316 lines
11 KiB
C
316 lines
11 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_internal.h"
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#ifndef SDL_sysrender_h_
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#define SDL_sysrender_h_
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#include "SDL_yuv_sw_c.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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* A rectangle, with the origin at the upper left (double precision).
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*/
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typedef struct SDL_DRect
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{
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double x;
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double y;
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double w;
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double h;
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} SDL_DRect;
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/* The SDL 2D rendering system */
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typedef struct SDL_RenderDriver SDL_RenderDriver;
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extern char SDL_renderer_magic;
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extern char SDL_texture_magic;
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/* Rendering view state */
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typedef struct SDL_RenderViewState
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{
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int pixel_w;
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int pixel_h;
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SDL_Rect viewport;
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SDL_Rect clip_rect;
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SDL_bool clipping_enabled;
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SDL_FPoint scale;
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} SDL_RenderViewState;
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/* Define the SDL texture structure */
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struct SDL_Texture
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{
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const void *magic;
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Uint32 format; /**< The pixel format of the texture */
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int access; /**< SDL_TextureAccess */
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int w; /**< The width of the texture */
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int h; /**< The height of the texture */
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SDL_BlendMode blendMode; /**< The texture blend mode */
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SDL_ScaleMode scaleMode; /**< The texture scale mode */
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SDL_Color color; /**< Texture modulation values */
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SDL_RenderViewState view; /**< Target texture view state */
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SDL_Renderer *renderer;
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/* Support for formats not supported directly by the renderer */
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SDL_Texture *native;
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SDL_SW_YUVTexture *yuv;
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void *pixels;
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int pitch;
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SDL_Rect locked_rect;
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SDL_Surface *locked_surface; /**< Locked region exposed as a SDL surface */
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Uint32 last_command_generation; /* last command queue generation this texture was in. */
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SDL_PropertiesID props;
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void *driverdata; /**< Driver specific texture representation */
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SDL_Texture *prev;
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SDL_Texture *next;
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};
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typedef enum
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{
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SDL_RENDERCMD_NO_OP,
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SDL_RENDERCMD_SETVIEWPORT,
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SDL_RENDERCMD_SETCLIPRECT,
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SDL_RENDERCMD_SETDRAWCOLOR,
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SDL_RENDERCMD_CLEAR,
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SDL_RENDERCMD_DRAW_POINTS,
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SDL_RENDERCMD_DRAW_LINES,
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SDL_RENDERCMD_FILL_RECTS,
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SDL_RENDERCMD_COPY,
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SDL_RENDERCMD_COPY_EX,
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SDL_RENDERCMD_GEOMETRY
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} SDL_RenderCommandType;
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typedef struct SDL_RenderCommand
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{
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SDL_RenderCommandType command;
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union
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{
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struct
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{
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size_t first;
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SDL_Rect rect;
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} viewport;
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struct
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{
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SDL_bool enabled;
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SDL_Rect rect;
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} cliprect;
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struct
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{
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size_t first;
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size_t count;
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Uint8 r, g, b, a;
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SDL_BlendMode blend;
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SDL_Texture *texture;
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} draw;
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struct
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{
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size_t first;
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Uint8 r, g, b, a;
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} color;
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} data;
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struct SDL_RenderCommand *next;
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} SDL_RenderCommand;
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typedef struct SDL_VertexSolid
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{
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SDL_FPoint position;
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SDL_Color color;
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} SDL_VertexSolid;
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typedef enum
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{
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SDL_RENDERLINEMETHOD_POINTS,
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SDL_RENDERLINEMETHOD_LINES,
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SDL_RENDERLINEMETHOD_GEOMETRY,
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} SDL_RenderLineMethod;
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/* Define the SDL renderer structure */
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struct SDL_Renderer
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{
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const void *magic;
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void (*WindowEvent)(SDL_Renderer *renderer, const SDL_WindowEvent *event);
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int (*GetOutputSize)(SDL_Renderer *renderer, int *w, int *h);
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SDL_bool (*SupportsBlendMode)(SDL_Renderer *renderer, SDL_BlendMode blendMode);
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int (*CreateTexture)(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props);
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int (*QueueSetViewport)(SDL_Renderer *renderer, SDL_RenderCommand *cmd);
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int (*QueueSetDrawColor)(SDL_Renderer *renderer, SDL_RenderCommand *cmd);
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int (*QueueDrawPoints)(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points,
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int count);
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int (*QueueDrawLines)(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points,
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int count);
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int (*QueueFillRects)(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FRect *rects,
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int count);
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int (*QueueCopy)(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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const SDL_FRect *srcrect, const SDL_FRect *dstrect);
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int (*QueueCopyEx)(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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const SDL_FRect *srcquad, const SDL_FRect *dstrect,
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const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip, float scale_x, float scale_y);
