make texture streaming actually work
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316871523d
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@ -4,6 +4,8 @@
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#include <cstdint>
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#include <cstring>
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#include <iostream>
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SDLRendererTextureUploader::SDLRendererTextureUploader(SDL_Renderer* renderer_) :
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renderer(renderer_)
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{
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@ -19,16 +21,15 @@ uint64_t SDLRendererTextureUploader::uploadRGBA(const uint8_t* data, uint32_t wi
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);
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assert(surf); // TODO: add error reporting
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// hacky hint usage
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if (access == Access::STREAMING) {
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SDL_SetHint("SDL_TextureAccess", "SDL_TEXTUREACCESS_STREAMING");
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} else {
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SDL_SetHint("SDL_TextureAccess", "SDL_TEXTUREACCESS_STATIC");
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}
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// TODO: cleanup hints after
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SDL_Texture* tex = SDL_CreateTextureFromSurface(renderer, surf);
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SDL_Texture* tex = SDL_CreateTexture(
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renderer,
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surf->format->format,
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access == Access::STREAMING ? SDL_TEXTUREACCESS_STREAMING : SDL_TEXTUREACCESS_STATIC,
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surf->w, surf->h
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);
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assert(tex); // TODO: add error reporting
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// TODO: error reporting
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SDL_UpdateTexture(tex, nullptr, surf->pixels, surf->pitch);
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if (filter == NEAREST) {
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SDL_SetTextureScaleMode(tex, SDL_SCALEMODE_NEAREST);
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@ -51,7 +52,7 @@ bool SDLRendererTextureUploader::updateRGBA(uint64_t tex_id, const uint8_t* data
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int pitch = 0;
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if (SDL_LockTexture(texture, nullptr, (void**)&pixels, &pitch) != 0) {
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// TODO: error
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std::cerr << "SDLRTU error: failed locking texture '" << SDL_GetError() << "'\n";
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return false;
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}
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