Added SDL_CreateRendererWithProperties() and SDL_CreateTextureWithProperties()

This commit is contained in:
Sam Lantinga 2023-11-13 12:13:20 -08:00
parent 7203641597
commit 1c64366b80
16 changed files with 406 additions and 169 deletions

View File

@ -195,7 +195,6 @@ extern DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void);
*/
extern DECLSPEC const char *SDLCALL SDL_GetRenderDriver(int index);
/**
* Create a window and default renderer.
*
@ -215,14 +214,13 @@ extern DECLSPEC const char *SDLCALL SDL_GetRenderDriver(int index);
*/
extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(int width, int height, Uint32 window_flags, SDL_Window **window, SDL_Renderer **renderer);
/**
* Create a 2D rendering context for a window.
*
* If you want a specific renderer, you can specify its name here. A list of
* available renderers can be obtained by calling SDL_GetRenderDriver multiple
* times, with indices from 0 to SDL_GetNumRenderDrivers()-1. If you don't
* need a specific renderer, specify NULL and SDL will attempt to chooes the
* need a specific renderer, specify NULL and SDL will attempt to choose the
* best option for you, based on what is available on the user's system.
*
* By default the rendering size matches the window size in pixels, but you
@ -238,13 +236,37 @@ extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(int width, int height, U
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateRendererWithProperties
* \sa SDL_CreateSoftwareRenderer
* \sa SDL_DestroyRenderer
* \sa SDL_GetNumRenderDrivers
* \sa SDL_GetRenderDriver
* \sa SDL_GetRendererInfo
*/
extern DECLSPEC SDL_Renderer *SDLCALL SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 flags);
extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 flags);
/**
* Create a 2D rendering context for a window, with the specified properties.
*
* These are the supported properties:
*
* - "window" (pointer) - the window where rendering is displayed
* - "surface" (pointer) - the surface where rendering is displayed, if you want a software renderer without a window
* - "name" (string) - the name of the rendering driver to use, if a specific one is desired
* - "present_vsync" (boolean) - true if you want present synchronized with the refresh rate
*
* \param props the properties to use
* \returns a valid rendering context or NULL if there was an error; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateRenderer
* \sa SDL_CreateSoftwareRenderer
* \sa SDL_DestroyRenderer
* \sa SDL_GetRendererInfo
*/
extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRendererWithProperties(SDL_PropertiesID props);
/**
* Create a 2D software rendering context for a surface.
@ -309,7 +331,7 @@ extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_Rend
/**
* Get the properties associated with a renderer.
*
* The following properties are provided by SDL:
* The following read-only properties are provided by SDL:
*
* ```
* "SDL.renderer.d3d9.device" (pointer) - the IDirect3DDevice9 associated with the renderer
@ -386,6 +408,7 @@ extern DECLSPEC int SDLCALL SDL_GetCurrentRenderOutputSize(SDL_Renderer *rendere
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateTextureFromSurface
* \sa SDL_CreateTextureWithProperties
* \sa SDL_DestroyTexture
* \sa SDL_QueryTexture
* \sa SDL_UpdateTexture
@ -413,50 +436,96 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTexture(SDL_Renderer *renderer, U
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateTexture
* \sa SDL_CreateTextureWithProperties
* \sa SDL_DestroyTexture
* \sa SDL_QueryTexture
*/
extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *surface);
/**
* Get the properties associated with a texture.
* Create a texture for a rendering context with the specified properties.
*
* The following properties are provided by SDL:
* These are the supported properties:
*
* - "format" (number) - one of the enumerated values in SDL_PixelFormatEnum, defaults to the best RGBA format for the renderer
* - "access" (number) - one of the enumerated values in SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC
* - "width" (number) - the width of the texture in pixels, required
* - "height" (number) - the height of the texture in pixels, required
*
* With the direct3d11 renderer:
*
* ```
* "SDL.texture.d3d11.texture" (pointer) - the ID3D11Texture2D associated with the texture
* "SDL.texture.d3d11.texture_u" (pointer) - the ID3D11Texture2D associated with the U plane of a YUV texture
* "SDL.texture.d3d11.texture_v" (pointer) - the ID3D11Texture2D associated with the V plane of a YUV texture
* ```
* - "d3d11.texture" (pointer) - the ID3D11Texture2D associated with the texture, if you want to wrap an existing texture.
* - "d3d11.texture_u" (pointer) - the ID3D11Texture2D associated with the U plane of a YUV texture, if you want to wrap an existing texture.
* - "d3d11.texture_v" (pointer) - the ID3D11Texture2D associated with the V plane of a YUV texture, if you want to wrap an existing texture.
*
* With the direct3d12 renderer:
*
* ```
* "SDL.texture.d3d12.texture" (pointer) - the ID3D12Resource associated with the texture
* "SDL.texture.d3d12.texture_u" (pointer) - the ID3D12Resource associated with the U plane of a YUV texture
* "SDL.texture.d3d12.texture_v" (pointer) - the ID3D12Resource associated with the V plane of a YUV texture
* ```
* - "d3d12.texture" (pointer) - the ID3D12Resource associated with the texture, if you want to wrap an existing texture.
* - "d3d12.texture_u" (pointer) - the ID3D12Resource associated with the U plane of a YUV texture, if you want to wrap an existing texture.
* - "d3d12.texture_v" (pointer) - the ID3D12Resource associated with the V plane of a YUV texture, if you want to wrap an existing texture.
*
* With the opengl renderer:
*
* ```
* "SDL.texture.opengl.texture" (number) - the GLuint texture associated with the texture
* "SDL.texture.opengl.texture_u" (number) - the GLuint texture associated with the U plane of a YUV texture
* "SDL.texture.opengl.texture_v" (number) - the GLuint texture associated with the V plane of a YUV texture
* "SDL.texture.opengl.tex_w" (float) - the texture coordinate width of the texture (0.0 - 1.0)
* "SDL.texture.opengl.tex_h" (float) - the texture coordinate height of the texture (0.0 - 1.0)
* ```
* - "opengl.texture" (number) - the GLuint texture associated with the texture, if you want to wrap an existing texture.
