - uv[3] = minv; - uv[4] = maxu; - uv[5] = maxv; - uv[6] = minu; - uv[7] = maxv; - - /* apply rotation with 2x2 matrix ( c -s ) - * ( s c ) */ - s_minx = s * (minx - centerx); - s_miny = s * (miny - centery); - s_maxx = s * (maxx - centerx); - s_maxy = s * (maxy - centery); - c_minx = c * (minx - centerx); - c_miny = c * (miny - centery); - c_maxx = c * (maxx - centerx); - c_maxy = c * (maxy - centery); - - // (minx, miny) - xy[0] = (c_minx - s_miny) + centerx; - xy[1] = (s_minx + c_miny) + centery; - // (maxx, miny) - xy[2] = (c_maxx - s_miny) + centerx; - xy[3] = (s_maxx + c_miny) + centery; - // (maxx, maxy) - xy[4] = (c_maxx - s_maxy) + centerx; - xy[5] = (s_maxx + c_maxy) + centery; - // (minx, maxy) - xy[6] = (c_minx - s_maxy) + centerx; - xy[7] = (s_minx + c_maxy) + centery; - - result = QueueCmdGeometry(renderer, texture, - xy, xy_stride, &texture->color, 0 /* color_stride */, uv, uv_stride, - num_vertices, indices, num_indices, size_indices, - scale_x, scale_y, SDL_TEXTURE_ADDRESS_CLAMP); - } else { - result = QueueCmdCopyEx(renderer, texture, &real_srcrect, dstrect, angle, &real_center, flip, scale_x, scale_y); - } - return result; -} - -static bool SDL_RenderTextureTiled_Wrap(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float scale, const SDL_FRect *dstrect) -{ - float xy[8]; - const int xy_stride = 2 * sizeof(float); - float uv[8]; - const int uv_stride = 2 * sizeof(float); - const int num_vertices = 4; - const int *indices = rect_index_order; - const int num_indices = 6; - const int size_indices = 4; - float minu, minv, maxu, maxv; - float minx, miny, maxx, maxy; - - minu = 0.0f; - minv = 0.0f; - maxu = dstrect->w / (srcrect->w * scale); - maxv = dstrect->h / (srcrect->h * scale); - - minx = dstrect->x; - miny = dstrect->y; - maxx = dstrect->x + dstrect->w; - maxy = dstrect->y + dstrect->h; - - uv[0] = minu; - uv[1] = minv; - uv[2] = maxu; - uv[3] = minv; - uv[4] = maxu; - uv[5] = maxv; - uv[6] = minu; - uv[7] = maxv; - - xy[0] = minx; - xy[1] = miny; - xy[2] = maxx; - xy[3] = miny; - xy[4] = maxx; - xy[5] = maxy; - xy[6] = minx; - xy[7] = maxy; - - const SDL_RenderViewState *view = renderer->view; - return QueueCmdGeometry(renderer, texture, - xy, xy_stride, &texture->color, 0 /* color_stride */, uv, uv_stride, - num_vertices, indices, num_indices, size_indices, - view->current_scale.x, view->current_scale.y, SDL_TEXTURE_ADDRESS_WRAP); -} - -static bool SDL_RenderTextureTiled_Iterate(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float scale, const SDL_FRect *dstrect) -{ - float tile_width = srcrect->w * scale; - float tile_height = srcrect->h * scale; - float float_rows, float_cols; - float remaining_w = SDL_modff(dstrect->w / tile_width, &float_cols); - float remaining_h = SDL_modff(dstrect->h / tile_height, &float_rows); - float remaining_src_w = remaining_w * srcrect->w; - float remaining_src_h = remaining_h * srcrect->h; - float remaining_dst_w = remaining_w * tile_width; - float remaining_dst_h = remaining_h * tile_height; - int rows = (int)float_rows; - int cols = (int)float_cols; - SDL_FRect curr_src, curr_dst; - - SDL_copyp(&curr_src, srcrect); - curr_dst.y = dstrect->y; - curr_dst.w = tile_width; - curr_dst.h = tile_height; - for (int y = 0; y < rows; ++y) { - curr_dst.x = dstrect->x; - for (int x = 0; x < cols; ++x) { - if (!SDL_RenderTextureInternal(renderer, texture, &curr_src, &curr_dst)) { - return false; - } - curr_dst.x += curr_dst.w; - } - if (remaining_dst_w > 0.0f) { - curr_src.w = remaining_src_w; - curr_dst.w = remaining_dst_w; - if (!SDL_RenderTextureInternal(renderer, texture, &curr_src, &curr_dst)) { - return false; - } - curr_src.w = srcrect->w; - curr_dst.w = tile_width; - } - curr_dst.y += curr_dst.h; - } - if (remaining_dst_h > 0.0f) { - curr_src.h = remaining_src_h; - curr_dst.h = remaining_dst_h; - curr_dst.x = dstrect->x; - for (int x = 0; x < cols; ++x) { - if (!SDL_RenderTextureInternal(renderer, texture, &curr_src, &curr_dst)) { - return false; - } - curr_dst.x += curr_dst.w; - } - if (remaining_dst_w > 0.0f) { - curr_src.w = remaining_src_w; - curr_dst.w = remaining_dst_w; - if (!SDL_RenderTextureInternal(renderer, texture, &curr_src, &curr_dst)) { - return false; - } - } - } - return true; -} - -bool SDL_RenderTextureTiled(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float scale, const SDL_FRect *dstrect) -{ - SDL_FRect real_srcrect; - - CHECK_RENDERER_MAGIC(renderer, false); - CHECK_TEXTURE_MAGIC(texture, false); - - if (renderer != texture->renderer) { - return SDL_SetError("Texture was not created with this renderer"); - } - - if (scale <= 0.0f) { - return SDL_InvalidParamError("scale"); - } - -#if DONT_DRAW_WHILE_HIDDEN - // Don't draw while we're hidden - if (renderer->hidden) { - return true; - } -#endif - - real_srcrect.x = 0.0f; - real_srcrect.y = 0.0f; - real_srcrect.w = (float)texture->w; - real_srcrect.h = (float)texture->h; - if (srcrect) { - if (!SDL_GetRectIntersectionFloat(srcrect, &real_srcrect, &real_srcrect)) { - return true; - } - } - - SDL_FRect full_dstrect; - if (!dstrect) { - GetRenderViewportSize(renderer, &full_dstrect); - dstrect = &full_dstrect; - } - - if (texture->native) { - texture = texture->native; - } - - texture->last_command_generation = renderer->render_command_generation; - - // See if we can use geometry with repeating texture coordinates - if (!renderer->software && - (!srcrect || - (real_srcrect.x == 0.0f && real_srcrect.y == 0.0f && - real_srcrect.w == (float)texture->w && real_srcrect.h == (float)texture->h))) { - return SDL_RenderTextureTiled_Wrap(renderer, texture, &real_srcrect, scale, dstrect); - } else { - return SDL_RenderTextureTiled_Iterate(renderer, texture, &real_srcrect, scale, dstrect); - } -} - -bool SDL_RenderTexture9Grid(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float left_width, float right_width, float top_height, float bottom_height, float scale, const SDL_FRect *dstrect) -{ - SDL_FRect full_src, full_dst; - SDL_FRect curr_src, curr_dst; - float dst_left_width; - float dst_right_width; - float dst_top_height; - float dst_bottom_height; - - CHECK_RENDERER_MAGIC(renderer, false); - CHECK_TEXTURE_MAGIC(texture, false); - - if (renderer != texture->renderer) { - return SDL_SetError("Texture was not created with this renderer"); - } - - if (!srcrect) { - full_src.x = 0; - full_src.y = 0; - full_src.w = (float)texture->w; - full_src.h = (float)texture->h; - srcrect = &full_src; - } - - if (!dstrect) { - GetRenderViewportSize(renderer, &full_dst); - dstrect = &full_dst; - } - - if (scale <= 0.0f || scale == 1.0f) { - dst_left_width = SDL_ceilf(left_width); - dst_right_width = SDL_ceilf(right_width); - dst_top_height = SDL_ceilf(top_height); - dst_bottom_height = SDL_ceilf(bottom_height); - } else { - dst_left_width = SDL_ceilf(left_width * scale); - dst_right_width = SDL_ceilf(right_width * scale); - dst_top_height = SDL_ceilf(top_height * scale); - dst_bottom_height = SDL_ceilf(bottom_height * scale); - } - - // Center - curr_src.x = srcrect->x + left_width; - curr_src.y = srcrect->y + top_height; - curr_src.w = srcrect->w - left_width - right_width; - curr_src.h = srcrect->h - top_height - bottom_height; - curr_dst.x = dstrect->x + dst_left_width; - curr_dst.y = dstrect->y + dst_top_height; - curr_dst.w = dstrect->w - dst_left_width - dst_right_width; - curr_dst.h = dstrect->h - dst_top_height - dst_bottom_height; - if (!SDL_RenderTexture(renderer, texture, &curr_src, &curr_dst)) { - return false; - } - - // Upper-left corner - curr_src.x = srcrect->x; - curr_src.y = srcrect->y; - curr_src.w = left_width; - curr_src.h = top_height; - curr_dst.x = dstrect->x; - curr_dst.y = dstrect->y; - curr_dst.w = dst_left_width; - curr_dst.h = dst_top_height; - if (!SDL_RenderTexture(renderer, texture, &curr_src, &curr_dst)) { - return false; - } - - // Upper-right corner - curr_src.x = srcrect->x + srcrect->w - right_width; - curr_src.w = right_width; - curr_dst.x = dstrect->x + dstrect->w - dst_right_width; - curr_dst.w = dst_right_width; - if (!SDL_RenderTexture(renderer, texture, &curr_src, &curr_dst)) { - return false; - } - - // Lower-right corner - curr_src.y = srcrect->y + srcrect->h - bottom_height; - curr_src.h = bottom_height; - curr_dst.y = dstrect->y + dstrect->h - dst_bottom_height; - curr_dst.h = dst_bottom_height; - if (!SDL_RenderTexture(renderer, texture, &curr_src, &curr_dst)) { - return false; - } - - // Lower-left corner - curr_src.x = srcrect->x; - curr_src.w = left_width; - curr_dst.x = dstrect->x; - curr_dst.w = dst_left_width; - if (!SDL_RenderTexture(renderer, texture, &curr_src, &curr_dst)) { - return false; - } - - // Left - curr_src.y = srcrect->y + top_height; - curr_src.h = srcrect->h - top_height - bottom_height; - curr_dst.y = dstrect->y + dst_top_height; - curr_dst.h = dstrect->h - dst_top_height - dst_bottom_height; - if (!SDL_RenderTexture(renderer, texture, &curr_src, &curr_dst)) { - return false; - } - - // Right - curr_src.x = srcrect->x + srcrect->w - right_width; - curr_src.w = right_width; - curr_dst.x = dstrect->x + dstrect->w - dst_right_width; - curr_dst.w = dst_right_width; - if (!SDL_RenderTexture(renderer, texture, &curr_src, &curr_dst)) { - return false; - } - - // Top - curr_src.x = srcrect->x + left_width; - curr_src.y = srcrect->y; - curr_src.w = srcrect->w - left_width - right_width; - curr_src.h = top_height; - curr_dst.x = dstrect->x + dst_left_width; - curr_dst.y = dstrect->y; - curr_dst.w = dstrect->w - dst_left_width - dst_right_width; - curr_dst.h = dst_top_height; - if (!SDL_RenderTexture(renderer, texture, &curr_src, &curr_dst)) { - return false; - } - - // Bottom - curr_src.y = srcrect->y + srcrect->h - bottom_height; - curr_src.h = bottom_height; - curr_dst.y = dstrect->y + dstrect->h - dst_bottom_height; - curr_dst.h = dst_bottom_height; - if (!SDL_RenderTexture(renderer, texture, &curr_src, &curr_dst)) { - return false; - } - - return true; -} - -bool SDL_RenderGeometry(SDL_Renderer *renderer, - SDL_Texture *texture, - const SDL_Vertex *vertices, int num_vertices, - const int *indices, int num_indices) -{ - if (vertices) { - const float *xy = &vertices->position.x; - int xy_stride = sizeof(SDL_Vertex); - const SDL_FColor *color = &vertices->color; - int color_stride = sizeof(SDL_Vertex); - const float *uv = &vertices->tex_coord.x; - int uv_stride = sizeof(SDL_Vertex); - int size_indices = 4; - return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color, color_stride, uv, uv_stride, num_vertices, indices, num_indices, size_indices); - } else { - return SDL_InvalidParamError("vertices"); - } -} - -#ifdef SDL_VIDEO_RENDER_SW -static int remap_one_indice( - int prev, - int k, - SDL_Texture *texture, - const float *xy, int xy_stride, - const SDL_FColor *color, int color_stride, - const float *uv, int uv_stride) -{ - const float *xy0_, *xy1_, *uv0_, *uv1_; - const SDL_FColor *col0_, *col1_; - xy0_ = (const float *)((const char *)xy + prev * xy_stride); - xy1_ = (const float *)((const char *)xy + k * xy_stride); - if (xy0_[0] != xy1_[0]) { - return k; - } - if (xy0_[1] != xy1_[1]) { - return k; - } - if (texture) { - uv0_ = (const float *)((const char *)uv + prev * uv_stride); - uv1_ = (const float *)((const char *)uv + k * uv_stride); - if (uv0_[0] != uv1_[0]) { - return k; - } - if (uv0_[1] != uv1_[1]) { - return k; - } - } - col0_ = (const SDL_FColor *)((const char *)color + prev * color_stride); - col1_ = (const SDL_FColor *)((const char *)color + k * color_stride); - - if (SDL_memcmp(col0_, col1_, sizeof(*col0_)) != 0) { - return k; - } - - return prev; -} - -static int remap_indices( - int prev[3], - int k, - SDL_Texture *texture, - const float *xy, int xy_stride, - const SDL_FColor *color, int color_stride, - const float *uv, int uv_stride) -{ - int i; - if (prev[0] == -1) { - return k; - } - - for (i = 0; i < 3; i++) { - int new_k = remap_one_indice(prev[i], k, texture, xy, xy_stride, color, color_stride, uv, uv_stride); - if (new_k != k) { - return new_k; - } - } - return k; -} - -#define DEBUG_SW_RENDER_GEOMETRY 0 -// For the software renderer, try to reinterpret triangles as SDL_Rect -static bool SDLCALL SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer, - SDL_Texture *texture, - const float *xy, int xy_stride, - const SDL_FColor *color, int color_stride, - const float *uv, int uv_stride, - int num_vertices, - const void *indices, int num_indices, int size_indices) -{ - int i; - bool result = true; - int count = indices ? num_indices : num_vertices; - int prev[3]; // Previous triangle vertex indices - float texw = 0.0f, texh = 0.0f; - SDL_BlendMode blendMode = SDL_BLENDMODE_NONE; - float r = 0, g = 0, b = 0, a = 0; - const SDL_RenderViewState *view = renderer->view; - const float scale_x = view->current_scale.x; - const float scale_y = view->current_scale.y; - - // Save - SDL_GetRenderDrawBlendMode(renderer, &blendMode); - SDL_GetRenderDrawColorFloat(renderer, &r, &g, &b, &a); - - if (texture) { - SDL_GetTextureSize(texture, &texw, &texh); - } - - prev[0] = -1; - prev[1] = -1; - prev[2] = -1; - size_indices = indices ? size_indices : 0; - - for (i = 0; i < count; i += 3) { - int k0, k1, k2; // Current triangle indices - int is_quad = 1; -#if DEBUG_SW_RENDER_GEOMETRY - int is_uniform = 1; - int is_rectangle = 1; -#endif - int A = -1; // Top left vertex - int B = -1; // Bottom right vertex - int C = -1; // Third vertex of current triangle - int C2 = -1; // Last, vertex of previous triangle - - if (size_indices == 4) { - k0 = ((const Uint32 *)indices)[i]; - k1 = ((const Uint32 *)indices)[i + 1]; - k2 = ((const Uint32 *)indices)[i + 2]; - } else if (size_indices == 2) { - k0 = ((const Uint16 *)indices)[i]; - k1 = ((const Uint16 *)indices)[i + 1]; - k2 = ((const Uint16 *)indices)[i + 2]; - } else if (size_indices == 1) { - k0 = ((const Uint8 *)indices)[i]; - k1 = ((const Uint8 *)indices)[i + 1]; - k2 = ((const Uint8 *)indices)[i + 2]; - } else { - /* Vertices were not provided by indices. Maybe some are duplicated. - * We try to indentificate the duplicates by comparing with the previous three vertices */ - k0 = remap_indices(prev, i, texture, xy, xy_stride, color, color_stride, uv, uv_stride); - k1 = remap_indices(prev, i + 1, texture, xy, xy_stride, color, color_stride, uv, uv_stride); - k2 = remap_indices(prev, i + 2, texture, xy, xy_stride, color, color_stride, uv, uv_stride); - } - - if (prev[0] == -1) { - prev[0] = k0; - prev[1] = k1; - prev[2] = k2; - continue; - } - - /* Two triangles forming a quadialateral, - * prev and current triangles must have exactly 2 common vertices */ - { - int cnt = 0, j = 3; - while (j--) { - int p = prev[j]; - if (p == k0 || p == k1 || p == k2) { - cnt++; - } - } - is_quad = (cnt == 2); - } - - // Identify vertices - if (is_quad) { - const float *xy0_, *xy1_, *xy2_; - float x0, x1, x2; - float y0, y1, y2; - xy0_ = (const float *)((const char *)xy + k0 * xy_stride); - xy1_ = (const float *)((const char *)xy + k1 * xy_stride); - xy2_ = (const float *)((const char *)xy + k2 * xy_stride); - x0 = xy0_[0]; - y0 = xy0_[1]; - x1 = xy1_[0]; - y1 = xy1_[1]; - x2 = xy2_[0]; - y2 = xy2_[1]; - - // Find top-left - if (x0 <= x1 && y0 <= y1) { - if (x0 <= x2 && y0 <= y2) { - A = k0; - } else { - A = k2; - } - } else { - if (x1 <= x2 && y1 <= y2) { - A = k1; - } else { - A = k2; - } - } - - // Find bottom-right - if (x0 >= x1 && y0 >= y1) { - if (x0 >= x2 && y0 >= y2) { - B = k0; - } else { - B = k2; - } - } else { - if (x1 >= x2 && y1 >= y2) { - B = k1; - } else { - B = k2; - } - } - - // Find C - if (k0 != A && k0 != B) { - C = k0; - } else if (k1 != A && k1 != B) { - C = k1; - } else { - C = k2; - } - - // Find C2 - if (prev[0] != A && prev[0] != B) { - C2 = prev[0]; - } else if (prev[1] != A && prev[1] != B) { - C2 = prev[1]; - } else { - C2 = prev[2]; - } - - xy0_ = (const float *)((const char *)xy + A * xy_stride); - xy1_ = (const float *)((const char *)xy + B * xy_stride); - xy2_ = (const float *)((const char *)xy + C * xy_stride); - x0 = xy0_[0]; - y0 = xy0_[1]; - x1 = xy1_[0]; - y1 = xy1_[1]; - x2 = xy2_[0]; - y2 = xy2_[1]; - - // Check if triangle A B C is rectangle - if ((x0 == x2 && y1 == y2) || (y0 == y2 && x1 == x2)) { - // ok - } else { - is_quad = 0; -#if DEBUG_SW_RENDER_GEOMETRY - is_rectangle = 0; -#endif - } - - xy2_ = (const float *)((const char *)xy + C2 * xy_stride); - x2 = xy2_[0]; - y2 = xy2_[1]; - - // Check if triangle A B C2 is rectangle - if ((x0 == x2 && y1 == y2) || (y0 == y2 && x1 == x2)) { - // ok - } else { - is_quad = 0; -#if DEBUG_SW_RENDER_GEOMETRY - is_rectangle = 0; -#endif - } - } - - // Check if uniformly colored - if (is_quad) { - const SDL_FColor *col0_ = (const SDL_FColor *)((const char *)color + A * color_stride); - const SDL_FColor *col1_ = (const SDL_FColor *)((const char *)color + B * color_stride); - const SDL_FColor *col2_ = (const SDL_FColor *)((const char *)color + C * color_stride); - const SDL_FColor *col3_ = (const SDL_FColor *)((const char *)color + C2 * color_stride); - if (SDL_memcmp(col0_, col1_, sizeof(*col0_)) == 0 && - SDL_memcmp(col0_, col2_, sizeof(*col0_)) == 0 && - SDL_memcmp(col0_, col3_, sizeof(*col0_)) == 0) { - // ok - } else { - is_quad = 0; -#if DEBUG_SW_RENDER_GEOMETRY - is_uniform = 0; -#endif - } - } - - // Start rendering rect - if (is_quad) { - SDL_FRect s; - SDL_FRect d; - const float *xy0_, *xy1_, *uv0_, *uv1_; - const SDL_FColor *col0_ = (const SDL_FColor *)((const char *)color + k0 * color_stride); - - xy0_ = (const float *)((const char *)xy + A * xy_stride); - xy1_ = (const float *)((const char *)xy + B * xy_stride); - - if (texture) { - uv0_ = (const float *)((const char *)uv + A * uv_stride); - uv1_ = (const float *)((const char *)uv + B * uv_stride); - s.x = uv0_[0] * texw; - s.y = uv0_[1] * texh; - s.w = uv1_[0] * texw - s.x; - s.h = uv1_[1] * texh - s.y; - } else { - s.x = s.y = s.w = s.h = 0; - } - - d.x = xy0_[0]; - d.y = xy0_[1]; - d.w = xy1_[0] - d.x; - d.h = xy1_[1] - d.y; - - // Rect + texture - if (texture && s.w != 0 && s.h != 0) { - SDL_SetTextureAlphaModFloat(texture, col0_->a); - SDL_SetTextureColorModFloat(texture, col0_->r, col0_->g, col0_->b); - if (s.w > 0 && s.h > 0) { - SDL_RenderTexture(renderer, texture, &s, &d); - } else { - int flags = 0; - if (s.w < 0) { - flags |= SDL_FLIP_HORIZONTAL; - s.w *= -1; - s.x -= s.w; - } - if (s.h < 0) { - flags |= SDL_FLIP_VERTICAL; - s.h *= -1; - s.y -= s.h; - } - SDL_RenderTextureRotated(renderer, texture, &s, &d, 0, NULL, (SDL_FlipMode)flags); - } - -#if DEBUG_SW_RENDER_GEOMETRY - SDL_Log("Rect-COPY: RGB %f %f %f - Alpha:%f - texture=%p: src=(%d,%d, %d x %d) dst (%f, %f, %f x %f)", col0_->r, col0_->g, col0_->b, col0_->a, - (void *)texture, s.x, s.y, s.w, s.h, d.x, d.y, d.w, d.h); -#endif - } else if (d.w != 0.0f && d.h != 0.0f) { // Rect, no texture - SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND); - SDL_SetRenderDrawColorFloat(renderer, col0_->r, col0_->g, col0_->b, col0_->a); - SDL_RenderFillRect(renderer, &d); -#if DEBUG_SW_RENDER_GEOMETRY - SDL_Log("Rect-FILL: RGB %f %f %f - Alpha:%f - texture=%p: dst (%f, %f, %f x %f)", col0_->r, col0_->g, col0_->b, col0_->a, - (void *)texture, d.x, d.y, d.w, d.h); - } else { - SDL_Log("Rect-DISMISS: RGB %f %f %f - Alpha:%f - texture=%p: src=(%d,%d, %d x %d) dst (%f, %f, %f x %f)", col0_->r, col0_->g, col0_->b, col0_->a, - (void *)texture, s.x, s.y, s.w, s.h, d.x, d.y, d.w, d.h); -#endif - } - - prev[0] = -1; - } else { - // Render triangles - if (prev[0] != -1) { -#if DEBUG_SW_RENDER_GEOMETRY - SDL_Log("Triangle %d %d %d - is_uniform:%d is_rectangle:%d", prev[0], prev[1], prev[2], is_uniform, is_rectangle); -#endif - result = QueueCmdGeometry(renderer, texture, - xy, xy_stride, color, color_stride, uv, uv_stride, - num_vertices, prev, 3, 4, - scale_x, scale_y, SDL_TEXTURE_ADDRESS_CLAMP); - if (!result) { - goto end; - } - } - - prev[0] = k0; - prev[1] = k1; - prev[2] = k2; - } - } // End for (), next triangle - - if (prev[0] != -1) { - // flush the last triangle -#if DEBUG_SW_RENDER_GEOMETRY - SDL_Log("Last triangle %d %d %d", prev[0], prev[1], prev[2]); -#endif - result = QueueCmdGeometry(renderer, texture, - xy, xy_stride, color, color_stride, uv, uv_stride, - num_vertices, prev, 3, 4, - scale_x, scale_y, SDL_TEXTURE_ADDRESS_CLAMP); - if (!result) { - goto end; - } - } - -end: - // Restore - SDL_SetRenderDrawBlendMode(renderer, blendMode); - SDL_SetRenderDrawColorFloat(renderer, r, g, b, a); - - return result; -} -#endif // SDL_VIDEO_RENDER_SW - -bool SDL_RenderGeometryRaw(SDL_Renderer *renderer, - SDL_Texture *texture, - const float *xy, int xy_stride, - const SDL_FColor *color, int color_stride, - const float *uv, int uv_stride, - int num_vertices, - const void *indices, int num_indices, int size_indices) -{ - int i; - int count = indices ? num_indices : num_vertices; - SDL_TextureAddressMode texture_address_mode; - - CHECK_RENDERER_MAGIC(renderer, false); - - if (!renderer->QueueGeometry) { - return SDL_Unsupported(); - } - - if (texture) { - CHECK_TEXTURE_MAGIC(texture, false); - - if (renderer != texture->renderer) { - return SDL_SetError("Texture was not created with this renderer"); - } - } - - if (!xy) { - return SDL_InvalidParamError("xy"); - } - - if (!color) { - return SDL_InvalidParamError("color"); - } - - if (texture && !uv) { - return SDL_InvalidParamError("uv"); - } - - if (count % 3 != 0) { - return SDL_InvalidParamError(indices ? "num_indices" : "num_vertices"); - } - - if (indices) { - if (size_indices != 1 && size_indices != 2 && size_indices != 4) { - return SDL_InvalidParamError("size_indices"); - } - } else { - size_indices = 0; - } - -#if DONT_DRAW_WHILE_HIDDEN - // Don't draw while we're hidden - if (renderer->hidden) { - return true; - } -#endif - - if (num_vertices < 3) { - return true; - } - - if (texture && texture->native) { - texture = texture->native; - } - - texture_address_mode = renderer->texture_address_mode; - if (texture_address_mode == SDL_TEXTURE_ADDRESS_AUTO && texture) { - texture_address_mode = SDL_TEXTURE_ADDRESS_CLAMP; - for (i = 0; i < num_vertices; ++i) { - const float *uv_ = (const float *)((const char *)uv + i * uv_stride); - float u = uv_[0]; - float v = uv_[1]; - if (u < 0.0f || v < 0.0f || u > 1.0f || v > 1.0f) { - texture_address_mode = SDL_TEXTURE_ADDRESS_WRAP; - break; - } - } - } - - if (indices) { - for (i = 0; i < num_indices; ++i) { - int j; - if (size_indices == 4) { - j = ((const Uint32 *)indices)[i]; - } else if (size_indices == 2) { - j = ((const Uint16 *)indices)[i]; - } else { - j = ((const Uint8 *)indices)[i]; - } - if (j < 0 || j >= num_vertices) { - return SDL_SetError("Values of 'indices' out of bounds"); - } - } - } - - if (texture) { - texture->last_command_generation = renderer->render_command_generation; - } - - // For the software renderer, try to reinterpret triangles as SDL_Rect -#ifdef SDL_VIDEO_RENDER_SW - if (renderer->software && texture_address_mode == SDL_TEXTURE_ADDRESS_CLAMP) { - return SDL_SW_RenderGeometryRaw(renderer, texture, - xy, xy_stride, color, color_stride, uv, uv_stride, num_vertices, - indices, num_indices, size_indices); - } -#endif - - const SDL_RenderViewState *view = renderer->view; - return QueueCmdGeometry(renderer, texture, - xy, xy_stride, color, color_stride, uv, uv_stride, - num_vertices, indices, num_indices, size_indices, - view->current_scale.x, view->current_scale.y, - texture_address_mode); -} - -SDL_Surface *SDL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect) -{ - CHECK_RENDERER_MAGIC(renderer, NULL); - - if (!renderer->RenderReadPixels) { - SDL_Unsupported(); - return NULL; - } - - FlushRenderCommands(renderer); // we need to render before we read the results. - - SDL_Rect real_rect = renderer->view->pixel_viewport; - - if (rect) { - if (!SDL_GetRectIntersection(rect, &real_rect, &real_rect)) { - SDL_SetError("Can't read outside the current viewport"); - return NULL; - } - } - - SDL_Surface *surface = renderer->RenderReadPixels(renderer, &real_rect); - if (surface) { - SDL_PropertiesID props = SDL_GetSurfaceProperties(surface); - - if (renderer->target) { - SDL_Texture *target = renderer->target; - SDL_Texture *parent = SDL_GetPointerProperty(SDL_GetTextureProperties(target), SDL_PROP_TEXTURE_PARENT_POINTER, NULL); - SDL_PixelFormat expected_format = (parent ? parent->format : target->format); - - SDL_SetFloatProperty(props, SDL_PROP_SURFACE_SDR_WHITE_POINT_FLOAT, target->SDR_white_point); - SDL_SetFloatProperty(props, SDL_PROP_SURFACE_HDR_HEADROOM_FLOAT, target->HDR_headroom); - - // Set the expected surface format - if ((surface->format == SDL_PIXELFORMAT_ARGB8888 && expected_format == SDL_PIXELFORMAT_XRGB8888) || - (surface->format == SDL_PIXELFORMAT_RGBA8888 && expected_format == SDL_PIXELFORMAT_RGBX8888) || - (surface->format == SDL_PIXELFORMAT_ABGR8888 && expected_format == SDL_PIXELFORMAT_XBGR8888) || - (surface->format == SDL_PIXELFORMAT_BGRA8888 && expected_format == SDL_PIXELFORMAT_BGRX8888)) { - surface->format = expected_format; - surface->fmt = SDL_GetPixelFormatDetails(expected_format); - } - } else { - SDL_SetFloatProperty(props, SDL_PROP_SURFACE_SDR_WHITE_POINT_FLOAT, renderer->SDR_white_point); - SDL_SetFloatProperty(props, SDL_PROP_SURFACE_HDR_HEADROOM_FLOAT, renderer->HDR_headroom); - } - } - return surface; -} - -static void SDL_RenderApplyWindowShape(SDL_Renderer *renderer) -{ - SDL_Surface *shape = (SDL_Surface *)SDL_GetPointerProperty(SDL_GetWindowProperties(renderer->window), SDL_PROP_WINDOW_SHAPE_POINTER, NULL); - if (shape != renderer->shape_surface) { - if (renderer->shape_texture) { - SDL_DestroyTexture(renderer->shape_texture); - renderer->shape_texture = NULL; - } - - if (shape) { - // There's nothing we can do if this fails, so just keep on going - renderer->shape_texture = SDL_CreateTextureFromSurface(renderer, shape); - - SDL_SetTextureBlendMode(renderer->shape_texture, - SDL_ComposeCustomBlendMode( - SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDOPERATION_ADD, - SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDOPERATION_ADD)); - } - renderer->shape_surface = shape; - } - - if (renderer->shape_texture) { - SDL_RenderTexture(renderer, renderer->shape_texture, NULL, NULL); - } -} - -static void SDL_SimulateRenderVSync(SDL_Renderer *renderer) -{ - Uint64 now, elapsed; - const Uint64 interval = renderer->simulate_vsync_interval_ns; - - if (!interval) { - // We can't do sub-ns delay, so just return here - return; - } - - now = SDL_GetTicksNS(); - elapsed = (now - renderer->last_present); - if (elapsed < interval) { - Uint64 duration = (interval - elapsed); - SDL_DelayPrecise(duration); - now = SDL_GetTicksNS(); - } - - elapsed = (now - renderer->last_present); - if (!renderer->last_present || elapsed > SDL_MS_TO_NS(1000)) { - // It's been too long, reset the presentation timeline - renderer->last_present = now; - } else { - renderer->last_present += (elapsed / interval) * interval; - } -} - -bool SDL_RenderPresent(SDL_Renderer *renderer) -{ - bool presented = true; - - CHECK_RENDERER_MAGIC(renderer, false); - - SDL_Texture *target = renderer->target; - if (target) { - SDL_SetRenderTarget(renderer, NULL); - } - - SDL_RenderLogicalPresentation(renderer); - - if (renderer->transparent_window) { - SDL_RenderApplyWindowShape(renderer); - } - - FlushRenderCommands(renderer); // time to send everything to the GPU! - -#if DONT_DRAW_WHILE_HIDDEN - // Don't present while we're hidden - if (renderer->hidden) { - presented = false; - } else -#endif - if (!renderer->RenderPresent(renderer)) { - presented = false; - } - - if (target) { - SDL_SetRenderTarget(renderer, target); - } - - if (renderer->simulate_vsync || - (!presented && renderer->wanted_vsync)) { - SDL_SimulateRenderVSync(renderer); - } - return true; -} - -static void SDL_DestroyTextureInternal(SDL_Texture *texture, bool is_destroying) -{ - SDL_Renderer *renderer; - - SDL_DestroyProperties(texture->props); - - renderer = texture->renderer; - if (is_destroying) { - // Renderer get destroyed, avoid to queue more commands - } else { - if (texture == renderer->target) { - SDL_SetRenderTarget(renderer, NULL); // implies command queue flush - } else { - FlushRenderCommandsIfTextureNeeded(texture); - } - } - - SDL_SetObjectValid(texture, SDL_OBJECT_TYPE_TEXTURE, false); - - if (texture->next) { - texture->next->prev = texture->prev; - } - if (texture->prev) { - texture->prev->next = texture->next; - } else { - renderer->textures = texture->next; - } - - if (texture->native) { - SDL_DestroyTextureInternal(texture->native, is_destroying); - } -#ifdef SDL_HAVE_YUV - if (texture->yuv) { - SDL_SW_DestroyYUVTexture(texture->yuv); - } -#endif - SDL_free(texture->pixels); - - renderer->DestroyTexture(renderer, texture); - - SDL_DestroySurface(texture->locked_surface); - texture->locked_surface = NULL; - - SDL_free(texture); -} - -void SDL_DestroyTexture(SDL_Texture *texture) -{ - CHECK_TEXTURE_MAGIC(texture, ); - - if (--texture->refcount > 0) { - return; - } - - SDL_DestroyTextureInternal(texture, false /* is_destroying */); -} - -static void SDL_DiscardAllCommands(SDL_Renderer *renderer) -{ - SDL_RenderCommand *cmd; - - if (renderer->render_commands_tail) { - renderer->render_commands_tail->next = renderer->render_commands_pool; - cmd = renderer->render_commands; - } else { - cmd = renderer->render_commands_pool; - } - - renderer->render_commands_pool = NULL; - renderer->render_commands_tail = NULL; - renderer->render_commands = NULL; - renderer->vertex_data_used = 0; - - while (cmd) { - SDL_RenderCommand *next = cmd->next; - SDL_free(cmd); - cmd = next; - } -} - -void SDL_DestroyRendererWithoutFreeing(SDL_Renderer *renderer) -{ - SDL_assert(renderer != NULL); - SDL_assert(!renderer->destroyed); - - renderer->destroyed = true; - - SDL_RemoveWindowEventWatch(SDL_WINDOW_EVENT_WATCH_NORMAL, SDL_RendererEventWatch, renderer); - - if (renderer->window) { - SDL_PropertiesID props = SDL_GetWindowProperties(renderer->window); - if (SDL_GetPointerProperty(props, SDL_PROP_WINDOW_RENDERER_POINTER, NULL) == renderer) { - SDL_ClearProperty(props, SDL_PROP_WINDOW_RENDERER_POINTER); - } - SDL_RemoveWindowRenderer(renderer->window, renderer); - } - - if (renderer->software) { - // Make sure all drawing to a surface is complete - FlushRenderCommands(renderer); - } - SDL_DiscardAllCommands(renderer); - - if (renderer->debug_char_texture_atlas) { - SDL_DestroyTexture(renderer->debug_char_texture_atlas); - renderer->debug_char_texture_atlas = NULL; - } - - // Free existing textures for this renderer - while (renderer->textures) { - SDL_Texture *tex = renderer->textures; - SDL_DestroyTextureInternal(renderer->textures, true /* is_destroying */); - SDL_assert(tex != renderer->textures); // satisfy static analysis. - } - - // Clean up renderer-specific resources - if (renderer->DestroyRenderer) { - renderer->DestroyRenderer(renderer); - } - - if (renderer->target_mutex) { - SDL_DestroyMutex(renderer->target_mutex); - renderer->target_mutex = NULL; - } - if (renderer->vertex_data) { - SDL_free(renderer->vertex_data); - renderer->vertex_data = NULL; - } - if (renderer->texture_formats) { - SDL_free(renderer->texture_formats); - renderer->texture_formats = NULL; - } - if (renderer->props) { - SDL_DestroyProperties(renderer->props); - renderer->props = 0; - } -} - -void SDL_DestroyRenderer(SDL_Renderer *renderer) -{ - CHECK_RENDERER_MAGIC_BUT_NOT_DESTROYED_FLAG(renderer,); - - // if we've already destroyed the renderer through SDL_DestroyWindow, we just need - // to free the renderer pointer. This lets apps destroy the window and renderer - // in either order. - if (!renderer->destroyed) { - SDL_DestroyRendererWithoutFreeing(renderer); - } - - SDL_Renderer *curr = SDL_renderers; - SDL_Renderer *prev = NULL; - while (curr) { - if (curr == renderer) { - if (prev) { - prev->next = renderer->next; - } else { - SDL_renderers = renderer->next; - } - break; - } - prev = curr; - curr = curr->next; - } - - SDL_SetObjectValid(renderer, SDL_OBJECT_TYPE_RENDERER, false); // It's no longer magical... - - SDL_free(renderer); -} - -void *SDL_GetRenderMetalLayer(SDL_Renderer *renderer) -{ - CHECK_RENDERER_MAGIC(renderer, NULL); - - if (renderer->GetMetalLayer) { - FlushRenderCommands(renderer); // in case the app is going to mess with it. - return renderer->GetMetalLayer(renderer); - } - return NULL; -} - -void *SDL_GetRenderMetalCommandEncoder(SDL_Renderer *renderer) -{ - CHECK_RENDERER_MAGIC(renderer, NULL); - - if (renderer->GetMetalCommandEncoder) { - FlushRenderCommands(renderer); // in case the app is going to mess with it. - return renderer->GetMetalCommandEncoder(renderer); - } - return NULL; -} - -bool SDL_AddVulkanRenderSemaphores(SDL_Renderer *renderer, Uint32 wait_stage_mask, Sint64 wait_semaphore, Sint64 signal_semaphore) -{ - CHECK_RENDERER_MAGIC(renderer, false); - - if (!renderer->AddVulkanRenderSemaphores) { - return SDL_Unsupported(); - } - return renderer->AddVulkanRenderSemaphores(renderer, wait_stage_mask, wait_semaphore, signal_semaphore); -} - -static SDL_BlendMode SDL_GetShortBlendMode(SDL_BlendMode blendMode) -{ - if (blendMode == SDL_BLENDMODE_NONE_FULL) { - return SDL_BLENDMODE_NONE; - } - if (blendMode == SDL_BLENDMODE_BLEND_FULL) { - return SDL_BLENDMODE_BLEND; - } - if (blendMode == SDL_BLENDMODE_BLEND_PREMULTIPLIED_FULL) { - return SDL_BLENDMODE_BLEND_PREMULTIPLIED; - } - if (blendMode == SDL_BLENDMODE_ADD_FULL) { - return SDL_BLENDMODE_ADD; - } - if (blendMode == SDL_BLENDMODE_ADD_PREMULTIPLIED_FULL) { - return SDL_BLENDMODE_ADD_PREMULTIPLIED; - } - if (blendMode == SDL_BLENDMODE_MOD_FULL) { - return SDL_BLENDMODE_MOD; - } - if (blendMode == SDL_BLENDMODE_MUL_FULL) { - return SDL_BLENDMODE_MUL; - } - return blendMode; -} - -static SDL_BlendMode SDL_GetLongBlendMode(SDL_BlendMode blendMode) -{ - if (blendMode == SDL_BLENDMODE_NONE) { - return SDL_BLENDMODE_NONE_FULL; - } - if (blendMode == SDL_BLENDMODE_BLEND) { - return SDL_BLENDMODE_BLEND_FULL; - } - if (blendMode == SDL_BLENDMODE_BLEND_PREMULTIPLIED) { - return SDL_BLENDMODE_BLEND_PREMULTIPLIED_FULL; - } - if (blendMode == SDL_BLENDMODE_ADD) { - return SDL_BLENDMODE_ADD_FULL; - } - if (blendMode == SDL_BLENDMODE_ADD_PREMULTIPLIED) { - return SDL_BLENDMODE_ADD_PREMULTIPLIED_FULL; - } - if (blendMode == SDL_BLENDMODE_MOD) { - return SDL_BLENDMODE_MOD_FULL; - } - if (blendMode == SDL_BLENDMODE_MUL) { - return SDL_BLENDMODE_MUL_FULL; - } - return blendMode; -} - -SDL_BlendMode SDL_ComposeCustomBlendMode(SDL_BlendFactor srcColorFactor, SDL_BlendFactor dstColorFactor, - SDL_BlendOperation colorOperation, - SDL_BlendFactor srcAlphaFactor, SDL_BlendFactor dstAlphaFactor, - SDL_BlendOperation alphaOperation) -{ - SDL_BlendMode blendMode = SDL_COMPOSE_BLENDMODE(srcColorFactor, dstColorFactor, colorOperation, - srcAlphaFactor, dstAlphaFactor, alphaOperation); - return SDL_GetShortBlendMode(blendMode); -} - -SDL_BlendFactor SDL_GetBlendModeSrcColorFactor(SDL_BlendMode blendMode) -{ - blendMode = SDL_GetLongBlendMode(blendMode); - return (SDL_BlendFactor)(((Uint32)blendMode >> 4) & 0xF); -} - -SDL_BlendFactor SDL_GetBlendModeDstColorFactor(SDL_BlendMode blendMode) -{ - blendMode = SDL_GetLongBlendMode(blendMode); - return (SDL_BlendFactor)(((Uint32)blendMode >> 8) & 0xF); -} - -SDL_BlendOperation SDL_GetBlendModeColorOperation(SDL_BlendMode blendMode) -{ - blendMode = SDL_GetLongBlendMode(blendMode); - return (SDL_BlendOperation)(((Uint32)blendMode >> 0) & 0xF); -} - -SDL_BlendFactor SDL_GetBlendModeSrcAlphaFactor(SDL_BlendMode blendMode) -{ - blendMode = SDL_GetLongBlendMode(blendMode); - return (SDL_BlendFactor)(((Uint32)blendMode >> 20) & 0xF); -} - -SDL_BlendFactor SDL_GetBlendModeDstAlphaFactor(SDL_BlendMode blendMode) -{ - blendMode = SDL_GetLongBlendMode(blendMode); - return (SDL_BlendFactor)(((Uint32)blendMode >> 24) & 0xF); -} - -SDL_BlendOperation SDL_GetBlendModeAlphaOperation(SDL_BlendMode blendMode) -{ - blendMode = SDL_GetLongBlendMode(blendMode); - return (SDL_BlendOperation)(((Uint32)blendMode >> 16) & 0xF); -} - -bool SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync) -{ - CHECK_RENDERER_MAGIC(renderer, false); - - renderer->wanted_vsync = vsync ? true : false; - - // for the software renderer, forward the call to the WindowTexture renderer -#ifdef SDL_VIDEO_RENDER_SW - if (renderer->software) { - if (!renderer->window) { - if (!vsync) { - return true; - } else { - return SDL_Unsupported(); - } - } - if (SDL_SetWindowTextureVSync(NULL, renderer->window, vsync)) { - renderer->simulate_vsync = false; - return true; - } - } -#endif - - if (!renderer->SetVSync) { - switch (vsync) { - case 0: - renderer->simulate_vsync = false; - break; - case 1: - renderer->simulate_vsync = true; - break; - default: - return SDL_Unsupported(); - } - } else if (!renderer->SetVSync(renderer, vsync)) { - if (vsync == 1) { - renderer->simulate_vsync = true; - } else { - return false; - } - } - SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_VSYNC_NUMBER, vsync); - return true; -} - -bool SDL_GetRenderVSync(SDL_Renderer *renderer, int *vsync) -{ - if (vsync) { - *vsync = 0; - } - - CHECK_RENDERER_MAGIC(renderer, false); - - if (vsync) { - *vsync = (int)SDL_GetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_VSYNC_NUMBER, 0); - } - return true; -} - - -#define SDL_DEBUG_FONT_GLYPHS_PER_ROW 14 - -static bool CreateDebugTextAtlas(SDL_Renderer *renderer) -{ - SDL_assert(renderer->debug_char_texture_atlas == NULL); // don't double-create it! - - const int charWidth = SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE; - const int charHeight = SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE; - - // actually make each glyph two pixels taller/wider, to prevent scaling artifacts. - const int rows = (SDL_DEBUG_FONT_NUM_GLYPHS / SDL_DEBUG_FONT_GLYPHS_PER_ROW) + 1; - SDL_Surface *atlas = SDL_CreateSurface((charWidth + 2) * SDL_DEBUG_FONT_GLYPHS_PER_ROW, rows * (charHeight + 2), SDL_PIXELFORMAT_RGBA8888); - if (!atlas) { - return false; - } - - const int pitch = atlas->pitch; - SDL_memset(atlas->pixels, '\0', atlas->h * atlas->pitch); - - int column = 0; - int row = 0; - for (int glyph = 0; glyph < SDL_DEBUG_FONT_NUM_GLYPHS; glyph++) { - // find top-left of this glyph in destination surface. The +2's account for glyph padding. - Uint8 *linepos = (((Uint8 *)atlas->pixels) + ((row * (charHeight + 2) + 1) * pitch)) + ((column * (charWidth + 2) + 1) * sizeof (Uint32)); - const Uint8 *charpos = SDL_RenderDebugTextFontData + (glyph * 8); - - // Draw the glyph to the surface... - for (int iy = 0; iy < charHeight; iy++) { - Uint32 *curpos = (Uint32 *)linepos; - for (int ix = 0; ix < charWidth; ix++) { - if ((*charpos) & (1 << ix)) { - *curpos = 0xffffffff; - } else { - *curpos = 0; - } - ++curpos; - } - linepos += pitch; - ++charpos; - } - - // move to next position (and if too far, start the next row). - column++; - if (column >= SDL_DEBUG_FONT_GLYPHS_PER_ROW) { - row++; - column = 0; - } - } - - SDL_assert((row < rows) || ((row == rows) && (column == 0))); // make sure we didn't overflow the surface. - - // Convert temp surface into texture - SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, atlas); - if (texture) { - SDL_SetTextureScaleMode(texture, SDL_SCALEMODE_NEAREST); - renderer->debug_char_texture_atlas = texture; - } - SDL_DestroySurface(atlas); - - return texture != NULL; -} - -static bool DrawDebugCharacter(SDL_Renderer *renderer, float x, float y, Uint32 c) -{ - SDL_assert(renderer->debug_char_texture_atlas != NULL); // should have been created by now! - - const int charWidth = SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE; - const int charHeight = SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE; - - // Character index in cache - Uint32 ci = c; - if ((ci <= 32) || ((ci >= 127) && (ci <= 160))) { - return true; // these are just completely blank chars, don't bother doing anything. - } else if (ci >= SDL_DEBUG_FONT_NUM_GLYPHS) { - ci = SDL_DEBUG_FONT_NUM_GLYPHS - 1; // use our "not a valid/supported character" glyph. - } else if (ci < 127) { - ci -= 33; // adjust for the 33 blank glyphs at the start - } else { - ci -= 67; // adjust for the 33 blank glyphs at the start AND the 34 gap in the middle. - } - - const float src_x = (float) (((ci % SDL_DEBUG_FONT_GLYPHS_PER_ROW) * (charWidth + 2)) + 1); - const float src_y = (float) (((ci / SDL_DEBUG_FONT_GLYPHS_PER_ROW) * (charHeight + 2)) + 1); - - // Draw texture onto destination - const SDL_FRect srect = { src_x, src_y, (float) charWidth, (float) charHeight }; - const SDL_FRect drect = { x, y, (float) charWidth, (float) charHeight }; - return SDL_RenderTexture(renderer, renderer->debug_char_texture_atlas, &srect, &drect); -} - -bool SDL_RenderDebugText(SDL_Renderer *renderer, float x, float y, const char *s) -{ - CHECK_RENDERER_MAGIC(renderer, false); - - // Allocate a texture atlas for this renderer if needed. - if (!renderer->debug_char_texture_atlas) { - if (!CreateDebugTextAtlas(renderer)) { - return false; - } - } - - bool result = true; - - Uint8 r, g, b, a; - result &= SDL_GetRenderDrawColor(renderer, &r, &g, &b, &a); - result &= SDL_SetTextureColorMod(renderer->debug_char_texture_atlas, r, g, b); - result &= SDL_SetTextureAlphaMod(renderer->debug_char_texture_atlas, a); - - float curx = x; - Uint32 ch; - - while (result && ((ch = SDL_StepUTF8(&s, NULL)) != 0)) { - result &= DrawDebugCharacter(renderer, curx, y, ch); - curx += SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE; - } - - return result; -} - -bool SDL_RenderDebugTextFormat(SDL_Renderer *renderer, float x, float y, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) -{ - va_list ap; - va_start(ap, fmt); - - // fast path to avoid unnecessary allocation and copy. If you're going through the dynapi, there's a good chance - // you _always_ hit this path, since it probably had to process varargs before calling into the jumptable. - if (SDL_strcmp(fmt, "%s") == 0) { - const char *str = va_arg(ap, const char *); - va_end(ap); - return SDL_RenderDebugText(renderer, x, y, str); - } - - char *str = NULL; - const int rc = SDL_vasprintf(&str, fmt, ap); - va_end(ap); - - if (rc == -1) { - return false; - } - - const bool retval = SDL_RenderDebugText(renderer, x, y, str); - SDL_free(str); - return retval; -} diff --git a/contrib/SDL-3.2.8/src/render/SDL_render_debug_font.h b/contrib/SDL-3.2.8/src/render/SDL_render_debug_font.h deleted file mode 100644 index ca296e8..0000000 --- a/contrib/SDL-3.2.8/src/render/SDL_render_debug_font.h +++ /dev/null @@ -1,2331 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2025 Sam Lantinga - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ - -#ifndef SDL_render_debug_font_h_ -#define SDL_render_debug_font_h_ - -/* ---- 8x8 font definition ---- */ - -/* -; Summary: font8_8.asm -; 8x8 monochrome bitmap fonts for rendering -; -; Author: -; Marcel Sondaar -; International Business Machines (public domain VGA fonts) -; -; License: -; Public Domain -; -*/ - -#define SDL_DEBUG_FONT_NUM_GLYPHS 190 - -static const Uint8 SDL_RenderDebugTextFontData[] = { - // there's a gap at the start. - - /* - * 33 0x21 '!' - */ - 0x18, /* 00011000 */ - 0x3c, /* 00111100 */ - 0x3c, /* 00111100 */ - 0x18, /* 00011000 */ - 0x18, /* 00011000 */ - 0x00, /* 00000000 */ - 0x18, /* 00011000 */ - 0x00, /* 00000000 */ - - /* - * 34 0x22 '"' - */ - 0x36, /* 01101100 */ - 0x36, /* 01101100 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - - /* - * 35 0x23 '#' - */ - 0x36, /* 01101100 */ - 0x36, /* 01101100 */ - 0x7f, /* 11111110 */ - 0x36, /* 01101100 */ - 0x7f, /* 11111110 */ - 0x36, /* 01101100 */ - 0x36, /* 01101100 */ - 0x00, /* 00000000 */ - - /* - * 36 0x24 '$' - */ - 0x0c, /* 00110000 */ - 0x3e, /* 01111100 */ - 0x03, /* 11000000 */ - 0x1e, /* 01111000 */ - 0x30, /* 00001100 */ - 0x1f, /* 11111000 */ - 0x0c, /* 00110000 */ - 0x00, /* 00000000 */ - - /* - * 37 0x25 '%' - */ - 0x00, /* 00000000 */ - 0x63, /* 11000110 */ - 0x33, /* 11001100 */ - 0x18, /* 00011000 */ - 0x0c, /* 00110000 */ - 0x66, /* 01100110 */ - 0x63, /* 11000110 */ - 0x00, /* 00000000 */ - - /* - * 38 0x26 '&' - */ - 0x1c, /* 00111000 */ - 0x36, /* 01101100 */ - 0x1c, /* 00111000 */ - 0x6e, /* 01110110 */ - 0x3b, /* 11011100 */ - 0x33, /* 11001100 */ - 0x6e, /* 01110110 */ - 0x00, /* 00000000 */ - - /* - * 39 0x27 ''' - */ - 0x06, /* 01100000 */ - 0x06, /* 01100000 */ - 0x03, /* 11000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - - /* - * 40 0x28 '(' - */ - 0x18, /* 00011000 */ - 0x0c, /* 00110000 */ - 0x06, /* 01100000 */ - 0x06, /* 01100000 */ - 0x06, /* 01100000 */ - 0x0c, /* 00110000 */ - 0x18, /* 00011000 */ - 0x00, /* 00000000 */ - - /* - * 41 0x29 ')' - */ - 0x06, /* 01100000 */ - 0x0c, /* 00110000 */ - 0x18, /* 00011000 */ - 0x18, /* 00011000 */ - 0x18, /* 00011000 */ - 0x0c, /* 00110000 */ - 0x06, /* 01100000 */ - 0x00, /* 00000000 */ - - /* - * 42 0x2a '*' - */ - 0x00, /* 00000000 */ - 0x66, /* 01100110 */ - 0x3c, /* 00111100 */ - 0xff, /* 11111111 */ - 0x3c, /* 00111100 */ - 0x66, /* 01100110 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - - /* - * 43 0x2b '+' - */ - 0x00, /* 00000000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x3f, /* 11111100 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - - /* - * 44 0x2c ',' - */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x06, /* 01100000 */ - - /* - * 45 0x2d '-' - */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x3f, /* 11111100 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - - /* - * 46 0x2e '.' - */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x00, /* 00000000 */ - - /* - * 47 0x2f '/' - */ - 0x60, /* 00000110 */ - 0x30, /* 00001100 */ - 0x18, /* 00011000 */ - 0x0c, /* 00110000 */ - 0x06, /* 01100000 */ - 0x03, /* 11000000 */ - 0x01, /* 10000000 */ - 0x00, /* 00000000 */ - - /* - * 48 0x30 '0' - */ - 0x3e, /* 01111100 */ - 0x63, /* 11000110 */ - 0x73, /* 11001110 */ - 0x7b, /* 11011110 */ - 0x6f, /* 11110110 */ - 0x67, /* 11100110 */ - 0x3e, /* 01111100 */ - 0x00, /* 00000000 */ - - /* - * 49 0x31 '1' - */ - 0x0c, /* 00110000 */ - 0x0e, /* 01110000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x3f, /* 11111100 */ - 0x00, /* 00000000 */ - - /* - * 50 0x32 '2' - */ - 0x1e, /* 01111000 */ - 0x33, /* 11001100 */ - 0x30, /* 00001100 */ - 0x1c, /* 00111000 */ - 0x06, /* 01100000 */ - 0x33, /* 11001100 */ - 0x3f, /* 11111100 */ - 0x00, /* 00000000 */ - - /* - * 51 0x33 '3' - */ - 0x1e, /* 01111000 */ - 0x33, /* 11001100 */ - 0x30, /* 00001100 */ - 0x1c, /* 00111000 */ - 0x30, /* 00001100 */ - 0x33, /* 11001100 */ - 0x1e, /* 01111000 */ - 0x00, /* 00000000 */ - - /* - * 52 0x34 '4' - */ - 0x38, /* 00011100 */ - 0x3c, /* 00111100 */ - 0x36, /* 01101100 */ - 0x33, /* 11001100 */ - 0x7f, /* 11111110 */ - 0x30, /* 00001100 */ - 0x78, /* 00011110 */ - 0x00, /* 00000000 */ - - /* - * 53 0x35 '5' - */ - 0x3f, /* 11111100 */ - 0x03, /* 11000000 */ - 0x1f, /* 11111000 */ - 0x30, /* 00001100 */ - 0x30, /* 00001100 */ - 0x33, /* 11001100 */ - 0x1e, /* 01111000 */ - 0x00, /* 00000000 */ - - /* - * 54 0x36 '6' - */ - 0x1c, /* 00111000 */ - 0x06, /* 01100000 */ - 0x03, /* 11000000 */ - 0x1f, /* 11111000 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x1e, /* 01111000 */ - 0x00, /* 00000000 */ - - /* - * 55 0x37 '7' - */ - 0x3f, /* 11111100 */ - 0x33, /* 11001100 */ - 0x30, /* 00001100 */ - 0x18, /* 00011000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x00, /* 00000000 */ - - /* - * 56 0x38 '8' - */ - 0x1e, /* 01111000 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x1e, /* 01111000 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x1e, /* 01111000 */ - 0x00, /* 00000000 */ - - /* - * 57 0x39 '9' - */ - 0x1e, /* 01111000 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x3e, /* 01111100 */ - 0x30, /* 00001100 */ - 0x18, /* 00011000 */ - 0x0e, /* 01110000 */ - 0x00, /* 00000000 */ - - /* - * 58 0x3a ':' - */ - 0x00, /* 00000000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x00, /* 00000000 */ - - /* - * 59 0x3b ';' - */ - 0x00, /* 00000000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x06, /* 01100000 */ - - /* - * 60 0x3c '<' - */ - 0x18, /* 00011000 */ - 0x0c, /* 00110000 */ - 0x06, /* 01100000 */ - 0x03, /* 11000000 */ - 0x06, /* 01100000 */ - 0x0c, /* 00110000 */ - 0x18, /* 00011000 */ - 0x00, /* 00000000 */ - - /* - * 61 0x3d '=' - */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x3f, /* 11111100 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x3f, /* 11111100 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - - /* - * 62 0x3e '>' - */ - 0x06, /* 01100000 */ - 0x0c, /* 00110000 */ - 0x18, /* 00011000 */ - 0x30, /* 00001100 */ - 0x18, /* 00011000 */ - 0x0c, /* 00110000 */ - 0x06, /* 01100000 */ - 0x00, /* 00000000 */ - - /* - * 63 0x3f '?' - */ - 0x1e, /* 01111000 */ - 0x33, /* 11001100 */ - 0x30, /* 00001100 */ - 0x18, /* 00011000 */ - 0x0c, /* 00110000 */ - 0x00, /* 00000000 */ - 0x0c, /* 00110000 */ - 0x00, /* 00000000 */ - - /* - * 64 0x40 '@' - */ - 0x3e, /* 01111100 */ - 0x63, /* 11000110 */ - 0x7b, /* 11011110 */ - 0x7b, /* 11011110 */ - 0x7b, /* 11011110 */ - 0x03, /* 11000000 */ - 0x1e, /* 01111000 */ - 0x00, /* 00000000 */ - - /* - * 65 0x41 'A' - */ - 0x0c, /* 00110000 */ - 0x1e, /* 01111000 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x3f, /* 11111100 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x00, /* 00000000 */ - - /* - * 66 0x42 'B' - */ - 0x3f, /* 11111100 */ - 0x66, /* 01100110 */ - 0x66, /* 01100110 */ - 0x3e, /* 01111100 */ - 0x66, /* 01100110 */ - 0x66, /* 01100110 */ - 0x3f, /* 11111100 */ - 0x00, /* 00000000 */ - - /* - * 67 0x43 'C' - */ - 0x3c, /* 00111100 */ - 0x66, /* 01100110 */ - 0x03, /* 11000000 */ - 0x03, /* 11000000 */ - 0x03, /* 11000000 */ - 0x66, /* 01100110 */ - 0x3c, /* 00111100 */ - 0x00, /* 00000000 */ - - /* - * 68 0x44 'D' - */ - 0x1f, /* 11111000 */ - 0x36, /* 01101100 */ - 0x66, /* 01100110 */ - 0x66, /* 01100110 */ - 0x66, /* 01100110 */ - 0x36, /* 01101100 */ - 0x1f, /* 11111000 */ - 0x00, /* 00000000 */ - - /* - * 69 0x45 'E' - */ - 0x7f, /* 11111110 */ - 0x46, /* 01100010 */ - 0x16, /* 01101000 */ - 0x1e, /* 01111000 */ - 0x16, /* 01101000 */ - 0x46, /* 01100010 */ - 0x7f, /* 11111110 */ - 0x00, /* 00000000 */ - - /* - * 70 0x46 'F' - */ - 0x7f, /* 11111110 */ - 0x46, /* 01100010 */ - 0x16, /* 01101000 */ - 0x1e, /* 01111000 */ - 0x16, /* 01101000 */ - 0x06, /* 01100000 */ - 0x0f, /* 11110000 */ - 0x00, /* 00000000 */ - - /* - * 71 0x47 'G' - */ - 0x3c, /* 00111100 */ - 0x66, /* 01100110 */ - 0x03, /* 11000000 */ - 0x03, /* 11000000 */ - 0x73, /* 11001110 */ - 0x66, /* 01100110 */ - 0x7c, /* 00111110 */ - 0x00, /* 00000000 */ - - /* - * 72 0x48 'H' - */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x3f, /* 11111100 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x00, /* 00000000 */ - - /* - * 73 0x49 'I' - */ - 0x1e, /* 01111000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x1e, /* 01111000 */ - 0x00, /* 00000000 */ - - /* - * 74 0x4a 'J' - */ - 0x78, /* 00011110 */ - 0x30, /* 00001100 */ - 0x30, /* 00001100 */ - 0x30, /* 00001100 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x1e, /* 01111000 */ - 0x00, /* 00000000 */ - - /* - * 75 0x4b 'K' - */ - 0x67, /* 11100110 */ - 0x66, /* 01100110 */ - 0x36, /* 01101100 */ - 0x1e, /* 01111000 */ - 0x36, /* 01101100 */ - 0x66, /* 01100110 */ - 0x67, /* 11100110 */ - 0x00, /* 00000000 */ - - /* - * 76 0x4c 'L' - */ - 0x0f, /* 11110000 */ - 0x06, /* 01100000 */ - 0x06, /* 01100000 */ - 0x06, /* 01100000 */ - 0x46, /* 01100010 */ - 0x66, /* 01100110 */ - 0x7f, /* 11111110 */ - 0x00, /* 00000000 */ - - /* - * 77 0x4d 'M' - */ - 0x63, /* 11000110 */ - 0x77, /* 11101110 */ - 0x7f, /* 11111110 */ - 0x7f, /* 11111110 */ - 0x6b, /* 11010110 */ - 0x63, /* 11000110 */ - 0x63, /* 11000110 */ - 0x00, /* 00000000 */ - - /* - * 78 0x4e 'N' - */ - 0x63, /* 11000110 */ - 0x67, /* 11100110 */ - 0x6f, /* 11110110 */ - 0x7b, /* 11011110 */ - 0x73, /* 11001110 */ - 0x63, /* 11000110 */ - 0x63, /* 11000110 */ - 0x00, /* 00000000 */ - - /* - * 79 0x4f 'O' - */ - 0x1c, /* 00111000 */ - 0x36, /* 01101100 */ - 0x63, /* 11000110 */ - 0x63, /* 11000110 */ - 0x63, /* 11000110 */ - 0x36, /* 01101100 */ - 0x1c, /* 00111000 */ - 0x00, /* 00000000 */ - - /* - * 80 0x50 'P' - */ - 0x3f, /* 11111100 */ - 0x66, /* 01100110 */ - 0x66, /* 01100110 */ - 0x3e, /* 01111100 */ - 0x06, /* 01100000 */ - 0x06, /* 01100000 */ - 0x0f, /* 11110000 */ - 0x00, /* 00000000 */ - - /* - * 81 0x51 'Q' - */ - 0x1e, /* 01111000 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x3b, /* 11011100 */ - 0x1e, /* 01111000 */ - 0x38, /* 00011100 */ - 0x00, /* 00000000 */ - - /* - * 82 0x52 'R' - */ - 0x3f, /* 11111100 */ - 0x66, /* 01100110 */ - 0x66, /* 01100110 */ - 0x3e, /* 01111100 */ - 0x36, /* 01101100 */ - 0x66, /* 01100110 */ - 0x67, /* 11100110 */ - 0x00, /* 00000000 */ - - /* - * 83 0x53 'S' - */ - 0x1e, /* 01111000 */ - 0x33, /* 11001100 */ - 0x07, /* 11100000 */ - 0x0e, /* 01110000 */ - 0x38, /* 00011100 */ - 0x33, /* 11001100 */ - 0x1e, /* 01111000 */ - 0x00, /* 00000000 */ - - /* - * 84 0x54 'T' - */ - 0x3f, /* 11111100 */ - 0x2d, /* 10110100 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x1e, /* 01111000 */ - 0x00, /* 00000000 */ - - /* - * 85 0x55 'U' - */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x3f, /* 11111100 */ - 0x00, /* 00000000 */ - - /* - * 86 0x56 'V' - */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x1e, /* 01111000 */ - 0x0c, /* 00110000 */ - 0x00, /* 00000000 */ - - /* - * 87 0x57 'W' - */ - 0x63, /* 11000110 */ - 0x63, /* 11000110 */ - 0x63, /* 11000110 */ - 0x6b, /* 11010110 */ - 0x7f, /* 11111110 */ - 0x77, /* 11101110 */ - 0x63, /* 11000110 */ - 0x00, /* 00000000 */ - - /* - * 88 0x58 'X' - */ - 0x63, /* 11000110 */ - 0x63, /* 11000110 */ - 0x36, /* 01101100 */ - 0x1c, /* 00111000 */ - 0x1c, /* 00111000 */ - 0x36, /* 01101100 */ - 0x63, /* 11000110 */ - 0x00, /* 00000000 */ - - /* - * 89 0x59 'Y' - */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x1e, /* 01111000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x1e, /* 01111000 */ - 0x00, /* 00000000 */ - - /* - * 90 0x5a 'Z' - */ - 0x7f, /* 11111110 */ - 0x63, /* 11000110 */ - 0x31, /* 10001100 */ - 0x18, /* 00011000 */ - 0x4c, /* 00110010 */ - 0x66, /* 01100110 */ - 0x7f, /* 11111110 */ - 0x00, /* 00000000 */ - - /* - * 91 0x5b '[' - */ - 0x1e, /* 01111000 */ - 0x06, /* 01100000 */ - 0x06, /* 01100000 */ - 0x06, /* 01100000 */ - 0x06, /* 01100000 */ - 0x06, /* 01100000 */ - 0x1e, /* 01111000 */ - 0x00, /* 00000000 */ - - /* - * 92 0x5c '\' - */ - 0x03, /* 11000000 */ - 0x06, /* 01100000 */ - 0x0c, /* 00110000 */ - 0x18, /* 00011000 */ - 0x30, /* 00001100 */ - 0x60, /* 00000110 */ - 0x40, /* 00000010 */ - 0x00, /* 00000000 */ - - /* - * 93 0x5d ']' - */ - 0x1e, /* 01111000 */ - 0x18, /* 00011000 */ - 0x18, /* 00011000 */ - 0x18, /* 00011000 */ - 0x18, /* 00011000 */ - 0x18, /* 00011000 */ - 0x1e, /* 01111000 */ - 0x00, /* 00000000 */ - - /* - * 94 0x5e '^' - */ - 0x08, /* 00010000 */ - 0x1c, /* 00111000 */ - 0x36, /* 01101100 */ - 0x63, /* 11000110 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - - /* - * 95 0x5f '_' - */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0xff, /* 11111111 */ - - /* - * 96 0x60 '`' - */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x18, /* 00011000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - - /* - * 97 0x61 'a' - */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x1e, /* 01111000 */ - 0x30, /* 00001100 */ - 0x3e, /* 01111100 */ - 0x33, /* 11001100 */ - 0x6e, /* 01110110 */ - 0x00, /* 00000000 */ - - /* - * 98 0x62 'b' - */ - 0x07, /* 11100000 */ - 0x06, /* 01100000 */ - 0x06, /* 01100000 */ - 0x3e, /* 01111100 */ - 0x66, /* 01100110 */ - 0x66, /* 01100110 */ - 0x3b, /* 11011100 */ - 0x00, /* 00000000 */ - - /* - * 99 0x63 'c' - */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x1e, /* 01111000 */ - 0x33, /* 11001100 */ - 0x03, /* 11000000 */ - 0x33, /* 11001100 */ - 0x1e, /* 01111000 */ - 0x00, /* 00000000 */ - - /* - * 100 0x64 'd' - */ - 0x38, /* 00011100 */ - 0x30, /* 00001100 */ - 0x30, /* 00001100 */ - 0x3e, /* 01111100 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x6e, /* 01110110 */ - 0x00, /* 00000000 */ - - /* - * 101 0x65 'e' - */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x1e, /* 01111000 */ - 0x33, /* 11001100 */ - 0x3f, /* 11111100 */ - 0x03, /* 11000000 */ - 0x1e, /* 01111000 */ - 0x00, /* 00000000 */ - - /* - * 102 0x66 'f' - */ - 0x1c, /* 00111000 */ - 0x36, /* 01101100 */ - 0x06, /* 01100000 */ - 0x0f, /* 11110000 */ - 0x06, /* 01100000 */ - 0x06, /* 01100000 */ - 0x0f, /* 11110000 */ - 0x00, /* 00000000 */ - - /* - * 103 0x67 'g' - */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x6e, /* 01110110 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x3e, /* 01111100 */ - 0x30, /* 00001100 */ - 0x1f, /* 11111000 */ - - /* - * 104 0x68 'h' - */ - 0x07, /* 11100000 */ - 0x06, /* 01100000 */ - 0x36, /* 01101100 */ - 0x6e, /* 01110110 */ - 0x66, /* 01100110 */ - 0x66, /* 01100110 */ - 0x67, /* 11100110 */ - 0x00, /* 00000000 */ - - /* - * 105 0x69 'i' - */ - 0x0c, /* 00110000 */ - 0x00, /* 00000000 */ - 0x0e, /* 01110000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x1e, /* 01111000 */ - 0x00, /* 00000000 */ - - /* - * 106 0x6a 'j' - */ - 0x30, /* 00001100 */ - 0x00, /* 00000000 */ - 0x30, /* 00001100 */ - 0x30, /* 00001100 */ - 0x30, /* 00001100 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x1e, /* 01111000 */ - - /* - * 107 0x6b 'k' - */ - 0x07, /* 11100000 */ - 0x06, /* 01100000 */ - 0x66, /* 01100110 */ - 0x36, /* 01101100 */ - 0x1e, /* 01111000 */ - 0x36, /* 01101100 */ - 0x67, /* 11100110 */ - 0x00, /* 00000000 */ - - /* - * 108 0x6c 'l' - */ - 0x0e, /* 01110000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x1e, /* 01111000 */ - 0x00, /* 00000000 */ - - /* - * 109 0x6d 'm' - */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x33, /* 11001100 */ - 0x7f, /* 11111110 */ - 0x7f, /* 11111110 */ - 0x6b, /* 11010110 */ - 0x63, /* 11000110 */ - 0x00, /* 00000000 */ - - /* - * 110 0x6e 'n' - */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x1f, /* 11111000 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x00, /* 00000000 */ - - /* - * 111 0x6f 'o' - */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x1e, /* 01111000 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x1e, /* 01111000 */ - 0x00, /* 00000000 */ - - /* - * 112 0x70 'p' - */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x3b, /* 11011100 */ - 0x66, /* 01100110 */ - 0x66, /* 01100110 */ - 0x3e, /* 01111100 */ - 0x06, /* 01100000 */ - 0x0f, /* 11110000 */ - - /* - * 113 0x71 'q' - */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x6e, /* 01110110 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x3e, /* 01111100 */ - 0x30, /* 00001100 */ - 0x78, /* 00011110 */ - - /* - * 114 0x72 'r' - */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x3b, /* 11011100 */ - 0x6e, /* 01110110 */ - 0x66, /* 01100110 */ - 0x06, /* 01100000 */ - 0x0f, /* 11110000 */ - 0x00, /* 00000000 */ - - /* - * 115 0x73 's' - */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x3e, /* 01111100 */ - 0x03, /* 11000000 */ - 0x1e, /* 01111000 */ - 0x30, /* 00001100 */ - 0x1f, /* 11111000 */ - 0x00, /* 00000000 */ - - /* - * 116 0x74 't' - */ - 0x08, /* 00010000 */ - 0x0c, /* 00110000 */ - 0x3e, /* 01111100 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x2c, /* 00110100 */ - 0x18, /* 00011000 */ - 0x00, /* 00000000 */ - - /* - * 117 0x75 'u' - */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x6e, /* 01110110 */ - 0x00, /* 00000000 */ - - /* - * 118 0x76 'v' - */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x1e, /* 01111000 */ - 0x0c, /* 00110000 */ - 0x00, /* 00000000 */ - - /* - * 119 0x77 'w' - */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x63, /* 11000110 */ - 0x6b, /* 11010110 */ - 0x7f, /* 11111110 */ - 0x7f, /* 11111110 */ - 0x36, /* 01101100 */ - 0x00, /* 00000000 */ - - /* - * 120 0x78 'x' - */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x63, /* 11000110 */ - 0x36, /* 01101100 */ - 0x1c, /* 00111000 */ - 0x36, /* 01101100 */ - 0x63, /* 11000110 */ - 0x00, /* 00000000 */ - - /* - * 121 0x79 'y' - */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x3e, /* 01111100 */ - 0x30, /* 00001100 */ - 0x1f, /* 11111000 */ - - /* - * 122 0x7a 'z' - */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x3f, /* 11111100 */ - 0x19, /* 10011000 */ - 0x0c, /* 00110000 */ - 0x26, /* 01100100 */ - 0x3f, /* 11111100 */ - 0x00, /* 00000000 */ - - /* - * 123 0x7b '{' - */ - 0x38, /* 00011100 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x07, /* 11100000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x38, /* 00011100 */ - 0x00, /* 00000000 */ - - /* - * 124 0x7c '|' - */ - 0x18, /* 00011000 */ - 0x18, /* 00011000 */ - 0x18, /* 00011000 */ - 0x00, /* 00000000 */ - 0x18, /* 00011000 */ - 0x18, /* 00011000 */ - 0x18, /* 00011000 */ - 0x00, /* 00000000 */ - - /* - * 125 0x7d '}' - */ - 0x07, /* 11100000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x38, /* 00011100 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x07, /* 11100000 */ - 0x00, /* 00000000 */ - - /* - * 126 0x7e '~' - */ - 0x6e, /* 01110110 */ - 0x3b, /* 11011100 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - - // there's a gap here. - - /* - * 161 0xa1 '¡' - */ - 0x18, /* 00011000 */ - 0x18, /* 00011000 */ - 0x00, /* 00000000 */ - 0x18, /* 00011000 */ - 0x18, /* 00011000 */ - 0x18, /* 00011000 */ - 0x18, /* 00011000 */ - 0x00, /* 00000000 */ - - /* - * 162 0xa2 '¢' - */ - 0x18, /* 00011000 */ - 0x18, /* 00011000 */ - 0x7e, /* 01111110 */ - 0x03, /* 11000000 */ - 0x03, /* 11000000 */ - 0x7e, /* 01111110 */ - 0x18, /* 00011000 */ - 0x18, /* 00011000 */ - - /* - * 163 0xa3 '£' - */ - 0x1c, /* 00111000 */ - 0x36, /* 01101100 */ - 0x26, /* 01100100 */ - 0x0f, /* 11110000 */ - 0x06, /* 01100000 */ - 0x67, /* 11100110 */ - 0x3f, /* 11111100 */ - 0x00, /* 00000000 */ - - /* - * 164 0xa4 '¤' - */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x63, /* 11000110 */ - 0x3e, /* 01111100 */ - 0x36, /* 01101100 */ - 0x3e, /* 01111100 */ - 0x63, /* 11000110 */ - 0x00, /* 00000000 */ - - /* - * 165 0xa5 'Â¥' - */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x1e, /* 01111000 */ - 0x3f, /* 11111100 */ - 0x0c, /* 00110000 */ - 0x3f, /* 11111100 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - - /* - * 166 0xa6 '¦' - */ - 0x18, /* 00011000 */ - 0x18, /* 00011000 */ - 0x18, /* 00011000 */ - 0x00, /* 00000000 */ - 0x18, /* 00011000 */ - 0x18, /* 00011000 */ - 0x18, /* 00011000 */ - 0x00, /* 00000000 */ - - /* - * 167 0xa7 '§' - */ - 0x7c, /* 00111110 */ - 0xc6, /* 01100011 */ - 0x1c, /* 00111000 */ - 0x36, /* 01101100 */ - 0x36, /* 01101100 */ - 0x1c, /* 00111000 */ - 0x33, /* 11001100 */ - 0x1e, /* 01111000 */ - - /* - * 168 0xa8 '¨' - */ - 0x33, /* 11001100 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - - /* - * 169 0xa9 '©' - */ - 0x3c, /* 00111100 */ - 0x42, /* 01000010 */ - 0x99, /* 10011001 */ - 0x85, /* 10100001 */ - 0x85, /* 10100001 */ - 0x99, /* 10011001 */ - 0x42, /* 01000010 */ - 0x3c, /* 00111100 */ - - /* - * 170 0xaa 'ª' - */ - 0x3c, /* 00111100 */ - 0x36, /* 01101100 */ - 0x36, /* 01101100 */ - 0x7c, /* 00111110 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - - /* - * 171 0xab '«' - */ - 0x00, /* 00000000 */ - 0xcc, /* 00110011 */ - 0x66, /* 01100110 */ - 0x33, /* 11001100 */ - 0x66, /* 01100110 */ - 0xcc, /* 00110011 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - - /* - * 172 0xac '¬' - */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x3f, /* 11111100 */ - 0x30, /* 00001100 */ - 0x30, /* 00001100 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - - /* - * 173 0xad '­' - */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - - /* - * 174 0xae '®' - */ - 0x3c, /* 00111100 */ - 0x42, /* 01000010 */ - 0x9d, /* 10111001 */ - 0xa5, /* 10100101 */ - 0x9d, /* 10111001 */ - 0xa5, /* 10100101 */ - 0x42, /* 01000010 */ - 0x3c, /* 00111100 */ - - /* - * 175 0xaf '¯' - */ - 0x7e, /* 01111110 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - - /* - * 176 0xb0 '°' - */ - 0x1c, /* 00111000 */ - 0x36, /* 01101100 */ - 0x36, /* 01101100 */ - 0x1c, /* 00111000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - - /* - * 177 0xb1 '±' - */ - 0x18, /* 00011000 */ - 0x18, /* 00011000 */ - 0x7e, /* 01111110 */ - 0x18, /* 00011000 */ - 0x18, /* 00011000 */ - 0x00, /* 00000000 */ - 0x7e, /* 01111110 */ - 0x00, /* 00000000 */ - - /* - * 178 0xb2 '²' - */ - 0x1c, /* 00111000 */ - 0x30, /* 00001100 */ - 0x18, /* 00011000 */ - 0x0c, /* 00110000 */ - 0x3c, /* 00111100 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - - /* - * 179 0xb3 '³' - */ - 0x1c, /* 00111000 */ - 0x30, /* 00001100 */ - 0x18, /* 00011000 */ - 0x30, /* 00001100 */ - 0x1c, /* 00111000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - - /* - * 180 0xb4 '´' - */ - 0x18, /* 00011000 */ - 0x0c, /* 00110000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - - /* - * 181 0xb5 'µ' - */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x66, /* 01100110 */ - 0x66, /* 01100110 */ - 0x66, /* 01100110 */ - 0x3e, /* 01111100 */ - 0x06, /* 01100000 */ - 0x03, /* 11000000 */ - - /* - * 182 0xb6 '¶' - */ - 0xfe, /* 01111111 */ - 0xdb, /* 11011011 */ - 0xdb, /* 11011011 */ - 0xde, /* 01111011 */ - 0xd8, /* 00011011 */ - 0xd8, /* 00011011 */ - 0xd8, /* 00011011 */ - 0x00, /* 00000000 */ - - /* - * 183 0xb7 '·' - */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x18, /* 00011000 */ - 0x18, /* 00011000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - - /* - * 184 0xb8 '¸' - */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x18, /* 00011000 */ - 0x30, /* 00001100 */ - 0x1e, /* 01111000 */ - - /* - * 185 0xb9 '¹' - */ - 0x08, /* 00010000 */ - 0x0c, /* 00110000 */ - 0x08, /* 00010000 */ - 0x1c, /* 00111000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - - /* - * 186 0xba 'º' - */ - 0x1c, /* 00111000 */ - 0x36, /* 01101100 */ - 0x36, /* 01101100 */ - 0x1c, /* 00111000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - - /* - * 187 0xbb '»' - */ - 0x00, /* 00000000 */ - 0x33, /* 11001100 */ - 0x66, /* 01100110 */ - 0xcc, /* 00110011 */ - 0x66, /* 01100110 */ - 0x33, /* 11001100 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - - /* - * 188 0xbc '¼' - */ - 0xc3, /* 11000011 */ - 0x63, /* 11000110 */ - 0x33, /* 11001100 */ - 0xbd, /* 10111101 */ - 0xec, /* 00110111 */ - 0xf6, /* 01101111 */ - 0xf3, /* 11001111 */ - 0x03, /* 11000000 */ - - /* - * 189 0xbd '½' - */ - 0xc3, /* 11000011 */ - 0x63, /* 11000110 */ - 0x33, /* 11001100 */ - 0x7b, /* 11011110 */ - 0xcc, /* 00110011 */ - 0x66, /* 01100110 */ - 0x33, /* 11001100 */ - 0xf0, /* 00001111 */ - - /* - * 190 0xbe '¾' - */ - 0x03, /* 11000000 */ - 0xc4, /* 00100011 */ - 0x63, /* 11000110 */ - 0xb4, /* 00101101 */ - 0xdb, /* 11011011 */ - 0xac, /* 00110101 */ - 0xe6, /* 01100111 */ - 0x80, /* 00000001 */ - - /* - * 191 0xbf '¿' - */ - 0x0c, /* 00110000 */ - 0x00, /* 00000000 */ - 0x0c, /* 00110000 */ - 0x06, /* 01100000 */ - 0x03, /* 11000000 */ - 0x33, /* 11001100 */ - 0x1e, /* 01111000 */ - 0x00, /* 00000000 */ - - /* - * 192 0xc0 'À' - */ - 0x07, /* 11100000 */ - 0x00, /* 00000000 */ - 0x1c, /* 00111000 */ - 0x36, /* 01101100 */ - 0x63, /* 11000110 */ - 0x7f, /* 11111110 */ - 0x63, /* 11000110 */ - 0x00, /* 00000000 */ - - /* - * 193 0xc1 'Á' - */ - 0x70, /* 00001110 */ - 0x00, /* 00000000 */ - 0x1c, /* 00111000 */ - 0x36, /* 01101100 */ - 0x63, /* 11000110 */ - 0x7f, /* 11111110 */ - 0x63, /* 11000110 */ - 0x00, /* 00000000 */ - - /* - * 194 0xc2 'Â' - */ - 0x1c, /* 00111000 */ - 0x36, /* 01101100 */ - 0x00, /* 00000000 */ - 0x3e, /* 01111100 */ - 0x63, /* 11000110 */ - 0x7f, /* 11111110 */ - 0x63, /* 11000110 */ - 0x00, /* 00000000 */ - - /* - * 195 0xc3 'Ã' - */ - 0x6e, /* 01110110 */ - 0x3b, /* 11011100 */ - 0x00, /* 00000000 */ - 0x3e, /* 01111100 */ - 0x63, /* 11000110 */ - 0x7f, /* 11111110 */ - 0x63, /* 11000110 */ - 0x00, /* 00000000 */ - - /* - * 196 0xc4 'Ä' - */ - 0x63, /* 11000110 */ - 0x1c, /* 00111000 */ - 0x36, /* 01101100 */ - 0x63, /* 11000110 */ - 0x7f, /* 11111110 */ - 0x63, /* 11000110 */ - 0x63, /* 11000110 */ - 0x00, /* 00000000 */ - - /* - * 197 0xc5 'Å' - */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x00, /* 00000000 */ - 0x1e, /* 01111000 */ - 0x33, /* 11001100 */ - 0x3f, /* 11111100 */ - 0x33, /* 11001100 */ - 0x00, /* 00000000 */ - - /* - * 198 0xc6 'Æ' - */ - 0x7c, /* 00111110 */ - 0x36, /* 01101100 */ - 0x33, /* 11001100 */ - 0x7f, /* 11111110 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x73, /* 11001110 */ - 0x00, /* 00000000 */ - - /* - * 199 0xc7 'Ç' - */ - 0x1e, /* 01111000 */ - 0x33, /* 11001100 */ - 0x03, /* 11000000 */ - 0x33, /* 11001100 */ - 0x1e, /* 01111000 */ - 0x18, /* 00011000 */ - 0x30, /* 00001100 */ - 0x1e, /* 01111000 */ - - /* - * 200 0xc8 'È' - */ - 0x07, /* 11100000 */ - 0x00, /* 00000000 */ - 0x3f, /* 11111100 */ - 0x06, /* 01100000 */ - 0x1e, /* 01111000 */ - 0x06, /* 01100000 */ - 0x3f, /* 11111100 */ - 0x00, /* 00000000 */ - - /* - * 201 0xc9 'É' - */ - 0x38, /* 00011100 */ - 0x00, /* 00000000 */ - 0x3f, /* 11111100 */ - 0x06, /* 01100000 */ - 0x1e, /* 01111000 */ - 0x06, /* 01100000 */ - 0x3f, /* 11111100 */ - 0x00, /* 00000000 */ - - /* - * 202 0xca 'Ê' - */ - 0x0c, /* 00110000 */ - 0x12, /* 01001000 */ - 0x3f, /* 11111100 */ - 0x06, /* 01100000 */ - 0x1e, /* 01111000 */ - 0x06, /* 01100000 */ - 0x3f, /* 11111100 */ - 0x00, /* 00000000 */ - - /* - * 203 0xcb 'Ë' - */ - 0x36, /* 01101100 */ - 0x00, /* 00000000 */ - 0x3f, /* 11111100 */ - 0x06, /* 01100000 */ - 0x1e, /* 01111000 */ - 0x06, /* 01100000 */ - 0x3f, /* 11111100 */ - 0x00, /* 00000000 */ - - /* - * 204 0xcc 'Ì' - */ - 0x07, /* 11100000 */ - 0x00, /* 00000000 */ - 0x1e, /* 01111000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x1e, /* 01111000 */ - 0x00, /* 00000000 */ - - /* - * 205 0xcd 'Í' - */ - 0x38, /* 00011100 */ - 0x00, /* 00000000 */ - 0x1e, /* 01111000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x1e, /* 01111000 */ - 0x00, /* 00000000 */ - - /* - * 206 0xce 'Î' - */ - 0x0c, /* 00110000 */ - 0x12, /* 01001000 */ - 0x00, /* 00000000 */ - 0x1e, /* 01111000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x1e, /* 01111000 */ - 0x00, /* 00000000 */ - - /* - * 207 0xcf 'Ï' - */ - 0x33, /* 11001100 */ - 0x00, /* 00000000 */ - 0x1e, /* 01111000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x1e, /* 01111000 */ - 0x00, /* 00000000 */ - - /* - * 208 0xd0 'Ð' - */ - 0x3f, /* 11111100 */ - 0x66, /* 01100110 */ - 0x6f, /* 11110110 */ - 0x6f, /* 11110110 */ - 0x66, /* 01100110 */ - 0x66, /* 01100110 */ - 0x3f, /* 11111100 */ - 0x00, /* 00000000 */ - - /* - * 209 0xd1 'Ñ' - */ - 0x3f, /* 11111100 */ - 0x00, /* 00000000 */ - 0x33, /* 11001100 */ - 0x37, /* 11101100 */ - 0x3f, /* 11111100 */ - 0x3b, /* 11011100 */ - 0x33, /* 11001100 */ - 0x00, /* 00000000 */ - - /* - * 210 0xd2 'Ò' - */ - 0x0e, /* 01110000 */ - 0x00, /* 00000000 */ - 0x18, /* 00011000 */ - 0x3c, /* 00111100 */ - 0x66, /* 01100110 */ - 0x3c, /* 00111100 */ - 0x18, /* 00011000 */ - 0x00, /* 00000000 */ - - /* - * 211 0xd3 'Ó' - */ - 0x70, /* 00001110 */ - 0x00, /* 00000000 */ - 0x18, /* 00011000 */ - 0x3c, /* 00111100 */ - 0x66, /* 01100110 */ - 0x3c, /* 00111100 */ - 0x18, /* 00011000 */ - 0x00, /* 00000000 */ - - /* - * 212 0xd4 'Ô' - */ - 0x3c, /* 00111100 */ - 0x66, /* 01100110 */ - 0x18, /* 00011000 */ - 0x3c, /* 00111100 */ - 0x66, /* 01100110 */ - 0x3c, /* 00111100 */ - 0x18, /* 00011000 */ - 0x00, /* 00000000 */ - - /* - * 213 0xd5 'Õ' - */ - 0x6e, /* 01110110 */ - 0x3b, /* 11011100 */ - 0x00, /* 00000000 */ - 0x3e, /* 01111100 */ - 0x63, /* 11000110 */ - 0x63, /* 11000110 */ - 0x3e, /* 01111100 */ - 0x00, /* 00000000 */ - - /* - * 214 0xd6 'Ö' - */ - 0xc3, /* 11000011 */ - 0x18, /* 00011000 */ - 0x3c, /* 00111100 */ - 0x66, /* 01100110 */ - 0x66, /* 01100110 */ - 0x3c, /* 00111100 */ - 0x18, /* 00011000 */ - 0x00, /* 00000000 */ - - /* - * 215 0xd7 '×' - */ - 0x00, /* 00000000 */ - 0x36, /* 01101100 */ - 0x1c, /* 00111000 */ - 0x08, /* 00010000 */ - 0x1c, /* 00111000 */ - 0x36, /* 01101100 */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - - /* - * 216 0xd8 'Ø' - */ - 0x5c, /* 00111010 */ - 0x36, /* 01101100 */ - 0x73, /* 11001110 */ - 0x7b, /* 11011110 */ - 0x6f, /* 11110110 */ - 0x36, /* 01101100 */ - 0x1d, /* 10111000 */ - 0x00, /* 00000000 */ - - /* - * 217 0xd9 'Ù' - */ - 0x0e, /* 01110000 */ - 0x00, /* 00000000 */ - 0x66, /* 01100110 */ - 0x66, /* 01100110 */ - 0x66, /* 01100110 */ - 0x66, /* 01100110 */ - 0x3c, /* 00111100 */ - 0x00, /* 00000000 */ - - /* - * 218 0xda 'Ú' - */ - 0x70, /* 00001110 */ - 0x00, /* 00000000 */ - 0x66, /* 01100110 */ - 0x66, /* 01100110 */ - 0x66, /* 01100110 */ - 0x66, /* 01100110 */ - 0x3c, /* 00111100 */ - 0x00, /* 00000000 */ - - /* - * 219 0xdb 'Û' - */ - 0x3c, /* 00111100 */ - 0x66, /* 01100110 */ - 0x00, /* 00000000 */ - 0x66, /* 01100110 */ - 0x66, /* 01100110 */ - 0x66, /* 01100110 */ - 0x3c, /* 00111100 */ - 0x00, /* 00000000 */ - - /* - * 220 0xdc 'Ü' - */ - 0x33, /* 11001100 */ - 0x00, /* 00000000 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x1e, /* 01111000 */ - 0x00, /* 00000000 */ - - /* - * 221 0xdd 'Ý' - */ - 0x70, /* 00001110 */ - 0x00, /* 00000000 */ - 0x66, /* 01100110 */ - 0x66, /* 01100110 */ - 0x3c, /* 00111100 */ - 0x18, /* 00011000 */ - 0x18, /* 00011000 */ - 0x00, /* 00000000 */ - - /* - * 222 0xde 'Þ' - */ - 0x0f, /* 11110000 */ - 0x06, /* 01100000 */ - 0x3e, /* 01111100 */ - 0x66, /* 01100110 */ - 0x66, /* 01100110 */ - 0x3e, /* 01111100 */ - 0x06, /* 01100000 */ - 0x0f, /* 11110000 */ - - /* - * 223 0xdf 'ß' - */ - 0x00, /* 00000000 */ - 0x1e, /* 01111000 */ - 0x33, /* 11001100 */ - 0x1f, /* 11111000 */ - 0x33, /* 11001100 */ - 0x1f, /* 11111000 */ - 0x03, /* 11000000 */ - 0x03, /* 11000000 */ - - /* - * 224 0xe0 'à' - */ - 0x07, /* 11100000 */ - 0x00, /* 00000000 */ - 0x1e, /* 01111000 */ - 0x30, /* 00001100 */ - 0x3e, /* 01111100 */ - 0x33, /* 11001100 */ - 0x7e, /* 01111110 */ - 0x00, /* 00000000 */ - - /* - * 225 0xe1 'á' - */ - 0x38, /* 00011100 */ - 0x00, /* 00000000 */ - 0x1e, /* 01111000 */ - 0x30, /* 00001100 */ - 0x3e, /* 01111100 */ - 0x33, /* 11001100 */ - 0x7e, /* 01111110 */ - 0x00, /* 00000000 */ - - /* - * 226 0xe2 'â' - */ - 0x7e, /* 01111110 */ - 0xc3, /* 11000011 */ - 0x3c, /* 00111100 */ - 0x60, /* 00000110 */ - 0x7c, /* 00111110 */ - 0x66, /* 01100110 */ - 0xfc, /* 00111111 */ - 0x00, /* 00000000 */ - - /* - * 227 0xe3 'ã' - */ - 0x6e, /* 01110110 */ - 0x3b, /* 11011100 */ - 0x1e, /* 01111000 */ - 0x30, /* 00001100 */ - 0x3e, /* 01111100 */ - 0x33, /* 11001100 */ - 0x7e, /* 01111110 */ - 0x00, /* 00000000 */ - - /* - * 228 0xe4 'ä' - */ - 0x33, /* 11001100 */ - 0x00, /* 00000000 */ - 0x1e, /* 01111000 */ - 0x30, /* 00001100 */ - 0x3e, /* 01111100 */ - 0x33, /* 11001100 */ - 0x7e, /* 01111110 */ - 0x00, /* 00000000 */ - - /* - * 229 0xe5 'Ã¥' - */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x1e, /* 01111000 */ - 0x30, /* 00001100 */ - 0x3e, /* 01111100 */ - 0x33, /* 11001100 */ - 0x7e, /* 01111110 */ - 0x00, /* 00000000 */ - - /* - * 230 0xe6 'æ' - */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0xfe, /* 01111111 */ - 0x30, /* 00001100 */ - 0xfe, /* 01111111 */ - 0x33, /* 11001100 */ - 0xfe, /* 01111111 */ - 0x00, /* 00000000 */ - - /* - * 231 0xe7 'ç' - */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x1e, /* 01111000 */ - 0x03, /* 11000000 */ - 0x03, /* 11000000 */ - 0x1e, /* 01111000 */ - 0x30, /* 00001100 */ - 0x1c, /* 00111000 */ - - /* - * 232 0xe8 'è' - */ - 0x07, /* 11100000 */ - 0x00, /* 00000000 */ - 0x1e, /* 01111000 */ - 0x33, /* 11001100 */ - 0x3f, /* 11111100 */ - 0x03, /* 11000000 */ - 0x1e, /* 01111000 */ - 0x00, /* 00000000 */ - - /* - * 233 0xe9 'é' - */ - 0x38, /* 00011100 */ - 0x00, /* 00000000 */ - 0x1e, /* 01111000 */ - 0x33, /* 11001100 */ - 0x3f, /* 11111100 */ - 0x03, /* 11000000 */ - 0x1e, /* 01111000 */ - 0x00, /* 00000000 */ - - /* - * 234 0xea 'ê' - */ - 0x7e, /* 01111110 */ - 0xc3, /* 11000011 */ - 0x3c, /* 00111100 */ - 0x66, /* 01100110 */ - 0x7e, /* 01111110 */ - 0x06, /* 01100000 */ - 0x3c, /* 00111100 */ - 0x00, /* 00000000 */ - - /* - * 235 0xeb 'ë' - */ - 0x33, /* 11001100 */ - 0x00, /* 00000000 */ - 0x1e, /* 01111000 */ - 0x33, /* 11001100 */ - 0x3f, /* 11111100 */ - 0x03, /* 11000000 */ - 0x1e, /* 01111000 */ - 0x00, /* 00000000 */ - - /* - * 236 0xec 'ì' - */ - 0x07, /* 11100000 */ - 0x00, /* 00000000 */ - 0x0e, /* 01110000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x1e, /* 01111000 */ - 0x00, /* 00000000 */ - - /* - * 237 0xed 'í' - */ - 0x1c, /* 00111000 */ - 0x00, /* 00000000 */ - 0x0e, /* 01110000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x1e, /* 01111000 */ - 0x00, /* 00000000 */ - - /* - * 238 0xee 'î' - */ - 0x3e, /* 01111100 */ - 0x63, /* 11000110 */ - 0x1c, /* 00111000 */ - 0x18, /* 00011000 */ - 0x18, /* 00011000 */ - 0x18, /* 00011000 */ - 0x3c, /* 00111100 */ - 0x00, /* 00000000 */ - - /* - * 239 0xef 'ï' - */ - 0x33, /* 11001100 */ - 0x00, /* 00000000 */ - 0x0e, /* 01110000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x0c, /* 00110000 */ - 0x1e, /* 01111000 */ - 0x00, /* 00000000 */ - - /* - * 240 0xf0 'ð' - */ - 0x1b, /* 11011000 */ - 0x0e, /* 01110000 */ - 0x1b, /* 11011000 */ - 0x30, /* 00001100 */ - 0x3e, /* 01111100 */ - 0x33, /* 11001100 */ - 0x1e, /* 01111000 */ - 0x00, /* 00000000 */ - - /* - * 241 0xf1 'ñ' - */ - 0x00, /* 00000000 */ - 0x1f, /* 11111000 */ - 0x00, /* 00000000 */ - 0x1f, /* 11111000 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x00, /* 00000000 */ - - /* - * 242 0xf2 'ò' - */ - 0x00, /* 00000000 */ - 0x07, /* 11100000 */ - 0x00, /* 00000000 */ - 0x1e, /* 01111000 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x1e, /* 01111000 */ - 0x00, /* 00000000 */ - - /* - * 243 0xf3 'ó' - */ - 0x00, /* 00000000 */ - 0x38, /* 00011100 */ - 0x00, /* 00000000 */ - 0x1e, /* 01111000 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x1e, /* 01111000 */ - 0x00, /* 00000000 */ - - /* - * 244 0xf4 'ô' - */ - 0x1e, /* 01111000 */ - 0x33, /* 11001100 */ - 0x00, /* 00000000 */ - 0x1e, /* 01111000 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x1e, /* 01111000 */ - 0x00, /* 00000000 */ - - /* - * 245 0xf5 'õ' - */ - 0x6e, /* 01110110 */ - 0x3b, /* 11011100 */ - 0x00, /* 00000000 */ - 0x1e, /* 01111000 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x1e, /* 01111000 */ - 0x00, /* 00000000 */ - - /* - * 246 0xf6 'ö' - */ - 0x00, /* 00000000 */ - 0x33, /* 11001100 */ - 0x00, /* 00000000 */ - 0x1e, /* 01111000 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x1e, /* 01111000 */ - 0x00, /* 00000000 */ - - /* - * 247 0xf7 '÷' - */ - 0x18, /* 00011000 */ - 0x18, /* 00011000 */ - 0x00, /* 00000000 */ - 0x7e, /* 01111110 */ - 0x00, /* 00000000 */ - 0x18, /* 00011000 */ - 0x18, /* 00011000 */ - 0x00, /* 00000000 */ - - /* - * 248 0xf8 'ø' - */ - 0x00, /* 00000000 */ - 0x60, /* 00000110 */ - 0x3c, /* 00111100 */ - 0x76, /* 01101110 */ - 0x7e, /* 01111110 */ - 0x6e, /* 01110110 */ - 0x3c, /* 00111100 */ - 0x06, /* 01100000 */ - - /* - * 249 0xf9 'ù' - */ - 0x00, /* 00000000 */ - 0x07, /* 11100000 */ - 0x00, /* 00000000 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x7e, /* 01111110 */ - 0x00, /* 00000000 */ - - /* - * 250 0xfa 'ú' - */ - 0x00, /* 00000000 */ - 0x38, /* 00011100 */ - 0x00, /* 00000000 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x7e, /* 01111110 */ - 0x00, /* 00000000 */ - - /* - * 251 0xfb 'û' - */ - 0x1e, /* 01111000 */ - 0x33, /* 11001100 */ - 0x00, /* 00000000 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x7e, /* 01111110 */ - 0x00, /* 00000000 */ - - /* - * 252 0xfc 'ü' - */ - 0x00, /* 00000000 */ - 0x33, /* 11001100 */ - 0x00, /* 00000000 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x7e, /* 01111110 */ - 0x00, /* 00000000 */ - - /* - * 253 0xfd 'ý' - */ - 0x00, /* 00000000 */ - 0x38, /* 00011100 */ - 0x00, /* 00000000 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x3e, /* 01111100 */ - 0x30, /* 00001100 */ - 0x1f, /* 11111000 */ - - /* - * 254 0xfe 'þ' - */ - 0x00, /* 00000000 */ - 0x00, /* 00000000 */ - 0x06, /* 01100000 */ - 0x3e, /* 01111100 */ - 0x66, /* 01100110 */ - 0x3e, /* 01111100 */ - 0x06, /* 01100000 */ - 0x00, /* 00000000 */ - - /* - * 255 0xff 'ÿ' - */ - 0x00, /* 00000000 */ - 0x33, /* 11001100 */ - 0x00, /* 00000000 */ - 0x33, /* 11001100 */ - 0x33, /* 11001100 */ - 0x3e, /* 01111100 */ - 0x30, /* 00001100 */ - 0x1f, /* 11111000 */ - - /* - * 256 0x100 - missing character - */ - 0x55, /* 01010101 */ - 0xAA, /* 10101010 */ - 0x55, /* 01010101 */ - 0xAA, /* 10101010 */ - 0x55, /* 01010101 */ - 0xAA, /* 10101010 */ - 0x55, /* 01010101 */ - 0xAA, /* 10101010 */ -}; - -SDL_COMPILE_TIME_ASSERT(SDL_RenderDebugTextFontDataSize, SDL_arraysize(SDL_RenderDebugTextFontData) == SDL_DEBUG_FONT_NUM_GLYPHS * 8); - -#endif - diff --git a/contrib/SDL-3.2.8/src/render/SDL_render_unsupported.c b/contrib/SDL-3.2.8/src/render/SDL_render_unsupported.c deleted file mode 100644 index 5369fb4..0000000 --- a/contrib/SDL-3.2.8/src/render/SDL_render_unsupported.c +++ /dev/null @@ -1,22 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2025 Sam Lantinga - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ -#include "SDL_internal.h" - diff --git a/contrib/SDL-3.2.8/src/render/SDL_sysrender.h b/contrib/SDL-3.2.8/src/render/SDL_sysrender.h deleted file mode 100644 index 9d39dfd..0000000 --- a/contrib/SDL-3.2.8/src/render/SDL_sysrender.h +++ /dev/null @@ -1,372 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2025 Sam Lantinga - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ -#include "SDL_internal.h" - -#ifndef SDL_sysrender_h_ -#define SDL_sysrender_h_ - -#include "../video/SDL_surface_c.h" - -#include "SDL_yuv_sw_c.h" - -// Set up for C function definitions, even when using C++ -#ifdef __cplusplus -extern "C" { -#endif - -typedef enum SDL_TextureAddressMode -{ - SDL_TEXTURE_ADDRESS_AUTO, - SDL_TEXTURE_ADDRESS_CLAMP, - SDL_TEXTURE_ADDRESS_WRAP, -} SDL_TextureAddressMode; - -/** - * A rectangle, with the origin at the upper left (double precision). - */ -typedef struct SDL_DRect -{ - double x; - double y; - double w; - double h; -} SDL_DRect; - -// The SDL 2D rendering system - -typedef struct SDL_RenderDriver SDL_RenderDriver; - -// Rendering view state -typedef struct SDL_RenderViewState -{ - int pixel_w; - int pixel_h; - SDL_Rect viewport; - SDL_Rect pixel_viewport; - SDL_Rect clip_rect; - SDL_Rect pixel_clip_rect; - bool clipping_enabled; - SDL_FPoint scale; - - // Support for logical output coordinates - SDL_RendererLogicalPresentation logical_presentation_mode; - int logical_w, logical_h; - SDL_FRect logical_src_rect; - SDL_FRect logical_dst_rect; - SDL_FPoint logical_scale; - SDL_FPoint logical_offset; - - SDL_FPoint current_scale; // this is just `scale * logical_scale`, precalculated, since we use it a lot. -} SDL_RenderViewState; - -// Define the SDL texture structure -struct SDL_Texture -{ - // Public API definition - SDL_PixelFormat format; /**< The format of the texture, read-only */ - int w; /**< The width of the texture, read-only. */ - int h; /**< The height of the texture, read-only. */ - - int refcount; /**< Application reference count, used when freeing texture */ - - // Private API definition - SDL_Colorspace colorspace; // The colorspace of the texture - float SDR_white_point; // The SDR white point for this content - float HDR_headroom; // The HDR headroom needed by this content - SDL_TextureAccess access; // The texture access mode - SDL_BlendMode blendMode; // The texture blend mode - SDL_ScaleMode scaleMode; // The texture scale mode - SDL_FColor color; // Texture modulation values - SDL_RenderViewState view; // Target texture view state - - SDL_Renderer *renderer; - - // Support for formats not supported directly by the renderer - SDL_Texture *native; - SDL_SW_YUVTexture *yuv; - void *pixels; - int pitch; - SDL_Rect locked_rect; - SDL_Surface *locked_surface; // Locked region exposed as a SDL surface - - Uint32 last_command_generation; // last command queue generation this texture was in. - - SDL_PropertiesID props; - - void *internal; // Driver specific texture representation - - SDL_Texture *prev; - SDL_Texture *next; -}; - -typedef enum -{ - SDL_RENDERCMD_NO_OP, - SDL_RENDERCMD_SETVIEWPORT, - SDL_RENDERCMD_SETCLIPRECT, - SDL_RENDERCMD_SETDRAWCOLOR, - SDL_RENDERCMD_CLEAR, - SDL_RENDERCMD_DRAW_POINTS, - SDL_RENDERCMD_DRAW_LINES, - SDL_RENDERCMD_FILL_RECTS, - SDL_RENDERCMD_COPY, - SDL_RENDERCMD_COPY_EX, - SDL_RENDERCMD_GEOMETRY -} SDL_RenderCommandType; - -typedef struct SDL_RenderCommand -{ - SDL_RenderCommandType command; - union - { - struct - { - size_t first; - SDL_Rect rect; - } viewport; - struct - { - bool enabled; - SDL_Rect rect; - } cliprect; - struct - { - size_t first; - size_t count; - float color_scale; - SDL_FColor color; - SDL_BlendMode blend; - SDL_Texture *texture; - SDL_TextureAddressMode texture_address_mode; - } draw; - struct - { - size_t first; - float color_scale; - SDL_FColor color; - } color; - } data; - struct SDL_RenderCommand *next; -} SDL_RenderCommand; - -typedef struct SDL_VertexSolid -{ - SDL_FPoint position; - SDL_FColor color; -} SDL_VertexSolid; - -typedef enum -{ - SDL_RENDERLINEMETHOD_POINTS, - SDL_RENDERLINEMETHOD_LINES, - SDL_RENDERLINEMETHOD_GEOMETRY, -} SDL_RenderLineMethod; - -// Define the SDL renderer structure -struct SDL_Renderer -{ - void (*WindowEvent)(SDL_Renderer *renderer, const SDL_WindowEvent *event); - bool (*GetOutputSize)(SDL_Renderer *renderer, int *w, int *h); - bool (*SupportsBlendMode)(SDL_Renderer *renderer, SDL_BlendMode blendMode); - bool (*CreateTexture)(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props); - bool (*QueueSetViewport)(SDL_Renderer *renderer, SDL_RenderCommand *cmd); - bool (*QueueSetDrawColor)(SDL_Renderer *renderer, SDL_RenderCommand *cmd); - bool (*QueueDrawPoints)(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, - int count); - bool (*QueueDrawLines)(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, - int count); - bool (*QueueFillRects)(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FRect *rects, - int count); - bool (*QueueCopy)(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, - const SDL_FRect *srcrect, const SDL_FRect *dstrect); - bool (*QueueCopyEx)(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, - const SDL_FRect *srcquad, const SDL_FRect *dstrect, - const double angle, const SDL_FPoint *center, const SDL_FlipMode flip, float scale_x, float scale_y); - bool (*QueueGeometry)(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, - const float *xy, int xy_stride, const SDL_FColor *color, int color_stride, const float *uv, int uv_stride, - int num_vertices, const void *indices, int num_indices, int size_indices, - float scale_x, float scale_y); - - void (*InvalidateCachedState)(SDL_Renderer *renderer); - bool (*RunCommandQueue)(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize); - bool (*UpdateTexture)(SDL_Renderer *renderer, SDL_Texture *texture, - const SDL_Rect *rect, const void *pixels, - int pitch); -#ifdef SDL_HAVE_YUV - bool (*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); - bool (*UpdateTextureNV)(SDL_Renderer *renderer, SDL_Texture *texture, - const SDL_Rect *rect, - const Uint8 *Yplane, int Ypitch, - const Uint8 *UVplane, int UVpitch); -#endif - bool (*LockTexture)(SDL_Renderer *renderer, SDL_Texture *texture, - const SDL_Rect *rect, void **pixels, int *pitch); - void (*UnlockTexture)(SDL_Renderer *renderer, SDL_Texture *texture); - void (*SetTextureScaleMode)(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode); - bool (*SetRenderTarget)(SDL_Renderer *renderer, SDL_Texture *texture); - SDL_Surface *(*RenderReadPixels)(SDL_Renderer *renderer, const SDL_Rect *rect); - bool (*RenderPresent)(SDL_Renderer *renderer); - void (*DestroyTexture)(SDL_Renderer *renderer, SDL_Texture *texture); - - void (*DestroyRenderer)(SDL_Renderer *renderer); - - bool (*SetVSync)(SDL_Renderer *renderer, int vsync); - - void *(*GetMetalLayer)(SDL_Renderer *renderer); - void *(*GetMetalCommandEncoder)(SDL_Renderer *renderer); - - bool (*AddVulkanRenderSemaphores)(SDL_Renderer *renderer, Uint32 wait_stage_mask, Sint64 wait_semaphore, Sint64 signal_semaphore); - - // The current renderer info - const char *name; - SDL_PixelFormat *texture_formats; - int num_texture_formats; - bool software; - - // The window associated with the renderer - SDL_Window *window; - bool hidden; - - // Whether we should simulate vsync - bool wanted_vsync; - bool simulate_vsync; - Uint64 simulate_vsync_interval_ns; - Uint64 last_present; - - SDL_RenderViewState *view; - SDL_RenderViewState main_view; - - // The window pixel to point coordinate scale - SDL_FPoint dpi_scale; - - // The method of drawing lines - SDL_RenderLineMethod line_method; - - // The list of textures - SDL_Texture *textures; - SDL_Texture *target; - SDL_Mutex *target_mutex; - - SDL_Colorspace output_colorspace; - float SDR_white_point; - float HDR_headroom; - - float desired_color_scale; - float color_scale; - SDL_FColor color; /**< Color for drawing operations values */ - SDL_BlendMode blendMode; /**< The drawing blend mode */ - SDL_TextureAddressMode texture_address_mode; - - SDL_RenderCommand *render_commands; - SDL_RenderCommand *render_commands_tail; - SDL_RenderCommand *render_commands_pool; - Uint32 render_command_generation; - SDL_FColor last_queued_color; - float last_queued_color_scale; - SDL_Rect last_queued_viewport; - SDL_Rect last_queued_cliprect; - bool last_queued_cliprect_enabled; - bool color_queued; - bool viewport_queued; - bool cliprect_queued; - - void *vertex_data; - size_t vertex_data_used; - size_t vertex_data_allocation; - - // Shaped window support - bool transparent_window; - SDL_Surface *shape_surface; - SDL_Texture *shape_texture; - - SDL_PropertiesID props; - - SDL_Texture *debug_char_texture_atlas; - - bool destroyed; // already destroyed by SDL_DestroyWindow; just free this struct in SDL_DestroyRenderer. - - void *internal; - - SDL_Renderer *next; -}; - -// Define the SDL render driver structure -struct SDL_RenderDriver -{ - bool (*CreateRenderer)(SDL_Renderer *renderer, SDL_Window *window, SDL_PropertiesID props); - - const char *name; -}; - -// Not all of these are available in a given build. Use #ifdefs, etc. -extern SDL_RenderDriver D3D_RenderDriver; -extern SDL_RenderDriver D3D11_RenderDriver; -extern SDL_RenderDriver D3D12_RenderDriver; -extern SDL_RenderDriver GL_RenderDriver; -extern SDL_RenderDriver GLES2_RenderDriver; -extern SDL_RenderDriver METAL_RenderDriver; -extern SDL_RenderDriver VULKAN_RenderDriver; -extern SDL_RenderDriver PS2_RenderDriver; -extern SDL_RenderDriver PSP_RenderDriver; -extern SDL_RenderDriver SW_RenderDriver; -extern SDL_RenderDriver VITA_GXM_RenderDriver; -extern SDL_RenderDriver GPU_RenderDriver; - -// Clean up any renderers at shutdown -extern void SDL_QuitRender(void); - -// Add a supported texture format to a renderer -extern bool SDL_AddSupportedTextureFormat(SDL_Renderer *renderer, SDL_PixelFormat format); - -// Setup colorspace conversion -extern void SDL_SetupRendererColorspace(SDL_Renderer *renderer, SDL_PropertiesID props); - -// Colorspace conversion functions -extern bool SDL_RenderingLinearSpace(SDL_Renderer *renderer); -extern void SDL_ConvertToLinear(SDL_FColor *color); -extern void SDL_ConvertFromLinear(SDL_FColor *color); - -// Blend mode functions -extern SDL_BlendFactor SDL_GetBlendModeSrcColorFactor(SDL_BlendMode blendMode); -extern SDL_BlendFactor SDL_GetBlendModeDstColorFactor(SDL_BlendMode blendMode); -extern SDL_BlendOperation SDL_GetBlendModeColorOperation(SDL_BlendMode blendMode); -extern SDL_BlendFactor SDL_GetBlendModeSrcAlphaFactor(SDL_BlendMode blendMode); -extern SDL_BlendFactor SDL_GetBlendModeDstAlphaFactor(SDL_BlendMode blendMode); -extern SDL_BlendOperation SDL_GetBlendModeAlphaOperation(SDL_BlendMode blendMode); - -/* drivers call this during their Queue*() methods to make space in a array that are used - for a vertex buffer during RunCommandQueue(). Pointers returned here are only valid until - the next call, because it might be in an array that gets realloc()'d. */ -extern void *SDL_AllocateRenderVertices(SDL_Renderer *renderer, size_t numbytes, size_t alignment, size_t *offset); - -// Let the video subsystem destroy a renderer without making its pointer invalid. -extern void SDL_DestroyRendererWithoutFreeing(SDL_Renderer *renderer); - -// Ends C function definitions when using C++ -#ifdef __cplusplus -} -#endif - -#endif // SDL_sysrender_h_ diff --git a/contrib/SDL-3.2.8/src/render/SDL_yuv_sw.c b/contrib/SDL-3.2.8/src/render/SDL_yuv_sw.c deleted file mode 100644 index abe9e16..0000000 --- a/contrib/SDL-3.2.8/src/render/SDL_yuv_sw.c +++ /dev/null @@ -1,404 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2025 Sam Lantinga - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ -#include "SDL_internal.h" - -// This is the software implementation of the YUV texture support - -#ifdef SDL_HAVE_YUV - -#include "SDL_yuv_sw_c.h" -#include "../video/SDL_surface_c.h" -#include "../video/SDL_yuv_c.h" - -SDL_SW_YUVTexture *SDL_SW_CreateYUVTexture(SDL_PixelFormat format, SDL_Colorspace colorspace, int w, int h) -{ - SDL_SW_YUVTexture *swdata; - - switch (format) { - case SDL_PIXELFORMAT_YV12: - case SDL_PIXELFORMAT_IYUV: - case SDL_PIXELFORMAT_YUY2: - case SDL_PIXELFORMAT_UYVY: - case SDL_PIXELFORMAT_YVYU: - case SDL_PIXELFORMAT_NV12: - case SDL_PIXELFORMAT_NV21: - break; - default: - SDL_SetError("Unsupported YUV format"); - return NULL; - } - - swdata = (SDL_SW_YUVTexture *)SDL_calloc(1, sizeof(*swdata)); - if (!swdata) { - return NULL; - } - - swdata->format = format; - swdata->colorspace = colorspace; - swdata->target_format = SDL_PIXELFORMAT_UNKNOWN; - swdata->w = w; - swdata->h = h; - { - size_t dst_size; - if (!SDL_CalculateYUVSize(format, w, h, &dst_size, NULL)) { - SDL_SW_DestroyYUVTexture(swdata); - return NULL; - } - swdata->pixels = (Uint8 *)SDL_aligned_alloc(SDL_GetSIMDAlignment(), dst_size); - if (!swdata->pixels) { - SDL_SW_DestroyYUVTexture(swdata); - return NULL; - } - } - - // Find the pitch and offset values for the texture - switch (format) { - case SDL_PIXELFORMAT_YV12: - case SDL_PIXELFORMAT_IYUV: - swdata->pitches[0] = w; - swdata->pitches[1] = (swdata->pitches[0] + 1) / 2; - swdata->pitches[2] = (swdata->pitches[0] + 1) / 2; - swdata->planes[0] = swdata->pixels; - swdata->planes[1] = swdata->planes[0] + swdata->pitches[0] * h; - swdata->planes[2] = swdata->planes[1] + swdata->pitches[1] * ((h + 1) / 2); - break; - case SDL_PIXELFORMAT_YUY2: - case SDL_PIXELFORMAT_UYVY: - case SDL_PIXELFORMAT_YVYU: - swdata->pitches[0] = ((w + 1) / 2) * 4; - swdata->planes[0] = swdata->pixels; - break; - - case SDL_PIXELFORMAT_NV12: - case SDL_PIXELFORMAT_NV21: - swdata->pitches[0] = w; - swdata->pitches[1] = 2 * ((swdata->pitches[0] + 1) / 2); - swdata->planes[0] = swdata->pixels; - swdata->planes[1] = swdata->planes[0] + swdata->pitches[0] * h; - break; - - default: - SDL_assert(!"We should never get here (caught above)"); - break; - } - - // We're all done.. - return swdata; -} - -bool SDL_SW_QueryYUVTexturePixels(SDL_SW_YUVTexture *swdata, void **pixels, - int *pitch) -{ - *pixels = swdata->planes[0]; - *pitch = swdata->pitches[0]; - return true; -} - -bool SDL_SW_UpdateYUVTexture(SDL_SW_YUVTexture *swdata, const SDL_Rect *rect, - const void *pixels, int pitch) -{ - switch (swdata->format) { - case SDL_PIXELFORMAT_YV12: - case SDL_PIXELFORMAT_IYUV: - if (rect->x == 0 && rect->y == 0 && - rect->w == swdata->w && rect->h == swdata->h) { - SDL_memcpy(swdata->pixels, pixels, - (size_t)(swdata->h * swdata->w) + 2 * ((swdata->h + 1) / 2) * ((swdata->w + 1) / 2)); - } else { - Uint8 *src, *dst; - int row; - size_t length; - - // Copy the Y plane - src = (Uint8 *)pixels; - dst = swdata->pixels + rect->y * swdata->w + rect->x; - length = rect->w; - for (row = 0; row < rect->h; ++row) { - SDL_memcpy(dst, src, length); - src += pitch; - dst += swdata->w; - } - - // Copy the next plane - src = (Uint8 *)pixels + rect->h * pitch; - dst = swdata->pixels + swdata->h * swdata->w; - dst += rect->y / 2 * ((swdata->w + 1) / 2) + rect->x / 2; - length = (rect->w + 1) / 2; - for (row = 0; row < (rect->h + 1) / 2; ++row) { - SDL_memcpy(dst, src, length); - src += (pitch + 1) / 2; - dst += (swdata->w + 1) / 2; - } - - // Copy the next plane - src = (Uint8 *)pixels + rect->h * pitch + ((rect->h + 1) / 2) * ((pitch + 1) / 2); - dst = swdata->pixels + swdata->h * swdata->w + - ((swdata->h + 1) / 2) * ((swdata->w + 1) / 2); - dst += rect->y / 2 * ((swdata->w + 1) / 2) + rect->x / 2; - length = (rect->w + 1) / 2; - for (row = 0; row < (rect->h + 1) / 2; ++row) { - SDL_memcpy(dst, src, length); - src += (pitch + 1) / 2; - dst += (swdata->w + 1) / 2; - } - } - break; - case SDL_PIXELFORMAT_YUY2: - case SDL_PIXELFORMAT_UYVY: - case SDL_PIXELFORMAT_YVYU: - { - Uint8 *src, *dst; - int row; - size_t length; - - src = (Uint8 *)pixels; - dst = - swdata->planes[0] + rect->y * swdata->pitches[0] + - rect->x * 2; - length = 4 * (((size_t)rect->w + 1) / 2); - for (row = 0; row < rect->h; ++row) { - SDL_memcpy(dst, src, length); - src += pitch; - dst += swdata->pitches[0]; - } - } break; - case SDL_PIXELFORMAT_NV12: - case SDL_PIXELFORMAT_NV21: - { - if (rect->x == 0 && rect->y == 0 && rect->w == swdata->w && rect->h == swdata->h) { - SDL_memcpy(swdata->pixels, pixels, - (size_t)(swdata->h * swdata->w) + 2 * ((swdata->h + 1) / 2) * ((swdata->w + 1) / 2)); - } else { - - Uint8 *src, *dst; - int row; - size_t length; - - // Copy the Y plane - src = (Uint8 *)pixels; - dst = swdata->pixels + rect->y * swdata->w + rect->x; - length = rect->w; - for (row = 0; row < rect->h; ++row) { - SDL_memcpy(dst, src, length); - src += pitch; - dst += swdata->w; - } - - // Copy the next plane - src = (Uint8 *)pixels + rect->h * pitch; - dst = swdata->pixels + swdata->h * swdata->w; - dst += 2 * ((rect->y + 1) / 2) * ((swdata->w + 1) / 2) + 2 * (rect->x / 2); - length = 2 * (((size_t)rect->w + 1) / 2); - for (row = 0; row < (rect->h + 1) / 2; ++row) { - SDL_memcpy(dst, src, length); - src += 2 * ((pitch + 1) / 2); - dst += 2 * ((swdata->w + 1) / 2); - } - } - } break; - default: - return SDL_SetError("Unsupported YUV format"); - } - return true; -} - -bool 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) -{ - const Uint8 *src; - Uint8 *dst; - int row; - size_t length; - - // Copy the Y plane - src = Yplane; - dst = swdata->pixels + rect->y * swdata->w + rect->x; - length = rect->w; - for (row = 0; row < rect->h; ++row) { - SDL_memcpy(dst, src, length); - src += Ypitch; - dst += swdata->w; - } - - // Copy the U plane - src = Uplane; - if (swdata->format == SDL_PIXELFORMAT_IYUV) { - dst = swdata->pixels + swdata->h * swdata->w; - } else { - dst = swdata->pixels + swdata->h * swdata->w + - ((swdata->h + 1) / 2) * ((swdata->w + 1) / 2); - } - dst += rect->y / 2 * ((swdata->w + 1) / 2) + rect->x / 2; - length = (rect->w + 1) / 2; - for (row = 0; row < (rect->h + 1) / 2; ++row) { - SDL_memcpy(dst, src, length); - src += Upitch; - dst += (swdata->w + 1) / 2; - } - - // Copy the V plane - src = Vplane; - if (swdata->format == SDL_PIXELFORMAT_YV12) { - dst = swdata->pixels + swdata->h * swdata->w; - } else { - dst = swdata->pixels + swdata->h * swdata->w + - ((swdata->h + 1) / 2) * ((swdata->w + 1) / 2); - } - dst += rect->y / 2 * ((swdata->w + 1) / 2) + rect->x / 2; - length = (rect->w + 1) / 2; - for (row = 0; row < (rect->h + 1) / 2; ++row) { - SDL_memcpy(dst, src, length); - src += Vpitch; - dst += (swdata->w + 1) / 2; - } - return true; -} - -bool SDL_SW_UpdateNVTexturePlanar(SDL_SW_YUVTexture *swdata, const SDL_Rect *rect, - const Uint8 *Yplane, int Ypitch, - const Uint8 *UVplane, int UVpitch) -{ - const Uint8 *src; - Uint8 *dst; - int row; - size_t length; - - // Copy the Y plane - src = Yplane; - dst = swdata->pixels + rect->y * swdata->w + rect->x; - length = rect->w; - for (row = 0; row < rect->h; ++row) { - SDL_memcpy(dst, src, length); - src += Ypitch; - dst += swdata->w; - } - - // Copy the UV or VU plane - src = UVplane; - dst = swdata->pixels + swdata->h * swdata->w; - dst += rect->y * ((swdata->w + 1) / 2) + rect->x; - length = (rect->w + 1) / 2; - length *= 2; - for (row = 0; row < (rect->h + 1) / 2; ++row) { - SDL_memcpy(dst, src, length); - src += UVpitch; - dst += 2 * ((swdata->w + 1) / 2); - } - - return true; -} - -bool SDL_SW_LockYUVTexture(SDL_SW_YUVTexture *swdata, const SDL_Rect *rect, - void **pixels, int *pitch) -{ - switch (swdata->format) { - case SDL_PIXELFORMAT_YV12: - case SDL_PIXELFORMAT_IYUV: - case SDL_PIXELFORMAT_NV12: - case SDL_PIXELFORMAT_NV21: - if (rect && (rect->x != 0 || rect->y != 0 || rect->w != swdata->w || rect->h != swdata->h)) { - return SDL_SetError("YV12, IYUV, NV12, NV21 textures only support full surface locks"); - } - break; - default: - return SDL_SetError("Unsupported YUV format"); - } - - if (rect) { - *pixels = swdata->planes[0] + rect->y * swdata->pitches[0] + rect->x * 2; - } else { - *pixels = swdata->planes[0]; - } - *pitch = swdata->pitches[0]; - return true; -} - -void SDL_SW_UnlockYUVTexture(SDL_SW_YUVTexture *swdata) -{ -} - -bool SDL_SW_CopyYUVToRGB(SDL_SW_YUVTexture *swdata, const SDL_Rect *srcrect, SDL_PixelFormat target_format, int w, int h, void *pixels, int pitch) -{ - int stretch; - - // Make sure we're set up to display in the desired format - if (target_format != swdata->target_format && swdata->display) { - SDL_DestroySurface(swdata->display); - swdata->display = NULL; - } - - stretch = 0; - if (srcrect->x || srcrect->y || srcrect->w < swdata->w || srcrect->h < swdata->h) { - /* The source rectangle has been clipped. - Using a scratch surface is easier than adding clipped - source support to all the blitters, plus that would - slow them down in the general unclipped case. - */ - stretch = 1; - } else if ((srcrect->w != w) || (srcrect->h != h)) { - stretch = 1; - } - if (stretch) { - if (swdata->display) { - swdata->display->w = w; - swdata->display->h = h; - swdata->display->pixels = pixels; - swdata->display->pitch = pitch; - } else { - swdata->display = SDL_CreateSurfaceFrom(w, h, target_format, pixels, pitch); - if (!swdata->display) { - return false; - } - swdata->target_format = target_format; - } - if (!swdata->stretch) { - swdata->stretch = SDL_CreateSurface(swdata->w, swdata->h, target_format); - if (!swdata->stretch) { - return false; - } - } - pixels = swdata->stretch->pixels; - pitch = swdata->stretch->pitch; - } - if (!SDL_ConvertPixelsAndColorspace(swdata->w, swdata->h, swdata->format, swdata->colorspace, 0, swdata->planes[0], swdata->pitches[0], target_format, SDL_COLORSPACE_SRGB, 0, pixels, pitch)) { - return false; - } - if (stretch) { - SDL_Rect rect = *srcrect; - return SDL_StretchSurface(swdata->stretch, &rect, swdata->display, NULL, SDL_SCALEMODE_NEAREST); - } else { - return true; - } -} - -void SDL_SW_DestroyYUVTexture(SDL_SW_YUVTexture *swdata) -{ - if (swdata) { - SDL_aligned_free(swdata->pixels); - SDL_DestroySurface(swdata->stretch); - SDL_DestroySurface(swdata->display); - SDL_free(swdata); - } -} - -#endif // SDL_HAVE_YUV diff --git a/contrib/SDL-3.2.8/src/render/SDL_yuv_sw_c.h b/contrib/SDL-3.2.8/src/render/SDL_yuv_sw_c.h deleted file mode 100644 index 807c44c..0000000 --- a/contrib/SDL-3.2.8/src/render/SDL_yuv_sw_c.h +++ /dev/null @@ -1,63 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2025 Sam Lantinga - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ - -#ifndef SDL_yuv_sw_c_h_ -#define SDL_yuv_sw_c_h_ - -#include "SDL_internal.h" - -// This is the software implementation of the YUV texture support - -struct SDL_SW_YUVTexture -{ - SDL_PixelFormat format; - SDL_Colorspace colorspace; - SDL_PixelFormat target_format; - int w, h; - Uint8 *pixels; - - // These are just so we don't have to allocate them separately - int pitches[3]; - Uint8 *planes[3]; - - // This is a temporary surface in case we have to stretch copy - SDL_Surface *stretch; - SDL_Surface *display; -}; - -typedef struct SDL_SW_YUVTexture SDL_SW_YUVTexture; - -extern SDL_SW_YUVTexture *SDL_SW_CreateYUVTexture(SDL_PixelFormat format, SDL_Colorspace colorspace, int w, int h); -extern bool SDL_SW_QueryYUVTexturePixels(SDL_SW_YUVTexture *swdata, void **pixels, int *pitch); -extern bool SDL_SW_UpdateYUVTexture(SDL_SW_YUVTexture *swdata, const SDL_Rect *rect, const void *pixels, int pitch); -extern bool 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); -extern bool SDL_SW_UpdateNVTexturePlanar(SDL_SW_YUVTexture *swdata, const SDL_Rect *rect, - const Uint8 *Yplane, int Ypitch, - const Uint8 *UVplane, int UVpitch); -extern bool SDL_SW_LockYUVTexture(SDL_SW_YUVTexture *swdata, const SDL_Rect *rect, void **pixels, int *pitch); -extern void SDL_SW_UnlockYUVTexture(SDL_SW_YUVTexture *swdata); -extern bool SDL_SW_CopyYUVToRGB(SDL_SW_YUVTexture *swdata, const SDL_Rect *srcrect, SDL_PixelFormat target_format, int w, int h, void *pixels, int pitch); -extern void SDL_SW_DestroyYUVTexture(SDL_SW_YUVTexture *swdata); - -#endif // SDL_yuv_sw_c_h_ diff --git a/contrib/SDL-3.2.8/src/render/direct3d/D3D9_PixelShader_YUV.h b/contrib/SDL-3.2.8/src/render/direct3d/D3D9_PixelShader_YUV.h deleted file mode 100644 index e6d9130..0000000 --- a/contrib/SDL-3.2.8/src/render/direct3d/D3D9_PixelShader_YUV.h +++ /dev/null @@ -1,164 +0,0 @@ -#if 0 -// -// Generated by Microsoft (R) HLSL Shader Compiler 10.1 -// -// Parameters: -// -// float4 Bcoeff; -// float4 Gcoeff; -// float4 Rcoeff; -// float4 Yoffset; -// Texture2D theSampler+theTextureU; -// Texture2D theSampler+theTextureV; -// Texture2D theSampler+theTextureY; -// -// -// Registers: -// -// Name Reg Size -// ---------------------- ----- ---- -// Yoffset c0 1 -// Rcoeff c1 1 -// Gcoeff c2 1 -// Bcoeff c3 1 -// theSampler+theTextureY s0 1 -// theSampler+theTextureU s1 1 -// theSampler+theTextureV s2 1 -// - - ps_2_0 - def c4, 1, 0, 0, 0 - dcl t0.xy - dcl v0 - dcl_2d s0 - dcl_2d s1 - dcl_2d s2 - texld r0, t0, s0 - texld r1, t0, s1 - texld r2, t0, s2 - mov r0.y, r1.x - mov r0.z, r2.x - add r0.xyz, r0, c0 - dp3 r1.x, r0, c1 - dp3 r1.y, r0, c2 - dp3 r1.z, r0, c3 - mov r1.w, c4.x - mul r0, r1, v0 - mov oC0, r0 - -// approximately 12 instruction slots used (3 texture, 9 arithmetic) -#endif - -const BYTE g_ps20_main[] = -{ - 0, 2, 255, 255, 254, 255, - 97, 0, 67, 84, 65, 66, - 28, 0, 0, 0, 87, 1, - 0, 0, 0, 2, 255, 255, - 7, 0, 0, 0, 28, 0, - 0, 0, 0, 1, 0, 0, - 80, 1, 0, 0, 168, 0, - 0, 0, 2, 0, 3, 0, - 1, 0, 0, 0, 176, 0, - 0, 0, 0, 0, 0, 0, - 192, 0, 0, 0, 2, 0, - 2, 0, 1, 0, 0, 0, - 176, 0, 0, 0, 0, 0, - 0, 0, 199, 0, 0, 0, - 2, 0, 1, 0, 1, 0, - 0, 0, 176, 0, 0, 0, - 0, 0, 0, 0, 206, 0, - 0, 0, 2, 0, 0, 0, - 1, 0, 0, 0, 176, 0, - 0, 0, 0, 0, 0, 0, - 214, 0, 0, 0, 3, 0, - 1, 0, 1, 0, 0, 0, - 240, 0, 0, 0, 0, 0, - 0, 0, 0, 1, 0, 0, - 3, 0, 2, 0, 1, 0, - 0, 0, 24, 1, 0, 0, - 0, 0, 0, 0, 40, 1, - 0, 0, 3, 0, 0, 0, - 1, 0, 0, 0, 64, 1, - 0, 0, 0, 0, 0, 0, - 66, 99, 111, 101, 102, 102, - 0, 171, 1, 0, 3, 0, - 1, 0, 4, 0, 1, 0, - 0, 0, 0, 0, 0, 0, - 71, 99, 111, 101, 102, 102, - 0, 82, 99, 111, 101, 102, - 102, 0, 89, 111, 102, 102, - 115, 101, 116, 0, 116, 104, - 101, 83, 97, 109, 112, 108, - 101, 114, 43, 116, 104, 101, - 84, 101, 120, 116, 117, 114, - 101, 85, 0, 171, 171, 171, - 4, 0, 7, 0, 1, 0, - 4, 0, 1, 0, 0, 0, - 0, 0, 0, 0, 116, 104, - 101, 83, 97, 109, 112, 108, - 101, 114, 43, 116, 104, 101, - 84, 101, 120, 116, 117, 114, - 101, 86, 0, 171, 4, 0, - 7, 0, 1, 0, 4, 0, - 1, 0, 0, 0, 0, 0, - 0, 0, 116, 104, 101, 83, - 97, 109, 112, 108, 101, 114, - 43, 116, 104, 101, 84, 101, - 120, 116, 117, 114, 101, 89, - 0, 171, 4, 0, 7, 0, - 1, 0, 4, 0, 1, 0, - 0, 0, 0, 0, 0, 0, - 112, 115, 95, 50, 95, 48, - 0, 77, 105, 99, 114, 111, - 115, 111, 102, 116, 32, 40, - 82, 41, 32, 72, 76, 83, - 76, 32, 83, 104, 97, 100, - 101, 114, 32, 67, 111, 109, - 112, 105, 108, 101, 114, 32, - 49, 48, 46, 49, 0, 171, - 81, 0, 0, 5, 4, 0, - 15, 160, 0, 0, 128, 63, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 31, 0, 0, 2, 0, 0, - 0, 128, 0, 0, 3, 176, - 31, 0, 0, 2, 0, 0, - 0, 128, 0, 0, 15, 144, - 31, 0, 0, 2, 0, 0, - 0, 144, 0, 8, 15, 160, - 31, 0, 0, 2, 0, 0, - 0, 144, 1, 8, 15, 160, - 31, 0, 0, 2, 0, 0, - 0, 144, 2, 8, 15, 160, - 66, 0, 0, 3, 0, 0, - 15, 128, 0, 0, 228, 176, - 0, 8, 228, 160, 66, 0, - 0, 3, 1, 0, 15, 128, - 0, 0, 228, 176, 1, 8, - 228, 160, 66, 0, 0, 3, - 2, 0, 15, 128, 0, 0, - 228, 176, 2, 8, 228, 160, - 1, 0, 0, 2, 0, 0, - 2, 128, 1, 0, 0, 128, - 1, 0, 0, 2, 0, 0, - 4, 128, 2, 0, 0, 128, - 2, 0, 0, 3, 0, 0, - 7, 128, 0, 0, 228, 128, - 0, 0, 228, 160, 8, 0, - 0, 3, 1, 0, 1, 128, - 0, 0, 228, 128, 1, 0, - 228, 160, 8, 0, 0, 3, - 1, 0, 2, 128, 0, 0, - 228, 128, 2, 0, 228, 160, - 8, 0, 0, 3, 1, 0, - 4, 128, 0, 0, 228, 128, - 3, 0, 228, 160, 1, 0, - 0, 2, 1, 0, 8, 128, - 4, 0, 0, 160, 5, 0, - 0, 3, 0, 0, 15, 128, - 1, 0, 228, 128, 0, 0, - 228, 144, 1, 0, 0, 2, - 0, 8, 15, 128, 0, 0, - 228, 128, 255, 255, 0, 0 -}; diff --git a/contrib/SDL-3.2.8/src/render/direct3d/D3D9_PixelShader_YUV.hlsl b/contrib/SDL-3.2.8/src/render/direct3d/D3D9_PixelShader_YUV.hlsl deleted file mode 100644 index 8804848..0000000 --- a/contrib/SDL-3.2.8/src/render/direct3d/D3D9_PixelShader_YUV.hlsl +++ /dev/null @@ -1,47 +0,0 @@ - -Texture2D theTextureY : register(t0); -Texture2D theTextureU : register(t1); -Texture2D theTextureV : register(t2); - -SamplerState theSampler = sampler_state -{ - addressU = Clamp; - addressV = Clamp; - mipfilter = NONE; - minfilter = LINEAR; - magfilter = LINEAR; -}; - -struct PixelShaderInput -{ - float4 pos : SV_POSITION; - float2 tex : TEXCOORD0; - float4 color : COLOR0; -}; - -cbuffer Constants : register(b0) -{ - float4 Yoffset; - float4 Rcoeff; - float4 Gcoeff; - float4 Bcoeff; -}; - - -float4 main(PixelShaderInput input) : SV_TARGET -{ - float4 Output; - - float3 yuv; - yuv.x = theTextureY.Sample(theSampler, input.tex).r; - yuv.y = theTextureU.Sample(theSampler, input.tex).r; - yuv.z = theTextureV.Sample(theSampler, input.tex).r; - - yuv += Yoffset.xyz; - Output.r = dot(yuv, Rcoeff.xyz); - Output.g = dot(yuv, Gcoeff.xyz); - Output.b = dot(yuv, Bcoeff.xyz); - Output.a = 1.0f; - - return Output * input.color; -} diff --git a/contrib/SDL-3.2.8/src/render/direct3d/SDL_render_d3d.c b/contrib/SDL-3.2.8/src/render/direct3d/SDL_render_d3d.c deleted file mode 100644 index ccb5b3c..0000000 --- a/contrib/SDL-3.2.8/src/render/direct3d/SDL_render_d3d.c +++ /dev/null @@ -1,1778 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2025 Sam Lantinga - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ -#include "SDL_internal.h" - -#ifdef SDL_VIDEO_RENDER_D3D - -#include "../../core/windows/SDL_windows.h" - -#include "../SDL_sysrender.h" -#include "../SDL_d3dmath.h" -#include "../../video/windows/SDL_windowsvideo.h" -#include "../../video/SDL_pixels_c.h" - -#define D3D_DEBUG_INFO -#include - -#include "SDL_shaders_d3d.h" - -typedef struct -{ - SDL_Rect viewport; - bool viewport_dirty; - SDL_Texture *texture; - SDL_BlendMode blend; - bool cliprect_enabled; - bool cliprect_enabled_dirty; - SDL_Rect cliprect; - bool cliprect_dirty; - D3D9_Shader shader; - const float *shader_params; -} D3D_DrawStateCache; - -// Direct3D renderer implementation - -typedef struct -{ - void *d3dDLL; - IDirect3D9 *d3d; - IDirect3DDevice9 *device; - UINT adapter; - D3DPRESENT_PARAMETERS pparams; - bool updateSize; - bool beginScene; - bool enableSeparateAlphaBlend; - D3DTEXTUREFILTERTYPE scaleMode[3]; - SDL_TextureAddressMode addressMode[3]; - IDirect3DSurface9 *defaultRenderTarget; - IDirect3DSurface9 *currentRenderTarget; - void *d3dxDLL; -#ifdef SDL_HAVE_YUV - LPDIRECT3DPIXELSHADER9 shaders[NUM_SHADERS]; -#endif - LPDIRECT3DVERTEXBUFFER9 vertexBuffers[8]; - size_t vertexBufferSize[8]; - int currentVertexBuffer; - bool reportedVboProblem; - D3D_DrawStateCache drawstate; -} D3D_RenderData; - -typedef struct -{ - bool dirty; - int w, h; - DWORD usage; - Uint32 format; - D3DFORMAT d3dfmt; - IDirect3DTexture9 *texture; - IDirect3DTexture9 *staging; -} D3D_TextureRep; - -typedef struct -{ - D3D_TextureRep texture; - D3DTEXTUREFILTERTYPE scaleMode; - D3D9_Shader shader; - const float *shader_params; - -#ifdef SDL_HAVE_YUV - // YV12 texture support - bool yuv; - D3D_TextureRep utexture; - D3D_TextureRep vtexture; - Uint8 *pixels; - int pitch; - SDL_Rect locked_rect; -#endif -} D3D_TextureData; - -typedef struct -{ - float x, y, z; - DWORD color; - float u, v; -} Vertex; - -static bool D3D_SetError(const char *prefix, HRESULT result) -{ - const char *error; - - switch (result) { - case D3DERR_WRONGTEXTUREFORMAT: - error = "WRONGTEXTUREFORMAT"; - break; - case D3DERR_UNSUPPORTEDCOLOROPERATION: - error = "UNSUPPORTEDCOLOROPERATION"; - break; - case D3DERR_UNSUPPORTEDCOLORARG: - error = "UNSUPPORTEDCOLORARG"; - break; - case D3DERR_UNSUPPORTEDALPHAOPERATION: - error = "UNSUPPORTEDALPHAOPERATION"; - break; - case D3DERR_UNSUPPORTEDALPHAARG: - error = "UNSUPPORTEDALPHAARG"; - break; - case D3DERR_TOOMANYOPERATIONS: - error = "TOOMANYOPERATIONS"; - break; - case D3DERR_CONFLICTINGTEXTUREFILTER: - error = "CONFLICTINGTEXTUREFILTER"; - break; - case D3DERR_UNSUPPORTEDFACTORVALUE: - error = "UNSUPPORTEDFACTORVALUE"; - break; - case D3DERR_CONFLICTINGRENDERSTATE: - error = "CONFLICTINGRENDERSTATE"; - break; - case D3DERR_UNSUPPORTEDTEXTUREFILTER: - error = "UNSUPPORTEDTEXTUREFILTER"; - break; - case D3DERR_CONFLICTINGTEXTUREPALETTE: - error = "CONFLICTINGTEXTUREPALETTE"; - break; - case D3DERR_DRIVERINTERNALERROR: - error = "DRIVERINTERNALERROR"; - break; - case D3DERR_NOTFOUND: - error = "NOTFOUND"; - break; - case D3DERR_MOREDATA: - error = "MOREDATA"; - break; - case D3DERR_DEVICELOST: - error = "DEVICELOST"; - break; - case D3DERR_DEVICENOTRESET: - error = "DEVICENOTRESET"; - break; - case D3DERR_NOTAVAILABLE: - error = "NOTAVAILABLE"; - break; - case D3DERR_OUTOFVIDEOMEMORY: - error = "OUTOFVIDEOMEMORY"; - break; - case D3DERR_INVALIDDEVICE: - error = "INVALIDDEVICE"; - break; - case D3DERR_INVALIDCALL: - error = "INVALIDCALL"; - break; - case D3DERR_DRIVERINVALIDCALL: - error = "DRIVERINVALIDCALL"; - break; - case D3DERR_WASSTILLDRAWING: - error = "WASSTILLDRAWING"; - break; - default: - error = "UNKNOWN"; - break; - } - return SDL_SetError("%s: %s", prefix, error); -} - -static D3DFORMAT PixelFormatToD3DFMT(Uint32 format) -{ - switch (format) { - case SDL_PIXELFORMAT_RGB565: - return D3DFMT_R5G6B5; - case SDL_PIXELFORMAT_XRGB8888: - return D3DFMT_X8R8G8B8; - case SDL_PIXELFORMAT_ARGB8888: - return D3DFMT_A8R8G8B8; - case SDL_PIXELFORMAT_YV12: - case SDL_PIXELFORMAT_IYUV: - case SDL_PIXELFORMAT_NV12: - case SDL_PIXELFORMAT_NV21: - return D3DFMT_L8; - default: - return D3DFMT_UNKNOWN; - } -} - -static SDL_PixelFormat D3DFMTToPixelFormat(D3DFORMAT format) -{ - switch (format) { - case D3DFMT_R5G6B5: - return SDL_PIXELFORMAT_RGB565; - case D3DFMT_X8R8G8B8: - return SDL_PIXELFORMAT_XRGB8888; - case D3DFMT_A8R8G8B8: - return SDL_PIXELFORMAT_ARGB8888; - default: - return SDL_PIXELFORMAT_UNKNOWN; - } -} - -static void D3D_InitRenderState(D3D_RenderData *data) -{ - D3DMATRIX matrix; - - IDirect3DDevice9 *device = data->device; - IDirect3DDevice9_SetPixelShader(device, NULL); - IDirect3DDevice9_SetTexture(device, 0, NULL); - IDirect3DDevice9_SetTexture(device, 1, NULL); - IDirect3DDevice9_SetTexture(device, 2, NULL); - IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1); - IDirect3DDevice9_SetVertexShader(device, NULL); - IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); - IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); - IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); - - // Enable color modulation by diffuse color - IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, - D3DTOP_MODULATE); - IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, - D3DTA_TEXTURE); - IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, - D3DTA_DIFFUSE); - - // Enable alpha modulation by diffuse alpha - IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, - D3DTOP_MODULATE); - IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, - D3DTA_TEXTURE); - IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG2, - D3DTA_DIFFUSE); - - // Enable separate alpha blend function, if possible - if (data->enableSeparateAlphaBlend) { - IDirect3DDevice9_SetRenderState(device, D3DRS_SEPARATEALPHABLENDENABLE, TRUE); - } - - // Disable second texture stage, since we're done - IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, - D3DTOP_DISABLE); - IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_ALPHAOP, - D3DTOP_DISABLE); - - // Set an identity world and view matrix - SDL_zero(matrix); - matrix.m[0][0] = 1.0f; - matrix.m[1][1] = 1.0f; - matrix.m[2][2] = 1.0f; - matrix.m[3][3] = 1.0f; - IDirect3DDevice9_SetTransform(device, D3DTS_WORLD, &matrix); - IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, &matrix); - - // Reset our current scale mode - SDL_memset(data->scaleMode, 0xFF, sizeof(data->scaleMode)); - - // Reset our current address mode - SDL_zeroa(data->addressMode); - - // Start the render with beginScene - data->beginScene = true; -} - -static bool D3D_Reset(SDL_Renderer *renderer); - -static bool D3D_ActivateRenderer(SDL_Renderer *renderer) -{ - D3D_RenderData *data = (D3D_RenderData *)renderer->internal; - HRESULT result; - - if (data->updateSize) { - SDL_Window *window = renderer->window; - int w, h; - const SDL_DisplayMode *fullscreen_mode = NULL; - - SDL_GetWindowSizeInPixels(window, &w, &h); - data->pparams.BackBufferWidth = w; - data->pparams.BackBufferHeight = h; - if (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN) { - fullscreen_mode = SDL_GetWindowFullscreenMode(window); - } - if (fullscreen_mode) { - data->pparams.Windowed = FALSE; - data->pparams.BackBufferFormat = PixelFormatToD3DFMT(fullscreen_mode->format); - data->pparams.FullScreen_RefreshRateInHz = (UINT)SDL_ceilf(fullscreen_mode->refresh_rate); - } else { - data->pparams.Windowed = TRUE; - data->pparams.BackBufferFormat = D3DFMT_UNKNOWN; - data->pparams.FullScreen_RefreshRateInHz = 0; - } - if (!D3D_Reset(renderer)) { - return false; - } - - data->updateSize = false; - } - if (data->beginScene) { - result = IDirect3DDevice9_BeginScene(data->device); - if (result == D3DERR_DEVICELOST) { - if (!D3D_Reset(renderer)) { - return false; - } - result = IDirect3DDevice9_BeginScene(data->device); - } - if (FAILED(result)) { - return D3D_SetError("BeginScene()", result); - } - data->beginScene = false; - } - return true; -} - -static void D3D_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event) -{ - D3D_RenderData *data = (D3D_RenderData *)renderer->internal; - - if (event->type == SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED) { - data->updateSize = true; - } -} - -static D3DBLEND GetBlendFunc(SDL_BlendFactor factor) -{ - switch (factor) { - case SDL_BLENDFACTOR_ZERO: - return D3DBLEND_ZERO; - case SDL_BLENDFACTOR_ONE: - return D3DBLEND_ONE; - case SDL_BLENDFACTOR_SRC_COLOR: - return D3DBLEND_SRCCOLOR; - case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR: - return D3DBLEND_INVSRCCOLOR; - case SDL_BLENDFACTOR_SRC_ALPHA: - return D3DBLEND_SRCALPHA; - case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA: - return D3DBLEND_INVSRCALPHA; - case SDL_BLENDFACTOR_DST_COLOR: - return D3DBLEND_DESTCOLOR; - case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR: - return D3DBLEND_INVDESTCOLOR; - case SDL_BLENDFACTOR_DST_ALPHA: - return D3DBLEND_DESTALPHA; - case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA: - return D3DBLEND_INVDESTALPHA; - default: - break; - } - return (D3DBLEND)0; -} - -static D3DBLENDOP GetBlendEquation(SDL_BlendOperation operation) -{ - switch (operation) { - case SDL_BLENDOPERATION_ADD: - return D3DBLENDOP_ADD; - case SDL_BLENDOPERATION_SUBTRACT: - return D3DBLENDOP_SUBTRACT; - case SDL_BLENDOPERATION_REV_SUBTRACT: - return D3DBLENDOP_REVSUBTRACT; - case SDL_BLENDOPERATION_MINIMUM: - return D3DBLENDOP_MIN; - case SDL_BLENDOPERATION_MAXIMUM: - return D3DBLENDOP_MAX; - default: - break; - } - return (D3DBLENDOP)0; -} - -static bool D3D_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode) -{ - D3D_RenderData *data = (D3D_RenderData *)renderer->internal; - SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode); - SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode); - SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode); - SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode); - SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode); - SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode); - - if (!GetBlendFunc(srcColorFactor) || !GetBlendFunc(srcAlphaFactor) || - !GetBlendEquation(colorOperation) || - !GetBlendFunc(dstColorFactor) || !GetBlendFunc(dstAlphaFactor) || - !GetBlendEquation(alphaOperation)) { - return false; - } - - if (!data->enableSeparateAlphaBlend) { - if ((srcColorFactor != srcAlphaFactor) || (dstColorFactor != dstAlphaFactor) || (colorOperation != alphaOperation)) { - return false; - } - } - return true; -} - -static bool D3D_CreateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, DWORD