code stringlengths 1 1.05M | repo_name stringlengths 6 83 | path stringlengths 3 242 | language stringclasses 222
values | license stringclasses 20
values | size int64 1 1.05M |
|---|---|---|---|---|---|
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_steamcontroller_h_
#define SDL_steamcontroller_h_
#include "../../SDL_internal.h"
typedef SDL_bool (*SteamControllerConnectedCallback_t)(const char *name, SDL_JoystickGUID guid, int *device_instance);
typedef void (*SteamControllerDisconnectedCallback_t)(int device_instance);
void SDL_InitSteamControllers(SteamControllerConnectedCallback_t connectedCallback,
SteamControllerDisconnectedCallback_t disconnectedCallback);
void SDL_GetSteamControllerInputs(int *nbuttons, int *naxes, int *nhats);
void SDL_UpdateSteamControllers(void);
void SDL_UpdateSteamController(SDL_Joystick *joystick);
void SDL_QuitSteamControllers(void);
#endif /* SDL_steamcontroller_h_ */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/joystick/steam/SDL_steamcontroller.h | C | apache-2.0 | 1,686 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef usb_ids_h_
#define usb_ids_h_
/* Definitions of useful USB VID/PID values */
#define USB_VENDOR_HYPERKIN 0x2e24
#define USB_VENDOR_MICROSOFT 0x045e
#define USB_VENDOR_NINTENDO 0x057e
#define USB_VENDOR_NVIDIA 0x0955
#define USB_VENDOR_PDP 0x0e6f
#define USB_VENDOR_POWERA 0x24c6
#define USB_VENDOR_SONY 0x054c
#define USB_VENDOR_RAZER 0x1532
#define USB_VENDOR_VALVE 0x28de
#define USB_PRODUCT_NINTENDO_GAMECUBE_ADAPTER 0x0337
#define USB_PRODUCT_NINTENDO_SWITCH_PRO 0x2009
#define USB_PRODUCT_RAZER_PANTHERA 0x0401
#define USB_PRODUCT_RAZER_PANTHERA_EVO 0x1008
#define USB_PRODUCT_RAZER_ATROX 0x0a00
#define USB_PRODUCT_SONY_DS4 0x05c4
#define USB_PRODUCT_SONY_DS4_DONGLE 0x0ba0
#define USB_PRODUCT_SONY_DS4_SLIM 0x09cc
#define USB_PRODUCT_XBOX_ONE_ELITE_SERIES_1 0x02e3
#define USB_PRODUCT_XBOX_ONE_ELITE_SERIES_2 0x0b00
#define USB_PRODUCT_XBOX_ONE_ELITE_SERIES_2_BLUETOOTH 0x0b05
#define USB_PRODUCT_XBOX_ONE_S 0x02ea
#define USB_PRODUCT_XBOX_ONE_S_REV1_BLUETOOTH 0x02e0
#define USB_PRODUCT_XBOX_ONE_S_REV2_BLUETOOTH 0x02fd
#endif /* usb_ids_h_ */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/joystick/usb_ids.h | C | apache-2.0 | 2,322 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#if defined(SDL_JOYSTICK_VIRTUAL)
/* This is the virtual implementation of the SDL joystick API */
#include "SDL_virtualjoystick_c.h"
#include "../SDL_sysjoystick.h"
#include "../SDL_joystick_c.h"
extern SDL_JoystickDriver SDL_VIRTUAL_JoystickDriver;
static joystick_hwdata * g_VJoys = NULL;
static joystick_hwdata *
VIRTUAL_HWDataForIndex(int device_index)
{
joystick_hwdata *vjoy = g_VJoys;
while (vjoy) {
if (device_index == 0)
break;
--device_index;
vjoy = vjoy->next;
}
return vjoy;
}
static void
VIRTUAL_FreeHWData(joystick_hwdata *hwdata)
{
joystick_hwdata * cur = g_VJoys;
joystick_hwdata * prev = NULL;
if (!hwdata) {
return;
}
if (hwdata->axes) {
SDL_free((void *)hwdata->axes);
hwdata->axes = NULL;
}
if (hwdata->buttons) {
SDL_free((void *)hwdata->buttons);
hwdata->buttons = NULL;
}
if (hwdata->hats) {
SDL_free(hwdata->hats);
hwdata->hats = NULL;
}
/* Remove hwdata from SDL-global list */
while (cur) {
if (hwdata == cur) {
if (prev) {
prev->next = cur->next;
} else {
g_VJoys = cur->next;
}
break;
}
prev = cur;
cur = cur->next;
}
SDL_free(hwdata);
}
int
SDL_JoystickAttachVirtualInner(SDL_JoystickType type,
int naxes,
int nbuttons,
int nhats)
{
joystick_hwdata *hwdata = NULL;
int device_index = -1;
hwdata = SDL_calloc(1, sizeof(joystick_hwdata));
if (!hwdata) {
VIRTUAL_FreeHWData(hwdata);
return SDL_OutOfMemory();
}
hwdata->naxes = naxes;
hwdata->nbuttons = nbuttons;
hwdata->nhats = nhats;
hwdata->name = "Virtual Joystick";
/* Note that this is a Virtual device and what subtype it is */
hwdata->guid.data[14] = 'v';
hwdata->guid.data[15] = (Uint8)type;
/* Allocate fields for different control-types */
if (naxes > 0) {
hwdata->axes = SDL_calloc(naxes, sizeof(Sint16));
if (!hwdata->axes) {
VIRTUAL_FreeHWData(hwdata);
return SDL_OutOfMemory();
}
}
if (nbuttons > 0) {
hwdata->buttons = SDL_calloc(nbuttons, sizeof(Uint8));
if (!hwdata->buttons) {
VIRTUAL_FreeHWData(hwdata);
return SDL_OutOfMemory();
}
}
if (nhats > 0) {
hwdata->hats = SDL_calloc(nhats, sizeof(Uint8));
if (!hwdata->hats) {
VIRTUAL_FreeHWData(hwdata);
return SDL_OutOfMemory();
}
}
/* Allocate an instance ID for this device */
hwdata->instance_id = SDL_GetNextJoystickInstanceID();
/* Add virtual joystick to SDL-global lists */
hwdata->next = g_VJoys;
g_VJoys = hwdata;
SDL_PrivateJoystickAdded(hwdata->instance_id);
/* Return the new virtual-device's index */
device_index = SDL_JoystickGetDeviceIndexFromInstanceID(hwdata->instance_id);
return device_index;
}
int
SDL_JoystickDetachVirtualInner(int device_index)
{
SDL_JoystickID instance_id;
joystick_hwdata *hwdata = VIRTUAL_HWDataForIndex(device_index);
if (!hwdata) {
return SDL_SetError("Virtual joystick data not found");
}
instance_id = hwdata->instance_id;
VIRTUAL_FreeHWData(hwdata);
SDL_PrivateJoystickRemoved(instance_id);
return 0;
}
int
SDL_JoystickSetVirtualAxisInner(SDL_Joystick * joystick, int axis, Sint16 value)
{
joystick_hwdata *hwdata;
SDL_LockJoysticks();
if (!joystick || !joystick->hwdata) {
SDL_UnlockJoysticks();
return SDL_SetError("Invalid joystick");
}
hwdata = (joystick_hwdata *)joystick->hwdata;
if (axis < 0 || axis >= hwdata->nbuttons) {
SDL_UnlockJoysticks();
return SDL_SetError("Invalid axis index");
}
hwdata->axes[axis] = value;
SDL_UnlockJoysticks();
return 0;
}
int
SDL_JoystickSetVirtualButtonInner(SDL_Joystick * joystick, int button, Uint8 value)
{
joystick_hwdata *hwdata;
SDL_LockJoysticks();
if (!joystick || !joystick->hwdata) {
SDL_UnlockJoysticks();
return SDL_SetError("Invalid joystick");
}
hwdata = (joystick_hwdata *)joystick->hwdata;
if (button < 0 || button >= hwdata->nbuttons) {
SDL_UnlockJoysticks();
return SDL_SetError("Invalid button index");
}
hwdata->buttons[button] = value;
SDL_UnlockJoysticks();
return 0;
}
int
SDL_JoystickSetVirtualHatInner(SDL_Joystick * joystick, int hat, Uint8 value)
{
joystick_hwdata *hwdata;
SDL_LockJoysticks();
if (!joystick || !joystick->hwdata) {
SDL_UnlockJoysticks();
return SDL_SetError("Invalid joystick");
}
hwdata = (joystick_hwdata *)joystick->hwdata;
if (hat < 0 || hat >= hwdata->nbuttons) {
SDL_UnlockJoysticks();
return SDL_SetError("Invalid hat index");
}
hwdata->hats[hat] = value;
SDL_UnlockJoysticks();
return 0;
}
static int
VIRTUAL_JoystickInit(void)
{
return 0;
}
static int
VIRTUAL_JoystickGetCount(void)
{
int count = 0;
joystick_hwdata *cur = g_VJoys;
while (cur) {
++count;
cur = cur->next;
}
return count;
}
static void
VIRTUAL_JoystickDetect(void)
{
}
static const char *
VIRTUAL_JoystickGetDeviceName(int device_index)
{
joystick_hwdata *hwdata = VIRTUAL_HWDataForIndex(device_index);
if (!hwdata) {
return NULL;
}
return hwdata->name ? hwdata->name : "";
}
static int
VIRTUAL_JoystickGetDevicePlayerIndex(int device_index)
{
return -1;
}
static void
VIRTUAL_JoystickSetDevicePlayerIndex(int device_index, int player_index)
{
}
static SDL_JoystickGUID
VIRTUAL_JoystickGetDeviceGUID(int device_index)
{
joystick_hwdata *hwdata = VIRTUAL_HWDataForIndex(device_index);
if (!hwdata) {
SDL_JoystickGUID guid;
SDL_zero(guid);
return guid;
}
return hwdata->guid;
}
static SDL_JoystickID
VIRTUAL_JoystickGetDeviceInstanceID(int device_index)
{
joystick_hwdata *hwdata = VIRTUAL_HWDataForIndex(device_index);
if (!hwdata) {
return -1;
}
return hwdata->instance_id;
}
static int
VIRTUAL_JoystickOpen(SDL_Joystick * joystick, int device_index)
{
joystick_hwdata *hwdata = VIRTUAL_HWDataForIndex(device_index);
if (!hwdata) {
return SDL_SetError("No such device");
}
if (hwdata->opened) {
return SDL_SetError("Joystick already opened");
}
joystick->instance_id = hwdata->instance_id;
joystick->hwdata = hwdata;
joystick->naxes = hwdata->naxes;
joystick->nbuttons = hwdata->nbuttons;
joystick->nhats = hwdata->nhats;
hwdata->opened = SDL_TRUE;
return 0;
}
static int
VIRTUAL_JoystickRumble(SDL_Joystick * joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble)
{
return SDL_Unsupported();
}
static void
VIRTUAL_JoystickUpdate(SDL_Joystick * joystick)
{
joystick_hwdata *hwdata;
int i;
if (!joystick) {
return;
}
if (!joystick->hwdata) {
return;
}
hwdata = (joystick_hwdata *)joystick->hwdata;
for (i = 0; i < hwdata->naxes; ++i) {
SDL_PrivateJoystickAxis(joystick, i, hwdata->axes[i]);
}
for (i = 0; i < hwdata->nbuttons; ++i) {
SDL_PrivateJoystickButton(joystick, i, hwdata->buttons[i]);
}
for (i = 0; i < hwdata->nhats; ++i) {
SDL_PrivateJoystickHat(joystick, i, hwdata->hats[i]);
}
}
static void
VIRTUAL_JoystickClose(SDL_Joystick * joystick)
{
joystick_hwdata *hwdata;
if (!joystick) {
return;
}
if (!joystick->hwdata) {
return;
}
hwdata = (joystick_hwdata *)joystick->hwdata;
hwdata->opened = SDL_FALSE;
}
static void
VIRTUAL_JoystickQuit(void)
{
while (g_VJoys) {
VIRTUAL_FreeHWData(g_VJoys);
}
}
static SDL_bool
VIRTUAL_JoystickGetGamepadMapping(int device_index, SDL_GamepadMapping *out)
{
return SDL_FALSE;
}
SDL_JoystickDriver SDL_VIRTUAL_JoystickDriver =
{
VIRTUAL_JoystickInit,
VIRTUAL_JoystickGetCount,
VIRTUAL_JoystickDetect,
VIRTUAL_JoystickGetDeviceName,
VIRTUAL_JoystickGetDevicePlayerIndex,
VIRTUAL_JoystickSetDevicePlayerIndex,
VIRTUAL_JoystickGetDeviceGUID,
VIRTUAL_JoystickGetDeviceInstanceID,
VIRTUAL_JoystickOpen,
VIRTUAL_JoystickRumble,
VIRTUAL_JoystickUpdate,
VIRTUAL_JoystickClose,
VIRTUAL_JoystickQuit,
VIRTUAL_JoystickGetGamepadMapping
};
#endif /* SDL_JOYSTICK_VIRTUAL || SDL_JOYSTICK_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/joystick/virtual/SDL_virtualjoystick.c | C | apache-2.0 | 9,691 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#ifndef SDL_VIRTUALJOYSTICK_C_H
#define SDL_VIRTUALJOYSTICK_C_H
#if SDL_JOYSTICK_VIRTUAL
#include "SDL_joystick.h"
/**
* Data for a virtual, software-only joystick.
*/
typedef struct joystick_hwdata
{
SDL_JoystickType type;
SDL_bool attached;
const char *name;
SDL_JoystickGUID guid;
int naxes;
Sint16 *axes;
int nbuttons;
Uint8 *buttons;
int nhats;
Uint8 *hats;
SDL_JoystickID instance_id;
SDL_bool opened;
struct joystick_hwdata *next;
} joystick_hwdata;
int SDL_JoystickAttachVirtualInner(SDL_JoystickType type,
int naxes,
int nbuttons,
int nhats);
int SDL_JoystickDetachVirtualInner(int device_index);
int SDL_JoystickSetVirtualAxisInner(SDL_Joystick * joystick, int axis, Sint16 value);
int SDL_JoystickSetVirtualButtonInner(SDL_Joystick * joystick, int button, Uint8 value);
int SDL_JoystickSetVirtualHatInner(SDL_Joystick * joystick, int hat, Uint8 value);
#endif /* SDL_JOYSTICK_VIRTUAL */
#endif /* SDL_VIRTUALJOYSTICK_C_H */
| YifuLiu/AliOS-Things | components/SDL2/src/joystick/virtual/SDL_virtualjoystick_c.h | C | apache-2.0 | 2,075 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#include "../SDL_sysjoystick.h"
#if SDL_JOYSTICK_DINPUT
#include "SDL_windowsjoystick_c.h"
#include "SDL_dinputjoystick_c.h"
#include "SDL_rawinputjoystick_c.h"
#include "SDL_xinputjoystick_c.h"
#include "../hidapi/SDL_hidapijoystick_c.h"
#ifndef DIDFT_OPTIONAL
#define DIDFT_OPTIONAL 0x80000000
#endif
#define INPUT_QSIZE 32 /* Buffer up to 32 input messages */
#define JOY_AXIS_THRESHOLD (((SDL_JOYSTICK_AXIS_MAX)-(SDL_JOYSTICK_AXIS_MIN))/100) /* 1% motion */
#define CONVERT_MAGNITUDE(x) (((x)*10000) / 0x7FFF)
/* external variables referenced. */
extern HWND SDL_HelperWindow;
/* local variables */
static SDL_bool coinitialized = SDL_FALSE;
static LPDIRECTINPUT8 dinput = NULL;
static PRAWINPUTDEVICELIST SDL_RawDevList = NULL;
static UINT SDL_RawDevListCount = 0;
/* Taken from Wine - Thanks! */
static DIOBJECTDATAFORMAT dfDIJoystick2[] = {
{ &GUID_XAxis, DIJOFS_X, DIDFT_OPTIONAL | DIDFT_AXIS | DIDFT_ANYINSTANCE, 0 },
{ &GUID_YAxis, DIJOFS_Y, DIDFT_OPTIONAL | DIDFT_AXIS | DIDFT_ANYINSTANCE, 0 },
{ &GUID_ZAxis, DIJOFS_Z, DIDFT_OPTIONAL | DIDFT_AXIS | DIDFT_ANYINSTANCE, 0 },
{ &GUID_RxAxis, DIJOFS_RX, DIDFT_OPTIONAL | DIDFT_AXIS | DIDFT_ANYINSTANCE, 0 },
{ &GUID_RyAxis, DIJOFS_RY, DIDFT_OPTIONAL | DIDFT_AXIS | DIDFT_ANYINSTANCE, 0 },
{ &GUID_RzAxis, DIJOFS_RZ, DIDFT_OPTIONAL | DIDFT_AXIS | DIDFT_ANYINSTANCE, 0 },
{ &GUID_Slider, DIJOFS_SLIDER(0), DIDFT_OPTIONAL | DIDFT_AXIS | DIDFT_ANYINSTANCE, 0 },
{ &GUID_Slider, DIJOFS_SLIDER(1), DIDFT_OPTIONAL | DIDFT_AXIS | DIDFT_ANYINSTANCE, 0 },
{ &GUID_POV, DIJOFS_POV(0), DIDFT_OPTIONAL | DIDFT_POV | DIDFT_ANYINSTANCE, 0 },
{ &GUID_POV, DIJOFS_POV(1), DIDFT_OPTIONAL | DIDFT_POV | DIDFT_ANYINSTANCE, 0 },
{ &GUID_POV, DIJOFS_POV(2), DIDFT_OPTIONAL | DIDFT_POV | DIDFT_ANYINSTANCE, 0 },
{ &GUID_POV, DIJOFS_POV(3), DIDFT_OPTIONAL | DIDFT_POV | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(0), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(1), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(2), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(3), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(4), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(5), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(6), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(7), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(8), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(9), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(10), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(11), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(12), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(13), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(14), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(15), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(16), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(17), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(18), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(19), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(20), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(21), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(22), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(23), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(24), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(25), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(26), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(27), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(28), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(29), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(30), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(31), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(32), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(33), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(34), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(35), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(36), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(37), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(38), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(39), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(40), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(41), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(42), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(43), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(44), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(45), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(46), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(47), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(48), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(49), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(50), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(51), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(52), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(53), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(54), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(55), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(56), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(57), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(58), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(59), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(60), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(61), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(62), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(63), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(64), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(65), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(66), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(67), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(68), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(69), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(70), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(71), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(72), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(73), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(74), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(75), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(76), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(77), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(78), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(79), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(80), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(81), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(82), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(83), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(84), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(85), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(86), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(87), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(88), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(89), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(90), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(91), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(92), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(93), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(94), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(95), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(96), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(97), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(98), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(99), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(100), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(101), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(102), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(103), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(104), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(105), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(106), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(107), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(108), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(109), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(110), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(111), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(112), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(113), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(114), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(115), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(116), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(117), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(118), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(119), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(120), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(121), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(122), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(123), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(124), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(125), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(126), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ NULL, DIJOFS_BUTTON(127), DIDFT_OPTIONAL | DIDFT_BUTTON | DIDFT_ANYINSTANCE, 0 },
{ &GUID_XAxis, FIELD_OFFSET(DIJOYSTATE2, lVX), DIDFT_OPTIONAL | DIDFT_AXIS | DIDFT_ANYINSTANCE, 0 },
{ &GUID_YAxis, FIELD_OFFSET(DIJOYSTATE2, lVY), DIDFT_OPTIONAL | DIDFT_AXIS | DIDFT_ANYINSTANCE, 0 },
{ &GUID_ZAxis, FIELD_OFFSET(DIJOYSTATE2, lVZ), DIDFT_OPTIONAL | DIDFT_AXIS | DIDFT_ANYINSTANCE, 0 },
{ &GUID_RxAxis, FIELD_OFFSET(DIJOYSTATE2, lVRx), DIDFT_OPTIONAL | DIDFT_AXIS | DIDFT_ANYINSTANCE, 0 },
{ &GUID_RyAxis, FIELD_OFFSET(DIJOYSTATE2, lVRy), DIDFT_OPTIONAL | DIDFT_AXIS | DIDFT_ANYINSTANCE, 0 },
{ &GUID_RzAxis, FIELD_OFFSET(DIJOYSTATE2, lVRz), DIDFT_OPTIONAL | DIDFT_AXIS | DIDFT_ANYINSTANCE, 0 },
{ &GUID_Slider, FIELD_OFFSET(DIJOYSTATE2, rglVSlider[0]), DIDFT_OPTIONAL | DIDFT_AXIS | DIDFT_ANYINSTANCE, 0 },
{ &GUID_Slider, FIELD_OFFSET(DIJOYSTATE2, rglVSlider[1]), DIDFT_OPTIONAL | DIDFT_AXIS | DIDFT_ANYINSTANCE, 0 },
{ &GUID_XAxis, FIELD_OFFSET(DIJOYSTATE2, lAX), DIDFT_OPTIONAL | DIDFT_AXIS | DIDFT_ANYINSTANCE, 0 },
{ &GUID_YAxis, FIELD_OFFSET(DIJOYSTATE2, lAY), DIDFT_OPTIONAL | DIDFT_AXIS | DIDFT_ANYINSTANCE, 0 },
{ &GUID_ZAxis, FIELD_OFFSET(DIJOYSTATE2, lAZ), DIDFT_OPTIONAL | DIDFT_AXIS | DIDFT_ANYINSTANCE, 0 },
{ &GUID_RxAxis, FIELD_OFFSET(DIJOYSTATE2, lARx), DIDFT_OPTIONAL | DIDFT_AXIS | DIDFT_ANYINSTANCE, 0 },
{ &GUID_RyAxis, FIELD_OFFSET(DIJOYSTATE2, lARy), DIDFT_OPTIONAL | DIDFT_AXIS | DIDFT_ANYINSTANCE, 0 },
{ &GUID_RzAxis, FIELD_OFFSET(DIJOYSTATE2, lARz), DIDFT_OPTIONAL | DIDFT_AXIS | DIDFT_ANYINSTANCE, 0 },
{ &GUID_Slider, FIELD_OFFSET(DIJOYSTATE2, rglASlider[0]), DIDFT_OPTIONAL | DIDFT_AXIS | DIDFT_ANYINSTANCE, 0 },
{ &GUID_Slider, FIELD_OFFSET(DIJOYSTATE2, rglASlider[1]), DIDFT_OPTIONAL | DIDFT_AXIS | DIDFT_ANYINSTANCE, 0 },
{ &GUID_XAxis, FIELD_OFFSET(DIJOYSTATE2, lFX), DIDFT_OPTIONAL | DIDFT_AXIS | DIDFT_ANYINSTANCE, 0 },
{ &GUID_YAxis, FIELD_OFFSET(DIJOYSTATE2, lFY), DIDFT_OPTIONAL | DIDFT_AXIS | DIDFT_ANYINSTANCE, 0 },
{ &GUID_ZAxis, FIELD_OFFSET(DIJOYSTATE2, lFZ), DIDFT_OPTIONAL | DIDFT_AXIS | DIDFT_ANYINSTANCE, 0 },
{ &GUID_RxAxis, FIELD_OFFSET(DIJOYSTATE2, lFRx), DIDFT_OPTIONAL | DIDFT_AXIS | DIDFT_ANYINSTANCE, 0 },
{ &GUID_RyAxis, FIELD_OFFSET(DIJOYSTATE2, lFRy), DIDFT_OPTIONAL | DIDFT_AXIS | DIDFT_ANYINSTANCE, 0 },
{ &GUID_RzAxis, FIELD_OFFSET(DIJOYSTATE2, lFRz), DIDFT_OPTIONAL | DIDFT_AXIS | DIDFT_ANYINSTANCE, 0 },
{ &GUID_Slider, FIELD_OFFSET(DIJOYSTATE2, rglFSlider[0]), DIDFT_OPTIONAL | DIDFT_AXIS | DIDFT_ANYINSTANCE, 0 },
{ &GUID_Slider, FIELD_OFFSET(DIJOYSTATE2, rglFSlider[1]), DIDFT_OPTIONAL | DIDFT_AXIS | DIDFT_ANYINSTANCE, 0 },
};
const DIDATAFORMAT SDL_c_dfDIJoystick2 = {
sizeof(DIDATAFORMAT),
sizeof(DIOBJECTDATAFORMAT),
DIDF_ABSAXIS,
sizeof(DIJOYSTATE2),
SDL_arraysize(dfDIJoystick2),
dfDIJoystick2
};
/* Convert a DirectInput return code to a text message */
static int
SetDIerror(const char *function, HRESULT code)
{
return SDL_SetError("%s() DirectX error 0x%8.8lx", function, code);
}
#if 0 /* Microsoft recommended implementation, but slower than checking raw devices */
#define COBJMACROS
#include <wbemidl.h>
#include <oleauto.h>
static const IID CLSID_WbemLocator = { 0x4590f811, 0x1d3a, 0x11d0,{ 0x89, 0x1f, 0x00, 0xaa, 0x00, 0x4b, 0x2e, 0x24 } };
static const IID IID_IWbemLocator = { 0xdc12a687, 0x737f, 0x11cf,{ 0x88, 0x4d, 0x00, 0xaa, 0x00, 0x4b, 0x2e, 0x24 } };
static SDL_bool
WIN_IsXInputDevice(const WCHAR *name, const GUID* pGuidProductFromDirectInput)
{
IWbemLocator* pIWbemLocator = NULL;
IEnumWbemClassObject* pEnumDevices = NULL;
IWbemClassObject* pDevices[20];
IWbemServices* pIWbemServices = NULL;
BSTR bstrNamespace = NULL;
BSTR bstrDeviceID = NULL;
BSTR bstrClassName = NULL;
DWORD uReturned = 0;
SDL_bool bIsXinputDevice = SDL_FALSE;
UINT iDevice = 0;
VARIANT var;
HRESULT hr;
if (!SDL_XINPUT_Enabled()) {
return SDL_FALSE;
}
if (SDL_wcsstr(name, L" XINPUT ") != NULL) {
/* This is a duplicate interface for a controller that will show up with XInput,
e.g. Xbox One Elite Series 2 in Bluetooth mode.
*/
return SDL_TRUE;
}
SDL_zeroa(pDevices);
// Create WMI
hr = CoCreateInstance(&CLSID_WbemLocator,
NULL,
CLSCTX_INPROC_SERVER,
&IID_IWbemLocator,
(LPVOID*)&pIWbemLocator);
if (FAILED(hr) || pIWbemLocator == NULL)
goto LCleanup;
bstrNamespace = SysAllocString(L"\\\\.\\root\\cimv2"); if (bstrNamespace == NULL) goto LCleanup;
bstrClassName = SysAllocString(L"Win32_PNPEntity"); if (bstrClassName == NULL) goto LCleanup;
bstrDeviceID = SysAllocString(L"DeviceID"); if (bstrDeviceID == NULL) goto LCleanup;
// Connect to WMI
hr = IWbemLocator_ConnectServer(pIWbemLocator, bstrNamespace, NULL, NULL, 0L,
0L, NULL, NULL, &pIWbemServices);
if (FAILED(hr) || pIWbemServices == NULL) {
goto LCleanup;
}
// Switch security level to IMPERSONATE.