* - "opengl.texture_uv" (number) - the GLuint texture associated with the UV plane of an NV12 texture, if you want to wrap an existing texture.
* - "opengl.texture_u" (number) - the GLuint texture associated with the U plane of a YUV texture, if you want to wrap an existing texture.
* - "opengl.texture_v" (number) - the GLuint texture associated with the V plane of a YUV texture, if you want to wrap an existing texture.
*
* With the opengles2 renderer:
*
* ```
* "SDL.texture.opengles2.texture" (number) - the GLuint texture associated with the texture
* "SDL.texture.opengles2.texture_uv" (number) - the GLuint texture associated with the UV plane of an NV12 texture
* "SDL.texture.opengles2.texture_u" (number) - the GLuint texture associated with the U plane of a YUV texture
* "SDL.texture.opengles2.texture_v" (number) - the GLuint texture associated with the V plane of a YUV texture
* ```
* - "opengles2.texture" (number) - the GLuint texture associated with the texture, if you want to wrap an existing texture.
* - "opengles2.texture_uv" (number) - the GLuint texture associated with the UV plane of an NV12 texture, if you want to wrap an existing texture.
* - "opengles2.texture_u" (number) - the GLuint texture associated with the U plane of a YUV texture, if you want to wrap an existing texture.
* - "opengles2.texture_v" (number) - the GLuint texture associated with the V plane of a YUV texture, if you want to wrap an existing texture.
*
* \param renderer the rendering context
* \param props the properties to use
* \returns a pointer to the created texture or NULL if no rendering context
* was active, the format was unsupported, or the width or height
* were out of range; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateTextureFromSurface
* \sa SDL_CreateTexture
* \sa SDL_DestroyTexture
* \sa SDL_QueryTexture
* \sa SDL_UpdateTexture
*/
extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props);
/**
* Get the properties associated with a texture.
*
* The following read-only properties are provided by SDL:
*
* With the direct3d11 renderer:
*
* - "SDL.texture.d3d11.texture" (pointer) - the ID3D11Texture2D associated with the texture
* - "SDL.texture.d3d11.texture_u" (pointer) - the ID3D11Texture2D associated with the U plane of a YUV texture
* - "SDL.texture.d3d11.texture_v" (pointer) - the ID3D11Texture2D associated with the V plane of a YUV texture
*
* With the direct3d12 renderer:
*
* - "SDL.texture.d3d12.texture" (pointer) - the ID3D12Resource associated with the texture
* - "SDL.texture.d3d12.texture_u" (pointer) - the ID3D12Resource associated with the U plane of a YUV texture
* - "SDL.texture.d3d12.texture_v" (pointer) - the ID3D12Resource associated with the V plane of a YUV texture
*
* With the opengl renderer:
*
* - "SDL.texture.opengl.texture" (number) - the GLuint texture associated with the texture
* - "SDL.texture.opengl.texture_uv" (number) - the GLuint texture associated with the UV plane of an NV12 texture
* - "SDL.texture.opengl.texture_u" (number) - the GLuint texture associated with the U plane of a YUV texture
* - "SDL.texture.opengl.texture_v" (number) - the GLuint texture associated with the V plane of a YUV texture
* - "SDL.texture.opengl.tex_w" (float) - the texture coordinate width of the texture (0.0 - 1.0)
* - "SDL.texture.opengl.tex_h" (float) - the texture coordinate height of the texture (0.0 - 1.0)
*
* With the opengles2 renderer:
*
* - "SDL.texture.opengles2.texture" (number) - the GLuint texture associated with the texture
* - "SDL.texture.opengles2.texture_uv" (number) - the GLuint texture associated with the UV plane of an NV12 texture
* - "SDL.texture.opengles2.texture_u" (number) - the GLuint texture associated with the U plane of a YUV texture
* - "SDL.texture.opengles2.texture_v" (number) - the GLuint texture associated with the V plane of a YUV texture
*
* \param texture the texture to query
* \returns a valid property ID on success or 0 on failure; call

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@ -965,6 +965,8 @@ SDL3_0.0.0 {
SDL_EnumerateProperties;
SDL_SetBooleanProperty;
SDL_GetBooleanProperty;
SDL_CreateTextureWithProperties;
SDL_CreateRendererWithProperties;
# extra symbols go here (don't modify this line)
local: *;
};

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@ -990,3 +990,5 @@
#define SDL_EnumerateProperties SDL_EnumerateProperties_REAL
#define SDL_SetBooleanProperty SDL_SetBooleanProperty_REAL
#define SDL_GetBooleanProperty SDL_GetBooleanProperty_REAL
#define SDL_CreateTextureWithProperties SDL_CreateTextureWithProperties_REAL
#define SDL_CreateRendererWithProperties SDL_CreateRendererWithProperties_REAL

View File

@ -1015,3 +1015,5 @@ SDL_DYNAPI_PROC(float,SDL_GetFloatProperty,(SDL_PropertiesID a, const char *b, f
SDL_DYNAPI_PROC(int,SDL_EnumerateProperties,(SDL_PropertiesID a, SDL_EnumeratePropertiesCallback b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_SetBooleanProperty,(SDL_PropertiesID a, const char *b, SDL_bool c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GetBooleanProperty,(SDL_PropertiesID a, const char *b, SDL_bool c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_Texture*,SDL_CreateTextureWithProperties,(SDL_Renderer *a, SDL_PropertiesID b),(a,b),return)
