mirror of
https://github.com/Ryujinx/SDL.git
synced 2024-12-23 01:25:42 +00:00
Fixed bug 4914 - Expose SDL_ScaleMode and add SDL_SetTextureScaleMode/SDL_GetTextureScaleMode
Konrad This was something rather trivial to add, but asked at least several times before (I did google about it as well). It should be possible to dynamically change scaling mode of the texture. It is actually trivial task, but until now it was only possible with a hint before creating a texture. I needed it for my game as well, so I took the liberty of writing it myself. This patch adds following functions: SDL_SetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode scaleMode); SDL_GetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode *scaleMode); That way you can change texture scaling on the fly.
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5e19e66c73
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@ -85,6 +85,16 @@ typedef struct SDL_RendererInfo
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int max_texture_height; /**< The maximum texture height */
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} SDL_RendererInfo;
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/**
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* \brief The scaling mode for a texture.
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*/
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typedef enum
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{
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SDL_ScaleModeNearest, /**< nearest pixel sampling */
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SDL_ScaleModeLinear, /**< linear filtering */
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SDL_ScaleModeBest /**< anisotropic filtering */
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} SDL_ScaleMode;
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/**
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* \brief The access pattern allowed for a texture.
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*/
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@ -366,6 +376,35 @@ extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture * texture,
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extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture * texture,
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SDL_BlendMode *blendMode);
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/**
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* \brief Set the scale mode used for texture scale operations.
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*
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* \param texture The texture to update.
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* \param scaleMode ::SDL_ScaleMode to use for texture scaling.
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*
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* \return 0 on success, or -1 if the texture is not valid.
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*
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* \note If the scale mode is not supported, the closest supported mode is
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* chosen.
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*
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* \sa SDL_GetTextureScaleMode()
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*/
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extern DECLSPEC int SDLCALL SDL_SetTextureScaleMode(SDL_Texture * texture,
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SDL_ScaleMode scaleMode);
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/**
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* \brief Get the scale mode used for texture scale operations.
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*
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* \param texture The texture to query.
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* \param scaleMode A pointer filled in with the current scale mode.
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*
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* \return 0 on success, or -1 if the texture is not valid.
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*
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* \sa SDL_SetTextureScaleMode()
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*/
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extern DECLSPEC int SDLCALL SDL_GetTextureScaleMode(SDL_Texture * texture,
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SDL_ScaleMode *scaleMode);
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/**
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* \brief Update the given texture rectangle with new pixel data.
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*
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@ -737,3 +737,5 @@
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#define SDL_GameControllerSetPlayerIndex SDL_GameControllerSetPlayerIndex_REAL
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#define SDL_JoystickFromPlayerIndex SDL_JoystickFromPlayerIndex_REAL
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#define SDL_JoystickSetPlayerIndex SDL_JoystickSetPlayerIndex_REAL
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#define SDL_SetTextureScaleMode SDL_SetTextureScaleMode_REAL
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#define SDL_GetTextureScaleMode SDL_GetTextureScaleMode_REAL
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@ -793,3 +793,5 @@ SDL_DYNAPI_PROC(SDL_GameController*,SDL_GameControllerFromPlayerIndex,(int a),(a
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SDL_DYNAPI_PROC(void,SDL_GameControllerSetPlayerIndex,(SDL_GameController *a, int b),(a,b),)
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SDL_DYNAPI_PROC(SDL_Joystick*,SDL_JoystickFromPlayerIndex,(int a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_JoystickSetPlayerIndex,(SDL_Joystick *a, int b),(a,b),)
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SDL_DYNAPI_PROC(int,SDL_SetTextureScaleMode,(SDL_Texture *a, SDL_ScaleMode b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_GetTextureScaleMode,(SDL_Texture *a, SDL_ScaleMode *b),(a,b),return)
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@ -1388,6 +1388,33 @@ SDL_GetTextureBlendMode(SDL_Texture * texture, SDL_BlendMode *blendMode)
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return 0;
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}
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int
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SDL_SetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode scaleMode)
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{
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SDL_Renderer *renderer;
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CHECK_TEXTURE_MAGIC(texture, -1);
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renderer = texture->renderer;
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renderer->SetTextureScaleMode(renderer, texture, scaleMode);
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texture->scaleMode = scaleMode;
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if (texture->native) {
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return SDL_SetTextureScaleMode(texture->native, scaleMode);
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}
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return 0;
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}
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int
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SDL_GetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode *scaleMode)
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{
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CHECK_TEXTURE_MAGIC(texture, -1);
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if (scaleMode) {
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*scaleMode = texture->scaleMode;
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}
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return 0;
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}
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static int
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SDL_UpdateTextureYUV(SDL_Texture * texture, const SDL_Rect * rect,
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const void *pixels, int pitch)
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@ -32,13 +32,6 @@
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typedef struct SDL_RenderDriver SDL_RenderDriver;
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typedef enum
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{
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SDL_ScaleModeNearest,
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SDL_ScaleModeLinear,
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SDL_ScaleModeBest
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} SDL_ScaleMode;
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/* Define the SDL texture structure */
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struct SDL_Texture
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{
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@ -146,6 +139,7 @@ struct SDL_Renderer
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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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@ -722,6 +722,18 @@ D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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}
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}
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static void
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D3D_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_ScaleMode scaleMode)
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{
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D3D_TextureData *texturedata = (D3D_TextureData *)texture->driverdata;