CoSetProxyBlanket((IUnknown *)pIWbemServices, RPC_C_AUTHN_WINNT, RPC_C_AUTHZ_NONE, NULL,
RPC_C_AUTHN_LEVEL_CALL, RPC_C_IMP_LEVEL_IMPERSONATE, NULL, EOAC_NONE);
hr = IWbemServices_CreateInstanceEnum(pIWbemServices, bstrClassName, 0, NULL, &pEnumDevices);
if (FAILED(hr) || pEnumDevices == NULL)
goto LCleanup;
// Loop over all devices
for (;;) {
// Get 20 at a time
hr = IEnumWbemClassObject_Next(pEnumDevices, 10000, SDL_arraysize(pDevices), pDevices, &uReturned);
if (FAILED(hr)) {
goto LCleanup;
}
if (uReturned == 0) {
break;
}
for (iDevice = 0; iDevice < uReturned; iDevice++) {
// For each device, get its device ID
hr = IWbemClassObject_Get(pDevices[iDevice], bstrDeviceID, 0L, &var, NULL, NULL);
if (SUCCEEDED(hr) && var.vt == VT_BSTR && var.bstrVal != NULL) {
// Check if the device ID contains "IG_". If it does, then it's an XInput device
// This information can not be found from DirectInput
if (SDL_wcsstr(var.bstrVal, L"IG_")) {
char *bstrVal = WIN_StringToUTF8(var.bstrVal);
// If it does, then get the VID/PID from var.bstrVal
DWORD dwPid = 0, dwVid = 0, dwVidPid;
const char *strVid, *strPid;
strVid = SDL_strstr(bstrVal, "VID_");
if (strVid && SDL_sscanf(strVid, "VID_%4X", &dwVid) != 1)
dwVid = 0;
strPid = SDL_strstr(bstrVal, "PID_");
if (strPid && SDL_sscanf(strPid, "PID_%4X", &dwPid) != 1)
dwPid = 0;
SDL_free(bstrVal);
// Compare the VID/PID to the DInput device
dwVidPid = MAKELONG(dwVid, dwPid);
if (dwVidPid == pGuidProductFromDirectInput->Data1) {
bIsXinputDevice = SDL_TRUE;
goto LCleanup;
}
}
}
IWbemClassObject_Release(pDevices[iDevice]);
}
}
LCleanup:
if (bstrNamespace) {
SysFreeString(bstrNamespace);
}
if (bstrDeviceID) {
SysFreeString(bstrDeviceID);
}
if (bstrClassName) {
SysFreeString(bstrClassName);
}
for (iDevice = 0; iDevice < SDL_arraysize(pDevices); iDevice++) {
if (pDevices[iDevice]) {
IWbemClassObject_Release(pDevices[iDevice]);
}
}
if (pEnumDevices) {
IEnumWbemClassObject_Release(pEnumDevices);
}
if (pIWbemLocator) {
IWbemLocator_Release(pIWbemLocator);
}
if (pIWbemServices) {
IWbemServices_Release(pIWbemServices);
}
return bIsXinputDevice;
}
#endif /* 0 */
static SDL_bool
SDL_IsXInputDevice(const WCHAR *name, const GUID* pGuidProductFromDirectInput)
{
UINT i;
if (!SDL_XINPUT_Enabled()) {
return SDL_FALSE;
}
if (SDL_wcsstr(name, L" XINPUT ") != NULL) {
/* This is a duplicate interface for a controller that will show up with XInput,
e.g. Xbox One Elite Series 2 in Bluetooth mode.
*/
return SDL_TRUE;
}
if (SDL_memcmp(&pGuidProductFromDirectInput->Data4[2], "PIDVID", 6) == 0) {
Uint16 vendor_id = (Uint16)LOWORD(pGuidProductFromDirectInput->Data1);
Uint16 product_id = (Uint16)HIWORD(pGuidProductFromDirectInput->Data1);
SDL_GameControllerType type = SDL_GetJoystickGameControllerType("", vendor_id, product_id, -1, 0, 0, 0);
if (type == SDL_CONTROLLER_TYPE_XBOX360 ||
type == SDL_CONTROLLER_TYPE_XBOXONE ||
(vendor_id == 0x28DE && product_id == 0x11FF)) {
return SDL_TRUE;
}
}
/* Go through RAWINPUT (WinXP and later) to find HID devices. */
/* Cache this if we end up using it. */
if (SDL_RawDevList == NULL) {
if ((GetRawInputDeviceList(NULL, &SDL_RawDevListCount, sizeof(RAWINPUTDEVICELIST)) == -1) || (!SDL_RawDevListCount)) {
return SDL_FALSE; /* oh well. */
}
SDL_RawDevList = (PRAWINPUTDEVICELIST)SDL_malloc(sizeof(RAWINPUTDEVICELIST) * SDL_RawDevListCount);
if (SDL_RawDevList == NULL) {
SDL_OutOfMemory();
return SDL_FALSE;
}
if (GetRawInputDeviceList(SDL_RawDevList, &SDL_RawDevListCount, sizeof(RAWINPUTDEVICELIST)) == -1) {
SDL_free(SDL_RawDevList);
SDL_RawDevList = NULL;
return SDL_FALSE; /* oh well. */
}
}
for (i = 0; i < SDL_RawDevListCount; i++) {
RID_DEVICE_INFO rdi;
char devName[128];
UINT rdiSize = sizeof(rdi);
UINT nameSize = SDL_arraysize(devName);
rdi.cbSize = sizeof(rdi);
if ((SDL_RawDevList[i].dwType == RIM_TYPEHID) &&
(GetRawInputDeviceInfoA(SDL_RawDevList[i].hDevice, RIDI_DEVICEINFO, &rdi, &rdiSize) != ((UINT)-1)) &&
(MAKELONG(rdi.hid.dwVendorId, rdi.hid.dwProductId) == ((LONG)pGuidProductFromDirectInput->Data1)) &&
(GetRawInputDeviceInfoA(SDL_RawDevList[i].hDevice, RIDI_DEVICENAME, devName, &nameSize) != ((UINT)-1)) &&
(SDL_strstr(devName, "IG_") != NULL)) {
return SDL_TRUE;
}
}
return SDL_FALSE;
}
void FreeRumbleEffectData(DIEFFECT *effect)
{
if (!effect) {
return;
}
SDL_free(effect->rgdwAxes);
SDL_free(effect->rglDirection);
SDL_free(effect->lpvTypeSpecificParams);
SDL_free(effect);
}
DIEFFECT *CreateRumbleEffectData(Sint16 magnitude)
{
DIEFFECT *effect;
DIPERIODIC *periodic;
/* Create the effect */
effect = (DIEFFECT *)SDL_calloc(1, sizeof(*effect));
if (!effect) {
return NULL;
}
effect->dwSize = sizeof(*effect);
effect->dwGain = 10000;
effect->dwFlags = DIEFF_OBJECTOFFSETS;
effect->dwDuration = SDL_MAX_RUMBLE_DURATION_MS * 1000; /* In microseconds. */
effect->dwTriggerButton = DIEB_NOTRIGGER;
effect->cAxes = 2;
effect->rgdwAxes = (DWORD *)SDL_calloc(effect->cAxes, sizeof(DWORD));
if (!effect->rgdwAxes) {
FreeRumbleEffectData(effect);
return NULL;
}
effect->rglDirection = (LONG *)SDL_calloc(effect->cAxes, sizeof(LONG));
if (!effect->rglDirection) {
FreeRumbleEffectData(effect);
return NULL;
}
effect->dwFlags |= DIEFF_CARTESIAN;
periodic = (DIPERIODIC *)SDL_calloc(1, sizeof(*periodic));
if (!periodic) {
FreeRumbleEffectData(effect);
return NULL;
}
periodic->dwMagnitude = CONVERT_MAGNITUDE(magnitude);
periodic->dwPeriod = 1000000;
effect->cbTypeSpecificParams = sizeof(*periodic);
effect->lpvTypeSpecificParams = periodic;
return effect;
}
int
SDL_DINPUT_JoystickInit(void)
{
HRESULT result;
HINSTANCE instance;
result = WIN_CoInitialize();
if (FAILED(result)) {
return SetDIerror("CoInitialize", result);
}
coinitialized = SDL_TRUE;
result = CoCreateInstance(&CLSID_DirectInput8, NULL, CLSCTX_INPROC_SERVER,
&IID_IDirectInput8, (LPVOID *)&dinput);
if (FAILED(result)) {
return SetDIerror("CoCreateInstance", result);
}
/* Because we used CoCreateInstance, we need to Initialize it, first. */
instance = GetModuleHandle(NULL);
if (instance == NULL) {
return SDL_SetError("GetModuleHandle() failed with error code %lu.", GetLastError());
}
result = IDirectInput8_Initialize(dinput, instance, DIRECTINPUT_VERSION);
if (FAILED(result)) {
return SetDIerror("IDirectInput::Initialize", result);
}
return 0;
}
/* helper function for direct input, gets called for each connected joystick */
static BOOL CALLBACK
EnumJoysticksCallback(const DIDEVICEINSTANCE * pdidInstance, VOID * pContext)
{
JoyStick_DeviceData *pNewJoystick;
JoyStick_DeviceData *pPrevJoystick = NULL;
const DWORD devtype = (pdidInstance->dwDevType & 0xFF);
Uint16 *guid16;
Uint16 vendor = 0;
Uint16 product = 0;
Uint16 version = 0;
WCHAR hidPath[MAX_PATH];
char *name;
if (devtype == DI8DEVTYPE_SUPPLEMENTAL) {
/* Add any supplemental devices that should be ignored here */
#define MAKE_TABLE_ENTRY(VID, PID) ((((DWORD)PID)<<16)|VID)
static DWORD ignored_devices[] = {
MAKE_TABLE_ENTRY(0, 0)
};
#undef MAKE_TABLE_ENTRY
unsigned int i;
for (i = 0; i < SDL_arraysize(ignored_devices); ++i) {
if (pdidInstance->guidProduct.Data1 == ignored_devices[i]) {
return DIENUM_CONTINUE;
}
}
}
if (SDL_IsXInputDevice(pdidInstance->tszProductName, &pdidInstance->guidProduct)) {
return DIENUM_CONTINUE; /* ignore XInput devices here, keep going. */
}
{
HRESULT result;
LPDIRECTINPUTDEVICE8 device;
LPDIRECTINPUTDEVICE8 InputDevice;
DIPROPGUIDANDPATH dipdw2;
result = IDirectInput8_CreateDevice(dinput, &(pdidInstance->guidInstance), &device, NULL);
if (FAILED(result)) {
return DIENUM_CONTINUE; /* better luck next time? */
}
/* Now get the IDirectInputDevice8 interface, instead. */
result = IDirectInputDevice8_QueryInterface(device, &IID_IDirectInputDevice8, (LPVOID *)&InputDevice);
/* We are done with this object. Use the stored one from now on. */
IDirectInputDevice8_Release(device);
if (FAILED(result)) {
return DIENUM_CONTINUE; /* better luck next time? */
}
dipdw2.diph.dwSize = sizeof(dipdw2);
dipdw2.diph.dwHeaderSize = sizeof(dipdw2.diph);
dipdw2.diph.dwObj = 0; // device property
dipdw2.diph.dwHow = DIPH_DEVICE;
result = IDirectInputDevice8_GetProperty(InputDevice, DIPROP_GUIDANDPATH, &dipdw2.diph);
IDirectInputDevice8_Release(InputDevice);
if (FAILED(result)) {
return DIENUM_CONTINUE; /* better luck next time? */
}
/* Get device path, compare that instead of GUID, additionally update GUIDs of joysticks with matching paths, in case they're not open yet. */
SDL_wcslcpy(hidPath, dipdw2.wszPath, SDL_arraysize(hidPath));
}
pNewJoystick = *(JoyStick_DeviceData **)pContext;
while (pNewJoystick) {
if (SDL_wcscmp(pNewJoystick->hidPath, hidPath) == 0) {
/* if we are replacing the front of the list then update it */
if (pNewJoystick == *(JoyStick_DeviceData **)pContext) {
*(JoyStick_DeviceData **)pContext = pNewJoystick->pNext;
} else if (pPrevJoystick) {
pPrevJoystick->pNext = pNewJoystick->pNext;
}
// Update with new guid/etc, if it has changed
pNewJoystick->dxdevice = *pdidInstance;
pNewJoystick->pNext = SYS_Joystick;
SYS_Joystick = pNewJoystick;
return DIENUM_CONTINUE; /* already have this joystick loaded, just keep going */
}
pPrevJoystick = pNewJoystick;
pNewJoystick = pNewJoystick->pNext;
}
pNewJoystick = (JoyStick_DeviceData *)SDL_malloc(sizeof(JoyStick_DeviceData));
if (!pNewJoystick) {
return DIENUM_CONTINUE; /* better luck next time? */
}
SDL_zerop(pNewJoystick);
SDL_wcslcpy(pNewJoystick->hidPath, hidPath, SDL_arraysize(pNewJoystick->hidPath));
SDL_memcpy(&pNewJoystick->dxdevice, pdidInstance, sizeof(DIDEVICEINSTANCE));
SDL_memset(pNewJoystick->guid.data, 0, sizeof(pNewJoystick->guid.data));
if (SDL_memcmp(&pdidInstance->guidProduct.Data4[2], "PIDVID", 6) == 0) {
vendor = (Uint16)LOWORD(pdidInstance->guidProduct.Data1);
product = (Uint16)HIWORD(pdidInstance->guidProduct.Data1);
}
name = WIN_StringToUTF8(pdidInstance->tszProductName);
pNewJoystick->joystickname = SDL_CreateJoystickName(vendor, product, NULL, name);
SDL_free(name);
if (!pNewJoystick->joystickname) {
SDL_free(pNewJoystick);
return DIENUM_CONTINUE; /* better luck next time? */
}
guid16 = (Uint16 *)pNewJoystick->guid.data;
if (SDL_memcmp(&pdidInstance->guidProduct.Data4[2], "PIDVID", 6) == 0) {
*guid16++ = SDL_SwapLE16(SDL_HARDWARE_BUS_USB);
*guid16++ = 0;
*guid16++ = SDL_SwapLE16(vendor);
*guid16++ = 0;
*guid16++ = SDL_SwapLE16(product);
*guid16++ = 0;
*guid16++ = SDL_SwapLE16(version);
*guid16++ = 0;
} else {
*guid16++ = SDL_SwapLE16(SDL_HARDWARE_BUS_BLUETOOTH);
*guid16++ = 0;
SDL_strlcpy((char*)guid16, pNewJoystick->joystickname, sizeof(pNewJoystick->guid.data) - 4);
}
if (SDL_ShouldIgnoreJoystick(pNewJoystick->joystickname, pNewJoystick->guid)) {
SDL_free(pNewJoystick->joystickname);
SDL_free(pNewJoystick);
return DIENUM_CONTINUE;
}
#ifdef SDL_JOYSTICK_HIDAPI
if (HIDAPI_IsDevicePresent(vendor, product, 0, pNewJoystick->joystickname)) {
/* The HIDAPI driver is taking care of this device */
SDL_free(pNewJoystick->joystickname);
SDL_free(pNewJoystick);
return DIENUM_CONTINUE;
}
#endif
#ifdef SDL_JOYSTICK_RAWINPUT
if (RAWINPUT_IsDevicePresent(vendor, product, 0)) {
/* The RAWINPUT driver is taking care of this device */
SDL_free(pNewJoystick);
return DIENUM_CONTINUE;
}
#endif
WINDOWS_AddJoystickDevice(pNewJoystick);
return DIENUM_CONTINUE; /* get next device, please */
}
void
SDL_DINPUT_JoystickDetect(JoyStick_DeviceData **pContext)
{
IDirectInput8_EnumDevices(dinput, DI8DEVCLASS_GAMECTRL, EnumJoysticksCallback, pContext, DIEDFL_ATTACHEDONLY);
if (SDL_RawDevList) {
SDL_free(SDL_RawDevList); /* in case we used this in DirectInput detection */
SDL_RawDevList = NULL;
}
SDL_RawDevListCount = 0;
}
typedef struct
{
Uint16 vendor;
Uint16 product;
Uint16 version;
SDL_bool present;
} EnumJoystickPresentData;
static BOOL CALLBACK
EnumJoystickPresentCallback(const DIDEVICEINSTANCE * pdidInstance, VOID * pContext)
{
EnumJoystickPresentData *data = (EnumJoystickPresentData *)pContext;
Uint16 vendor = 0;
Uint16 product = 0;
Uint16 version = 0;
if (SDL_memcmp(&pdidInstance->guidProduct.Data4[2], "PIDVID", 6) == 0) {
vendor = (Uint16)LOWORD(pdidInstance->guidProduct.Data1);
product = (Uint16)HIWORD(pdidInstance->guidProduct.Data1);
if (data->vendor == vendor && data->product == product && data->version == version) {
data->present = SDL_TRUE;
return DIENUM_STOP;
}
}
return DIENUM_CONTINUE;
}
SDL_bool
SDL_DINPUT_JoystickPresent(Uint16 vendor, Uint16 product, Uint16 version)
{
EnumJoystickPresentData data;
data.vendor = vendor;
data.product = product;
data.version = version;
data.present = SDL_FALSE;
IDirectInput8_EnumDevices(dinput, DI8DEVCLASS_GAMECTRL, EnumJoystickPresentCallback, &data, DIEDFL_ATTACHEDONLY);
return data.present;
}
static BOOL CALLBACK
EnumDevObjectsCallback(LPCDIDEVICEOBJECTINSTANCE dev, LPVOID pvRef)
{
SDL_Joystick *joystick = (SDL_Joystick *)pvRef;
HRESULT result;
input_t *in = &joystick->hwdata->Inputs[joystick->hwdata->NumInputs];
if (dev->dwType & DIDFT_BUTTON) {
in->type = BUTTON;
in->num = joystick->nbuttons;
in->ofs = DIJOFS_BUTTON(in->num);
joystick->nbuttons++;
} else if (dev->dwType & DIDFT_POV) {
in->type = HAT;
in->num = joystick->nhats;
in->ofs = DIJOFS_POV(in->num);
joystick->nhats++;
} else if (dev->dwType & DIDFT_AXIS) {
DIPROPRANGE diprg;
DIPROPDWORD dilong;
in->type = AXIS;
in->num = joystick->naxes;
if (!SDL_memcmp(&dev->guidType, &GUID_XAxis, sizeof(dev->guidType)))
in->ofs = DIJOFS_X;
else if (!SDL_memcmp(&dev->guidType, &GUID_YAxis, sizeof(dev->guidType)))
in->ofs = DIJOFS_Y;
else if (!SDL_memcmp(&dev->guidType, &GUID_ZAxis, sizeof(dev->guidType)))
in->ofs = DIJOFS_Z;
else if (!SDL_memcmp(&dev->guidType, &GUID_RxAxis, sizeof(dev->guidType)))
in->ofs = DIJOFS_RX;
else if (!SDL_memcmp(&dev->guidType, &GUID_RyAxis, sizeof(dev->guidType)))
in->ofs = DIJOFS_RY;
else if (!SDL_memcmp(&dev->guidType, &GUID_RzAxis, sizeof(dev->guidType)))
in->ofs = DIJOFS_RZ;
else if (!SDL_memcmp(&dev->guidType, &GUID_Slider, sizeof(dev->guidType))) {
in->ofs = DIJOFS_SLIDER(joystick->hwdata->NumSliders);
++joystick->hwdata->NumSliders;
} else {
return DIENUM_CONTINUE; /* not an axis we can grok */
}
diprg.diph.dwSize = sizeof(diprg);
diprg.diph.dwHeaderSize = sizeof(diprg.diph);
diprg.diph.dwObj = dev->dwType;
diprg.diph.dwHow = DIPH_BYID;
diprg.lMin = SDL_JOYSTICK_AXIS_MIN;
diprg.lMax = SDL_JOYSTICK_AXIS_MAX;
result =
IDirectInputDevice8_SetProperty(joystick->hwdata->InputDevice,
DIPROP_RANGE, &diprg.diph);
if (FAILED(result)) {
return DIENUM_CONTINUE; /* don't use this axis */
}
/* Set dead zone to 0. */
dilong.diph.dwSize = sizeof(dilong);
dilong.diph.dwHeaderSize = sizeof(dilong.diph);
dilong.diph.dwObj = dev->dwType;
dilong.diph.dwHow = DIPH_BYID;
dilong.dwData = 0;
result =
IDirectInputDevice8_SetProperty(joystick->hwdata->InputDevice,
DIPROP_DEADZONE, &dilong.diph);
if (FAILED(result)) {
return DIENUM_CONTINUE; /* don't use this axis */
}
joystick->naxes++;
} else {
/* not supported at this time */
return DIENUM_CONTINUE;
}
joystick->hwdata->NumInputs++;
if (joystick->hwdata->NumInputs == MAX_INPUTS) {
return DIENUM_STOP; /* too many */
}
return DIENUM_CONTINUE;
}
/* Sort using the data offset into the DInput struct.
* This gives a reasonable ordering for the inputs.
*/
static int
SortDevFunc(const void *a, const void *b)
{
const input_t *inputA = (const input_t*)a;
const input_t *inputB = (const input_t*)b;
if (inputA->ofs < inputB->ofs)
return -1;
if (inputA->ofs > inputB->ofs)
return 1;
return 0;
}
/* Sort the input objects and recalculate the indices for each input. */
static void
SortDevObjects(SDL_Joystick *joystick)
{
input_t *inputs = joystick->hwdata->Inputs;
int nButtons = 0;
int nHats = 0;
int nAxis = 0;
int n;
SDL_qsort(inputs, joystick->hwdata->NumInputs, sizeof(input_t), SortDevFunc);
for (n = 0; n < joystick->hwdata->NumInputs; n++) {
switch (inputs[n].type) {
case BUTTON:
inputs[n].num = nButtons;
nButtons++;
break;
case HAT:
inputs[n].num = nHats;
nHats++;
break;
case AXIS:
inputs[n].num = nAxis;
nAxis++;
break;
}
}
}
int
SDL_DINPUT_JoystickOpen(SDL_Joystick * joystick, JoyStick_DeviceData *joystickdevice)
{
HRESULT result;
LPDIRECTINPUTDEVICE8 device;
DIPROPDWORD dipdw;
joystick->hwdata->buffered = SDL_TRUE;
joystick->hwdata->Capabilities.dwSize = sizeof(DIDEVCAPS);
SDL_zero(dipdw);
dipdw.diph.dwSize = sizeof(DIPROPDWORD);
dipdw.diph.dwHeaderSize = sizeof(DIPROPHEADER);
result =
IDirectInput8_CreateDevice(dinput,
&(joystickdevice->dxdevice.guidInstance), &device, NULL);
if (FAILED(result)) {
return SetDIerror("IDirectInput::CreateDevice", result);
}
/* Now get the IDirectInputDevice8 interface, instead. */
result = IDirectInputDevice8_QueryInterface(device,
&IID_IDirectInputDevice8,
(LPVOID *)& joystick->
hwdata->InputDevice);
/* We are done with this object. Use the stored one from now on. */
IDirectInputDevice8_Release(device);
if (FAILED(result)) {
return SetDIerror("IDirectInputDevice8::QueryInterface", result);
}
/* Acquire shared access. Exclusive access is required for forces,
* though. */
result =
IDirectInputDevice8_SetCooperativeLevel(joystick->hwdata->
InputDevice, SDL_HelperWindow,
DISCL_EXCLUSIVE |
DISCL_BACKGROUND);
if (FAILED(result)) {
return SetDIerror("IDirectInputDevice8::SetCooperativeLevel", result);
}
/* Use the extended data structure: DIJOYSTATE2. */
result =
IDirectInputDevice8_SetDataFormat(joystick->hwdata->InputDevice,
&SDL_c_dfDIJoystick2);
if (FAILED(result)) {
return SetDIerror("IDirectInputDevice8::SetDataFormat", result);
}
/* Get device capabilities */
result =
IDirectInputDevice8_GetCapabilities(joystick->hwdata->InputDevice,
&joystick->hwdata->Capabilities);
if (FAILED(result)) {
return SetDIerror("IDirectInputDevice8::GetCapabilities", result);
}
/* Force capable? */
if (joystick->hwdata->Capabilities.dwFlags & DIDC_FORCEFEEDBACK) {
result = IDirectInputDevice8_Acquire(joystick->hwdata->InputDevice);
if (FAILED(result)) {
return SetDIerror("IDirectInputDevice8::Acquire", result);
}
/* reset all actuators. */
result =
IDirectInputDevice8_SendForceFeedbackCommand(joystick->hwdata->
InputDevice,
DISFFC_RESET);
/* Not necessarily supported, ignore if not supported.
if (FAILED(result)) {
return SetDIerror("IDirectInputDevice8::SendForceFeedbackCommand", result);
}
*/
result = IDirectInputDevice8_Unacquire(joystick->hwdata->InputDevice);
if (FAILED(result)) {
return SetDIerror("IDirectInputDevice8::Unacquire", result);
}
/* Turn on auto-centering for a ForceFeedback device (until told
* otherwise). */
dipdw.diph.dwObj = 0;
dipdw.diph.dwHow = DIPH_DEVICE;
dipdw.dwData = DIPROPAUTOCENTER_ON;
result =
IDirectInputDevice8_SetProperty(joystick->hwdata->InputDevice,
DIPROP_AUTOCENTER, &dipdw.diph);
/* Not necessarily supported, ignore if not supported.
if (FAILED(result)) {
return SetDIerror("IDirectInputDevice8::SetProperty", result);
}
*/
}
/* What buttons and axes does it have? */
IDirectInputDevice8_EnumObjects(joystick->hwdata->InputDevice,
EnumDevObjectsCallback, joystick,
DIDFT_BUTTON | DIDFT_AXIS | DIDFT_POV);
/* Reorder the input objects. Some devices do not report the X axis as
* the first axis, for example. */
SortDevObjects(joystick);
dipdw.diph.dwObj = 0;
dipdw.diph.dwHow = DIPH_DEVICE;
dipdw.dwData = INPUT_QSIZE;
/* Set the buffer size */
result =
IDirectInputDevice8_SetProperty(joystick->hwdata->InputDevice,
DIPROP_BUFFERSIZE, &dipdw.diph);
if (result == DI_POLLEDDEVICE) {
/* This device doesn't support buffering, so we're forced
* to use less reliable polling. */
joystick->hwdata->buffered = SDL_FALSE;
} else if (FAILED(result)) {
return SetDIerror("IDirectInputDevice8::SetProperty", result);
}
return 0;
}
static int
SDL_DINPUT_JoystickInitRumble(SDL_Joystick * joystick, Sint16 magnitude)
{
HRESULT result;
/* Reset and then enable actuators */
result = IDirectInputDevice8_SendForceFeedbackCommand(joystick->hwdata->InputDevice, DISFFC_RESET);
if (result == DIERR_INPUTLOST || result == DIERR_NOTEXCLUSIVEACQUIRED) {
result = IDirectInputDevice8_Acquire(joystick->hwdata->InputDevice);
if (SUCCEEDED(result)) {
result = IDirectInputDevice8_SendForceFeedbackCommand(joystick->hwdata->InputDevice, DISFFC_RESET);
}
}
if (FAILED(result)) {
return SetDIerror("IDirectInputDevice8::SendForceFeedbackCommand(DISFFC_RESET)", result);
}
result = IDirectInputDevice8_SendForceFeedbackCommand(joystick->hwdata->InputDevice, DISFFC_SETACTUATORSON);
if (FAILED(result)) {
return SetDIerror("IDirectInputDevice8::SendForceFeedbackCommand(DISFFC_SETACTUATORSON)", result);
}
/* Create the effect */
joystick->hwdata->ffeffect = CreateRumbleEffectData(magnitude);
if (!joystick->hwdata->ffeffect) {
return SDL_OutOfMemory();
}
result = IDirectInputDevice8_CreateEffect(joystick->hwdata->InputDevice, &GUID_Sine,
joystick->hwdata->ffeffect, &joystick->hwdata->ffeffect_ref, NULL);
if (FAILED(result)) {
return SetDIerror("IDirectInputDevice8::CreateEffect", result);
}
return 0;
}
int
SDL_DINPUT_JoystickRumble(SDL_Joystick * joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble)
{
HRESULT result;
/* Scale and average the two rumble strengths */
Sint16 magnitude = (Sint16)(((low_frequency_rumble / 2) + (high_frequency_rumble / 2)) / 2);
if (!(joystick->hwdata->Capabilities.dwFlags & DIDC_FORCEFEEDBACK)) {
return SDL_Unsupported();
}
if (joystick->hwdata->ff_initialized) {
DIPERIODIC *periodic = ((DIPERIODIC *)joystick->hwdata->ffeffect->lpvTypeSpecificParams);
periodic->dwMagnitude = CONVERT_MAGNITUDE(magnitude);
result = IDirectInputEffect_SetParameters(joystick->hwdata->ffeffect_ref, joystick->hwdata->ffeffect, (DIEP_DURATION | DIEP_TYPESPECIFICPARAMS));
if (result == DIERR_INPUTLOST) {
result = IDirectInputDevice8_Acquire(joystick->hwdata->InputDevice);
if (SUCCEEDED(result)) {
result = IDirectInputEffect_SetParameters(joystick->hwdata->ffeffect_ref, joystick->hwdata->ffeffect, (DIEP_DURATION | DIEP_TYPESPECIFICPARAMS));
}
}
if (FAILED(result)) {
return SetDIerror("IDirectInputDevice8::SetParameters", result);
}
} else {
if (SDL_DINPUT_JoystickInitRumble(joystick, magnitude) < 0) {
return -1;
}
joystick->hwdata->ff_initialized = SDL_TRUE;
}
result = IDirectInputEffect_Start(joystick->hwdata->ffeffect_ref, 1, 0);
if (result == DIERR_INPUTLOST || result == DIERR_NOTEXCLUSIVEACQUIRED) {
result = IDirectInputDevice8_Acquire(joystick->hwdata->InputDevice);
if (SUCCEEDED(result)) {
result = IDirectInputEffect_Start(joystick->hwdata->ffeffect_ref, 1, 0);
}
}
if (FAILED(result)) {
return SetDIerror("IDirectInputDevice8::Start", result);
}
return 0;
}
static Uint8
TranslatePOV(DWORD value)
{
const int HAT_VALS[] = {
SDL_HAT_UP,
SDL_HAT_UP | SDL_HAT_RIGHT,
SDL_HAT_RIGHT,
SDL_HAT_DOWN | SDL_HAT_RIGHT,
SDL_HAT_DOWN,
SDL_HAT_DOWN | SDL_HAT_LEFT,
SDL_HAT_LEFT,
SDL_HAT_UP | SDL_HAT_LEFT
};
if (LOWORD(value) == 0xFFFF)
return SDL_HAT_CENTERED;
/* Round the value up: */
value += 4500 / 2;
value %= 36000;
value /= 4500;
if (value >= 8)
return SDL_HAT_CENTERED; /* shouldn't happen */
return HAT_VALS[value];
}
static void
UpdateDINPUTJoystickState_Buffered(SDL_Joystick * joystick)
{
int i;
HRESULT result;
DWORD numevents;
DIDEVICEOBJECTDATA evtbuf[INPUT_QSIZE];
numevents = INPUT_QSIZE;
result =
IDirectInputDevice8_GetDeviceData(joystick->hwdata->InputDevice,
sizeof(DIDEVICEOBJECTDATA), evtbuf,
&numevents, 0);
if (result == DIERR_INPUTLOST || result == DIERR_NOTACQUIRED) {
IDirectInputDevice8_Acquire(joystick->hwdata->InputDevice);
result =
IDirectInputDevice8_GetDeviceData(joystick->hwdata->InputDevice,
sizeof(DIDEVICEOBJECTDATA),
evtbuf, &numevents, 0);
}
/* Handle the events or punt */
if (FAILED(result)) {
return;
}
for (i = 0; i < (int)numevents; ++i) {
int j;
for (j = 0; j < joystick->hwdata->NumInputs; ++j) {
const input_t *in = &joystick->hwdata->Inputs[j];
if (evtbuf[i].dwOfs != in->ofs)
continue;
switch (in->type) {
case AXIS:
SDL_PrivateJoystickAxis(joystick, in->num, (Sint16)evtbuf[i].dwData);
break;
case BUTTON:
SDL_PrivateJoystickButton(joystick, in->num,
(Uint8)(evtbuf[i].dwData ? SDL_PRESSED : SDL_RELEASED));
break;
case HAT:
{
Uint8 pos = TranslatePOV(evtbuf[i].dwData);
SDL_PrivateJoystickHat(joystick, in->num, pos);
}
break;
}
}
}
}
/* Function to update the state of a joystick - called as a device poll.