SDL_DYNAPI_PROC(SDL_Renderer*,SDL_CreateRendererWithProperties,(SDL_PropertiesID a),(a),return)

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@ -804,15 +804,23 @@ static void SDL_CalculateSimulatedVSyncInterval(SDL_Renderer *renderer, SDL_Wind
#endif /* !SDL_RENDER_DISABLED */
SDL_Renderer *SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 flags)
SDL_Renderer *SDL_CreateRendererWithProperties(SDL_PropertiesID props)
{
#ifndef SDL_RENDER_DISABLED
SDL_Window *window = SDL_GetProperty(props, "window", NULL);
SDL_Surface *surface = SDL_GetProperty(props, "surface", NULL);
const char *name = SDL_GetStringProperty(props, "name", NULL);
SDL_Renderer *renderer = NULL;
const int n = SDL_GetNumRenderDrivers();
SDL_bool batching = SDL_TRUE;
const char *hint;
int i;
if (!window && surface) {
return SDL_CreateSoftwareRenderer(surface);
}
#ifdef __ANDROID__
Android_ActivityMutex_Lock_Running();
#endif
@ -834,11 +842,7 @@ SDL_Renderer *SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 fl
hint = SDL_GetHint(SDL_HINT_RENDER_VSYNC);
if (hint && *hint) {
if (SDL_GetHintBoolean(SDL_HINT_RENDER_VSYNC, SDL_TRUE)) {
flags |= SDL_RENDERER_PRESENTVSYNC;
} else {
flags &= ~SDL_RENDERER_PRESENTVSYNC;
}
SDL_SetBooleanProperty(props, "present_vsync", SDL_GetHintBoolean(SDL_HINT_RENDER_VSYNC, SDL_TRUE));
}
if (!name) {
@ -850,7 +854,7 @@ SDL_Renderer *SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 fl
const SDL_RenderDriver *driver = render_drivers[i];
if (SDL_strcasecmp(name, driver->info.name) == 0) {
/* Create a new renderer instance */
renderer = driver->CreateRenderer(window, flags);
renderer = driver->CreateRenderer(window, props);
if (renderer) {
batching = SDL_FALSE;
}
@ -860,13 +864,11 @@ SDL_Renderer *SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 fl
} else {
for (i = 0; i < n; i++) {
const SDL_RenderDriver *driver = render_drivers[i];
if ((driver->info.flags & flags) == flags) {
/* Create a new renderer instance */
renderer = driver->CreateRenderer(window, flags);
if (renderer) {
/* Yay, we got one! */
break;
}
/* Create a new renderer instance */
renderer = driver->CreateRenderer(window, props);
if (renderer) {
/* Yay, we got one! */
break;
}
}
}
@ -876,7 +878,7 @@ SDL_Renderer *SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 fl
goto error;
}
if (flags & SDL_RENDERER_PRESENTVSYNC) {
if (SDL_GetBooleanProperty(props, "present_vsync", SDL_FALSE)) {
renderer->wanted_vsync = SDL_TRUE;
if (!(renderer->info.flags & SDL_RENDERER_PRESENTVSYNC)) {
@ -956,6 +958,24 @@ error:
#endif
}
SDL_Renderer *SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 flags)
{
SDL_Renderer *renderer;
SDL_PropertiesID props = SDL_CreateProperties();
SDL_SetProperty(props, "window", window);
if (flags & SDL_RENDERER_SOFTWARE) {
SDL_SetStringProperty(props, "name", "software");
} else {
SDL_SetStringProperty(props, "name", name);
}
if (flags & SDL_RENDERER_PRESENTVSYNC) {
SDL_SetBooleanProperty(props, "present_vsync", SDL_TRUE);
}
renderer = SDL_CreateRendererWithProperties(props);
SDL_DestroyProperties(props);
return renderer;
}
SDL_Renderer *SDL_CreateSoftwareRenderer(SDL_Surface *surface)
{
#if !defined(SDL_RENDER_DISABLED) && SDL_VIDEO_RENDER_SW
@ -1116,9 +1136,13 @@ static SDL_ScaleMode SDL_GetScaleMode(void)
}
}
SDL_Texture *SDL_CreateTexture(SDL_Renderer *renderer, Uint32 format, int access, int w, int h)
SDL_Texture *SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props)
{
SDL_Texture *texture;
Uint32 format = (Uint32)SDL_GetNumberProperty(props, "format", SDL_PIXELFORMAT_UNKNOWN);
int access = (int)SDL_GetNumberProperty(props, "access", SDL_TEXTUREACCESS_STATIC);
int w = (int)SDL_GetNumberProperty(props, "width", 0);
int h = (int)SDL_GetNumberProperty(props, "height", 0);
SDL_bool texture_is_fourcc_and_target;
CHECK_RENDERER_MAGIC(renderer, NULL);
@ -1177,7 +1201,7 @@ SDL_Texture *SDL_CreateTexture(SDL_Renderer *renderer, Uint32 format, int access
texture_is_fourcc_and_target = (access == SDL_TEXTUREACCESS_TARGET && SDL_ISPIXELFORMAT_FOURCC(texture->format));
if (texture_is_fourcc_and_target == SDL_FALSE && IsSupportedFormat(renderer, format)) {
if (renderer->CreateTexture(renderer, texture) < 0) {
if (renderer->CreateTexture(renderer, texture, props) < 0) {
SDL_DestroyTexture(texture);
return NULL;
}
@ -1232,6 +1256,19 @@ SDL_Texture *SDL_CreateTexture(SDL_Renderer *renderer, Uint32 format, int access
return texture;
}
SDL_Texture *SDL_CreateTexture(SDL_Renderer *renderer, Uint32 format, int access, int w, int h)
{
SDL_Texture *texture;
SDL_PropertiesID props = SDL_CreateProperties();
SDL_SetNumberProperty(props, "format", format);
SDL_SetNumberProperty(props, "access", access);
SDL_SetNumberProperty(props, "width", w);
SDL_SetNumberProperty(props, "height", h);
texture = SDL_CreateTextureWithProperties(renderer, props);
SDL_DestroyProperties(props);
return texture;
}
SDL_Texture *SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *surface)
{
const SDL_PixelFormat *fmt;

View File

@ -160,7 +160,7 @@ struct SDL_Renderer
void (*WindowEvent)(SDL_Renderer *renderer, const SDL_WindowEvent *event);
int (*GetOutputSize)(SDL_Renderer *renderer, int *w, int *h);