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int (*QueueGeometry)(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
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int num_vertices, const void *indices, int num_indices, int size_indices,
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float scale_x, float scale_y);
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void (*InvalidateCachedState)(SDL_Renderer *renderer);
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int (*RunCommandQueue)(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize);
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int (*UpdateTexture)(SDL_Renderer *renderer, SDL_Texture *texture,
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const SDL_Rect *rect, const void *pixels,
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int pitch);
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#if SDL_HAVE_YUV
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int (*UpdateTextureYUV)(SDL_Renderer *renderer, SDL_Texture *texture,
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const SDL_Rect *rect,
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const Uint8 *Yplane, int Ypitch,
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const Uint8 *Uplane, int Upitch,
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const Uint8 *Vplane, int Vpitch);
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int (*UpdateTextureNV)(SDL_Renderer *renderer, SDL_Texture *texture,
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const SDL_Rect *rect,
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const Uint8 *Yplane, int Ypitch,
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const Uint8 *UVplane, int UVpitch);
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#endif
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int (*LockTexture)(SDL_Renderer *renderer, SDL_Texture *texture,
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const SDL_Rect *rect, void **pixels, int *pitch);
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void (*UnlockTexture)(SDL_Renderer *renderer, SDL_Texture *texture);
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void (*SetTextureScaleMode)(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode);
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int (*SetRenderTarget)(SDL_Renderer *renderer, SDL_Texture *texture);
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int (*RenderReadPixels)(SDL_Renderer *renderer, const SDL_Rect *rect,
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Uint32 format, void *pixels, int pitch);
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int (*RenderPresent)(SDL_Renderer *renderer);
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void (*DestroyTexture)(SDL_Renderer *renderer, SDL_Texture *texture);
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void (*DestroyRenderer)(SDL_Renderer *renderer);
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int (*SetVSync)(SDL_Renderer *renderer, int vsync);
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void *(*GetMetalLayer)(SDL_Renderer *renderer);
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void *(*GetMetalCommandEncoder)(SDL_Renderer *renderer);
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/* The current renderer info */
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SDL_RendererInfo info;
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/* The window associated with the renderer */
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SDL_Window *window;
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SDL_bool hidden;
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/* Whether we should simulate vsync */
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SDL_bool wanted_vsync;
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SDL_bool simulate_vsync;
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Uint64 simulate_vsync_interval_ns;
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Uint64 last_present;
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/* Support for logical output coordinates */
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SDL_Texture *logical_target;
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SDL_RendererLogicalPresentation logical_presentation_mode;
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SDL_ScaleMode logical_scale_mode;
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SDL_FRect logical_src_rect;
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SDL_FRect logical_dst_rect;
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SDL_RenderViewState *view;
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SDL_RenderViewState main_view;
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/* The window pixel to point coordinate scale */
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SDL_FPoint dpi_scale;
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/* The method of drawing lines */
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SDL_RenderLineMethod line_method;
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/* List of triangle indices to draw rects */
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int rect_index_order[6];
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/* The list of textures */
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SDL_Texture *textures;
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SDL_Texture *target;
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SDL_Mutex *target_mutex;
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SDL_Color color; /**< Color for drawing operations values */
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SDL_BlendMode blendMode; /**< The drawing blend mode */
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SDL_RenderCommand *render_commands;
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SDL_RenderCommand *render_commands_tail;
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SDL_RenderCommand *render_commands_pool;
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Uint32 render_command_generation;
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Uint32 last_queued_color;
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SDL_Rect last_queued_viewport;
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SDL_Rect last_queued_cliprect;
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SDL_bool last_queued_cliprect_enabled;
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SDL_bool color_queued;
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SDL_bool viewport_queued;
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SDL_bool cliprect_queued;
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void *vertex_data;
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size_t vertex_data_used;
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size_t vertex_data_allocation;
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SDL_PropertiesID props;
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void *driverdata;
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};
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/* Define the SDL render driver structure */
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struct SDL_RenderDriver
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{
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SDL_Renderer *(*CreateRenderer)(SDL_Window *window, SDL_PropertiesID props);
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/* Info about the renderer capabilities */
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SDL_RendererInfo info;
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};
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/* Not all of these are available in a given build. Use #ifdefs, etc. */
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extern SDL_RenderDriver D3D_RenderDriver;
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extern SDL_RenderDriver D3D11_RenderDriver;
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extern SDL_RenderDriver D3D12_RenderDriver;
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extern SDL_RenderDriver GL_RenderDriver;
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extern SDL_RenderDriver GLES2_RenderDriver;
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extern SDL_RenderDriver METAL_RenderDriver;
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extern SDL_RenderDriver PS2_RenderDriver;
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extern SDL_RenderDriver PSP_RenderDriver;
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extern SDL_RenderDriver SW_RenderDriver;
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extern SDL_RenderDriver VITA_GXM_RenderDriver;
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/* Blend mode functions */
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extern SDL_BlendFactor SDL_GetBlendModeSrcColorFactor(SDL_BlendMode blendMode);
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extern SDL_BlendFactor SDL_GetBlendModeDstColorFactor(SDL_BlendMode blendMode);
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extern SDL_BlendOperation SDL_GetBlendModeColorOperation(SDL_BlendMode blendMode);
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extern SDL_BlendFactor SDL_GetBlendModeSrcAlphaFactor(SDL_BlendMode blendMode);
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extern SDL_BlendFactor SDL_GetBlendModeDstAlphaFactor(SDL_BlendMode blendMode);
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extern SDL_BlendOperation SDL_GetBlendModeAlphaOperation(SDL_BlendMode blendMode);
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/* drivers call this during their Queue*() methods to make space in a array that are used
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for a vertex buffer during RunCommandQueue(). Pointers returned here are only valid until
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the next call, because it might be in an array that gets realloc()'d. */
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extern void *SDL_AllocateRenderVertices(SDL_Renderer *renderer, const size_t numbytes, const size_t alignment, size_t *offset);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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}
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#endif
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#endif /* SDL_sysrender_h_ */
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