* This function shouldn't update the joystick structure directly,
* but instead should call SDL_PrivateJoystick*() to deliver events
* and update joystick device state.
*/
static void
UpdateDINPUTJoystickState_Polled(SDL_Joystick * joystick)
{
DIJOYSTATE2 state;
HRESULT result;
int i;
result =
IDirectInputDevice8_GetDeviceState(joystick->hwdata->InputDevice,
sizeof(DIJOYSTATE2), &state);
if (result == DIERR_INPUTLOST || result == DIERR_NOTACQUIRED) {
IDirectInputDevice8_Acquire(joystick->hwdata->InputDevice);
result =
IDirectInputDevice8_GetDeviceState(joystick->hwdata->InputDevice,
sizeof(DIJOYSTATE2), &state);
}
if (result != DI_OK) {
return;
}
/* Set each known axis, button and POV. */
for (i = 0; i < joystick->hwdata->NumInputs; ++i) {
const input_t *in = &joystick->hwdata->Inputs[i];
switch (in->type) {
case AXIS:
switch (in->ofs) {
case DIJOFS_X:
SDL_PrivateJoystickAxis(joystick, in->num, (Sint16)state.lX);
break;
case DIJOFS_Y:
SDL_PrivateJoystickAxis(joystick, in->num, (Sint16)state.lY);
break;
case DIJOFS_Z:
SDL_PrivateJoystickAxis(joystick, in->num, (Sint16)state.lZ);
break;
case DIJOFS_RX:
SDL_PrivateJoystickAxis(joystick, in->num, (Sint16)state.lRx);
break;
case DIJOFS_RY:
SDL_PrivateJoystickAxis(joystick, in->num, (Sint16)state.lRy);
break;
case DIJOFS_RZ:
SDL_PrivateJoystickAxis(joystick, in->num, (Sint16)state.lRz);
break;
case DIJOFS_SLIDER(0):
SDL_PrivateJoystickAxis(joystick, in->num, (Sint16)state.rglSlider[0]);
break;
case DIJOFS_SLIDER(1):
SDL_PrivateJoystickAxis(joystick, in->num, (Sint16)state.rglSlider[1]);
break;
}
break;
case BUTTON:
SDL_PrivateJoystickButton(joystick, in->num,
(Uint8)(state.rgbButtons[in->ofs - DIJOFS_BUTTON0] ? SDL_PRESSED : SDL_RELEASED));
break;
case HAT:
{
Uint8 pos = TranslatePOV(state.rgdwPOV[in->ofs - DIJOFS_POV(0)]);
SDL_PrivateJoystickHat(joystick, in->num, pos);
break;
}
}
}
}
void
SDL_DINPUT_JoystickUpdate(SDL_Joystick * joystick)
{
HRESULT result;
result = IDirectInputDevice8_Poll(joystick->hwdata->InputDevice);
if (result == DIERR_INPUTLOST || result == DIERR_NOTACQUIRED) {
IDirectInputDevice8_Acquire(joystick->hwdata->InputDevice);
IDirectInputDevice8_Poll(joystick->hwdata->InputDevice);
}
if (joystick->hwdata->buffered) {
UpdateDINPUTJoystickState_Buffered(joystick);
} else {
UpdateDINPUTJoystickState_Polled(joystick);
}
}
void
SDL_DINPUT_JoystickClose(SDL_Joystick * joystick)
{
if (joystick->hwdata->ffeffect_ref) {
IDirectInputEffect_Unload(joystick->hwdata->ffeffect_ref);
joystick->hwdata->ffeffect_ref = NULL;
}
if (joystick->hwdata->ffeffect) {
FreeRumbleEffectData(joystick->hwdata->ffeffect);
joystick->hwdata->ffeffect = NULL;
}
IDirectInputDevice8_Unacquire(joystick->hwdata->InputDevice);
IDirectInputDevice8_Release(joystick->hwdata->InputDevice);
joystick->hwdata->ff_initialized = SDL_FALSE;
}
void
SDL_DINPUT_JoystickQuit(void)
{
if (dinput != NULL) {
IDirectInput8_Release(dinput);
dinput = NULL;
}
if (coinitialized) {
WIN_CoUninitialize();
coinitialized = SDL_FALSE;
}
}
#else /* !SDL_JOYSTICK_DINPUT */
typedef struct JoyStick_DeviceData JoyStick_DeviceData;
int
SDL_DINPUT_JoystickInit(void)
{
return 0;
}
void
SDL_DINPUT_JoystickDetect(JoyStick_DeviceData **pContext)
{
}
SDL_bool
SDL_DINPUT_JoystickPresent(Uint16 vendor, Uint16 product, Uint16 version)
{
return SDL_FALSE;
}
int
SDL_DINPUT_JoystickOpen(SDL_Joystick * joystick, JoyStick_DeviceData *joystickdevice)
{
return SDL_Unsupported();
}
int
SDL_DINPUT_JoystickRumble(SDL_Joystick * joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble)
{
return SDL_Unsupported();
}
void
SDL_DINPUT_JoystickUpdate(SDL_Joystick * joystick)
{
}
void
SDL_DINPUT_JoystickClose(SDL_Joystick * joystick)
{
}
void
SDL_DINPUT_JoystickQuit(void)
{
}
#endif /* SDL_JOYSTICK_DINPUT */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/joystick/windows/SDL_dinputjoystick.c | C | apache-2.0 | 52,979 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
extern int SDL_DINPUT_JoystickInit(void);
extern void SDL_DINPUT_JoystickDetect(JoyStick_DeviceData **pContext);
extern SDL_bool SDL_DINPUT_JoystickPresent(Uint16 vendor, Uint16 product, Uint16 version);
extern int SDL_DINPUT_JoystickOpen(SDL_Joystick * joystick, JoyStick_DeviceData *joystickdevice);
extern int SDL_DINPUT_JoystickRumble(SDL_Joystick * joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble);
extern void SDL_DINPUT_JoystickUpdate(SDL_Joystick * joystick);
extern void SDL_DINPUT_JoystickClose(SDL_Joystick * joystick);
extern void SDL_DINPUT_JoystickQuit(void);
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/joystick/windows/SDL_dinputjoystick_c.h | C | apache-2.0 | 1,602 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#ifdef SDL_JOYSTICK_WINMM
/* Win32 MultiMedia Joystick driver, contributed by Andrei de A. Formiga */
#include "../../core/windows/SDL_windows.h"
#include <mmsystem.h>
#include <regstr.h>
#include "SDL_events.h"
#include "SDL_joystick.h"
#include "../SDL_sysjoystick.h"
#include "../SDL_joystick_c.h"
#ifdef REGSTR_VAL_JOYOEMNAME
#undef REGSTR_VAL_JOYOEMNAME
#endif
#define REGSTR_VAL_JOYOEMNAME "OEMName"
#define MAX_JOYSTICKS 16
#define MAX_AXES 6 /* each joystick can have up to 6 axes */
#define MAX_BUTTONS 32 /* and 32 buttons */
#define JOY_BUTTON_FLAG(n) (1<<n)
/* array to hold joystick ID values */
static UINT SYS_JoystickID[MAX_JOYSTICKS];
static JOYCAPSA SYS_Joystick[MAX_JOYSTICKS];
static char *SYS_JoystickName[MAX_JOYSTICKS];
/* The private structure used to keep track of a joystick */
struct joystick_hwdata
{
/* joystick ID */
UINT id;
/* values used to translate device-specific coordinates into
SDL-standard ranges */
struct _transaxis
{
int offset;
float scale;
} transaxis[6];
};
/* Convert a Windows Multimedia API return code to a text message */
static void SetMMerror(char *function, int code);
static char *
GetJoystickName(int index, const char *szRegKey)
{
/* added 7/24/2004 by Eckhard Stolberg */
/*
see if there is a joystick for the current
index (1-16) listed in the registry
*/
char *name = NULL;
HKEY hTopKey;
HKEY hKey;
DWORD regsize;
LONG regresult;
char regkey[256];
char regvalue[256];
char regname[256];
SDL_snprintf(regkey, SDL_arraysize(regkey),
#ifdef UNICODE
"%S\\%s\\%S",
#else
"%s\\%s\\%s",
#endif
REGSTR_PATH_JOYCONFIG, szRegKey, REGSTR_KEY_JOYCURR);
hTopKey = HKEY_LOCAL_MACHINE;
regresult = RegOpenKeyExA(hTopKey, regkey, 0, KEY_READ, &hKey);
if (regresult != ERROR_SUCCESS) {
hTopKey = HKEY_CURRENT_USER;
regresult = RegOpenKeyExA(hTopKey, regkey, 0, KEY_READ, &hKey);
}
if (regresult != ERROR_SUCCESS) {
return NULL;
}
/* find the registry key name for the joystick's properties */
regsize = sizeof(regname);
SDL_snprintf(regvalue, SDL_arraysize(regvalue), "Joystick%d%s", index + 1,
REGSTR_VAL_JOYOEMNAME);
regresult =
RegQueryValueExA(hKey, regvalue, 0, 0, (LPBYTE) regname, ®size);
RegCloseKey(hKey);
if (regresult != ERROR_SUCCESS) {
return NULL;
}
/* open that registry key */
SDL_snprintf(regkey, SDL_arraysize(regkey),
#ifdef UNICODE
"%S\\%s",
#else
"%s\\%s",
#endif
REGSTR_PATH_JOYOEM, regname);
regresult = RegOpenKeyExA(hTopKey, regkey, 0, KEY_READ, &hKey);
if (regresult != ERROR_SUCCESS) {
return NULL;
}
/* find the size for the OEM name text */
regsize = sizeof(regvalue);
regresult =
RegQueryValueExA(hKey, REGSTR_VAL_JOYOEMNAME, 0, 0, NULL, ®size);
if (regresult == ERROR_SUCCESS) {
/* allocate enough memory for the OEM name text ... */
name = (char *) SDL_malloc(regsize);
if (name) {
/* ... and read it from the registry */
regresult = RegQueryValueExA(hKey,
REGSTR_VAL_JOYOEMNAME, 0, 0,
(LPBYTE) name, ®size);
}
}
RegCloseKey(hKey);
return (name);
}
static int SDL_SYS_numjoysticks = 0;
/* Function to scan the system for joysticks.
* Joystick 0 should be the system default joystick.
* It should return 0, or -1 on an unrecoverable fatal error.
*/
int
SDL_SYS_JoystickInit(void)
{
int i;
int maxdevs;
JOYINFOEX joyinfo;
JOYCAPSA joycaps;
MMRESULT result;
/* Reset the joystick ID & name mapping tables */
for (i = 0; i < MAX_JOYSTICKS; ++i) {
SYS_JoystickID[i] = 0;
SYS_JoystickName[i] = NULL;
}
/* Loop over all potential joystick devices */
SDL_SYS_numjoysticks = 0;
maxdevs = joyGetNumDevs();
for (i = JOYSTICKID1; i < maxdevs && SDL_SYS_numjoysticks < MAX_JOYSTICKS; ++i) {
joyinfo.dwSize = sizeof(joyinfo);
joyinfo.dwFlags = JOY_RETURNALL;
result = joyGetPosEx(i, &joyinfo);
if (result == JOYERR_NOERROR) {
result = joyGetDevCapsA(i, &joycaps, sizeof(joycaps));
if (result == JOYERR_NOERROR) {
SYS_JoystickID[SDL_SYS_numjoysticks] = i;
SYS_Joystick[SDL_SYS_numjoysticks] = joycaps;
SYS_JoystickName[SDL_SYS_numjoysticks] =
GetJoystickName(i, joycaps.szRegKey);
SDL_SYS_numjoysticks++;
}
}
}
return (SDL_SYS_numjoysticks);
}
int
SDL_SYS_NumJoysticks(void)
{
return SDL_SYS_numjoysticks;
}
void
SDL_SYS_JoystickDetect(void)
{
}
/* Function to get the device-dependent name of a joystick */
const char *
SDL_SYS_JoystickNameForDeviceIndex(int device_index)
{
if (SYS_JoystickName[device_index] != NULL) {
return (SYS_JoystickName[device_index]);
} else {
return (SYS_Joystick[device_index].szPname);
}
}
/* Function to perform the mapping from device index to the instance id for this index */
SDL_JoystickID SDL_SYS_GetInstanceIdOfDeviceIndex(int device_index)
{
return device_index;
}
/* Function to open a joystick for use.
The joystick to open is specified by the device index.
This should fill the nbuttons and naxes fields of the joystick structure.
It returns 0, or -1 if there is an error.
*/
int
SDL_SYS_JoystickOpen(SDL_Joystick * joystick, int device_index)
{
int index, i;
int caps_flags[MAX_AXES - 2] =
{ JOYCAPS_HASZ, JOYCAPS_HASR, JOYCAPS_HASU, JOYCAPS_HASV };
int axis_min[MAX_AXES], axis_max[MAX_AXES];
/* shortcut */
index = device_index;
axis_min[0] = SYS_Joystick[index].wXmin;
axis_max[0] = SYS_Joystick[index].wXmax;
axis_min[1] = SYS_Joystick[index].wYmin;
axis_max[1] = SYS_Joystick[index].wYmax;
axis_min[2] = SYS_Joystick[index].wZmin;
axis_max[2] = SYS_Joystick[index].wZmax;
axis_min[3] = SYS_Joystick[index].wRmin;
axis_max[3] = SYS_Joystick[index].wRmax;
axis_min[4] = SYS_Joystick[index].wUmin;
axis_max[4] = SYS_Joystick[index].wUmax;
axis_min[5] = SYS_Joystick[index].wVmin;
axis_max[5] = SYS_Joystick[index].wVmax;
/* allocate memory for system specific hardware data */
joystick->instance_id = device_index;
joystick->hwdata =
(struct joystick_hwdata *) SDL_malloc(sizeof(*joystick->hwdata));
if (joystick->hwdata == NULL) {
return SDL_OutOfMemory();
}
SDL_memset(joystick->hwdata, 0, sizeof(*joystick->hwdata));
/* set hardware data */
joystick->hwdata->id = SYS_JoystickID[index];
for (i = 0; i < MAX_AXES; ++i) {
if ((i < 2) || (SYS_Joystick[index].wCaps & caps_flags[i - 2])) {
joystick->hwdata->transaxis[i].offset = SDL_JOYSTICK_AXIS_MIN - axis_min[i];
joystick->hwdata->transaxis[i].scale =
(float) (SDL_JOYSTICK_AXIS_MAX - SDL_JOYSTICK_AXIS_MIN) / (axis_max[i] - axis_min[i]);
} else {
joystick->hwdata->transaxis[i].offset = 0;
joystick->hwdata->transaxis[i].scale = 1.0; /* Just in case */
}
}
/* fill nbuttons, naxes, and nhats fields */
joystick->nbuttons = SYS_Joystick[index].wNumButtons;
joystick->naxes = SYS_Joystick[index].wNumAxes;
if (SYS_Joystick[index].wCaps & JOYCAPS_HASPOV) {
joystick->nhats = 1;
} else {
joystick->nhats = 0;
}
return (0);
}
static Uint8
TranslatePOV(DWORD value)
{
Uint8 pos;
pos = SDL_HAT_CENTERED;
if (value != JOY_POVCENTERED) {
if ((value > JOY_POVLEFT) || (value < JOY_POVRIGHT)) {
pos |= SDL_HAT_UP;
}
if ((value > JOY_POVFORWARD) && (value < JOY_POVBACKWARD)) {
pos |= SDL_HAT_RIGHT;
}
if ((value > JOY_POVRIGHT) && (value < JOY_POVLEFT)) {
pos |= SDL_HAT_DOWN;
}
if (value > JOY_POVBACKWARD) {
pos |= SDL_HAT_LEFT;
}
}
return (pos);
}
/* Function to update the state of a joystick - called as a device poll.
* This function shouldn't update the joystick structure directly,
* but instead should call SDL_PrivateJoystick*() to deliver events
* and update joystick device state.
*/
void
SDL_SYS_JoystickUpdate(SDL_Joystick * joystick)
{
MMRESULT result;
int i;
DWORD flags[MAX_AXES] = { JOY_RETURNX, JOY_RETURNY, JOY_RETURNZ,
JOY_RETURNR, JOY_RETURNU, JOY_RETURNV
};
DWORD pos[MAX_AXES];
struct _transaxis *transaxis;
int value;
JOYINFOEX joyinfo;
joyinfo.dwSize = sizeof(joyinfo);
joyinfo.dwFlags = JOY_RETURNALL | JOY_RETURNPOVCTS;
if (!joystick->hats) {
joyinfo.dwFlags &= ~(JOY_RETURNPOV | JOY_RETURNPOVCTS);
}
result = joyGetPosEx(joystick->hwdata->id, &joyinfo);
if (result != JOYERR_NOERROR) {
SetMMerror("joyGetPosEx", result);
return;
}
/* joystick motion events */
pos[0] = joyinfo.dwXpos;
pos[1] = joyinfo.dwYpos;
pos[2] = joyinfo.dwZpos;
pos[3] = joyinfo.dwRpos;
pos[4] = joyinfo.dwUpos;
pos[5] = joyinfo.dwVpos;
transaxis = joystick->hwdata->transaxis;
for (i = 0; i < joystick->naxes; i++) {
if (joyinfo.dwFlags & flags[i]) {
value = (int) (((float) pos[i] + transaxis[i].offset) * transaxis[i].scale);
SDL_PrivateJoystickAxis(joystick, (Uint8) i, (Sint16) value);
}
}
/* joystick button events */
if (joyinfo.dwFlags & JOY_RETURNBUTTONS) {
for (i = 0; i < joystick->nbuttons; ++i) {
if (joyinfo.dwButtons & JOY_BUTTON_FLAG(i)) {
SDL_PrivateJoystickButton(joystick, (Uint8) i, SDL_PRESSED);
} else {
SDL_PrivateJoystickButton(joystick, (Uint8) i, SDL_RELEASED);
}
}
}
/* joystick hat events */
if (joyinfo.dwFlags & JOY_RETURNPOV) {
SDL_PrivateJoystickHat(joystick, 0, TranslatePOV(joyinfo.dwPOV));
}
}
/* Function to close a joystick after use */
void
SDL_SYS_JoystickClose(SDL_Joystick * joystick)
{
SDL_free(joystick->hwdata);
}
/* Function to perform any system-specific joystick related cleanup */
void
SDL_SYS_JoystickQuit(void)
{
int i;
for (i = 0; i < MAX_JOYSTICKS; i++) {
SDL_free(SYS_JoystickName[i]);
SYS_JoystickName[i] = NULL;
}
}
SDL_JoystickGUID SDL_SYS_JoystickGetDeviceGUID( int device_index )
{
SDL_JoystickGUID guid;
/* the GUID is just the first 16 chars of the name for now */
const char *name = SDL_SYS_JoystickNameForDeviceIndex( device_index );
SDL_zero( guid );
SDL_memcpy( &guid, name, SDL_min( sizeof(guid), SDL_strlen( name ) ) );
return guid;
}
SDL_JoystickGUID SDL_SYS_JoystickGetGUID(SDL_Joystick * joystick)
{
SDL_JoystickGUID guid;
/* the GUID is just the first 16 chars of the name for now */
const char *name = joystick->name;
SDL_zero( guid );
SDL_memcpy( &guid, name, SDL_min( sizeof(guid), SDL_strlen( name ) ) );
return guid;
}
/* implementation functions */
void
SetMMerror(char *function, int code)
{
static char *error;
static char errbuf[1024];
errbuf[0] = 0;
switch (code) {
case MMSYSERR_NODRIVER:
error = "Joystick driver not present";
break;
case MMSYSERR_INVALPARAM:
case JOYERR_PARMS:
error = "Invalid parameter(s)";
break;
case MMSYSERR_BADDEVICEID:
error = "Bad device ID";
break;
case JOYERR_UNPLUGGED:
error = "Joystick not attached";
break;
case JOYERR_NOCANDO:
error = "Can't capture joystick input";
break;
default:
SDL_snprintf(errbuf, SDL_arraysize(errbuf),
"%s: Unknown Multimedia system error: 0x%x",
function, code);
break;
}
if (!errbuf[0]) {
SDL_snprintf(errbuf, SDL_arraysize(errbuf), "%s: %s", function,
error);
}
SDL_SetError("%s", errbuf);
}
#endif /* SDL_JOYSTICK_WINMM */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/joystick/windows/SDL_mmjoystick.c | C | apache-2.0 | 13,329 |
/*
Simple DirectMedia Layer
Copyright (C) 2019 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/*
RAWINPUT Joystick API for better handling XInput-capable devices on Windows.
XInput is limited to 4 devices.
Windows.Gaming.Input does not get inputs from XBox One controllers when not in the foreground.
DirectInput does not get inputs from XBox One controllers when not in the foreground, nor rumble or accurate triggers.
RawInput does not get rumble or accurate triggers.
So, combine them as best we can!