SDL_bool (*SupportsBlendMode)(SDL_Renderer *renderer, SDL_BlendMode blendMode);
int (*CreateTexture)(SDL_Renderer *renderer, SDL_Texture *texture);
int (*CreateTexture)(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props);
int (*QueueSetViewport)(SDL_Renderer *renderer, SDL_RenderCommand *cmd);
int (*QueueSetDrawColor)(SDL_Renderer *renderer, SDL_RenderCommand *cmd);
int (*QueueDrawPoints)(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points,
@ -280,7 +280,7 @@ struct SDL_Renderer
/* Define the SDL render driver structure */
struct SDL_RenderDriver
{
SDL_Renderer *(*CreateRenderer)(SDL_Window *window, Uint32 flags);
SDL_Renderer *(*CreateRenderer)(SDL_Window *window, SDL_PropertiesID props);
/* Info about the renderer capabilities */
SDL_RendererInfo info;

View File

@ -517,7 +517,7 @@ static void D3D_DestroyTextureRep(D3D_TextureRep *texture)
}
}
static int D3D_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
static int D3D_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props)
{
D3D_RenderData *data = (D3D_RenderData *)renderer->driverdata;
D3D_TextureData *texturedata;
@ -1493,7 +1493,7 @@ static int D3D_Reset(SDL_Renderer *renderer)
/* Allocate application render targets */
for (texture = renderer->textures; texture; texture = texture->next) {
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
D3D_CreateTexture(renderer, texture);
D3D_CreateTexture(renderer, texture, 0);
}
}
@ -1536,7 +1536,7 @@ static int D3D_SetVSync(SDL_Renderer *renderer, const int vsync)
return 0;
}
SDL_Renderer *D3D_CreateRenderer(SDL_Window *window, Uint32 flags)
SDL_Renderer *D3D_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_props)
{
SDL_Renderer *renderer;
D3D_RenderData *data;
@ -1617,7 +1617,7 @@ SDL_Renderer *D3D_CreateRenderer(SDL_Window *window, Uint32 flags)
pparams.BackBufferFormat = D3DFMT_UNKNOWN;
pparams.FullScreen_RefreshRateInHz = 0;
}
if (flags & SDL_RENDERER_PRESENTVSYNC) {
if (SDL_GetBooleanProperty(create_props, "present_vsync", SDL_FALSE)) {
pparams.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
} else {
pparams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;

View File

@ -1062,7 +1062,19 @@ static SDL_bool D3D11_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode bl
return SDL_TRUE;
}
static int D3D11_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
static int GetTextureProperty(SDL_PropertiesID props, const char *name, ID3D11Texture2D **texture)
{
IUnknown *unknown = SDL_GetProperty(props, name, NULL);
if (unknown) {
HRESULT result = IUnknown_QueryInterface(unknown, &SDL_IID_ID3D11Texture2D, (void **)texture);
if (FAILED(result)) {
return WIN_SetErrorFromHRESULT(name, result);
}
}
return 0;
}
static int D3D11_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
D3D11_TextureData *textureData;
@ -1109,13 +1121,18 @@ static int D3D11_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
}
result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
&textureDesc,
NULL,
&textureData->mainTexture);
if (FAILED(result)) {
D3D11_DestroyTexture(renderer, texture);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
if (GetTextureProperty(create_props, "d3d11.texture", &textureData->mainTexture) < 0) {
return -1;
}
if (!textureData->mainTexture) {
result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
&textureDesc,
NULL,
&textureData->mainTexture);
if (FAILED(result)) {
D3D11_DestroyTexture(renderer, texture);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
}
}
SDL_SetProperty(SDL_GetTextureProperties(texture), "SDL.texture.d3d11.texture", textureData->mainTexture);
#if SDL_HAVE_YUV
@ -1126,23 +1143,33 @@ static int D3D11_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
textureDesc.Width = (textureDesc.Width + 1) / 2;
textureDesc.Height = (textureDesc.Height + 1) / 2;
result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
&textureDesc,
NULL,
&textureData->mainTextureU);
if (FAILED(result)) {
D3D11_DestroyTexture(renderer, texture);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
if (GetTextureProperty(create_props, "d3d11.texture_u", &textureData->mainTextureU) < 0) {
return -1;
}
if (!textureData->mainTextureU) {
result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
&textureDesc,
NULL,
&textureData->mainTextureU);
if (FAILED(result)) {
D3D11_DestroyTexture(renderer, texture);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
}
}
SDL_SetProperty(SDL_GetTextureProperties(texture), "SDL.texture.d3d11.texture_u", textureData->mainTextureU);
result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
&textureDesc,
NULL,
&textureData->mainTextureV);
if (FAILED(result)) {
D3D11_DestroyTexture(renderer, texture);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
if (GetTextureProperty(create_props, "d3d11.texture_v", &textureData->mainTextureV) < 0) {
return -1;
}
if (!textureData->mainTextureV) {
result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
&textureDesc,
NULL,
&textureData->mainTextureV);
if (FAILED(result)) {
D3D11_DestroyTexture(renderer, texture);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
}
}
SDL_SetProperty(SDL_GetTextureProperties(texture), "SDL.texture.d3d11.texture_v", textureData->mainTextureV);
}
@ -2384,7 +2411,7 @@ static int D3D11_SetVSync(SDL_Renderer *renderer, const int vsync)
