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https://github.com/libsdl-org/SDL.git
synced 2024-11-23 10:53:27 +08:00
Made texture size and format public in the API
Also added refcount to textures so they can be retained by application code.
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5136b30652
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1f3a0d12e6
@ -118,11 +118,27 @@ typedef enum SDL_RendererLogicalPresentation
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*/
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typedef struct SDL_Renderer SDL_Renderer;
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#ifndef SDL_INTERNAL
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/**
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* An efficient driver-specific representation of pixel data
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*
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* \since This struct is available since SDL 3.0.0.
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*
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* \sa SDL_CreateTexture
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* \sa SDL_CreateTextureFromSurface
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* \sa SDL_CreateTextureWithProperties
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* \sa SDL_DestroyTexture
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*/
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struct SDL_Texture
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{
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SDL_PixelFormat format; /**< The format of the texture, read-only */
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int w; /**< The width of the texture, read-only. */
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int h; /**< The height of the texture, read-only. */
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int refcount; /**< Application reference count, used when freeing texture */
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};
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#endif /* !SDL_INTERNAL */
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typedef struct SDL_Texture SDL_Texture;
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/* Function prototypes */
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@ -222,6 +222,9 @@
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#define SDL_EndThreadFunction NULL
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#endif
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/* Enable internal definitions in SDL API headers */
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#define SDL_INTERNAL
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_intrin.h>
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@ -1362,6 +1362,7 @@ SDL_Texture *SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_Propert
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if (!texture) {
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return NULL;
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}
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texture->refcount = 1;
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SDL_SetObjectValid(texture, SDL_OBJECT_TYPE_TEXTURE, true);
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texture->colorspace = (SDL_Colorspace)SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER, default_colorspace);
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texture->format = format;
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@ -4990,12 +4991,10 @@ bool SDL_RenderPresent(SDL_Renderer *renderer)
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return true;
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}
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static bool SDL_DestroyTextureInternal(SDL_Texture *texture, bool is_destroying)
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static void SDL_DestroyTextureInternal(SDL_Texture *texture, bool is_destroying)
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{
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SDL_Renderer *renderer;
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CHECK_TEXTURE_MAGIC(texture, false);
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SDL_DestroyProperties(texture->props);
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renderer = texture->renderer;
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@ -5036,11 +5035,16 @@ static bool SDL_DestroyTextureInternal(SDL_Texture *texture, bool is_destroying)
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texture->locked_surface = NULL;
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SDL_free(texture);
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return true;
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}
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void SDL_DestroyTexture(SDL_Texture *texture)
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{
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CHECK_TEXTURE_MAGIC(texture, );
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if (--texture->refcount > 0) {
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return;
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}
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SDL_DestroyTextureInternal(texture, false /* is_destroying */);
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}
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@ -71,17 +71,22 @@ typedef struct SDL_RenderViewState
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// Define the SDL texture structure
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struct SDL_Texture
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{
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SDL_Colorspace colorspace; /**< The colorspace of the texture */
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float SDR_white_point; /**< The SDR white point for this content */
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float HDR_headroom; /**< The HDR headroom needed by this content */
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SDL_PixelFormat format; /**< The pixel format of the texture */
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SDL_TextureAccess access; /**< The texture access mode */
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int w; /**< The width of the texture */
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int h; /**< The height of the texture */
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SDL_BlendMode blendMode; /**< The texture blend mode */
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SDL_ScaleMode scaleMode; /**< The texture scale mode */
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SDL_FColor color; /**< Texture modulation values */
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SDL_RenderViewState view; /**< Target texture view state */
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// Public API definition
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SDL_PixelFormat format; /**< The format of the texture, read-only */
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int w; /**< The width of the texture, read-only. */
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int h; /**< The height of the texture, read-only. */
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int refcount; /**< Application reference count, used when freeing texture */
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// Private API definition
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SDL_Colorspace colorspace; // The colorspace of the texture
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float SDR_white_point; // The SDR white point for this content
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float HDR_headroom; // The HDR headroom needed by this content
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SDL_TextureAccess access; // The texture access mode
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SDL_BlendMode blendMode; // The texture blend mode
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SDL_ScaleMode scaleMode; // The texture scale mode
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SDL_FColor color; // Texture modulation values
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SDL_RenderViewState view; // Target texture view state
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SDL_Renderer *renderer;
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@ -91,13 +96,13 @@ struct SDL_Texture
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void *pixels;
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int pitch;
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SDL_Rect locked_rect;
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SDL_Surface *locked_surface; /**< Locked region exposed as a SDL surface */
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SDL_Surface *locked_surface; // Locked region exposed as a SDL surface
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Uint32 last_command_generation; // last command queue generation this texture was in.