*/
#include "../../SDL_internal.h"
#if SDL_JOYSTICK_RAWINPUT
#include "SDL_assert.h"
#include "SDL_endian.h"
#include "SDL_hints.h"
#include "../SDL_sysjoystick.h"
#include "../../core/windows/SDL_windows.h"
#include "../hidapi/SDL_hidapijoystick_c.h"
#ifndef SDL_JOYSTICK_HIDAPI_XBOX360
#error RAWINPUT requires the XBOX360 HIDAPI driver
#endif
#ifndef RIDEV_EXINPUTSINK
#define RIDEV_EXINPUTSINK 0x00001000
#define RIDEV_DEVNOTIFY 0x00002000
#endif
#ifndef WM_INPUT_DEVICE_CHANGE
#define WM_INPUT_DEVICE_CHANGE 0x00FE
#endif
#ifndef WM_INPUT
#define WM_INPUT 0x00FF
#endif
#ifndef GIDC_ARRIVAL
#define GIDC_ARRIVAL 1
#define GIDC_REMOVAL 2
#endif
/* #define DEBUG_RAWINPUT */
#define USB_PACKET_LENGTH 64
#define SDL_callocStruct(type) (type *)SDL_calloc(1, sizeof(type))
#define SDL_callocStructs(type, count) (type *)SDL_calloc((count), sizeof(type))
#define USAGE_PAGE_GENERIC_DESKTOP 0x0001
#define USAGE_JOYSTICK 0x0004
#define USAGE_GAMEPAD 0x0005
#define USAGE_MULTIAXISCONTROLLER 0x0008
/* external variables referenced. */
extern HWND SDL_HelperWindow;
static SDL_HIDAPI_DeviceDriver *SDL_RAWINPUT_drivers[] = {
#ifdef SDL_JOYSTICK_HIDAPI_XBOX360
&SDL_HIDAPI_DriverXbox360,
#endif
};
static SDL_bool SDL_RAWINPUT_inited = SDL_FALSE;
static int SDL_RAWINPUT_numjoysticks = 0;
static SDL_bool SDL_RAWINPUT_need_pump = SDL_TRUE;
static void RAWINPUT_JoystickDetect(void);
static void RAWINPUT_PumpMessages(void);
static SDL_bool RAWINPUT_IsDeviceSupported(Uint16 vendor_id, Uint16 product_id, Uint16 version);
static void RAWINPUT_JoystickClose(SDL_Joystick * joystick);
typedef struct _SDL_RAWINPUT_Device
{
SDL_atomic_t refcount;
char *name;
Uint16 vendor_id;
Uint16 product_id;
Uint16 version;
SDL_JoystickGUID guid;
Uint16 usage_page;
Uint16 usage;
SDL_HIDAPI_Device hiddevice;
SDL_HIDAPI_DeviceDriver *driver;
HANDLE hDevice;
SDL_Joystick *joystick;
SDL_JoystickID joystick_id;
struct _SDL_RAWINPUT_Device *next;
} SDL_RAWINPUT_Device;
struct joystick_hwdata
{
void *reserved; /* reserving a value here to ensure the new SDL_hidapijoystick.c code never dereferences this */
SDL_RAWINPUT_Device *device;
};
SDL_RAWINPUT_Device *SDL_RAWINPUT_devices;
static const Uint16 subscribed_devices[] = {
USAGE_GAMEPAD,
/* Don't need Joystick for any devices we're handling here (XInput-capable)
USAGE_JOYSTICK,
USAGE_MULTIAXISCONTROLLER,
*/
};
SDL_bool RAWINPUT_AllXInputDevicesSupported() {
UINT i, device_count = 0;
PRAWINPUTDEVICELIST devices;
SDL_bool any_unsupported = SDL_FALSE;
if ((GetRawInputDeviceList(NULL, &device_count, sizeof(RAWINPUTDEVICELIST)) == -1) || (!device_count)) {
return SDL_FALSE;
}
devices = (PRAWINPUTDEVICELIST)SDL_malloc(sizeof(RAWINPUTDEVICELIST) * device_count);
if (devices == NULL) {
return SDL_FALSE;
}
if (GetRawInputDeviceList(devices, &device_count, sizeof(RAWINPUTDEVICELIST)) == -1) {
SDL_free(devices);
return SDL_FALSE;
}
for (i = 0; i < device_count; i++) {
RID_DEVICE_INFO rdi;
char devName[128];
UINT rdiSize = sizeof(rdi);
UINT nameSize = SDL_arraysize(devName);
rdi.cbSize = sizeof(rdi);
if ((devices[i].dwType == RIM_TYPEHID) &&
(GetRawInputDeviceInfoA(devices[i].hDevice, RIDI_DEVICEINFO, &rdi, &rdiSize) != ((UINT)-1)) &&
(GetRawInputDeviceInfoA(devices[i].hDevice, RIDI_DEVICENAME, devName, &nameSize) != ((UINT)-1)) &&
(SDL_strstr(devName, "IG_") != NULL)
) {
/* XInput-capable */
if (!RAWINPUT_IsDeviceSupported((Uint16)rdi.hid.dwVendorId, (Uint16)rdi.hid.dwProductId, (Uint16)rdi.hid.dwVersionNumber)) {
/* But not supported, probably Valve virtual controller */
any_unsupported = SDL_TRUE;
}
}
}
SDL_free(devices);
if (any_unsupported) {
/* This happens with Valve virtual controllers that shows up in the RawInputDeviceList, but do not
generate WM_INPUT events, so we must use XInput or DInput to read from it, and with XInput if we
have some supported and some not, we can't easily tell which device is actually showing up in
RawInput, so we must just disable RawInput for now. Additionally, if these unsupported devices
are locally connected, they still show up in RawInput under a *different* HID path, with
different vendor/product IDs, so there's no way to reconcile. */
#ifdef DEBUG_RAWINPUT
SDL_Log("Found some supported and some unsupported XInput devices, disabling RawInput\n");
#endif
return SDL_FALSE;
}
return SDL_TRUE;
}
static int
RAWINPUT_JoystickInit(void)
{
int ii;
RAWINPUTDEVICE rid[SDL_arraysize(subscribed_devices)];
SDL_assert(!SDL_RAWINPUT_inited);
SDL_assert(SDL_HelperWindow);
if (!SDL_GetHintBoolean(SDL_HINT_JOYSTICK_RAWINPUT, SDL_TRUE))
return -1;
if (!RAWINPUT_AllXInputDevicesSupported()) {
return -1;
}
for (ii = 0; ii < SDL_arraysize(subscribed_devices); ii++) {
rid[ii].usUsagePage = USAGE_PAGE_GENERIC_DESKTOP;
rid[ii].usUsage = subscribed_devices[ii];
rid[ii].dwFlags = RIDEV_DEVNOTIFY | RIDEV_INPUTSINK; /* Receive messages when in background, including device add/remove */
rid[ii].hwndTarget = SDL_HelperWindow;
}
if (!RegisterRawInputDevices(rid, SDL_arraysize(rid), sizeof(RAWINPUTDEVICE))) {
SDL_SetError("Couldn't initialize RAWINPUT");
return -1;
}
SDL_RAWINPUT_inited = SDL_TRUE;
RAWINPUT_JoystickDetect();
RAWINPUT_PumpMessages();
return 0;
}
static int
RAWINPUT_JoystickGetCount(void)
{
return SDL_RAWINPUT_numjoysticks;
}
static SDL_RAWINPUT_Device *
RAWINPUT_AcquireDevice(SDL_RAWINPUT_Device *device)
{
SDL_AtomicIncRef(&device->refcount);
return device;
}
static void
RAWINPUT_ReleaseDevice(SDL_RAWINPUT_Device *device)
{
if (SDL_AtomicDecRef(&device->refcount)) {
SDL_free(device->name);
SDL_free(device);
}
}
static SDL_RAWINPUT_Device *
RAWINPUT_DeviceFromHandle(HANDLE hDevice)
{
SDL_RAWINPUT_Device *curr;
for (curr = SDL_RAWINPUT_devices; curr; curr = curr->next) {
if (curr->hDevice == hDevice)
return curr;
}
return NULL;
}
static SDL_HIDAPI_DeviceDriver *
RAWINPUT_GetDeviceDriver(SDL_RAWINPUT_Device *device)
{
int i;
SDL_GameControllerType type;
if (SDL_ShouldIgnoreJoystick(device->name, device->guid)) {
return NULL;
}
if (device->usage_page && device->usage_page != USAGE_PAGE_GENERIC_DESKTOP) {
return NULL;
}
if (device->usage && device->usage != USAGE_JOYSTICK && device->usage != USAGE_GAMEPAD && device->usage != USAGE_MULTIAXISCONTROLLER) {
return NULL;
}
type = SDL_GetJoystickGameControllerType("", device->vendor_id, device->product_id, -1, 0, 0, 0);
for (i = 0; i < SDL_arraysize(SDL_RAWINPUT_drivers); ++i) {
SDL_HIDAPI_DeviceDriver *driver = SDL_RAWINPUT_drivers[i];
if (/*driver->enabled && */driver->IsSupportedDevice(NULL, type, device->vendor_id, device->product_id, device->version, -1, 0, 0, 0)) {
return driver;
}
}
return NULL;
}
static void
RAWINPUT_AddDevice(HANDLE hDevice)
{
#define CHECK(exp) { if(!(exp)) goto err; }
SDL_RAWINPUT_Device *device = NULL;
RID_DEVICE_INFO rdi;
UINT rdi_size = sizeof(rdi);
char dev_name[128];
UINT name_size = SDL_arraysize(dev_name);
const char *name;
SDL_RAWINPUT_Device *curr, *last;
SDL_assert(!RAWINPUT_DeviceFromHandle(hDevice));
/* Figure out what kind of device it is */
CHECK(GetRawInputDeviceInfoA(hDevice, RIDI_DEVICEINFO, &rdi, &rdi_size) != (UINT)-1);
CHECK(rdi.dwType == RIM_TYPEHID);
/* Get the device "name" (HID Path) */
CHECK(GetRawInputDeviceInfoA(hDevice, RIDI_DEVICENAME, dev_name, &name_size) != (UINT)-1);
/* Only take XInput-capable devices */
CHECK(SDL_strstr(dev_name, "IG_") != NULL);
CHECK(device = SDL_callocStruct(SDL_RAWINPUT_Device));
device->hDevice = hDevice;
device->vendor_id = (Uint16)rdi.hid.dwVendorId;
device->product_id = (Uint16)rdi.hid.dwProductId;
device->version = (Uint16)rdi.hid.dwVersionNumber;
device->usage = rdi.hid.usUsage;
device->usage_page = rdi.hid.usUsagePage;
{
const Uint16 vendor = device->vendor_id;
const Uint16 product = device->product_id;
const Uint16 version = device->version;
Uint16 *guid16 = (Uint16 *)device->guid.data;
*guid16++ = SDL_SwapLE16(SDL_HARDWARE_BUS_USB);
*guid16++ = 0;
*guid16++ = SDL_SwapLE16(vendor);
*guid16++ = 0;
*guid16++ = SDL_SwapLE16(product);
*guid16++ = 0;
*guid16++ = SDL_SwapLE16(version);
*guid16++ = 0;
/* Note that this is a RAWINPUT device for special handling elsewhere */
device->guid.data[14] = 'r';
device->guid.data[15] = 0;
}
CHECK(device->driver = RAWINPUT_GetDeviceDriver(device));
name = device->driver->GetDeviceName(device->vendor_id, device->product_id);
if (name) {
device->name = SDL_strdup(name);
} else {
char *manufacturer_string = NULL;
char *product_string = NULL;
HMODULE hHID;
hHID = LoadLibrary( TEXT( "hid.dll" ) );
if (hHID) {
typedef BOOLEAN (WINAPI * HidD_GetStringFunc)(HANDLE HidDeviceObject, PVOID Buffer, ULONG BufferLength);
HidD_GetStringFunc GetManufacturerString = (HidD_GetStringFunc)GetProcAddress(hHID, "HidD_GetManufacturerString");
HidD_GetStringFunc GetProductString = (HidD_GetStringFunc)GetProcAddress(hHID, "HidD_GetProductString");
if (GetManufacturerString && GetProductString) {
HANDLE hFile = CreateFileA(dev_name, GENERIC_READ|GENERIC_WRITE, FILE_SHARE_READ|FILE_SHARE_WRITE, NULL, OPEN_EXISTING, 0, NULL);
if (hFile != INVALID_HANDLE_VALUE) {
WCHAR string[128];
if (GetManufacturerString(hFile, string, sizeof(string))) {
manufacturer_string = WIN_StringToUTF8(string);
}
if (GetProductString(hFile, string, sizeof(string))) {
product_string = WIN_StringToUTF8(string);
}
CloseHandle(hFile);
}
}
FreeLibrary(hHID);
}
device->name = SDL_CreateJoystickName(device->vendor_id, device->product_id, manufacturer_string, product_string);
if (manufacturer_string) {
SDL_free(manufacturer_string);
}
if (product_string) {
SDL_free(product_string);
}
}
#ifdef DEBUG_RAWINPUT
SDL_Log("Adding RAWINPUT device '%s' VID 0x%.4x, PID 0x%.4x, version %d, handle 0x%.8x\n", device->name, device->vendor_id, device->product_id, device->version, device->hDevice);
#endif
/* Add it to the list */
RAWINPUT_AcquireDevice(device);
for (curr = SDL_RAWINPUT_devices, last = NULL; curr; last = curr, curr = curr->next) {
continue;
}
if (last) {
last->next = device;
} else {
SDL_RAWINPUT_devices = device;
}
++SDL_RAWINPUT_numjoysticks;
/* HIDAPI_JoystickConnected calls SDL_GetNextJoystickInstanceID() and SDL_PrivateJoystickAdded(), and calls back in to us, so
the device list must be updated before calling this. */
CHECK(HIDAPI_JoystickConnected(&device->hiddevice, &device->joystick_id, SDL_TRUE));
/* Old: CHECK(device->driver->InitDevice(&device->hiddevice)); But, we need the joystick_id */
return;
err:
if (device) {
if (device->name)
SDL_free(device->name);
SDL_free(device);
}
}
static void
RAWINPUT_DelDevice(SDL_RAWINPUT_Device *device, SDL_bool send_event)
{
SDL_RAWINPUT_Device *curr, *last;
for (curr = SDL_RAWINPUT_devices, last = NULL; curr; last = curr, curr = curr->next) {
if (curr == device) {
if (last) {
last->next = curr->next;
} else {
SDL_RAWINPUT_devices = curr->next;
}
--SDL_RAWINPUT_numjoysticks;
/* Calls SDL_PrivateJoystickRemoved() */
HIDAPI_JoystickDisconnected(&device->hiddevice, device->joystick_id, SDL_TRUE);
#ifdef DEBUG_RAWINPUT
SDL_Log("Removing RAWINPUT device '%s' VID 0x%.4x, PID 0x%.4x, version %d, handle 0x%.8x\n", device->name, device->vendor_id, device->product_id, device->version, device->hDevice);
#endif
RAWINPUT_ReleaseDevice(device);
return;
}
}
}
static void
RAWINPUT_PumpMessages(void)
{
if (SDL_RAWINPUT_need_pump) {
MSG msg;
while (PeekMessage(&msg, SDL_HelperWindow, WM_INPUT, WM_INPUT, PM_REMOVE)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
SDL_RAWINPUT_need_pump = SDL_FALSE;
}
}
static void
RAWINPUT_UpdateDeviceList(void)
{
MSG msg;
/* In theory, want only WM_INPUT_DEVICE_CHANGE messages here, but PeekMessage returns nothing unless you also ask
for WM_INPUT */
while (PeekMessage(&msg, SDL_HelperWindow, WM_INPUT_DEVICE_CHANGE, WM_INPUT, PM_REMOVE)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
static SDL_bool
RAWINPUT_IsDeviceSupported(Uint16 vendor_id, Uint16 product_id, Uint16 version)
{
int i;
SDL_GameControllerType type = SDL_GetJoystickGameControllerType("", vendor_id, product_id, -1, 0, 0, 0);
for (i = 0; i < SDL_arraysize(SDL_RAWINPUT_drivers); ++i) {
SDL_HIDAPI_DeviceDriver *driver = SDL_RAWINPUT_drivers[i];
/* Ignoring driver->enabled here, and elsewhere in this file, as the if the driver is enabled by disabling HID,
we still want RawInput to use it. If we end up with more than one RawInput driver, we may need to rework
how the hints interact (separate enabled state, perhaps).
*/
if (/*driver->enabled && */driver->IsSupportedDevice(NULL, type, vendor_id, product_id, version, -1, 0, 0, 0)) {
return SDL_TRUE;
}
}
return SDL_FALSE;
}
SDL_bool
RAWINPUT_IsDevicePresent(Uint16 vendor_id, Uint16 product_id, Uint16 version)
{
SDL_RAWINPUT_Device *device;
/* Don't update the device list for devices we know aren't supported */
if (!RAWINPUT_IsDeviceSupported(vendor_id, product_id, version)) {
return SDL_FALSE;
}
/* Make sure the device list is completely up to date when we check for device presence */
RAWINPUT_UpdateDeviceList();
device = SDL_RAWINPUT_devices;
while (device) {
if (device->vendor_id == vendor_id && device->product_id == product_id) {
return SDL_TRUE;
}
device = device->next;
}
return SDL_FALSE;
}
static void
RAWINPUT_JoystickDetect(void)
{
int i;
/* Just ensure the window's add/remove messages have been pumped */
RAWINPUT_UpdateDeviceList();
for (i = 0; i < SDL_arraysize(SDL_RAWINPUT_drivers); ++i) {
SDL_HIDAPI_DeviceDriver *driver = SDL_RAWINPUT_drivers[i];
/* Running PostUpdate here only if it's *not* enabled (and ran elsewhere) */
if (!driver->enabled && driver->PostUpdate) {
driver->PostUpdate();
}
}
SDL_RAWINPUT_need_pump = SDL_TRUE;
}
static SDL_RAWINPUT_Device *
RAWINPUT_GetJoystickByIndex(int device_index, SDL_JoystickID *pJoystickID)
{
SDL_RAWINPUT_Device *device = SDL_RAWINPUT_devices;
while (device) {
if (device->driver) {
SDL_assert(device->hiddevice.num_joysticks == 1);
if (device_index < device->hiddevice.num_joysticks) {
if (pJoystickID) {
*pJoystickID = device->hiddevice.joysticks[device_index];
}
return device;
}
device_index -= device->hiddevice.num_joysticks;
}
device = device->next;
}
return NULL;
}
static const char *
RAWINPUT_JoystickGetDeviceName(int device_index)
{
return RAWINPUT_GetJoystickByIndex(device_index, NULL)->name;
}
static int
RAWINPUT_JoystickGetDevicePlayerIndex(int device_index)
{
SDL_RAWINPUT_Device *device;
SDL_JoystickID instance_id;
int player_index = -1;
device = RAWINPUT_GetJoystickByIndex(device_index, &instance_id);
if (device && device->driver) {
player_index = device->driver->GetDevicePlayerIndex(&device->hiddevice, instance_id);
}
return player_index;
}
static void
RAWINPUT_JoystickSetDevicePlayerIndex(int device_index, int player_index)
{
SDL_RAWINPUT_Device *device;
SDL_JoystickID instance_id;
device = RAWINPUT_GetJoystickByIndex(device_index, &instance_id);
if (device) {
device->driver->SetDevicePlayerIndex(&device->hiddevice, instance_id, player_index);
}
}
static SDL_JoystickGUID
RAWINPUT_JoystickGetDeviceGUID(int device_index)
{
return RAWINPUT_GetJoystickByIndex(device_index, NULL)->guid;
}
static SDL_JoystickID
RAWINPUT_JoystickGetDeviceInstanceID(int device_index)
{
SDL_JoystickID instance_id = -1;
RAWINPUT_GetJoystickByIndex(device_index, &instance_id);
return instance_id;
}
static int
RAWINPUT_JoystickOpen(SDL_Joystick * joystick, int device_index)
{
SDL_RAWINPUT_Device *device = RAWINPUT_GetJoystickByIndex(device_index, NULL);
struct joystick_hwdata *hwdata = SDL_callocStruct(struct joystick_hwdata);
if (!hwdata) {
return SDL_OutOfMemory();
}
if (!device->driver->OpenJoystick(&device->hiddevice, joystick)) {
SDL_free(hwdata);
return -1;
}
hwdata->reserved = (void*)-1; /* crash if some code slips by that tries to use this */
hwdata->device = RAWINPUT_AcquireDevice(device);
device->joystick = joystick;
joystick->hwdata = hwdata;
return 0;
}
static int
RAWINPUT_JoystickRumble(SDL_Joystick * joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble)
{
struct joystick_hwdata *hwdata = joystick->hwdata;
SDL_RAWINPUT_Device *device = hwdata->device;
return device->driver->RumbleJoystick(&device->hiddevice, joystick, low_frequency_rumble, high_frequency_rumble);
}
static void
RAWINPUT_JoystickUpdate(SDL_Joystick * joystick)
{
struct joystick_hwdata *hwdata;
SDL_RAWINPUT_Device *device;
/* Ensure data messages have been pumped */
RAWINPUT_PumpMessages();
hwdata = joystick->hwdata;
device = hwdata->device;
device->driver->UpdateDevice(&device->hiddevice);
}
static void
RAWINPUT_JoystickClose(SDL_Joystick * joystick)
{
struct joystick_hwdata *hwdata = joystick->hwdata;
if (hwdata) {
SDL_RAWINPUT_Device *device;
device = hwdata->device;
if (device) {
SDL_assert(device->joystick == joystick);
device->driver->CloseJoystick(&device->hiddevice, joystick);
device->joystick = NULL;
RAWINPUT_ReleaseDevice(device);
}
SDL_free(hwdata);
joystick->hwdata = NULL;
}
}
LRESULT RAWINPUT_WindowProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (!SDL_RAWINPUT_inited)
return -1;
switch (msg)
{
case WM_INPUT_DEVICE_CHANGE:
{
HANDLE hDevice = (HANDLE)lParam;
switch (wParam) {
case GIDC_ARRIVAL:
RAWINPUT_AddDevice(hDevice);
break;
case GIDC_REMOVAL: {
SDL_RAWINPUT_Device *device;
device = RAWINPUT_DeviceFromHandle(hDevice);
if (device) {
RAWINPUT_DelDevice(device, SDL_TRUE);
}
} break;
default:
return 0;
}
}
return 0;
case WM_INPUT:
{
Uint8 data[sizeof(RAWINPUTHEADER) + sizeof(RAWHID) + USB_PACKET_LENGTH];
UINT buffer_size = SDL_arraysize(data);
if ((int)GetRawInputData((HRAWINPUT)lParam, RID_INPUT, data, &buffer_size, sizeof(RAWINPUTHEADER)) > 0) {
PRAWINPUT raw_input = (PRAWINPUT)data;
SDL_RAWINPUT_Device *device = RAWINPUT_DeviceFromHandle(raw_input->header.hDevice);
if (device) {
SDL_HIDAPI_DeviceDriver *driver = device->driver;
SDL_Joystick *joystick = device->joystick;
if (joystick) {
driver->HandleStatePacketFromRAWINPUT(&device->hiddevice, joystick, &raw_input->data.hid.bRawData[1], raw_input->data.hid.dwSizeHid - 1);
}
}
}
}
return 0;
}
return -1;
}
static void
RAWINPUT_JoystickQuit(void)
{
int ii;
RAWINPUTDEVICE rid[SDL_arraysize(subscribed_devices)];
if (!SDL_RAWINPUT_inited)
return;
for (ii = 0; ii < SDL_arraysize(subscribed_devices); ii++) {
rid[ii].usUsagePage = USAGE_PAGE_GENERIC_DESKTOP;
rid[ii].usUsage = subscribed_devices[ii];
rid[ii].dwFlags = RIDEV_REMOVE;
rid[ii].hwndTarget = NULL;
}
if (!RegisterRawInputDevices(rid, SDL_arraysize(rid), sizeof(RAWINPUTDEVICE))) {
SDL_Log("Couldn't un-register RAWINPUT");
}
while (SDL_RAWINPUT_devices) {
RAWINPUT_DelDevice(SDL_RAWINPUT_devices, SDL_FALSE);
}
SDL_RAWINPUT_numjoysticks = 0;
SDL_RAWINPUT_inited = SDL_FALSE;
}
static SDL_bool
RAWINPUT_JoystickGetGamepadMapping(int device_index, SDL_GamepadMapping *out)
{
return SDL_FALSE;
}
SDL_JoystickDriver SDL_RAWINPUT_JoystickDriver =
{
RAWINPUT_JoystickInit,
RAWINPUT_JoystickGetCount,
RAWINPUT_JoystickDetect,
RAWINPUT_JoystickGetDeviceName,
RAWINPUT_JoystickGetDevicePlayerIndex,
RAWINPUT_JoystickSetDevicePlayerIndex,
RAWINPUT_JoystickGetDeviceGUID,
RAWINPUT_JoystickGetDeviceInstanceID,
RAWINPUT_JoystickOpen,
RAWINPUT_JoystickRumble,
RAWINPUT_JoystickUpdate,
RAWINPUT_JoystickClose,
RAWINPUT_JoystickQuit,
RAWINPUT_JoystickGetGamepadMapping
};
#endif /* SDL_JOYSTICK_RAWINPUT */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/joystick/windows/SDL_rawinputjoystick.c | C | apache-2.0 | 23,831 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
/* Return true if a RawInput device is present and supported as a joystick */
extern SDL_bool RAWINPUT_IsDevicePresent(Uint16 vendor_id, Uint16 product_id, Uint16 version);
/* Returns 0 if message was handled */
extern LRESULT RAWINPUT_WindowProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/joystick/windows/SDL_rawinputjoystick_c.h | C | apache-2.0 | 1,309 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#ifdef SDL_JOYSTICK_WGI
#include "SDL_endian.h"
#include "SDL_events.h"
#include "../SDL_sysjoystick.h"
#include "../hidapi/SDL_hidapijoystick_c.h"
#include "../../core/windows/SDL_windows.h"
#define COBJMACROS
#include "windows.gaming.input.h"
struct joystick_hwdata
{
__x_ABI_CWindows_CGaming_CInput_CIRawGameController *controller;
__x_ABI_CWindows_CGaming_CInput_CIGameController *gamecontroller;
__x_ABI_CWindows_CGaming_CInput_CIGameControllerBatteryInfo *battery;
__x_ABI_CWindows_CGaming_CInput_CIGamepad *gamepad;
UINT64 timestamp;
};
typedef struct WindowsGamingInputControllerState {
SDL_JoystickID instance_id;
__x_ABI_CWindows_CGaming_CInput_CIRawGameController *controller;
char *name;
SDL_JoystickGUID guid;
SDL_JoystickType type;
int naxes;
int nhats;
int nbuttons;
} WindowsGamingInputControllerState;
static struct {
__x_ABI_CWindows_CGaming_CInput_CIRawGameControllerStatics *statics;
__x_ABI_CWindows_CGaming_CInput_CIArcadeStickStatics *arcade_stick_statics;
__x_ABI_CWindows_CGaming_CInput_CIArcadeStickStatics2 *arcade_stick_statics2;
__x_ABI_CWindows_CGaming_CInput_CIFlightStickStatics *flight_stick_statics;
__x_ABI_CWindows_CGaming_CInput_CIGamepadStatics *gamepad_statics;
__x_ABI_CWindows_CGaming_CInput_CIGamepadStatics2 *gamepad_statics2;
__x_ABI_CWindows_CGaming_CInput_CIRacingWheelStatics *racing_wheel_statics;
__x_ABI_CWindows_CGaming_CInput_CIRacingWheelStatics2 *racing_wheel_statics2;
EventRegistrationToken controller_added_token;
EventRegistrationToken controller_removed_token;
int controller_count;
WindowsGamingInputControllerState *controllers;
} wgi;
static const IID IID_IRawGameControllerStatics = { 0xEB8D0792, 0xE95A, 0x4B19, { 0xAF, 0xC7, 0x0A, 0x59, 0xF8, 0xBF, 0x75, 0x9E } };
static const IID IID_IRawGameController = { 0x7CAD6D91, 0xA7E1, 0x4F71, { 0x9A, 0x78, 0x33, 0xE9, 0xC5, 0xDF, 0xEA, 0x62 } };
static const IID IID_IRawGameController2 = { 0x43C0C035, 0xBB73, 0x4756, { 0xA7, 0x87, 0x3E, 0xD6, 0xBE, 0xA6, 0x17, 0xBD } };
static const IID IID_IEventHandler_RawGameController = { 0x00621c22, 0x42e8, 0x529f, { 0x92, 0x70, 0x83, 0x6b, 0x32, 0x93, 0x1d, 0x72 } };
static const IID IID_IGameController = { 0x1BAF6522, 0x5F64, 0x42C5, { 0x82, 0x67, 0xB9, 0xFE, 0x22, 0x15, 0xBF, 0xBD } };
static const IID IID_IGameControllerBatteryInfo = { 0xDCECC681, 0x3963, 0x4DA6, { 0x95, 0x5D, 0x55, 0x3F, 0x3B, 0x6F, 0x61, 0x61 } };
static const IID IID_IArcadeStickStatics = { 0x5C37B8C8, 0x37B1, 0x4AD8, { 0x94, 0x58, 0x20, 0x0F, 0x1A, 0x30, 0x01, 0x8E } };
static const IID IID_IArcadeStickStatics2 = { 0x52B5D744, 0xBB86, 0x445A, { 0xB5, 0x9C, 0x59, 0x6F, 0x0E, 0x2A, 0x49, 0xDF } };
static const IID IID_IArcadeStick = { 0xB14A539D, 0xBEFB, 0x4C81, { 0x80, 0x51, 0x15, 0xEC, 0xF3, 0xB1, 0x30, 0x36 } };
static const IID IID_IFlightStickStatics = { 0x5514924A, 0xFECC, 0x435E, { 0x83, 0xDC, 0x5C, 0xEC, 0x8A, 0x18, 0xA5, 0x20 } };
static const IID IID_IFlightStick = { 0xB4A2C01C, 0xB83B, 0x4459, { 0xA1, 0xA9, 0x97, 0xB0, 0x3C, 0x33, 0xDA, 0x7C } };
static const IID IID_IGamepadStatics = { 0x8BBCE529, 0xD49C, 0x39E9, { 0x95, 0x60, 0xE4, 0x7D, 0xDE, 0x96, 0xB7, 0xC8 } };