}
#endif
SDL_Renderer *D3D11_CreateRenderer(SDL_Window *window, Uint32 flags)
SDL_Renderer *D3D11_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_props)
{
SDL_Renderer *renderer;
D3D11_RenderData *data;
@ -2445,7 +2472,7 @@ SDL_Renderer *D3D11_CreateRenderer(SDL_Window *window, Uint32 flags)
*/
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
#else
if (flags & SDL_RENDERER_PRESENTVSYNC) {
if (SDL_GetBooleanProperty(create_props, "present_vsync", SDL_FALSE)) {
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
}
renderer->SetVSync = D3D11_SetVSync;

View File

@ -1432,7 +1432,19 @@ static void D3D12_FreeSRVIndex(SDL_Renderer *renderer, SIZE_T index)
rendererData->srvPoolHead = &rendererData->srvPoolNodes[index];
}
static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
static int GetTextureProperty(SDL_PropertiesID props, const char *name, ID3D12Resource **texture)
{
IUnknown *unknown = SDL_GetProperty(props, name, NULL);
if (unknown) {
HRESULT result = D3D_CALL(unknown, QueryInterface, D3D_GUID(SDL_IID_ID3D12Resource), (void **)texture);
if (FAILED(result)) {
return WIN_SetErrorFromHRESULT(name, result);
}
}
return 0;
}
static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props)
{
D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->driverdata;
D3D12_TextureData *textureData;
@ -1476,19 +1488,24 @@ static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
heapProps.CreationNodeMask = 1;
heapProps.VisibleNodeMask = 1;
result = D3D_CALL(rendererData->d3dDevice, CreateCommittedResource,
&heapProps,
D3D12_HEAP_FLAG_NONE,
&textureDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
NULL,
D3D_GUID(SDL_IID_ID3D12Resource),
(void **)&textureData->mainTexture);
textureData->mainResourceState = D3D12_RESOURCE_STATE_COPY_DEST;
if (FAILED(result)) {
D3D12_DestroyTexture(renderer, texture);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [texture]"), result);
if (GetTextureProperty(create_props, "d3d12.texture", &textureData->mainTexture) < 0) {
return -1;
}
if (!textureData->mainTexture) {
result = D3D_CALL(rendererData->d3dDevice, CreateCommittedResource,
&heapProps,
D3D12_HEAP_FLAG_NONE,
&textureDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
NULL,
D3D_GUID(SDL_IID_ID3D12Resource),
(void **)&textureData->mainTexture);
if (FAILED(result)) {
D3D12_DestroyTexture(renderer, texture);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [texture]"), result);
}
}
textureData->mainResourceState = D3D12_RESOURCE_STATE_COPY_DEST;
SDL_SetProperty(SDL_GetTextureProperties(texture), "SDL.texture.d3d12.texture", textureData->mainTexture);
#if SDL_HAVE_YUV
if (texture->format == SDL_PIXELFORMAT_YV12 ||
@ -1498,34 +1515,44 @@ static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
textureDesc.Width = (textureDesc.Width + 1) / 2;
textureDesc.Height = (textureDesc.Height + 1) / 2;
result = D3D_CALL(rendererData->d3dDevice, CreateCommittedResource,
&heapProps,
D3D12_HEAP_FLAG_NONE,
&textureDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
NULL,
D3D_GUID(SDL_IID_ID3D12Resource),
(void **)&textureData->mainTextureU);
textureData->mainResourceStateU = D3D12_RESOURCE_STATE_COPY_DEST;
if (FAILED(result)) {
D3D12_DestroyTexture(renderer, texture);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [texture]"), result);
if (GetTextureProperty(create_props, "d3d12.texture_u", &textureData->mainTextureU) < 0) {
return -1;
}
if (!textureData->mainTextureU) {
result = D3D_CALL(rendererData->d3dDevice, CreateCommittedResource,
&heapProps,
D3D12_HEAP_FLAG_NONE,
&textureDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
NULL,
D3D_GUID(SDL_IID_ID3D12Resource),
(void **)&textureData->mainTextureU);
if (FAILED(result)) {
D3D12_DestroyTexture(renderer, texture);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [texture]"), result);
}
}
textureData->mainResourceStateU = D3D12_RESOURCE_STATE_COPY_DEST;
SDL_SetProperty(SDL_GetTextureProperties(texture), "SDL.texture.d3d12.texture_u", textureData->mainTextureU);
result = D3D_CALL(rendererData->d3dDevice, CreateCommittedResource,
&heapProps,
D3D12_HEAP_FLAG_NONE,
&textureDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
NULL,
D3D_GUID(SDL_IID_ID3D12Resource),
(void **)&textureData->mainTextureV);
textureData->mainResourceStateV = D3D12_RESOURCE_STATE_COPY_DEST;
if (FAILED(result)) {
D3D12_DestroyTexture(renderer, texture);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [texture]"), result);
if (GetTextureProperty(create_props, "d3d12.texture_v", &textureData->mainTextureV) < 0) {
return -1;
}
if (!textureData->mainTextureV) {
result = D3D_CALL(rendererData->d3dDevice, CreateCommittedResource,
&heapProps,
D3D12_HEAP_FLAG_NONE,
&textureDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
NULL,
D3D_GUID(SDL_IID_ID3D12Resource),
(void **)&textureData->mainTextureV);
if (FAILED(result)) {
D3D12_DestroyTexture(renderer, texture);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [texture]"), result);
}
}
textureData->mainResourceStateV = D3D12_RESOURCE_STATE_COPY_DEST;
SDL_SetProperty(SDL_GetTextureProperties(texture), "SDL.texture.d3d12.texture_v", textureData->mainTextureV);
}
@ -2943,7 +2970,7 @@ static int D3D12_SetVSync(SDL_Renderer *renderer, const int vsync)
