ref: 1ca240d8ee41adff88c636f1300720e13982f353
parent: 1b6804bbe12e13561c22ce1d893e4025ce81312a
author: Clownacy <Clownacy@users.noreply.github.com>
date: Mon Aug 12 22:54:10 EDT 2019
Render backend simplification part 3: SDLTexture Stripped out all the software-fallback stuff, since I'll be replacing it soon, and the new API would require a slight refactor anyway.
--- a/src/Backends/Rendering/SDLTexture.cpp
+++ b/src/Backends/Rendering/SDLTexture.cpp
@@ -12,12 +12,10 @@
typedef struct Backend_Surface
{
BOOL alpha;
- BOOL needs_syncing;
- SDL_Surface *sdl_surface;
SDL_Texture *texture;
-
- struct Backend_Surface *next;
- struct Backend_Surface *prev;
+ unsigned char *pixels;
+ unsigned int width;
+ unsigned int height;
} Backend_Surface;
typedef struct Backend_Glyph
@@ -26,47 +24,9 @@
} Backend_Glyph;
static SDL_Renderer *renderer;
-static SDL_Texture *screen_texture;
-static Backend_Surface *surface_list_head;
+static Backend_Surface framebuffer;
-static void FlushSurface(Backend_Surface *surface)
-{
- if (surface->alpha)
- {
- SDL_UpdateTexture(surface->texture, NULL, surface->sdl_surface->pixels, surface->sdl_surface->pitch);
- }
- else
- {
- unsigned char *buffer = (unsigned char*)malloc(surface->sdl_surface->w * surface->sdl_surface->h * 4);
- unsigned char *buffer_pointer = buffer;
-
- // Convert the SDL_Surface's colour-keyed pixels to RGBA32
- for (int y = 0; y < surface->sdl_surface->h; ++y)
- {
- unsigned char *src_pixel = (unsigned char*)surface->sdl_surface->pixels + (y * surface->sdl_surface->pitch);
-
- for (int x = 0; x < surface->sdl_surface->w; ++x)
- {
- *buffer_pointer++ = src_pixel[0];
- *buffer_pointer++ = src_pixel[1];
- *buffer_pointer++ = src_pixel[2];
-
- if (src_pixel[0] == 0 && src_pixel[1] == 0 && src_pixel[2] == 0) // Assumes the colour key will always be #000000 (black)
- *buffer_pointer++ = 0;
- else
- *buffer_pointer++ = 0xFF;
-
- src_pixel += 3;
- }
- }
-
- SDL_UpdateTexture(surface->texture, NULL, buffer, surface->sdl_surface->w * 4);
-
- free(buffer);
- }
-}
-
static void RectToSDLRect(const RECT *rect, SDL_Rect *sdl_rect)
{
sdl_rect->x = (int)rect->left;
@@ -86,7 +46,7 @@
return SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, 0);
}
-BOOL Backend_Init(SDL_Window *window)
+Backend_Surface* Backend_Init(SDL_Window *window)
{
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
@@ -95,16 +55,14 @@
int width, height;
SDL_GetRendererOutputSize(renderer, &width, &height);
- screen_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height);
+ framebuffer.texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height);
- SDL_SetRenderTarget(renderer, screen_texture);
-
- return TRUE;
+ return &framebuffer;
}
void Backend_Deinit(void)
{
- SDL_DestroyTexture(screen_texture);
+ SDL_DestroyTexture(framebuffer.texture);
SDL_DestroyRenderer(renderer);
}
@@ -111,8 +69,7 @@
void Backend_DrawScreen(void)
{
SDL_SetRenderTarget(renderer, NULL);
- SDL_RenderCopy(renderer, screen_texture, NULL, NULL);
- SDL_SetRenderTarget(renderer, screen_texture);
+ SDL_RenderCopy(renderer, framebuffer.texture, NULL, NULL);
SDL_RenderPresent(renderer);
}
@@ -123,36 +80,18 @@
if (surface == NULL)
return NULL;
- surface->sdl_surface = SDL_CreateRGBSurfaceWithFormat(0, width, height, 0, alpha ? SDL_PIXELFORMAT_RGBA32 : SDL_PIXELFORMAT_RGB24);
-
- if (surface->sdl_surface == NULL)
- {
- free(surface);
- return NULL;
- }
-
surface->texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height);
if (surface->texture == NULL)
{
- SDL_FreeSurface(surface->sdl_surface);
free(surface);
return NULL;
}
surface->alpha = alpha;
+ surface->width = width;
+ surface->height = height;
- if (!surface->alpha)
- SDL_SetColorKey(surface->sdl_surface, SDL_TRUE, SDL_MapRGB(surface->sdl_surface->format, 0, 0, 0));
-
- surface->needs_syncing = FALSE;
-