static const IID IID_IGamepadStatics2 = { 0x42676DC5, 0x0856, 0x47C4, { 0x92, 0x13, 0xB3, 0x95, 0x50, 0x4C, 0x3A, 0x3C } };
static const IID IID_IGamepad = { 0xBC7BB43C, 0x0A69, 0x3903, { 0x9E, 0x9D, 0xA5, 0x0F, 0x86, 0xA4, 0x5D, 0xE5 } };
static const IID IID_IRacingWheelStatics = { 0x3AC12CD5, 0x581B, 0x4936, { 0x9F, 0x94, 0x69, 0xF1, 0xE6, 0x51, 0x4C, 0x7D } };
static const IID IID_IRacingWheelStatics2 = { 0xE666BCAA, 0xEDFD, 0x4323, { 0xA9, 0xF6, 0x3C, 0x38, 0x40, 0x48, 0xD1, 0xED } };
static const IID IID_IRacingWheel = { 0xF546656F, 0xE106, 0x4C82, { 0xA9, 0x0F, 0x55, 0x40, 0x12, 0x90, 0x4B, 0x85 } };
extern SDL_bool SDL_XINPUT_Enabled(void);
extern SDL_bool SDL_DINPUT_JoystickPresent(Uint16 vendor, Uint16 product, Uint16 version);
static SDL_bool
SDL_IsXInputDevice(Uint16 vendor, Uint16 product)
{
PRAWINPUTDEVICELIST raw_devices = NULL;
UINT i, raw_device_count = 0;
LONG vidpid = MAKELONG(vendor, product);
if (!SDL_XINPUT_Enabled()) {
return SDL_FALSE;
}
/* Go through RAWINPUT (WinXP and later) to find HID devices. */
if ((GetRawInputDeviceList(NULL, &raw_device_count, sizeof(RAWINPUTDEVICELIST)) == -1) || (!raw_device_count)) {
return SDL_FALSE; /* oh well. */
}
raw_devices = (PRAWINPUTDEVICELIST)SDL_malloc(sizeof(RAWINPUTDEVICELIST) * raw_device_count);
if (raw_devices == NULL) {
SDL_OutOfMemory();
return SDL_FALSE;
}
if (GetRawInputDeviceList(raw_devices, &raw_device_count, sizeof(RAWINPUTDEVICELIST)) == -1) {
SDL_free(raw_devices);
raw_devices = NULL;
return SDL_FALSE; /* oh well. */
}
for (i = 0; i < raw_device_count; i++) {
RID_DEVICE_INFO rdi;
char devName[128];
UINT rdiSize = sizeof(rdi);
UINT nameSize = SDL_arraysize(devName);
rdi.cbSize = sizeof(rdi);
if ((raw_devices[i].dwType == RIM_TYPEHID) &&
(GetRawInputDeviceInfoA(raw_devices[i].hDevice, RIDI_DEVICEINFO, &rdi, &rdiSize) != ((UINT)-1)) &&
(MAKELONG(rdi.hid.dwVendorId, rdi.hid.dwProductId) == vidpid) &&
(GetRawInputDeviceInfoA(raw_devices[i].hDevice, RIDI_DEVICENAME, devName, &nameSize) != ((UINT)-1)) &&
(SDL_strstr(devName, "IG_") != NULL)) {
return SDL_TRUE;
}
}
return SDL_FALSE;
}
static HRESULT STDMETHODCALLTYPE IEventHandler_CRawGameControllerVtbl_QueryInterface(__FIEventHandler_1_Windows__CGaming__CInput__CRawGameController * This, REFIID riid, void **ppvObject)
{
if (!ppvObject) {
return E_INVALIDARG;
}
*ppvObject = NULL;
if (WIN_IsEqualIID(riid, &IID_IUnknown) || WIN_IsEqualIID(riid, &IID_IEventHandler_RawGameController)) {
*ppvObject = This;
return S_OK;
}
return E_NOINTERFACE;
}
static ULONG STDMETHODCALLTYPE IEventHandler_CRawGameControllerVtbl_AddRef(__FIEventHandler_1_Windows__CGaming__CInput__CRawGameController * This)
{
return 1;
}
static ULONG STDMETHODCALLTYPE IEventHandler_CRawGameControllerVtbl_Release(__FIEventHandler_1_Windows__CGaming__CInput__CRawGameController * This)
{
return 1;
}
static HRESULT STDMETHODCALLTYPE IEventHandler_CRawGameControllerVtbl_InvokeAdded(__FIEventHandler_1_Windows__CGaming__CInput__CRawGameController * This, IInspectable *sender, __x_ABI_CWindows_CGaming_CInput_CIRawGameController * *e)
{
HRESULT hr;
__x_ABI_CWindows_CGaming_CInput_CIRawGameController *controller = NULL;
hr = IUnknown_QueryInterface((IUnknown *)e, &IID_IRawGameController, (void **)&controller);
if (SUCCEEDED(hr)) {
char *name = NULL;
SDL_JoystickGUID guid;
Uint16 vendor = 0;
Uint16 product = 0;
Uint16 version = 0;
SDL_JoystickType type = SDL_JOYSTICK_TYPE_UNKNOWN;
Uint16 *guid16 = (Uint16 *)guid.data;
__x_ABI_CWindows_CGaming_CInput_CIRawGameController2 *controller2 = NULL;
__x_ABI_CWindows_CGaming_CInput_CIGameController *gamecontroller = NULL;
SDL_bool ignore_joystick = SDL_FALSE;
__x_ABI_CWindows_CGaming_CInput_CIRawGameController_get_HardwareVendorId(controller, &vendor);
__x_ABI_CWindows_CGaming_CInput_CIRawGameController_get_HardwareProductId(controller, &product);
hr = __x_ABI_CWindows_CGaming_CInput_CIRawGameController_QueryInterface(controller, &IID_IRawGameController2, (void **)&controller2);
if (SUCCEEDED(hr)) {
HSTRING hString;
hr = __x_ABI_CWindows_CGaming_CInput_CIRawGameController2_get_DisplayName(controller2, &hString);
if (SUCCEEDED(hr)) {
HMODULE hModule = LoadLibraryA("combase.dll");
if (hModule != NULL) {
typedef PCWSTR (WINAPI *WindowsGetStringRawBuffer_t)(HSTRING string, UINT32 *length);
WindowsGetStringRawBuffer_t WindowsGetStringRawBufferFunc = (WindowsGetStringRawBuffer_t)GetProcAddress(hModule, "WindowsGetStringRawBuffer");
if (WindowsGetStringRawBufferFunc) {
PCWSTR string = WindowsGetStringRawBufferFunc(hString, NULL);
if (string) {
name = WIN_StringToUTF8(string);
}
}
FreeLibrary(hModule);
}
}
__x_ABI_CWindows_CGaming_CInput_CIRawGameController2_Release(controller2);
}
hr = __x_ABI_CWindows_CGaming_CInput_CIRawGameController_QueryInterface(controller, &IID_IGameController, (void **)&gamecontroller);
if (SUCCEEDED(hr)) {
__x_ABI_CWindows_CGaming_CInput_CIArcadeStick *arcade_stick = NULL;
__x_ABI_CWindows_CGaming_CInput_CIFlightStick *flight_stick = NULL;
__x_ABI_CWindows_CGaming_CInput_CIGamepad *gamepad = NULL;
__x_ABI_CWindows_CGaming_CInput_CIRacingWheel *racing_wheel = NULL;
if (wgi.gamepad_statics2 && SUCCEEDED(__x_ABI_CWindows_CGaming_CInput_CIGamepadStatics2_FromGameController(wgi.gamepad_statics2, gamecontroller, &gamepad)) && gamepad) {
type = SDL_JOYSTICK_TYPE_GAMECONTROLLER;
__x_ABI_CWindows_CGaming_CInput_CIGamepad_Release(gamepad);
} else if (wgi.arcade_stick_statics2 && SUCCEEDED(__x_ABI_CWindows_CGaming_CInput_CIArcadeStickStatics2_FromGameController(wgi.arcade_stick_statics2, gamecontroller, &arcade_stick)) && arcade_stick) {
type = SDL_JOYSTICK_TYPE_ARCADE_STICK;
__x_ABI_CWindows_CGaming_CInput_CIArcadeStick_Release(arcade_stick);
} else if (wgi.flight_stick_statics && SUCCEEDED(__x_ABI_CWindows_CGaming_CInput_CIFlightStickStatics_FromGameController(wgi.flight_stick_statics, gamecontroller, &flight_stick)) && flight_stick) {
type = SDL_JOYSTICK_TYPE_FLIGHT_STICK;
__x_ABI_CWindows_CGaming_CInput_CIFlightStick_Release(flight_stick);
} else if (wgi.racing_wheel_statics2 && SUCCEEDED(__x_ABI_CWindows_CGaming_CInput_CIRacingWheelStatics2_FromGameController(wgi.racing_wheel_statics2, gamecontroller, &racing_wheel)) && racing_wheel) {
type = SDL_JOYSTICK_TYPE_WHEEL;
__x_ABI_CWindows_CGaming_CInput_CIRacingWheel_Release(racing_wheel);
}
__x_ABI_CWindows_CGaming_CInput_CIGameController_Release(gamecontroller);
}
/* FIXME: Is there any way to tell whether this is a Bluetooth device? */
*guid16++ = SDL_SwapLE16(SDL_HARDWARE_BUS_USB);
*guid16++ = 0;
*guid16++ = SDL_SwapLE16(vendor);
*guid16++ = 0;
*guid16++ = SDL_SwapLE16(product);
*guid16++ = 0;
*guid16++ = SDL_SwapLE16(version);
*guid16++ = 0;
/* Note that this is a Windows Gaming Input device for special handling elsewhere */
guid.data[14] = 'w';
guid.data[15] = (Uint8)type;
#ifdef SDL_JOYSTICK_HIDAPI
if (!ignore_joystick && HIDAPI_IsDevicePresent(vendor, product, version, name)) {
ignore_joystick = SDL_TRUE;
}
#endif
if (!ignore_joystick && SDL_DINPUT_JoystickPresent(vendor, product, version)) {
ignore_joystick = SDL_TRUE;
}
if (!ignore_joystick && SDL_IsXInputDevice(vendor, product)) {
ignore_joystick = SDL_TRUE;
}
if (!ignore_joystick && SDL_ShouldIgnoreJoystick(name, guid)) {
ignore_joystick = SDL_TRUE;
}
if (ignore_joystick) {
SDL_free(name);
} else {
/* New device, add it */
WindowsGamingInputControllerState *controllers = SDL_realloc(wgi.controllers, sizeof(wgi.controllers[0]) * (wgi.controller_count + 1));
if (controllers) {
WindowsGamingInputControllerState *state = &controllers[wgi.controller_count];
SDL_JoystickID joystickID = SDL_GetNextJoystickInstanceID();
SDL_zerop(state);
state->instance_id = joystickID;
state->controller = controller;
state->name = name;
state->guid = guid;
state->type = type;
__x_ABI_CWindows_CGaming_CInput_CIRawGameController_get_ButtonCount(controller, &state->nbuttons);
__x_ABI_CWindows_CGaming_CInput_CIRawGameController_get_AxisCount(controller, &state->naxes);
__x_ABI_CWindows_CGaming_CInput_CIRawGameController_get_SwitchCount(controller, &state->nhats);
__x_ABI_CWindows_CGaming_CInput_CIRawGameController_AddRef(controller);
++wgi.controller_count;
wgi.controllers = controllers;
SDL_PrivateJoystickAdded(joystickID);
}
}
__x_ABI_CWindows_CGaming_CInput_CIRawGameController_Release(controller);
}
return S_OK;
}
static HRESULT STDMETHODCALLTYPE IEventHandler_CRawGameControllerVtbl_InvokeRemoved(__FIEventHandler_1_Windows__CGaming__CInput__CRawGameController * This, IInspectable *sender, __x_ABI_CWindows_CGaming_CInput_CIRawGameController * *e)
{
HRESULT hr;
__x_ABI_CWindows_CGaming_CInput_CIRawGameController *controller = NULL;
hr = IUnknown_QueryInterface((IUnknown *)e, &IID_IRawGameController, (void **)&controller);
if (SUCCEEDED(hr)) {
int i;
for (i = 0; i < wgi.controller_count ; i++) {
if (wgi.controllers[i].controller == controller) {
WindowsGamingInputControllerState *state = &wgi.controllers[i];
SDL_JoystickID joystickID = state->instance_id;
__x_ABI_CWindows_CGaming_CInput_CIRawGameController_Release(state->controller);
SDL_free(state->name);
--wgi.controller_count;
if (i < wgi.controller_count) {
SDL_memmove(&wgi.controllers[i], &wgi.controllers[i + 1], (wgi.controller_count - i) * sizeof(wgi.controllers[i]));
}
SDL_PrivateJoystickRemoved(joystickID);
break;
}
}
__x_ABI_CWindows_CGaming_CInput_CIRawGameController_Release(controller);
}
return S_OK;
}
static __FIEventHandler_1_Windows__CGaming__CInput__CRawGameControllerVtbl controller_added_vtbl = {
IEventHandler_CRawGameControllerVtbl_QueryInterface,
IEventHandler_CRawGameControllerVtbl_AddRef,
IEventHandler_CRawGameControllerVtbl_Release,
IEventHandler_CRawGameControllerVtbl_InvokeAdded
};
static __FIEventHandler_1_Windows__CGaming__CInput__CRawGameController controller_added = {
&controller_added_vtbl
};
static __FIEventHandler_1_Windows__CGaming__CInput__CRawGameControllerVtbl controller_removed_vtbl = {
IEventHandler_CRawGameControllerVtbl_QueryInterface,
IEventHandler_CRawGameControllerVtbl_AddRef,
IEventHandler_CRawGameControllerVtbl_Release,
IEventHandler_CRawGameControllerVtbl_InvokeRemoved
};
static __FIEventHandler_1_Windows__CGaming__CInput__CRawGameController controller_removed = {
&controller_removed_vtbl
};
static int
WGI_JoystickInit(void)
{
if (FAILED(WIN_CoInitialize())) {
return SDL_SetError("CoInitialize() failed");
}
HRESULT hr;
HMODULE hModule = LoadLibraryA("combase.dll");
if (hModule != NULL) {
typedef HRESULT (WINAPI *WindowsCreateString_t)(PCNZWCH sourceString, UINT32 length, HSTRING* string);
typedef HRESULT (WINAPI *WindowsDeleteString_t)(HSTRING string);
typedef HRESULT (WINAPI *RoGetActivationFactory_t)(HSTRING activatableClassId, REFIID iid, void** factory);
WindowsCreateString_t WindowsCreateStringFunc = (WindowsCreateString_t)GetProcAddress(hModule, "WindowsCreateString");
WindowsDeleteString_t WindowsDeleteStringFunc = (WindowsDeleteString_t)GetProcAddress(hModule, "WindowsDeleteString");
RoGetActivationFactory_t RoGetActivationFactoryFunc = (RoGetActivationFactory_t)GetProcAddress(hModule, "RoGetActivationFactory");
if (WindowsCreateStringFunc && WindowsDeleteStringFunc && RoGetActivationFactoryFunc) {
LPTSTR pNamespace;
HSTRING hNamespaceString;
pNamespace = L"Windows.Gaming.Input.RawGameController";
hr = WindowsCreateStringFunc(pNamespace, SDL_wcslen(pNamespace), &hNamespaceString);
if (SUCCEEDED(hr)) {
hr = RoGetActivationFactoryFunc(hNamespaceString, &IID_IRawGameControllerStatics, &wgi.statics);
if (!SUCCEEDED(hr)) {
SDL_SetError("Couldn't find IRawGameControllerStatics: 0x%x", hr);
}
WindowsDeleteStringFunc(hNamespaceString);
}
pNamespace = L"Windows.Gaming.Input.ArcadeStick";
hr = WindowsCreateStringFunc(pNamespace, SDL_wcslen(pNamespace), &hNamespaceString);
if (SUCCEEDED(hr)) {
hr = RoGetActivationFactoryFunc(hNamespaceString, &IID_IArcadeStickStatics, &wgi.arcade_stick_statics);
if (SUCCEEDED(hr)) {
__x_ABI_CWindows_CGaming_CInput_CIArcadeStickStatics_QueryInterface(wgi.arcade_stick_statics, &IID_IArcadeStickStatics2, &wgi.arcade_stick_statics2);
} else {
SDL_SetError("Couldn't find IID_IArcadeStickStatics: 0x%x", hr);
}
WindowsDeleteStringFunc(hNamespaceString);
}
pNamespace = L"Windows.Gaming.Input.FlightStick";
hr = WindowsCreateStringFunc(pNamespace, SDL_wcslen(pNamespace), &hNamespaceString);
if (SUCCEEDED(hr)) {
hr = RoGetActivationFactoryFunc(hNamespaceString, &IID_IFlightStickStatics, &wgi.flight_stick_statics);
if (!SUCCEEDED(hr)) {
SDL_SetError("Couldn't find IID_IFlightStickStatics: 0x%x", hr);
}
WindowsDeleteStringFunc(hNamespaceString);
}
pNamespace = L"Windows.Gaming.Input.Gamepad";
hr = WindowsCreateStringFunc(pNamespace, SDL_wcslen(pNamespace), &hNamespaceString);
if (SUCCEEDED(hr)) {
hr = RoGetActivationFactoryFunc(hNamespaceString, &IID_IGamepadStatics, &wgi.gamepad_statics);
if (SUCCEEDED(hr)) {
__x_ABI_CWindows_CGaming_CInput_CIGamepadStatics_QueryInterface(wgi.gamepad_statics, &IID_IGamepadStatics2, &wgi.gamepad_statics2);
} else {
SDL_SetError("Couldn't find IGamepadStatics: 0x%x", hr);
}
WindowsDeleteStringFunc(hNamespaceString);
}
pNamespace = L"Windows.Gaming.Input.RacingWheel";
hr = WindowsCreateStringFunc(pNamespace, SDL_wcslen(pNamespace), &hNamespaceString);
if (SUCCEEDED(hr)) {
hr = RoGetActivationFactoryFunc(hNamespaceString, &IID_IRacingWheelStatics, &wgi.racing_wheel_statics);
if (SUCCEEDED(hr)) {
__x_ABI_CWindows_CGaming_CInput_CIRacingWheelStatics_QueryInterface(wgi.racing_wheel_statics, &IID_IRacingWheelStatics2, &wgi.racing_wheel_statics2);
} else {
SDL_SetError("Couldn't find IRacingWheelStatics: 0x%x", hr);
}
WindowsDeleteStringFunc(hNamespaceString);
}
}
FreeLibrary(hModule);
}
if (wgi.statics) {
hr = __x_ABI_CWindows_CGaming_CInput_CIRawGameControllerStatics_add_RawGameControllerAdded(wgi.statics, &controller_added, &wgi.controller_added_token);
if (!SUCCEEDED(hr)) {
SDL_SetError("add_RawGameControllerAdded() failed: 0x%x\n", hr);
}
hr = __x_ABI_CWindows_CGaming_CInput_CIRawGameControllerStatics_add_RawGameControllerRemoved(wgi.statics, &controller_removed, &wgi.controller_removed_token);
if (!SUCCEEDED(hr)) {
SDL_SetError("add_RawGameControllerRemoved() failed: 0x%x\n", hr);
}
}
return 0;
}
static int
WGI_JoystickGetCount(void)
{
return wgi.controller_count;
}
static void
WGI_JoystickDetect(void)
{
}
static const char *
WGI_JoystickGetDeviceName(int device_index)
{
return wgi.controllers[device_index].name;
}
static int
WGI_JoystickGetDevicePlayerIndex(int device_index)
{
return -1;
}
static void
WGI_JoystickSetDevicePlayerIndex(int device_index, int player_index)
{
}
static SDL_JoystickGUID
WGI_JoystickGetDeviceGUID(int device_index)
{
return wgi.controllers[device_index].guid;
}
static SDL_JoystickID
WGI_JoystickGetDeviceInstanceID(int device_index)
{
return wgi.controllers[device_index].instance_id;
}
static int
WGI_JoystickOpen(SDL_Joystick * joystick, int device_index)
{
WindowsGamingInputControllerState *state = &wgi.controllers[device_index];
struct joystick_hwdata *hwdata;
boolean wireless = SDL_FALSE;
hwdata = (struct joystick_hwdata *)SDL_calloc(1, sizeof(*hwdata));
if (!hwdata) {
return SDL_OutOfMemory();
}
joystick->hwdata = hwdata;
hwdata->controller = state->controller;
__x_ABI_CWindows_CGaming_CInput_CIRawGameController_AddRef(hwdata->controller);
__x_ABI_CWindows_CGaming_CInput_CIRawGameController_QueryInterface(hwdata->controller, &IID_IGameController, (void **)&hwdata->gamecontroller);
__x_ABI_CWindows_CGaming_CInput_CIRawGameController_QueryInterface(hwdata->controller, &IID_IGameControllerBatteryInfo, (void **)&hwdata->battery);
if (wgi.gamepad_statics2) {
__x_ABI_CWindows_CGaming_CInput_CIGamepadStatics2_FromGameController(wgi.gamepad_statics2, hwdata->gamecontroller, &hwdata->gamepad);
}
if (hwdata->gamecontroller) {
__x_ABI_CWindows_CGaming_CInput_CIGameController_get_IsWireless(hwdata->gamecontroller, &wireless);
}
/* Initialize the joystick capabilities */
joystick->nbuttons = state->nbuttons;
joystick->naxes = state->naxes;
joystick->nhats = state->nhats;
joystick->epowerlevel = wireless ? SDL_JOYSTICK_POWER_UNKNOWN : SDL_JOYSTICK_POWER_WIRED;
if (wireless && hwdata->battery) {
HRESULT hr;
__x_ABI_CWindows_CDevices_CPower_CIBatteryReport *report;
hr = __x_ABI_CWindows_CGaming_CInput_CIGameControllerBatteryInfo_TryGetBatteryReport(hwdata->battery, &report);
if (SUCCEEDED(hr) && report) {
int full_capacity = 0, curr_capacity = 0;
__FIReference_1_int *full_capacityP, *curr_capacityP;
hr = __x_ABI_CWindows_CDevices_CPower_CIBatteryReport_get_FullChargeCapacityInMilliwattHours(report, &full_capacityP);
if (SUCCEEDED(hr)) {
__FIReference_1_int_get_Value(full_capacityP, &full_capacity);
__FIReference_1_int_Release(full_capacityP);
}
hr = __x_ABI_CWindows_CDevices_CPower_CIBatteryReport_get_RemainingCapacityInMilliwattHours(report, &curr_capacityP);
if (SUCCEEDED(hr)) {
__FIReference_1_int_get_Value(curr_capacityP, &curr_capacity);
__FIReference_1_int_Release(curr_capacityP);
}
if (full_capacity > 0) {
float ratio = (float)curr_capacity / full_capacity;
if (ratio <= 0.05f) {
joystick->epowerlevel = SDL_JOYSTICK_POWER_EMPTY;
} else if (ratio <= 0.20f) {
joystick->epowerlevel = SDL_JOYSTICK_POWER_LOW;
} else if (ratio <= 0.70f) {
joystick->epowerlevel = SDL_JOYSTICK_POWER_MEDIUM;
} else {
joystick->epowerlevel = SDL_JOYSTICK_POWER_FULL;
}
}
__x_ABI_CWindows_CDevices_CPower_CIBatteryReport_Release(report);
}
}
return 0;
}
static int
WGI_JoystickRumble(SDL_Joystick * joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble)
{
struct joystick_hwdata *hwdata = joystick->hwdata;
if (hwdata->gamepad) {
HRESULT hr;
struct __x_ABI_CWindows_CGaming_CInput_CGamepadVibration vibration;
SDL_zero(vibration);
vibration.LeftMotor = (DOUBLE)low_frequency_rumble / SDL_MAX_UINT16;
vibration.RightMotor = (DOUBLE)high_frequency_rumble / SDL_MAX_UINT16;
hr = __x_ABI_CWindows_CGaming_CInput_CIGamepad_put_Vibration(hwdata->gamepad, vibration);
if (SUCCEEDED(hr)) {
return 0;
} else {
return SDL_SetError("Setting vibration failed: 0x%x\n", hr);
}
} else {
return SDL_Unsupported();
}
}
static Uint8
ConvertHatValue(__x_ABI_CWindows_CGaming_CInput_CGameControllerSwitchPosition value)
{
switch (value) {
case GameControllerSwitchPosition_Up:
return SDL_HAT_UP;
case GameControllerSwitchPosition_UpRight:
return SDL_HAT_RIGHTUP;
case GameControllerSwitchPosition_Right:
return SDL_HAT_RIGHT;
case GameControllerSwitchPosition_DownRight:
return SDL_HAT_RIGHTDOWN;
case GameControllerSwitchPosition_Down:
return SDL_HAT_DOWN;
case GameControllerSwitchPosition_DownLeft:
return SDL_HAT_LEFTDOWN;
case GameControllerSwitchPosition_Left:
return SDL_HAT_LEFT;
case GameControllerSwitchPosition_UpLeft:
return SDL_HAT_LEFTUP;
default:
return SDL_HAT_CENTERED;
}
}
static void
WGI_JoystickUpdate(SDL_Joystick * joystick)
{
struct joystick_hwdata *hwdata = joystick->hwdata;
HRESULT hr;
UINT32 nbuttons = joystick->nbuttons;
boolean *buttons = SDL_stack_alloc(boolean, nbuttons);
UINT32 nhats = joystick->nhats;
__x_ABI_CWindows_CGaming_CInput_CGameControllerSwitchPosition *hats = SDL_stack_alloc(__x_ABI_CWindows_CGaming_CInput_CGameControllerSwitchPosition, nhats);
UINT32 naxes = joystick->naxes;
DOUBLE *axes = SDL_stack_alloc(DOUBLE, naxes);
UINT64 timestamp;
hr = __x_ABI_CWindows_CGaming_CInput_CIRawGameController_GetCurrentReading(hwdata->controller, nbuttons, buttons, nhats, hats, naxes, axes, ×tamp);
if (SUCCEEDED(hr) && timestamp != hwdata->timestamp) {
UINT32 i;
for (i = 0; i < nbuttons; ++i) {
SDL_PrivateJoystickButton(joystick, i, buttons[i]);
}
for (i = 0; i < nhats; ++i) {
SDL_PrivateJoystickHat(joystick, i, ConvertHatValue(hats[i]));
}
for (i = 0; i < naxes; ++i) {
SDL_PrivateJoystickAxis(joystick, i, (int)(axes[i] * 65535) - 32768);
}
hwdata->timestamp = timestamp;
}
SDL_stack_free(buttons);
SDL_stack_free(hats);
SDL_stack_free(axes);
}
static void
WGI_JoystickClose(SDL_Joystick * joystick)
{
struct joystick_hwdata *hwdata = joystick->hwdata;
if (hwdata) {
if (hwdata->controller) {
__x_ABI_CWindows_CGaming_CInput_CIRawGameController_Release(hwdata->controller);
}
if (hwdata->gamecontroller) {
__x_ABI_CWindows_CGaming_CInput_CIGameController_Release(hwdata->gamecontroller);
}
if (hwdata->battery) {
__x_ABI_CWindows_CGaming_CInput_CIGameControllerBatteryInfo_Release(hwdata->battery);
}
if (hwdata->gamepad) {
__x_ABI_CWindows_CGaming_CInput_CIGamepad_Release(hwdata->gamepad);
}
SDL_free(hwdata);
}
joystick->hwdata = NULL;
}
static void
WGI_JoystickQuit(void)
{
if (wgi.statics) {
while (wgi.controller_count > 0) {
IEventHandler_CRawGameControllerVtbl_InvokeRemoved(&controller_removed, NULL, (__x_ABI_CWindows_CGaming_CInput_CIRawGameController **)wgi.controllers[wgi.controller_count - 1].controller);
}
if (wgi.controllers) {
SDL_free(wgi.controllers);
}
if (wgi.arcade_stick_statics) {
__x_ABI_CWindows_CGaming_CInput_CIArcadeStickStatics_Release(wgi.arcade_stick_statics);
}
if (wgi.arcade_stick_statics2) {
__x_ABI_CWindows_CGaming_CInput_CIArcadeStickStatics2_Release(wgi.arcade_stick_statics2);
}
if (wgi.flight_stick_statics) {
__x_ABI_CWindows_CGaming_CInput_CIFlightStickStatics_Release(wgi.flight_stick_statics);
}
if (wgi.gamepad_statics) {
__x_ABI_CWindows_CGaming_CInput_CIGamepadStatics_Release(wgi.gamepad_statics);
}
if (wgi.gamepad_statics2) {
__x_ABI_CWindows_CGaming_CInput_CIGamepadStatics2_Release(wgi.gamepad_statics2);
}
if (wgi.racing_wheel_statics) {
__x_ABI_CWindows_CGaming_CInput_CIRacingWheelStatics_Release(wgi.racing_wheel_statics);
}
if (wgi.racing_wheel_statics2) {
__x_ABI_CWindows_CGaming_CInput_CIRacingWheelStatics2_Release(wgi.racing_wheel_statics2);
}
__x_ABI_CWindows_CGaming_CInput_CIRawGameControllerStatics_remove_RawGameControllerAdded(wgi.statics, wgi.controller_added_token);
__x_ABI_CWindows_CGaming_CInput_CIRawGameControllerStatics_remove_RawGameControllerRemoved(wgi.statics, wgi.controller_removed_token);
__x_ABI_CWindows_CGaming_CInput_CIRawGameControllerStatics_Release(wgi.statics);
}
SDL_zero(wgi);
WIN_CoUninitialize();
}
static SDL_bool
WGI_JoystickGetGamepadMapping(int device_index, SDL_GamepadMapping *out)
{
return SDL_FALSE;
}
SDL_JoystickDriver SDL_WGI_JoystickDriver =
{
WGI_JoystickInit,
WGI_JoystickGetCount,
WGI_JoystickDetect,
WGI_JoystickGetDeviceName,
WGI_JoystickGetDevicePlayerIndex,
WGI_JoystickSetDevicePlayerIndex,
WGI_JoystickGetDeviceGUID,
WGI_JoystickGetDeviceInstanceID,
WGI_JoystickOpen,
WGI_JoystickRumble,
WGI_JoystickUpdate,
WGI_JoystickClose,
WGI_JoystickQuit,
WGI_JoystickGetGamepadMapping
};
#endif /* SDL_JOYSTICK_WGI */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/joystick/windows/SDL_windows_gaming_input.c | C | apache-2.0 | 31,028 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#if SDL_JOYSTICK_DINPUT || SDL_JOYSTICK_XINPUT
/* DirectInput joystick driver; written by Glenn Maynard, based on Andrei de
* A. Formiga's WINMM driver.
*
* Hats and sliders are completely untested; the app I'm writing this for mostly
* doesn't use them and I don't own any joysticks with them.