return 0;
}
SDL_Renderer *D3D12_CreateRenderer(SDL_Window *window, Uint32 flags)
SDL_Renderer *D3D12_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_props)
{
SDL_Renderer *renderer;
D3D12_RenderData *data;
@ -2990,7 +3017,7 @@ SDL_Renderer *D3D12_CreateRenderer(SDL_Window *window, Uint32 flags)
renderer->info.flags = SDL_RENDERER_ACCELERATED;
renderer->driverdata = data;
if (flags & SDL_RENDERER_PRESENTVSYNC) {
if (SDL_GetBooleanProperty(create_props, "present_vsync", SDL_FALSE)) {
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
}
renderer->SetVSync = D3D12_SetVSync;

View File

@ -544,7 +544,7 @@ static SDL_bool METAL_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode bl
return SDL_TRUE;
}
static int METAL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
static int METAL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props)
{
@autoreleasepool {
METAL_RenderData *data = (__bridge METAL_RenderData *)renderer->driverdata;
@ -1653,7 +1653,7 @@ static SDL_MetalView GetWindowView(SDL_Window *window)
return nil;
}
static SDL_Renderer *METAL_CreateRenderer(SDL_Window *window, Uint32 flags)
static SDL_Renderer *METAL_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_props)
{
@autoreleasepool {
SDL_Renderer *renderer = NULL;
@ -1921,7 +1921,7 @@ static SDL_Renderer *METAL_CreateRenderer(SDL_Window *window, Uint32 flags)
#if (defined(__MACOS__) && defined(MAC_OS_X_VERSION_10_13)) || TARGET_OS_MACCATALYST
if (@available(macOS 10.13, *)) {
data.mtllayer.displaySyncEnabled = (flags & SDL_RENDERER_PRESENTVSYNC) != 0;
data.mtllayer.displaySyncEnabled = SDL_GetBooleanProperty(create_props, "present_vsync", SDL_FALSE);
if (data.mtllayer.displaySyncEnabled) {
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
}

View File

@ -125,6 +125,7 @@ typedef struct
typedef struct
{
GLuint texture;
SDL_bool texture_external;
GLfloat texw;
GLfloat texh;
GLenum format;
@ -139,7 +140,9 @@ typedef struct
SDL_bool yuv;
SDL_bool nv12;
GLuint utexture;
SDL_bool utexture_external;
GLuint vtexture;
SDL_bool vtexture_external;
#endif
GL_FBOList *fbo;
@ -434,7 +437,7 @@ static SDL_bool convert_format(GL_RenderData *renderdata, Uint32 pixel_format,
return SDL_TRUE;
}
static int GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
static int GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props)
{
GL_RenderData *renderdata = (GL_RenderData *)renderer->driverdata;
const GLenum textype = renderdata->textype;
@ -491,14 +494,19 @@ static int GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
data->fbo = NULL;
}
GL_CheckError("", renderer);
renderdata->glGenTextures(1, &data->texture);
if (GL_CheckError("glGenTextures()", renderer) < 0) {
if (data->pixels) {
SDL_free(data->pixels);
data->texture = (GLuint)SDL_GetNumberProperty(create_props, "opengl.texture", 0);
if (data->texture) {
data->texture_external = SDL_TRUE;
} else {
GL_CheckError("", renderer);
renderdata->glGenTextures(1, &data->texture);
if (GL_CheckError("glGenTextures()", renderer) < 0) {
if (data->pixels) {
SDL_free(data->pixels);
}
SDL_free(data);
return -1;
}
SDL_free(data);
return -1;
}
texture->driverdata = data;
@ -580,8 +588,18 @@ static int GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
texture->format == SDL_PIXELFORMAT_IYUV) {
data->yuv = SDL_TRUE;
renderdata->glGenTextures(1, &data->utexture);
renderdata->glGenTextures(1, &data->vtexture);
data->utexture = (GLuint)SDL_GetNumberProperty(create_props, "opengl.texture_u", 0);
if (data->utexture) {
data->utexture_external = SDL_TRUE;
} else {
renderdata->glGenTextures(1, &data->utexture);
}
data->vtexture = (GLuint)SDL_GetNumberProperty(create_props, "opengl.texture_v", 0);
if (data->vtexture) {
data->vtexture_external = SDL_TRUE;
} else {
renderdata->glGenTextures(1, &data->vtexture);
}
renderdata->glBindTexture(textype, data->utexture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER,
@ -614,7 +632,12 @@ static int GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
texture->format == SDL_PIXELFORMAT_NV21) {
data->nv12 = SDL_TRUE;
renderdata->glGenTextures(1, &data->utexture);
data->utexture = (GLuint)SDL_GetNumberProperty(create_props, "opengl.texture_uv", 0);
if (data->utexture) {
data->utexture_external = SDL_TRUE;
} else {
renderdata->glGenTextures(1, &data->utexture);
}
renderdata->glBindTexture(textype, data->utexture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER,
scaleMode);
@ -626,6 +649,7 @@ static int GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
GL_CLAMP_TO_EDGE);
renderdata->glTexImage2D(textype, 0, GL_LUMINANCE_ALPHA, (texture_w + 1) / 2,
(texture_h + 1) / 2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
SDL_SetNumberProperty(props, "SDL.texture.opengl.texture_uv", data->utexture);
}
#endif
@ -1500,13 +1524,22 @@ static void GL_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
if (!data) {
return;
}
if (data->texture) {
if (data->texture && !data->texture_external) {
renderdata->glDeleteTextures(1, &data->texture);
}
#if SDL_HAVE_YUV
if (data->yuv) {
renderdata->glDeleteTextures(1, &data->utexture);
renderdata->glDeleteTextures(1, &data->vtexture);
if (!data->utexture_external) {
renderdata->glDeleteTextures(1, &data->utexture);