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SDL_PropertiesID props;
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void *internal; /**< Driver specific texture representation */
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void *internal; // Driver specific texture representation
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SDL_Texture *prev;
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SDL_Texture *next;
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@ -239,8 +239,7 @@ static int SDLCALL render_testBlit(void *arg)
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SDL_FRect rect;
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SDL_Texture *tface;
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SDL_Surface *referenceSurface = NULL;
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float tw, th;
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float i, j, ni, nj;
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int i, j, ni, nj;
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int checkFailCount1;
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/* Clear surface. */
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@ -257,19 +256,18 @@ static int SDLCALL render_testBlit(void *arg)
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}
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/* Constant values. */
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CHECK_FUNC(SDL_GetTextureSize, (tface, &tw, &th))
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rect.w = tw;
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rect.h = th;
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ni = TESTRENDER_SCREEN_W - tw;
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nj = TESTRENDER_SCREEN_H - th;
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rect.w = (float)tface->w;
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rect.h = (float)tface->h;
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ni = TESTRENDER_SCREEN_W - tface->w;
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nj = TESTRENDER_SCREEN_H - tface->h;
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/* Loop blit. */
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checkFailCount1 = 0;
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for (j = 0; j <= nj; j += 4) {
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for (i = 0; i <= ni; i += 4) {
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/* Blitting. */
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rect.x = i;
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rect.y = j;
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rect.x = (float)i;
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rect.y = (float)j;
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ret = SDL_RenderTexture(renderer, tface, NULL, &rect);
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if (!ret) {
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checkFailCount1++;
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@ -631,7 +629,6 @@ static int SDLCALL render_testBlitColor(void *arg)
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SDL_FRect rect;
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SDL_Texture *tface;
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SDL_Surface *referenceSurface = NULL;
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float tw, th;
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int i, j, ni, nj;
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int checkFailCount1;
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int checkFailCount2;
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@ -647,11 +644,10 @@ static int SDLCALL render_testBlitColor(void *arg)
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}
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/* Constant values. */
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CHECK_FUNC(SDL_GetTextureSize, (tface, &tw, &th))
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rect.w = tw;
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rect.h = th;
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ni = TESTRENDER_SCREEN_W - (int)tw;
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nj = TESTRENDER_SCREEN_H - (int)th;
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rect.w = (float)tface->w;
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rect.h = (float)tface->h;
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ni = TESTRENDER_SCREEN_W - tface->w;
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nj = TESTRENDER_SCREEN_H - tface->h;
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/* Test blitting with color mod. */
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checkFailCount1 = 0;
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@ -1423,7 +1419,6 @@ static int SDLCALL render_testUVWrapping(void *arg)
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SDL_Vertex vertices[6];
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SDL_Vertex *verts = vertices;
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SDL_FColor color = { 1.0f, 1.0f, 1.0f, 1.0f };
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float tw, th;
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SDL_FRect rect;
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float min_U = -0.5f;
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float max_U = 1.5f;
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@ -1442,11 +1437,10 @@ static int SDLCALL render_testUVWrapping(void *arg)
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return TEST_ABORTED;
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}
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CHECK_FUNC(SDL_GetTextureSize, (tface, &tw, &th))
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rect.w = tw * 2;
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rect.h = th * 2;
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rect.x = (TESTRENDER_SCREEN_W - rect.w) / 2;
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rect.y = (TESTRENDER_SCREEN_H - rect.h) / 2;
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rect.w = (float)tface->w * 2;
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rect.h = (float)tface->h * 2;
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rect.x = (float)(TESTRENDER_SCREEN_W - rect.w) / 2;
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rect.y = (float)(TESTRENDER_SCREEN_H - rect.h) / 2;
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/*
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* 0--1
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@ -278,7 +278,6 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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SDL_RenderClear(renderer);
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int win_w, win_h;
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float tw, th;
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SDL_FRect d;
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Uint64 timestampNS = 0;
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SDL_Surface *frame_next = camera ? SDL_AcquireCameraFrame(camera, ×tampNS) : NULL;
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@ -305,8 +304,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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if (frame_current) {
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if (!texture ||
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!SDL_GetTextureSize(texture, &tw, &th) ||
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(int)tw != frame_current->w || (int)th != frame_current->h) {
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texture->w != frame_current->w || texture->h != frame_current->h) {
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/* Resize the window to match */
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SDL_SetWindowSize(window, frame_current->w, frame_current->h);
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@ -337,12 +335,11 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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texture_updated = true;
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}