*
* We don't bother to use event notification here. It doesn't seem to work
* with polled devices, and it's fine to call IDirectInputDevice8_GetDeviceData and
* let it return 0 events. */
#include "SDL_error.h"
#include "SDL_assert.h"
#include "SDL_events.h"
#include "SDL_timer.h"
#include "SDL_mutex.h"
#include "SDL_joystick.h"
#include "../SDL_sysjoystick.h"
#include "../../thread/SDL_systhread.h"
#include "../../core/windows/SDL_windows.h"
#if !defined(__WINRT__)
#include <dbt.h>
#endif
#define INITGUID /* Only set here, if set twice will cause mingw32 to break. */
#include "SDL_windowsjoystick_c.h"
#include "SDL_dinputjoystick_c.h"
#include "SDL_xinputjoystick_c.h"
#include "../../haptic/windows/SDL_dinputhaptic_c.h" /* For haptic hot plugging */
#include "../../haptic/windows/SDL_xinputhaptic_c.h" /* For haptic hot plugging */
#ifndef DEVICE_NOTIFY_WINDOW_HANDLE
#define DEVICE_NOTIFY_WINDOW_HANDLE 0x00000000
#endif
/* local variables */
static SDL_bool s_bDeviceAdded = SDL_FALSE;
static SDL_bool s_bDeviceRemoved = SDL_FALSE;
static SDL_cond *s_condJoystickThread = NULL;
static SDL_mutex *s_mutexJoyStickEnum = NULL;
static SDL_Thread *s_threadJoystick = NULL;
static SDL_bool s_bJoystickThreadQuit = SDL_FALSE;
JoyStick_DeviceData *SYS_Joystick; /* array to hold joystick ID values */
static SDL_bool s_bWindowsDeviceChanged = SDL_FALSE;
#ifdef __WINRT__
typedef struct
{
int unused;
} SDL_DeviceNotificationData;
static void
SDL_CleanupDeviceNotification(SDL_DeviceNotificationData *data)
{
}
static int
SDL_CreateDeviceNotification(SDL_DeviceNotificationData *data)
{
return 0;
}
static SDL_bool
SDL_WaitForDeviceNotification(SDL_DeviceNotificationData *data, SDL_mutex *mutex)
{
return SDL_FALSE;
}
#else /* !__WINRT__ */
typedef struct
{
HRESULT coinitialized;
WNDCLASSEX wincl;
HWND messageWindow;
HDEVNOTIFY hNotify;
} SDL_DeviceNotificationData;
#define IDT_SDL_DEVICE_CHANGE_TIMER_1 1200
#define IDT_SDL_DEVICE_CHANGE_TIMER_2 1201
/* windowproc for our joystick detect thread message only window, to detect any USB device addition/removal */
static LRESULT CALLBACK
SDL_PrivateJoystickDetectProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message) {
case WM_DEVICECHANGE:
switch (wParam) {
case DBT_DEVICEARRIVAL:
case DBT_DEVICEREMOVECOMPLETE:
if (((DEV_BROADCAST_HDR*)lParam)->dbch_devicetype == DBT_DEVTYP_DEVICEINTERFACE) {
/* notify 300ms and 2 seconds later to ensure all APIs have updated status */
SetTimer(hwnd, IDT_SDL_DEVICE_CHANGE_TIMER_1, 300, NULL);
SetTimer(hwnd, IDT_SDL_DEVICE_CHANGE_TIMER_2, 2000, NULL);
}
break;
}
return 0;
case WM_TIMER:
KillTimer(hwnd, wParam);
s_bWindowsDeviceChanged = SDL_TRUE;
return 0;
}
return DefWindowProc (hwnd, message, wParam, lParam);
}
static void
SDL_CleanupDeviceNotification(SDL_DeviceNotificationData *data)
{
if (data->hNotify)
UnregisterDeviceNotification(data->hNotify);
if (data->messageWindow)
DestroyWindow(data->messageWindow);
UnregisterClass(data->wincl.lpszClassName, data->wincl.hInstance);
if (data->coinitialized == S_OK) {
WIN_CoUninitialize();
}
}
static int
SDL_CreateDeviceNotification(SDL_DeviceNotificationData *data)
{
DEV_BROADCAST_DEVICEINTERFACE dbh;
GUID GUID_DEVINTERFACE_HID = { 0x4D1E55B2L, 0xF16F, 0x11CF, { 0x88, 0xCB, 0x00, 0x11, 0x11, 0x00, 0x00, 0x30 } };
SDL_zerop(data);
data->coinitialized = WIN_CoInitialize();
data->wincl.hInstance = GetModuleHandle(NULL);
data->wincl.lpszClassName = L"Message";
data->wincl.lpfnWndProc = SDL_PrivateJoystickDetectProc; /* This function is called by windows */
data->wincl.cbSize = sizeof (WNDCLASSEX);
if (!RegisterClassEx(&data->wincl)) {
WIN_SetError("Failed to create register class for joystick autodetect");
SDL_CleanupDeviceNotification(data);
return -1;
}
data->messageWindow = (HWND)CreateWindowEx(0, L"Message", NULL, 0, 0, 0, 0, 0, HWND_MESSAGE, NULL, NULL, NULL);
if (!data->messageWindow) {
WIN_SetError("Failed to create message window for joystick autodetect");
SDL_CleanupDeviceNotification(data);
return -1;
}
SDL_zero(dbh);
dbh.dbcc_size = sizeof(dbh);
dbh.dbcc_devicetype = DBT_DEVTYP_DEVICEINTERFACE;
dbh.dbcc_classguid = GUID_DEVINTERFACE_HID;
data->hNotify = RegisterDeviceNotification(data->messageWindow, &dbh, DEVICE_NOTIFY_WINDOW_HANDLE);
if (!data->hNotify) {
WIN_SetError("Failed to create notify device for joystick autodetect");
SDL_CleanupDeviceNotification(data);
return -1;
}
return 0;
}
static SDL_bool
SDL_WaitForDeviceNotification(SDL_DeviceNotificationData *data, SDL_mutex *mutex)
{
MSG msg;
int lastret = 1;
if (!data->messageWindow) {
return SDL_FALSE; /* device notifications require a window */
}
SDL_UnlockMutex(mutex);
while (lastret > 0 && s_bWindowsDeviceChanged == SDL_FALSE) {
lastret = GetMessage(&msg, NULL, 0, 0); /* WM_QUIT causes return value of 0 */
if (lastret > 0) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
SDL_LockMutex(mutex);
return (lastret != -1) ? SDL_TRUE : SDL_FALSE;
}
#endif /* __WINRT__ */
/* Function/thread to scan the system for joysticks. */
static int
SDL_JoystickThread(void *_data)
{
SDL_DeviceNotificationData notification_data;
#if SDL_JOYSTICK_XINPUT
SDL_bool bOpenedXInputDevices[XUSER_MAX_COUNT];
SDL_zeroa(bOpenedXInputDevices);
#endif
if (SDL_CreateDeviceNotification(¬ification_data) < 0) {
return -1;
}
SDL_LockMutex(s_mutexJoyStickEnum);
while (s_bJoystickThreadQuit == SDL_FALSE) {
SDL_bool bXInputChanged = SDL_FALSE;
if (SDL_WaitForDeviceNotification(¬ification_data, s_mutexJoyStickEnum) == SDL_FALSE) {
#if SDL_JOYSTICK_XINPUT
/* WM_DEVICECHANGE not working, poll for new XINPUT controllers */
SDL_CondWaitTimeout(s_condJoystickThread, s_mutexJoyStickEnum, 1000);
if (SDL_XINPUT_Enabled() && XINPUTGETCAPABILITIES) {
/* scan for any change in XInput devices */
Uint8 userId;
for (userId = 0; userId < XUSER_MAX_COUNT; userId++) {
XINPUT_CAPABILITIES capabilities;
const DWORD result = XINPUTGETCAPABILITIES(userId, XINPUT_FLAG_GAMEPAD, &capabilities);
const SDL_bool available = (result == ERROR_SUCCESS);
if (bOpenedXInputDevices[userId] != available) {
bXInputChanged = SDL_TRUE;
bOpenedXInputDevices[userId] = available;
}
}
}
#else
/* WM_DEVICECHANGE not working, no XINPUT, no point in keeping thread alive */
break;
#endif /* SDL_JOYSTICK_XINPUT */
}
if (s_bWindowsDeviceChanged || bXInputChanged) {
s_bDeviceRemoved = SDL_TRUE;
s_bDeviceAdded = SDL_TRUE;
s_bWindowsDeviceChanged = SDL_FALSE;
}
}
SDL_UnlockMutex(s_mutexJoyStickEnum);
SDL_CleanupDeviceNotification(¬ification_data);
return 1;
}
void WINDOWS_AddJoystickDevice(JoyStick_DeviceData *device)
{
device->send_add_event = SDL_TRUE;
device->nInstanceID = SDL_GetNextJoystickInstanceID();
device->pNext = SYS_Joystick;
SYS_Joystick = device;
s_bDeviceAdded = SDL_TRUE;
}
static void WINDOWS_JoystickDetect(void);
static void WINDOWS_JoystickQuit(void);
/* Function to scan the system for joysticks.
* Joystick 0 should be the system default joystick.
* It should return 0, or -1 on an unrecoverable fatal error.
*/
static int
WINDOWS_JoystickInit(void)
{
if (SDL_DINPUT_JoystickInit() < 0) {
WINDOWS_JoystickQuit();
return -1;
}
if (SDL_XINPUT_JoystickInit() < 0) {
WINDOWS_JoystickQuit();
return -1;
}
s_mutexJoyStickEnum = SDL_CreateMutex();
s_condJoystickThread = SDL_CreateCond();
s_bDeviceAdded = SDL_TRUE; /* force a scan of the system for joysticks this first time */
WINDOWS_JoystickDetect();
if (!s_threadJoystick) {
/* spin up the thread to detect hotplug of devices */
s_bJoystickThreadQuit = SDL_FALSE;
s_threadJoystick = SDL_CreateThreadInternal(SDL_JoystickThread, "SDL_joystick", 64 * 1024, NULL);
}
return 0;
}
/* return the number of joysticks that are connected right now */
static int
WINDOWS_JoystickGetCount(void)
{
int nJoysticks = 0;
JoyStick_DeviceData *device = SYS_Joystick;
while (device) {
nJoysticks++;
device = device->pNext;
}
return nJoysticks;
}
/* detect any new joysticks being inserted into the system */
static void
WINDOWS_JoystickDetect(void)
{
JoyStick_DeviceData *pCurList = NULL;
/* only enum the devices if the joystick thread told us something changed */
if (!s_bDeviceAdded && !s_bDeviceRemoved) {
return; /* thread hasn't signaled, nothing to do right now. */
}
SDL_LockMutex(s_mutexJoyStickEnum);
s_bDeviceAdded = SDL_FALSE;
s_bDeviceRemoved = SDL_FALSE;
pCurList = SYS_Joystick;
SYS_Joystick = NULL;
/* Look for DirectInput joysticks, wheels, head trackers, gamepads, etc.. */
SDL_DINPUT_JoystickDetect(&pCurList);
/* Look for XInput devices. Do this last, so they're first in the final list. */
SDL_XINPUT_JoystickDetect(&pCurList);
SDL_UnlockMutex(s_mutexJoyStickEnum);
while (pCurList) {
JoyStick_DeviceData *pListNext = NULL;
if (pCurList->bXInputDevice) {
SDL_XINPUT_MaybeRemoveDevice(pCurList->XInputUserId);
} else {
SDL_DINPUT_MaybeRemoveDevice(&pCurList->dxdevice);
}
SDL_PrivateJoystickRemoved(pCurList->nInstanceID);
pListNext = pCurList->pNext;
SDL_free(pCurList->joystickname);
SDL_free(pCurList);
pCurList = pListNext;
}
if (s_bDeviceAdded) {
JoyStick_DeviceData *pNewJoystick;
int device_index = 0;
s_bDeviceAdded = SDL_FALSE;
pNewJoystick = SYS_Joystick;
while (pNewJoystick) {
if (pNewJoystick->send_add_event) {
if (pNewJoystick->bXInputDevice) {
SDL_XINPUT_MaybeAddDevice(pNewJoystick->XInputUserId);
} else {
SDL_DINPUT_MaybeAddDevice(&pNewJoystick->dxdevice);
}
SDL_PrivateJoystickAdded(pNewJoystick->nInstanceID);
pNewJoystick->send_add_event = SDL_FALSE;
}
device_index++;
pNewJoystick = pNewJoystick->pNext;
}
}
}
/* Function to get the device-dependent name of a joystick */
static const char *
WINDOWS_JoystickGetDeviceName(int device_index)
{
JoyStick_DeviceData *device = SYS_Joystick;
int index;
for (index = device_index; index > 0; index--)
device = device->pNext;
return device->joystickname;
}
static int
WINDOWS_JoystickGetDevicePlayerIndex(int device_index)
{
JoyStick_DeviceData *device = SYS_Joystick;
int index;
for (index = device_index; index > 0; index--)
device = device->pNext;
return device->bXInputDevice ? (int)device->XInputUserId : -1;
}
static void
WINDOWS_JoystickSetDevicePlayerIndex(int device_index, int player_index)
{
}
/* return the stable device guid for this device index */
static SDL_JoystickGUID
WINDOWS_JoystickGetDeviceGUID(int device_index)
{
JoyStick_DeviceData *device = SYS_Joystick;
int index;
for (index = device_index; index > 0; index--)
device = device->pNext;
return device->guid;
}
/* Function to perform the mapping between current device instance and this joysticks instance id */
static SDL_JoystickID
WINDOWS_JoystickGetDeviceInstanceID(int device_index)
{
JoyStick_DeviceData *device = SYS_Joystick;
int index;
for (index = device_index; index > 0; index--)
device = device->pNext;
return device->nInstanceID;
}
/* Function to open a joystick for use.
The joystick to open is specified by the device index.
This should fill the nbuttons and naxes fields of the joystick structure.
It returns 0, or -1 if there is an error.
*/
static int
WINDOWS_JoystickOpen(SDL_Joystick * joystick, int device_index)
{
JoyStick_DeviceData *device = SYS_Joystick;
int index;
for (index = device_index; index > 0; index--)
device = device->pNext;
/* allocate memory for system specific hardware data */
joystick->instance_id = device->nInstanceID;
joystick->hwdata =
(struct joystick_hwdata *) SDL_malloc(sizeof(struct joystick_hwdata));
if (joystick->hwdata == NULL) {
return SDL_OutOfMemory();
}
SDL_zerop(joystick->hwdata);
joystick->hwdata->guid = device->guid;
if (device->bXInputDevice) {
return SDL_XINPUT_JoystickOpen(joystick, device);
} else {
return SDL_DINPUT_JoystickOpen(joystick, device);
}
}
static int
WINDOWS_JoystickRumble(SDL_Joystick * joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble)
{
if (joystick->hwdata->bXInputDevice) {
return SDL_XINPUT_JoystickRumble(joystick, low_frequency_rumble, high_frequency_rumble);
} else {
return SDL_DINPUT_JoystickRumble(joystick, low_frequency_rumble, high_frequency_rumble);
}
}
static void
WINDOWS_JoystickUpdate(SDL_Joystick * joystick)
{
if (!joystick->hwdata) {
return;
}
if (joystick->hwdata->bXInputDevice) {
SDL_XINPUT_JoystickUpdate(joystick);
} else {
SDL_DINPUT_JoystickUpdate(joystick);
}
}
/* Function to close a joystick after use */
static void
WINDOWS_JoystickClose(SDL_Joystick * joystick)
{
if (joystick->hwdata->bXInputDevice) {
SDL_XINPUT_JoystickClose(joystick);
} else {
SDL_DINPUT_JoystickClose(joystick);
}
SDL_free(joystick->hwdata);
}
/* Function to perform any system-specific joystick related cleanup */
static void
WINDOWS_JoystickQuit(void)
{
JoyStick_DeviceData *device = SYS_Joystick;
while (device) {
JoyStick_DeviceData *device_next = device->pNext;
SDL_free(device->joystickname);
SDL_free(device);
device = device_next;
}
SYS_Joystick = NULL;
if (s_threadJoystick) {
SDL_LockMutex(s_mutexJoyStickEnum);
s_bJoystickThreadQuit = SDL_TRUE;
SDL_CondBroadcast(s_condJoystickThread); /* signal the joystick thread to quit */
SDL_UnlockMutex(s_mutexJoyStickEnum);
#ifndef __WINRT__
PostThreadMessage(SDL_GetThreadID(s_threadJoystick), WM_QUIT, 0, 0);
#endif
SDL_WaitThread(s_threadJoystick, NULL); /* wait for it to bugger off */
SDL_DestroyMutex(s_mutexJoyStickEnum);
SDL_DestroyCond(s_condJoystickThread);
s_condJoystickThread= NULL;
s_mutexJoyStickEnum = NULL;
s_threadJoystick = NULL;
}
SDL_DINPUT_JoystickQuit();
SDL_XINPUT_JoystickQuit();
s_bDeviceAdded = SDL_FALSE;
s_bDeviceRemoved = SDL_FALSE;
}
static SDL_bool
WINDOWS_JoystickGetGamepadMapping(int device_index, SDL_GamepadMapping *out)
{
return SDL_FALSE;
}
SDL_JoystickDriver SDL_WINDOWS_JoystickDriver =
{
WINDOWS_JoystickInit,
WINDOWS_JoystickGetCount,
WINDOWS_JoystickDetect,
WINDOWS_JoystickGetDeviceName,
WINDOWS_JoystickGetDevicePlayerIndex,
WINDOWS_JoystickSetDevicePlayerIndex,
WINDOWS_JoystickGetDeviceGUID,
WINDOWS_JoystickGetDeviceInstanceID,
WINDOWS_JoystickOpen,
WINDOWS_JoystickRumble,
WINDOWS_JoystickUpdate,
WINDOWS_JoystickClose,
WINDOWS_JoystickQuit,
WINDOWS_JoystickGetGamepadMapping
};
#endif /* SDL_JOYSTICK_DINPUT || SDL_JOYSTICK_XINPUT */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/joystick/windows/SDL_windowsjoystick.c | C | apache-2.0 | 17,393 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#include "SDL_events.h"
#include "../SDL_sysjoystick.h"
#include "../../core/windows/SDL_windows.h"
#include "../../core/windows/SDL_directx.h"
#define MAX_INPUTS 256 /* each joystick can have up to 256 inputs */
typedef struct JoyStick_DeviceData
{
SDL_JoystickGUID guid;
char *joystickname;
Uint8 send_add_event;
SDL_JoystickID nInstanceID;
SDL_bool bXInputDevice;
BYTE SubType;
Uint8 XInputUserId;
DIDEVICEINSTANCE dxdevice;
WCHAR hidPath[MAX_PATH];
struct JoyStick_DeviceData *pNext;
} JoyStick_DeviceData;
extern JoyStick_DeviceData *SYS_Joystick; /* array to hold joystick ID values */
typedef enum Type
{
BUTTON,
AXIS,
HAT
} Type;
typedef struct input_t
{
/* DirectInput offset for this input type: */
DWORD ofs;
/* Button, axis or hat: */
Type type;
/* SDL input offset: */
Uint8 num;
} input_t;
/* The private structure used to keep track of a joystick */
struct joystick_hwdata
{
SDL_JoystickGUID guid;
#if SDL_JOYSTICK_DINPUT
LPDIRECTINPUTDEVICE8 InputDevice;
DIDEVCAPS Capabilities;
SDL_bool buffered;
input_t Inputs[MAX_INPUTS];
int NumInputs;
int NumSliders;
SDL_bool ff_initialized;
DIEFFECT *ffeffect;
LPDIRECTINPUTEFFECT ffeffect_ref;
#endif
SDL_bool bXInputDevice; /* SDL_TRUE if this device supports using the xinput API rather than DirectInput */
SDL_bool bXInputHaptic; /* Supports force feedback via XInput. */
Uint8 userid; /* XInput userid index for this joystick */
DWORD dwPacketNumber;
};
#if SDL_JOYSTICK_DINPUT
extern const DIDATAFORMAT SDL_c_dfDIJoystick2;
#endif
extern void WINDOWS_AddJoystickDevice(JoyStick_DeviceData *device);
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/joystick/windows/SDL_windowsjoystick_c.h | C | apache-2.0 | 2,722 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#include "../SDL_sysjoystick.h"
#if SDL_JOYSTICK_XINPUT
#include "SDL_assert.h"
#include "SDL_hints.h"
#include "SDL_timer.h"
#include "SDL_windowsjoystick_c.h"
#include "SDL_xinputjoystick_c.h"
#include "SDL_rawinputjoystick_c.h"
#include "../hidapi/SDL_hidapijoystick_c.h"
/*
* Internal stuff.
*/
static SDL_bool s_bXInputEnabled = SDL_TRUE;
static char *s_arrXInputDevicePath[XUSER_MAX_COUNT];
static SDL_bool
SDL_XInputUseOldJoystickMapping()
{
#ifdef __WINRT__
/* TODO: remove this __WINRT__ block, but only after integrating with UWP/WinRT's HID API */
/* FIXME: Why are Win8/10 different here? -flibit */
return (NTDDI_VERSION < NTDDI_WIN10);
#else
static int s_XInputUseOldJoystickMapping = -1;
if (s_XInputUseOldJoystickMapping < 0) {
s_XInputUseOldJoystickMapping = SDL_GetHintBoolean(SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING, SDL_FALSE);
}
return (s_XInputUseOldJoystickMapping > 0);
#endif
}
SDL_bool SDL_XINPUT_Enabled(void)
{
return s_bXInputEnabled;
}
int
SDL_XINPUT_JoystickInit(void)
{
s_bXInputEnabled = SDL_GetHintBoolean(SDL_HINT_XINPUT_ENABLED, SDL_TRUE);
if (s_bXInputEnabled && WIN_LoadXInputDLL() < 0) {
s_bXInputEnabled = SDL_FALSE; /* oh well. */
}
return 0;
}
static const char *
GetXInputName(const Uint8 userid, BYTE SubType)
{
static char name[32];
if (SDL_XInputUseOldJoystickMapping()) {
SDL_snprintf(name, sizeof(name), "X360 Controller #%u", 1 + userid);
} else {
switch (SubType) {
case XINPUT_DEVSUBTYPE_GAMEPAD:
SDL_snprintf(name, sizeof(name), "XInput Controller #%u", 1 + userid);
break;
case XINPUT_DEVSUBTYPE_WHEEL:
SDL_snprintf(name, sizeof(name), "XInput Wheel #%u", 1 + userid);
break;
case XINPUT_DEVSUBTYPE_ARCADE_STICK:
SDL_snprintf(name, sizeof(name), "XInput ArcadeStick #%u", 1 + userid);
break;
case XINPUT_DEVSUBTYPE_FLIGHT_STICK:
SDL_snprintf(name, sizeof(name), "XInput FlightStick #%u", 1 + userid);
break;
case XINPUT_DEVSUBTYPE_DANCE_PAD:
SDL_snprintf(name, sizeof(name), "XInput DancePad #%u", 1 + userid);
break;
case XINPUT_DEVSUBTYPE_GUITAR:
case XINPUT_DEVSUBTYPE_GUITAR_ALTERNATE:
case XINPUT_DEVSUBTYPE_GUITAR_BASS:
SDL_snprintf(name, sizeof(name), "XInput Guitar #%u", 1 + userid);
break;
case XINPUT_DEVSUBTYPE_DRUM_KIT:
SDL_snprintf(name, sizeof(name), "XInput DrumKit #%u", 1 + userid);
break;
case XINPUT_DEVSUBTYPE_ARCADE_PAD:
SDL_snprintf(name, sizeof(name), "XInput ArcadePad #%u", 1 + userid);
break;
default:
SDL_snprintf(name, sizeof(name), "XInput Device #%u", 1 + userid);
break;
}
}
return name;
}
/* We can't really tell what device is being used for XInput, but we can guess
and we'll be correct for the case where only one device is connected.
*/
static void
GuessXInputDevice(Uint8 userid, Uint16 *pVID, Uint16 *pPID, Uint16 *pVersion)
{
#ifndef __WINRT__ /* TODO: remove this ifndef __WINRT__ block, but only after integrating with UWP/WinRT's HID API */
PRAWINPUTDEVICELIST devices = NULL;
UINT i, j, device_count = 0;
if ((GetRawInputDeviceList(NULL, &device_count, sizeof(RAWINPUTDEVICELIST)) == -1) || (!device_count)) {
return; /* oh well. */
}
devices = (PRAWINPUTDEVICELIST)SDL_malloc(sizeof(RAWINPUTDEVICELIST) * device_count);
if (devices == NULL) {
return;
}
if (GetRawInputDeviceList(devices, &device_count, sizeof(RAWINPUTDEVICELIST)) == -1) {
SDL_free(devices);
return; /* oh well. */
}
/* First see if we have a cached entry for this index */
if (s_arrXInputDevicePath[userid]) {
for (i = 0; i < device_count; i++) {
RID_DEVICE_INFO rdi;
char devName[128];
UINT rdiSize = sizeof(rdi);
UINT nameSize = SDL_arraysize(devName);
rdi.cbSize = sizeof(rdi);
if (devices[i].dwType == RIM_TYPEHID &&
GetRawInputDeviceInfoA(devices[i].hDevice, RIDI_DEVICEINFO, &rdi, &rdiSize) != (UINT)-1 &&
GetRawInputDeviceInfoA(devices[i].hDevice, RIDI_DEVICENAME, devName, &nameSize) != (UINT)-1) {
if (SDL_strcmp(devName, s_arrXInputDevicePath[userid]) == 0) {
*pVID = (Uint16)rdi.hid.dwVendorId;
*pPID = (Uint16)rdi.hid.dwProductId;
*pVersion = (Uint16)rdi.hid.dwVersionNumber;
SDL_free(devices);
return;
}
}
}
}
for (i = 0; i < device_count; i++) {
RID_DEVICE_INFO rdi;
char devName[128];
UINT rdiSize = sizeof(rdi);
UINT nameSize = SDL_arraysize(devName);
rdi.cbSize = sizeof(rdi);
if (devices[i].dwType == RIM_TYPEHID &&
GetRawInputDeviceInfoA(devices[i].hDevice, RIDI_DEVICEINFO, &rdi, &rdiSize) != (UINT)-1 &&
GetRawInputDeviceInfoA(devices[i].hDevice, RIDI_DEVICENAME, devName, &nameSize) != (UINT)-1) {
#ifdef DEBUG_JOYSTICK
SDL_Log("Raw input device: VID = 0x%x, PID = 0x%x, %s\n", rdi.hid.dwVendorId, rdi.hid.dwProductId, devName);
#endif
if (SDL_strstr(devName, "IG_") != NULL) {
SDL_bool found = SDL_FALSE;
for (j = 0; j < SDL_arraysize(s_arrXInputDevicePath); ++j) {
if (!s_arrXInputDevicePath[j]) {
continue;
}
if (SDL_strcmp(devName, s_arrXInputDevicePath[j]) == 0) {
found = SDL_TRUE;
break;
}
}
if (found) {
/* We already have this device in our XInput device list */
continue;
}
/* We don't actually know if this is the right device for this
* userid, but we'll record it so we'll at least be consistent
* when the raw device list changes.