}
if (!data->vtexture_external) {
renderdata->glDeleteTextures(1, &data->vtexture);
}
}
if (data->nv12) {
if (!data->utexture_external) {
renderdata->glDeleteTextures(1, &data->utexture);
}
}
#endif
SDL_free(data->pixels);
@ -1702,7 +1735,7 @@ static SDL_bool GL_IsProbablyAccelerated(const GL_RenderData *data)
return SDL_TRUE;
}
static SDL_Renderer *GL_CreateRenderer(SDL_Window *window, Uint32 flags)
static SDL_Renderer *GL_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_props)
{
SDL_Renderer *renderer;
GL_RenderData *data;
@ -1807,7 +1840,7 @@ static SDL_Renderer *GL_CreateRenderer(SDL_Window *window, Uint32 flags)
*/
#endif
if (flags & SDL_RENDERER_PRESENTVSYNC) {
if (SDL_GetBooleanProperty(create_props, "present_vsync", SDL_FALSE)) {
SDL_GL_SetSwapInterval(1);
} else {
SDL_GL_SetSwapInterval(0);

View File

@ -61,6 +61,7 @@ struct GLES2_FBOList
typedef struct GLES2_TextureData
{
GLuint texture;
SDL_bool texture_external;
GLenum texture_type;
GLenum pixel_format;
GLenum pixel_type;
@ -71,7 +72,9 @@ typedef struct GLES2_TextureData
SDL_bool yuv;
SDL_bool nv12;
GLuint texture_v;
GLuint texture_v_external;
GLuint texture_u;
GLuint texture_u_external;
#endif
GLES2_FBOList *fbo;
} GLES2_TextureData;
@ -1396,7 +1399,7 @@ static void GLES2_DestroyRenderer(SDL_Renderer *renderer)
SDL_free(renderer);
}
static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props)
{
GLES2_RenderData *renderdata = (GLES2_RenderData *)renderer->driverdata;
GLES2_TextureData *data;
@ -1488,9 +1491,14 @@ static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
#if SDL_HAVE_YUV
if (data->yuv) {
renderdata->glGenTextures(1, &data->texture_v);
if (GL_CheckError("glGenTexures()", renderer) < 0) {
return -1;
data->texture_v = (GLuint)SDL_GetNumberProperty(create_props, "opengles2.texture_v", 0);
if (data->texture_v) {
data->texture_v_external = SDL_TRUE;
} else {
renderdata->glGenTextures(1, &data->texture_v);
if (GL_CheckError("glGenTexures()", renderer) < 0) {
return -1;
}
}
renderdata->glActiveTexture(GL_TEXTURE2);
renderdata->glBindTexture(data->texture_type, data->texture_v);
@ -1501,9 +1509,14 @@ static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL);
SDL_SetNumberProperty(SDL_GetTextureProperties(texture), "SDL.texture.opengles2.texture_v", data->texture_v);
renderdata->glGenTextures(1, &data->texture_u);
if (GL_CheckError("glGenTexures()", renderer) < 0) {
return -1;
data->texture_u = (GLuint)SDL_GetNumberProperty(create_props, "opengles2.texture_u", 0);
if (data->texture_u) {
data->texture_u_external = SDL_TRUE;
} else {
renderdata->glGenTextures(1, &data->texture_u);
if (GL_CheckError("glGenTexures()", renderer) < 0) {
return -1;
}
}
renderdata->glActiveTexture(GL_TEXTURE1);
renderdata->glBindTexture(data->texture_type, data->texture_u);
@ -1518,9 +1531,14 @@ static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
SDL_SetNumberProperty(SDL_GetTextureProperties(texture), "SDL.texture.opengles2.texture_u", data->texture_u);
} else if (data->nv12) {
renderdata->glGenTextures(1, &data->texture_u);
if (GL_CheckError("glGenTexures()", renderer) < 0) {
return -1;
data->texture_u = (GLuint)SDL_GetNumberProperty(create_props, "opengles2.texture_uv", 0);
if (data->texture_u) {
data->texture_u_external = SDL_TRUE;
} else {
renderdata->glGenTextures(1, &data->texture_u);
if (GL_CheckError("glGenTexures()", renderer) < 0) {
return -1;
}
}
renderdata->glActiveTexture(GL_TEXTURE1);
renderdata->glBindTexture(data->texture_type, data->texture_u);
@ -1536,9 +1554,14 @@ static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
}
#endif
renderdata->glGenTextures(1, &data->texture);
if (GL_CheckError("glGenTexures()", renderer) < 0) {
return -1;
data->texture = (GLuint)SDL_GetNumberProperty(create_props, "opengles2.texture", 0);
if (data->texture) {
data->texture_external = SDL_TRUE;
} else {
renderdata->glGenTextures(1, &data->texture);
if (GL_CheckError("glGenTexures()", renderer) < 0) {
return -1;
}
}
texture->driverdata = data;
renderdata->glActiveTexture(GL_TEXTURE0);
@ -1893,12 +1916,14 @@ static void GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
/* Destroy the texture */
if (tdata) {
data->glDeleteTextures(1, &tdata->texture);
if (tdata->texture && !tdata->texture_external) {
data->glDeleteTextures(1, &tdata->texture);
}
#if SDL_HAVE_YUV
if (tdata->texture_v) {
if (tdata->texture_v && !tdata->texture_v_external) {
data->glDeleteTextures(1, &tdata->texture_v);
}
if (tdata->texture_u) {
if (tdata->texture_u && !tdata->texture_u_external) {
data->glDeleteTextures(1, &tdata->texture_u);
}
#endif
@ -2052,7 +2077,7 @@ static int GLES2_UnbindTexture(SDL_Renderer *renderer, SDL_Texture *texture)
* Renderer instantiation *
*************************************************************************************************/
static SDL_Renderer *GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
static SDL_Renderer *GLES2_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_props)
{
SDL_Renderer *renderer;
GLES2_RenderData *data;
@ -2139,10 +2164,10 @@ static SDL_Renderer *GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
* is turned on. Not doing so will freeze the screen's contents to that
* of the first drawn frame.