usage, Uint32 format, D3DFORMAT d3dfmt, int w, int h) -{ - HRESULT result; - - texture->dirty = false; - texture->w = w; - texture->h = h; - texture->usage = usage; - texture->format = format; - texture->d3dfmt = d3dfmt; - - result = IDirect3DDevice9_CreateTexture(device, w, h, 1, usage, - PixelFormatToD3DFMT(format), - D3DPOOL_DEFAULT, &texture->texture, NULL); - if (FAILED(result)) { - return D3D_SetError("CreateTexture(D3DPOOL_DEFAULT)", result); - } - return true; -} - -static bool D3D_CreateStagingTexture(IDirect3DDevice9 *device, D3D_TextureRep *texture) -{ - HRESULT result; - - if (!texture->staging) { - result = IDirect3DDevice9_CreateTexture(device, texture->w, texture->h, 1, 0, - texture->d3dfmt, D3DPOOL_SYSTEMMEM, &texture->staging, NULL); - if (FAILED(result)) { - return D3D_SetError("CreateTexture(D3DPOOL_SYSTEMMEM)", result); - } - } - return true; -} - -static bool D3D_RecreateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture) -{ - if (texture->texture) { - IDirect3DTexture9_Release(texture->texture); - texture->texture = NULL; - } - if (texture->staging) { - IDirect3DTexture9_AddDirtyRect(texture->staging, NULL); - texture->dirty = true; - } - return true; -} - -static bool D3D_UpdateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, int x, int y, int w, int h, const void *pixels, int pitch) -{ - RECT d3drect; - D3DLOCKED_RECT locked; - const Uint8 *src; - Uint8 *dst; - int row, length; - HRESULT result; - - if (!D3D_CreateStagingTexture(device, texture)) { - return false; - } - - d3drect.left = x; - d3drect.right = (LONG)x + w; - d3drect.top = y; - d3drect.bottom = (LONG)y + h; - - result = IDirect3DTexture9_LockRect(texture->staging, 0, &locked, &d3drect, 0); - if (FAILED(result)) { - return D3D_SetError("LockRect()", result); - } - - src = (const Uint8 *)pixels; - dst = (Uint8 *)locked.pBits; - length = w * SDL_BYTESPERPIXEL(texture->format); - if (length == pitch && length == locked.Pitch) { - SDL_memcpy(dst, src, (size_t)length * h); - } else { - if (length > pitch) { - length = pitch; - } - if (length > locked.Pitch) { - length = locked.Pitch; - } - for (row = 0; row < h; ++row) { - SDL_memcpy(dst, src, length); - src += pitch; - dst += locked.Pitch; - } - } - result = IDirect3DTexture9_UnlockRect(texture->staging, 0); - if (FAILED(result)) { - return D3D_SetError("UnlockRect()", result); - } - texture->dirty = true; - - return true; -} - -static void D3D_DestroyTextureRep(D3D_TextureRep *texture) -{ - if (texture->texture) { - IDirect3DTexture9_Release(texture->texture); - texture->texture = NULL; - } - if (texture->staging) { - IDirect3DTexture9_Release(texture->staging); - texture->staging = NULL; - } -} - -static bool D3D_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props) -{ - D3D_RenderData *data = (D3D_RenderData *)renderer->internal; - D3D_TextureData *texturedata; - DWORD usage; - - texturedata = (D3D_TextureData *)SDL_calloc(1, sizeof(*texturedata)); - if (!texturedata) { - return false; - } - texturedata->scaleMode = (texture->scaleMode == SDL_SCALEMODE_NEAREST) ? D3DTEXF_POINT : D3DTEXF_LINEAR; - - texture->internal = texturedata; - - if (texture->access == SDL_TEXTUREACCESS_TARGET) { - usage = D3DUSAGE_RENDERTARGET; - } else { - usage = 0; - } - - if (!D3D_CreateTextureRep(data->device, &texturedata->texture, usage, texture->format, PixelFormatToD3DFMT(texture->format), texture->w, texture->h)) { - return false; - } -#ifdef SDL_HAVE_YUV - if (texture->format == SDL_PIXELFORMAT_YV12 || - texture->format == SDL_PIXELFORMAT_IYUV) { - texturedata->yuv = true; - - if (!D3D_CreateTextureRep(data->device, &texturedata->utexture, usage, texture->format, PixelFormatToD3DFMT(texture->format), (texture->w + 1) / 2, (texture->h + 1) / 2)) { - return false; - } - - if (!D3D_CreateTextureRep(data->device, &texturedata->vtexture, usage, texture->format, PixelFormatToD3DFMT(texture->format), (texture->w + 1) / 2, (texture->h + 1) / 2)) { - return false; - } - - texturedata->shader = SHADER_YUV; - texturedata->shader_params = SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace, texture->w, texture->h, 8); - if (texturedata->shader_params == NULL) { - return SDL_SetError("Unsupported YUV colorspace"); - } - } -#endif - return true; -} - -static bool D3D_RecreateTexture(SDL_Renderer *renderer, SDL_Texture *texture) -{ - D3D_RenderData *data = (D3D_RenderData *)renderer->internal; - D3D_TextureData *texturedata = (D3D_TextureData *)texture->internal; - - if (!texturedata) { - return true; - } - - if (!D3D_RecreateTextureRep(data->device, &texturedata->texture)) { - return false; - } -#ifdef SDL_HAVE_YUV - if (texturedata->yuv) { - if (!D3D_RecreateTextureRep(data->device, &texturedata->utexture)) { - return false; - } - - if (!D3D_RecreateTextureRep(data->device, &texturedata->vtexture)) { - return false; - } - } -#endif - return true; -} - -static bool D3D_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, - const SDL_Rect *rect, const void *pixels, int pitch) -{ - D3D_RenderData *data = (D3D_RenderData *)renderer->internal; - D3D_TextureData *texturedata = (D3D_TextureData *)texture->internal; - - if (!texturedata) { - return SDL_SetError("Texture is not currently available"); - } - - if (!D3D_UpdateTextureRep(data->device, &texturedata->texture, rect->x, rect->y, rect->w, rect->h, pixels, pitch)) { - return false; - } -#ifdef SDL_HAVE_YUV - if (texturedata->yuv) { - // Skip to the correct offset into the next texture - pixels = (const void *)((const Uint8 *)pixels + rect->h * pitch); - - if (!D3D_UpdateTextureRep(data->device, texture->format == SDL_PIXELFORMAT_YV12 ? &texturedata->vtexture : &texturedata->utexture, rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, pixels, (pitch + 1) / 2)) { - return false; - } - - // Skip to the correct offset into the next texture - pixels = (const void *)((const Uint8 *)pixels + ((rect->h + 1) / 2) * ((pitch + 1) / 2)); - if (!D3D_UpdateTextureRep(data->device, texture->format == SDL_PIXELFORMAT_YV12 ? &texturedata->utexture : &texturedata->vtexture, rect->x / 2, (rect->y + 1) / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, pixels, (pitch + 1) / 2)) { - return false; - } - } -#endif - return true; -} - -#ifdef SDL_HAVE_YUV -static bool D3D_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) -{ - D3D_RenderData *data = (D3D_RenderData *)renderer->internal; - D3D_TextureData *texturedata = (D3D_TextureData *)texture->internal; - - if (!texturedata) { - return SDL_SetError("Texture is not currently available"); - } - - if (!D3D_UpdateTextureRep(data->device, &texturedata->texture, rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch)) { - return false; - } - if (!D3D_UpdateTextureRep(data->device, &texturedata->utexture, rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, Uplane, Upitch)) { - return false; - } - if (!D3D_UpdateTextureRep(data->device, &texturedata->vtexture, rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, Vplane, Vpitch)) { - return false; - } - return true; -} -#endif - -static bool D3D_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, - const SDL_Rect *rect, void **pixels, int *pitch) -{ - D3D_RenderData *data = (D3D_RenderData *)renderer->internal; - D3D_TextureData *texturedata = (D3D_TextureData *)texture->internal; - IDirect3DDevice9 *device = data->device; - - if (!texturedata) { - return SDL_SetError("Texture is not currently available"); - } -#ifdef SDL_HAVE_YUV - texturedata->locked_rect = *rect; - - if (texturedata->yuv) { - // It's more efficient to upload directly... - if (!texturedata->pixels) { - texturedata->pitch = texture->w; - texturedata->pixels = (Uint8 *)SDL_malloc((texture->h * texturedata->pitch * 3) / 2); - if (!texturedata->pixels) { - return false; - } - } - *pixels = - (void *)(texturedata->pixels + rect->y * texturedata->pitch + - rect->x * SDL_BYTESPERPIXEL(texture->format)); - *pitch = texturedata->pitch; - } else -#endif - { - RECT d3drect; - D3DLOCKED_RECT locked; - HRESULT result; - - if (!D3D_CreateStagingTexture(device, &texturedata->texture)) { - return false; - } - - d3drect.left = rect->x; - d3drect.right = (LONG)rect->x + rect->w; - d3drect.top = rect->y; - d3drect.bottom = (LONG)rect->y + rect->h; - - result = IDirect3DTexture9_LockRect(texturedata->texture.staging, 0, &locked, &d3drect, 0); - if (FAILED(result)) { - return D3D_SetError("LockRect()", result); - } - *pixels = locked.pBits; - *pitch = locked.Pitch; - } - return true; -} - -static void D3D_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture) -{ - D3D_RenderData *data = (D3D_RenderData *)renderer->internal; - D3D_TextureData *texturedata = (D3D_TextureData *)texture->internal; - - if (!texturedata) { - return; - } -#ifdef SDL_HAVE_YUV - if (texturedata->yuv) { - const SDL_Rect *rect = &texturedata->locked_rect; - void *pixels = - (void *)(texturedata->pixels + rect->y * texturedata->pitch + - rect->x * SDL_BYTESPERPIXEL(texture->format)); - D3D_UpdateTexture(renderer, texture, rect, pixels, texturedata->pitch); - } else -#endif - { - IDirect3DTexture9_UnlockRect(texturedata->texture.staging, 0); - texturedata->texture.dirty = true; - if (data->drawstate.texture == texture) { - data->drawstate.texture = NULL; - data->drawstate.shader = SHADER_NONE; - data->drawstate.shader_params = NULL; - IDirect3DDevice9_SetPixelShader(data->device, NULL); - IDirect3DDevice9_SetTexture(data->device, 0, NULL); - } - } -} - -static void D3D_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode) -{ - D3D_TextureData *texturedata = (D3D_TextureData *)texture->internal; - - if (!texturedata) { - return; - } - - texturedata->scaleMode = (scaleMode == SDL_SCALEMODE_NEAREST) ? D3DTEXF_POINT : D3DTEXF_LINEAR; -} - -static bool D3D_SetRenderTargetInternal(SDL_Renderer *renderer, SDL_Texture *texture) -{ - D3D_RenderData *data = (D3D_RenderData *)renderer->internal; - D3D_TextureData *texturedata; - D3D_TextureRep *texturerep; - HRESULT result; - IDirect3DDevice9 *device = data->device; - - // Release the previous render target if it wasn't the default one - if (data->currentRenderTarget) { - IDirect3DSurface9_Release(data->currentRenderTarget); - data->currentRenderTarget = NULL; - } - - if (!texture) { - IDirect3DDevice9_SetRenderTarget(data->device, 0, data->defaultRenderTarget); - return true; - } - - texturedata = (D3D_TextureData *)texture->internal; - if (!texturedata) { - return SDL_SetError("Texture is not currently available"); - } - - // Make sure the render target is updated if it was locked and written to - texturerep = &texturedata->texture; - if (texturerep->dirty && texturerep->staging) { - if (!texturerep->texture) { - result = IDirect3DDevice9_CreateTexture(device, texturerep->w, texturerep->h, 1, texturerep->usage, - PixelFormatToD3DFMT(texturerep->format), D3DPOOL_DEFAULT, &texturerep->texture, NULL); - if (FAILED(result)) { - return D3D_SetError("CreateTexture(D3DPOOL_DEFAULT)", result); - } - } - - result = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)texturerep->staging, (IDirect3DBaseTexture9 *)texturerep->texture); - if (FAILED(result)) { - return D3D_SetError("UpdateTexture()", result); - } - texturerep->dirty = false; - } - - result = IDirect3DTexture9_GetSurfaceLevel(texturedata->texture.texture, 0, &data->currentRenderTarget); - if (FAILED(result)) { - return D3D_SetError("GetSurfaceLevel()", result); - } - result = IDirect3DDevice9_SetRenderTarget(data->device, 0, data->currentRenderTarget); - if (FAILED(result)) { - return D3D_SetError("SetRenderTarget()", result); - } - - return true; -} - -static bool D3D_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture) -{ - if (!D3D_ActivateRenderer(renderer)) { - return false; - } - - return D3D_SetRenderTargetInternal(renderer, texture); -} - -static bool D3D_QueueNoOp(SDL_Renderer *renderer, SDL_RenderCommand *cmd) -{ - return true; // nothing to do in this backend. -} - -static bool D3D_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count) -{ - const DWORD color = D3DCOLOR_COLORVALUE(cmd->data.draw.color.r * cmd->data.draw.color_scale, - cmd->data.draw.color.g * cmd->data.draw.color_scale, - cmd->data.draw.color.b * cmd->data.draw.color_scale, - cmd->data.draw.color.a); - const size_t vertslen = count * sizeof(Vertex); - Vertex *verts = (Vertex *)SDL_AllocateRenderVertices(renderer, vertslen, 0, &cmd->data.draw.first); - int i; - - if (!verts) { - return false; - } - - SDL_memset(verts, '\0', vertslen); - cmd->data.draw.count = count; - - for (i = 0; i < count; i++, verts++, points++) { - verts->x = points->x; - verts->y = points->y; - verts->color = color; - } - - return true; -} - -static bool D3D_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, - const float *xy, int xy_stride, const SDL_FColor *color, int color_stride, const float *uv, int uv_stride, - int num_vertices, const void *indices, int num_indices, int size_indices, - float scale_x, float scale_y) -{ - int i; - int count = indices ? num_indices : num_vertices; - Vertex *verts = (Vertex *)SDL_AllocateRenderVertices(renderer, count * sizeof(Vertex), 0, &cmd->data.draw.first); - const float color_scale = cmd->data.draw.color_scale; - - if (!verts) { - return false; - } - - cmd->data.draw.count = count; - size_indices = indices ? size_indices : 0; - - for (i = 0; i < count; i++) { - int j; - float *xy_; - SDL_FColor *col_; - if (size_indices == 4) { - j = ((const Uint32 *)indices)[i]; - } else if (size_indices == 2) { - j = ((const Uint16 *)indices)[i]; - } else if (size_indices == 1) { - j = ((const Uint8 *)indices)[i]; - } else { - j = i; - } - - xy_ = (float *)((char *)xy + j * xy_stride); - col_ = (SDL_FColor *)((char *)color + j * color_stride); - - verts->x = xy_[0] * scale_x - 0.5f; - verts->y = xy_[1] * scale_y - 0.5f; - verts->z = 0.0f; - verts->color = D3DCOLOR_COLORVALUE(col_->r * color_scale, col_->g * color_scale, col_->b * color_scale, col_->a); - - if (texture) { - float *uv_ = (float *)((char *)uv + j * uv_stride); - verts->u = uv_[0]; - verts->v = uv_[1]; - } else { - verts->u = 0.0f; - verts->v = 0.0f; - } - - verts += 1; - } - return true; -} - -static bool UpdateDirtyTexture(IDirect3DDevice9 *device, D3D_TextureRep *texture) -{ - if (texture->dirty && texture->staging) { - HRESULT result; - if (!texture->texture) { - result = IDirect3DDevice9_CreateTexture(device, texture->w, texture->h, 1, texture->usage, - PixelFormatToD3DFMT(texture->format), D3DPOOL_DEFAULT, &texture->texture, NULL); - if (FAILED(result)) { - return D3D_SetError("CreateTexture(D3DPOOL_DEFAULT)", result); - } - } - - result = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)texture->staging, (IDirect3DBaseTexture9 *)texture->texture); - if (FAILED(result)) { - return D3D_SetError("UpdateTexture()", result); - } - texture->dirty = false; - } - return true; -} - -static bool BindTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, DWORD sampler) -{ - HRESULT result; - UpdateDirtyTexture(device, texture); - result = IDirect3DDevice9_SetTexture(device, sampler, (IDirect3DBaseTexture9 *)texture->texture); - if (FAILED(result)) { - return D3D_SetError("SetTexture()", result); - } - return true; -} - -static void UpdateTextureScaleMode(D3D_RenderData *data, D3D_TextureData *texturedata, unsigned index) -{ - if (texturedata->scaleMode != data->scaleMode[index]) { - IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_MINFILTER, texturedata->scaleMode); - IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_MAGFILTER, texturedata->scaleMode); - data->scaleMode[index] = texturedata->scaleMode; - } -} - -static void UpdateTextureAddressMode(D3D_RenderData *data, SDL_TextureAddressMode addressMode, unsigned index) -{ - if (addressMode != data->addressMode[index]) { - switch (addressMode) { - case SDL_TEXTURE_ADDRESS_CLAMP: - IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); - IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); - break; - case SDL_TEXTURE_ADDRESS_WRAP: - IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP); - IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP); - break; - default: - break; - } - data->addressMode[index] = addressMode; - } -} - -static bool SetupTextureState(D3D_RenderData *data, SDL_Texture *texture, SDL_TextureAddressMode addressMode, D3D9_Shader *shader, const float **shader_params) -{ - D3D_TextureData *texturedata = (D3D_TextureData *)texture->internal; - - if (!texturedata) { - return SDL_SetError("Texture is not currently available"); - } - - UpdateTextureScaleMode(data, texturedata, 0); - UpdateTextureAddressMode(data, addressMode, 0); - - *shader = texturedata->shader; - *shader_params = texturedata->shader_params; - - if (!BindTextureRep(data->device, &texturedata->texture, 0)) { - return false; - } -#ifdef SDL_HAVE_YUV - if (texturedata->yuv) { - UpdateTextureScaleMode(data, texturedata, 1); - UpdateTextureScaleMode(data, texturedata, 2); - UpdateTextureAddressMode(data, addressMode, 1); - UpdateTextureAddressMode(data, addressMode, 2); - - if (!BindTextureRep(data->device, &texturedata->utexture, 1)) { - return false; - } - if (!BindTextureRep(data->device, &texturedata->vtexture, 2)) { - return false; - } - } -#endif - return true; -} - -static bool SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd) -{ - SDL_Texture *texture = cmd->data.draw.texture; - const SDL_BlendMode blend = cmd->data.draw.blend; - - if (texture != data->drawstate.texture) { -#ifdef SDL_HAVE_YUV - D3D_TextureData *oldtexturedata = data->drawstate.texture ? (D3D_TextureData *)data->drawstate.texture->internal : NULL; - D3D_TextureData *newtexturedata = texture ? (D3D_TextureData *)texture->internal : NULL; -#endif - D3D9_Shader shader = SHADER_NONE; - const float *shader_params = NULL; - - // disable any enabled textures we aren't going to use, let SetupTextureState() do the rest. - if (!texture) { - IDirect3DDevice9_SetTexture(data->device, 0, NULL); - } -#ifdef SDL_HAVE_YUV - if ((!newtexturedata || !newtexturedata->yuv) && (oldtexturedata && oldtexturedata->yuv)) { - IDirect3DDevice9_SetTexture(data->device, 1, NULL); - IDirect3DDevice9_SetTexture(data->device, 2, NULL); - } -#endif - if (texture && !SetupTextureState(data, texture, cmd->data.draw.texture_address_mode, &shader, &shader_params)) { - return false; - } - -#ifdef SDL_HAVE_YUV - if (shader != data->drawstate.shader) { - const HRESULT result = IDirect3DDevice9_SetPixelShader(data->device, data->shaders[shader]); - if (FAILED(result)) { - return D3D_SetError("IDirect3DDevice9_SetPixelShader()", result); - } - data->drawstate.shader = shader; - } - - if (shader_params != data->drawstate.shader_params) { - if (shader_params) { - const UINT shader_params_length = 4; // The YUV shader takes 4 float4 parameters - const HRESULT result = IDirect3DDevice9_SetPixelShaderConstantF(data->device, 0, shader_params, shader_params_length); - if (FAILED(result)) { - return D3D_SetError("IDirect3DDevice9_SetPixelShaderConstantF()", result); - } - } - data->drawstate.shader_params = shader_params; - } -#endif // SDL_HAVE_YUV - - data->drawstate.texture = texture; - } else if (texture) { - D3D_TextureData *texturedata = (D3D_TextureData *)texture->internal; - UpdateDirtyTexture(data->device, &texturedata->texture); -#ifdef SDL_HAVE_YUV - if (texturedata->yuv) { - UpdateDirtyTexture(data->device, &texturedata->utexture); - UpdateDirtyTexture(data->device, &texturedata->vtexture); - } -#endif - } - - if (blend != data->drawstate.blend) { - if (blend == SDL_BLENDMODE_NONE) { - IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE, FALSE); - } else { - IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE, TRUE); - IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND, - GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blend))); - IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND, - GetBlendFunc(SDL_GetBlendModeDstColorFactor(blend))); - IDirect3DDevice9_SetRenderState(data->device, D3DRS_BLENDOP, - GetBlendEquation(SDL_GetBlendModeColorOperation(blend))); - if (data->enableSeparateAlphaBlend) { - IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLENDALPHA, - GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blend))); - IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLENDALPHA, - GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blend))); - IDirect3DDevice9_SetRenderState(data->device, D3DRS_BLENDOPALPHA, - GetBlendEquation(SDL_GetBlendModeAlphaOperation(blend))); - } - } - - data->drawstate.blend = blend; - } - - if (data->drawstate.viewport_dirty) { - const SDL_Rect *viewport = &data->drawstate.viewport; - D3DVIEWPORT9 d3dviewport; - d3dviewport.X = viewport->x; - d3dviewport.Y = viewport->y; - d3dviewport.Width = viewport->w; - d3dviewport.Height = viewport->h; - d3dviewport.MinZ = 0.0f; - d3dviewport.MaxZ = 1.0f; - IDirect3DDevice9_SetViewport(data->device, &d3dviewport); - - // Set an orthographic projection matrix - if (viewport->w && viewport->h) { - D3DMATRIX d3dmatrix; - SDL_zero(d3dmatrix); - d3dmatrix.m[0][0] = 2.0f / viewport->w; - d3dmatrix.m[1][1] = -2.0f / viewport->h; - d3dmatrix.m[2][2] = 1.0f; - d3dmatrix.m[3][0] = -1.0f; - d3dmatrix.m[3][1] = 1.0f; - d3dmatrix.m[3][3] = 1.0f; - IDirect3DDevice9_SetTransform(data->device, D3DTS_PROJECTION, &d3dmatrix); - } - - data->drawstate.viewport_dirty = false; - } - - if (data->drawstate.cliprect_enabled_dirty) { - IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, data->drawstate.cliprect_enabled ? TRUE : FALSE); - data->drawstate.cliprect_enabled_dirty = false; - } - - if (data->drawstate.cliprect_dirty) { - const SDL_Rect *viewport = &data->drawstate.viewport; - const SDL_Rect *rect = &data->drawstate.cliprect; - RECT d3drect; - d3drect.left = (LONG)viewport->x + rect->x; - d3drect.top = (LONG)viewport->y + rect->y; - d3drect.right = (LONG)viewport->x + rect->x + rect->w; - d3drect.bottom = (LONG)viewport->y + rect->y + rect->h; - IDirect3DDevice9_SetScissorRect(data->device, &d3drect); - data->drawstate.cliprect_dirty = false; - } - - return true; -} - -static void D3D_InvalidateCachedState(SDL_Renderer *renderer) -{ - D3D_RenderData *data = (D3D_RenderData *)renderer->internal; - data->drawstate.viewport_dirty = true; - data->drawstate.cliprect_enabled_dirty = true; - data->drawstate.cliprect_dirty = true; - data->drawstate.blend = SDL_BLENDMODE_INVALID; - data->drawstate.texture = NULL; - data->drawstate.shader = SHADER_NONE; - data->drawstate.shader_params = NULL; -} - -static bool D3D_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize) -{ - D3D_RenderData *data = (D3D_RenderData *)renderer->internal; - const int vboidx = data->currentVertexBuffer; - IDirect3DVertexBuffer9 *vbo = NULL; - const bool istarget = renderer->target != NULL; - - if (!D3D_ActivateRenderer(renderer)) { - return false; - } - - if (vertsize > 0) { - // upload the new VBO data for this set of commands. - vbo = data->vertexBuffers[vboidx]; - if (data->vertexBufferSize[vboidx] < vertsize) { - const DWORD usage = D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY; - const DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1; - if (vbo) { - IDirect3DVertexBuffer9_Release(vbo); - } - - if (FAILED(IDirect3DDevice9_CreateVertexBuffer(data->device, (UINT)vertsize, usage, fvf, D3DPOOL_DEFAULT, &vbo, NULL))) { - vbo = NULL; - } - data->vertexBuffers[vboidx] = vbo; - data->vertexBufferSize[vboidx] = vbo ? vertsize : 0; - } - - if (vbo) { - void *ptr; - if (FAILED(IDirect3DVertexBuffer9_Lock(vbo, 0, (UINT)vertsize, &ptr, D3DLOCK_DISCARD))) { - vbo = NULL; // oh well, we'll do immediate mode drawing. :( - } else { - SDL_memcpy(ptr, vertices, vertsize); - if (FAILED(IDirect3DVertexBuffer9_Unlock(vbo))) { - vbo = NULL; // oh well, we'll do immediate mode drawing. :( - } - } - } - - // cycle through a few VBOs so D3D has some time with the data before we replace it. - if (vbo) { - data->currentVertexBuffer++; - if (data->currentVertexBuffer >= SDL_arraysize(data->vertexBuffers)) { - data->currentVertexBuffer = 0; - } - } else if (!data->reportedVboProblem) { - SDL_LogError(SDL_LOG_CATEGORY_RENDER, "SDL failed to get a vertex buffer for this Direct3D 9 rendering batch!"); - SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Dropping back to a slower method."); - SDL_LogError(SDL_LOG_CATEGORY_RENDER, "This might be a brief hiccup, but if performance is bad, this is probably why."); - SDL_LogError(SDL_LOG_CATEGORY_RENDER, "This error will not be logged again for this renderer."); - data->reportedVboProblem = true; - } - } - - IDirect3DDevice9_SetStreamSource(data->device, 0, vbo, 0, sizeof(Vertex)); - - while (cmd) { - switch (cmd->command) { - case SDL_RENDERCMD_SETDRAWCOLOR: - { - /* currently this is sent with each vertex, but if we move to - shaders, we can put this in a uniform here and reduce vertex - buffer bandwidth */ - break; - } - - case SDL_RENDERCMD_SETVIEWPORT: - { - SDL_Rect *viewport = &data->drawstate.viewport; - if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof(cmd->data.viewport.rect)) != 0) { - SDL_copyp(viewport, &cmd->data.viewport.rect); - data->drawstate.viewport_dirty = true; - data->drawstate.cliprect_dirty = true; - } - break; - } - - case SDL_RENDERCMD_SETCLIPRECT: - { - const SDL_Rect *rect = &cmd->data.cliprect.rect; - if (data->drawstate.cliprect_enabled != cmd->data.cliprect.enabled) { - data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled; - data->drawstate.cliprect_enabled_dirty = true; - } - - if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof(*rect)) != 0) { - SDL_copyp(&data->drawstate.cliprect, rect); - data->drawstate.cliprect_dirty = true; - } - break; - } - - case SDL_RENDERCMD_CLEAR: - { - const DWORD color = D3DCOLOR_COLORVALUE(cmd->data.color.color.r * cmd->data.color.color_scale, - cmd->data.color.color.g * cmd->data.color.color_scale, - cmd->data.color.color.b * cmd->data.color.color_scale, - cmd->data.color.color.a); - const SDL_Rect *viewport = &data->drawstate.viewport; - const int backw = istarget ? renderer->target->w : data->pparams.BackBufferWidth; - const int backh = istarget ? renderer->target->h : data->pparams.BackBufferHeight; - const bool viewport_equal = ((viewport->x == 0) && (viewport->y == 0) && (viewport->w == backw) && (viewport->h == backh)); - - if (data->drawstate.cliprect_enabled || data->drawstate.cliprect_enabled_dirty) { - IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, FALSE); - data->drawstate.cliprect_enabled_dirty = data->drawstate.cliprect_enabled; - } - - // Don't reset the viewport if we don't have to! - if (!data->drawstate.viewport_dirty && viewport_equal) { - IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0); - } else { - // Clear is defined to clear the entire render target - D3DVIEWPORT9 wholeviewport = { 0, 0, 0, 0, 0.0f, 1.0f }; - wholeviewport.Width = backw; - wholeviewport.Height = backh; - IDirect3DDevice9_SetViewport(data->device, &wholeviewport); - data->drawstate.viewport_dirty = true; // we still need to (re)set orthographic projection, so always mark it dirty. - IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0); - } - - break; - } - - case SDL_RENDERCMD_DRAW_POINTS: - { - const size_t count = cmd->data.draw.count; - const size_t first = cmd->data.draw.first; - SetDrawState(data, cmd); - if (vbo) { - IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_POINTLIST, (UINT)(first / sizeof(Vertex)), (UINT)count); - } else { - const Vertex *verts = (Vertex *)(((Uint8 *)vertices) + first); - IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, (UINT)count, verts, sizeof(Vertex)); - } - break; - } - - case SDL_RENDERCMD_DRAW_LINES: - { - const size_t count = cmd->data.draw.count; - const size_t first = cmd->data.draw.first; - const Vertex *verts = (Vertex *)(((Uint8 *)vertices) + first); - - /* DirectX 9 has the same line rasterization semantics as GDI, - so we need to close the endpoint of the line with a second draw call. - NOLINTNEXTLINE(clang-analyzer-core.NullDereference): FIXME: Can verts truly not be NULL ? */ - const bool close_endpoint = ((count == 2) || (verts[0].x != verts[count - 1].x) || (verts[0].y != verts[count - 1].y)); - - SetDrawState(data, cmd); - - if (vbo) { - IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_LINESTRIP, (UINT)(first / sizeof(Vertex)), (UINT)(count - 1)); - if (close_endpoint) { - IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_POINTLIST, (UINT)((first / sizeof(Vertex)) + (count - 1)), 1); - } - } else { - IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_LINESTRIP, (UINT)(count - 1), verts, sizeof(Vertex)); - if (close_endpoint) { - IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, 1, &verts[count - 1], sizeof(Vertex)); - } - } - break; - } - - case SDL_RENDERCMD_FILL_RECTS: // unused - break; - - case SDL_RENDERCMD_COPY: // unused - break; - - case SDL_RENDERCMD_COPY_EX: // unused - break; - - case SDL_RENDERCMD_GEOMETRY: - { - const size_t count = cmd->data.draw.count; - const size_t first = cmd->data.draw.first; - SetDrawState(data, cmd); - if (vbo) { - IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_TRIANGLELIST, (UINT)(first / sizeof(Vertex)), (UINT)count / 3); - } else { - const Vertex *verts = (Vertex *)(((Uint8 *)vertices) + first); - IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLELIST, (UINT)count / 3, verts, sizeof(Vertex)); - } - break; - } - - case SDL_RENDERCMD_NO_OP: - break; - } - - cmd = cmd->next; - } - - return true; -} - -static SDL_Surface *D3D_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect) -{ - D3D_RenderData *data = (D3D_RenderData *)renderer->internal; - D3DSURFACE_DESC desc; - LPDIRECT3DSURFACE9 backBuffer; - LPDIRECT3DSURFACE9 surface; - RECT d3drect; - D3DLOCKED_RECT locked; - HRESULT result; - SDL_Surface *output; - - if (data->currentRenderTarget) { - backBuffer = data->currentRenderTarget; - } else { - backBuffer = data->defaultRenderTarget; - } - - result = IDirect3DSurface9_GetDesc(backBuffer, &desc); - if (FAILED(result)) { - D3D_SetError("GetDesc()", result); - return NULL; - } - - result = IDirect3DDevice9_CreateOffscreenPlainSurface(data->device, desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surface, NULL); - if (FAILED(result)) { - D3D_SetError("CreateOffscreenPlainSurface()", result); - return NULL; - } - - result = IDirect3DDevice9_GetRenderTargetData(data->device, backBuffer, surface); - if (FAILED(result)) { - IDirect3DSurface9_Release(surface); - D3D_SetError("GetRenderTargetData()", result); - return NULL; - } - - d3drect.left = rect->x; - d3drect.right = (LONG)rect->x + rect->w; - d3drect.top = rect->y; - d3drect.bottom = (LONG)rect->y + rect->h; - - result = IDirect3DSurface9_LockRect(surface, &locked, &d3drect, D3DLOCK_READONLY); - if (FAILED(result)) { - IDirect3DSurface9_Release(surface); - D3D_SetError("LockRect()", result); - return NULL; - } - - output = SDL_DuplicatePixels(rect->w, rect->h, D3DFMTToPixelFormat(desc.Format), SDL_COLORSPACE_SRGB, locked.pBits, locked.Pitch); - - IDirect3DSurface9_UnlockRect(surface); - - IDirect3DSurface9_Release(surface); - - return output; -} - -static bool D3D_RenderPresent(SDL_Renderer *renderer) -{ - D3D_RenderData *data = (D3D_RenderData *)renderer->internal; - HRESULT result; - - if (!data->beginScene) { - IDirect3DDevice9_EndScene(data->device); - data->beginScene = true; - } - - result = IDirect3DDevice9_TestCooperativeLevel(data->device); - if (result == D3DERR_DEVICELOST) { - // We'll reset later - return false; - } - if (result == D3DERR_DEVICENOTRESET) { - D3D_Reset(renderer); - } - result = IDirect3DDevice9_Present(data->device, NULL, NULL, NULL, NULL); - if (FAILED(result)) { - return D3D_SetError("Present()", result); - } - return true; -} - -static void D3D_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture) -{ - D3D_RenderData *renderdata = (D3D_RenderData *)renderer->internal; - D3D_TextureData *data = (D3D_TextureData *)texture->internal; - - if (renderdata->drawstate.texture == texture) { - renderdata->drawstate.texture = NULL; - renderdata->drawstate.shader = SHADER_NONE; - renderdata->drawstate.shader_params = NULL; - IDirect3DDevice9_SetPixelShader(renderdata->device, NULL); - IDirect3DDevice9_SetTexture(renderdata->device, 0, NULL); -#ifdef SDL_HAVE_YUV - if (data->yuv) { - IDirect3DDevice9_SetTexture(renderdata->device, 1, NULL); - IDirect3DDevice9_SetTexture(renderdata->device, 2, NULL); - } -#endif - } - - if (!data) { - return; - } - - D3D_DestroyTextureRep(&data->texture); -#ifdef SDL_HAVE_YUV - D3D_DestroyTextureRep(&data->utexture); - D3D_DestroyTextureRep(&data->vtexture); - SDL_free(data->pixels); -#endif - SDL_free(data); - texture->internal = NULL; -} - -static void D3D_DestroyRenderer(SDL_Renderer *renderer) -{ - D3D_RenderData *data = (D3D_RenderData *)renderer->internal; - - if (data) { - int i; - - // Release the render target - if (data->defaultRenderTarget) { - IDirect3DSurface9_Release(data->defaultRenderTarget); - data->defaultRenderTarget = NULL; - } - if (data->currentRenderTarget) { - IDirect3DSurface9_Release(data->currentRenderTarget); - data->currentRenderTarget = NULL; - } -#ifdef SDL_HAVE_YUV - for (i = 0; i < SDL_arraysize(data->shaders); ++i) { - if (data->shaders[i]) { - IDirect3DPixelShader9_Release(data->shaders[i]); - data->shaders[i] = NULL; - } - } -#endif - // Release all vertex buffers - for (i = 0; i < SDL_arraysize(data->vertexBuffers); ++i) { - if (data->vertexBuffers[i]) { - IDirect3DVertexBuffer9_Release(data->vertexBuffers[i]); - } - data->vertexBuffers[i] = NULL; - } - if (data->device) { - IDirect3DDevice9_Release(data->device); - data->device = NULL; - } - if (data->d3d) { - IDirect3D9_Release(data->d3d); - SDL_UnloadObject(data->d3dDLL); - } - SDL_free(data); - } -} - -static bool D3D_Reset(SDL_Renderer *renderer) -{ - D3D_RenderData *data = (D3D_RenderData *)renderer->internal; - const Float4X4 d3dmatrix = MatrixIdentity(); - HRESULT result; - SDL_Texture *texture; - int i; - - // Cancel any scene that we've started - if (!data->beginScene) { - IDirect3DDevice9_EndScene(data->device); - data->beginScene = true; - } - - // Release the default render target before reset - if (data->defaultRenderTarget) { - IDirect3DSurface9_Release(data->defaultRenderTarget); - data->defaultRenderTarget = NULL; - } - if (data->currentRenderTarget) { - IDirect3DSurface9_Release(data->currentRenderTarget); - data->currentRenderTarget = NULL; - } - - // Release application render targets - for (texture = renderer->textures; texture; texture = texture->next) { - if (texture->access == SDL_TEXTUREACCESS_TARGET) { - D3D_DestroyTexture(renderer, texture); - } else { - D3D_RecreateTexture(renderer, texture); - } - } - - // Release all vertex buffers - for (i = 0; i < SDL_arraysize(data->vertexBuffers); ++i) { - if (data->vertexBuffers[i]) { - IDirect3DVertexBuffer9_Release(data->vertexBuffers[i]); - } - data->vertexBuffers[i] = NULL; - data->vertexBufferSize[i] = 0; - } - - result = IDirect3DDevice9_Reset(data->device, &data->pparams); - if (FAILED(result)) { - if (result == D3DERR_DEVICELOST) { - // Don't worry about it, we'll reset later... - return true; - } else { - return D3D_SetError("Reset()", result); - } - } - - // Allocate application render targets - for (texture = renderer->textures; texture; texture = texture->next) { - if (texture->access == SDL_TEXTUREACCESS_TARGET) { - D3D_CreateTexture(renderer, texture, 0); - } - } - - IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget); - D3D_InitRenderState(data); - D3D_SetRenderTargetInternal(renderer, renderer->target); - - D3D_InvalidateCachedState(renderer); - - IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX *)&d3dmatrix); - - // Let the application know that render targets were reset - { - SDL_Event event; - SDL_zero(event); - event.type = SDL_EVENT_RENDER_TARGETS_RESET; - event.render.windowID = SDL_GetWindowID(SDL_GetRenderWindow(renderer)); - SDL_PushEvent(&event); - } - - return true; -} - -static bool D3D_SetVSync(SDL_Renderer *renderer, const int vsync) -{ - D3D_RenderData *data = (D3D_RenderData *)renderer->internal; - - DWORD PresentationInterval; - switch (vsync) { - case 0: - PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; - break; - case 1: - PresentationInterval = D3DPRESENT_INTERVAL_ONE; - break; - case 2: - PresentationInterval = D3DPRESENT_INTERVAL_TWO; - break; - case 3: - PresentationInterval = D3DPRESENT_INTERVAL_THREE; - break; - case 4: - PresentationInterval = D3DPRESENT_INTERVAL_FOUR; - break; - default: - return SDL_Unsupported(); - } - - D3DCAPS9 caps; - HRESULT result = IDirect3D9_GetDeviceCaps(data->d3d, data->adapter, D3DDEVTYPE_HAL, &caps); - if (FAILED(result)) { - return D3D_SetError("GetDeviceCaps()", result); - } - if (!