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if (!texturedata) {
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return;
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}
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texturedata->scaleMode = (scaleMode == SDL_ScaleModeNearest) ? D3DTEXF_POINT : D3DTEXF_LINEAR;
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}
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static int
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D3D_SetRenderTargetInternal(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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@ -1704,6 +1716,7 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->UpdateTextureYUV = D3D_UpdateTextureYUV;
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renderer->LockTexture = D3D_LockTexture;
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renderer->UnlockTexture = D3D_UnlockTexture;
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renderer->SetTextureScaleMode = D3D_SetTextureScaleMode;
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renderer->SetRenderTarget = D3D_SetRenderTarget;
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renderer->QueueSetViewport = D3D_QueueSetViewport;
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renderer->QueueSetDrawColor = D3D_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
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@ -1523,6 +1523,18 @@ D3D11_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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SAFE_RELEASE(textureData->stagingTexture);
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}
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static void
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D3D11_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_ScaleMode scaleMode)
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{
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D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
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if (!textureData) {
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return;
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}
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textureData->scaleMode = (scaleMode == SDL_ScaleModeNearest) ? D3D11_FILTER_MIN_MAG_MIP_POINT : D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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}
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static int
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D3D11_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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@ -2498,6 +2510,7 @@ D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->UpdateTextureYUV = D3D11_UpdateTextureYUV;
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renderer->LockTexture = D3D11_LockTexture;
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renderer->UnlockTexture = D3D11_UnlockTexture;
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renderer->SetTextureScaleMode = D3D11_SetTextureScaleMode;
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renderer->SetRenderTarget = D3D11_SetRenderTarget;
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renderer->QueueSetViewport = D3D11_QueueSetViewport;
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renderer->QueueSetDrawColor = D3D11_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
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@ -946,6 +946,18 @@ METAL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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texturedata.hasdata = YES;
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}}
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static void
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METAL_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_ScaleMode scaleMode)
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{ @autoreleasepool {
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METAL_TextureData *texturedata = (__bridge METAL_TextureData *)texture->driverdata;
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if (scaleMode == SDL_ScaleModeNearest) {
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texturedata.mtlsampler = data.mtlsamplernearest;
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} else {
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texturedata.mtlsampler = data.mtlsamplerlinear;
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}
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}}
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static int
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METAL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
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{ @autoreleasepool {
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@ -1763,6 +1775,7 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->UpdateTextureYUV = METAL_UpdateTextureYUV;
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renderer->LockTexture = METAL_LockTexture;
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renderer->UnlockTexture = METAL_UnlockTexture;
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renderer->SetTextureScaleMode = METAL_SetTextureScaleMode;
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renderer->SetRenderTarget = METAL_SetRenderTarget;
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renderer->QueueSetViewport = METAL_QueueSetViewport;
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renderer->QueueSetDrawColor = METAL_QueueSetDrawColor;
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@ -768,6 +768,43 @@ GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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GL_UpdateTexture(renderer, texture, rect, pixels, data->pitch);
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}
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static void
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GL_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_ScaleMode scaleMode)
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{
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GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
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const GLenum textype = renderdata->textype;
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GL_TextureData *data = (GL_TextureData *) texture->driverdata;
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GLenum glScaleMode = (scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
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renderdata->glEnable(textype);
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renderdata->glBindTexture(textype, data->texture);
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renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
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renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
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renderdata->glDisable(textype);
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if (texture->format == SDL_PIXELFORMAT_YV12 ||
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texture->format == SDL_PIXELFORMAT_IYUV) {
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renderdata->glEnable(textype);
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renderdata->glBindTexture(textype, data->utexture);
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renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
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renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
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renderdata->glBindTexture(textype, data->vtexture);
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renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
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renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
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renderdata->glDisable(textype);
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}
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if (texture->format == SDL_PIXELFORMAT_NV12 ||
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texture->format == SDL_PIXELFORMAT_NV21) {
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renderdata->glEnable(textype);
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renderdata->glBindTexture(textype, data->utexture);
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renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
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renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
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renderdata->glDisable(textype);
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}
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}
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static int
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GL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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@ -1577,6 +1614,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->UpdateTextureYUV = GL_UpdateTextureYUV;
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renderer->LockTexture = GL_LockTexture;
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renderer->UnlockTexture = GL_UnlockTexture;
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renderer->SetTextureScaleMode = GL_SetTextureScaleMode;
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renderer->SetRenderTarget = GL_SetRenderTarget;
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renderer->QueueSetViewport = GL_QueueSetViewport;
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renderer->QueueSetDrawColor = GL_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
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@ -492,6 +492,19 @@ GLES_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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GLES_UpdateTexture(renderer, texture, &rect, data->pixels, data->pitch);