*/
flags |= SDL_RENDERER_PRESENTVSYNC;
SDL_SetBooleanProperty(create_props, "present_vsync", SDL_TRUE);
#endif
if (flags & SDL_RENDERER_PRESENTVSYNC) {
if (SDL_GetBooleanProperty(create_props, "present_vsync", SDL_FALSE)) {
SDL_GL_SetSwapInterval(1);
} else {
SDL_GL_SetSwapInterval(0);

View File

@ -100,7 +100,7 @@ static void PS2_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event
{
}
static int PS2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
static int PS2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props)
{
GSTEXTURE *ps2_tex = (GSTEXTURE *)SDL_calloc(1, sizeof(GSTEXTURE));
@ -574,7 +574,7 @@ static int PS2_SetVSync(SDL_Renderer *renderer, const int vsync)
return 0;
}
static SDL_Renderer *PS2_CreateRenderer(SDL_Window *window, Uint32 flags)
static SDL_Renderer *PS2_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_props)
{
SDL_Renderer *renderer;
PS2_RenderData *data;
@ -634,7 +634,9 @@ static SDL_Renderer *PS2_CreateRenderer(SDL_Window *window, Uint32 flags)
data->gsGlobal = gsGlobal;
dynamicVsync = SDL_GetHintBoolean(SDL_HINT_PS2_DYNAMIC_VSYNC, SDL_FALSE);
data->vsync = flags & SDL_RENDERER_PRESENTVSYNC ? (dynamicVsync ? 2 : 1) : 0;
if (SDL_GetBooleanProperty(create_props, "present_vsync", SDL_FALSE)) {
data->vsync = (dynamicVsync ? 2 : 1);
}
renderer->WindowEvent = PS2_WindowEvent;
renderer->CreateTexture = PS2_CreateTexture;
@ -655,9 +657,13 @@ static SDL_Renderer *PS2_CreateRenderer(SDL_Window *window, Uint32 flags)
renderer->DestroyRenderer = PS2_DestroyRenderer;
renderer->SetVSync = PS2_SetVSync;
renderer->info = PS2_RenderDriver.info;
renderer->info.flags = SDL_RENDERER_ACCELERATED;
renderer->driverdata = data;
renderer->window = window;
if (data->vsync) {
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
}
return renderer;
}

View File

@ -478,7 +478,7 @@ static void PSP_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event
{
}
static int PSP_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
static int PSP_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props)
{
PSP_RenderData *data = renderer->driverdata;
PSP_TextureData *psp_texture = (PSP_TextureData *)SDL_calloc(1, sizeof(*psp_texture));
@ -1290,9 +1290,8 @@ static int PSP_SetVSync(SDL_Renderer *renderer, const int vsync)
return 0;
}
SDL_Renderer *PSP_CreateRenderer(SDL_Window *window, Uint32 flags)
SDL_Renderer *PSP_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_props)
{
SDL_Renderer *renderer;
PSP_RenderData *data;
int pixelformat;
@ -1341,7 +1340,7 @@ SDL_Renderer *PSP_CreateRenderer(SDL_Window *window, Uint32 flags)
data->most_recent_target = NULL;
data->least_recent_target = NULL;
if (flags & SDL_RENDERER_PRESENTVSYNC) {
if (SDL_GetBooleanProperty(create_props, "present_vsync", SDL_FALSE)) {
data->vsync = SDL_TRUE;
} else {
data->vsync = SDL_FALSE;
@ -1400,6 +1399,9 @@ SDL_Renderer *PSP_CreateRenderer(SDL_Window *window, Uint32 flags)
sceKernelRegisterSubIntrHandler(PSP_VBLANK_INT, 0, psp_on_vblank, data);
sceKernelEnableSubIntr(PSP_VBLANK_INT, 0);
if (data->vsync) {
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
}
return renderer;
}

View File

@ -97,7 +97,7 @@ static int SW_GetOutputSize(SDL_Renderer *renderer, int *w, int *h)
return SDL_SetError("Software renderer doesn't have an output surface");
}
static int SW_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
static int SW_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props)
{
SDL_Surface *surface = SDL_CreateSurface(texture->w, texture->h, texture->format);
@ -1147,7 +1147,7 @@ SDL_Renderer *SW_CreateRendererForSurface(SDL_Surface *surface)
return renderer;
}
static SDL_Renderer *SW_CreateRenderer(SDL_Window *window, Uint32 flags)
static SDL_Renderer *SW_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_props)
{
const char *hint;
SDL_Surface *surface;
@ -1162,7 +1162,11 @@ static SDL_Renderer *SW_CreateRenderer(SDL_Window *window, Uint32 flags)
}
if (no_hint_set) {
SDL_SetHint(SDL_HINT_RENDER_VSYNC, (flags & SDL_RENDERER_PRESENTVSYNC) ? "1" : "0");
if (SDL_GetBooleanProperty(create_props, "present_vsync", SDL_FALSE)) {
SDL_SetHint(SDL_HINT_RENDER_VSYNC, "1");
} else {
SDL_SetHint(SDL_HINT_RENDER_VSYNC, "0");
}
}
surface = SDL_GetWindowSurface(window);

View File

@ -42,13 +42,13 @@
#include <psp2/sysmodule.h>
#endif
static SDL_Renderer *VITA_GXM_CreateRenderer(SDL_Window *window, Uint32 flags);
static SDL_Renderer *VITA_GXM_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_props);
static void VITA_GXM_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event);
static SDL_bool VITA_GXM_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode);
static int VITA_GXM_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture);
static int VITA_GXM_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props);
static int VITA_GXM_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture,
const SDL_Rect *rect, const void *pixels, int pitch);
@ -209,7 +209,7 @@ static int VITA_GXM_SetVSync(SDL_Renderer *renderer, const int vsync)
return 0;
}
SDL_Renderer *VITA_GXM_CreateRenderer(SDL_Window *window, Uint32 flags)
SDL_Renderer *VITA_GXM_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_props)
{
SDL_Renderer *renderer;
VITA_GXM_RenderData *data;
@ -258,8 +258,9 @@ SDL_Renderer *VITA_GXM_CreateRenderer(SDL_Window *window, Uint32 flags)
data->initialized = SDL_TRUE;
if (flags & SDL_RENDERER_PRESENTVSYNC) {
if (SDL_GetBooleanProperty(create_props, "present_vsync", SDL_FALSE)) {
data->displayData.wait_vblank = SDL_TRUE;
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
} else {
data->displayData.wait_vblank = SDL_FALSE;
}
@ -288,7 +289,7 @@ static SDL_bool VITA_GXM_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode
return SDL_FALSE;
}
static int VITA_GXM_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
static int VITA_GXM_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props)
{
VITA_GXM_RenderData *data = (VITA_GXM_RenderData *)renderer->driverdata;
VITA_GXM_TextureData *vita_texture = (VITA_GXM_TextureData *)SDL_calloc(1, sizeof(VITA_GXM_TextureData));