(caps.PresentationIntervals & PresentationInterval)) { - return SDL_Unsupported(); - } - data->pparams.PresentationInterval = PresentationInterval; - - if (!D3D_Reset(renderer)) { - // D3D_Reset will call SDL_SetError() - return false; - } - return true; -} - -static bool D3D_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_PropertiesID create_props) -{ - D3D_RenderData *data; - HRESULT result; - HWND hwnd; - D3DPRESENT_PARAMETERS pparams; - IDirect3DSwapChain9 *chain; - D3DCAPS9 caps; - DWORD device_flags; - int w, h; - SDL_DisplayID displayID; - const SDL_DisplayMode *fullscreen_mode = NULL; - - hwnd = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL); - if (!hwnd) { - return SDL_SetError("Couldn't get window handle"); - } - - SDL_SetupRendererColorspace(renderer, create_props); - - if (renderer->output_colorspace != SDL_COLORSPACE_SRGB) { - return SDL_SetError("Unsupported output colorspace"); - } - - data = (D3D_RenderData *)SDL_calloc(1, sizeof(*data)); - if (!data) { - return false; - } - - if (!D3D_LoadDLL(&data->d3dDLL, &data->d3d)) { - SDL_free(data); - return SDL_SetError("Unable to create Direct3D interface"); - } - - renderer->WindowEvent = D3D_WindowEvent; - renderer->SupportsBlendMode = D3D_SupportsBlendMode; - renderer->CreateTexture = D3D_CreateTexture; - renderer->UpdateTexture = D3D_UpdateTexture; -#ifdef SDL_HAVE_YUV - renderer->UpdateTextureYUV = D3D_UpdateTextureYUV; -#endif - renderer->LockTexture = D3D_LockTexture; - renderer->UnlockTexture = D3D_UnlockTexture; - renderer->SetTextureScaleMode = D3D_SetTextureScaleMode; - renderer->SetRenderTarget = D3D_SetRenderTarget; - renderer->QueueSetViewport = D3D_QueueNoOp; - renderer->QueueSetDrawColor = D3D_QueueNoOp; - renderer->QueueDrawPoints = D3D_QueueDrawPoints; - renderer->QueueDrawLines = D3D_QueueDrawPoints; // lines and points queue vertices the same way. - renderer->QueueGeometry = D3D_QueueGeometry; - renderer->InvalidateCachedState = D3D_InvalidateCachedState; - renderer->RunCommandQueue = D3D_RunCommandQueue; - renderer->RenderReadPixels = D3D_RenderReadPixels; - renderer->RenderPresent = D3D_RenderPresent; - renderer->DestroyTexture = D3D_DestroyTexture; - renderer->DestroyRenderer = D3D_DestroyRenderer; - renderer->SetVSync = D3D_SetVSync; - renderer->internal = data; - D3D_InvalidateCachedState(renderer); - - renderer->name = D3D_RenderDriver.name; - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ARGB8888); - - SDL_GetWindowSizeInPixels(window, &w, &h); - if (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN) { - fullscreen_mode = SDL_GetWindowFullscreenMode(window); - } - - SDL_zero(pparams); - pparams.hDeviceWindow = hwnd; - pparams.BackBufferWidth = w; - pparams.BackBufferHeight = h; - pparams.BackBufferCount = 1; - pparams.SwapEffect = D3DSWAPEFFECT_DISCARD; - - if (fullscreen_mode) { - pparams.Windowed = FALSE; - pparams.BackBufferFormat = PixelFormatToD3DFMT(fullscreen_mode->format); - pparams.FullScreen_RefreshRateInHz = (UINT)SDL_ceilf(fullscreen_mode->refresh_rate); - } else { - pparams.Windowed = TRUE; - pparams.BackBufferFormat = D3DFMT_UNKNOWN; - pparams.FullScreen_RefreshRateInHz = 0; - } - pparams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; - - // Get the adapter for the display that the window is on - displayID = SDL_GetDisplayForWindow(window); - data->adapter = SDL_GetDirect3D9AdapterIndex(displayID); - - result = IDirect3D9_GetDeviceCaps(data->d3d, data->adapter, D3DDEVTYPE_HAL, &caps); - if (FAILED(result)) { - return D3D_SetError("GetDeviceCaps()", result); - } - - device_flags = D3DCREATE_FPU_PRESERVE; - if (caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) { - device_flags |= D3DCREATE_HARDWARE_VERTEXPROCESSING; - } else { - device_flags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING; - } - - if (SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D_THREADSAFE, false)) { - device_flags |= D3DCREATE_MULTITHREADED; - } - - result = IDirect3D9_CreateDevice(data->d3d, data->adapter, - D3DDEVTYPE_HAL, - pparams.hDeviceWindow, - device_flags, - &pparams, &data->device); - if (FAILED(result)) { - return D3D_SetError("CreateDevice()", result); - } - - // Get presentation parameters to fill info - result = IDirect3DDevice9_GetSwapChain(data->device, 0, &chain); - if (FAILED(result)) { - return D3D_SetError("GetSwapChain()", result); - } - result = IDirect3DSwapChain9_GetPresentParameters(chain, &pparams); - if (FAILED(result)) { - IDirect3DSwapChain9_Release(chain); - return D3D_SetError("GetPresentParameters()", result); - } - IDirect3DSwapChain9_Release(chain); - data->pparams = pparams; - - IDirect3DDevice9_GetDeviceCaps(data->device, &caps); - SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, SDL_min(caps.MaxTextureWidth, caps.MaxTextureHeight)); - - if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_SEPARATEALPHABLEND) { - data->enableSeparateAlphaBlend = true; - } - - // Store the default render target - IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget); - data->currentRenderTarget = NULL; - - // Set up parameters for rendering - D3D_InitRenderState(data); -#ifdef SDL_HAVE_YUV - if (caps.MaxSimultaneousTextures >= 3) { - int i; - for (i = SHADER_NONE + 1; i < SDL_arraysize(data->shaders); ++i) { - result = D3D9_CreatePixelShader(data->device, (D3D9_Shader)i, &data->shaders[i]); - if (FAILED(result)) { - D3D_SetError("CreatePixelShader()", result); - } - } - if (data->shaders[SHADER_YUV]) { - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_YV12); - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_IYUV); - } - } -#endif - - SDL_SetPointerProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_D3D9_DEVICE_POINTER, data->device); - - return true; -} - -SDL_RenderDriver D3D_RenderDriver = { - D3D_CreateRenderer, "direct3d" -}; -#endif // SDL_VIDEO_RENDER_D3D diff --git a/contrib/SDL-3.2.8/src/render/direct3d/SDL_shaders_d3d.c b/contrib/SDL-3.2.8/src/render/direct3d/SDL_shaders_d3d.c deleted file mode 100644 index 9b1b4b5..0000000 --- a/contrib/SDL-3.2.8/src/render/direct3d/SDL_shaders_d3d.c +++ /dev/null @@ -1,48 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2025 Sam Lantinga - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ -#include "SDL_internal.h" - -#ifdef SDL_VIDEO_RENDER_D3D - -#include "../../core/windows/SDL_windows.h" - -#include - -#include "SDL_shaders_d3d.h" - -// The shaders here were compiled with compile_shaders.bat - -#define g_ps20_main D3D9_PixelShader_YUV -#include "D3D9_PixelShader_YUV.h" -#undef g_ps20_main - -static const BYTE *D3D9_shaders[] = { - NULL, - D3D9_PixelShader_YUV -}; -SDL_COMPILE_TIME_ASSERT(D3D9_shaders, SDL_arraysize(D3D9_shaders) == NUM_SHADERS); - -HRESULT D3D9_CreatePixelShader(IDirect3DDevice9 *d3dDevice, D3D9_Shader shader, IDirect3DPixelShader9 **pixelShader) -{ - return IDirect3DDevice9_CreatePixelShader(d3dDevice, (const DWORD *)D3D9_shaders[shader], pixelShader); -} - -#endif // SDL_VIDEO_RENDER_D3D diff --git a/contrib/SDL-3.2.8/src/render/direct3d/SDL_shaders_d3d.h b/contrib/SDL-3.2.8/src/render/direct3d/SDL_shaders_d3d.h deleted file mode 100644 index 90ef7a9..0000000 --- a/contrib/SDL-3.2.8/src/render/direct3d/SDL_shaders_d3d.h +++ /dev/null @@ -1,32 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2025 Sam Lantinga - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ -#include "SDL_internal.h" - -// D3D9 shader implementation - -typedef enum -{ - SHADER_NONE, - SHADER_YUV, - NUM_SHADERS -} D3D9_Shader; - -extern HRESULT D3D9_CreatePixelShader(IDirect3DDevice9 *d3dDevice, D3D9_Shader shader, IDirect3DPixelShader9 **pixelShader); diff --git a/contrib/SDL-3.2.8/src/render/direct3d/compile_shaders.bat b/contrib/SDL-3.2.8/src/render/direct3d/compile_shaders.bat deleted file mode 100644 index 81d513e..0000000 --- a/contrib/SDL-3.2.8/src/render/direct3d/compile_shaders.bat +++ /dev/null @@ -1 +0,0 @@ -fxc /T ps_2_0 /Fh D3D9_PixelShader_YUV.h D3D9_PixelShader_YUV.hlsl diff --git a/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Advanced.h b/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Advanced.h deleted file mode 100644 index a1297c9..0000000 --- a/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Advanced.h +++ /dev/null @@ -1,1060 +0,0 @@ -#if 0 -// -// Generated by Microsoft (R) HLSL Shader Compiler 10.1 -// -// -// Buffer Definitions: -// -// cbuffer Constants -// { -// -// float scRGB_output; // Offset: 0 Size: 4 -// float texture_type; // Offset: 4 Size: 4 -// float input_type; // Offset: 8 Size: 4 -// float color_scale; // Offset: 12 Size: 4 -// float tonemap_method; // Offset: 16 Size: 4 -// float tonemap_factor1; // Offset: 20 Size: 4 -// float tonemap_factor2; // Offset: 24 Size: 4 -// float sdr_white_point; // Offset: 28 Size: 4 -// float4 Yoffset; // Offset: 32 Size: 16 -// float4 Rcoeff; // Offset: 48 Size: 16 -// float4 Gcoeff; // Offset: 64 Size: 16 -// float4 Bcoeff; // Offset: 80 Size: 16 -// -// } -// -// -// Resource Bindings: -// -// Name Type Format Dim HLSL Bind Count -// ------------------------------ ---------- ------- ----------- -------------- ------ -// sampler0 sampler NA NA s0 1 -// texture0 texture float4 2d t0 1 -// texture1 texture float4 2d t1 1 -// texture2 texture float4 2d t2 1 -// Constants cbuffer NA NA cb0 1 -// -// -// -// Input signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_POSITION 0 xyzw 0 POS float -// TEXCOORD 0 xy 1 NONE float xy -// COLOR 0 xyzw 2 NONE float xyzw -// -// -// Output signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_TARGET 0 xyzw 0 TARGET float xyzw -// -ps_5_0 -dcl_globalFlags refactoringAllowed -dcl_constantbuffer CB0[6], immediateIndexed -dcl_sampler s0, mode_default -dcl_resource_texture2d (float,float,float,float) t0 -dcl_resource_texture2d (float,float,float,float) t1 -dcl_resource_texture2d (float,float,float,float) t2 -dcl_input_ps linear v1.xy -dcl_input_ps linear v2.xyzw -dcl_output o0.xyzw -dcl_temps 7 -eq r0.xyzw, cb0[0].yzzz, l(0.000000, 3.000000, 2.000000, 1.000000) -if_nz r0.x - mov r1.xyzw, l(1.000000,1.000000,1.000000,1.000000) -else - eq r0.x, cb0[0].y, l(1.000000) - if_nz r0.x - sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v1.xyxx, t0.xyzw, s0 - else - eq r0.x, cb0[0].y, l(2.000000) - if_nz r0.x - sample_indexable(texture2d)(float,float,float,float) r2.x, v1.xyxx, t0.xyzw, s0 - sample_indexable(texture2d)(float,float,float,float) r2.yz, v1.xyxx, t1.zxyw, s0 - add r2.xyz, r2.xyzx, cb0[2].xyzx - dp3 r1.x, r2.xyzx, cb0[3].xyzx - dp3 r1.y, r2.xyzx, cb0[4].xyzx - dp3 r1.z, r2.xyzx, cb0[5].xyzx - else - eq r0.x, cb0[0].y, l(3.000000) - if_nz r0.x - sample_indexable(texture2d)(float,float,float,float) r2.x, v1.xyxx, t0.xyzw, s0 - sample_indexable(texture2d)(float,float,float,float) r2.yz, v1.xyxx, t1.zyxw, s0 - add r2.xyz, r2.xyzx, cb0[2].xyzx - dp3 r1.x, r2.xyzx, cb0[3].xyzx - dp3 r1.y, r2.xyzx, cb0[4].xyzx - dp3 r1.z, r2.xyzx, cb0[5].xyzx - else - eq r0.x, cb0[0].y, l(4.000000) - if_nz r0.x - sample_indexable(texture2d)(float,float,float,float) r2.x, v1.xyxx, t0.xyzw, s0 - sample_indexable(texture2d)(float,float,float,float) r2.y, v1.xyxx, t1.yxzw, s0 - sample_indexable(texture2d)(float,float,float,float) r2.z, v1.xyxx, t2.yzxw, s0 - add r2.xyz, r2.xyzx, cb0[2].xyzx - dp3 r1.x, r2.xyzx, cb0[3].xyzx - dp3 r1.y, r2.xyzx, cb0[4].xyzx - dp3 r1.z, r2.xyzx, cb0[5].xyzx - else - mov r1.xyz, l(1.000000,0,0,0) - endif - endif - endif - mov r1.w, l(1.000000) - endif -endif -log r2.xyz, |r1.xyzx| -mul r2.xyz, r2.xyzx, l(0.012683, 0.012683, 0.012683, 0.000000) -exp r2.xyz, r2.xyzx -add r3.xyz, r2.xyzx, l(-0.835938, -0.835938, -0.835938, 0.000000) -max r3.xyz, r3.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000) -mad r2.xyz, -r2.xyzx, l(18.687500, 18.687500, 18.687500, 0.000000), l(18.851562, 18.851562, 18.851562, 0.000000) -div r2.xyz, r3.xyzx, r2.xyzx -log r2.xyz, |r2.xyzx| -mul r2.xyz, r2.xyzx, l(6.277395, 6.277395, 6.277395, 0.000000) -exp r2.xyz, r2.xyzx -mul r2.xyz, r2.xyzx, l(10000.000000, 10000.000000, 10000.000000, 0.000000) -div r2.xyz, r2.xyzx, cb0[1].wwww -movc r2.xyz, r0.yyyy, r2.xyzx, r1.xyzx -ne r0.x, cb0[1].x, l(0.000000) -mul r3.xyz, r2.xyzx, cb0[1].yyyy -eq r4.xy, cb0[1].xxxx, l(1.000000, 2.000000, 0.000000, 0.000000) -dp3 r5.x, l(0.627404, 0.329283, 0.043313, 0.000000), r2.xyzx -dp3 r5.y, l(0.069097, 0.919541, 0.011362, 0.000000), r2.xyzx -dp3 r5.z, l(0.016391, 0.088013, 0.895595, 0.000000), r2.xyzx -movc r5.xyz, r0.zzzz, r5.xyzx, r2.xyzx -max r2.w, r5.z, r5.y -max r2.w, r2.w, r5.x -lt r3.w, l(0.000000), r2.w -mad r4.zw, cb0[1].yyyz, r2.wwww, l(0.000000, 0.000000, 1.000000, 1.000000) -div r2.w, r4.z, r4.w -mul r6.xyz, r2.wwww, r5.xyzx -movc r5.xyz, r3.wwww, r6.xyzx, r5.xyzx -dp3 r6.x, l(1.660496, -0.587656, -0.072840, 0.000000), r5.xyzx -dp3 r6.y, l(-0.124547, 1.132895, -0.008348, 0.000000), r5.xyzx -dp3 r6.z, l(-0.018154, -0.100597, 1.118751, 0.000000), r5.xyzx -movc r5.xyz, r0.zzzz, r6.xyzx, r5.xyzx -movc r4.yzw, r4.yyyy, r5.xxyz, r2.xxyz -movc r3.xyz, r4.xxxx, r3.xyzx, r4.yzwy -movc r2.xyz, r0.xxxx, r3.xyzx, r2.xyzx -if_nz r0.w - ne r0.x, l(0.000000, 0.000000, 0.000000, 0.000000), cb0[0].x - if_nz r0.x - ge r3.xyz, l(0.040450, 0.040450, 0.040450, 0.000000), r2.xyzx - mul r4.xyz, r2.xyzx, l(0.077399, 0.077399, 0.077399, 0.000000) - add r5.xyz, r2.xyzx, l(0.055000, 0.055000, 0.055000, 0.000000) - mul r5.xyz, |r5.xyzx|, l(0.947867, 0.947867, 0.947867, 0.000000) - log r5.xyz, r5.xyzx - mul r5.xyz, r5.xyzx, l(2.400000, 2.400000, 2.400000, 0.000000) - exp r5.xyz, r5.xyzx - movc r2.xyz, r3.xyzx, r4.xyzx, r5.xyzx - endif - mul r1.xyz, r2.xyzx, cb0[0].wwww -else - if_nz r0.z - mul r1.xyz, r2.xyzx, cb0[0].wwww - ne r0.x, l(0.000000, 0.000000, 0.000000, 0.000000), cb0[0].x - if_z r0.x - ge r0.xzw, l(0.003131, 0.000000, 0.003131, 0.003131), r1.xxyz - mul r3.xyz, r1.xyzx, l(12.920000, 12.920000, 12.920000, 0.000000) - log r4.xyz, |r1.xyzx| - mul r4.xyz, r4.xyzx, l(0.416667, 0.416667, 0.416667, 0.000000) - exp r4.xyz, r4.xyzx - mad r4.xyz, r4.xyzx, l(1.055000, 1.055000, 1.055000, 0.000000), l(-0.055000, -0.055000, -0.055000, 0.000000) - movc_sat r1.xyz, r0.xzwx, r3.xyzx, r4.xyzx - endif - else - if_nz r0.y - dp3 r0.x, l(1.660496, -0.587656, -0.072840, 0.000000), r2.xyzx - dp3 r0.y, l(-0.124547, 1.132895, -0.008348, 0.000000), r2.xyzx - dp3 r0.z, l(-0.018154, -0.100597, 1.118751, 0.000000), r2.xyzx - mul r1.xyz, r0.xyzx, cb0[0].wwww - ne r0.x, l(0.000000, 0.000000, 0.000000, 0.000000), cb0[0].x - if_z r0.x - ge r0.xyz, l(0.003131, 0.003131, 0.003131, 0.000000), r1.xyzx - mul r3.xyz, r1.xyzx, l(12.920000, 12.920000, 12.920000, 0.000000) - log r4.xyz, |r1.xyzx| - mul r4.xyz, r4.xyzx, l(0.416667, 0.416667, 0.416667, 0.000000) - exp r4.xyz, r4.xyzx - mad r4.xyz, r4.xyzx, l(1.055000, 1.055000, 1.055000, 0.000000), l(-0.055000, -0.055000, -0.055000, 0.000000) - movc_sat r1.xyz, r0.xyzx, r3.xyzx, r4.xyzx - endif - else - mul r1.xyz, r2.xyzx, cb0[0].wwww - endif - endif -endif -mul o0.xyzw, r1.xyzw, v2.xyzw -ret -// Approximately 126 instruction slots used -#endif - -const BYTE g_main[] = -{ - 68, 88, 66, 67, 154, 200, - 28, 25, 30, 140, 0, 183, - 251, 32, 6, 185, 210, 29, - 251, 110, 1, 0, 0, 0, - 64, 20, 0, 0, 5, 0, - 0, 0, 52, 0, 0, 0, - 80, 4, 0, 0, 196, 4, - 0, 0, 248, 4, 0, 0, - 164, 19, 0, 0, 82, 68, - 69, 70, 20, 4, 0, 0, - 1, 0, 0, 0, 12, 1, - 0, 0, 5, 0, 0, 0, - 60, 0, 0, 0, 0, 5, - 255, 255, 0, 1, 0, 0, - 233, 3, 0, 0, 82, 68, - 49, 49, 60, 0, 0, 0, - 24, 0, 0, 0, 32, 0, - 0, 0, 40, 0, 0, 0, - 36, 0, 0, 0, 12, 0, - 0, 0, 0, 0, 0, 0, - 220, 0, 0, 0, 3, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 1, 0, 0, 0, 1, 0, - 0, 0, 229, 0, 0, 0, - 2, 0, 0, 0, 5, 0, - 0, 0, 4, 0, 0, 0, - 255, 255, 255, 255, 0, 0, - 0, 0, 1, 0, 0, 0, - 13, 0, 0, 0, 238, 0, - 0, 0, 2, 0, 0, 0, - 5, 0, 0, 0, 4, 0, - 0, 0, 255, 255, 255, 255, - 1, 0, 0, 0, 1, 0, - 0, 0, 13, 0, 0, 0, - 247, 0, 0, 0, 2, 0, - 0, 0, 5, 0, 0, 0, - 4, 0, 0, 0, 255, 255, - 255, 255, 2, 0, 0, 0, - 1, 0, 0, 0, 13, 0, - 0, 0, 0, 1, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 1, 0, 0, 0, - 1, 0, 0, 0, 115, 97, - 109, 112, 108, 101, 114, 48, - 0, 116, 101, 120, 116, 117, - 114, 101, 48, 0, 116, 101, - 120, 116, 117, 114, 101, 49, - 0, 116, 101, 120, 116, 117, - 114, 101, 50, 0, 67, 111, - 110, 115, 116, 97, 110, 116, - 115, 0, 171, 171, 0, 1, - 0, 0, 12, 0, 0, 0, - 36, 1, 0, 0, 96, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 4, 3, - 0, 0, 0, 0, 0, 0, - 4, 0, 0, 0, 2, 0, - 0, 0, 24, 3, 0, 0, - 0, 0, 0, 0, 255, 255, - 255, 255, 0, 0, 0, 0, - 255, 255, 255, 255, 0, 0, - 0, 0, 60, 3, 0, 0, - 4, 0, 0, 0, 4, 0, - 0, 0, 2, 0, 0, 0, - 24, 3, 0, 0, 0, 0, - 0, 0, 255, 255, 255, 255, - 0, 0, 0, 0, 255, 255, - 255, 255, 0, 0, 0, 0, - 73, 3, 0, 0, 8, 0, - 0, 0, 4, 0, 0, 0, - 2, 0, 0, 0, 24, 3, - 0, 0, 0, 0, 0, 0, - 255, 255, 255, 255, 0, 0, - 0, 0, 255, 255, 255, 255, - 0, 0, 0, 0, 84, 3, - 0, 0, 12, 0, 0, 0, - 4, 0, 0, 0, 2, 0, - 0, 0, 24, 3, 0, 0, - 0, 0, 0, 0, 255, 255, - 255, 255, 0, 0, 0, 0, - 255, 255, 255, 255, 0, 0, - 0, 0, 96, 3, 0, 0, - 16, 0, 0, 0, 4, 0, - 0, 0, 2, 0, 0, 0, - 24, 3, 0, 0, 0, 0, - 0, 0, 255, 255, 255, 255, - 0, 0, 0, 0, 255, 255, - 255, 255, 0, 0, 0, 0, - 111, 3, 0, 0, 20, 0, - 0, 0, 4, 0, 0, 0, - 2, 0, 0, 0, 24, 3, - 0, 0, 0, 0, 0, 0, - 255, 255, 255, 255, 0, 0, - 0, 0, 255, 255, 255, 255, - 0, 0, 0, 0, 127, 3, - 0, 0, 24, 0, 0, 0, - 4, 0, 0, 0, 2, 0, - 0, 0, 24, 3, 0, 0, - 0, 0, 0, 0, 255, 255, - 255, 255, 0, 0, 0, 0, - 255, 255, 255, 255, 0, 0, - 0, 0, 143, 3, 0, 0, - 28, 0, 0, 0, 4, 0, - 0, 0, 2, 0, 0, 0, - 24, 3, 0, 0, 0, 0, - 0, 0, 255, 255, 255, 255, - 0, 0, 0, 0, 255, 255, - 255, 255, 0, 0, 0, 0, - 159, 3, 0, 0, 32, 0, - 0, 0, 16, 0, 0, 0, - 2, 0, 0, 0, 176, 3, - 0, 0, 0, 0, 0, 0, - 255, 255, 255, 255, 0, 0, - 0, 0, 255, 255, 255, 255, - 0, 0, 0, 0, 212, 3, - 0, 0, 48, 0, 0, 0, - 16, 0, 0, 0, 2, 0, - 0, 0, 176, 3, 0, 0, - 0, 0, 0, 0, 255, 255, - 255, 255, 0, 0, 0, 0, - 255, 255, 255, 255, 0, 0, - 0, 0, 219, 3, 0, 0, - 64, 0, 0, 0, 16, 0, - 0, 0, 2, 0, 0, 0, - 176, 3, 0, 0, 0, 0, - 0, 0, 255, 255, 255, 255, - 0, 0, 0, 0, 255, 255, - 255, 255, 0, 0, 0, 0, - 226, 3, 0, 0, 80, 0, - 0, 0, 16, 0, 0, 0, - 2, 0, 0, 0, 176, 3, - 0, 0, 0, 0, 0, 0, - 255, 255, 255, 255, 0, 0, - 0, 0, 255, 255, 255, 255, - 0, 0, 0, 0, 115, 99, - 82, 71, 66, 95, 111, 117, - 116, 112, 117, 116, 0, 102, - 108, 111, 97, 116, 0, 171, - 0, 0, 3, 0, 1, 0, - 1, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 17, 3, 0, 0, - 116, 101, 120, 116, 117, 114, - 101, 95, 116, 121, 112, 101, - 0, 105, 110, 112, 117, 116, - 95, 116, 121, 112, 101, 0, - 99, 111, 108, 111, 114, 95, - 115, 99, 97, 108, 101, 0, - 116, 111, 110, 101, 109, 97, - 112, 95, 109, 101, 116, 104, - 111, 100, 0, 116, 111, 110, - 101, 109, 97, 112, 95, 102, - 97, 99, 116, 111, 114, 49, - 0, 116, 111, 110, 101, 109, - 97, 112, 95, 102, 97, 99, - 116, 111, 114, 50, 0, 115, - 100, 114, 95, 119, 104, 105, - 116, 101, 95, 112, 111, 105, - 110, 116, 0, 89, 111, 102, - 102, 115, 101, 116, 0, 102, - 108, 111, 97, 116, 52, 0, - 171, 171, 1, 0, 3, 0, - 1, 0, 4, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 167, 3, - 0, 0, 82, 99, 111, 101, - 102, 102, 0, 71, 99, 111, - 101, 102, 102, 0, 66, 99, - 111, 101, 102, 102, 0, 77, - 105, 99, 114, 111, 115, 111, - 102, 116, 32, 40, 82, 41, - 32, 72, 76, 83, 76, 32, - 83, 104, 97, 100, 101, 114, - 32, 67, 111, 109, 112, 105, - 108, 101, 114, 32, 49, 48, - 46, 49, 0, 171, 171, 171, - 73, 83, 71, 78, 108, 0, - 0, 0, 3, 0, 0, 0, - 8, 0, 0, 0, 80, 0, - 0, 0, 0, 0, 0, 0, - 1, 0, 0, 0, 3, 0, - 0, 0, 0, 0, 0, 0, - 15, 0, 0, 0, 92, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 3, 0, - 0, 0, 1, 0, 0, 0, - 3, 3, 0, 0, 101, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 3, 0, - 0, 0, 2, 0, 0, 0, - 15, 15, 0, 0, 83, 86, - 95, 80, 79, 83, 73, 84, - 73, 79, 78, 0, 84, 69, - 88, 67, 79, 79, 82, 68, - 0, 67, 79, 76, 79, 82, - 0, 171, 79, 83, 71, 78, - 44, 0, 0, 0, 1, 0, - 0, 0, 8, 0, 0, 0, - 32, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 3, 0, 0, 0, 0, 0, - 0, 0, 15, 0, 0, 0, - 83, 86, 95, 84, 65, 82, - 71, 69, 84, 0, 171, 171, - 83, 72, 69, 88, 164, 14, - 0, 0, 80, 0, 0, 0, - 169, 3, 0, 0, 106, 8, - 0, 1, 89, 0, 0, 4, - 70, 142, 32, 0, 0, 0, - 0, 0, 6, 0, 0, 0, - 90, 0, 0, 3, 0, 96, - 16, 0, 0, 0, 0, 0, - 88, 24, 0, 4, 0, 112, - 16, 0, 0, 0, 0, 0, - 85, 85, 0, 0, 88, 24, - 0, 4, 0, 112, 16, 0, - 1, 0, 0, 0, 85, 85, - 0, 0, 88, 24, 0, 4, - 0, 112, 16, 0, 2, 0, - 0, 0, 85, 85, 0, 0, - 98, 16, 0, 3, 50, 16, - 16, 0, 1, 0, 0, 0, - 98, 16, 0, 3, 242, 16, - 16, 0, 2, 0, 0, 0, - 101, 0, 0, 3, 242, 32, - 16, 0, 0, 0, 0, 0, - 104, 0, 0, 2, 7, 0, - 0, 0, 24, 0, 0, 11, - 242, 0, 16, 0, 0, 0, - 0, 0, 150, 138, 32, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 2, 64, 0, 0, - 0, 0, 0, 0, 0, 0, - 64, 64, 0, 0, 0, 64, - 0, 0, 128, 63, 31, 0, - 4, 3, 10, 0, 16, 0, - 0, 0, 0, 0, 54, 0, - 0, 8, 242, 0, 16, 0, - 1, 0, 0, 0, 2, 64, - 0, 0, 0, 0, 128, 63, - 0, 0, 128, 63, 0, 0, - 128, 63, 0, 0, 128, 63, - 18, 0, 0, 1, 24, 0, - 0, 8, 18, 0, 16, 0, - 0, 0, 0, 0, 26, 128, - 32, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 1, 64, - 0, 0, 0, 0, 128, 63, - 31, 0, 4, 3, 10, 0, - 16, 0, 0, 0, 0, 0, - 69, 0, 0, 139, 194, 0, - 0, 128, 67, 85, 21, 0, - 242, 0, 16, 0, 1, 0, - 0, 0, 70, 16, 16, 0, - 1, 0, 0, 0, 70, 126, - 16, 0, 0, 0, 0, 0, - 0, 96, 16, 0, 0, 0, - 0, 0, 18, 0, 0, 1, - 24, 0, 0, 8, 18, 0, - 16, 0, 0, 0, 0, 0, - 26, 128, 32, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 1, 64, 0, 0, 0, 0, - 0, 64, 31, 0, 4, 3, - 10, 0, 16, 0, 0, 0, - 0, 0, 69, 0, 0, 139, - 194, 0, 0, 128, 67, 85, - 21, 0, 18, 0, 16, 0, - 2, 0, 0, 0, 70, 16, - 16, 0, 1, 0, 0, 0, - 70, 126, 16, 0, 0, 0, - 0, 0, 0, 96, 16, 0, - 0, 0, 0, 0, 69, 0, - 0, 139, 194, 0, 0, 128, - 67, 85, 21, 0, 98, 0, - 16, 0, 2, 0, 0, 0, - 70, 16, 16, 0, 1, 0, - 0, 0, 38, 125, 16, 0, - 1, 0, 0, 0, 0, 96, - 16, 0, 0, 0, 0, 0, - 0, 0, 0, 8, 114, 0, - 16, 0, 2, 0, 0, 0, - 70, 2, 16, 0, 2, 0, - 0, 0, 70, 130, 32, 0, - 0, 0, 0, 0, 2, 0, - 0, 0, 16, 0, 0, 8, - 18, 0, 16, 0, 1, 0, - 0, 0, 70, 2, 16, 0, - 2, 0, 0, 0, 70, 130, - 32, 0, 0, 0, 0, 0, - 3, 0, 0, 0, 16, 0, - 0, 8, 34, 0, 16, 0, - 1, 0, 0, 0, 70, 2, - 16, 0, 2, 0, 0, 0, - 70, 130, 32, 0, 0, 0, - 0, 0, 4, 0, 0, 0, - 16, 0, 0, 8, 66, 0, - 16, 0, 1, 0, 0, 0, - 70, 2, 16, 0, 2, 0, - 0, 0, 70, 130, 32, 0, - 0, 0, 0, 0, 5, 0, - 0, 0, 18, 0, 0, 1, - 24, 0, 0, 8, 18, 0, - 16, 0, 0, 0, 0, 0, - 26, 128, 32, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 1, 64, 0, 0, 0, 0, - 64, 64, 31, 0, 4, 3, - 10, 0, 16, 0, 0, 0, - 0, 0, 69, 0, 0, 139, - 194, 0, 0, 128, 67, 85, - 21, 0, 18, 0, 16, 0, - 2, 0, 0, 0, 70, 16, - 16, 0, 1, 0, 0, 0, - 70, 126, 16, 0, 0, 0, - 0, 0, 0, 96, 16, 0, - 0, 0, 0, 0, 69, 0, - 0, 139, 194, 0, 0, 128, - 67, 85, 21, 0, 98, 0, - 16, 0, 2, 0, 0, 0, - 70, 16, 16, 0, 1, 0, - 0, 0, 102, 124, 16, 0, - 1, 0, 0, 0, 0, 96, - 16, 0, 0, 0, 0, 0, - 0, 0, 0, 8, 114, 0, - 16, 0, 2, 0, 0, 0, - 70, 2, 16, 0, 2, 0, - 0, 0, 70, 130, 32, 0, - 0, 0, 0, 0, 2, 0, - 0, 0, 16, 0, 0, 8, - 18, 0, 16, 0, 1, 0, - 0, 0, 70, 2, 16, 0, - 2, 0, 0, 0, 70, 130, - 32, 0, 0, 0, 0, 0, - 3, 0, 0, 0, 16, 0, - 0, 8, 34, 0, 16, 0, - 1, 0, 0, 0, 70, 2, - 16, 0, 2, 0, 0, 0, - 70, 130, 32, 0, 0, 0, - 0, 0, 4, 0, 0, 0, - 16, 0, 0, 8, 66, 0, - 16, 0, 1, 0, 0, 0, - 70, 2, 16, 0, 2, 0, - 0, 0, 70, 130, 32, 0, - 0, 0, 0, 0, 5, 0, - 0, 0, 18, 0, 0, 1, - 24, 0, 0, 8, 18, 0, - 16, 0, 0, 0, 0, 0, - 26, 128, 32, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 1, 64, 0, 0, 0, 0, - 128, 64, 31, 0, 4, 3, - 10, 0, 16, 0, 0, 0, - 0, 0, 69, 0, 0, 139, - 194, 0, 0, 128, 67, 85, - 21, 0, 18, 0, 16, 0, - 2, 0, 0, 0, 70, 16, - 16, 0, 1, 0, 0, 0, - 70, 126, 16, 0, 0, 0, - 0, 0, 0, 96, 16, 0, - 0, 0, 0, 0, 69, 0, - 0, 139, 194, 0, 0, 128, - 67, 85, 21, 0, 34, 0, - 16, 0, 2, 0, 0, 0, - 70, 16, 16, 0, 1, 0, - 0, 0, 22, 126, 16, 0, - 1, 0, 0, 0, 0, 96, - 16, 0, 0, 0, 0, 0, - 69, 0, 0, 139, 194, 0, - 0, 128, 67, 85, 21, 0, - 66, 0, 16, 0, 2, 0, - 0, 0, 70, 16, 16, 0, - 1, 0, 0, 0, 150, 124, - 16, 0, 2, 0, 0, 0, - 0, 96, 16, 0, 0, 0, - 0, 0, 0, 0, 0, 8, - 114, 0, 16, 0, 2, 0, - 0, 0, 70, 2, 16, 0, - 2, 0, 0, 0, 70, 130, - 32, 0, 0, 0, 0, 0, - 2, 0, 0, 0, 16, 0, - 0, 8, 18, 0, 16, 0, - 1, 0, 0, 0, 70, 2, - 16, 0, 2, 0, 0, 0, - 70, 130, 32, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 16, 0, 0, 8, 34, 0, - 16, 0, 1, 0, 0, 0, - 70, 2, 16, 0, 2, 0, - 0, 0, 70, 130, 32, 0, - 0, 0, 0, 0, 4, 0, - 0, 0, 16, 0, 0, 8, - 66, 0, 16, 0, 1, 0, - 0, 0, 70, 2, 16, 0, - 2, 0, 0, 0, 70, 130, - 32, 0, 0, 0, 0, 0, - 5, 0, 0, 0, 18, 0, - 0, 1, 54, 0, 0, 8, - 114, 0, 16, 0, 1, 0, - 0, 0, 2, 64, 0, 0, - 0, 0, 128, 63, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 21, 0, - 0, 1, 21, 0, 0, 1, - 21, 0, 0, 1, 54, 0, - 0, 5, 130, 0, 16, 0, - 1, 0, 0, 0, 1, 64, - 0, 0, 0, 0, 128, 63, - 21, 0, 0, 1, 21, 0, - 0, 1, 47, 0, 0, 6, - 114, 0, 16, 0, 2, 0, - 0, 0, 70, 2, 16, 128, - 129, 0, 0, 0, 1, 0, - 0, 0, 56, 0, 0, 10, - 114, 0, 16, 0, 2, 0, - 0, 0, 70, 2, 16, 0, - 2, 0, 0, 0, 2, 64, - 0, 0, 172, 205, 79, 60, - 172, 205, 79, 60, 172, 205, - 79, 60, 0, 0, 0, 0, - 25, 0, 0, 5, 114, 0, - 16, 0, 2, 0, 0, 0, - 70, 2, 16, 0, 2, 0, - 0, 0, 0, 0, 0, 10, - 114, 0, 16, 0, 3, 0, - 0, 0, 70, 2, 16, 0, - 2, 0, 0, 0, 2, 64, - 0, 0, 0, 0, 86, 191, - 0, 0, 86, 191, 0, 0, - 86, 191, 0, 0, 0, 0, - 52, 0, 0, 10, 114, 0, - 16, 0, 3, 0, 0, 0, - 70, 2, 16, 0, 3, 0, - 0, 0, 2, 64, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 50, 0, - 0, 16, 114, 0, 16, 0, - 2, 0, 0, 0, 70, 2, - 16, 128, 65, 0, 0, 0, - 2, 0, 0, 0, 2, 64, - 0, 0, 0, 128, 149, 65, - 0, 128, 149, 65, 0, 128, - 149, 65, 0, 0, 0, 0, - 2, 64, 0, 0, 0, 208, - 150, 65, 0, 208, 150, 65, - 0, 208, 150, 65, 0, 0, - 0, 0, 14, 0, 0, 7, - 114, 0, 16, 0, 2, 0, - 0, 0, 70, 2, 16, 0, - 3, 0, 0, 0, 70, 2, - 16, 0, 2, 0, 0, 0, - 47, 0, 0, 6, 114, 0, - 16, 0, 2, 0, 0, 0, - 70, 2, 16, 128, 129, 0, - 0, 0, 2, 0, 0, 0, - 56, 0, 0, 10, 114, 0, - 16, 0, 2, 0, 0, 0, - 70, 2, 16, 0, 2, 0, - 0, 0, 2, 64, 0, 0, - 107, 224, 200, 64, 107, 224, - 200, 64, 107, 224, 200, 64, - 0, 0, 0, 0, 25, 0, - 0, 5, 114, 0, 16, 0, - 2, 0, 0, 0, 70, 2, - 16, 0, 2, 0, 0, 0, - 56, 0, 0, 10, 114, 0, - 16, 0, 2, 0, 0, 0, - 70, 2, 16, 0, 2, 0, - 0, 0, 2, 64, 0, 0, - 0, 64, 28, 70, 0, 64, - 28, 70, 0, 64, 28, 70, - 0, 0, 0, 0, 14, 0, - 0, 8, 114, 0, 16, 0, - 2, 0, 0, 0, 70, 2, - 16, 0, 2, 0, 0, 0, - 246, 143, 32, 0, 0, 0, - 0, 0, 1, 0, 0, 0, - 55, 0, 0, 9, 114, 0, - 16, 0, 2, 0, 0, 0, - 86, 5, 16, 0, 0, 0, - 0, 0, 70, 2, 16, 0, - 2, 0, 0, 0, 70, 2, - 16, 0, 1, 0, 0, 0, - 57, 0, 0, 8, 18, 0, - 16, 0, 0, 0, 0, 0, - 10, 128, 32, 0, 0, 0, - 0, 0, 1, 0, 0, 0, - 1, 64, 0, 0, 0, 0, - 0, 0, 56, 0, 0, 8, - 114, 0, 16, 0, 3, 0, - 0, 0, 70, 2, 16, 0, - 2, 0, 0, 0, 86, 133, - 32, 0, 0, 0, 0, 0, - 1, 0, 0, 0, 24, 0, - 0, 11, 50, 0, 16, 0, - 4, 0, 0, 0, 6, 128, - 32, 0, 0, 0, 0, 0, - 1, 0, 0, 0, 2, 64, - 0, 0, 0, 0, 128, 63, - 0, 0, 0, 64, 0, 0, - 0, 0, 0, 0, 0, 0, - 16, 0, 0, 10, 18, 0, - 16, 0, 5, 0, 0, 0, - 2, 64, 0, 0, 140, 157, - 32, 63, 200, 151, 168, 62, - 249, 104, 49, 61, 0, 0, - 0, 0, 70, 2, 16, 0, - 2, 0, 0, 0, 16, 0, - 0, 10, 34, 0, 16, 0, - 5, 0, 0, 0, 2, 64, - 0, 0, 186, 130, 141, 61, - 10, 103, 107, 63, 175, 39, - 58, 60, 0, 0, 0, 0, - 70, 2, 16, 0, 2, 0, - 0, 0, 16, 0, 0, 10, - 66, 0, 16, 0, 5, 0, - 0, 0, 2, 64, 0, 0, - 107, 70, 134, 60, 41, 64, - 180, 61, 183, 69, 101, 63, - 0, 0, 0, 0, 70, 2, - 16, 0, 2, 0, 0, 0, - 55, 0, 0, 9, 114, 0, - 16, 0, 5, 0, 0, 0, - 166, 10, 16, 0, 0, 0, - 0, 0, 70, 2, 16, 0, - 5, 0, 0, 0, 70, 2, - 16, 0, 2, 0, 0, 0, - 52, 0, 0, 7, 130, 0, - 16, 0, 2, 0, 0, 0, - 42, 0, 16, 0, 5, 0, - 0, 0, 26, 0, 16, 0, - 5, 0, 0, 0, 52, 0, - 0, 7, 130, 0, 16, 0, - 2, 0, 0, 0, 58, 0, - 16, 0, 2, 0, 0, 0, - 10, 0, 16, 0, 5, 0, - 0, 0, 49, 0, 0, 7, - 130, 0, 16, 0, 3, 0, - 0, 0, 1, 64, 0, 0, - 0, 0, 0, 0, 58, 0, - 16, 0, 2, 0, 0, 0, - 50, 0, 0, 13, 194, 0, - 16, 0, 4, 0, 0, 0, - 86, 137, 32, 0, 0, 0, - 0, 0, 1, 0, 0, 0, - 246, 15, 16, 0, 2, 0, - 0, 0, 2, 64, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 128, 63, - 0, 0, 128, 63, 14, 0, - 0, 7, 130, 0, 16, 0, - 2, 0, 0, 0, 42, 0, - 16, 0, 4, 0, 0, 0, - 58, 0, 16, 0, 4, 0, - 0, 0, 56, 0, 0, 7, - 114, 0, 16, 0, 6, 0, - 0, 0, 246, 15, 16, 0, - 2, 0, 0, 0, 70, 2, - 16, 0, 5, 0, 0, 0, - 55, 0, 0, 9, 114, 0, - 16, 0, 5, 0, 0, 0, - 246, 15, 16, 0, 3, 0, - 0, 0, 70, 2, 16, 0, - 6, 0, 0, 0, 70, 2, - 16, 0, 5, 0, 0, 0, - 16, 0, 0, 10, 18, 0, - 16, 0, 6, 0, 0, 0, - 2, 64, 0, 0, 34, 139, - 212, 63, 160, 112, 22, 191, - 35, 45, 149, 189, 0, 0, - 0, 0, 70, 2, 16, 0, - 5, 0, 0, 0, 16, 0, - 0, 10, 34, 0, 16, 0, - 6, 0, 0, 0, 2, 64, - 0, 0, 127, 18, 255, 189, - 180, 2, 145, 63, 13, 198, - 8, 188, 0, 0, 0, 0, - 70, 2, 16, 0, 5, 0, - 0, 0, 16, 0, 0, 10, - 66, 0, 16, 0, 6, 0, - 0, 0, 2, 64, 0, 0, - 179, 183, 148, 188, 205, 5, - 206, 189, 60, 51, 143, 63, - 0, 0, 0, 0, 70, 2, - 16, 0, 5, 0, 0, 0, - 55, 0, 0, 9, 114, 0, - 16, 0, 5, 0, 0, 0, - 166, 10, 16, 0, 0, 0, - 0, 0, 70, 2, 16, 0, - 6, 0, 0, 0, 70, 2, - 16, 0, 5, 0, 0, 0, - 55, 0, 0, 9, 226, 0, - 16, 0, 4, 0, 0, 0, - 86, 5, 16, 0, 4, 0, - 0, 0, 6, 9, 16, 0, - 5, 0, 0, 0, 6, 9, - 16, 0, 2, 0, 0, 0, - 55, 0, 0, 9, 114, 0, - 16, 0, 3, 0, 0, 0, - 6, 0, 16, 0, 4, 0, - 0, 0, 70, 2, 16, 0, - 3, 0, 0, 0, 150, 7, - 16, 0, 4, 0, 0, 0, - 55, 0, 0, 9, 114, 0, - 16, 0, 2, 0, 0, 0, - 6, 0, 16, 0, 0, 0, - 0, 0, 70, 2, 16, 0, - 3, 0, 0, 0, 70, 2, - 16, 0, 2, 0, 0, 0, - 31, 0, 4, 3, 58, 0, - 16, 0, 0, 0, 0, 0, - 57, 0, 0, 11, 18, 0, - 16, 0, 0, 0, 0, 0, - 2, 64, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 10, 128, 32, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 31, 0, 4, 3, - 10, 0, 16, 0, 0, 0, - 0, 0, 29, 0, 0, 10, - 114, 0, 16, 0, 3, 0, - 0, 0, 2, 64, 0, 0, - 230, 174, 37, 61, 230, 174, - 37, 61, 230, 174, 37, 61, - 0, 0, 0, 0, 70, 2, - 16, 0, 2, 0, 0, 0, - 56, 0, 0, 10, 114, 0, - 16, 0, 4, 0, 0, 0, - 70, 2, 16, 0, 2, 0, - 0, 0, 2, 64, 0, 0, - 145, 131, 158, 61, 145, 131, - 158, 61, 145, 131, 158, 61, - 0, 0, 0, 0, 0, 0, - 0, 10, 114, 0, 16, 0, - 5, 0, 0, 0, 70, 2, - 16, 0, 2, 0, 0, 0, - 2, 64, 0, 0, 174, 71, - 97, 61, 174, 71, 97, 61, - 174, 71, 97, 61, 0, 0, - 0, 0, 56, 0, 0, 11, - 114, 0, 16, 0, 5, 0, - 0, 0, 70, 2, 16, 128, - 129, 0, 0, 0, 5, 0, - 0, 0, 2, 64, 0, 0, - 111, 167, 114, 63, 111, 167, - 114, 63, 111, 167, 114, 63, - 0, 0, 0, 0, 47, 0, - 0, 5, 114, 0, 16, 0, - 5, 0, 0, 0, 70, 2, - 16, 0, 5, 0, 0, 0, - 56, 0, 0, 10, 114, 0, - 16, 0, 5, 0, 0, 0, - 70, 2, 16, 0, 5, 0, - 0, 0, 2, 64, 0, 0, - 154, 153, 25, 64, 154, 153, - 25, 64, 154, 153, 25, 64, - 0, 0, 0, 0, 25, 0, - 0, 5, 114, 0, 16, 0, - 5, 0, 0, 0, 70, 2, - 16, 0, 5, 0, 0, 0, - 55, 0, 0, 9, 114, 0, - 16, 0, 2, 0, 0, 0, - 70, 2, 16, 0, 3, 0, - 0, 0, 70, 2, 16, 0, - 4, 0, 0, 0, 70, 2, - 16, 0, 5, 0, 0, 0, - 21, 0, 0, 1, 56, 0, - 0, 8, 114, 0, 16, 0, - 1, 0, 0, 0, 70, 2, - 16, 0, 2, 0, 0, 0, - 246, 143, 32, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 18, 0, 0, 1, 31, 0, - 4, 3, 42, 0, 16, 0, - 0, 0, 0, 0, 56, 0, - 0, 8, 114, 0, 16, 0, - 1, 0, 0, 0, 70, 2, - 16, 0, 2, 0, 0, 0, - 246, 143, 32, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 57, 0, 0, 11, 18, 0, - 16, 0, 0, 0, 0, 0, - 2, 64, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 10, 128, 32, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 31, 0, 0, 3, - 10, 0, 16, 0, 0, 0, - 0, 0, 29, 0, 0, 10, - 210, 0, 16, 0, 0, 0, - 0, 0, 2, 64, 0, 0, - 28, 46, 77, 59, 0, 0, - 0, 0, 28, 46, 77, 59, - 28, 46, 77, 59, 6, 9, - 16, 0, 1, 0, 0, 0, - 56, 0, 0, 10, 114, 0, - 16, 0, 3, 0, 0, 0, - 70, 2, 16, 0, 1, 0, - 0, 0, 2, 64, 0, 0, - 82, 184, 78, 65, 82, 184, - 78, 65, 82, 184, 78, 65, - 0, 0, 0, 0, 47, 0, - 0, 6, 114, 0, 16, 0, - 4, 0, 0, 0, 70, 2, - 16, 128, 129, 0, 0, 0, - 1, 0, 0, 0, 56, 0, - 0, 10, 114, 0, 16, 0, - 4, 0, 0, 0, 70, 2, - 16, 0, 4, 0, 0, 0, - 2, 64, 0, 0, 85, 85, - 213, 62, 85, 85, 213, 62, - 85, 85, 213, 62, 0, 0, - 0, 0, 25, 0, 0, 5, - 114, 0, 16, 0, 4, 0, - 0, 0, 70, 2, 16, 0, - 4, 0, 0, 0, 50, 0, - 0, 15, 114, 0, 16, 0, - 4, 0, 0, 0, 70, 2, - 16, 0, 4, 0, 0, 0, - 2, 64, 0, 0, 61, 10, - 135, 63, 61, 10, 135, 63, - 61, 10, 135, 63, 0, 0, - 0, 0, 2, 64, 0, 0, - 174, 71, 97, 189, 174, 71, - 97, 189, 174, 71, 97, 189, - 0, 0, 0, 0, 55, 32, - 0, 9, 114, 0, 16, 0, - 1, 0, 0, 0, 134, 3, - 16, 0, 0, 0, 0, 0, - 70, 2, 16, 0, 3, 0, - 0, 0, 70, 2, 16, 0, - 4, 0, 0, 0, 21, 0, - 0, 1, 18, 0, 0, 1, - 31, 0, 4, 3, 26, 0, - 16, 0, 0, 0, 0, 0, - 16, 0, 0, 10, 18, 0, - 16, 0, 0, 0, 0, 0, - 2, 64, 0, 0, 34, 139, - 212, 63, 160, 112, 22, 191, - 35, 45, 149, 189, 0, 0, - 0, 0, 70, 2, 16, 0, - 2, 0, 0, 0, 16, 0, - 0, 10, 34, 0, 16, 0, - 0, 0, 0, 0, 2, 64, - 0, 0, 127, 18, 255, 189, - 180, 2, 145, 63, 13, 198, - 8, 188, 0, 0, 0, 0, - 70, 2, 16, 0, 2, 0, - 0, 0, 16, 0, 0, 10, - 66, 0, 16, 0, 0, 0, - 0, 0, 2, 64, 0, 0, - 179, 183, 148, 188, 205, 5, - 206, 189, 60, 51, 143, 63, - 0, 0, 0, 0, 70, 2, - 16, 0, 2, 0, 0, 0, - 56, 0, 0, 8, 114, 0, - 16, 0, 1, 0, 0, 0, - 70, 2, 16, 0, 0, 0, - 0, 0, 246, 143, 32, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 57, 0, 0, 11, - 18, 0, 16, 0, 0, 0, - 0, 0, 2, 64, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 10, 128, - 32, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 31, 0, - 0, 3, 10, 0, 16, 0, - 0, 0, 0, 0, 29, 0, - 0, 10, 114, 0, 16, 0, - 0, 0, 0, 0, 2, 64, - 0, 0, 28, 46, 77, 59, - 28, 46, 77, 59, 28, 46, - 77, 59, 0, 0, 0, 0, - 70, 2, 16, 0, 1, 0, - 0, 0, 56, 0, 0, 10, - 114, 0, 16, 0, 3, 0, - 0, 0, 70, 2, 16, 0, - 1, 0, 0, 0, 2, 64, - 0, 0, 82, 184, 78, 65, - 82, 184, 78, 65, 82, 184, - 78, 65, 0, 0, 0, 0, - 47, 0, 0, 6, 114, 0, - 16, 0, 4, 0, 0, 0, - 70, 2, 16, 128, 129, 0, - 0, 0, 1, 0, 0, 0, - 56, 0, 0, 10, 114, 0, - 16, 0, 4, 0, 0, 0, - 70, 2, 16, 0, 4, 0, - 0, 0, 2, 64, 0, 0, - 85, 85, 213, 62, 85, 85, - 213, 62, 85, 85, 213, 62, - 0, 0, 0, 0, 25, 0, - 0, 5, 114, 0, 16, 0, - 4, 0, 0, 0, 70, 2, - 16, 0, 4, 0, 0, 0, - 50, 0, 0, 15, 114, 0, - 16, 0, 4, 0, 0, 0, - 70, 2, 16, 0, 4, 0, - 0, 0, 2, 64, 0, 0, - 61, 10, 135, 63, 61, 10, - 135, 63, 61, 10, 135, 63, - 0, 0, 0, 0, 2, 64, - 0, 0, 174, 71, 97, 189, - 174, 71, 97, 189, 174, 71, - 97, 189, 0, 0, 0, 0, - 55, 32, 0, 9, 114, 0, - 16, 0, 1, 0, 0, 0, - 70, 2, 16, 0, 0, 0, - 0, 0, 70, 2, 16, 0, - 3, 0, 0, 0, 70, 2, - 16, 0, 4, 0, 0, 0, - 21, 0, 0, 1, 18, 0, - 0, 1, 56, 0, 0, 8, - 114, 0, 16, 0, 1, 0, - 0, 0, 70, 2, 16, 0, - 2, 0, 0, 0, 246, 143, - 32, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 21, 0, - 0, 1, 21, 0, 0, 1, - 21, 0, 0, 1, 56, 0, - 0, 7, 242, 32, 16, 0, - 0, 0, 0, 0, 70, 14, - 16, 0, 1, 0, 0, 0, - 70, 30, 16, 0, 2, 0, - 0, 0, 62, 0, 0, 1, - 83, 84, 65, 84, 148, 0, - 0, 0, 126, 0, 0, 0, - 7, 0, 0, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 71, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 9, 0, 0, 0, 11, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 8, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 3, 0, 0, 0, 10, 0, - 0, 0, 3, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0 -}; diff --git a/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Advanced.hlsl b/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Advanced.hlsl deleted file mode 100644 index aad7b77..0000000 --- a/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Advanced.hlsl +++ /dev/null @@ -1,7 +0,0 @@ - -#include "D3D11_PixelShader_Common.hlsli" - -float4 main(PixelShaderInput input) : SV_TARGET -{ - return AdvancedPixelShader(input); -} diff --git a/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Colors.h b/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Colors.h deleted file mode 100644 index 6658e4d..0000000 --- a/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Colors.h +++ /dev/null @@ -1,284 +0,0 @@ -#if 0 -// -// Generated by Microsoft (R) HLSL Shader Compiler 10.1 -// -// -// Buffer Definitions: -// -// cbuffer Constants -// { -// -// float scRGB_output; // Offset: 0 Size: 4 [unused] -// float texture_type; // Offset: 4 Size: 4 [unused] -// float input_type; // Offset: 8 Size: 4 [unused] -// float color_scale; // Offset: 12 Size: 4 -// float tonemap_method; // Offset: 16 Size: 4 [unused] -// float tonemap_factor1; // Offset: 20 Size: 4 [unused] -// float tonemap_factor2; // Offset: 24 Size: 4 [unused] -// float sdr_white_point; // Offset: 28 Size: 4 [unused] -// float4 Yoffset; // Offset: 32 Size: 16 [unused] -// float4 Rcoeff; // Offset: 48 Size: 16 [unused] -// float4 Gcoeff; // Offset: 64 Size: 16 [unused] -// float4 Bcoeff; // Offset: 80 Size: 16 [unused] -// -// } -// -// -// Resource Bindings: -// -// Name Type Format Dim HLSL Bind Count -// ------------------------------ ---------- ------- ----------- -------------- ------ -// Constants cbuffer NA NA cb0 1 -// -// -// -// Input signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_POSITION 0 xyzw 0 POS float -// TEXCOORD 0 xy 1 NONE float -// COLOR 0 xyzw 2 NONE float xyzw -// -// -// Output signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_TARGET 0 xyzw 0 TARGET float xyzw -// -// -// Constant buffer to DX9 shader constant mappings: -// -// Target Reg Buffer Start Reg # of Regs Data Conversion -// ---------- ------- --------- --------- ---------------------- -// c0 cb0 0 1 ( FLT, FLT, FLT, FLT) -// -// -// Level9 shader bytecode: -// - ps_2_0 - dcl t1 - mul r0.xyz, t1, c0.w - mov r0.w, t1.w - mov oC0, r0 - -// approximately 3 instruction slots used -ps_4_0 -dcl_constantbuffer CB0[1], immediateIndexed -dcl_input_ps linear v2.xyzw -dcl_output o0.xyzw -dcl_temps 1 -mov r0.x, cb0[0].w -mov r0.w, l(1.000000) -mul o0.xyzw, r0.xxxw, v2.xyzw -ret -// Approximately 4 instruction slots used -#endif - -const BYTE g_main[] = -{ - 68, 88, 66, 67, 78, 223, - 23, 23, 93, 184, 255, 26, - 153, 0, 220, 179, 25, 194, - 30, 249, 1, 0, 0, 0, - 192, 4, 0, 0, 6, 0, - 0, 0, 56, 0, 0, 0, - 172, 0, 0, 0, 56, 1, - 0, 0, 180, 1, 0, 0, - 24, 4, 0, 0, 140, 4, - 0, 0, 65, 111, 110, 57, - 108, 0, 0, 0, 108, 0, - 0, 0, 0, 2, 255, 255, - 60, 0, 0, 0, 48, 0, - 0, 0, 1, 0, 36, 0, - 0, 0, 48, 0, 0, 0, - 48, 0, 0, 0, 36, 0, - 0, 0, 48, 0, 0, 0, - 0, 0, 1, 0, 0, 0, - 0, 0, 0, 0, 0, 2, - 255, 255, 31, 0, 0, 2, - 0, 0, 0, 128, 1, 0, - 15, 176, 5, 0, 0, 3, - 0, 0, 7, 128, 1, 0, - 228, 176, 0, 0, 255, 160, - 1, 0, 0, 2, 0, 0, - 8, 128, 1, 0, 255, 176, - 1, 0, 0, 2, 0, 8, - 15, 128, 0, 0, 228, 128, - 255, 255, 0, 0, 83, 72, - 68, 82, 132, 0, 0, 0, - 64, 0, 0, 0, 33, 0, - 0, 0, 89, 0, 0, 4, - 70, 142, 32, 0, 0, 0, - 0, 0, 1, 0, 0, 0, - 98, 16, 0, 3, 242, 16, - 16, 0, 2, 0, 0, 0, - 101, 0, 0, 3, 242, 32, - 16, 0, 0, 0, 0, 0, - 104, 0, 0, 2, 1, 0, - 0, 0, 54, 0, 0, 6, - 18, 0, 16, 0, 0, 0, - 0, 0, 58, 128, 32, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 54, 0, 0, 5, - 130, 0, 16, 0, 0, 0, - 0, 0, 1, 64, 0, 0, - 0, 0, 128, 63, 56, 0, - 0, 7, 242, 32, 16, 0, - 0, 0, 0, 0, 6, 12, - 16, 0, 0, 0, 0, 0, - 70, 30, 16, 0, 2, 0, - 0, 0, 62, 0, 0, 1, - 83, 84, 65, 84, 116, 0, - 0, 0, 4, 0, 0, 0, - 1, 0, 0, 0, 0, 0, - 0, 0, 2, 0, 0, 0, - 1, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 1, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 2, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 82, 68, - 69, 70, 92, 2, 0, 0, - 1, 0, 0, 0, 72, 0, - 0, 0, 1, 0, 0, 0, - 28, 0, 0, 0, 0, 4, - 255, 255, 0, 1, 0, 0, - 49, 2, 0, 0, 60, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 1, 0, - 0, 0, 1, 0, 0, 0, - 67, 111, 110, 115, 116, 97, - 110, 116, 115, 0, 171, 171, - 60, 0, 0, 0, 12, 0, - 0, 0, 96, 0, 0, 0, - 96, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 128, 1, 0, 0, 0, 0, - 0, 0, 4, 0, 0, 0, - 0, 0, 0, 0, 144, 1, - 0, 0, 0, 0, 0, 0, - 160, 1, 0, 0, 4, 0, - 0, 0, 4, 0, 0, 0, - 0, 0, 0, 0, 144, 1, - 0, 0, 0, 0, 0, 0, - 173, 1, 0, 0, 8, 0, - 0, 0, 4, 0, 0, 0, - 0, 0, 0, 0, 144, 1, - 0, 0, 0, 0, 0, 0, - 184, 1, 0, 0, 12, 0, - 0, 0, 4, 0, 0, 0, - 2, 0, 0, 0, 144, 1, - 0, 0, 0, 0, 0, 0, - 196, 1, 0, 0, 16, 0, - 0, 0, 4, 0, 0, 0, - 0, 0, 0, 0, 144, 1, - 0, 0, 0, 0, 0, 0, - 211, 1, 0, 0, 20, 0, - 0, 0, 4, 0, 0, 0, - 0, 0, 0, 0, 144, 1, - 0, 0, 0, 0, 0, 0, - 227, 1, 0, 0, 24, 0, - 0, 0, 4, 0, 0, 0, - 0, 0, 0, 0, 144, 1, - 0, 0, 0, 0, 0, 0, - 243, 1, 0, 0, 28, 0, - 0, 0, 4, 0, 0, 0, - 0, 0, 0, 0, 144, 1, - 0, 0, 0, 0, 0, 0, - 3, 2, 0, 0, 32, 0, - 0, 0, 16, 0, 0, 0, - 0, 0, 0, 0, 12, 2, - 0, 0, 0, 0, 0, 0, - 28, 2, 0, 0, 48, 0, - 0, 0, 16, 0, 0, 0, - 0, 0, 0, 0, 12, 2, - 0, 0, 0, 0, 0, 0, - 35, 2, 0, 0, 64, 0, - 0, 0, 16, 0, 0, 0, - 0, 0, 0, 0, 12, 2, - 0, 0, 0, 0, 0, 0, - 42, 2, 0, 0, 80, 0, - 0, 0, 16, 0, 0, 0, - 0, 0, 0, 0, 12, 2, - 0, 0, 0, 0, 0, 0, - 115, 99, 82, 71, 66, 95, - 111, 117, 116, 112, 117, 116, - 0, 171, 171, 171, 0, 0, - 3, 0, 1, 0, 1, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 116, 101, 120, 116, - 117, 114, 101, 95, 116, 121, - 112, 101, 0, 105, 110, 112, - 117, 116, 95, 116, 121, 112, - 101, 0, 99, 111, 108, 111, - 114, 95, 115, 99, 97, 108, - 101, 0, 116, 111, 110, 101, - 109, 97, 112, 95, 109, 101, - 116, 104, 111, 100, 0, 116, - 111, 110, 101, 109, 97, 112, - 95, 102, 97, 99, 116, 111, - 114, 49, 0, 116, 111, 110, - 101, 109, 97, 112, 95, 102, - 97, 99, 116, 111, 114, 50, - 0, 115, 100, 114, 95, 119, - 104, 105, 116, 101, 95, 112, - 111, 105, 110, 116, 0, 89, - 111, 102, 102, 115, 101, 116, - 0, 171, 1, 0, 3, 0, - 1, 0, 4, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 82, 99, 111, 101, 102, 102, - 0, 71, 99, 111, 101, 102, - 102, 0, 66, 99, 111, 101, - 102, 102, 0, 77, 105, 99, - 114, 111, 115, 111, 102, 116, - 32, 40, 82, 41, 32, 72, - 76, 83, 76, 32, 83, 104, - 97, 100, 101, 114, 32, 67, - 111, 109, 112, 105, 108, 101, - 114, 32, 49, 48, 46, 49, - 0, 171, 171, 171, 73, 83, - 71, 78, 108, 0, 0, 0, - 3, 0, 0, 0, 8, 0, - 0, 0, 80, 0, 0, 0, - 0, 0, 0, 0, 1, 0, - 0, 0, 3, 0, 0, 0, - 0, 0, 0, 0, 15, 0, - 0, 0, 92, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 1, 0, 0, 0, 3, 0, - 0, 0, 101, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 2, 0, 0, 0, 15, 15, - 0, 0, 83, 86, 95, 80, - 79, 83, 73, 84, 73, 79, - 78, 0, 84, 69, 88, 67, - 79, 79, 82, 68, 0, 67, - 79, 76, 79, 82, 0, 171, - 79, 83, 71, 78, 44, 0, - 0, 0, 1, 0, 0, 0, - 8, 0, 0, 0, 32, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 3, 0, - 0, 0, 0, 0, 0, 0, - 15, 0, 0, 0, 83, 86, - 95, 84, 65, 82, 71, 69, - 84, 0, 171, 171 -}; diff --git a/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Colors.hlsl b/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Colors.hlsl deleted file mode 100644 index 5757491..0000000 --- a/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Colors.hlsl +++ /dev/null @@ -1,7 +0,0 @@ - -#include "D3D11_PixelShader_Common.hlsli" - -float4 main(PixelShaderInput input) : SV_TARGET -{ - return GetOutputColor(1.0) * input.color; -} diff --git a/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Common.hlsli b/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Common.hlsli deleted file mode 100644 index b940c0c..0000000 --- a/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Common.hlsli +++ /dev/null @@ -1,235 +0,0 @@ - -Texture2D texture0 : register(t0); -Texture2D texture1 : register(t1); -Texture2D texture2 : register(t2); -SamplerState sampler0 : register(s0); - -struct PixelShaderInput -{ - float4 pos : SV_POSITION; - float2 tex : TEXCOORD0; - float4 color : COLOR0; -}; - -// These should mirror the definitions in SDL_render_d3d11.c -static const float TONEMAP_NONE = 0; -static const float TONEMAP_LINEAR = 1; -static const float TONEMAP_CHROME = 2; - -static const float TEXTURETYPE_NONE = 0; -static const float TEXTURETYPE_RGB = 1; -static const float TEXTURETYPE_NV12 = 2; -static const float TEXTURETYPE_NV21 = 3; -static const float TEXTURETYPE_YUV = 4; - -static const float INPUTTYPE_UNSPECIFIED = 0; -static const float INPUTTYPE_SRGB = 1; -static const float INPUTTYPE_SCRGB = 2; -static const float INPUTTYPE_HDR10 = 3; - -cbuffer Constants : register(b0) -{ - float scRGB_output; - float texture_type; - float input_type; - float color_scale; - - float tonemap_method; - float tonemap_factor1; - float tonemap_factor2; - float sdr_white_point; - - float4 Yoffset; - float4 Rcoeff; - float4 Gcoeff; - float4 Bcoeff; -}; - -static const float3x3 mat709to2020 = { - { 0.627404, 0.329283, 0.043313 }, - { 0.069097, 0.919541, 0.011362 }, - { 0.016391, 0.088013, 0.895595 } -}; - -static const float3x3 mat2020to709 = { - { 