*/
*pVID = (Uint16)rdi.hid.dwVendorId;
*pPID = (Uint16)rdi.hid.dwProductId;
*pVersion = (Uint16)rdi.hid.dwVersionNumber;
if (s_arrXInputDevicePath[userid]) {
SDL_free(s_arrXInputDevicePath[userid]);
}
s_arrXInputDevicePath[userid] = SDL_strdup(devName);
SDL_free(devices);
return;
}
}
}
SDL_free(devices);
#endif /* ifndef __WINRT__ */
/* The device wasn't in the raw HID device list, it's probably Bluetooth */
*pVID = 0x045e; /* Microsoft */
*pPID = 0x02fd; /* XBox One S Bluetooth */
*pVersion = 0;
}
static void
AddXInputDevice(Uint8 userid, BYTE SubType, JoyStick_DeviceData **pContext)
{
Uint16 vendor = 0;
Uint16 product = 0;
Uint16 version = 0;
JoyStick_DeviceData *pPrevJoystick = NULL;
JoyStick_DeviceData *pNewJoystick = *pContext;
if (SDL_XInputUseOldJoystickMapping() && SubType != XINPUT_DEVSUBTYPE_GAMEPAD)
return;
if (SubType == XINPUT_DEVSUBTYPE_UNKNOWN)
return;
while (pNewJoystick) {
if (pNewJoystick->bXInputDevice && (pNewJoystick->XInputUserId == userid) && (pNewJoystick->SubType == SubType)) {
/* if we are replacing the front of the list then update it */
if (pNewJoystick == *pContext) {
*pContext = pNewJoystick->pNext;
} else if (pPrevJoystick) {
pPrevJoystick->pNext = pNewJoystick->pNext;
}
pNewJoystick->pNext = SYS_Joystick;
SYS_Joystick = pNewJoystick;
return; /* already in the list. */
}
pPrevJoystick = pNewJoystick;
pNewJoystick = pNewJoystick->pNext;
}
pNewJoystick = (JoyStick_DeviceData *)SDL_calloc(1, sizeof(JoyStick_DeviceData));
if (!pNewJoystick) {
return; /* better luck next time? */
}
pNewJoystick->bXInputDevice = SDL_TRUE;
if (!SDL_XInputUseOldJoystickMapping()) {
Uint16 *guid16 = (Uint16 *)pNewJoystick->guid.data;
GuessXInputDevice(userid, &vendor, &product, &version);
*guid16++ = SDL_SwapLE16(SDL_HARDWARE_BUS_USB);
*guid16++ = 0;
*guid16++ = SDL_SwapLE16(vendor);
*guid16++ = 0;
*guid16++ = SDL_SwapLE16(product);
*guid16++ = 0;
*guid16++ = SDL_SwapLE16(version);
*guid16++ = 0;
/* Note that this is an XInput device and what subtype it is */
pNewJoystick->guid.data[14] = 'x';
pNewJoystick->guid.data[15] = SubType;
}
pNewJoystick->SubType = SubType;
pNewJoystick->XInputUserId = userid;
pNewJoystick->joystickname = SDL_CreateJoystickName(vendor, product, NULL, GetXInputName(userid, SubType));
if (!pNewJoystick->joystickname) {
SDL_free(pNewJoystick);
return; /* better luck next time? */
}
if (SDL_ShouldIgnoreJoystick(pNewJoystick->joystickname, pNewJoystick->guid)) {
SDL_free(pNewJoystick);
return;
}
#ifdef SDL_JOYSTICK_HIDAPI
if (HIDAPI_IsDevicePresent(vendor, product, version, pNewJoystick->joystickname)) {
/* The HIDAPI driver is taking care of this device */
SDL_free(pNewJoystick);
return;
}
#endif
#ifdef SDL_JOYSTICK_RAWINPUT
if (RAWINPUT_IsDevicePresent(vendor, product, version)) {
/* The RAWINPUT driver is taking care of this device */
SDL_free(pNewJoystick);
return;
}
#endif
WINDOWS_AddJoystickDevice(pNewJoystick);
}
static void
DelXInputDevice(Uint8 userid)
{
if (s_arrXInputDevicePath[userid]) {
SDL_free(s_arrXInputDevicePath[userid]);
s_arrXInputDevicePath[userid] = NULL;
}
}
void
SDL_XINPUT_JoystickDetect(JoyStick_DeviceData **pContext)
{
int iuserid;
if (!s_bXInputEnabled) {
return;
}
/* iterate in reverse, so these are in the final list in ascending numeric order. */
for (iuserid = XUSER_MAX_COUNT - 1; iuserid >= 0; iuserid--) {
const Uint8 userid = (Uint8)iuserid;
XINPUT_CAPABILITIES capabilities;
if (XINPUTGETCAPABILITIES(userid, XINPUT_FLAG_GAMEPAD, &capabilities) == ERROR_SUCCESS) {
/* Adding a new device, must handle all removes first, or GuessXInputDevice goes terribly wrong (returns
a product/vendor ID that is not even attached to the system) when we get a remove and add on the same tick
(e.g. when disconnecting a device and the OS reassigns which userid an already-attached controller is)
*/
int iuserid2;
for (iuserid2 = iuserid - 1; iuserid2 >= 0; iuserid2--) {
const Uint8 userid2 = (Uint8)iuserid2;
XINPUT_CAPABILITIES capabilities2;
if (XINPUTGETCAPABILITIES(userid2, XINPUT_FLAG_GAMEPAD, &capabilities2) != ERROR_SUCCESS) {
DelXInputDevice(userid2);
}
}
AddXInputDevice(userid, capabilities.SubType, pContext);
} else {
DelXInputDevice(userid);
}
}
}
int
SDL_XINPUT_JoystickOpen(SDL_Joystick * joystick, JoyStick_DeviceData *joystickdevice)
{
const Uint8 userId = joystickdevice->XInputUserId;
XINPUT_CAPABILITIES capabilities;
XINPUT_VIBRATION state;
SDL_assert(s_bXInputEnabled);
SDL_assert(XINPUTGETCAPABILITIES);
SDL_assert(XINPUTSETSTATE);
SDL_assert(userId < XUSER_MAX_COUNT);
joystick->hwdata->bXInputDevice = SDL_TRUE;
if (XINPUTGETCAPABILITIES(userId, XINPUT_FLAG_GAMEPAD, &capabilities) != ERROR_SUCCESS) {
SDL_free(joystick->hwdata);
joystick->hwdata = NULL;
return SDL_SetError("Failed to obtain XInput device capabilities. Device disconnected?");
}
SDL_zero(state);
joystick->hwdata->bXInputHaptic = (XINPUTSETSTATE(userId, &state) == ERROR_SUCCESS);
joystick->hwdata->userid = userId;
/* The XInput API has a hard coded button/axis mapping, so we just match it */
if (SDL_XInputUseOldJoystickMapping()) {
joystick->naxes = 6;
joystick->nbuttons = 15;
} else {
joystick->naxes = 6;
joystick->nbuttons = 11;
joystick->nhats = 1;
}
return 0;
}
static void
UpdateXInputJoystickBatteryInformation(SDL_Joystick * joystick, XINPUT_BATTERY_INFORMATION_EX *pBatteryInformation)
{
if (pBatteryInformation->BatteryType != BATTERY_TYPE_UNKNOWN) {
SDL_JoystickPowerLevel ePowerLevel = SDL_JOYSTICK_POWER_UNKNOWN;
if (pBatteryInformation->BatteryType == BATTERY_TYPE_WIRED) {
ePowerLevel = SDL_JOYSTICK_POWER_WIRED;
} else {
switch (pBatteryInformation->BatteryLevel) {
case BATTERY_LEVEL_EMPTY:
ePowerLevel = SDL_JOYSTICK_POWER_EMPTY;
break;
case BATTERY_LEVEL_LOW:
ePowerLevel = SDL_JOYSTICK_POWER_LOW;
break;
case BATTERY_LEVEL_MEDIUM:
ePowerLevel = SDL_JOYSTICK_POWER_MEDIUM;
break;
default:
case BATTERY_LEVEL_FULL:
ePowerLevel = SDL_JOYSTICK_POWER_FULL;
break;
}
}
SDL_PrivateJoystickBatteryLevel(joystick, ePowerLevel);
}
}
static void
UpdateXInputJoystickState_OLD(SDL_Joystick * joystick, XINPUT_STATE_EX *pXInputState, XINPUT_BATTERY_INFORMATION_EX *pBatteryInformation)
{
static WORD s_XInputButtons[] = {
XINPUT_GAMEPAD_DPAD_UP, XINPUT_GAMEPAD_DPAD_DOWN, XINPUT_GAMEPAD_DPAD_LEFT, XINPUT_GAMEPAD_DPAD_RIGHT,
XINPUT_GAMEPAD_START, XINPUT_GAMEPAD_BACK, XINPUT_GAMEPAD_LEFT_THUMB, XINPUT_GAMEPAD_RIGHT_THUMB,
XINPUT_GAMEPAD_LEFT_SHOULDER, XINPUT_GAMEPAD_RIGHT_SHOULDER,
XINPUT_GAMEPAD_A, XINPUT_GAMEPAD_B, XINPUT_GAMEPAD_X, XINPUT_GAMEPAD_Y,
XINPUT_GAMEPAD_GUIDE
};
WORD wButtons = pXInputState->Gamepad.wButtons;
Uint8 button;
SDL_PrivateJoystickAxis(joystick, 0, (Sint16)pXInputState->Gamepad.sThumbLX);
SDL_PrivateJoystickAxis(joystick, 1, (Sint16)(-SDL_max(-32767, pXInputState->Gamepad.sThumbLY)));
SDL_PrivateJoystickAxis(joystick, 2, (Sint16)pXInputState->Gamepad.sThumbRX);
SDL_PrivateJoystickAxis(joystick, 3, (Sint16)(-SDL_max(-32767, pXInputState->Gamepad.sThumbRY)));
SDL_PrivateJoystickAxis(joystick, 4, (Sint16)(((int)pXInputState->Gamepad.bLeftTrigger * 65535 / 255) - 32768));
SDL_PrivateJoystickAxis(joystick, 5, (Sint16)(((int)pXInputState->Gamepad.bRightTrigger * 65535 / 255) - 32768));
for (button = 0; button < SDL_arraysize(s_XInputButtons); ++button) {
SDL_PrivateJoystickButton(joystick, button, (wButtons & s_XInputButtons[button]) ? SDL_PRESSED : SDL_RELEASED);
}
UpdateXInputJoystickBatteryInformation(joystick, pBatteryInformation);
}
static void
UpdateXInputJoystickState(SDL_Joystick * joystick, XINPUT_STATE_EX *pXInputState, XINPUT_BATTERY_INFORMATION_EX *pBatteryInformation)
{
static WORD s_XInputButtons[] = {
XINPUT_GAMEPAD_A, XINPUT_GAMEPAD_B, XINPUT_GAMEPAD_X, XINPUT_GAMEPAD_Y,
XINPUT_GAMEPAD_LEFT_SHOULDER, XINPUT_GAMEPAD_RIGHT_SHOULDER, XINPUT_GAMEPAD_BACK, XINPUT_GAMEPAD_START,
XINPUT_GAMEPAD_LEFT_THUMB, XINPUT_GAMEPAD_RIGHT_THUMB,
XINPUT_GAMEPAD_GUIDE
};
WORD wButtons = pXInputState->Gamepad.wButtons;
Uint8 button;
Uint8 hat = SDL_HAT_CENTERED;
SDL_PrivateJoystickAxis(joystick, 0, pXInputState->Gamepad.sThumbLX);
SDL_PrivateJoystickAxis(joystick, 1, ~pXInputState->Gamepad.sThumbLY);
SDL_PrivateJoystickAxis(joystick, 2, ((int)pXInputState->Gamepad.bLeftTrigger * 257) - 32768);
SDL_PrivateJoystickAxis(joystick, 3, pXInputState->Gamepad.sThumbRX);
SDL_PrivateJoystickAxis(joystick, 4, ~pXInputState->Gamepad.sThumbRY);
SDL_PrivateJoystickAxis(joystick, 5, ((int)pXInputState->Gamepad.bRightTrigger * 257) - 32768);
for (button = 0; button < SDL_arraysize(s_XInputButtons); ++button) {
SDL_PrivateJoystickButton(joystick, button, (wButtons & s_XInputButtons[button]) ? SDL_PRESSED : SDL_RELEASED);
}
if (wButtons & XINPUT_GAMEPAD_DPAD_UP) {
hat |= SDL_HAT_UP;
}
if (wButtons & XINPUT_GAMEPAD_DPAD_DOWN) {
hat |= SDL_HAT_DOWN;
}
if (wButtons & XINPUT_GAMEPAD_DPAD_LEFT) {
hat |= SDL_HAT_LEFT;
}
if (wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) {
hat |= SDL_HAT_RIGHT;
}
SDL_PrivateJoystickHat(joystick, 0, hat);
UpdateXInputJoystickBatteryInformation(joystick, pBatteryInformation);
}
int
SDL_XINPUT_JoystickRumble(SDL_Joystick * joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble)
{
XINPUT_VIBRATION XVibration;
if (!XINPUTSETSTATE) {
return SDL_Unsupported();
}
XVibration.wLeftMotorSpeed = low_frequency_rumble;
XVibration.wRightMotorSpeed = high_frequency_rumble;
if (XINPUTSETSTATE(joystick->hwdata->userid, &XVibration) != ERROR_SUCCESS) {
return SDL_SetError("XInputSetState() failed");
}
return 0;
}
void
SDL_XINPUT_JoystickUpdate(SDL_Joystick * joystick)
{
HRESULT result;
XINPUT_STATE_EX XInputState;
XINPUT_BATTERY_INFORMATION_EX XBatteryInformation;
if (!XINPUTGETSTATE)
return;
result = XINPUTGETSTATE(joystick->hwdata->userid, &XInputState);
if (result == ERROR_DEVICE_NOT_CONNECTED) {
return;
}
SDL_zero(XBatteryInformation);
if (XINPUTGETBATTERYINFORMATION) {
result = XINPUTGETBATTERYINFORMATION(joystick->hwdata->userid, BATTERY_DEVTYPE_GAMEPAD, &XBatteryInformation);
}
/* only fire events if the data changed from last time */
if (XInputState.dwPacketNumber && XInputState.dwPacketNumber != joystick->hwdata->dwPacketNumber) {
if (SDL_XInputUseOldJoystickMapping()) {
UpdateXInputJoystickState_OLD(joystick, &XInputState, &XBatteryInformation);
} else {
UpdateXInputJoystickState(joystick, &XInputState, &XBatteryInformation);
}
joystick->hwdata->dwPacketNumber = XInputState.dwPacketNumber;
}
}
void
SDL_XINPUT_JoystickClose(SDL_Joystick * joystick)
{
}
void
SDL_XINPUT_JoystickQuit(void)
{
if (s_bXInputEnabled) {
WIN_UnloadXInputDLL();
}
}
#else /* !SDL_JOYSTICK_XINPUT */
typedef struct JoyStick_DeviceData JoyStick_DeviceData;
SDL_bool SDL_XINPUT_Enabled(void)
{
return SDL_FALSE;
}
int
SDL_XINPUT_JoystickInit(void)
{
return 0;
}
void
SDL_XINPUT_JoystickDetect(JoyStick_DeviceData **pContext)
{
}
int
SDL_XINPUT_JoystickOpen(SDL_Joystick * joystick, JoyStick_DeviceData *joystickdevice)
{
return SDL_Unsupported();
}
int
SDL_XINPUT_JoystickRumble(SDL_Joystick * joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble)
{
return SDL_Unsupported();
}
void
SDL_XINPUT_JoystickUpdate(SDL_Joystick * joystick)
{
}
void
SDL_XINPUT_JoystickClose(SDL_Joystick * joystick)
{
}
void
SDL_XINPUT_JoystickQuit(void)
{
}
#endif /* SDL_JOYSTICK_XINPUT */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/joystick/windows/SDL_xinputjoystick.c | C | apache-2.0 | 20,323 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#include "../../core/windows/SDL_xinput.h"
extern SDL_bool SDL_XINPUT_Enabled(void);
extern int SDL_XINPUT_JoystickInit(void);
extern void SDL_XINPUT_JoystickDetect(JoyStick_DeviceData **pContext);
extern int SDL_XINPUT_JoystickOpen(SDL_Joystick * joystick, JoyStick_DeviceData *joystickdevice);
extern int SDL_XINPUT_JoystickRumble(SDL_Joystick * joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble);
extern void SDL_XINPUT_JoystickUpdate(SDL_Joystick * joystick);
extern void SDL_XINPUT_JoystickClose(SDL_Joystick * joystick);
extern void SDL_XINPUT_JoystickQuit(void);
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/joystick/windows/SDL_xinputjoystick_c.h | C | apache-2.0 | 1,597 |
/*
* ====================================================
* Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved.
*
* Developed at SunPro, a Sun Microsystems, Inc. business.
* Permission to use, copy, modify, and distribute this
* software is freely granted, provided that this notice
* is preserved.
* ====================================================
*/
/* __ieee754_atan2(y,x)
* Method :
* 1. Reduce y to positive by atan2(y,x)=-atan2(-y,x).
* 2. Reduce x to positive by (if x and y are unexceptional):
* ARG (x+iy) = arctan(y/x) ... if x > 0,
* ARG (x+iy) = pi - arctan[y/(-x)] ... if x < 0,
*
* Special cases:
*
* ATAN2((anything), NaN ) is NaN;
* ATAN2(NAN , (anything) ) is NaN;
* ATAN2(+-0, +(anything but NaN)) is +-0 ;
* ATAN2(+-0, -(anything but NaN)) is +-pi ;
* ATAN2(+-(anything but 0 and NaN), 0) is +-pi/2;
* ATAN2(+-(anything but INF and NaN), +INF) is +-0 ;
* ATAN2(+-(anything but INF and NaN), -INF) is +-pi;
* ATAN2(+-INF,+INF ) is +-pi/4 ;
* ATAN2(+-INF,-INF ) is +-3pi/4;
* ATAN2(+-INF, (anything but,0,NaN, and INF)) is +-pi/2;
*
* Constants:
* The hexadecimal values are the intended ones for the following
* constants. The decimal values may be used, provided that the
* compiler will convert from decimal to binary accurately enough
* to produce the hexadecimal values shown.
*/
#include "math_libm.h"
#include "math_private.h"
static const double
tiny = 1.0e-300,
zero = 0.0,
pi_o_4 = 7.8539816339744827900E-01, /* 0x3FE921FB, 0x54442D18 */
pi_o_2 = 1.5707963267948965580E+00, /* 0x3FF921FB, 0x54442D18 */
pi = 3.1415926535897931160E+00, /* 0x400921FB, 0x54442D18 */
pi_lo = 1.2246467991473531772E-16; /* 0x3CA1A626, 0x33145C07 */
double attribute_hidden __ieee754_atan2(double y, double x)
{
double z;
int32_t k,m,hx,hy,ix,iy;
u_int32_t lx,ly;
EXTRACT_WORDS(hx,lx,x);
ix = hx&0x7fffffff;
EXTRACT_WORDS(hy,ly,y);
iy = hy&0x7fffffff;
if(((ix|((lx|-(int32_t)lx)>>31))>0x7ff00000)||
((iy|((ly|-(int32_t)ly)>>31))>0x7ff00000)) /* x or y is NaN */
return x+y;
if(((hx-0x3ff00000)|lx)==0) return atan(y); /* x=1.0 */
m = ((hy>>31)&1)|((hx>>30)&2); /* 2*sign(x)+sign(y) */
/* when y = 0 */
if((iy|ly)==0) {
switch(m) {
case 0:
case 1: return y; /* atan(+-0,+anything)=+-0 */
case 2: return pi+tiny;/* atan(+0,-anything) = pi */
case 3: return -pi-tiny;/* atan(-0,-anything) =-pi */
}
}
/* when x = 0 */
if((ix|lx)==0) return (hy<0)? -pi_o_2-tiny: pi_o_2+tiny;
/* when x is INF */
if(ix==0x7ff00000) {
if(iy==0x7ff00000) {
switch(m) {
case 0: return pi_o_4+tiny;/* atan(+INF,+INF) */
case 1: return -pi_o_4-tiny;/* atan(-INF,+INF) */
case 2: return 3.0*pi_o_4+tiny;/*atan(+INF,-INF)*/
case 3: return -3.0*pi_o_4-tiny;/*atan(-INF,-INF)*/
}
} else {
switch(m) {
case 0: return zero ; /* atan(+...,+INF) */
case 1: return -zero ; /* atan(-...,+INF) */
case 2: return pi+tiny ; /* atan(+...,-INF) */
case 3: return -pi-tiny ; /* atan(-...,-INF) */
}
}
}
/* when y is INF */
if(iy==0x7ff00000) return (hy<0)? -pi_o_2-tiny: pi_o_2+tiny;
/* compute y/x */
k = (iy-ix)>>20;
if(k > 60) z=pi_o_2+0.5*pi_lo; /* |y/x| > 2**60 */
else if(hx<0&&k<-60) z=0.0; /* |y|/x < -2**60 */
else z=atan(fabs(y/x)); /* safe to do y/x */
switch (m) {
case 0: return z ; /* atan(+,+) */
case 1: {
u_int32_t zh;
GET_HIGH_WORD(zh,z);
SET_HIGH_WORD(z,zh ^ 0x80000000);
}
return z ; /* atan(-,+) */
case 2: return pi-(z-pi_lo);/* atan(+,-) */
default: /* case 3 */
return (z-pi_lo)-pi;/* atan(-,-) */
}
}
/*
* wrapper atan2(y,x)
*/
#ifndef _IEEE_LIBM
double atan2(double y, double x)
{
double z = __ieee754_atan2(y, x);
if (_LIB_VERSION == _IEEE_ || isnan(x) || isnan(y))
return z;
if (x == 0.0 && y == 0.0)
return __kernel_standard(y,x,3); /* atan2(+-0,+-0) */
return z;
}
#else
strong_alias(__ieee754_atan2, atan2)
#endif
libm_hidden_def(atan2)
| YifuLiu/AliOS-Things | components/SDL2/src/libm/e_atan2.c | C | apache-2.0 | 4,067 |
/*
* ====================================================
* Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved.
*
* Developed at SunPro, a Sun Microsystems, Inc. business.
* Permission to use, copy, modify, and distribute this
* software is freely granted, provided that this notice
* is preserved.
* ====================================================
*/
/* __ieee754_exp(x)
* Returns the exponential of x.
*
* Method
* 1. Argument reduction:
* Reduce x to an r so that |r| <= 0.5*ln2 ~ 0.34658.
* Given x, find r and integer k such that
*
* x = k*ln2 + r, |r| <= 0.5*ln2.
*
* Here r will be represented as r = hi-lo for better
* accuracy.
*
* 2. Approximation of exp(r) by a special rational function on
* the interval [0,0.34658]:
* Write
* R(r**2) = r*(exp(r)+1)/(exp(r)-1) = 2 + r*r/6 - r**4/360 + ...
* We use a special Reme algorithm on [0,0.34658] to generate
* a polynomial of degree 5 to approximate R. The maximum error
* of this polynomial approximation is bounded by 2**-59. In
* other words,
* R(z) ~ 2.0 + P1*z + P2*z**2 + P3*z**3 + P4*z**4 + P5*z**5
* (where z=r*r, and the values of P1 to P5 are listed below)
* and
* | 5 | -59
* | 2.0+P1*z+...+P5*z - R(z) | <= 2
* | |
* The computation of exp(r) thus becomes
* 2*r
* exp(r) = 1 + -------
* R - r
* r*R1(r)
* = 1 + r + ----------- (for better accuracy)
* 2 - R1(r)
* where
* 2 4 10
* R1(r) = r - (P1*r + P2*r + ... + P5*r ).
*
* 3. Scale back to obtain exp(x):
* From step 1, we have
* exp(x) = 2^k * exp(r)
*
* Special cases:
* exp(INF) is INF, exp(NaN) is NaN;
* exp(-INF) is 0, and
* for finite argument, only exp(0)=1 is exact.
*
* Accuracy:
* according to an error analysis, the error is always less than
* 1 ulp (unit in the last place).
*
* Misc. info.
* For IEEE double
* if x > 7.09782712893383973096e+02 then exp(x) overflow
* if x < -7.45133219101941108420e+02 then exp(x) underflow
*
* Constants:
* The hexadecimal values are the intended ones for the following
* constants. The decimal values may be used, provided that the
* compiler will convert from decimal to binary accurately enough
* to produce the hexadecimal values shown.
*/
#include "math_libm.h"
#include "math_private.h"
#ifdef __WATCOMC__ /* Watcom defines huge=__huge */
#undef huge
#endif
static const double
one = 1.0,
halF[2] = {0.5,-0.5,},
huge = 1.0e+300,
twom1000= 9.33263618503218878990e-302, /* 2**-1000=0x01700000,0*/
o_threshold= 7.09782712893383973096e+02, /* 0x40862E42, 0xFEFA39EF */
u_threshold= -7.45133219101941108420e+02, /* 0xc0874910, 0xD52D3051 */
ln2HI[2] ={ 6.93147180369123816490e-01, /* 0x3fe62e42, 0xfee00000 */
-6.93147180369123816490e-01,},/* 0xbfe62e42, 0xfee00000 */
ln2LO[2] ={ 1.90821492927058770002e-10, /* 0x3dea39ef, 0x35793c76 */
-1.90821492927058770002e-10,},/* 0xbdea39ef, 0x35793c76 */
invln2 = 1.44269504088896338700e+00, /* 0x3ff71547, 0x652b82fe */
P1 = 1.66666666666666019037e-01, /* 0x3FC55555, 0x5555553E */
P2 = -2.77777777770155933842e-03, /* 0xBF66C16C, 0x16BEBD93 */
P3 = 6.61375632143793436117e-05, /* 0x3F11566A, 0xAF25DE2C */
P4 = -1.65339022054652515390e-06, /* 0xBEBBBD41, 0xC5D26BF1 */
P5 = 4.13813679705723846039e-08; /* 0x3E663769, 0x72BEA4D0 */
double __ieee754_exp(double x) /* default IEEE double exp */
{
double y;
double hi = 0.0;
double lo = 0.0;
double c;
double t;
int32_t k=0;
int32_t xsb;
u_int32_t hx;
GET_HIGH_WORD(hx,x);
xsb = (hx>>31)&1; /* sign bit of x */
hx &= 0x7fffffff; /* high word of |x| */
/* filter out non-finite argument */
if(hx >= 0x40862E42) { /* if |x|>=709.78... */
if(hx>=0x7ff00000) {
u_int32_t lx;
GET_LOW_WORD(lx,x);
if(((hx&0xfffff)|lx)!=0)
return x+x; /* NaN */
else return (xsb==0)? x:0.0; /* exp(+-inf)={inf,0} */
}
#if 1
if(x > o_threshold) return huge*huge; /* overflow */
#else /* !!! FIXME: check this: "huge * huge" is a compiler warning, maybe they wanted +Inf? */
if(x > o_threshold) return INFINITY; /* overflow */
#endif
if(x < u_threshold) return twom1000*twom1000; /* underflow */
}
/* argument reduction */
if(hx > 0x3fd62e42) { /* if |x| > 0.5 ln2 */
if(hx < 0x3FF0A2B2) { /* and |x| < 1.5 ln2 */
hi = x-ln2HI[xsb]; lo=ln2LO[xsb]; k = 1-xsb-xsb;
} else {
k = (int32_t) (invln2*x+halF[xsb]);
t = k;
hi = x - t*ln2HI[0]; /* t*ln2HI is exact here */
lo = t*ln2LO[0];
}
x = hi - lo;
}
else if(hx < 0x3e300000) { /* when |x|<2**-28 */
if(huge+x>one) return one+x;/* trigger inexact */
}
else k = 0;
/* x is now in primary range */
t = x*x;
c = x - t*(P1+t*(P2+t*(P3+t*(P4+t*P5))));
if(k==0) return one-((x*c)/(c-2.0)-x);
else y = one-((lo-(x*c)/(2.0-c))-hi);
if(k >= -1021) {
u_int32_t hy;
GET_HIGH_WORD(hy,y);
SET_HIGH_WORD(y,hy+(k<<20)); /* add k to y's exponent */
return y;
} else {
u_int32_t hy;
GET_HIGH_WORD(hy,y);
SET_HIGH_WORD(y,hy+((k+1000)<<20)); /* add k to y's exponent */
return y*twom1000;
}
}
/*
* wrapper exp(x)
*/
#ifndef _IEEE_LIBM
double exp(double x)
{
static const double o_threshold = 7.09782712893383973096e+02; /* 0x40862E42, 0xFEFA39EF */
static const double u_threshold = -7.45133219101941108420e+02; /* 0xc0874910, 0xD52D3051 */
double z = __ieee754_exp(x);
if (_LIB_VERSION == _IEEE_)
return z;
if (isfinite(x)) {
if (x > o_threshold)
return __kernel_standard(x, x, 6); /* exp overflow */
if (x < u_threshold)
return __kernel_standard(x, x, 7); /* exp underflow */
}
return z;
}
#else
strong_alias(__ieee754_exp, exp)
#endif
libm_hidden_def(exp)
| YifuLiu/AliOS-Things | components/SDL2/src/libm/e_exp.c | C | apache-2.0 | 5,935 |
/*
* ====================================================
* Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved.
*
* Developed at SunPro, a Sun Microsystems, Inc. business.
* Permission to use, copy, modify, and distribute this
* software is freely granted, provided that this notice
* is preserved.
* ====================================================
*/
/*
* __ieee754_fmod(x,y)
* Return x mod y in exact arithmetic
* Method: shift and subtract
*/
#include "math_libm.h"
#include "math_private.h"
static const double one = 1.0, Zero[] = {0.0, -0.0,};
double attribute_hidden __ieee754_fmod(double x, double y)
{
int32_t n,hx,hy,hz,ix,iy,sx,i;
u_int32_t lx,ly,lz;
EXTRACT_WORDS(hx,lx,x);
EXTRACT_WORDS(hy,ly,y);
sx = hx&0x80000000; /* sign of x */
hx ^=sx; /* |x| */
hy &= 0x7fffffff; /* |y| */
/* purge off exception values */
if((hy|ly)==0||(hx>=0x7ff00000)|| /* y=0,or x not finite */
((hy|((ly|-(int32_t)ly)>>31))>0x7ff00000)) /* or y is NaN */
return (x*y)/(x*y);
if(hx<=hy) {
if((hx<hy)||(lx<ly)) return x; /* |x|<|y| return x */
if(lx==ly)
return Zero[(u_int32_t)sx>>31]; /* |x|=|y| return x*0*/
}
/* determine ix = ilogb(x) */
if(hx<0x00100000) { /* subnormal x */
if(hx==0) {
for (ix = -1043, i=lx; i>0; i<<=1) ix -=1;
} else {
for (ix = -1022,i=(hx<<11); i>0; i<<=1) ix -=1;
}
} else ix = (hx>>20)-1023;
/* determine iy = ilogb(y) */
if(hy<0x00100000) { /* subnormal y */
if(hy==0) {
for (iy = -1043, i=ly; i>0; i<<=1) iy -=1;
} else {
for (iy = -1022,i=(hy<<11); i>0; i<<=1) iy -=1;
}
} else iy = (hy>>20)-1023;
/* set up {hx,lx}, {hy,ly} and align y to x */
if(ix >= -1022)
hx = 0x00100000|(0x000fffff&hx);
else { /* subnormal x, shift x to normal */
n = -1022-ix;
if(n<=31) {
hx = (hx<<n)|(lx>>(32-n));
lx <<= n;
} else {
hx = lx<<(n-32);
lx = 0;
}
}
if(iy >= -1022)
hy = 0x00100000|(0x000fffff&hy);
else { /* subnormal y, shift y to normal */
n = -1022-iy;
if(n<=31) {
hy = (hy<<n)|(ly>>(32-n));
ly <<= n;
} else {
hy = ly<<(n-32);
ly = 0;
}
}
/* fix point fmod */
n = ix - iy;
while(n--) {
hz=hx-hy;lz=lx-ly; if(lx<ly) hz -= 1;
if(hz<0){hx = hx+hx+(lx>>31); lx = lx+lx;}
else {
if((hz|lz)==0) /* return sign(x)*0 */
return Zero[(u_int32_t)sx>>31];
hx = hz+hz+(lz>>31); lx = lz+lz;
}
}
hz=hx-hy;lz=lx-ly; if(lx<ly) hz -= 1;
if(hz>=0) {hx=hz;lx=lz;}
/* convert back to floating value and restore the sign */
if((hx|lx)==0) /* return sign(x)*0 */
return Zero[(u_int32_t)sx>>31];
while(hx<0x00100000) { /* normalize x */
hx = hx+hx+(lx>>31); lx = lx+lx;
iy -= 1;
}
if(iy>= -1022) { /* normalize output */
hx = ((hx-0x00100000)|((iy+1023)<<20));
INSERT_WORDS(x,hx|sx,lx);
} else { /* subnormal output */
n = -1022 - iy;
if(n<=20) {
lx = (lx>>n)|((u_int32_t)hx<<(32-n));
hx >>= n;
} else if (n<=31) {
lx = (hx<<(32-n))|(lx>>n); hx = sx;
} else {
lx = hx>>(n-32); hx = sx;
}
INSERT_WORDS(x,hx|sx,lx);
x *= one; /* create necessary signal */
}
return x; /* exact output */
}
/*
* wrapper fmod(x,y)
*/
#ifndef _IEEE_LIBM
double fmod(double x, double y)
{
double z = __ieee754_fmod(x, y);
if (_LIB_VERSION == _IEEE_ || isnan(y) || isnan(x))
return z;
if (y == 0.0)
return __kernel_standard(x, y, 27); /* fmod(x,0) */
return z;
}
#else
strong_alias(__ieee754_fmod, fmod)
#endif
libm_hidden_def(fmod)
| YifuLiu/AliOS-Things | components/SDL2/src/libm/e_fmod.c | C | apache-2.0 | 3,582 |
/*
* ====================================================
* Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved.
