mirror of
https://github.com/Ryujinx/SDL.git
synced 2024-12-23 18:05:31 +00:00
video: rework how we prepare a texture framebuffer.
Now we see if we can create an SDL_Renderer, and if that renderer reports itself as "accelerated," and added some initial heuristics to the OpenGL renderer to make better decisions about what qualifies as "accelerated." This adds some FIXMEs that might be merely hypothetical, and removes the old OpenGL checks from the video subsystem that probably weren't meaningful in modern times. This will definitely need to improve the existing list in the GL renderer, to catch things like llvmpipe, etc. Reference issue #4624.
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08d27dfd7b
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60ddb74cfe
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@ -1690,6 +1690,32 @@ GL_SetVSync(SDL_Renderer * renderer, const int vsync)
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return retval;
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}
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static SDL_bool
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GL_IsProbablyAccelerated(const GL_RenderData *data)
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{
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/*const char *vendor = (const char *) data->glGetString(GL_VENDOR);*/
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const char *renderer = (const char *) data->glGetString(GL_RENDERER);
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#ifdef __WINDOWS__
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if (SDL_strcmp(renderer, "GDI Generic") == 0) {
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return SDL_FALSE; /* Microsoft's fallback software renderer. Fix your system! */
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}
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#endif
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#ifdef __APPLE__
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if (SDL_strcmp(renderer, "Apple Software Renderer") == 0) {
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return SDL_FALSE; /* (a probably very old) Apple software-based OpenGL. */
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}
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#endif
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if (SDL_strcmp(renderer, "Software Rasterizer") == 0) {
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return SDL_FALSE; /* (a probably very old) Software Mesa, or some other generic thing. */
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}
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/* !!! FIXME: swrast? llvmpipe? softpipe? */
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return SDL_TRUE;
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}
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static SDL_Renderer *
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GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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@ -1760,7 +1786,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->GL_BindTexture = GL_BindTexture;
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renderer->GL_UnbindTexture = GL_UnbindTexture;
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renderer->info = GL_RenderDriver.info;
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renderer->info.flags = SDL_RENDERER_ACCELERATED;
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renderer->info.flags = 0; /* will set some flags below. */
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renderer->driverdata = data;
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renderer->window = window;
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@ -1784,6 +1810,10 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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goto error;
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}
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if (GL_IsProbablyAccelerated(data)) {
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renderer->info.flags |= SDL_RENDERER_ACCELERATED;
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}
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#ifdef __MACOSX__
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/* Enable multi-threaded rendering */
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/* Disabled until Ryan finishes his VBO/PBO code...
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@ -172,129 +172,64 @@ typedef struct {
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int bytes_per_pixel;
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} SDL_WindowTextureData;
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static SDL_bool
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ShouldUseTextureFramebuffer()
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{
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const char *hint;
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/* If there's no native framebuffer support then there's no option */
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if (!_this->CreateWindowFramebuffer) {
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return SDL_TRUE;
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}
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/* If this is the dummy driver there is no texture support */
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if (_this->is_dummy) {
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return SDL_FALSE;
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}
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/* See if the user or application wants a specific behavior */
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hint = SDL_GetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION);
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if (hint) {
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if (*hint == '0' || SDL_strcasecmp(hint, "false") == 0) {
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return SDL_FALSE;
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} else {
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return SDL_TRUE;
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}
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}
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/* Each platform has different performance characteristics */
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#if defined(__WIN32__)
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/* GDI BitBlt() is way faster than Direct3D dynamic textures right now.
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*/
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return SDL_FALSE;
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#elif defined(__MACOSX__)
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/* Mac OS X uses OpenGL as the native fast path (for cocoa and X11) */
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return SDL_TRUE;
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#elif defined(__LINUX__)
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/* Properly configured OpenGL drivers are faster than MIT-SHM */
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#if SDL_VIDEO_OPENGL
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/* Ugh, find a way to cache this value! */
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{
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SDL_Window *window;
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SDL_GLContext context;
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SDL_bool hasAcceleratedOpenGL = SDL_FALSE;
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window = SDL_CreateWindow("OpenGL test", -32, -32, 32, 32, SDL_WINDOW_OPENGL|SDL_WINDOW_HIDDEN);
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if (window) {
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context = SDL_GL_CreateContext(window);
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if (context) {
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const GLubyte *(APIENTRY * glGetStringFunc) (GLenum);
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const char *vendor = NULL;
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glGetStringFunc = SDL_GL_GetProcAddress("glGetString");
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if (glGetStringFunc) {
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vendor = (const char *) glGetStringFunc(GL_VENDOR);
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}
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/* Add more vendors here at will... */
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if (vendor &&
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(SDL_strstr(vendor, "ATI Technologies") ||
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SDL_strstr(vendor, "NVIDIA"))) {
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hasAcceleratedOpenGL = SDL_TRUE;
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}
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SDL_GL_DeleteContext(context);
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}
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SDL_DestroyWindow(window);
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}
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return hasAcceleratedOpenGL;
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}
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#elif SDL_VIDEO_OPENGL_ES || SDL_VIDEO_OPENGL_ES2
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/* Let's be optimistic about this! */
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return SDL_TRUE;
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#else
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return SDL_FALSE;
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#endif
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#else
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/* Play it safe, assume that if there is a framebuffer driver that it's
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optimized for the current platform.