1.660496, -0.587656, -0.072840 }, - { -0.124547, 1.132895, -0.008348 }, - { -0.018154, -0.100597, 1.118751 } -}; - -float sRGBtoLinear(float v) -{ - if (v <= 0.04045) { - v = (v / 12.92); - } else { - v = pow(abs(v + 0.055) / 1.055, 2.4); - } - return v; -} - -float sRGBfromLinear(float v) -{ - if (v <= 0.0031308) { - v = (v * 12.92); - } else { - v = (pow(abs(v), 1.0 / 2.4) * 1.055 - 0.055); - } - return v; -} - -float3 PQtoLinear(float3 v) -{ - const float c1 = 0.8359375; - const float c2 = 18.8515625; - const float c3 = 18.6875; - const float oo_m1 = 1.0 / 0.1593017578125; - const float oo_m2 = 1.0 / 78.84375; - - float3 num = max(pow(abs(v), oo_m2) - c1, 0.0); - float3 den = c2 - c3 * pow(abs(v), oo_m2); - return (10000.0 * pow(abs(num / den), oo_m1) / sdr_white_point); -} - -float3 ApplyTonemap(float3 v) -{ - if (tonemap_method == TONEMAP_LINEAR) { - v *= tonemap_factor1; - } else if (tonemap_method == TONEMAP_CHROME) { - if (input_type == INPUTTYPE_SCRGB) { - // Convert to BT.2020 colorspace for tone mapping - v = mul(mat709to2020, v); - } - - float vmax = max(v.r, max(v.g, v.b)); - if (vmax > 0.0) { - float scale = (1.0 + tonemap_factor1 * vmax) / (1.0 + tonemap_factor2 * vmax); - v *= scale; - } - - if (input_type == INPUTTYPE_SCRGB) { - // Convert to BT.709 colorspace after tone mapping - v = mul(mat2020to709, v); - } - } - return v; -} - -float4 GetInputColor(PixelShaderInput input) -{ - float4 rgba; - - if (texture_type == TEXTURETYPE_NONE) { - rgba = 1.0; - } else if (texture_type == TEXTURETYPE_RGB) { - rgba = texture0.Sample(sampler0, input.tex); - } else if (texture_type == TEXTURETYPE_NV12) { - float3 yuv; - yuv.x = texture0.Sample(sampler0, input.tex).r; - yuv.yz = texture1.Sample(sampler0, input.tex).rg; - - yuv += Yoffset.xyz; - rgba.r = dot(yuv, Rcoeff.xyz); - rgba.g = dot(yuv, Gcoeff.xyz); - rgba.b = dot(yuv, Bcoeff.xyz); - rgba.a = 1.0; - } else if (texture_type == TEXTURETYPE_NV21) { - float3 yuv; - yuv.x = texture0.Sample(sampler0, input.tex).r; - yuv.yz = texture1.Sample(sampler0, input.tex).gr; - - yuv += Yoffset.xyz; - rgba.r = dot(yuv, Rcoeff.xyz); - rgba.g = dot(yuv, Gcoeff.xyz); - rgba.b = dot(yuv, Bcoeff.xyz); - rgba.a = 1.0; - } else if (texture_type == TEXTURETYPE_YUV) { - float3 yuv; - yuv.x = texture0.Sample(sampler0, input.tex).r; - yuv.y = texture1.Sample(sampler0, input.tex).r; - yuv.z = texture2.Sample(sampler0, input.tex).r; - - yuv += Yoffset.xyz; - rgba.r = dot(yuv, Rcoeff.xyz); - rgba.g = dot(yuv, Gcoeff.xyz); - rgba.b = dot(yuv, Bcoeff.xyz); - rgba.a = 1.0; - } else { - // Error! - rgba.r = 1.0; - rgba.g = 0.0; - rgba.b = 0.0; - rgba.a = 1.0; - } - return rgba; -} - -float4 GetOutputColor(float4 rgba) -{ - float4 output; - - output.rgb = rgba.rgb * color_scale; - output.a = rgba.a; - - return output; -} - -float3 GetOutputColorFromSRGB(float3 rgb) -{ - float3 output; - - if (scRGB_output) { - rgb.r = sRGBtoLinear(rgb.r); - rgb.g = sRGBtoLinear(rgb.g); - rgb.b = sRGBtoLinear(rgb.b); - } - - output.rgb = rgb * color_scale; - - return output; -} - -float3 GetOutputColorFromLinear(float3 rgb) -{ - float3 output; - - output.rgb = rgb * color_scale; - - if (!scRGB_output) { - output.r = sRGBfromLinear(output.r); - output.g = sRGBfromLinear(output.g); - output.b = sRGBfromLinear(output.b); - output.rgb = saturate(output.rgb); - } - - return output; -} - -float4 AdvancedPixelShader(PixelShaderInput input) -{ - float4 rgba = GetInputColor(input); - float4 output; - - if (input_type == INPUTTYPE_HDR10) { - rgba.rgb = PQtoLinear(rgba.rgb); - } - - if (tonemap_method != TONEMAP_NONE) { - rgba.rgb = ApplyTonemap(rgba.rgb); - } - - if (input_type == INPUTTYPE_SRGB) { - output.rgb = GetOutputColorFromSRGB(rgba.rgb); - output.a = rgba.a; - } else if (input_type == INPUTTYPE_SCRGB) { - output.rgb = GetOutputColorFromLinear(rgba.rgb); - output.a = rgba.a; - } else if (input_type == INPUTTYPE_HDR10) { - rgba.rgb = mul(mat2020to709, rgba.rgb); - output.rgb = GetOutputColorFromLinear(rgba.rgb); - output.a = rgba.a; - } else { - output = GetOutputColor(rgba); - } - - return output * input.color; -} diff --git a/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Textures.h b/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Textures.h deleted file mode 100644 index 996cac6..0000000 --- a/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Textures.h +++ /dev/null @@ -1,332 +0,0 @@ -#if 0 -// -// Generated by Microsoft (R) HLSL Shader Compiler 10.1 -// -// -// Buffer Definitions: -// -// cbuffer Constants -// { -// -// float scRGB_output; // Offset: 0 Size: 4 [unused] -// float texture_type; // Offset: 4 Size: 4 [unused] -// float input_type; // Offset: 8 Size: 4 [unused] -// float color_scale; // Offset: 12 Size: 4 -// float tonemap_method; // Offset: 16 Size: 4 [unused] -// float tonemap_factor1; // Offset: 20 Size: 4 [unused] -// float tonemap_factor2; // Offset: 24 Size: 4 [unused] -// float sdr_white_point; // Offset: 28 Size: 4 [unused] -// float4 Yoffset; // Offset: 32 Size: 16 [unused] -// float4 Rcoeff; // Offset: 48 Size: 16 [unused] -// float4 Gcoeff; // Offset: 64 Size: 16 [unused] -// float4 Bcoeff; // Offset: 80 Size: 16 [unused] -// -// } -// -// -// Resource Bindings: -// -// Name Type Format Dim HLSL Bind Count -// ------------------------------ ---------- ------- ----------- -------------- ------ -// theSampler sampler NA NA s0 1 -// theTexture texture float4 2d t0 1 -// Constants cbuffer NA NA cb0 1 -// -// -// -// Input signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_POSITION 0 xyzw 0 POS float -// TEXCOORD 0 xy 1 NONE float xy -// COLOR 0 xyzw 2 NONE float xyzw -// -// -// Output signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_TARGET 0 xyzw 0 TARGET float xyzw -// -// -// Constant buffer to DX9 shader constant mappings: -// -// Target Reg Buffer Start Reg # of Regs Data Conversion -// ---------- ------- --------- --------- ---------------------- -// c0 cb0 0 1 ( FLT, FLT, FLT, FLT) -// -// -// Sampler/Resource to DX9 shader sampler mappings: -// -// Target Sampler Source Sampler Source Resource -// -------------- --------------- ---------------- -// s0 s0 t0 -// -// -// Level9 shader bytecode: -// - ps_2_0 - dcl t0.xy - dcl t1 - dcl_2d s0 - texld r0, t0, s0 - mul r0.xyz, r0, c0.w - mul r0, r0, t1 - mov oC0, r0 - -// approximately 4 instruction slots used (1 texture, 3 arithmetic) -ps_4_0 -dcl_constantbuffer CB0[1], immediateIndexed -dcl_sampler s0, mode_default -dcl_resource_texture2d (float,float,float,float) t0 -dcl_input_ps linear v1.xy -dcl_input_ps linear v2.xyzw -dcl_output o0.xyzw -dcl_temps 1 -sample r0.xyzw, v1.xyxx, t0.xyzw, s0 -mul r0.xyz, r0.xyzx, cb0[0].wwww -mul o0.xyzw, r0.xyzw, v2.xyzw -ret -// Approximately 4 instruction slots used -#endif - -const BYTE g_main[] = -{ - 68, 88, 66, 67, 8, 152, - 224, 210, 182, 254, 37, 89, - 68, 213, 13, 174, 95, 42, - 2, 11, 1, 0, 0, 0, - 132, 5, 0, 0, 6, 0, - 0, 0, 56, 0, 0, 0, - 220, 0, 0, 0, 168, 1, - 0, 0, 36, 2, 0, 0, - 220, 4, 0, 0, 80, 5, - 0, 0, 65, 111, 110, 57, - 156, 0, 0, 0, 156, 0, - 0, 0, 0, 2, 255, 255, - 104, 0, 0, 0, 52, 0, - 0, 0, 1, 0, 40, 0, - 0, 0, 52, 0, 0, 0, - 52, 0, 1, 0, 36, 0, - 0, 0, 52, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 1, 0, 0, 0, 0, 0, - 0, 0, 0, 2, 255, 255, - 31, 0, 0, 2, 0, 0, - 0, 128, 0, 0, 3, 176, - 31, 0, 0, 2, 0, 0, - 0, 128, 1, 0, 15, 176, - 31, 0, 0, 2, 0, 0, - 0, 144, 0, 8, 15, 160, - 66, 0, 0, 3, 0, 0, - 15, 128, 0, 0, 228, 176, - 0, 8, 228, 160, 5, 0, - 0, 3, 0, 0, 7, 128, - 0, 0, 228, 128, 0, 0, - 255, 160, 5, 0, 0, 3, - 0, 0, 15, 128, 0, 0, - 228, 128, 1, 0, 228, 176, - 1, 0, 0, 2, 0, 8, - 15, 128, 0, 0, 228, 128, - 255, 255, 0, 0, 83, 72, - 68, 82, 196, 0, 0, 0, - 64, 0, 0, 0, 49, 0, - 0, 0, 89, 0, 0, 4, - 70, 142, 32, 0, 0, 0, - 0, 0, 1, 0, 0, 0, - 90, 0, 0, 3, 0, 96, - 16, 0, 0, 0, 0, 0, - 88, 24, 0, 4, 0, 112, - 16, 0, 0, 0, 0, 0, - 85, 85, 0, 0, 98, 16, - 0, 3, 50, 16, 16, 0, - 1, 0, 0, 0, 98, 16, - 0, 3, 242, 16, 16, 0, - 2, 0, 0, 0, 101, 0, - 0, 3, 242, 32, 16, 0, - 0, 0, 0, 0, 104, 0, - 0, 2, 1, 0, 0, 0, - 69, 0, 0, 9, 242, 0, - 16, 0, 0, 0, 0, 0, - 70, 16, 16, 0, 1, 0, - 0, 0, 70, 126, 16, 0, - 0, 0, 0, 0, 0, 96, - 16, 0, 0, 0, 0, 0, - 56, 0, 0, 8, 114, 0, - 16, 0, 0, 0, 0, 0, - 70, 2, 16, 0, 0, 0, - 0, 0, 246, 143, 32, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 56, 0, 0, 7, - 242, 32, 16, 0, 0, 0, - 0, 0, 70, 14, 16, 0, - 0, 0, 0, 0, 70, 30, - 16, 0, 2, 0, 0, 0, - 62, 0, 0, 1, 83, 84, - 65, 84, 116, 0, 0, 0, - 4, 0, 0, 0, 1, 0, - 0, 0, 0, 0, 0, 0, - 3, 0, 0, 0, 2, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 1, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 1, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 82, 68, 69, 70, - 176, 2, 0, 0, 1, 0, - 0, 0, 156, 0, 0, 0, - 3, 0, 0, 0, 28, 0, - 0, 0, 0, 4, 255, 255, - 0, 1, 0, 0, 133, 2, - 0, 0, 124, 0, 0, 0, - 3, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 1, 0, 0, 0, - 1, 0, 0, 0, 135, 0, - 0, 0, 2, 0, 0, 0, - 5, 0, 0, 0, 4, 0, - 0, 0, 255, 255, 255, 255, - 0, 0, 0, 0, 1, 0, - 0, 0, 13, 0, 0, 0, - 146, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 1, 0, 0, 0, 1, 0, - 0, 0, 116, 104, 101, 83, - 97, 109, 112, 108, 101, 114, - 0, 116, 104, 101, 84, 101, - 120, 116, 117, 114, 101, 0, - 67, 111, 110, 115, 116, 97, - 110, 116, 115, 0, 146, 0, - 0, 0, 12, 0, 0, 0, - 180, 0, 0, 0, 96, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 212, 1, - 0, 0, 0, 0, 0, 0, - 4, 0, 0, 0, 0, 0, - 0, 0, 228, 1, 0, 0, - 0, 0, 0, 0, 244, 1, - 0, 0, 4, 0, 0, 0, - 4, 0, 0, 0, 0, 0, - 0, 0, 228, 1, 0, 0, - 0, 0, 0, 0, 1, 2, - 0, 0, 8, 0, 0, 0, - 4, 0, 0, 0, 0, 0, - 0, 0, 228, 1, 0, 0, - 0, 0, 0, 0, 12, 2, - 0, 0, 12, 0, 0, 0, - 4, 0, 0, 0, 2, 0, - 0, 0, 228, 1, 0, 0, - 0, 0, 0, 0, 24, 2, - 0, 0, 16, 0, 0, 0, - 4, 0, 0, 0, 0, 0, - 0, 0, 228, 1, 0, 0, - 0, 0, 0, 0, 39, 2, - 0, 0, 20, 0, 0, 0, - 4, 0, 0, 0, 0, 0, - 0, 0, 228, 1, 0, 0, - 0, 0, 0, 0, 55, 2, - 0, 0, 24, 0, 0, 0, - 4, 0, 0, 0, 0, 0, - 0, 0, 228, 1, 0, 0, - 0, 0, 0, 0, 71, 2, - 0, 0, 28, 0, 0, 0, - 4, 0, 0, 0, 0, 0, - 0, 0, 228, 1, 0, 0, - 0, 0, 0, 0, 87, 2, - 0, 0, 32, 0, 0, 0, - 16, 0, 0, 0, 0, 0, - 0, 0, 96, 2, 0, 0, - 0, 0, 0, 0, 112, 2, - 0, 0, 48, 0, 0, 0, - 16, 0, 0, 0, 0, 0, - 0, 0, 96, 2, 0, 0, - 0, 0, 0, 0, 119, 2, - 0, 0, 64, 0, 0, 0, - 16, 0, 0, 0, 0, 0, - 0, 0, 96, 2, 0, 0, - 0, 0, 0, 0, 126, 2, - 0, 0, 80, 0, 0, 0, - 16, 0, 0, 0, 0, 0, - 0, 0, 96, 2, 0, 0, - 0, 0, 0, 0, 115, 99, - 82, 71, 66, 95, 111, 117, - 116, 112, 117, 116, 0, 171, - 171, 171, 0, 0, 3, 0, - 1, 0, 1, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 116, 101, 120, 116, 117, 114, - 101, 95, 116, 121, 112, 101, - 0, 105, 110, 112, 117, 116, - 95, 116, 121, 112, 101, 0, - 99, 111, 108, 111, 114, 95, - 115, 99, 97, 108, 101, 0, - 116, 111, 110, 101, 109, 97, - 112, 95, 109, 101, 116, 104, - 111, 100, 0, 116, 111, 110, - 101, 109, 97, 112, 95, 102, - 97, 99, 116, 111, 114, 49, - 0, 116, 111, 110, 101, 109, - 97, 112, 95, 102, 97, 99, - 116, 111, 114, 50, 0, 115, - 100, 114, 95, 119, 104, 105, - 116, 101, 95, 112, 111, 105, - 110, 116, 0, 89, 111, 102, - 102, 115, 101, 116, 0, 171, - 1, 0, 3, 0, 1, 0, - 4, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 82, 99, - 111, 101, 102, 102, 0, 71, - 99, 111, 101, 102, 102, 0, - 66, 99, 111, 101, 102, 102, - 0, 77, 105, 99, 114, 111, - 115, 111, 102, 116, 32, 40, - 82, 41, 32, 72, 76, 83, - 76, 32, 83, 104, 97, 100, - 101, 114, 32, 67, 111, 109, - 112, 105, 108, 101, 114, 32, - 49, 48, 46, 49, 0, 171, - 171, 171, 73, 83, 71, 78, - 108, 0, 0, 0, 3, 0, - 0, 0, 8, 0, 0, 0, - 80, 0, 0, 0, 0, 0, - 0, 0, 1, 0, 0, 0, - 3, 0, 0, 0, 0, 0, - 0, 0, 15, 0, 0, 0, - 92, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 3, 0, 0, 0, 1, 0, - 0, 0, 3, 3, 0, 0, - 101, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 3, 0, 0, 0, 2, 0, - 0, 0, 15, 15, 0, 0, - 83, 86, 95, 80, 79, 83, - 73, 84, 73, 79, 78, 0, - 84, 69, 88, 67, 79, 79, - 82, 68, 0, 67, 79, 76, - 79, 82, 0, 171, 79, 83, - 71, 78, 44, 0, 0, 0, - 1, 0, 0, 0, 8, 0, - 0, 0, 32, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 0, 0, 0, 0, 15, 0, - 0, 0, 83, 86, 95, 84, - 65, 82, 71, 69, 84, 0, - 171, 171 -}; diff --git a/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Textures.hlsl b/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Textures.hlsl deleted file mode 100644 index f2ecf18..0000000 --- a/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_PixelShader_Textures.hlsl +++ /dev/null @@ -1,9 +0,0 @@ -Texture2D theTexture : register(t0); -SamplerState theSampler : register(s0); - -#include "D3D11_PixelShader_Common.hlsli" - -float4 main(PixelShaderInput input) : SV_TARGET -{ - return GetOutputColor(theTexture.Sample(theSampler, input.tex)) * input.color; -} diff --git a/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_VertexShader.h b/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_VertexShader.h deleted file mode 100644 index 97beaa3..0000000 --- a/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_VertexShader.h +++ /dev/null @@ -1,339 +0,0 @@ -#if 0 -// -// Generated by Microsoft (R) HLSL Shader Compiler 10.1 -// -// -// Buffer Definitions: -// -// cbuffer VertexShaderConstants -// { -// -// row_major float4x4 model; // Offset: 0 Size: 64 -// row_major float4x4 projectionAndView;// Offset: 64 Size: 64 -// -// } -// -// -// Resource Bindings: -// -// Name Type Format Dim HLSL Bind Count -// ------------------------------ ---------- ------- ----------- -------------- ------ -// VertexShaderConstants cbuffer NA NA cb0 1 -// -// -// -// Input signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// POSITION 0 xyz 0 NONE float xyz -// TEXCOORD 0 xy 1 NONE float xy -// COLOR 0 xyzw 2 NONE float xyzw -// -// -// Output signature: -// -// Name Index Mask Register SysValue Format Used -// -------------------- ----- ------ -------- -------- ------- ------ -// SV_POSITION 0 xyzw 0 POS float xyzw -// TEXCOORD 0 xy 1 NONE float xy -// COLOR 0 xyzw 2 NONE float xyzw -// -// -// Constant buffer to DX9 shader constant mappings: -// -// Target Reg Buffer Start Reg # of Regs Data Conversion -// ---------- ------- --------- --------- ---------------------- -// c1 cb0 0 8 ( FLT, FLT, FLT, FLT) -// -// -// Runtime generated constant mappings: -// -// Target Reg Constant Description -// ---------- -------------------------------------------------- -// c0 Vertex Shader position offset -// -// -// Level9 shader bytecode: -// - vs_2_0 - dcl_texcoord v0 - dcl_texcoord1 v1 - dcl_texcoord2 v2 - mul r0, v0.y, c2 - mad r0, v0.x, c1, r0 - mad r0, v0.z, c3, r0 - add r0, r0, c4 - mul r1, r0.y, c6 - mad r1, r0.x, c5, r1 - mad r1, r0.z, c7, r1 - mad r0, r0.w, c8, r1 - mad oPos.xy, r0.w, c0, r0 - mov oPos.zw, r0 - mov oT0.xy, v1 - mov oT1, v2 - -// approximately 12 instruction slots used -vs_4_0 -dcl_constantbuffer CB0[8], immediateIndexed -dcl_input v0.xyz -dcl_input v1.xy -dcl_input v2.xyzw -dcl_output_siv o0.xyzw, position -dcl_output o1.xy -dcl_output o2.xyzw -dcl_temps 2 -mul r0.xyzw, v0.yyyy, cb0[1].xyzw -mad r0.xyzw, v0.xxxx, cb0[0].xyzw, r0.xyzw -mad r0.xyzw, v0.zzzz, cb0[2].xyzw, r0.xyzw -add r0.xyzw, r0.xyzw, cb0[3].xyzw -mul r1.xyzw, r0.yyyy, cb0[5].xyzw -mad r1.xyzw, r0.xxxx, cb0[4].xyzw, r1.xyzw -mad r1.xyzw, r0.zzzz, cb0[6].xyzw, r1.xyzw -mad o0.xyzw, r0.wwww, cb0[7].xyzw, r1.xyzw -mov o1.xy, v1.xyxx -mov o2.xyzw, v2.xyzw -ret -// Approximately 11 instruction slots used -#endif - -const BYTE g_main[] = -{ - 68, 88, 66, 67, 152, 172, - 81, 45, 198, 200, 12, 38, - 143, 4, 178, 228, 158, 175, - 169, 64, 1, 0, 0, 0, - 140, 5, 0, 0, 6, 0, - 0, 0, 56, 0, 0, 0, - 108, 1, 0, 0, 52, 3, - 0, 0, 176, 3, 0, 0, - 168, 4, 0, 0, 24, 5, - 0, 0, 65, 111, 110, 57, - 44, 1, 0, 0, 44, 1, - 0, 0, 0, 2, 254, 255, - 248, 0, 0, 0, 52, 0, - 0, 0, 1, 0, 36, 0, - 0, 0, 48, 0, 0, 0, - 48, 0, 0, 0, 36, 0, - 1, 0, 48, 0, 0, 0, - 0, 0, 8, 0, 1, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 2, 254, 255, - 31, 0, 0, 2, 5, 0, - 0, 128, 0, 0, 15, 144, - 31, 0, 0, 2, 5, 0, - 1, 128, 1, 0, 15, 144, - 31, 0, 0, 2, 5, 0, - 2, 128, 2, 0, 15, 144, - 5, 0, 0, 3, 0, 0, - 15, 128, 0, 0, 85, 144, - 2, 0, 228, 160, 4, 0, - 0, 4, 0, 0, 15, 128, - 0, 0, 0, 144, 1, 0, - 228, 160, 0, 0, 228, 128, - 4, 0, 0, 4, 0, 0, - 15, 128, 0, 0, 170, 144, - 3, 0, 228, 160, 0, 0, - 228, 128, 2, 0, 0, 3, - 0, 0, 15, 128, 0, 0, - 228, 128, 4, 0, 228, 160, - 5, 0, 0, 3, 1, 0, - 15, 128, 0, 0, 85, 128, - 6, 0, 228, 160, 4, 0, - 0, 4, 1, 0, 15, 128, - 0, 0, 0, 128, 5, 0, - 228, 160, 1, 0, 228, 128, - 4, 0, 0, 4, 1, 0, - 15, 128, 0, 0, 170, 128, - 7, 0, 228, 160, 1, 0, - 228, 128, 4, 0, 0, 4, - 0, 0, 15, 128, 0, 0, - 255, 128, 8, 0, 228, 160, - 1, 0, 228, 128, 4, 0, - 0, 4, 0, 0, 3, 192, - 0, 0, 255, 128, 0, 0, - 228, 160, 0, 0, 228, 128, - 1, 0, 0, 2, 0, 0, - 12, 192, 0, 0, 228, 128, - 1, 0, 0, 2, 0, 0, - 3, 224, 1, 0, 228, 144, - 1, 0, 0, 2, 1, 0, - 15, 224, 2, 0, 228, 144, - 255, 255, 0, 0, 83, 72, - 68, 82, 192, 1, 0, 0, - 64, 0, 1, 0, 112, 0, - 0, 0, 89, 0, 0, 4, - 70, 142, 32, 0, 0, 0, - 0, 0, 8, 0, 0, 0, - 95, 0, 0, 3, 114, 16, - 16, 0, 0, 0, 0, 0, - 95, 0, 0, 3, 50, 16, - 16, 0, 1, 0, 0, 0, - 95, 0, 0, 3, 242, 16, - 16, 0, 2, 0, 0, 0, - 103, 0, 0, 4, 242, 32, - 16, 0, 0, 0, 0, 0, - 1, 0, 0, 0, 101, 0, - 0, 3, 50, 32, 16, 0, - 1, 0, 0, 0, 101, 0, - 0, 3, 242, 32, 16, 0, - 2, 0, 0, 0, 104, 0, - 0, 2, 2, 0, 0, 0, - 56, 0, 0, 8, 242, 0, - 16, 0, 0, 0, 0, 0, - 86, 21, 16, 0, 0, 0, - 0, 0, 70, 142, 32, 0, - 0, 0, 0, 0, 1, 0, - 0, 0, 50, 0, 0, 10, - 242, 0, 16, 0, 0, 0, - 0, 0, 6, 16, 16, 0, - 0, 0, 0, 0, 70, 142, - 32, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 70, 14, - 16, 0, 0, 0, 0, 0, - 50, 0, 0, 10, 242, 0, - 16, 0, 0, 0, 0, 0, - 166, 26, 16, 0, 0, 0, - 0, 0, 70, 142, 32, 0, - 0, 0, 0, 0, 2, 0, - 0, 0, 70, 14, 16, 0, - 0, 0, 0, 0, 0, 0, - 0, 8, 242, 0, 16, 0, - 0, 0, 0, 0, 70, 14, - 16, 0, 0, 0, 0, 0, - 70, 142, 32, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 56, 0, 0, 8, 242, 0, - 16, 0, 1, 0, 0, 0, - 86, 5, 16, 0, 0, 0, - 0, 0, 70, 142, 32, 0, - 0, 0, 0, 0, 5, 0, - 0, 0, 50, 0, 0, 10, - 242, 0, 16, 0, 1, 0, - 0, 0, 6, 0, 16, 0, - 0, 0, 0, 0, 70, 142, - 32, 0, 0, 0, 0, 0, - 4, 0, 0, 0, 70, 14, - 16, 0, 1, 0, 0, 0, - 50, 0, 0, 10, 242, 0, - 16, 0, 1, 0, 0, 0, - 166, 10, 16, 0, 0, 0, - 0, 0, 70, 142, 32, 0, - 0, 0, 0, 0, 6, 0, - 0, 0, 70, 14, 16, 0, - 1, 0, 0, 0, 50, 0, - 0, 10, 242, 32, 16, 0, - 0, 0, 0, 0, 246, 15, - 16, 0, 0, 0, 0, 0, - 70, 142, 32, 0, 0, 0, - 0, 0, 7, 0, 0, 0, - 70, 14, 16, 0, 1, 0, - 0, 0, 54, 0, 0, 5, - 50, 32, 16, 0, 1, 0, - 0, 0, 70, 16, 16, 0, - 1, 0, 0, 0, 54, 0, - 0, 5, 242, 32, 16, 0, - 2, 0, 0, 0, 70, 30, - 16, 0, 2, 0, 0, 0, - 62, 0, 0, 1, 83, 84, - 65, 84, 116, 0, 0, 0, - 11, 0, 0, 0, 2, 0, - 0, 0, 0, 0, 0, 0, - 6, 0, 0, 0, 8, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 1, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 2, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 82, 68, 69, 70, - 240, 0, 0, 0, 1, 0, - 0, 0, 84, 0, 0, 0, - 1, 0, 0, 0, 28, 0, - 0, 0, 0, 4, 254, 255, - 0, 1, 0, 0, 198, 0, - 0, 0, 60, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 1, 0, 0, 0, - 1, 0, 0, 0, 86, 101, - 114, 116, 101, 120, 83, 104, - 97, 100, 101, 114, 67, 111, - 110, 115, 116, 97, 110, 116, - 115, 0, 171, 171, 60, 0, - 0, 0, 2, 0, 0, 0, - 108, 0, 0, 0, 128, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 156, 0, - 0, 0, 0, 0, 0, 0, - 64, 0, 0, 0, 2, 0, - 0, 0, 164, 0, 0, 0, - 0, 0, 0, 0, 180, 0, - 0, 0, 64, 0, 0, 0, - 64, 0, 0, 0, 2, 0, - 0, 0, 164, 0, 0, 0, - 0, 0, 0, 0, 109, 111, - 100, 101, 108, 0, 171, 171, - 2, 0, 3, 0, 4, 0, - 4, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 112, 114, - 111, 106, 101, 99, 116, 105, - 111, 110, 65, 110, 100, 86, - 105, 101, 119, 0, 77, 105, - 99, 114, 111, 115, 111, 102, - 116, 32, 40, 82, 41, 32, - 72, 76, 83, 76, 32, 83, - 104, 97, 100, 101, 114, 32, - 67, 111, 109, 112, 105, 108, - 101, 114, 32, 49, 48, 46, - 49, 0, 171, 171, 73, 83, - 71, 78, 104, 0, 0, 0, - 3, 0, 0, 0, 8, 0, - 0, 0, 80, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 0, 0, 0, 0, 7, 7, - 0, 0, 89, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 1, 0, 0, 0, 3, 3, - 0, 0, 98, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 0, 0, 3, 0, 0, 0, - 2, 0, 0, 0, 15, 15, - 0, 0, 80, 79, 83, 73, - 84, 73, 79, 78, 0, 84, - 69, 88, 67, 79, 79, 82, - 68, 0, 67, 79, 76, 79, - 82, 0, 79, 83, 71, 78, - 108, 0, 0, 0, 3, 0, - 0, 0, 8, 0, 0, 0, - 80, 0, 0, 0, 0, 0, - 0, 0, 1, 0, 0, 0, - 3, 0, 0, 0, 0, 0, - 0, 0, 15, 0, 0, 0, - 92, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 3, 0, 0, 0, 1, 0, - 0, 0, 3, 12, 0, 0, - 101, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 3, 0, 0, 0, 2, 0, - 0, 0, 15, 0, 0, 0, - 83, 86, 95, 80, 79, 83, - 73, 84, 73, 79, 78, 0, - 84, 69, 88, 67, 79, 79, - 82, 68, 0, 67, 79, 76, - 79, 82, 0, 171 -}; diff --git a/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_VertexShader.hlsl b/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_VertexShader.hlsl deleted file mode 100644 index 63e5172..0000000 --- a/contrib/SDL-3.2.8/src/render/direct3d11/D3D11_VertexShader.hlsl +++ /dev/null @@ -1,38 +0,0 @@ -#pragma pack_matrix( row_major ) - -cbuffer VertexShaderConstants : register(b0) -{ - matrix model; - matrix projectionAndView; -}; - -struct VertexShaderInput -{ - float3 pos : POSITION; - float2 tex : TEXCOORD0; - float4 color : COLOR0; -}; - -struct VertexShaderOutput -{ - float4 pos : SV_POSITION; - float2 tex : TEXCOORD0; - float4 color : COLOR0; -}; - -VertexShaderOutput main(VertexShaderInput input) -{ - VertexShaderOutput output; - float4 pos = float4(input.pos, 1.0f); - - // Transform the vertex position into projected space. - pos = mul(pos, model); - pos = mul(pos, projectionAndView); - output.pos = pos; - - // Pass through texture coordinates and color values without transformation - output.tex = input.tex; - output.color = input.color; - - return output; -} diff --git a/contrib/SDL-3.2.8/src/render/direct3d11/SDL_render_d3d11.c b/contrib/SDL-3.2.8/src/render/direct3d11/SDL_render_d3d11.c deleted file mode 100644 index dc1a722..0000000 --- a/contrib/SDL-3.2.8/src/render/direct3d11/SDL_render_d3d11.c +++ /dev/null @@ -1,2767 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2025 Sam Lantinga - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ -#include "SDL_internal.h" - -#ifdef SDL_VIDEO_RENDER_D3D11 - -#define COBJMACROS -#include "../../core/windows/SDL_windows.h" -#include "../../video/windows/SDL_windowswindow.h" -#include "../SDL_sysrender.h" -#include "../SDL_d3dmath.h" -#include "../../video/SDL_pixels_c.h" - -#include -#include -#include - -#include "SDL_shaders_d3d11.h" - -#if defined(_MSC_VER) && !defined(__clang__) -#define SDL_COMPOSE_ERROR(str) __FUNCTION__ ", " str -#else -#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str -#endif - -#define SAFE_RELEASE(X) \ - if ((X)) { \ - IUnknown_Release(SDL_static_cast(IUnknown *, X)); \ - X = NULL; \ - } - -/* !!! FIXME: vertex buffer bandwidth could be lower; only use UV coords when - !!! FIXME: textures are needed. */ - -// Sampler types -typedef enum -{ - D3D11_SAMPLER_NEAREST_CLAMP, - D3D11_SAMPLER_NEAREST_WRAP, - D3D11_SAMPLER_LINEAR_CLAMP, - D3D11_SAMPLER_LINEAR_WRAP, - D3D11_SAMPLER_COUNT -} D3D11_Sampler; - -// Vertex shader, common values -typedef struct -{ - Float4X4 model; - Float4X4 projectionAndView; -} D3D11_VertexShaderConstants; - -// These should mirror the definitions in D3D11_PixelShader_Common.hlsli -//static const float TONEMAP_NONE = 0; -//static const float TONEMAP_LINEAR = 1; -static const float TONEMAP_CHROME = 2; - -//static const float TEXTURETYPE_NONE = 0; -static const float TEXTURETYPE_RGB = 1; -static const float TEXTURETYPE_NV12 = 2; -static const float TEXTURETYPE_NV21 = 3; -static const float TEXTURETYPE_YUV = 4; - -static const float INPUTTYPE_UNSPECIFIED = 0; -static const float INPUTTYPE_SRGB = 1; -static const float INPUTTYPE_SCRGB = 2; -static const float INPUTTYPE_HDR10 = 3; - -typedef struct -{ - float scRGB_output; - float texture_type; - float input_type; - float color_scale; - - float tonemap_method; - float tonemap_factor1; - float tonemap_factor2; - float sdr_white_point; - - float YCbCr_matrix[16]; -} D3D11_PixelShaderConstants; - -typedef struct -{ - ID3D11Buffer *constants; - D3D11_PixelShaderConstants shader_constants; -} D3D11_PixelShaderState; - -// Per-vertex data -typedef struct -{ - Float2 pos; - Float2 tex; - SDL_FColor color; -} D3D11_VertexPositionColor; - -// Per-texture data -typedef struct -{ - int w, h; - ID3D11Texture2D *mainTexture; - ID3D11ShaderResourceView *mainTextureResourceView; - ID3D11RenderTargetView *mainTextureRenderTargetView; - ID3D11Texture2D *stagingTexture; - int lockedTexturePositionX; - int lockedTexturePositionY; - D3D11_FILTER scaleMode; - D3D11_Shader shader; - const float *YCbCr_matrix; -#ifdef SDL_HAVE_YUV - // YV12 texture support - bool yuv; - ID3D11Texture2D *mainTextureU; - ID3D11ShaderResourceView *mainTextureResourceViewU; - ID3D11Texture2D *mainTextureV; - ID3D11ShaderResourceView *mainTextureResourceViewV; - - // NV12 texture support - bool nv12; - ID3D11ShaderResourceView *mainTextureResourceViewNV; - - Uint8 *pixels; - int pitch; - SDL_Rect locked_rect; -#endif -} D3D11_TextureData; - -// Blend mode data -typedef struct -{ - SDL_BlendMode blendMode; - ID3D11BlendState *blendState; -} D3D11_BlendMode; - -// Private renderer data -typedef struct -{ - SDL_SharedObject *hDXGIMod; - SDL_SharedObject *hD3D11Mod; - IDXGIFactory2 *dxgiFactory; - IDXGIAdapter *dxgiAdapter; - IDXGIDebug *dxgiDebug; - ID3D11Device1 *d3dDevice; - ID3D11DeviceContext1 *d3dContext; - IDXGISwapChain1 *swapChain; - DXGI_SWAP_EFFECT swapEffect; - UINT syncInterval; - UINT presentFlags; - ID3D11RenderTargetView *mainRenderTargetView; - ID3D11RenderTargetView *currentOffscreenRenderTargetView; - ID3D11InputLayout *inputLayout; - ID3D11Buffer *vertexBuffers[8]; - size_t vertexBufferSizes[8]; - ID3D11VertexShader *vertexShader; - ID3D11PixelShader *pixelShaders[NUM_SHADERS]; - int blendModesCount; - D3D11_BlendMode *blendModes; - ID3D11SamplerState *samplers[D3D11_SAMPLER_COUNT]; - D3D_FEATURE_LEVEL featureLevel; - bool pixelSizeChanged; - - // Rasterizers - ID3D11RasterizerState *mainRasterizer; - ID3D11RasterizerState *clippedRasterizer; - - // Vertex buffer constants - D3D11_VertexShaderConstants vertexShaderConstantsData; - ID3D11Buffer *vertexShaderConstants; - - // Cached renderer properties - DXGI_MODE_ROTATION rotation; - ID3D11RenderTargetView *currentRenderTargetView; - ID3D11RasterizerState *currentRasterizerState; - ID3D11BlendState *currentBlendState; - D3D11_Shader currentShader; - D3D11_PixelShaderState currentShaderState[NUM_SHADERS]; - ID3D11ShaderResourceView *currentShaderResource; - ID3D11SamplerState *currentSampler; - bool cliprectDirty; - bool currentCliprectEnabled; - SDL_Rect currentCliprect; - SDL_Rect currentViewport; - int currentViewportRotation; - bool viewportDirty; - Float4X4 identity; - int currentVertexBuffer; -} D3D11_RenderData; - -// Define D3D GUIDs here so we don't have to include uuid.lib. - -#ifdef HAVE_GCC_DIAGNOSTIC_PRAGMA -#pragma GCC diagnostic push -#pragma GCC diagnostic ignored "-Wunused-const-variable" -#endif - -static const GUID SDL_IID_IDXGIFactory2 = { 0x50c83a1c, 0xe072, 0x4c48, { 0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0 } }; -static const GUID SDL_IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } }; -static const GUID SDL_IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } }; -static const GUID SDL_IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } }; -static const GUID SDL_IID_ID3D11DeviceContext1 = { 0xbb2c6faa, 0xb5fb, 0x4082, { 0x8e, 0x6b, 0x38, 0x8b, 0x8c, 0xfa, 0x90, 0xe1 } }; -static const GUID SDL_IID_IDXGISwapChain2 = { 0x94d99bdb, 0xf1f8, 0x4ab0, { 0xb2, 0x36, 0x7d, 0xa0, 0x17, 0x0e, 0xda, 0xb1 } }; -static const GUID SDL_IID_IDXGIDebug1 = { 0xc5a05f0c, 0x16f2, 0x4adf, { 0x9f, 0x4d, 0xa8, 0xc4, 0xd5, 0x8a, 0xc5, 0x50 } }; -static const GUID SDL_IID_IDXGIInfoQueue = { 0xD67441C7, 0x672A, 0x476f, { 0x9E, 0x82, 0xCD, 0x55, 0xB4, 0x49, 0x49, 0xCE } }; -static const GUID SDL_DXGI_DEBUG_ALL = { 0xe48ae283, 0xda80, 0x490b, { 0x87, 0xe6, 0x43, 0xe9, 0xa9, 0xcf, 0xda, 0x8 } }; - -#ifdef HAVE_GCC_DIAGNOSTIC_PRAGMA -#pragma GCC diagnostic pop -#endif - -SDL_PixelFormat D3D11_DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat) -{ - switch (dxgiFormat) { - case DXGI_FORMAT_B8G8R8A8_UNORM: - case DXGI_FORMAT_B8G8R8A8_UNORM_SRGB: - return SDL_PIXELFORMAT_ARGB8888; - case DXGI_FORMAT_R8G8B8A8_UNORM: - case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB: - return SDL_PIXELFORMAT_ABGR8888; - case DXGI_FORMAT_B8G8R8X8_UNORM: - case DXGI_FORMAT_B8G8R8X8_UNORM_SRGB: - return SDL_PIXELFORMAT_XRGB8888; - case DXGI_FORMAT_R10G10B10A2_UNORM: - return SDL_PIXELFORMAT_ABGR2101010; - case DXGI_FORMAT_R16G16B16A16_FLOAT: - return SDL_PIXELFORMAT_RGBA64_FLOAT; - default: - return SDL_PIXELFORMAT_UNKNOWN; - } -} - -static DXGI_FORMAT SDLPixelFormatToDXGITextureFormat(Uint32 format, Uint32 output_colorspace) -{ - switch (format) { - case SDL_PIXELFORMAT_RGBA64_FLOAT: - return DXGI_FORMAT_R16G16B16A16_FLOAT; - case SDL_PIXELFORMAT_ABGR2101010: - return DXGI_FORMAT_R10G10B10A2_UNORM; - case SDL_PIXELFORMAT_ARGB8888: - if (output_colorspace == SDL_COLORSPACE_SRGB_LINEAR) { - return DXGI_FORMAT_B8G8R8A8_UNORM_SRGB; - } - return DXGI_FORMAT_B8G8R8A8_UNORM; - case SDL_PIXELFORMAT_ABGR8888: - if (output_colorspace == SDL_COLORSPACE_SRGB_LINEAR) { - return DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; - } - return DXGI_FORMAT_R8G8B8A8_UNORM; - case SDL_PIXELFORMAT_XRGB8888: - if (output_colorspace == SDL_COLORSPACE_SRGB_LINEAR) { - return DXGI_FORMAT_B8G8R8X8_UNORM_SRGB; - } - return DXGI_FORMAT_B8G8R8X8_UNORM; - case SDL_PIXELFORMAT_YV12: - case SDL_PIXELFORMAT_IYUV: - return DXGI_FORMAT_R8_UNORM; - case SDL_PIXELFORMAT_NV12: - case SDL_PIXELFORMAT_NV21: - return DXGI_FORMAT_NV12; - case SDL_PIXELFORMAT_P010: - return DXGI_FORMAT_P010; - default: - return DXGI_FORMAT_UNKNOWN; - } -} - -static DXGI_FORMAT SDLPixelFormatToDXGIMainResourceViewFormat(Uint32 format, Uint32 colorspace) -{ - switch (format) { - case SDL_PIXELFORMAT_RGBA64_FLOAT: - return DXGI_FORMAT_R16G16B16A16_FLOAT; - case SDL_PIXELFORMAT_ABGR2101010: - return DXGI_FORMAT_R10G10B10A2_UNORM; - case SDL_PIXELFORMAT_ARGB8888: - if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) { - return DXGI_FORMAT_B8G8R8A8_UNORM_SRGB; - } - return DXGI_FORMAT_B8G8R8A8_UNORM; - case SDL_PIXELFORMAT_ABGR8888: - if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) { - return DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; - } - return DXGI_FORMAT_R8G8B8A8_UNORM; - case SDL_PIXELFORMAT_XRGB8888: - if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) { - return DXGI_FORMAT_B8G8R8X8_UNORM_SRGB; - } - return DXGI_FORMAT_B8G8R8X8_UNORM; - case SDL_PIXELFORMAT_YV12: - case SDL_PIXELFORMAT_IYUV: - case SDL_PIXELFORMAT_NV12: // For the Y texture - case SDL_PIXELFORMAT_NV21: // For the Y texture - return DXGI_FORMAT_R8_UNORM; - case SDL_PIXELFORMAT_P010: // For the Y texture - return DXGI_FORMAT_R16_UNORM; - default: - return DXGI_FORMAT_UNKNOWN; - } -} - -static void D3D11_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture); - -static void D3D11_ReleaseAll(SDL_Renderer *renderer) -{ - D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; - - // Release all textures - for (SDL_Texture *texture = renderer->textures; texture; texture = texture->next) { - D3D11_DestroyTexture(renderer, texture); - } - - // Release/reset everything else - if (data) { - int i; - - // Make sure the swap chain is fully released - if (data->d3dContext) { - ID3D11DeviceContext_ClearState(data->d3dContext); - ID3D11DeviceContext_Flush(data->d3dContext); - } - - SAFE_RELEASE(data->vertexShaderConstants); - SAFE_RELEASE(data->clippedRasterizer); - SAFE_RELEASE(data->mainRasterizer); - for (i = 0; i < SDL_arraysize(data->samplers); ++i) { - SAFE_RELEASE(data->samplers[i]); - } - - if (data->blendModesCount > 0) { - for (i = 0; i < data->blendModesCount; ++i) { - SAFE_RELEASE(data->blendModes[i].blendState); - } - SDL_free(data->blendModes); - data->blendModes = NULL; - data->blendModesCount = 0; - } - for (i = 0; i < SDL_arraysize(data->pixelShaders); ++i) { - SAFE_RELEASE(data->pixelShaders[i]); - } - for (i = 0; i < SDL_arraysize(data->currentShaderState); ++i) { - SAFE_RELEASE(data->currentShaderState[i].constants); - } - SAFE_RELEASE(data->vertexShader); - for (i = 0; i < SDL_arraysize(data->vertexBuffers); ++i) { - SAFE_RELEASE(data->vertexBuffers[i]); - } - SAFE_RELEASE(data->inputLayout); - SAFE_RELEASE(data->mainRenderTargetView); - SAFE_RELEASE(data->swapChain); - - SAFE_RELEASE(data->d3dContext); - SAFE_RELEASE(data->d3dDevice); - SAFE_RELEASE(data->dxgiAdapter); - SAFE_RELEASE(data->dxgiFactory); - - data->swapEffect = (DXGI_SWAP_EFFECT)0; - data->rotation = DXGI_MODE_ROTATION_UNSPECIFIED; - data->currentOffscreenRenderTargetView = NULL; - data->currentRenderTargetView = NULL; - data->currentRasterizerState = NULL; - data->currentBlendState = NULL; - data->currentShader = SHADER_NONE; - SDL_zero(data->currentShaderState); - data->currentShaderResource = NULL; - data->currentSampler = NULL; - - // Check for any leaks if in debug mode - if (data->dxgiDebug) { - DXGI_DEBUG_RLO_FLAGS rloFlags = (DXGI_DEBUG_RLO_FLAGS)(DXGI_DEBUG_RLO_DETAIL | DXGI_DEBUG_RLO_IGNORE_INTERNAL); - IDXGIDebug_ReportLiveObjects(data->dxgiDebug, SDL_DXGI_DEBUG_ALL, rloFlags); - SAFE_RELEASE(data->dxgiDebug); - } - - /* Unload the D3D libraries. This should be done last, in order - * to prevent IUnknown::Release() calls from crashing. - */ - if (data->hD3D11Mod) { - SDL_UnloadObject(data->hD3D11Mod); - data->hD3D11Mod = NULL; - } - if (data->hDXGIMod) { - SDL_UnloadObject(data->hDXGIMod); - data->hDXGIMod = NULL; - } - } -} - -static void D3D11_DestroyRenderer(SDL_Renderer *renderer) -{ - D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; - if (data) { - D3D11_ReleaseAll(renderer); - SDL_free(data); - } -} - -static D3D11_BLEND GetBlendFunc(SDL_BlendFactor factor) -{ - switch (factor) { - case SDL_BLENDFACTOR_ZERO: - return D3D11_BLEND_ZERO; - case SDL_BLENDFACTOR_ONE: - return D3D11_BLEND_ONE; - case SDL_BLENDFACTOR_SRC_COLOR: - return D3D11_BLEND_SRC_COLOR; - case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR: - return D3D11_BLEND_INV_SRC_COLOR; - case SDL_BLENDFACTOR_SRC_ALPHA: - return D3D11_BLEND_SRC_ALPHA; - case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA: - return D3D11_BLEND_INV_SRC_ALPHA; - case SDL_BLENDFACTOR_DST_COLOR: - return D3D11_BLEND_DEST_COLOR; - case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR: - return D3D11_BLEND_INV_DEST_COLOR; - case SDL_BLENDFACTOR_DST_ALPHA: - return D3D11_BLEND_DEST_ALPHA; - case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA: - return D3D11_BLEND_INV_DEST_ALPHA; - default: - return (D3D11_BLEND)0; - } -} - -static D3D11_BLEND_OP GetBlendEquation(SDL_BlendOperation operation) -{ - switch (operation) { - case SDL_BLENDOPERATION_ADD: - return D3D11_BLEND_OP_ADD; - case SDL_BLENDOPERATION_SUBTRACT: - return D3D11_BLEND_OP_SUBTRACT; - case SDL_BLENDOPERATION_REV_SUBTRACT: - return D3D11_BLEND_OP_REV_SUBTRACT; - case SDL_BLENDOPERATION_MINIMUM: - return D3D11_BLEND_OP_MIN; - case SDL_BLENDOPERATION_MAXIMUM: - return D3D11_BLEND_OP_MAX; - default: - return (D3D11_BLEND_OP)0; - } -} - -static ID3D11BlendState *D3D11_CreateBlendState(SDL_Renderer *renderer, SDL_BlendMode blendMode) -{ - D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; - SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode); - SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode); - SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode); - SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode); - SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode); - SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode); - ID3D11BlendState *blendState = NULL; - D3D11_BlendMode *blendModes; - HRESULT result = S_OK; - - D3D11_BLEND_DESC blendDesc; - SDL_zero(blendDesc); - blendDesc.AlphaToCoverageEnable = FALSE; - blendDesc.IndependentBlendEnable = FALSE; - blendDesc.RenderTarget[0].BlendEnable = TRUE; - blendDesc.RenderTarget[0].SrcBlend = GetBlendFunc(srcColorFactor); - blendDesc.RenderTarget[0].DestBlend = GetBlendFunc(dstColorFactor); - blendDesc.RenderTarget[0].BlendOp = GetBlendEquation(colorOperation); - blendDesc.RenderTarget[0].SrcBlendAlpha = GetBlendFunc(srcAlphaFactor); - blendDesc.RenderTarget[0].DestBlendAlpha = GetBlendFunc(dstAlphaFactor); - blendDesc.RenderTarget[0].BlendOpAlpha = GetBlendEquation(alphaOperation); - blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; - result = ID3D11Device_CreateBlendState(data->d3dDevice, &blendDesc, &blendState); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBlendState"), result); - return NULL; - } - - blendModes = (D3D11_BlendMode *)SDL_realloc(data->blendModes, (data->blendModesCount + 1) * sizeof(*blendModes)); - if (!blendModes) { - SAFE_RELEASE(blendState); - return NULL; - } - blendModes[data->blendModesCount].blendMode = blendMode; - blendModes[data->blendModesCount].blendState = blendState; - data->blendModes = blendModes; - ++data->blendModesCount; - - return blendState; -} - -// Create resources that depend on the device. -static HRESULT D3D11_CreateDeviceResources(SDL_Renderer *renderer) -{ - typedef HRESULT(WINAPI * PFN_CREATE_DXGI_FACTORY)(REFIID riid, void **ppFactory); - typedef HRESULT(WINAPI * PFN_CREATE_DXGI_FACTORY2)(UINT flags, REFIID riid, void **ppFactory); - PFN_CREATE_DXGI_FACTORY CreateDXGIFactoryFunc = NULL; - PFN_CREATE_DXGI_FACTORY2 CreateDXGIFactory2Func = NULL; - D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; - PFN_D3D11_CREATE_DEVICE D3D11CreateDeviceFunc; - ID3D11Device *d3dDevice = NULL; - ID3D11DeviceContext *d3dContext = NULL; - IDXGIDevice1 *dxgiDevice = NULL; - HRESULT result = S_OK; - UINT creationFlags = 0; - bool createDebug; - - /* This array defines the set of DirectX hardware feature levels this app will support. - * Note the ordering should be preserved. - * Don't forget to declare your application's minimum required feature level in its - * description. All applications are assumed to support 9.1 unless otherwise stated. - */ - D3D_FEATURE_LEVEL featureLevels[] = { - D3D_FEATURE_LEVEL_11_1, - D3D_FEATURE_LEVEL_11_0, - D3D_FEATURE_LEVEL_10_1, - D3D_FEATURE_LEVEL_10_0, - D3D_FEATURE_LEVEL_9_3, - D3D_FEATURE_LEVEL_9_2, - D3D_FEATURE_LEVEL_9_1 - }; - - D3D11_BUFFER_DESC constantBufferDesc; - D3D11_SAMPLER_DESC samplerDesc; - D3D11_RASTERIZER_DESC rasterDesc; - - // See if we need debug interfaces - createDebug = SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D11_DEBUG, false); - - data->hDXGIMod = SDL_LoadObject("dxgi.dll"); - if (!data->hDXGIMod) { - result = E_FAIL; - goto done; - } - - CreateDXGIFactory2Func = (PFN_CREATE_DXGI_FACTORY2)SDL_LoadFunction(data->hDXGIMod, "CreateDXGIFactory2"); - if (!CreateDXGIFactory2Func) { - CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY)SDL_LoadFunction(data->hDXGIMod, "CreateDXGIFactory"); - if (!CreateDXGIFactoryFunc) { - result = E_FAIL; - goto done; - } - } - - data->hD3D11Mod = SDL_LoadObject("d3d11.dll"); - if (!data->hD3D11Mod) { - result = E_FAIL; - goto done; - } - - D3D11CreateDeviceFunc = (PFN_D3D11_CREATE_DEVICE)SDL_LoadFunction(data->hD3D11Mod, "D3D11CreateDevice"); - if (!D3D11CreateDeviceFunc) { - result = E_FAIL; - goto done; - } - - if (createDebug) { -#ifdef __IDXGIInfoQueue_INTERFACE_DEFINED__ - IDXGIInfoQueue *dxgiInfoQueue = NULL; - PFN_CREATE_DXGI_FACTORY2 DXGIGetDebugInterfaceFunc; - - // If the debug hint is set, also create the DXGI factory in debug mode - DXGIGetDebugInterfaceFunc = (PFN_CREATE_DXGI_FACTORY2)SDL_LoadFunction(data->hDXGIMod, "DXGIGetDebugInterface1"); - if (!DXGIGetDebugInterfaceFunc) { - result = E_FAIL; - goto done; - } - - result = DXGIGetDebugInterfaceFunc(0, &SDL_IID_IDXGIDebug1, (void **)&data->dxgiDebug); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("DXGIGetDebugInterface1"), result); - goto done; - } - - result = DXGIGetDebugInterfaceFunc(0, &SDL_IID_IDXGIInfoQueue, (void **)&dxgiInfoQueue); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("DXGIGetDebugInterface1"), result); - goto