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}
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static void
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GLES_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_ScaleMode scaleMode)
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{
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GLES_RenderData *renderdata = (GLES_RenderData *) renderer->driverdata;
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const GLenum textype = renderdata->textype;
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GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
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GLenum glScaleMode = (scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
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renderdata->glBindTexture(data->type, data->texture);
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renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER, glScaleMode);
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renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER, glScaleMode);
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}
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static int
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GLES_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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@ -1141,6 +1154,7 @@ GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->UpdateTexture = GLES_UpdateTexture;
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renderer->LockTexture = GLES_LockTexture;
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renderer->UnlockTexture = GLES_UnlockTexture;
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renderer->SetTextureScaleMode = GLES_SetTextureScaleMode;
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renderer->SetRenderTarget = GLES_SetRenderTarget;
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renderer->QueueSetViewport = GLES_QueueSetViewport;
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renderer->QueueSetDrawColor = GLES_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
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@ -1743,6 +1743,36 @@ GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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GLES2_UpdateTexture(renderer, texture, &rect, tdata->pixel_data, tdata->pitch);
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}
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static void
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GLES2_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_ScaleMode scaleMode)
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{
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GLES2_RenderData *renderdata = (GLES2_RenderData *) renderer->driverdata;
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GLES2_TextureData *data = (GLES2_TextureData *) texture->driverdata;
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GLenum glScaleMode = (scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
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if (data->yuv) {
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renderdata->glActiveTexture(GL_TEXTURE2);
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renderdata->glBindTexture(data->texture_type, data->texture_v);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
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renderdata->glActiveTexture(GL_TEXTURE1);
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renderdata->glBindTexture(data->texture_type, data->texture_u);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
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} else if (data->nv12) {
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renderdata->glActiveTexture(GL_TEXTURE1);
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renderdata->glBindTexture(data->texture_type, data->texture_u);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
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}
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renderdata->glActiveTexture(GL_TEXTURE0);
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renderdata->glBindTexture(data->texture_type, data->texture);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
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}
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static int
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GLES2_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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renderer->UpdateTextureYUV = GLES2_UpdateTextureYUV;
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renderer->LockTexture = GLES2_LockTexture;
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renderer->UnlockTexture = GLES2_UnlockTexture;
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renderer->SetTextureScaleMode = GLES2_SetTextureScaleMode;
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renderer->SetRenderTarget = GLES2_SetRenderTarget;
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renderer->QueueSetViewport = GLES2_QueueSetViewport;
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renderer->QueueSetDrawColor = GLES2_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
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@ -428,6 +428,12 @@ PSP_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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PSP_UpdateTexture(renderer, texture, &rect, psp_texture->data, psp_texture->pitch);
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}
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static void
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PSP_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_ScaleMode scaleMode)
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{
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/* Nothing to do because TextureActivate takes care of it */
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}
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static int
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PSP_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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@ -938,6 +944,7 @@ PSP_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->UpdateTexture = PSP_UpdateTexture;
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renderer->LockTexture = PSP_LockTexture;
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renderer->UnlockTexture = PSP_UnlockTexture;
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renderer->SetTextureScaleMode = PSP_SetTextureScaleMode;
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renderer->SetRenderTarget = PSP_SetRenderTarget;
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renderer->QueueSetViewport = PSP_QueueSetViewport;
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renderer->QueueSetDrawColor = PSP_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
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@ -179,6 +179,11 @@ SW_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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}
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static void
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SW_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_ScaleMode scaleMode)
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{
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}
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static int
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SW_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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@ -830,6 +835,7 @@ SW_CreateRendererForSurface(SDL_Surface * surface)
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renderer->UpdateTexture = SW_UpdateTexture;
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renderer->LockTexture = SW_LockTexture;
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renderer->UnlockTexture = SW_UnlockTexture;
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renderer->SetTextureScaleMode = SW_SetTextureScaleMode;
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renderer->SetRenderTarget = SW_SetRenderTarget;
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renderer->QueueSetViewport = SW_QueueSetViewport;
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renderer->QueueSetDrawColor = SW_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
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@ -550,6 +550,11 @@ DirectFB_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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}
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}
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static void
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DirectFB_SetTextureScaleMode()
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{
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}
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#if 0
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static void
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DirectFB_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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@ -966,6 +971,7 @@ DirectFB_CreateRenderer(SDL_Window * window, Uint32 flags)
|
|||
renderer->UpdateTexture = DirectFB_UpdateTexture;
|
||||
renderer->LockTexture = DirectFB_LockTexture;
|
||||
renderer->UnlockTexture = DirectFB_UnlockTexture;
|
||||
renderer->SetTextureScaleMode = DirectFB_SetTextureScaleMode;
|
||||
renderer->QueueSetViewport = DirectFB_QueueSetViewport;
|
||||
renderer->QueueSetDrawColor = DirectFB_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
|
||||
renderer->QueueDrawPoints = DirectFB_QueueDrawPoints;
|
||||
|
|
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Reference in a new issue