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*/
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return SDL_FALSE;
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#endif
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}
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static int
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SDL_CreateWindowTexture(SDL_VideoDevice *unused, SDL_Window * window, Uint32 * format, void ** pixels, int *pitch)
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SDL_CreateWindowTexture(SDL_VideoDevice *_this, SDL_Window * window, Uint32 * format, void ** pixels, int *pitch)
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{
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SDL_WindowTextureData *data;
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SDL_RendererInfo info;
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SDL_WindowTextureData *data = SDL_GetWindowData(window, SDL_WINDOWTEXTUREDATA);
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int i;
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data = SDL_GetWindowData(window, SDL_WINDOWTEXTUREDATA);
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if (!data) {
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SDL_Renderer *renderer = NULL;
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int i;
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const char *hint = SDL_GetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION);
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/* Check to see if there's a specific driver requested */
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if (hint && *hint != '0' && *hint != '1' &&
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const SDL_bool specific_accelerated_renderer = (
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hint && *hint != '0' && *hint != '1' &&
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SDL_strcasecmp(hint, "true") != 0 &&
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SDL_strcasecmp(hint, "false") != 0 &&
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SDL_strcasecmp(hint, "software") != 0) {
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SDL_strcasecmp(hint, "software") != 0
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);
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/* Check to see if there's a specific driver requested */
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if (specific_accelerated_renderer) {
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for (i = 0; i < SDL_GetNumRenderDrivers(); ++i) {
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SDL_RendererInfo info;
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SDL_GetRenderDriverInfo(i, &info);
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if (SDL_strcasecmp(info.name, hint) == 0) {
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renderer = SDL_CreateRenderer(window, i, 0);
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break;
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}
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}
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}
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if (!renderer) {
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if (!renderer) {
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return SDL_SetError("Requested renderer for " SDL_HINT_FRAMEBUFFER_ACCELERATION " is not available");
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} else if (SDL_GetRendererInfo(renderer, &info) == -1) {
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SDL_DestroyRenderer(renderer);
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return SDL_SetError("Requested renderer for " SDL_HINT_FRAMEBUFFER_ACCELERATION " is not available");
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} else if ((info.flags & SDL_RENDERER_ACCELERATED) == 0) {
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SDL_DestroyRenderer(renderer);
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return SDL_SetError("Requested renderer for " SDL_HINT_FRAMEBUFFER_ACCELERATION " is not accelerated");
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}
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} else {
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for (i = 0; i < SDL_GetNumRenderDrivers(); ++i) {
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SDL_RendererInfo info;
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SDL_GetRenderDriverInfo(i, &info);
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if (SDL_strcmp(info.name, "software") != 0) {
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renderer = SDL_CreateRenderer(window, i, 0);
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if (renderer) {
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break;
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if (renderer && (SDL_GetRendererInfo(renderer, &info) == 0) && (info.flags & SDL_RENDERER_ACCELERATED)) {
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break; /* this will work. */
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}
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if (renderer) { /* wasn't accelerated, etc, skip it. */
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SDL_DestroyRenderer(renderer);
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renderer = NULL;
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}
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}
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}
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if (!renderer) {
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return SDL_SetError("No hardware accelerated renderers available");
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}
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}
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if (!renderer) {
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return SDL_SetError("No hardware accelerated renderers available");
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}
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/* Both of these checks should be handled above. */
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SDL_assert(renderer != NULL);
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SDL_assert(info.flags & SDL_RENDERER_ACCELERATED);
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/* Create the data after we successfully create the renderer (bug #1116) */
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data = (SDL_WindowTextureData *)SDL_calloc(1, sizeof(*data));
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SDL_SetWindowData(window, SDL_WINDOWTEXTUREDATA, data);
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data->renderer = renderer;
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} else {
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if (SDL_GetRendererInfo(data->renderer, &info) == -1) {
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return -1;
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}
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}
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/* Free any old texture and pixel data */
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SDL_free(data->pixels);
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data->pixels = NULL;
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{
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SDL_RendererInfo info;
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Uint32 i;
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/* Find the first format without an alpha channel */
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*format = info.texture_formats[0];
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if (SDL_GetRendererInfo(data->renderer, &info) < 0) {
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return -1;