done; - } - - IDXGIInfoQueue_SetBreakOnSeverity(dxgiInfoQueue, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, TRUE); - IDXGIInfoQueue_SetBreakOnSeverity(dxgiInfoQueue, SDL_DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION, TRUE); - SAFE_RELEASE(dxgiInfoQueue); -#endif // __IDXGIInfoQueue_INTERFACE_DEFINED__ - creationFlags = DXGI_CREATE_FACTORY_DEBUG; - } - - if (CreateDXGIFactory2Func) { - result = CreateDXGIFactory2Func(creationFlags, &SDL_IID_IDXGIFactory2, (void **)&data->dxgiFactory); - } else { - result = CreateDXGIFactoryFunc(&SDL_IID_IDXGIFactory2, (void **)&data->dxgiFactory); - } - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("CreateDXGIFactory"), result); - goto done; - } - - // FIXME: Should we use the default adapter? - result = IDXGIFactory2_EnumAdapters(data->dxgiFactory, 0, &data->dxgiAdapter); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D11CreateDevice"), result); - goto done; - } - - /* This flag adds support for surfaces with a different color channel ordering - * than the API default. It is required for compatibility with Direct2D. - */ - creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT; - - // Make sure Direct3D's debugging feature gets used, if the app requests it. - if (createDebug) { - creationFlags |= D3D11_CREATE_DEVICE_DEBUG; - } - - // Create a single-threaded device unless the app requests otherwise. - if (!SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D_THREADSAFE, false)) { - creationFlags |= D3D11_CREATE_DEVICE_SINGLETHREADED; - } - - // Create the Direct3D 11 API device object and a corresponding context. - result = D3D11CreateDeviceFunc( - data->dxgiAdapter, - D3D_DRIVER_TYPE_UNKNOWN, - NULL, - creationFlags, // Set set debug and Direct2D compatibility flags. - featureLevels, // List of feature levels this app can support. - SDL_arraysize(featureLevels), - D3D11_SDK_VERSION, // Always set this to D3D11_SDK_VERSION for Windows Store apps. - &d3dDevice, // Returns the Direct3D device created. - &data->featureLevel, // Returns feature level of device created. - &d3dContext // Returns the device immediate context. - ); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D11CreateDevice"), result); - goto done; - } - - result = ID3D11Device_QueryInterface(d3dDevice, &SDL_IID_ID3D11Device1, (void **)&data->d3dDevice); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device to ID3D11Device1"), result); - goto done; - } - - result = ID3D11DeviceContext_QueryInterface(d3dContext, &SDL_IID_ID3D11DeviceContext1, (void **)&data->d3dContext); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext to ID3D11DeviceContext1"), result); - goto done; - } - - result = ID3D11Device_QueryInterface(d3dDevice, &SDL_IID_IDXGIDevice1, (void **)&dxgiDevice); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device to IDXGIDevice1"), result); - goto done; - } - - /* Ensure that DXGI does not queue more than one frame at a time. This both reduces latency and - * ensures that the application will only render after each VSync, minimizing power consumption. - */ - result = IDXGIDevice1_SetMaximumFrameLatency(dxgiDevice, 1); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIDevice1::SetMaximumFrameLatency"), result); - goto done; - } - - /* Make note of the maximum texture size - * Max texture sizes are documented on MSDN, at: - * http://msdn.microsoft.com/en-us/library/windows/apps/ff476876.aspx - */ - switch (data->featureLevel) { - case D3D_FEATURE_LEVEL_11_1: - case D3D_FEATURE_LEVEL_11_0: - SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, 16384); - break; - - case D3D_FEATURE_LEVEL_10_1: - case D3D_FEATURE_LEVEL_10_0: - SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, 8192); - break; - - case D3D_FEATURE_LEVEL_9_3: - SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, 4096); - break; - - case D3D_FEATURE_LEVEL_9_2: - case D3D_FEATURE_LEVEL_9_1: - SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, 2048); - break; - - default: - SDL_SetError("%s, Unexpected feature level: %d", __FUNCTION__, data->featureLevel); - result = E_FAIL; - goto done; - } - - if (!D3D11_CreateVertexShader(data->d3dDevice, &data->vertexShader, &data->inputLayout)) { - goto done; - } - - // Setup space to hold vertex shader constants: - SDL_zero(constantBufferDesc); - constantBufferDesc.ByteWidth = sizeof(D3D11_VertexShaderConstants); - constantBufferDesc.Usage = D3D11_USAGE_DEFAULT; - constantBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; - result = ID3D11Device_CreateBuffer(data->d3dDevice, - &constantBufferDesc, - NULL, - &data->vertexShaderConstants); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBuffer [vertex shader constants]"), result); - goto done; - } - - // Create samplers to use when drawing textures: - static struct - { - D3D11_FILTER filter; - D3D11_TEXTURE_ADDRESS_MODE address; - } samplerParams[] = { - { D3D11_FILTER_MIN_MAG_MIP_POINT, D3D11_TEXTURE_ADDRESS_CLAMP }, - { D3D11_FILTER_MIN_MAG_MIP_POINT, D3D11_TEXTURE_ADDRESS_WRAP }, - { D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_CLAMP }, - { D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_WRAP }, - }; - SDL_COMPILE_TIME_ASSERT(samplerParams_SIZE, SDL_arraysize(samplerParams) == D3D11_SAMPLER_COUNT); - SDL_zero(samplerDesc); - samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; - samplerDesc.MipLODBias = 0.0f; - samplerDesc.MaxAnisotropy = 1; - samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; - samplerDesc.MinLOD = 0.0f; - samplerDesc.MaxLOD = D3D11_FLOAT32_MAX; - for (int i = 0; i < SDL_arraysize(samplerParams); ++i) { - samplerDesc.Filter = samplerParams[i].filter; - samplerDesc.AddressU = samplerParams[i].address; - samplerDesc.AddressV = samplerParams[i].address; - result = ID3D11Device_CreateSamplerState(data->d3dDevice, - &samplerDesc, - &data->samplers[i]); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateSamplerState [nearest-pixel filter]"), result); - goto done; - } - } - - // Setup Direct3D rasterizer states - SDL_zero(rasterDesc); - rasterDesc.AntialiasedLineEnable = FALSE; - rasterDesc.CullMode = D3D11_CULL_NONE; - rasterDesc.DepthBias = 0; - rasterDesc.DepthBiasClamp = 0.0f; - rasterDesc.DepthClipEnable = TRUE; - rasterDesc.FillMode = D3D11_FILL_SOLID; - rasterDesc.FrontCounterClockwise = FALSE; - rasterDesc.MultisampleEnable = FALSE; - rasterDesc.ScissorEnable = FALSE; - rasterDesc.SlopeScaledDepthBias = 0.0f; - result = ID3D11Device_CreateRasterizerState(data->d3dDevice, &rasterDesc, &data->mainRasterizer); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRasterizerState [main rasterizer]"), result); - goto done; - } - - rasterDesc.ScissorEnable = TRUE; - result = ID3D11Device_CreateRasterizerState(data->d3dDevice, &rasterDesc, &data->clippedRasterizer); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRasterizerState [clipped rasterizer]"), result); - goto done; - } - - // Create blending states: - if (!D3D11_CreateBlendState(renderer, SDL_BLENDMODE_BLEND)) { - // D3D11_CreateBlendState will set the SDL error, if it fails - goto done; - } - - // Setup render state that doesn't change - ID3D11DeviceContext_IASetInputLayout(data->d3dContext, data->inputLayout); - ID3D11DeviceContext_VSSetShader(data->d3dContext, data->vertexShader, NULL, 0); - ID3D11DeviceContext_VSSetConstantBuffers(data->d3dContext, 0, 1, &data->vertexShaderConstants); - - SDL_SetPointerProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_D3D11_DEVICE_POINTER, data->d3dDevice); - -done: - SAFE_RELEASE(d3dDevice); - SAFE_RELEASE(d3dContext); - SAFE_RELEASE(dxgiDevice); - return result; -} - -static DXGI_MODE_ROTATION D3D11_GetCurrentRotation(void) -{ - // FIXME - return DXGI_MODE_ROTATION_IDENTITY; -} - -static BOOL D3D11_IsDisplayRotated90Degrees(DXGI_MODE_ROTATION rotation) -{ - switch (rotation) { - case DXGI_MODE_ROTATION_ROTATE90: - case DXGI_MODE_ROTATION_ROTATE270: - return TRUE; - default: - return FALSE; - } -} - -static int D3D11_GetRotationForCurrentRenderTarget(SDL_Renderer *renderer) -{ - D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; - if (data->currentOffscreenRenderTargetView) { - return DXGI_MODE_ROTATION_IDENTITY; - } else { - return data->rotation; - } -} - -static bool D3D11_GetViewportAlignedD3DRect(SDL_Renderer *renderer, const SDL_Rect *sdlRect, D3D11_RECT *outRect, BOOL includeViewportOffset) -{ - D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; - const int rotation = D3D11_GetRotationForCurrentRenderTarget(renderer); - const SDL_Rect *viewport = &data->currentViewport; - - switch (rotation) { - case DXGI_MODE_ROTATION_IDENTITY: - outRect->left = sdlRect->x; - outRect->right = (LONG)sdlRect->x + sdlRect->w; - outRect->top = sdlRect->y; - outRect->bottom = (LONG)sdlRect->y + sdlRect->h; - if (includeViewportOffset) { - outRect->left += viewport->x; - outRect->right += viewport->x; - outRect->top += viewport->y; - outRect->bottom += viewport->y; - } - break; - case DXGI_MODE_ROTATION_ROTATE270: - outRect->left = sdlRect->y; - outRect->right = (LONG)sdlRect->y + sdlRect->h; - outRect->top = viewport->w - sdlRect->x - sdlRect->w; - outRect->bottom = viewport->w - sdlRect->x; - break; - case DXGI_MODE_ROTATION_ROTATE180: - outRect->left = viewport->w - sdlRect->x - sdlRect->w; - outRect->right = viewport->w - sdlRect->x; - outRect->top = viewport->h - sdlRect->y - sdlRect->h; - outRect->bottom = viewport->h - sdlRect->y; - break; - case DXGI_MODE_ROTATION_ROTATE90: - outRect->left = viewport->h - sdlRect->y - sdlRect->h; - outRect->right = viewport->h - sdlRect->y; - outRect->top = sdlRect->x; - outRect->bottom = (LONG)sdlRect->x + sdlRect->h; - break; - default: - return SDL_SetError("The physical display is in an unknown or unsupported rotation"); - } - return true; -} - -static HRESULT D3D11_CreateSwapChain(SDL_Renderer *renderer, int w, int h) -{ - D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; - IUnknown *coreWindow = NULL; - IDXGISwapChain3 *swapChain3 = NULL; - HRESULT result = S_OK; - - // Create a swap chain using the same adapter as the existing Direct3D device. - DXGI_SWAP_CHAIN_DESC1 swapChainDesc; - SDL_zero(swapChainDesc); - swapChainDesc.Width = w; - swapChainDesc.Height = h; - switch (renderer->output_colorspace) { - case SDL_COLORSPACE_SRGB_LINEAR: - swapChainDesc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT; - break; - case SDL_COLORSPACE_HDR10: - swapChainDesc.Format = DXGI_FORMAT_R10G10B10A2_UNORM; - break; - default: - swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // This is the most common swap chain format. - break; - } - swapChainDesc.Stereo = FALSE; - swapChainDesc.SampleDesc.Count = 1; // Don't use multi-sampling. - swapChainDesc.SampleDesc.Quality = 0; - swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - swapChainDesc.BufferCount = 2; // Use double-buffering to minimize latency. - if (WIN_IsWindows8OrGreater()) { - swapChainDesc.Scaling = DXGI_SCALING_NONE; - } else { - swapChainDesc.Scaling = DXGI_SCALING_STRETCH; - } - if (SDL_GetWindowFlags(renderer->window) & SDL_WINDOW_TRANSPARENT) { - swapChainDesc.Scaling = DXGI_SCALING_STRETCH; - swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; - } else { - swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // All Windows Store apps must use this SwapEffect. - } - swapChainDesc.Flags = 0; - - if (coreWindow) { - result = IDXGIFactory2_CreateSwapChainForCoreWindow(data->dxgiFactory, - (IUnknown *)data->d3dDevice, - coreWindow, - &swapChainDesc, - NULL, // Allow on all displays. - &data->swapChain); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForCoreWindow"), result); - goto done; - } - } else { -#if defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_WINGDK) - HWND hwnd = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(renderer->window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL); - if (!hwnd) { - SDL_SetError("Couldn't get window handle"); - result = E_FAIL; - goto done; - } - - result = IDXGIFactory2_CreateSwapChainForHwnd(data->dxgiFactory, - (IUnknown *)data->d3dDevice, - hwnd, - &swapChainDesc, - NULL, - NULL, // Allow on all displays. - &data->swapChain); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForHwnd"), result); - goto done; - } - - IDXGIFactory_MakeWindowAssociation(data->dxgiFactory, hwnd, DXGI_MWA_NO_WINDOW_CHANGES); -#else - SDL_SetError(__FUNCTION__ ", Unable to find something to attach a swap chain to"); - goto done; -#endif // defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_WINGDK) / else - } - data->swapEffect = swapChainDesc.SwapEffect; - - if (SUCCEEDED(IDXGISwapChain1_QueryInterface(data->swapChain, &SDL_IID_IDXGISwapChain2, (void **)&swapChain3))) { - UINT colorspace_support = 0; - DXGI_COLOR_SPACE_TYPE colorspace; - switch (renderer->output_colorspace) { - case SDL_COLORSPACE_SRGB_LINEAR: - colorspace = DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709; - break; - case SDL_COLORSPACE_HDR10: - colorspace = DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020; - break; - default: - // sRGB - colorspace = DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709; - break; - } - if (SUCCEEDED(IDXGISwapChain3_CheckColorSpaceSupport(swapChain3, colorspace, &colorspace_support)) && - (colorspace_support & DXGI_SWAP_CHAIN_COLOR_SPACE_SUPPORT_FLAG_PRESENT)) { - result = IDXGISwapChain3_SetColorSpace1(swapChain3, colorspace); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain3::SetColorSpace1"), result); - goto done; - } - } else if (colorspace != DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709) { - // Not the default, we're not going to be able to present in this colorspace - SDL_SetError("Unsupported output colorspace"); - result = DXGI_ERROR_UNSUPPORTED; - } - } - - SDL_SetPointerProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_D3D11_SWAPCHAIN_POINTER, data->swapChain); - -done: - SAFE_RELEASE(swapChain3); - SAFE_RELEASE(coreWindow); - return result; -} - -static void D3D11_ReleaseMainRenderTargetView(SDL_Renderer *renderer) -{ - D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; - ID3D11DeviceContext_OMSetRenderTargets(data->d3dContext, 0, NULL, NULL); - SAFE_RELEASE(data->mainRenderTargetView); -} - -// Initialize all resources that change when the window's size changes. -static HRESULT D3D11_CreateWindowSizeDependentResources(SDL_Renderer *renderer) -{ - D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; - ID3D11Texture2D *backBuffer = NULL; - HRESULT result = S_OK; - int w, h; - - // Release the previous render target view - D3D11_ReleaseMainRenderTargetView(renderer); - - /* The width and height of the swap chain must be based on the display's - * non-rotated size. - */ - SDL_GetWindowSizeInPixels(renderer->window, &w, &h); - data->rotation = D3D11_GetCurrentRotation(); - // SDL_Log("%s: windowSize={%d,%d}, orientation=%d", __FUNCTION__, w, h, (int)data->rotation); - if (D3D11_IsDisplayRotated90Degrees(data->rotation)) { - int tmp = w; - w = h; - h = tmp; - } - - if (data->swapChain) { - // If the swap chain already exists, resize it. - result = IDXGISwapChain_ResizeBuffers(data->swapChain, - 0, - w, h, - DXGI_FORMAT_UNKNOWN, - 0); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::ResizeBuffers"), result); - goto done; - } - } else { - result = D3D11_CreateSwapChain(renderer, w, h); - if (FAILED(result) || !data->swapChain) { - goto done; - } - } - - // Set the proper rotation for the swap chain. - if (WIN_IsWindows8OrGreater()) { - if (data->swapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL) { - result = IDXGISwapChain1_SetRotation(data->swapChain, data->rotation); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain1::SetRotation"), result); - goto done; - } - } - } - - result = IDXGISwapChain_GetBuffer(data->swapChain, - 0, - &SDL_IID_ID3D11Texture2D, - (void **)&backBuffer); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::GetBuffer [back-buffer]"), result); - goto done; - } - - // Create a render target view of the swap chain back buffer. - result = ID3D11Device_CreateRenderTargetView(data->d3dDevice, - (ID3D11Resource *)backBuffer, - NULL, - &data->mainRenderTargetView); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device::CreateRenderTargetView"), result); - goto done; - } - - /* Set the swap chain target immediately, so that a target is always set - * even before we get to SetDrawState. Without this it's possible to hit - * null references in places like ReadPixels! - */ - ID3D11DeviceContext_OMSetRenderTargets(data->d3dContext, - 1, - &data->mainRenderTargetView, - NULL); - - data->viewportDirty = true; - -done: - SAFE_RELEASE(backBuffer); - return result; -} - -static bool D3D11_HandleDeviceLost(SDL_Renderer *renderer) -{ - bool recovered = false; - - D3D11_ReleaseAll(renderer); - - if (SUCCEEDED(D3D11_CreateDeviceResources(renderer)) && - SUCCEEDED(D3D11_CreateWindowSizeDependentResources(renderer))) { - recovered = true; - } else { - SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Renderer couldn't recover from device lost: %s", SDL_GetError()); - D3D11_ReleaseAll(renderer); - } - - // Let the application know that the device has been reset or lost - SDL_Event event; - SDL_zero(event); - event.type = recovered ? SDL_EVENT_RENDER_DEVICE_RESET : SDL_EVENT_RENDER_DEVICE_LOST; - event.render.windowID = SDL_GetWindowID(SDL_GetRenderWindow(renderer)); - SDL_PushEvent(&event); - - return recovered; -} - -// This method is called when the window's size changes. -static HRESULT D3D11_UpdateForWindowSizeChange(SDL_Renderer *renderer) -{ - return D3D11_CreateWindowSizeDependentResources(renderer); -} - -static void D3D11_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event) -{ - D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; - - if (event->type == SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED) { - data->pixelSizeChanged = true; - } -} - -static bool D3D11_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode) -{ - SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode); - SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode); - SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode); - SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode); - SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode); - SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode); - - if (!GetBlendFunc(srcColorFactor) || !GetBlendFunc(srcAlphaFactor) || - !GetBlendEquation(colorOperation) || - !GetBlendFunc(dstColorFactor) || !GetBlendFunc(dstAlphaFactor) || - !GetBlendEquation(alphaOperation)) { - return false; - } - return true; -} - -static bool GetTextureProperty(SDL_PropertiesID props, const char *name, ID3D11Texture2D **texture) -{ - IUnknown *unknown = SDL_GetPointerProperty(props, name, NULL); - if (unknown) { - HRESULT result = IUnknown_QueryInterface(unknown, &SDL_IID_ID3D11Texture2D, (void **)texture); - if (FAILED(result)) { - return WIN_SetErrorFromHRESULT(name, result); - } - } - return true; -} - -static bool D3D11_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props) -{ - D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; - D3D11_TextureData *textureData; - HRESULT result; - DXGI_FORMAT textureFormat = SDLPixelFormatToDXGITextureFormat(texture->format, renderer->output_colorspace); - D3D11_TEXTURE2D_DESC textureDesc; - D3D11_SHADER_RESOURCE_VIEW_DESC resourceViewDesc; - - if (!rendererData->d3dDevice) { - return SDL_SetError("Device lost and couldn't be recovered"); - } - - if (textureFormat == DXGI_FORMAT_UNKNOWN) { - return SDL_SetError("%s, An unsupported SDL pixel format (0x%x) was specified", - __FUNCTION__, texture->format); - } - - textureData = (D3D11_TextureData *)SDL_calloc(1, sizeof(*textureData)); - if (!textureData) { - return false; - } - textureData->scaleMode = (texture->scaleMode == SDL_SCALEMODE_NEAREST) ? D3D11_FILTER_MIN_MAG_MIP_POINT : D3D11_FILTER_MIN_MAG_MIP_LINEAR; - - texture->internal = textureData; - - SDL_zero(textureDesc); - textureDesc.Width = texture->w; - textureDesc.Height = texture->h; - textureDesc.MipLevels = 1; - textureDesc.ArraySize = 1; - textureDesc.Format = textureFormat; - textureDesc.SampleDesc.Count = 1; - textureDesc.SampleDesc.Quality = 0; - textureDesc.MiscFlags = 0; - - // NV12 textures must have even width and height - if (texture->format == SDL_PIXELFORMAT_NV12 || - texture->format == SDL_PIXELFORMAT_NV21 || - texture->format == SDL_PIXELFORMAT_P010) { - textureDesc.Width = (textureDesc.Width + 1) & ~1; - textureDesc.Height = (textureDesc.Height + 1) & ~1; - } - textureData->w = (int)textureDesc.Width; - textureData->h = (int)textureDesc.Height; - if (SDL_COLORSPACETRANSFER(texture->colorspace) == SDL_TRANSFER_CHARACTERISTICS_SRGB) { - textureData->shader = SHADER_RGB; - } else { - textureData->shader = SHADER_ADVANCED; - } - - if (texture->access == SDL_TEXTUREACCESS_STREAMING) { - textureDesc.Usage = D3D11_USAGE_DYNAMIC; - textureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - } else { - textureDesc.Usage = D3D11_USAGE_DEFAULT; - textureDesc.CPUAccessFlags = 0; - } - - if (texture->access == SDL_TEXTUREACCESS_TARGET) { - textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET; - } else { - textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE; - } - - if (!GetTextureProperty(create_props, SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER, &textureData->mainTexture)) { - return false; - } - if (!textureData->mainTexture) { - result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice, - &textureDesc, - NULL, - &textureData->mainTexture); - if (FAILED(result)) { - return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result); - } - } - SDL_SetPointerProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER, textureData->mainTexture); -#ifdef SDL_HAVE_YUV - if (texture->format == SDL_PIXELFORMAT_YV12 || - texture->format == SDL_PIXELFORMAT_IYUV) { - textureData->yuv = true; - - textureDesc.Width = (textureDesc.Width + 1) / 2; - textureDesc.Height = (textureDesc.Height + 1) / 2; - - if (!GetTextureProperty(create_props, SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER, &textureData->mainTextureU)) { - return false; - } - if (!textureData->mainTextureU) { - result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice, - &textureDesc, - NULL, - &textureData->mainTextureU); - if (FAILED(result)) { - return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result); - } - } - SDL_SetPointerProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER, textureData->mainTextureU); - - if (!GetTextureProperty(create_props, SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER, &textureData->mainTextureV)) { - return false; - } - if (!textureData->mainTextureV) { - result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice, - &textureDesc, - NULL, - &textureData->mainTextureV); - if (FAILED(result)) { - return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result); - } - } - SDL_SetPointerProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER, textureData->mainTextureV); - - textureData->YCbCr_matrix = SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace, texture->w, texture->h, 8); - if (!textureData->YCbCr_matrix) { - return SDL_SetError("Unsupported YUV colorspace"); - } - } - if (texture->format == SDL_PIXELFORMAT_NV12 || - texture->format == SDL_PIXELFORMAT_NV21 || - texture->format == SDL_PIXELFORMAT_P010) { - int bits_per_pixel; - - textureData->nv12 = true; - - switch (texture->format) { - case SDL_PIXELFORMAT_P010: - bits_per_pixel = 10; - break; - default: - bits_per_pixel = 8; - break; - } - textureData->YCbCr_matrix = SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace, texture->w, texture->h, bits_per_pixel); - if (!textureData->YCbCr_matrix) { - return SDL_SetError("Unsupported YUV colorspace"); - } - } -#endif // SDL_HAVE_YUV - SDL_zero(resourceViewDesc); - resourceViewDesc.Format = SDLPixelFormatToDXGIMainResourceViewFormat(texture->format, renderer->output_colorspace); - resourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; - resourceViewDesc.Texture2D.MostDetailedMip = 0; - resourceViewDesc.Texture2D.MipLevels = textureDesc.MipLevels; - result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice, - (ID3D11Resource *)textureData->mainTexture, - &resourceViewDesc, - &textureData->mainTextureResourceView); - if (FAILED(result)) { - return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result); - } -#ifdef SDL_HAVE_YUV - if (textureData->yuv) { - result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice, - (ID3D11Resource *)textureData->mainTextureU, - &resourceViewDesc, - &textureData->mainTextureResourceViewU); - if (FAILED(result)) { - return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result); - } - result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice, - (ID3D11Resource *)textureData->mainTextureV, - &resourceViewDesc, - &textureData->mainTextureResourceViewV); - if (FAILED(result)) { - return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result); - } - } - - if (textureData->nv12) { - D3D11_SHADER_RESOURCE_VIEW_DESC nvResourceViewDesc = resourceViewDesc; - - if (texture->format == SDL_PIXELFORMAT_NV12 || texture->format == SDL_PIXELFORMAT_NV21) { - nvResourceViewDesc.Format = DXGI_FORMAT_R8G8_UNORM; - } else if (texture->format == SDL_PIXELFORMAT_P010) { - nvResourceViewDesc.Format = DXGI_FORMAT_R16G16_UNORM; - } - - result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice, - (ID3D11Resource *)textureData->mainTexture, - &nvResourceViewDesc, - &textureData->mainTextureResourceViewNV); - if (FAILED(result)) { - return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result); - } - } -#endif // SDL_HAVE_YUV - - if (texture->access & SDL_TEXTUREACCESS_TARGET) { - D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc; - SDL_zero(renderTargetViewDesc); - renderTargetViewDesc.Format = textureDesc.Format; - renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; - renderTargetViewDesc.Texture2D.MipSlice = 0; - - result = ID3D11Device_CreateRenderTargetView(rendererData->d3dDevice, - (ID3D11Resource *)textureData->mainTexture, - &renderTargetViewDesc, - &textureData->mainTextureRenderTargetView); - if (FAILED(result)) { - return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRenderTargetView"), result); - } - } - - return true; -} - -static void D3D11_DestroyTexture(SDL_Renderer *renderer, - SDL_Texture *texture) -{ - D3D11_TextureData *data = (D3D11_TextureData *)texture->internal; - - if (!data) { - return; - } - - SAFE_RELEASE(data->mainTexture); - SAFE_RELEASE(data->mainTextureResourceView); - SAFE_RELEASE(data->mainTextureRenderTargetView); - SAFE_RELEASE(data->stagingTexture); -#ifdef SDL_HAVE_YUV - SAFE_RELEASE(data->mainTextureU); - SAFE_RELEASE(data->mainTextureResourceViewU); - SAFE_RELEASE(data->mainTextureV); - SAFE_RELEASE(data->mainTextureResourceViewV); - SAFE_RELEASE(data->mainTextureResourceViewNV); - SDL_free(data->pixels); -#endif - SDL_free(data); - texture->internal = NULL; -} - -static bool D3D11_UpdateTextureInternal(D3D11_RenderData *rendererData, ID3D11Texture2D *texture, int bpp, int x, int y, int w, int h, const void *pixels, int pitch) -{ - ID3D11Texture2D *stagingTexture; - const Uint8 *src; - Uint8 *dst; - int row; - UINT length; - HRESULT result; - D3D11_TEXTURE2D_DESC stagingTextureDesc; - D3D11_MAPPED_SUBRESOURCE textureMemory; - - // Create a 'staging' texture, which will be used to write to a portion of the main texture. - ID3D11Texture2D_GetDesc(texture, &stagingTextureDesc); - stagingTextureDesc.Width = w; - stagingTextureDesc.Height = h; - stagingTextureDesc.BindFlags = 0; - stagingTextureDesc.MiscFlags = 0; - stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - stagingTextureDesc.Usage = D3D11_USAGE_STAGING; - if (stagingTextureDesc.Format == DXGI_FORMAT_NV12 || - stagingTextureDesc.Format == DXGI_FORMAT_P010) { - stagingTextureDesc.Width = (stagingTextureDesc.Width + 1) & ~1; - stagingTextureDesc.Height = (stagingTextureDesc.Height + 1) & ~1; - } - result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice, - &stagingTextureDesc, - NULL, - &stagingTexture); - if (FAILED(result)) { - return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result); - } - - // Get a write-only pointer to data in the staging texture: - result = ID3D11DeviceContext_Map(rendererData->d3dContext, - (ID3D11Resource *)stagingTexture, - 0, - D3D11_MAP_WRITE, - 0, - &textureMemory); - if (FAILED(result)) { - SAFE_RELEASE(stagingTexture); - return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result); - } - - src = (const Uint8 *)pixels; - dst = (Uint8 *)textureMemory.pData; - length = w * bpp; - if (length == (UINT)pitch && length == textureMemory.RowPitch) { - SDL_memcpy(dst, src, (size_t)length * h); - } else { - if (length > (UINT)pitch) { - length = pitch; - } - if (length > textureMemory.RowPitch) { - length = textureMemory.RowPitch; - } - for (row = 0; row < h; ++row) { - SDL_memcpy(dst, src, length); - src += pitch; - dst += textureMemory.RowPitch; - } - } - - if (stagingTextureDesc.Format == DXGI_FORMAT_NV12 || - stagingTextureDesc.Format == DXGI_FORMAT_P010) { - // Copy the UV plane as well - h = (h + 1) / 2; - if (stagingTextureDesc.Format == DXGI_FORMAT_P010) { - length = (length + 3) & ~3; - pitch = (pitch + 3) & ~3; - } else { - length = (length + 1) & ~1; - pitch = (pitch + 1) & ~1; - } - dst = (Uint8 *)textureMemory.pData + stagingTextureDesc.Height * textureMemory.RowPitch; - for (row = 0; row < h; ++row) { - SDL_memcpy(dst, src, length); - src += pitch; - dst += textureMemory.RowPitch; - } - } - - // Commit the pixel buffer's changes back to the staging texture: - ID3D11DeviceContext_Unmap(rendererData->d3dContext, - (ID3D11Resource *)stagingTexture, - 0); - - // Copy the staging texture's contents back to the texture: - ID3D11DeviceContext_CopySubresourceRegion(rendererData->d3dContext, - (ID3D11Resource *)texture, - 0, - x, - y, - 0, - (ID3D11Resource *)stagingTexture, - 0, - NULL); - - SAFE_RELEASE(stagingTexture); - - return true; -} - -#ifdef SDL_HAVE_YUV -static bool D3D11_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture, - const SDL_Rect *rect, - const Uint8 *Yplane, int Ypitch, - const Uint8 *UVplane, int UVpitch); - -static bool D3D11_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); -#endif - -static bool D3D11_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, - const SDL_Rect *rect, const void *srcPixels, - int srcPitch) -{ - D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; - D3D11_TextureData *textureData = (D3D11_TextureData *)texture->internal; - - if (!textureData) { - return SDL_SetError("Texture is not currently available"); - } - -#ifdef SDL_HAVE_YUV - if (textureData->nv12) { - const Uint8 *Yplane = (const Uint8 *)srcPixels; - const Uint8 *UVplane = Yplane + rect->h * srcPitch; - - return D3D11_UpdateTextureNV(renderer, texture, rect, Yplane, srcPitch, UVplane, srcPitch); - - } else if (textureData->yuv) { - int Ypitch = srcPitch; - int UVpitch = ((Ypitch + 1) / 2); - const Uint8 *Yplane = (const Uint8 *)srcPixels; - const Uint8 *Uplane = Yplane + rect->h * Ypitch; - const Uint8 *Vplane = Uplane + ((rect->h + 1) / 2) * UVpitch; - - if (texture->format == SDL_PIXELFORMAT_YV12) { - return D3D11_UpdateTextureYUV(renderer, texture, rect, Yplane, Ypitch, Vplane, UVpitch, Uplane, UVpitch); - } else { - return D3D11_UpdateTextureYUV(renderer, texture, rect, Yplane, Ypitch, Uplane, UVpitch, Vplane, UVpitch); - } - } -#endif - - if (!D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), rect->x, rect->y, rect->w, rect->h, srcPixels, srcPitch)) { - return false; - } - return true; -} - -#ifdef SDL_HAVE_YUV -static bool D3D11_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) -{ - D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; - D3D11_TextureData *textureData = (D3D11_TextureData *)texture->internal; - - if (!textureData) { - return SDL_SetError("Texture is not currently available"); - } - - if (!D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch)) { - return false; - } - if (!D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureU, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, Uplane, Upitch)) { - return false; - } - if (!D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureV, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, Vplane, Vpitch)) { - return false; - } - return true; -} - -static bool D3D11_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture, - const SDL_Rect *rect, - const Uint8 *Yplane, int Ypitch, - const Uint8 *UVplane, int UVpitch) -{ - D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; - D3D11_TextureData *textureData = (D3D11_TextureData *)texture->internal; - ID3D11Texture2D *stagingTexture; - const Uint8 *src; - Uint8 *dst; - int w, h, row; - UINT length; - HRESULT result; - D3D11_TEXTURE2D_DESC stagingTextureDesc; - D3D11_MAPPED_SUBRESOURCE textureMemory; - - if (!textureData) { - return SDL_SetError("Texture is not currently available"); - } - - w = rect->w; - h = rect->h; - - // Create a 'staging' texture, which will be used to write to a portion of the main texture. - ID3D11Texture2D_GetDesc(textureData->mainTexture, &stagingTextureDesc); - stagingTextureDesc.Width = w; - stagingTextureDesc.Height = h; - stagingTextureDesc.BindFlags = 0; - stagingTextureDesc.MiscFlags = 0; - stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - stagingTextureDesc.Usage = D3D11_USAGE_STAGING; - if (stagingTextureDesc.Format == DXGI_FORMAT_NV12 || - stagingTextureDesc.Format == DXGI_FORMAT_P010) { - stagingTextureDesc.Width = (stagingTextureDesc.Width + 1) & ~1; - stagingTextureDesc.Height = (stagingTextureDesc.Height + 1) & ~1; - } - result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice, - &stagingTextureDesc, - NULL, - &stagingTexture); - if (FAILED(result)) { - return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result); - } - - // Get a write-only pointer to data in the staging texture: - result = ID3D11DeviceContext_Map(rendererData->d3dContext, - (ID3D11Resource *)stagingTexture, - 0, - D3D11_MAP_WRITE, - 0, - &textureMemory); - if (FAILED(result)) { - SAFE_RELEASE(stagingTexture); - return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result); - } - - src = Yplane; - dst = (Uint8 *)textureMemory.pData; - length = w; - if (length == (UINT)Ypitch && length == textureMemory.RowPitch) { - SDL_memcpy(dst, src, (size_t)length * h); - } else { - if (length > (UINT)Ypitch) { - length = Ypitch; - } - if (length > textureMemory.RowPitch) { - length = textureMemory.RowPitch; - } - for (row = 0; row < h; ++row) { - SDL_memcpy(dst, src, length); - src += Ypitch; - dst += textureMemory.RowPitch; - } - } - - src = UVplane; - length = w; - h = (h + 1) / 2; - if (stagingTextureDesc.Format == DXGI_FORMAT_P010) { - length = (length + 3) & ~3; - UVpitch = (UVpitch + 3) & ~3; - } else { - length = (length + 1) & ~1; - UVpitch = (UVpitch + 1) & ~1; - } - dst = (Uint8 *)textureMemory.pData + stagingTextureDesc.Height * textureMemory.RowPitch; - for (row = 0; row < h; ++row) { - SDL_memcpy(dst, src, length); - src += UVpitch; - dst += textureMemory.RowPitch; - } - - // Commit the pixel buffer's changes back to the staging texture: - ID3D11DeviceContext_Unmap(rendererData->d3dContext, - (ID3D11Resource *)stagingTexture, - 0); - - // Copy the staging texture's contents back to the texture: - ID3D11DeviceContext_CopySubresourceRegion(rendererData->d3dContext, - (ID3D11Resource *)textureData->mainTexture, - 0, - rect->x, - rect->y, - 0, - (ID3D11Resource *)stagingTexture, - 0, - NULL); - - SAFE_RELEASE(stagingTexture); - - return true; -} -#endif - -static bool D3D11_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, - const SDL_Rect *rect, void **pixels, int *pitch) -{ - D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; - D3D11_TextureData *textureData = (D3D11_TextureData *)texture->internal; - HRESULT result = S_OK; - D3D11_TEXTURE2D_DESC stagingTextureDesc; - D3D11_MAPPED_SUBRESOURCE textureMemory; - - if (!textureData) { - return SDL_SetError("Texture is not currently available"); - } -#ifdef SDL_HAVE_YUV - if (textureData->yuv || textureData->nv12) { - // It's more efficient to upload directly... - if (!textureData->pixels) { - textureData->pitch = texture->w; - textureData->pixels = (Uint8 *)SDL_malloc((texture->h * textureData->pitch * 3) / 2); - if (!textureData->pixels) { - return false; - } - } - textureData->locked_rect = *rect; - *pixels = - (void *)(textureData->pixels + rect->y * textureData->pitch + - rect->x * SDL_BYTESPERPIXEL(texture->format)); - *pitch = textureData->pitch; - return true; - } -#endif - if (textureData->stagingTexture) { - return SDL_SetError("texture is already locked"); - } - - /* Create a 'staging' texture, which will be used to write to a portion - * of the main texture. This is necessary, as Direct3D 11.1 does not - * have the ability to write a CPU-bound pixel buffer to a rectangular - * subrect of a texture. Direct3D 11.1 can, however, write a pixel - * buffer to an entire texture, hence the use of a staging texture. - */ - ID3D11Texture2D_GetDesc(textureData->mainTexture, &stagingTextureDesc); - stagingTextureDesc.Width = rect->w; - stagingTextureDesc.Height = rect->h; - stagingTextureDesc.BindFlags = 0; - stagingTextureDesc.MiscFlags = 0; - stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - stagingTextureDesc.Usage = D3D11_USAGE_STAGING; - result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice, - &stagingTextureDesc, - NULL, - &textureData->stagingTexture); - if (FAILED(result)) { - return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result); - } - - // Get a write-only pointer to data in the staging texture: - result = ID3D11DeviceContext_Map(rendererData->d3dContext, - (ID3D11Resource *)textureData->stagingTexture, - 0, - D3D11_MAP_WRITE, - 0, - &textureMemory); - if (FAILED(result)) { - SAFE_RELEASE(textureData->stagingTexture); - return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result); - } - - /* Make note of where the staging texture will be written to - * (on a call to SDL_UnlockTexture): - */ - textureData->lockedTexturePositionX = rect->x; - textureData->lockedTexturePositionY = rect->y; - - /* Make sure the caller has information on the texture's pixel buffer, - * then return: - */ - *pixels = textureMemory.pData; - *pitch = textureMemory.RowPitch; - return true; -} - -static void D3D11_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture) -{ - D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; - D3D11_TextureData *textureData = (D3D11_TextureData *)texture->internal; - - if (!textureData) { - return; - } -#ifdef SDL_HAVE_YUV - if (textureData->yuv || textureData->nv12) { - const SDL_Rect *rect = &textureData->locked_rect; - void *pixels = - (void *)(textureData->pixels + rect->y * textureData->pitch + - rect->x * SDL_BYTESPERPIXEL(texture->format)); - D3D11_UpdateTexture(renderer, texture, rect, pixels, textureData->pitch); - return; - } -#endif - // Commit the pixel buffer's changes back to the staging texture: - ID3D11DeviceContext_Unmap(rendererData->d3dContext, - (ID3D11Resource *)textureData->stagingTexture, - 0); - - // Copy the staging texture's contents back to the main texture: - ID3D11DeviceContext_CopySubresourceRegion(rendererData->d3dContext, - (ID3D11Resource *)textureData->mainTexture, - 0, - textureData->lockedTexturePositionX, - textureData->lockedTexturePositionY, - 0, - (ID3D11Resource *)textureData->stagingTexture, - 0, - NULL); - - SAFE_RELEASE(textureData->stagingTexture); -} - -static void D3D11_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode) -{ - D3D11_TextureData *textureData = (D3D11_TextureData *)texture->internal; - - if (!textureData) { - return; - } - - textureData->scaleMode = (scaleMode == SDL_SCALEMODE_NEAREST) ? D3D11_FILTER_MIN_MAG_MIP_POINT : D3D11_FILTER_MIN_MAG_MIP_LINEAR; -} - -static bool D3D11_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture) -{ - D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; - D3D11_TextureData *textureData = NULL; - - if (!texture) { - rendererData->currentOffscreenRenderTargetView = NULL; - return true; - } - - textureData = (D3D11_TextureData *)texture->internal; - - if (!textureData->mainTextureRenderTargetView) { - return SDL_SetError("specified texture is not a render target"); - } - - rendererData->currentOffscreenRenderTargetView = textureData->mainTextureRenderTargetView; - - return true; -} - -static