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SDL_GetTextureSize(texture, &tw, &th);
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SDL_GetRenderOutputSize(renderer, &win_w, &win_h);
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d.x = ((win_w - tw) / 2);
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d.y = ((win_h - th) / 2);
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d.w = tw;
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d.h = th;
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d.x = ((win_w - texture->w) / 2.0f);
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d.y = ((win_h - texture->h) / 2.0f);
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d.w = (float)texture->w;
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d.h = (float)texture->h;
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SDL_RenderTexture(renderer, texture, NULL, &d);
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}
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@ -63,14 +63,12 @@ quit(int rc)
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static void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
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{
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float sprite_w, sprite_h;
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int i;
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SDL_Rect viewport;
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SDL_FRect *position, *velocity;
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/* Query the sizes */
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SDL_GetRenderViewport(renderer, &viewport);
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SDL_GetTextureSize(sprite, &sprite_w, &sprite_h);
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/* Draw a gray background */
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SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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@ -81,12 +79,12 @@ static void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
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position = &positions[i];
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velocity = &velocities[i];
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position->x += velocity->x;
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if ((position->x < 0) || (position->x >= (viewport.w - sprite_w))) {
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if ((position->x < 0) || (position->x >= (viewport.w - sprite->w))) {
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velocity->x = -velocity->x;
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position->x += velocity->x;
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}
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position->y += velocity->y;
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if ((position->y < 0) || (position->y >= (viewport.h - sprite_h))) {
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if ((position->y < 0) || (position->y >= (viewport.h - sprite->h))) {
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velocity->y = -velocity->y;
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position->y += velocity->y;
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}
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@ -108,7 +106,6 @@ int main(int argc, char *argv[])
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SDL_Renderer *renderer;
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SDL_Texture *sprite;
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int window_w, window_h;
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float sprite_w, sprite_h;
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SDL_Event event;
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/* Initialize test framework */
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@ -178,7 +175,6 @@ int main(int argc, char *argv[])
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/* Allocate memory for the sprite info */
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SDL_GetWindowSize(window, &window_w, &window_h);
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SDL_GetTextureSize(sprite, &sprite_w, &sprite_h);
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positions = (SDL_FRect *)SDL_malloc(NUM_SPRITES * sizeof(*positions));
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velocities = (SDL_FRect *)SDL_malloc(NUM_SPRITES * sizeof(*velocities));
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if (!positions || !velocities) {
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@ -186,10 +182,10 @@ int main(int argc, char *argv[])
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quit(2);
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}
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for (i = 0; i < NUM_SPRITES; ++i) {
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positions[i].x = (float)(SDL_rand(window_w - (int)sprite_w));
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positions[i].y = (float)(SDL_rand(window_h - (int)sprite_h));
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positions[i].w = sprite_w;
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positions[i].h = sprite_h;
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positions[i].x = (float)SDL_rand(window_w - sprite->w);
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positions[i].y = (float)SDL_rand(window_h - sprite->h);
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positions[i].w = (float)sprite->w;
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positions[i].h = (float)sprite->h;
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velocities[i].x = 0.0f;
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velocities[i].y = 0.0f;
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while (velocities[i].x == 0.f && velocities[i].y == 0.f) {
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@ -48,7 +48,6 @@ static void DrawOnViewport(SDL_Renderer *renderer)
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{
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SDL_FRect rect;
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SDL_Rect cliprect;
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float w, h;
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/* Set the viewport */
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SDL_SetRenderViewport(renderer, &viewport);
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@ -91,15 +90,11 @@ static void DrawOnViewport(SDL_Renderer *renderer)
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SDL_RenderFillRect(renderer, &rect);
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/* Add a clip rect and fill it with the sprite */
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SDL_GetTextureSize(sprite, &w, &h);
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rect.x = (viewport.w - w) / 2;
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rect.y = (viewport.h - h) / 2;
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rect.w = w;
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rect.h = h;
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cliprect.x = (int)rect.x;
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cliprect.y = (int)rect.y;
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cliprect.w = (int)rect.w;
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cliprect.h = (int)rect.h;
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cliprect.x = (viewport.w - sprite->w) / 2;
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cliprect.y = (viewport.h - sprite->h) / 2;
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cliprect.w = sprite->w;
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cliprect.h = sprite->h;
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SDL_RectToFRect(&cliprect, &rect);
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SDL_SetRenderClipRect(renderer, &cliprect);
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SDL_RenderTexture(renderer, sprite, NULL, &rect);
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SDL_SetRenderClipRect(renderer, NULL);
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