- surface->next = surface_list_head;
- surface->prev = NULL;
- surface_list_head = surface;
- if (surface->next)
- surface->next->prev = surface;
-
return surface;
}
@@ -166,13 +105,7 @@
if (surface == NULL)
return;
- if (surface->next)
- surface->next->prev = surface->prev;
- if (surface->prev)
- surface->prev->next = surface->next;
-
SDL_DestroyTexture(surface->texture);
- SDL_FreeSurface(surface->sdl_surface);
free(surface);
}
@@ -181,8 +114,11 @@
if (surface == NULL)
return NULL;
- *pitch = surface->sdl_surface->pitch;
- return (unsigned char*)surface->sdl_surface->pixels;
+ *pitch = surface->width * (surface->alpha ? 4 : 3);
+
+ surface->pixels = (unsigned char*)malloc(surface->width * surface->height * (surface->alpha ? 4 : 3));
+
+ return surface->pixels;
}
void Backend_UnlockSurface(Backend_Surface *surface)
@@ -190,47 +126,50 @@
if (surface == NULL)
return;
- surface->needs_syncing = TRUE;
-}
+ SDL_UnlockTexture(surface->texture);
-void Backend_BlitToSurface(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y)
-{
- if (source_surface == NULL || destination_surface == NULL)
- return;
-
- if (source_surface->needs_syncing)
+ if (surface->alpha)
{
- FlushSurface(source_surface);
- source_surface->needs_syncing = FALSE;
+ SDL_UpdateTexture(surface->texture, NULL, surface->pixels, surface->width * 4);
}
+ else
+ {
+ unsigned char *buffer = (unsigned char*)malloc(surface->width * surface->height * 4);
+ unsigned char *buffer_pointer = buffer;
+ const unsigned char *src_pixel = surface->pixels;
- SDL_Rect source_rect;
- RectToSDLRect(rect, &source_rect);
+ // Convert the SDL_Surface's colour-keyed pixels to RGBA32
+ for (int y = 0; y < surface->height; ++y)
+ {
- SDL_Rect destination_rect = {(int)x, (int)y, source_rect.w, source_rect.h};
+ for (int x = 0; x < surface->width; ++x)
+ {
+ *buffer_pointer++ = src_pixel[0];
+ *buffer_pointer++ = src_pixel[1];
+ *buffer_pointer++ = src_pixel[2];
- // Blit the surface
- SDL_SetSurfaceBlendMode(source_surface->sdl_surface, SDL_BLENDMODE_BLEND);
- SDL_BlitSurface(source_surface->sdl_surface, &source_rect, destination_surface->sdl_surface, &destination_rect);
+ if (src_pixel[0] == 0 && src_pixel[1] == 0 && src_pixel[2] == 0) // Assumes the colour key will always be #000000 (black)
+ *buffer_pointer++ = 0;
+ else
+ *buffer_pointer++ = 0xFF;
- // Now blit the texture
- SDL_SetTextureBlendMode(source_surface->texture, SDL_BLENDMODE_BLEND);
- SDL_SetRenderTarget(renderer, destination_surface->texture);
- SDL_RenderCopy(renderer, source_surface->texture, &source_rect, &destination_rect);
- SDL_SetRenderTarget(renderer, screen_texture);
+ src_pixel += 3;
+ }
+ }
+
+ SDL_UpdateTexture(surface->texture, NULL, buffer, surface->width * 4);
+
+ free(buffer);
+ }
+
+ free(surface->pixels);
}
-void Backend_BlitToScreen(Backend_Surface *source_surface, const RECT *rect, long x, long y, BOOL colour_key)
+void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
{
- if (source_surface == NULL)
+ if (source_surface == NULL || destination_surface == NULL)
return;
- if (source_surface->needs_syncing)
- {
- FlushSurface(source_surface);
- source_surface->needs_syncing = FALSE;
- }
-
SDL_Rect source_rect;
RectToSDLRect(rect, &source_rect);
@@ -238,10 +177,11 @@
// Blit the texture
SDL_SetTextureBlendMode(source_surface->texture, colour_key ? SDL_BLENDMODE_BLEND : SDL_BLENDMODE_NONE);
+ SDL_SetRenderTarget(renderer, destination_surface->texture);
SDL_RenderCopy(renderer, source_surface->texture, &source_rect, &destination_rect);
}
-void Backend_ColourFillToSurface(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
+void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
{
if (surface == NULL)
return;
@@ -249,9 +189,6 @@
SDL_Rect sdl_rect;
RectToSDLRect(rect, &sdl_rect);
- // Blit the surface