bool D3D11_QueueNoOp(SDL_Renderer *renderer, SDL_RenderCommand *cmd) -{ - return true; // nothing to do in this backend. -} - -static bool D3D11_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count) -{ - D3D11_VertexPositionColor *verts = (D3D11_VertexPositionColor *)SDL_AllocateRenderVertices(renderer, count * sizeof(D3D11_VertexPositionColor), 0, &cmd->data.draw.first); - int i; - SDL_FColor color = cmd->data.draw.color; - bool convert_color = SDL_RenderingLinearSpace(renderer); - - if (!verts) { - return false; - } - - cmd->data.draw.count = count; - - if (convert_color) { - SDL_ConvertToLinear(&color); - } - - for (i = 0; i < count; i++) { - verts->pos.x = points[i].x + 0.5f; - verts->pos.y = points[i].y + 0.5f; - verts->tex.x = 0.0f; - verts->tex.y = 0.0f; - verts->color = color; - verts++; - } - - return true; -} - -static bool D3D11_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, - const float *xy, int xy_stride, const SDL_FColor *color, int color_stride, const float *uv, int uv_stride, - int num_vertices, const void *indices, int num_indices, int size_indices, - float scale_x, float scale_y) -{ - int i; - int count = indices ? num_indices : num_vertices; - D3D11_VertexPositionColor *verts = (D3D11_VertexPositionColor *)SDL_AllocateRenderVertices(renderer, count * sizeof(D3D11_VertexPositionColor), 0, &cmd->data.draw.first); - bool convert_color = SDL_RenderingLinearSpace(renderer); - D3D11_TextureData *textureData = texture ? (D3D11_TextureData *)texture->internal : NULL; - float u_scale = textureData ? (float)texture->w / textureData->w : 0.0f; - float v_scale = textureData ? (float)texture->h / textureData->h : 0.0f; - - if (!verts) { - return false; - } - - cmd->data.draw.count = count; - size_indices = indices ? size_indices : 0; - - for (i = 0; i < count; i++) { - int j; - float *xy_; - if (size_indices == 4) { - j = ((const Uint32 *)indices)[i]; - } else if (size_indices == 2) { - j = ((const Uint16 *)indices)[i]; - } else if (size_indices == 1) { - j = ((const Uint8 *)indices)[i]; - } else { - j = i; - } - - xy_ = (float *)((char *)xy + j * xy_stride); - - verts->pos.x = xy_[0] * scale_x; - verts->pos.y = xy_[1] * scale_y; - verts->color = *(SDL_FColor *)((char *)color + j * color_stride); - if (convert_color) { - SDL_ConvertToLinear(&verts->color); - } - - if (texture) { - float *uv_ = (float *)((char *)uv + j * uv_stride); - verts->tex.x = uv_[0] * u_scale; - verts->tex.y = uv_[1] * v_scale; - } else { - verts->tex.x = 0.0f; - verts->tex.y = 0.0f; - } - - verts += 1; - } - return true; -} - -static bool D3D11_UpdateVertexBuffer(SDL_Renderer *renderer, - const void *vertexData, size_t dataSizeInBytes) -{ - D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; - HRESULT result = S_OK; - const int vbidx = rendererData->currentVertexBuffer; - const UINT stride = sizeof(D3D11_VertexPositionColor); - const UINT offset = 0; - - if (dataSizeInBytes == 0) { - return true; // nothing to do. - } - - if (rendererData->vertexBuffers[vbidx] && rendererData->vertexBufferSizes[vbidx] >= dataSizeInBytes) { - D3D11_MAPPED_SUBRESOURCE mappedResource; - result = ID3D11DeviceContext_Map(rendererData->d3dContext, - (ID3D11Resource *)rendererData->vertexBuffers[vbidx], - 0, - D3D11_MAP_WRITE_DISCARD, - 0, - &mappedResource); - if (FAILED(result)) { - return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [vertex buffer]"), result); - } - SDL_memcpy(mappedResource.pData, vertexData, dataSizeInBytes); - ID3D11DeviceContext_Unmap(rendererData->d3dContext, (ID3D11Resource *)rendererData->vertexBuffers[vbidx], 0); - } else { - D3D11_BUFFER_DESC vertexBufferDesc; - D3D11_SUBRESOURCE_DATA vertexBufferData; - - SAFE_RELEASE(rendererData->vertexBuffers[vbidx]); - - SDL_zero(vertexBufferDesc); - vertexBufferDesc.ByteWidth = (UINT)dataSizeInBytes; - vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC; - vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; - vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - - SDL_zero(vertexBufferData); - vertexBufferData.pSysMem = vertexData; - vertexBufferData.SysMemPitch = 0; - vertexBufferData.SysMemSlicePitch = 0; - - result = ID3D11Device_CreateBuffer(rendererData->d3dDevice, - &vertexBufferDesc, - &vertexBufferData, - &rendererData->vertexBuffers[vbidx]); - if (FAILED(result)) { - return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBuffer [vertex buffer]"), result); - } - - rendererData->vertexBufferSizes[vbidx] = dataSizeInBytes; - } - - ID3D11DeviceContext_IASetVertexBuffers(rendererData->d3dContext, - 0, - 1, - &rendererData->vertexBuffers[vbidx], - &stride, - &offset); - - rendererData->currentVertexBuffer++; - if (rendererData->currentVertexBuffer >= SDL_arraysize(rendererData->vertexBuffers)) { - rendererData->currentVertexBuffer = 0; - } - - return true; -} - -static bool D3D11_UpdateViewport(SDL_Renderer *renderer) -{ - D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; - const SDL_Rect *viewport = &data->currentViewport; - Float4X4 projection; - Float4X4 view; - SDL_FRect orientationAlignedViewport; - BOOL swapDimensions; - D3D11_VIEWPORT d3dviewport; - const int rotation = D3D11_GetRotationForCurrentRenderTarget(renderer); - - if (viewport->w == 0 || viewport->h == 0) { - /* If the viewport is empty, assume that it is because - * SDL_CreateRenderer is calling it, and will call it again later - * with a non-empty viewport. - */ - // SDL_Log("%s, no viewport was set!", __FUNCTION__); - return false; - } - - /* Make sure the SDL viewport gets rotated to that of the physical display's rotation. - * Keep in mind here that the Y-axis will be been inverted (from Direct3D's - * default coordinate system) so rotations will be done in the opposite - * direction of the DXGI_MODE_ROTATION enumeration. - */ - switch (rotation) { - case DXGI_MODE_ROTATION_IDENTITY: - projection = MatrixIdentity(); - break; - case DXGI_MODE_ROTATION_ROTATE270: - projection = MatrixRotationZ(SDL_PI_F * 0.5f); - break; - case DXGI_MODE_ROTATION_ROTATE180: - projection = MatrixRotationZ(SDL_PI_F); - break; - case DXGI_MODE_ROTATION_ROTATE90: - projection = MatrixRotationZ(-SDL_PI_F * 0.5f); - break; - default: - return SDL_SetError("An unknown DisplayOrientation is being used"); - } - - // Update the view matrix - SDL_zero(view); - view.m[0][0] = 2.0f / viewport->w; - view.m[1][1] = -2.0f / viewport->h; - view.m[2][2] = 1.0f; - view.m[3][0] = -1.0f; - view.m[3][1] = 1.0f; - view.m[3][3] = 1.0f; - - /* Combine the projection + view matrix together now, as both only get - * set here (as of this writing, on Dec 26, 2013). When done, store it - * for eventual transfer to the GPU. - */ - data->vertexShaderConstantsData.projectionAndView = MatrixMultiply( - view, - projection); - - /* Update the Direct3D viewport, which seems to be aligned to the - * swap buffer's coordinate space, which is always in either - * a landscape mode, for all Windows 8/RT devices, or a portrait mode, - * for Windows Phone devices. - */ - swapDimensions = D3D11_IsDisplayRotated90Degrees(rotation); - if (swapDimensions) { - orientationAlignedViewport.x = (float)viewport->y; - orientationAlignedViewport.y = (float)viewport->x; - orientationAlignedViewport.w = (float)viewport->h; - orientationAlignedViewport.h = (float)viewport->w; - } else { - orientationAlignedViewport.x = (float)viewport->x; - orientationAlignedViewport.y = (float)viewport->y; - orientationAlignedViewport.w = (float)viewport->w; - orientationAlignedViewport.h = (float)viewport->h; - } - - d3dviewport.TopLeftX = orientationAlignedViewport.x; - d3dviewport.TopLeftY = orientationAlignedViewport.y; - d3dviewport.Width = orientationAlignedViewport.w; - d3dviewport.Height = orientationAlignedViewport.h; - d3dviewport.MinDepth = 0.0f; - d3dviewport.MaxDepth = 1.0f; - // SDL_Log("%s: D3D viewport = {%f,%f,%f,%f}", __FUNCTION__, d3dviewport.TopLeftX, d3dviewport.TopLeftY, d3dviewport.Width, d3dviewport.Height); - ID3D11DeviceContext_RSSetViewports(data->d3dContext, 1, &d3dviewport); - - data->viewportDirty = false; - - return true; -} - -static ID3D11RenderTargetView *D3D11_GetCurrentRenderTargetView(SDL_Renderer *renderer) -{ - D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; - if (data->currentOffscreenRenderTargetView) { - return data->currentOffscreenRenderTargetView; - } else { - return data->mainRenderTargetView; - } -} - -static void D3D11_SetupShaderConstants(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, const SDL_Texture *texture, D3D11_PixelShaderConstants *constants) -{ - float output_headroom; - - SDL_zerop(constants); - - constants->scRGB_output = (float)SDL_RenderingLinearSpace(renderer); - constants->color_scale = cmd->data.draw.color_scale; - - if (texture) { - D3D11_TextureData *textureData = (D3D11_TextureData *)texture->internal; - - switch (texture->format) { - case SDL_PIXELFORMAT_YV12: - case SDL_PIXELFORMAT_IYUV: - constants->texture_type = TEXTURETYPE_YUV; - constants->input_type = INPUTTYPE_SRGB; - break; - case SDL_PIXELFORMAT_NV12: - constants->texture_type = TEXTURETYPE_NV12; - constants->input_type = INPUTTYPE_SRGB; - break; - case SDL_PIXELFORMAT_NV21: - constants->texture_type = TEXTURETYPE_NV21; - constants->input_type = INPUTTYPE_SRGB; - break; - case SDL_PIXELFORMAT_P010: - constants->texture_type = TEXTURETYPE_NV12; - constants->input_type = INPUTTYPE_HDR10; - break; - default: - constants->texture_type = TEXTURETYPE_RGB; - if (texture->colorspace == SDL_COLORSPACE_SRGB_LINEAR) { - constants->input_type = INPUTTYPE_SCRGB; - } else if (texture->colorspace == SDL_COLORSPACE_HDR10) { - constants->input_type = INPUTTYPE_HDR10; - } else { - // The sampler will convert from sRGB to linear on load if working in linear colorspace - constants->input_type = INPUTTYPE_UNSPECIFIED; - } - break; - } - - constants->sdr_white_point = texture->SDR_white_point; - - if (renderer->target) { - output_headroom = renderer->target->HDR_headroom; - } else { - output_headroom = renderer->HDR_headroom; - } - - if (texture->HDR_headroom > output_headroom) { - constants->tonemap_method = TONEMAP_CHROME; - constants->tonemap_factor1 = (output_headroom / (texture->HDR_headroom * texture->HDR_headroom)); - constants->tonemap_factor2 = (1.0f / output_headroom); - } - - if (textureData->YCbCr_matrix) { - SDL_memcpy(constants->YCbCr_matrix, textureData->YCbCr_matrix, sizeof(constants->YCbCr_matrix)); - } - } -} - -static bool D3D11_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, - D3D11_Shader shader, const D3D11_PixelShaderConstants *shader_constants, - const int numShaderResources, ID3D11ShaderResourceView **shaderResources, - ID3D11SamplerState *sampler, const Float4X4 *matrix) - -{ - D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; - const Float4X4 *newmatrix = matrix ? matrix : &rendererData->identity; - ID3D11RasterizerState *rasterizerState; - ID3D11RenderTargetView *renderTargetView = D3D11_GetCurrentRenderTargetView(renderer); - ID3D11ShaderResourceView *shaderResource; - const SDL_BlendMode blendMode = cmd->data.draw.blend; - ID3D11BlendState *blendState = NULL; - bool updateSubresource = false; - D3D11_PixelShaderState *shader_state = &rendererData->currentShaderState[shader]; - D3D11_PixelShaderConstants solid_constants; - - if (numShaderResources > 0) { - shaderResource = shaderResources[0]; - } else { - shaderResource = NULL; - } - - // Make sure the render target isn't bound to a shader - if (shaderResource != rendererData->currentShaderResource) { - ID3D11ShaderResourceView *pNullResource = NULL; - ID3D11DeviceContext_PSSetShaderResources(rendererData->d3dContext, 0, 1, &pNullResource); - rendererData->currentShaderResource = NULL; - } - - if (renderTargetView != rendererData->currentRenderTargetView) { - ID3D11DeviceContext_OMSetRenderTargets(rendererData->d3dContext, - 1, - &renderTargetView, - NULL); - rendererData->currentRenderTargetView = renderTargetView; - } - - if (rendererData->viewportDirty) { - if (D3D11_UpdateViewport(renderer)) { - // vertexShaderConstantsData.projectionAndView has changed - updateSubresource = true; - } - } - - if (rendererData->cliprectDirty) { - if (!rendererData->currentCliprectEnabled) { - ID3D11DeviceContext_RSSetScissorRects(rendererData->d3dContext, 0, NULL); - } else { - D3D11_RECT scissorRect; - if (!D3D11_GetViewportAlignedD3DRect(renderer, &rendererData->currentCliprect, &scissorRect, TRUE)) { - // D3D11_GetViewportAlignedD3DRect will have set the SDL error - return false; - } - ID3D11DeviceContext_RSSetScissorRects(rendererData->d3dContext, 1, &scissorRect); - } - rendererData->cliprectDirty = false; - } - - if (!rendererData->currentCliprectEnabled) { - rasterizerState = rendererData->mainRasterizer; - } else { - rasterizerState = rendererData->clippedRasterizer; - } - if (rasterizerState != rendererData->currentRasterizerState) { - ID3D11DeviceContext_RSSetState(rendererData->d3dContext, rasterizerState); - rendererData->currentRasterizerState = rasterizerState; - } - - if (blendMode != SDL_BLENDMODE_NONE) { - int i; - for (i = 0; i < rendererData->blendModesCount; ++i) { - if (blendMode == rendererData->blendModes[i].blendMode) { - blendState = rendererData->blendModes[i].blendState; - break; - } - } - if (!blendState) { - blendState = D3D11_CreateBlendState(renderer, blendMode); - if (!blendState) { - return false; - } - } - } - if (blendState != rendererData->currentBlendState) { - ID3D11DeviceContext_OMSetBlendState(rendererData->d3dContext, blendState, 0, 0xFFFFFFFF); - rendererData->currentBlendState = blendState; - } - - if (!shader_constants) { - D3D11_SetupShaderConstants(renderer, cmd, NULL, &solid_constants); - shader_constants = &solid_constants; - } - - if (!shader_state->constants || - SDL_memcmp(shader_constants, &shader_state->shader_constants, sizeof(*shader_constants)) != 0) { - SAFE_RELEASE(shader_state->constants); - - D3D11_BUFFER_DESC desc; - SDL_zero(desc); - desc.Usage = D3D11_USAGE_DEFAULT; - desc.ByteWidth = sizeof(*shader_constants); - desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; - - D3D11_SUBRESOURCE_DATA data; - SDL_zero(data); - data.pSysMem = shader_constants; - - HRESULT result = ID3D11Device_CreateBuffer(rendererData->d3dDevice, &desc, &data, &shader_state->constants); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device::CreateBuffer [create shader constants]"), result); - return false; - } - SDL_memcpy(&shader_state->shader_constants, shader_constants, sizeof(*shader_constants)); - - // Force the shader parameters to be re-set - rendererData->currentShader = SHADER_NONE; - } - if (shader != rendererData->currentShader) { - if (!rendererData->pixelShaders[shader]) { - if (!D3D11_CreatePixelShader(rendererData->d3dDevice, shader, &rendererData->pixelShaders[shader])) { - return false; - } - } - ID3D11DeviceContext_PSSetShader(rendererData->d3dContext, rendererData->pixelShaders[shader], NULL, 0); - if (shader_state->constants) { - ID3D11DeviceContext_PSSetConstantBuffers(rendererData->d3dContext, 0, 1, &shader_state->constants); - } - rendererData->currentShader = shader; - } - if (shaderResource != rendererData->currentShaderResource) { - ID3D11DeviceContext_PSSetShaderResources(rendererData->d3dContext, 0, numShaderResources, shaderResources); - rendererData->currentShaderResource = shaderResource; - } - if (sampler != rendererData->currentSampler) { - ID3D11DeviceContext_PSSetSamplers(rendererData->d3dContext, 0, 1, &sampler); - rendererData->currentSampler = sampler; - } - - if (updateSubresource == true || SDL_memcmp(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof(*newmatrix)) != 0) { - SDL_copyp(&rendererData->vertexShaderConstantsData.model, newmatrix); - ID3D11DeviceContext_UpdateSubresource(rendererData->d3dContext, - (ID3D11Resource *)rendererData->vertexShaderConstants, - 0, - NULL, - &rendererData->vertexShaderConstantsData, - 0, - 0); - } - - return true; -} - -static bool D3D11_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, const Float4X4 *matrix) -{ - SDL_Texture *texture = cmd->data.draw.texture; - D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; - D3D11_TextureData *textureData = (D3D11_TextureData *)texture->internal; - ID3D11SamplerState *textureSampler; - D3D11_PixelShaderConstants constants; - - if (!textureData) { - return SDL_SetError("Texture is not currently available"); - } - - D3D11_SetupShaderConstants(renderer, cmd, texture, &constants); - - switch (textureData->scaleMode) { - case D3D11_FILTER_MIN_MAG_MIP_POINT: - switch (cmd->data.draw.texture_address_mode) { - case SDL_TEXTURE_ADDRESS_CLAMP: - textureSampler = rendererData->samplers[D3D11_SAMPLER_NEAREST_CLAMP]; - break; - case SDL_TEXTURE_ADDRESS_WRAP: - textureSampler = rendererData->samplers[D3D11_SAMPLER_NEAREST_WRAP]; - break; - default: - return SDL_SetError("Unknown texture address mode: %d", cmd->data.draw.texture_address_mode); - } - break; - case D3D11_FILTER_MIN_MAG_MIP_LINEAR: - switch (cmd->data.draw.texture_address_mode) { - case SDL_TEXTURE_ADDRESS_CLAMP: - textureSampler = rendererData->samplers[D3D11_SAMPLER_LINEAR_CLAMP]; - break; - case SDL_TEXTURE_ADDRESS_WRAP: - textureSampler = rendererData->samplers[D3D11_SAMPLER_LINEAR_WRAP]; - break; - default: - return SDL_SetError("Unknown texture address mode: %d", cmd->data.draw.texture_address_mode); - } - break; - default: - return SDL_SetError("Unknown scale mode: %d", textureData->scaleMode); - } -#ifdef SDL_HAVE_YUV - if (textureData->yuv) { - ID3D11ShaderResourceView *shaderResources[3]; - - shaderResources[0] = textureData->mainTextureResourceView; - shaderResources[1] = textureData->mainTextureResourceViewU; - shaderResources[2] = textureData->mainTextureResourceViewV; - - return D3D11_SetDrawState(renderer, cmd, textureData->shader, &constants, - SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix); - - } else if (textureData->nv12) { - ID3D11ShaderResourceView *shaderResources[2]; - - shaderResources[0] = textureData->mainTextureResourceView; - shaderResources[1] = textureData->mainTextureResourceViewNV; - - return D3D11_SetDrawState(renderer, cmd, textureData->shader, &constants, - SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix); - } -#endif // SDL_HAVE_YUV - return D3D11_SetDrawState(renderer, cmd, textureData->shader, &constants, - 1, &textureData->mainTextureResourceView, textureSampler, matrix); -} - -static void D3D11_DrawPrimitives(SDL_Renderer *renderer, D3D11_PRIMITIVE_TOPOLOGY primitiveTopology, const size_t vertexStart, const size_t vertexCount) -{ - D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; - ID3D11DeviceContext_IASetPrimitiveTopology(rendererData->d3dContext, primitiveTopology); - ID3D11DeviceContext_Draw(rendererData->d3dContext, (UINT)vertexCount, (UINT)vertexStart); -} - -static void D3D11_InvalidateCachedState(SDL_Renderer *renderer) -{ - D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; - data->currentRenderTargetView = NULL; - data->currentRasterizerState = NULL; - data->currentBlendState = NULL; - data->currentShader = SHADER_NONE; - data->currentShaderResource = NULL; - data->currentSampler = NULL; - data->cliprectDirty = true; - data->viewportDirty = true; -} - -static bool D3D11_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize) -{ - D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal; - const int viewportRotation = D3D11_GetRotationForCurrentRenderTarget(renderer); - - if (!rendererData->d3dDevice) { - return SDL_SetError("Device lost and couldn't be recovered"); - } - - if (rendererData->pixelSizeChanged) { - D3D11_UpdateForWindowSizeChange(renderer); - rendererData->pixelSizeChanged = false; - } - - if (rendererData->currentViewportRotation != viewportRotation) { - rendererData->currentViewportRotation = viewportRotation; - rendererData->viewportDirty = true; - } - - if (!D3D11_UpdateVertexBuffer(renderer, vertices, vertsize)) { - return false; - } - - while (cmd) { - switch (cmd->command) { - case SDL_RENDERCMD_SETDRAWCOLOR: - { - break; // this isn't currently used in this render backend. - } - - case SDL_RENDERCMD_SETVIEWPORT: - { - SDL_Rect *viewport = &rendererData->currentViewport; - if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof(cmd->data.viewport.rect)) != 0) { - SDL_copyp(viewport, &cmd->data.viewport.rect); - rendererData->viewportDirty = true; - rendererData->cliprectDirty = true; - } - break; - } - - case SDL_RENDERCMD_SETCLIPRECT: - { - const SDL_Rect *rect = &cmd->data.cliprect.rect; - if (rendererData->currentCliprectEnabled != cmd->data.cliprect.enabled) { - rendererData->currentCliprectEnabled = cmd->data.cliprect.enabled; - rendererData->cliprectDirty = true; - } - if (SDL_memcmp(&rendererData->currentCliprect, rect, sizeof(*rect)) != 0) { - SDL_copyp(&rendererData->currentCliprect, rect); - rendererData->cliprectDirty = true; - } - break; - } - - case SDL_RENDERCMD_CLEAR: - { - bool convert_color = SDL_RenderingLinearSpace(renderer); - SDL_FColor color = cmd->data.color.color; - if (convert_color) { - SDL_ConvertToLinear(&color); - } - color.r *= cmd->data.color.color_scale; - color.g *= cmd->data.color.color_scale; - color.b *= cmd->data.color.color_scale; - ID3D11DeviceContext_ClearRenderTargetView(rendererData->d3dContext, D3D11_GetCurrentRenderTargetView(renderer), &color.r); - break; - } - - case SDL_RENDERCMD_DRAW_POINTS: - { - const size_t count = cmd->data.draw.count; - const size_t first = cmd->data.draw.first; - const size_t start = first / sizeof(D3D11_VertexPositionColor); - D3D11_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, 0, NULL, NULL, NULL); - D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, start, count); - break; - } - - case SDL_RENDERCMD_DRAW_LINES: - { - const size_t count = cmd->data.draw.count; - const size_t first = cmd->data.draw.first; - const size_t start = first / sizeof(D3D11_VertexPositionColor); - const D3D11_VertexPositionColor *verts = (D3D11_VertexPositionColor *)(((Uint8 *)vertices) + first); - D3D11_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, 0, NULL, NULL, NULL); - D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, start, count); - if (verts[0].pos.x != verts[count - 1].pos.x || verts[0].pos.y != verts[count - 1].pos.y) { - D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, start + (count - 1), 1); - } - break; - } - - case SDL_RENDERCMD_FILL_RECTS: // unused - break; - - case SDL_RENDERCMD_COPY: // unused - break; - - case SDL_RENDERCMD_COPY_EX: // unused - break; - - case SDL_RENDERCMD_GEOMETRY: - { - SDL_Texture *texture = cmd->data.draw.texture; - const size_t count = cmd->data.draw.count; - const size_t first = cmd->data.draw.first; - const size_t start = first / sizeof(D3D11_VertexPositionColor); - - if (texture) { - D3D11_SetCopyState(renderer, cmd, NULL); - } else { - D3D11_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, 0, NULL, NULL, NULL); - } - - D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, start, count); - break; - } - - case SDL_RENDERCMD_NO_OP: - break; - } - - cmd = cmd->next; - } - - return true; -} - -static SDL_Surface *D3D11_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect) -{ - D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; - ID3D11RenderTargetView *renderTargetView = NULL; - ID3D11Texture2D *backBuffer = NULL; - ID3D11Texture2D *stagingTexture = NULL; - HRESULT result; - D3D11_TEXTURE2D_DESC stagingTextureDesc; - D3D11_RECT srcRect = { 0, 0, 0, 0 }; - D3D11_BOX srcBox; - D3D11_MAPPED_SUBRESOURCE textureMemory; - SDL_Surface *output = NULL; - - renderTargetView = D3D11_GetCurrentRenderTargetView(renderer); - if (!renderTargetView) { - SDL_SetError("%s, ID3D11DeviceContext::OMGetRenderTargets failed", __FUNCTION__); - goto done; - } - - ID3D11View_GetResource(renderTargetView, (ID3D11Resource **)&backBuffer); - if (!backBuffer) { - SDL_SetError("%s, ID3D11View::GetResource failed", __FUNCTION__); - goto done; - } - - // Create a staging texture to copy the screen's data to: - ID3D11Texture2D_GetDesc(backBuffer, &stagingTextureDesc); - stagingTextureDesc.Width = rect->w; - stagingTextureDesc.Height = rect->h; - stagingTextureDesc.BindFlags = 0; - stagingTextureDesc.MiscFlags = 0; - stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; - stagingTextureDesc.Usage = D3D11_USAGE_STAGING; - result = ID3D11Device_CreateTexture2D(data->d3dDevice, - &stagingTextureDesc, - NULL, - &stagingTexture); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result); - goto done; - } - - // Copy the desired portion of the back buffer to the staging texture: - if (!D3D11_GetViewportAlignedD3DRect(renderer, rect, &srcRect, FALSE)) { - // D3D11_GetViewportAlignedD3DRect will have set the SDL error - goto done; - } - - srcBox.left = srcRect.left; - srcBox.right = srcRect.right; - srcBox.top = srcRect.top; - srcBox.bottom = srcRect.bottom; - srcBox.front = 0; - srcBox.back = 1; - ID3D11DeviceContext_CopySubresourceRegion(data->d3dContext, - (ID3D11Resource *)stagingTexture, - 0, - 0, 0, 0, - (ID3D11Resource *)backBuffer, - 0, - &srcBox); - - // Map the staging texture's data to CPU-accessible memory: - result = ID3D11DeviceContext_Map(data->d3dContext, - (ID3D11Resource *)stagingTexture, - 0, - D3D11_MAP_READ, - 0, - &textureMemory); - if (FAILED(result)) { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result); - goto done; - } - - output = SDL_DuplicatePixels( - rect->w, rect->h, - D3D11_DXGIFormatToSDLPixelFormat(stagingTextureDesc.Format), - renderer->target ? renderer->target->colorspace : renderer->output_colorspace, - textureMemory.pData, - textureMemory.RowPitch); - - // Unmap the texture: - ID3D11DeviceContext_Unmap(data->d3dContext, - (ID3D11Resource *)stagingTexture, - 0); - -done: - SAFE_RELEASE(backBuffer); - SAFE_RELEASE(stagingTexture); - return output; -} - -static bool D3D11_RenderPresent(SDL_Renderer *renderer) -{ - D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; - HRESULT result; - DXGI_PRESENT_PARAMETERS parameters; - - if (!data->d3dDevice) { - return SDL_SetError("Device lost and couldn't be recovered"); - } - - SDL_zero(parameters); - - /* The application may optionally specify "dirty" or "scroll" - * rects to improve efficiency in certain scenarios. - */ - result = IDXGISwapChain1_Present1(data->swapChain, data->syncInterval, data->presentFlags, ¶meters); - - /* Discard the contents of the render target. - * This is a valid operation only when the existing contents will be entirely - * overwritten. If dirty or scroll rects are used, this call should be removed. - */ - ID3D11DeviceContext1_DiscardView(data->d3dContext, (ID3D11View *)data->mainRenderTargetView); - - // When the present flips, it unbinds the current view, so bind it again on the next draw call - data->currentRenderTargetView = NULL; - - if (FAILED(result) && result != DXGI_ERROR_WAS_STILL_DRAWING) { - /* If the device was removed either by a disconnect or a driver upgrade, we - * must recreate all device resources. - */ - if (result == DXGI_ERROR_DEVICE_REMOVED) { - if (D3D11_HandleDeviceLost(renderer)) { - SDL_SetError("Present failed, device lost"); - } else { - // Recovering from device lost failed, error is already set - } - } else if (result == DXGI_ERROR_INVALID_CALL) { - // We probably went through a fullscreen <-> windowed transition - D3D11_CreateWindowSizeDependentResources(renderer); - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::Present"), result); - } else { - WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::Present"), result); - } - return false; - } - return true; -} - -static bool D3D11_SetVSync(SDL_Renderer *renderer, const int vsync) -{ - D3D11_RenderData *data = (D3D11_RenderData *)renderer->internal; - - if (vsync < 0) { - return SDL_Unsupported(); - } - - if (vsync > 0) { - data->syncInterval = vsync; - data->presentFlags = 0; - } else { - data->syncInterval = 0; - data->presentFlags = DXGI_PRESENT_DO_NOT_WAIT; - } - return true; -} - -static bool D3D11_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_PropertiesID create_props) -{ - D3D11_RenderData *data; - - HWND hwnd = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL); - if (!hwnd) { - return SDL_SetError("Couldn't get window handle"); - } - - SDL_SetupRendererColorspace(renderer, create_props); - - if (renderer->output_colorspace != SDL_COLORSPACE_SRGB && - renderer->output_colorspace != SDL_COLORSPACE_SRGB_LINEAR - /*&& renderer->output_colorspace != SDL_COLORSPACE_HDR10*/) { - return SDL_SetError("Unsupported output colorspace"); - } - - data = (D3D11_RenderData *)SDL_calloc(1, sizeof(*data)); - if (!data) { - return false; - } - - data->identity = MatrixIdentity(); - - renderer->WindowEvent = D3D11_WindowEvent; - renderer->SupportsBlendMode = D3D11_SupportsBlendMode; - renderer->CreateTexture = D3D11_CreateTexture; - renderer->UpdateTexture = D3D11_UpdateTexture; -#ifdef SDL_HAVE_YUV - renderer->UpdateTextureYUV = D3D11_UpdateTextureYUV; - renderer->UpdateTextureNV = D3D11_UpdateTextureNV; -#endif - renderer->LockTexture = D3D11_LockTexture; - renderer->UnlockTexture = D3D11_UnlockTexture; - renderer->SetTextureScaleMode = D3D11_SetTextureScaleMode; - renderer->SetRenderTarget = D3D11_SetRenderTarget; - renderer->QueueSetViewport = D3D11_QueueNoOp; - renderer->QueueSetDrawColor = D3D11_QueueNoOp; - renderer->QueueDrawPoints = D3D11_QueueDrawPoints; - renderer->QueueDrawLines = D3D11_QueueDrawPoints; // lines and points queue vertices the same way. - renderer->QueueGeometry = D3D11_QueueGeometry; - renderer->InvalidateCachedState = D3D11_InvalidateCachedState; - renderer->RunCommandQueue = D3D11_RunCommandQueue; - renderer->RenderReadPixels = D3D11_RenderReadPixels; - renderer->RenderPresent = D3D11_RenderPresent; - renderer->DestroyTexture = D3D11_DestroyTexture; - renderer->DestroyRenderer = D3D11_DestroyRenderer; - renderer->SetVSync = D3D11_SetVSync; - renderer->internal = data; - D3D11_InvalidateCachedState(renderer); - - renderer->name = D3D11_RenderDriver.name; - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ARGB8888); - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR8888); - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XRGB8888); - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR2101010); - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA64_FLOAT); - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_YV12); - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_IYUV); - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV12); - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV21); - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_P010); - - data->syncInterval = 0; - data->presentFlags = DXGI_PRESENT_DO_NOT_WAIT; - - /* HACK: make sure the SDL_Renderer references the SDL_Window data now, in - * order to give init functions access to the underlying window handle: - */ - renderer->window = window; - - // Initialize Direct3D resources - if (FAILED(D3D11_CreateDeviceResources(renderer))) { - return false; - } - if (FAILED(D3D11_CreateWindowSizeDependentResources(renderer))) { - return false; - } - - return true; -} - -SDL_RenderDriver D3D11_RenderDriver = { - D3D11_CreateRenderer, "direct3d11" -}; - -#endif // SDL_VIDEO_RENDER_D3D11 diff --git a/contrib/SDL-3.2.8/src/render/direct3d11/SDL_shaders_d3d11.c b/contrib/SDL-3.2.8/src/render/direct3d11/SDL_shaders_d3d11.c deleted file mode 100644 index 18965e2..0000000 --- a/contrib/SDL-3.2.8/src/render/direct3d11/SDL_shaders_d3d11.c +++ /dev/null @@ -1,116 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2025 Sam Lantinga - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ -#include "SDL_internal.h" - -#ifdef SDL_VIDEO_RENDER_D3D11 - -#define COBJMACROS -#include "../../core/windows/SDL_windows.h" -#include - -#include "SDL_shaders_d3d11.h" - -#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str - -#if SDL_WINAPI_FAMILY_PHONE -#error Need to build shaders with level_9_3 -#endif - -// The shaders here were compiled with compile_shaders.bat - -#define g_main D3D11_PixelShader_Colors -#include "D3D11_PixelShader_Colors.h" -#undef g_main - -#define g_main D3D11_PixelShader_Textures -#include "D3D11_PixelShader_Textures.h" -#undef g_main - -#define g_main D3D11_PixelShader_Advanced -#include "D3D11_PixelShader_Advanced.h" -#undef g_main - -#define g_main D3D11_VertexShader -#include "D3D11_VertexShader.h" -#undef g_main - - -static struct -{ - const void *shader_data; - SIZE_T shader_size; -} D3D11_shaders[] = { - { NULL, 0 }, - { D3D11_PixelShader_Colors, sizeof(D3D11_PixelShader_Colors) }, - { D3D11_PixelShader_Textures, sizeof(D3D11_PixelShader_Textures) }, - { D3D11_PixelShader_Advanced, sizeof(D3D11_PixelShader_Advanced) }, -}; -SDL_COMPILE_TIME_ASSERT(D3D11_shaders, SDL_arraysize(D3D11_shaders) == NUM_SHADERS); - -bool D3D11_CreateVertexShader(ID3D11Device1 *d3dDevice, ID3D11VertexShader **vertexShader, ID3D11InputLayout **inputLayout) -{ - // Declare how the input layout for SDL's vertex shader will be setup: - const D3D11_INPUT_ELEMENT_DESC vertexDesc[] = { - { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0 }, - }; - HRESULT result; - - // Load in SDL's one and only vertex shader: - result = ID3D11Device_CreateVertexShader(d3dDevice, - D3D11_VertexShader, - sizeof(D3D11_VertexShader), - NULL, - vertexShader); - if (FAILED(result)) { - return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateVertexShader"), result); - } - - // Create an input layout for SDL's vertex shader: - result = ID3D11Device_CreateInputLayout(d3dDevice, - vertexDesc, - ARRAYSIZE(vertexDesc), - D3D11_VertexShader, - sizeof(D3D11_VertexShader), - inputLayout); - if (FAILED(result)) { - return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateInputLayout"), result); - } - return true; -} - -bool D3D11_CreatePixelShader(ID3D11Device1 *d3dDevice, D3D11_Shader shader, ID3D11PixelShader **pixelShader) -{ - HRESULT result; - - result = ID3D11Device_CreatePixelShader(d3dDevice, - D3D11_shaders[shader].shader_data, - D3D11_shaders[shader].shader_size, - NULL, - pixelShader); - if (FAILED(result)) { - return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreatePixelShader"), result); - } - return true; -} - -#endif // SDL_VIDEO_RENDER_D3D11 diff --git a/contrib/SDL-3.2.8/src/render/direct3d11/SDL_shaders_d3d11.h b/contrib/SDL-3.2.8/src/render/direct3d11/SDL_shaders_d3d11.h deleted file mode 100644 index 2279fb0..0000000 --- a/contrib/SDL-3.2.8/src/render/direct3d11/SDL_shaders_d3d11.h +++ /dev/null @@ -1,35 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2025 Sam Lantinga - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ -#include "SDL_internal.h" - -// D3D11 shader implementation - -typedef enum -{ - SHADER_NONE, - SHADER_SOLID, - SHADER_RGB, - SHADER_ADVANCED, - NUM_SHADERS -} D3D11_Shader; - -extern bool D3D11_CreateVertexShader(ID3D11Device1 *d3dDevice, ID3D11VertexShader **vertexShader, ID3D11InputLayout **inputLayout); -extern bool D3D11_CreatePixelShader(ID3D11Device1 *d3dDevice, D3D11_Shader shader, ID3D11PixelShader **pixelShader); diff --git a/contrib/SDL-3.2.8/src/render/direct3d11/compile_shaders.bat b/contrib/SDL-3.2.8/src/render/direct3d11/compile_shaders.bat deleted file mode 100644 index 51d2a34..0000000 --- a/contrib/SDL-3.2.8/src/render/direct3d11/compile_shaders.bat +++ /dev/null @@ -1,4 +0,0 @@ -fxc /T ps_4_0_level_9_1 /Fh D3D11_PixelShader_Colors.h D3D11_PixelShader_Colors.hlsl -fxc /T ps_4_0_level_9_1 /Fh D3D11_PixelShader_Textures.h D3D11_PixelShader_Textures.hlsl -fxc /T ps_5_0 /Fh D3D11_PixelShader_Advanced.h D3D11_PixelShader_Advanced.hlsl -fxc /T vs_4_0_level_9_1 /Fh D3D11_VertexShader.h D3D11_VertexShader.hlsl diff --git a/contrib/SDL-3.2.8/src/render/direct3d12/D3D12_PixelShader_Advanced.h b/contrib/SDL-3.2.8/src/render/direct3d12/D3D12_PixelShader_Advanced.h deleted file mode 100644 index b8f40fe..0000000 --- a/contrib/SDL-3.2.8/src/render/direct3d12/D3D12_PixelShader_Advanced.h +++ /dev/null @@ -1,1389 +0,0 @@ -#if 0 -; -; Input signature: -; -; Name Index Mask Register SysValue Format Used -; -------------------- ----- ------ -------- -------- ------- ------ -; SV_Position 0 xyzw 0 POS float -; TEXCOORD 0 xy 1 NONE float xy -; COLOR 0 xyzw 2 NONE float xyzw -; -; -; Output signature: -; -; Name Index Mask Register SysValue Format Used -; -------------------- ----- ------ -------- -------- ------- ------ -; SV_Target 0 xyzw 0 TARGET float xyzw -; -; shader hash: f6874446eaee41c102142c02d5bb3ab7 -; -; Pipeline Runtime Information: -; -; Pixel Shader -; DepthOutput=0 -; SampleFrequency=0 -; -; -; Input signature: -; -; Name Index InterpMode DynIdx -; -------------------- ----- ---------------------- ------ -; SV_Position 0 noperspective -; TEXCOORD 0 linear -; COLOR 0 linear -; -; Output signature: -; -; Name Index InterpMode DynIdx -; -------------------- ----- ---------------------- ------ -; SV_Target 0 -; -; Buffer Definitions: -; -; cbuffer Constants -; { -; -; struct Constants -; { -; -; float scRGB_output; ; Offset: 0 -; float texture_type; ; Offset: 4 -; float input_type; ; Offset: 8 -; float color_scale; ; Offset: 12 -; float tonemap_method; ; Offset: 16 -; float tonemap_factor1; ; Offset: 20 -; float tonemap_factor2; ; Offset: 24 -; float sdr_white_point; ; Offset: 28 -; float4 Yoffset; ; Offset: 32 -; float4 Rcoeff; ; Offset: 48 -; float4 Gcoeff; ; Offset: 64 -; float4 Bcoeff; ; Offset: 80 -; -; } Constants; ; Offset: 0 Size: 96 -; -; } -; -; -; Resource Bindings: -; -; Name Type Format Dim ID HLSL Bind Count -; ------------------------------ ---------- ------- ----------- ------- -------------- ------ -; Constants cbuffer NA NA CB0 cb1 1 -; sampler0 sampler NA NA S0 s0 1 -; texture0 texture f32 2d T0 t0 1 -; texture1 texture f32 2d T1 t1 1 -; texture2 texture f32 2d T2 t2 1 -; -; -; ViewId state: -; -; Number of inputs: 12, outputs: 4 -; Outputs dependent on ViewId: { } -; Inputs contributing to computation of Outputs: -; output 0 depends on inputs: { 4, 5, 8 } -; output 1 depends on inputs: { 4, 5, 9 } -; output 2 depends on inputs: { 4, 5, 10 } -; output 3 depends on inputs: { 4, 5, 11 } -; -target datalayout = "e-m:e-p:32:32-i1:32-i8:32-i16:32-i32:32-i64:64-f16:32-f32:32-f64:64-n8:16:32:64" -target triple = "dxil-ms-dx" - -%dx.types.Handle = type { i8* } -%dx.types.CBufRet.f32 = type { float, float, float, float } -%dx.types.ResRet.f32 = type { float, float, float, float, i32 } -%"class.Texture2D >" = type { <4 x float>, %"class.Texture2D >::mips_type" } -%"class.Texture2D >::mips_type" = type { i32 } -%Constants = type { float, float, float, float, float, float, float, float, <4 x float>, <4 x float>, <4 x float>, <4 x float> } -%struct.SamplerState = type { i32 } - -define void @main() { - %1 = call %dx.types.Handle @dx.op.createHandle(i32 57, i8 0, i32 2, i32 2, i1 false) ; CreateHandle(resourceClass,rangeId,index,nonUniformIndex) - %2 = call %dx.types.Handle @dx.op.createHandle(i32 57, i8 0, i32 1, i32 1, i1 false) ; CreateHandle(resourceClass,rangeId,index,nonUniformIndex) - %3 = call %dx.types.Handle @dx.op.createHandle(i32 57, i8 0, i32 0, i32 0, i1 false) ; CreateHandle(resourceClass,rangeId,index,nonUniformIndex) - %4 = call %dx.types.Handle @dx.op.createHandle(i32 57, i8 3, i32 0, i32 0, i1 false) ; CreateHandle(resourceClass,rangeId,index,nonUniformIndex) - %5 = call %dx.types.Handle @dx.op.createHandle(i32 57, i8 2, i32 0, i32 1, i1 false) ; CreateHandle(resourceClass,rangeId,index,nonUniformIndex) - %6 = call float @dx.op.loadInput.f32(i32 4, i32 2, i32 0, i8 0, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) - %7 = call float @dx.op.loadInput.f32(i32 4, i32 2, i32 0, i8 1, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) - %8 = call float @dx.op.loadInput.f32(i32 4, i32 2, i32 0, i8 2, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) - %9 = call float @dx.op.loadInput.f32(i32 4, i32 2, i32 0, i8 3, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) - %10 = call float @dx.op.loadInput.f32(i32 4, i32 1, i32 0, i8 0, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) - %11 = call float @dx.op.loadInput.f32(i32 4, i32 1, i32 0, i8 1, i32 undef) ; LoadInput(inputSigId,rowIndex,colIndex,gsVertexAxis) - %12 = call %dx.types.CBufRet.f32 @dx.op.cbufferLoadLegacy.f32(i32 59, %dx.types.Handle %5, i32 0) ; CBufferLoadLegacy(handle,regIndex) - %13 = extractvalue %dx.types.CBufRet.f32 %12, 1 - %14 = fcmp fast oeq float %13, 0.000000e+00 - br i1 %14, label %114, label %15 - -;