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}
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/* Find the first format without an alpha channel */
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*format = info.texture_formats[0];
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for (i = 0; i < info.num_texture_formats; ++i) {
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if (!SDL_ISPIXELFORMAT_FOURCC(info.texture_formats[i]) &&
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!SDL_ISPIXELFORMAT_ALPHA(info.texture_formats[i])) {
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*format = info.texture_formats[i];
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break;
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}
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for (i = 0; i < (int) info.num_texture_formats; ++i) {
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if (!SDL_ISPIXELFORMAT_FOURCC(info.texture_formats[i]) &&
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!SDL_ISPIXELFORMAT_ALPHA(info.texture_formats[i])) {
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*format = info.texture_formats[i];
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break;
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}
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}
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SDL_free(data);
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}
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/* This will switch the video backend from using a software surface to
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using a GPU texture through the 2D render API, if we think this would
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be more efficient. This only checks once, on demand. */
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static void
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PrepareWindowFramebuffer()
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{
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/* Add the renderer framebuffer emulation if desired */
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if (_this->checked_texture_framebuffer) {
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return;
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}
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_this->checked_texture_framebuffer = SDL_TRUE;
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if (ShouldUseTextureFramebuffer()) {
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_this->CreateWindowFramebuffer = SDL_CreateWindowTexture;
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_this->UpdateWindowFramebuffer = SDL_UpdateWindowTexture;
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_this->DestroyWindowFramebuffer = SDL_DestroyWindowTexture;
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}
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}
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static int
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cmpmodes(const void *A, const void *B)
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{
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int pitch;
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int bpp;
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Uint32 Rmask, Gmask, Bmask, Amask;
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SDL_bool created_framebuffer = SDL_FALSE;
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PrepareWindowFramebuffer();
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/* This will switch the video backend from using a software surface to
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using a GPU texture through the 2D render API, if we think this would
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be more efficient. This only checks once, on demand. */
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if (!_this->checked_texture_framebuffer) {
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SDL_bool attempt_texture_framebuffer = SDL_TRUE;
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if (!_this->CreateWindowFramebuffer || !_this->UpdateWindowFramebuffer) {
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return NULL;
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if (_this->is_dummy) { /* dummy driver never has GPU support, of course. */
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attempt_texture_framebuffer = SDL_FALSE;
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}
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#if defined(__WIN32__) /* GDI BitBlt() is way faster than Direct3D dynamic textures right now. (!!! FIXME: is this still true?) */
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else if ((_this->CreateWindowFramebuffer != NULL) && (SDL_strcmp(_this->name, "windows") == 0)) {
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attempt_texture_framebuffer = SDL_FALSE;
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}
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#endif
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if (attempt_texture_framebuffer) {
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if (SDL_CreateWindowTexture(_this, window, &format, &pixels, &pitch) == -1) {
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/* !!! FIXME: if this failed halfway (made renderer, failed to make texture, etc),
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!!! FIXME: we probably need to clean this up so it doesn't interfere with
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!!! FIXME: a software fallback at the system level (can we blit to an
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!!! FIXME: OpenGL window? etc). */
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} else {
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/* future attempts will just try to use a texture framebuffer. */
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/* !!! FIXME: maybe we shouldn't override these but check if we used a texture
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!!! FIXME: framebuffer at the right places; is it feasible we could have an
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!!! FIXME: accelerated OpenGL window and a second ends up in software? */
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_this->CreateWindowFramebuffer = SDL_CreateWindowTexture;
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_this->UpdateWindowFramebuffer = SDL_UpdateWindowTexture;
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_this->DestroyWindowFramebuffer = SDL_DestroyWindowTexture;
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created_framebuffer = SDL_TRUE;
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}
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}
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_this->checked_texture_framebuffer = SDL_TRUE; /* don't check this again. */
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}
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if (_this->CreateWindowFramebuffer(_this, window, &format, &pixels, &pitch) < 0) {
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return NULL;
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if (!created_framebuffer) {
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if (!_this->CreateWindowFramebuffer || !_this->UpdateWindowFramebuffer) {
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return NULL;
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}
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if (_this->CreateWindowFramebuffer(_this, window, &format, &pixels, &pitch) < 0) {
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return NULL;
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}
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}
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if (window->surface) {
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