- SDL_FillRect(surface->sdl_surface, &sdl_rect, SDL_MapRGB(surface->sdl_surface->format, red, green, blue));
-
// Check colour-key
if (red == 0 && green == 0 && blue == 0)
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
@@ -263,56 +200,8 @@
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
SDL_RenderFillRect(renderer, &sdl_rect);
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
- SDL_SetRenderTarget(renderer, screen_texture);
}
-void Backend_ColourFillToScreen(const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
-{
- SDL_Rect sdl_rect;
- RectToSDLRect(rect, &sdl_rect);
-
- // Draw colour
- SDL_SetRenderDrawColor(renderer, red, green, blue, SDL_ALPHA_OPAQUE);
- SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
- SDL_RenderFillRect(renderer, &sdl_rect);
- SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
-}
-
-void Backend_ScreenToSurface(Backend_Surface *surface, const RECT *rect)
-{
- if (surface == NULL)
- return;
-
- SDL_Rect sdl_rect;
- RectToSDLRect(rect, &sdl_rect);
-
- //
- // Copy screen to surface
- //
-
- // Get renderer size
- int w, h;
- SDL_GetRendererOutputSize(renderer, &w, &h);
-
- // Get surface of what's currently rendered on screen
- SDL_Surface *screen_surface = SDL_CreateRGBSurfaceWithFormat(0, w, h, 0, SDL_PIXELFORMAT_RGB24);
- SDL_RenderReadPixels(renderer, NULL, SDL_PIXELFORMAT_RGB24, screen_surface->pixels, screen_surface->pitch);
-
- // Copy to specified surface
- SDL_BlitSurface(screen_surface, &sdl_rect, surface->sdl_surface, &sdl_rect);
-
- // Cleanup
- SDL_FreeSurface(screen_surface);
-
- //
- // Copy screen to texture
- //
-
- SDL_SetRenderTarget(renderer, surface->texture);
- SDL_RenderCopy(renderer, screen_texture, &sdl_rect, &sdl_rect);
- SDL_SetRenderTarget(renderer, screen_texture);
-}
-
BOOL Backend_SupportsSubpixelGlyph(void)
{
return FALSE; // SDL_Textures don't have per-component alpha
@@ -389,46 +278,29 @@
free(glyph);
}
-void Backend_DrawGlyphToSurface(Backend_Surface *surface, Backend_Glyph *glyph, long x, long y, const unsigned char *colours)
+void Backend_DrawGlyph(Backend_Surface *surface, Backend_Glyph *glyph, long x, long y, const unsigned char *colours)
{
// The SDL_Texture side of things uses alpha, not a colour-key, so the bug where the font is blended
- // with the colour key doesn't occur. SDL_Textures don't support colour-keys, so the next best thing
- // is relying on the software fallback.
+ // with the colour key doesn't occur.
if (glyph == NULL || surface == NULL)
return;
- SDL_Rect destination_rect = {(int)x, (int)y, glyph->surface->sdl_surface->w, glyph->surface->sdl_surface->h};
-
- SDL_SetSurfaceColorMod(glyph->surface->sdl_surface, colours[0], colours[1], colours[2]);
- SDL_SetSurfaceBlendMode(glyph->surface->sdl_surface, SDL_BLENDMODE_BLEND);
- SDL_BlitSurface(glyph->surface->sdl_surface, NULL, surface->sdl_surface, &destination_rect);
-
- surface->needs_syncing = TRUE;
-}
-
-void Backend_DrawGlyphToScreen(Backend_Glyph *glyph, long x, long y, const unsigned char *colours)
-{
- if (glyph == NULL)
- return;
-
RECT rect;
rect.left = 0;
rect.top = 0;
- rect.right = glyph->surface->sdl_surface->w;
- rect.bottom = glyph->surface->sdl_surface->h;
+ rect.right = glyph->surface->width;
+ rect.bottom = glyph->surface->height;
- SDL_SetSurfaceColorMod(glyph->surface->sdl_surface, colours[0], colours[1], colours[2]);
SDL_SetTextureColorMod(glyph->surface->texture, colours[0], colours[1], colours[2]);
- Backend_BlitToScreen(glyph->surface, &rect, x, y, TRUE);
+ Backend_Blit(glyph->surface, &rect, surface, x, y, TRUE);
}
void Backend_HandleDeviceLoss(void)
{
// All of our textures have been lost, so regenerate them
- for (Backend_Surface *surface = surface_list_head; surface != NULL; surface = surface->next)
- surface->needs_syncing = TRUE;
+ // TODO
}
void Backend_HandleWindowResize(void)