*
* Developed at SunPro, a Sun Microsystems, Inc. business.
* Permission to use, copy, modify, and distribute this
* software is freely granted, provided that this notice
* is preserved.
* ====================================================
*/
#if defined(_MSC_VER) /* Handle Microsoft VC++ compiler specifics. */
/* C4723: potential divide by zero. */
#pragma warning ( disable : 4723 )
#endif
/* __ieee754_log(x)
* Return the logrithm of x
*
* Method :
* 1. Argument Reduction: find k and f such that
* x = 2^k * (1+f),
* where sqrt(2)/2 < 1+f < sqrt(2) .
*
* 2. Approximation of log(1+f).
* Let s = f/(2+f) ; based on log(1+f) = log(1+s) - log(1-s)
* = 2s + 2/3 s**3 + 2/5 s**5 + .....,
* = 2s + s*R
* We use a special Reme algorithm on [0,0.1716] to generate
* a polynomial of degree 14 to approximate R The maximum error
* of this polynomial approximation is bounded by 2**-58.45. In
* other words,
* 2 4 6 8 10 12 14
* R(z) ~ Lg1*s +Lg2*s +Lg3*s +Lg4*s +Lg5*s +Lg6*s +Lg7*s
* (the values of Lg1 to Lg7 are listed in the program)
* and
* | 2 14 | -58.45
* | Lg1*s +...+Lg7*s - R(z) | <= 2
* | |
* Note that 2s = f - s*f = f - hfsq + s*hfsq, where hfsq = f*f/2.
* In order to guarantee error in log below 1ulp, we compute log
* by
* log(1+f) = f - s*(f - R) (if f is not too large)
* log(1+f) = f - (hfsq - s*(hfsq+R)). (better accuracy)
*
* 3. Finally, log(x) = k*ln2 + log(1+f).
* = k*ln2_hi+(f-(hfsq-(s*(hfsq+R)+k*ln2_lo)))
* Here ln2 is split into two floating point number:
* ln2_hi + ln2_lo,
* where n*ln2_hi is always exact for |n| < 2000.
*
* Special cases:
* log(x) is NaN with signal if x < 0 (including -INF) ;
* log(+INF) is +INF; log(0) is -INF with signal;
* log(NaN) is that NaN with no signal.
*
* Accuracy:
* according to an error analysis, the error is always less than
* 1 ulp (unit in the last place).
*
* Constants:
* The hexadecimal values are the intended ones for the following
* constants. The decimal values may be used, provided that the
* compiler will convert from decimal to binary accurately enough
* to produce the hexadecimal values shown.
*/
#include "math_libm.h"
#include "math_private.h"
static const double
ln2_hi = 6.93147180369123816490e-01, /* 3fe62e42 fee00000 */
ln2_lo = 1.90821492927058770002e-10, /* 3dea39ef 35793c76 */
two54 = 1.80143985094819840000e+16, /* 43500000 00000000 */
Lg1 = 6.666666666666735130e-01, /* 3FE55555 55555593 */
Lg2 = 3.999999999940941908e-01, /* 3FD99999 9997FA04 */
Lg3 = 2.857142874366239149e-01, /* 3FD24924 94229359 */
Lg4 = 2.222219843214978396e-01, /* 3FCC71C5 1D8E78AF */
Lg5 = 1.818357216161805012e-01, /* 3FC74664 96CB03DE */
Lg6 = 1.531383769920937332e-01, /* 3FC39A09 D078C69F */
Lg7 = 1.479819860511658591e-01; /* 3FC2F112 DF3E5244 */
static const double zero = 0.0;
double attribute_hidden __ieee754_log(double x)
{
double hfsq,f,s,z,R,w,t1,t2,dk;
int32_t k,hx,i,j;
u_int32_t lx;
EXTRACT_WORDS(hx,lx,x);
k=0;
if (hx < 0x00100000) { /* x < 2**-1022 */
if (((hx&0x7fffffff)|lx)==0)
return -two54/zero; /* log(+-0)=-inf */
if (hx<0) return (x-x)/zero; /* log(-#) = NaN */
k -= 54; x *= two54; /* subnormal number, scale up x */
GET_HIGH_WORD(hx,x);
}
if (hx >= 0x7ff00000) return x+x;
k += (hx>>20)-1023;
hx &= 0x000fffff;
i = (hx+0x95f64)&0x100000;
SET_HIGH_WORD(x,hx|(i^0x3ff00000)); /* normalize x or x/2 */
k += (i>>20);
f = x-1.0;
if((0x000fffff&(2+hx))<3) { /* |f| < 2**-20 */
if(f==zero) {if(k==0) return zero; else {dk=(double)k;
return dk*ln2_hi+dk*ln2_lo;}
}
R = f*f*(0.5-0.33333333333333333*f);
if(k==0) return f-R; else {dk=(double)k;
return dk*ln2_hi-((R-dk*ln2_lo)-f);}
}
s = f/(2.0+f);
dk = (double)k;
z = s*s;
i = hx-0x6147a;
w = z*z;
j = 0x6b851-hx;
t1= w*(Lg2+w*(Lg4+w*Lg6));
t2= z*(Lg1+w*(Lg3+w*(Lg5+w*Lg7)));
i |= j;
R = t2+t1;
if(i>0) {
hfsq=0.5*f*f;
if(k==0) return f-(hfsq-s*(hfsq+R)); else
return dk*ln2_hi-((hfsq-(s*(hfsq+R)+dk*ln2_lo))-f);
} else {
if(k==0) return f-s*(f-R); else
return dk*ln2_hi-((s*(f-R)-dk*ln2_lo)-f);
}
}
/*
* wrapper log(x)
*/
#ifndef _IEEE_LIBM
double log(double x)
{
double z = __ieee754_log(x);
if (_LIB_VERSION == _IEEE_ || isnan(x) || x > 0.0)
return z;
if (x == 0.0)
return __kernel_standard(x, x, 16); /* log(0) */
return __kernel_standard(x, x, 17); /* log(x<0) */
}
#else
strong_alias(__ieee754_log, log)
#endif
libm_hidden_def(log)
| YifuLiu/AliOS-Things | components/SDL2/src/libm/e_log.c | C | apache-2.0 | 4,791 |
/*
* ====================================================
* Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved.
*
* Developed at SunPro, a Sun Microsystems, Inc. business.
* Permission to use, copy, modify, and distribute this
* software is freely granted, provided that this notice
* is preserved.
* ====================================================
*/
#if defined(_MSC_VER) /* Handle Microsoft VC++ compiler specifics. */
/* C4723: potential divide by zero. */
#pragma warning ( disable : 4723 )
#endif
/* __ieee754_log10(x)
* Return the base 10 logarithm of x
*
* Method :
* Let log10_2hi = leading 40 bits of log10(2) and
* log10_2lo = log10(2) - log10_2hi,
* ivln10 = 1/log(10) rounded.
* Then
* n = ilogb(x),
* if(n<0) n = n+1;
* x = scalbn(x,-n);
* log10(x) := n*log10_2hi + (n*log10_2lo + ivln10*log(x))
*
* Note 1:
* To guarantee log10(10**n)=n, where 10**n is normal, the rounding
* mode must set to Round-to-Nearest.
* Note 2:
* [1/log(10)] rounded to 53 bits has error .198 ulps;
* log10 is monotonic at all binary break points.
*
* Special cases:
* log10(x) is NaN with signal if x < 0;
* log10(+INF) is +INF with no signal; log10(0) is -INF with signal;
* log10(NaN) is that NaN with no signal;
* log10(10**N) = N for N=0,1,...,22.
*
* Constants:
* The hexadecimal values are the intended ones for the following constants.
* The decimal values may be used, provided that the compiler will convert
* from decimal to binary accurately enough to produce the hexadecimal values
* shown.
*/
#include "math_libm.h"
#include "math_private.h"
static const double
two54 = 1.80143985094819840000e+16, /* 0x43500000, 0x00000000 */
ivln10 = 4.34294481903251816668e-01, /* 0x3FDBCB7B, 0x1526E50E */
log10_2hi = 3.01029995663611771306e-01, /* 0x3FD34413, 0x509F6000 */
log10_2lo = 3.69423907715893078616e-13; /* 0x3D59FEF3, 0x11F12B36 */
static const double zero = 0.0;
double attribute_hidden __ieee754_log10(double x)
{
double y,z;
int32_t i,k,hx;
u_int32_t lx;
EXTRACT_WORDS(hx,lx,x);
k=0;
if (hx < 0x00100000) { /* x < 2**-1022 */
if (((hx&0x7fffffff)|lx)==0)
return -two54/zero; /* log(+-0)=-inf */
if (hx<0) return (x-x)/zero; /* log(-#) = NaN */
k -= 54; x *= two54; /* subnormal number, scale up x */
GET_HIGH_WORD(hx,x);
}
if (hx >= 0x7ff00000) return x+x;
k += (hx>>20)-1023;
i = ((u_int32_t)k&0x80000000)>>31;
hx = (hx&0x000fffff)|((0x3ff-i)<<20);
y = (double)(k+i);
SET_HIGH_WORD(x,hx);
z = y*log10_2lo + ivln10*__ieee754_log(x);
return z+y*log10_2hi;
}
/*
* wrapper log10(X)
*/
#ifndef _IEEE_LIBM
double log10(double x)
{
double z = __ieee754_log10(x);
if (_LIB_VERSION == _IEEE_ || isnan(x))
return z;
if (x <= 0.0) {
if(x == 0.0)
return __kernel_standard(x, x, 18); /* log10(0) */
return __kernel_standard(x, x, 19); /* log10(x<0) */
}
return z;
}
#else
strong_alias(__ieee754_log10, log10)
#endif
libm_hidden_def(log10)
| YifuLiu/AliOS-Things | components/SDL2/src/libm/e_log10.c | C | apache-2.0 | 3,110 |
/*
* ====================================================
* Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved.
*
* Developed at SunPro, a Sun Microsystems, Inc. business.
* Permission to use, copy, modify, and distribute this
* software is freely granted, provided that this notice
* is preserved.
* ====================================================
*/
/* __ieee754_pow(x,y) return x**y
*
* n
* Method: Let x = 2 * (1+f)
* 1. Compute and return log2(x) in two pieces:
* log2(x) = w1 + w2,
* where w1 has 53-24 = 29 bit trailing zeros.
* 2. Perform y*log2(x) = n+y' by simulating muti-precision
* arithmetic, where |y'|<=0.5.
* 3. Return x**y = 2**n*exp(y'*log2)
*
* Special cases:
* 1. +-1 ** anything is 1.0
* 2. +-1 ** +-INF is 1.0
* 3. (anything) ** 0 is 1
* 4. (anything) ** 1 is itself
* 5. (anything) ** NAN is NAN
* 6. NAN ** (anything except 0) is NAN
* 7. +-(|x| > 1) ** +INF is +INF
* 8. +-(|x| > 1) ** -INF is +0
* 9. +-(|x| < 1) ** +INF is +0
* 10 +-(|x| < 1) ** -INF is +INF
* 11. +0 ** (+anything except 0, NAN) is +0
* 12. -0 ** (+anything except 0, NAN, odd integer) is +0
* 13. +0 ** (-anything except 0, NAN) is +INF
* 14. -0 ** (-anything except 0, NAN, odd integer) is +INF
* 15. -0 ** (odd integer) = -( +0 ** (odd integer) )
* 16. +INF ** (+anything except 0,NAN) is +INF
* 17. +INF ** (-anything except 0,NAN) is +0
* 18. -INF ** (anything) = -0 ** (-anything)
* 19. (-anything) ** (integer) is (-1)**(integer)*(+anything**integer)
* 20. (-anything except 0 and inf) ** (non-integer) is NAN
*
* Accuracy:
* pow(x,y) returns x**y nearly rounded. In particular
* pow(integer,integer)
* always returns the correct integer provided it is
* representable.
*
* Constants :
* The hexadecimal values are the intended ones for the following
* constants. The decimal values may be used, provided that the
* compiler will convert from decimal to binary accurately enough
* to produce the hexadecimal values shown.
*/
#include "math_libm.h"
#include "math_private.h"
#if defined(_MSC_VER) /* Handle Microsoft VC++ compiler specifics. */
/* C4756: overflow in constant arithmetic */
#pragma warning ( disable : 4756 )
#endif
#ifdef __WATCOMC__ /* Watcom defines huge=__huge */
#undef huge
#endif
static const double
bp[] = {1.0, 1.5,},
dp_h[] = { 0.0, 5.84962487220764160156e-01,}, /* 0x3FE2B803, 0x40000000 */
dp_l[] = { 0.0, 1.35003920212974897128e-08,}, /* 0x3E4CFDEB, 0x43CFD006 */
zero = 0.0,
one = 1.0,
two = 2.0,
two53 = 9007199254740992.0, /* 0x43400000, 0x00000000 */
huge = 1.0e300,
tiny = 1.0e-300,
/* poly coefs for (3/2)*(log(x)-2s-2/3*s**3 */
L1 = 5.99999999999994648725e-01, /* 0x3FE33333, 0x33333303 */
L2 = 4.28571428578550184252e-01, /* 0x3FDB6DB6, 0xDB6FABFF */
L3 = 3.33333329818377432918e-01, /* 0x3FD55555, 0x518F264D */
L4 = 2.72728123808534006489e-01, /* 0x3FD17460, 0xA91D4101 */
L5 = 2.30660745775561754067e-01, /* 0x3FCD864A, 0x93C9DB65 */
L6 = 2.06975017800338417784e-01, /* 0x3FCA7E28, 0x4A454EEF */
P1 = 1.66666666666666019037e-01, /* 0x3FC55555, 0x5555553E */
P2 = -2.77777777770155933842e-03, /* 0xBF66C16C, 0x16BEBD93 */
P3 = 6.61375632143793436117e-05, /* 0x3F11566A, 0xAF25DE2C */
P4 = -1.65339022054652515390e-06, /* 0xBEBBBD41, 0xC5D26BF1 */
P5 = 4.13813679705723846039e-08, /* 0x3E663769, 0x72BEA4D0 */
lg2 = 6.93147180559945286227e-01, /* 0x3FE62E42, 0xFEFA39EF */
lg2_h = 6.93147182464599609375e-01, /* 0x3FE62E43, 0x00000000 */
lg2_l = -1.90465429995776804525e-09, /* 0xBE205C61, 0x0CA86C39 */
ovt = 8.0085662595372944372e-0017, /* -(1024-log2(ovfl+.5ulp)) */
cp = 9.61796693925975554329e-01, /* 0x3FEEC709, 0xDC3A03FD =2/(3ln2) */
cp_h = 9.61796700954437255859e-01, /* 0x3FEEC709, 0xE0000000 =(float)cp */
cp_l = -7.02846165095275826516e-09, /* 0xBE3E2FE0, 0x145B01F5 =tail of cp_h*/
ivln2 = 1.44269504088896338700e+00, /* 0x3FF71547, 0x652B82FE =1/ln2 */
ivln2_h = 1.44269502162933349609e+00, /* 0x3FF71547, 0x60000000 =24b 1/ln2*/
ivln2_l = 1.92596299112661746887e-08; /* 0x3E54AE0B, 0xF85DDF44 =1/ln2 tail*/
double attribute_hidden __ieee754_pow(double x, double y)
{
double z,ax,z_h,z_l,p_h,p_l;
double y1,t1,t2,r,s,t,u,v,w;
int32_t i,j,k,yisint,n;
int32_t hx,hy,ix,iy;
u_int32_t lx,ly;
EXTRACT_WORDS(hx,lx,x);
/* x==1: 1**y = 1 (even if y is NaN) */
if (hx==0x3ff00000 && lx==0) {
return x;
}
ix = hx&0x7fffffff;
EXTRACT_WORDS(hy,ly,y);
iy = hy&0x7fffffff;
/* y==zero: x**0 = 1 */
if((iy|ly)==0) return one;
/* +-NaN return x+y */
if(ix > 0x7ff00000 || ((ix==0x7ff00000)&&(lx!=0)) ||
iy > 0x7ff00000 || ((iy==0x7ff00000)&&(ly!=0)))
return x+y;
/* determine if y is an odd int when x < 0
* yisint = 0 ... y is not an integer
* yisint = 1 ... y is an odd int
* yisint = 2 ... y is an even int
*/
yisint = 0;
if(hx<0) {
if(iy>=0x43400000) yisint = 2; /* even integer y */
else if(iy>=0x3ff00000) {
k = (iy>>20)-0x3ff; /* exponent */
if(k>20) {
j = ly>>(52-k);
if((j<<(52-k))==ly) yisint = 2-(j&1);
} else if(ly==0) {
j = iy>>(20-k);
if((j<<(20-k))==iy) yisint = 2-(j&1);
}
}
}
/* special value of y */
if(ly==0) {
if (iy==0x7ff00000) { /* y is +-inf */
if (((ix-0x3ff00000)|lx)==0)
return one; /* +-1**+-inf is 1 (yes, weird rule) */
if (ix >= 0x3ff00000) /* (|x|>1)**+-inf = inf,0 */
return (hy>=0) ? y : zero;
/* (|x|<1)**-,+inf = inf,0 */
return (hy<0) ? -y : zero;
}
if(iy==0x3ff00000) { /* y is +-1 */
if(hy<0) return one/x; else return x;
}
if(hy==0x40000000) return x*x; /* y is 2 */
if(hy==0x3fe00000) { /* y is 0.5 */
if(hx>=0) /* x >= +0 */
return __ieee754_sqrt(x);
}
}
ax = fabs(x);
/* special value of x */
if(lx==0) {
if(ix==0x7ff00000||ix==0||ix==0x3ff00000){
z = ax; /*x is +-0,+-inf,+-1*/
if(hy<0) z = one/z; /* z = (1/|x|) */
if(hx<0) {
if(((ix-0x3ff00000)|yisint)==0) {
z = (z-z)/(z-z); /* (-1)**non-int is NaN */
} else if(yisint==1)
z = -z; /* (x<0)**odd = -(|x|**odd) */
}
return z;
}
}
/* (x<0)**(non-int) is NaN */
if(((((u_int32_t)hx>>31)-1)|yisint)==0) return (x-x)/(x-x);
/* |y| is huge */
if(iy>0x41e00000) { /* if |y| > 2**31 */
if(iy>0x43f00000){ /* if |y| > 2**64, must o/uflow */
if(ix<=0x3fefffff) return (hy<0)? huge*huge:tiny*tiny;
if(ix>=0x3ff00000) return (hy>0)? huge*huge:tiny*tiny;
}
/* over/underflow if x is not close to one */
if(ix<0x3fefffff) return (hy<0)? huge*huge:tiny*tiny;
if(ix>0x3ff00000) return (hy>0)? huge*huge:tiny*tiny;
/* now |1-x| is tiny <= 2**-20, suffice to compute
log(x) by x-x^2/2+x^3/3-x^4/4 */
t = x-1; /* t has 20 trailing zeros */
w = (t*t)*(0.5-t*(0.3333333333333333333333-t*0.25));
u = ivln2_h*t; /* ivln2_h has 21 sig. bits */
v = t*ivln2_l-w*ivln2;
t1 = u+v;
SET_LOW_WORD(t1,0);
t2 = v-(t1-u);
} else {
double s2,s_h,s_l,t_h,t_l;
n = 0;
/* take care subnormal number */
if(ix<0x00100000)
{ax *= two53; n -= 53; GET_HIGH_WORD(ix,ax); }
n += ((ix)>>20)-0x3ff;
j = ix&0x000fffff;
/* determine interval */
ix = j|0x3ff00000; /* normalize ix */
if(j<=0x3988E) k=0; /* |x|<sqrt(3/2) */
else if(j<0xBB67A) k=1; /* |x|<sqrt(3) */
else {k=0;n+=1;ix -= 0x00100000;}
SET_HIGH_WORD(ax,ix);
/* compute s = s_h+s_l = (x-1)/(x+1) or (x-1.5)/(x+1.5) */
u = ax-bp[k]; /* bp[0]=1.0, bp[1]=1.5 */
v = one/(ax+bp[k]);
s = u*v;
s_h = s;
SET_LOW_WORD(s_h,0);
/* t_h=ax+bp[k] High */
t_h = zero;
SET_HIGH_WORD(t_h,((ix>>1)|0x20000000)+0x00080000+(k<<18));
t_l = ax - (t_h-bp[k]);
s_l = v*((u-s_h*t_h)-s_h*t_l);
/* compute log(ax) */
s2 = s*s;
r = s2*s2*(L1+s2*(L2+s2*(L3+s2*(L4+s2*(L5+s2*L6)))));
r += s_l*(s_h+s);
s2 = s_h*s_h;
t_h = 3.0+s2+r;
SET_LOW_WORD(t_h,0);
t_l = r-((t_h-3.0)-s2);
/* u+v = s*(1+...) */
u = s_h*t_h;
v = s_l*t_h+t_l*s;
/* 2/(3log2)*(s+...) */
p_h = u+v;
SET_LOW_WORD(p_h,0);
p_l = v-(p_h-u);
z_h = cp_h*p_h; /* cp_h+cp_l = 2/(3*log2) */
z_l = cp_l*p_h+p_l*cp+dp_l[k];
/* log2(ax) = (s+..)*2/(3*log2) = n + dp_h + z_h + z_l */
t = (double)n;
t1 = (((z_h+z_l)+dp_h[k])+t);
SET_LOW_WORD(t1,0);
t2 = z_l-(((t1-t)-dp_h[k])-z_h);
}
s = one; /* s (sign of result -ve**odd) = -1 else = 1 */
if(((((u_int32_t)hx>>31)-1)|(yisint-1))==0)
s = -one;/* (-ve)**(odd int) */
/* split up y into y1+y2 and compute (y1+y2)*(t1+t2) */
y1 = y;
SET_LOW_WORD(y1,0);
p_l = (y-y1)*t1+y*t2;
p_h = y1*t1;
z = p_l+p_h;
EXTRACT_WORDS(j,i,z);
if (j>=0x40900000) { /* z >= 1024 */
if(((j-0x40900000)|i)!=0) /* if z > 1024 */
return s*huge*huge; /* overflow */
else {
if(p_l+ovt>z-p_h) return s*huge*huge; /* overflow */
}
} else if((j&0x7fffffff)>=0x4090cc00 ) { /* z <= -1075 */
if(((j-0xc090cc00)|i)!=0) /* z < -1075 */
return s*tiny*tiny; /* underflow */
else {
if(p_l<=z-p_h) return s*tiny*tiny; /* underflow */
}
}
/*
* compute 2**(p_h+p_l)
*/
i = j&0x7fffffff;
k = (i>>20)-0x3ff;
n = 0;
if(i>0x3fe00000) { /* if |z| > 0.5, set n = [z+0.5] */
n = j+(0x00100000>>(k+1));
k = ((n&0x7fffffff)>>20)-0x3ff; /* new k for n */
t = zero;
SET_HIGH_WORD(t,n&~(0x000fffff>>k));
n = ((n&0x000fffff)|0x00100000)>>(20-k);
if(j<0) n = -n;
p_h -= t;
}
t = p_l+p_h;
SET_LOW_WORD(t,0);
u = t*lg2_h;
v = (p_l-(t-p_h))*lg2+t*lg2_l;
z = u+v;
w = v-(z-u);
t = z*z;
t1 = z - t*(P1+t*(P2+t*(P3+t*(P4+t*P5))));
r = (z*t1)/(t1-two)-(w+z*w);
z = one-(r-z);
GET_HIGH_WORD(j,z);
j += (n<<20);
if((j>>20)<=0) z = scalbn(z,n); /* subnormal output */
else SET_HIGH_WORD(z,j);
return s*z;
}
/*
* wrapper pow(x,y) return x**y
*/
#ifndef _IEEE_LIBM
double pow(double x, double y)
{
double z = __ieee754_pow(x, y);
if (_LIB_VERSION == _IEEE_|| isnan(y))
return z;
if (isnan(x)) {
if (y == 0.0)
return __kernel_standard(x, y, 42); /* pow(NaN,0.0) */
return z;
}
if (x == 0.0) {
if (y == 0.0)
return __kernel_standard(x, y, 20); /* pow(0.0,0.0) */
if (isfinite(y) && y < 0.0)
return __kernel_standard(x,y,23); /* pow(0.0,negative) */
return z;
}
if (!isfinite(z)) {
if (isfinite(x) && isfinite(y)) {
if (isnan(z))
return __kernel_standard(x, y, 24); /* pow neg**non-int */
return __kernel_standard(x, y, 21); /* pow overflow */
}
}
if (z == 0.0 && isfinite(x) && isfinite(y))
return __kernel_standard(x, y, 22); /* pow underflow */
return z;
}
#else
strong_alias(__ieee754_pow, pow)
#endif
libm_hidden_def(pow)
| YifuLiu/AliOS-Things | components/SDL2/src/libm/e_pow.c | C | apache-2.0 | 10,858 |
/*
* ====================================================
* Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved.
*
* Developed at SunPro, a Sun Microsystems, Inc. business.
* Permission to use, copy, modify, and distribute this
* software is freely granted, provided that this notice
* is preserved.
* ====================================================
*/
/* __ieee754_rem_pio2(x,y)
*
* return the remainder of x rem pi/2 in y[0]+y[1]
* use __kernel_rem_pio2()
*/
#include "math_libm.h"
#include "math_private.h"
/*
* Table of constants for 2/pi, 396 Hex digits (476 decimal) of 2/pi
*/
static const int32_t two_over_pi[] = {
0xA2F983, 0x6E4E44, 0x1529FC, 0x2757D1, 0xF534DD, 0xC0DB62,
0x95993C, 0x439041, 0xFE5163, 0xABDEBB, 0xC561B7, 0x246E3A,
0x424DD2, 0xE00649, 0x2EEA09, 0xD1921C, 0xFE1DEB, 0x1CB129,
0xA73EE8, 0x8235F5, 0x2EBB44, 0x84E99C, 0x7026B4, 0x5F7E41,
0x3991D6, 0x398353, 0x39F49C, 0x845F8B, 0xBDF928, 0x3B1FF8,
0x97FFDE, 0x05980F, 0xEF2F11, 0x8B5A0A, 0x6D1F6D, 0x367ECF,
0x27CB09, 0xB74F46, 0x3F669E, 0x5FEA2D, 0x7527BA, 0xC7EBE5,
0xF17B3D, 0x0739F7, 0x8A5292, 0xEA6BFB, 0x5FB11F, 0x8D5D08,
0x560330, 0x46FC7B, 0x6BABF0, 0xCFBC20, 0x9AF436, 0x1DA9E3,
0x91615E, 0xE61B08, 0x659985, 0x5F14A0, 0x68408D, 0xFFD880,
0x4D7327, 0x310606, 0x1556CA, 0x73A8C9, 0x60E27B, 0xC08C6B,
};
static const int32_t npio2_hw[] = {
0x3FF921FB, 0x400921FB, 0x4012D97C, 0x401921FB, 0x401F6A7A, 0x4022D97C,
0x4025FDBB, 0x402921FB, 0x402C463A, 0x402F6A7A, 0x4031475C, 0x4032D97C,
0x40346B9C, 0x4035FDBB, 0x40378FDB, 0x403921FB, 0x403AB41B, 0x403C463A,
0x403DD85A, 0x403F6A7A, 0x40407E4C, 0x4041475C, 0x4042106C, 0x4042D97C,
0x4043A28C, 0x40446B9C, 0x404534AC, 0x4045FDBB, 0x4046C6CB, 0x40478FDB,
0x404858EB, 0x404921FB,
};
/*
* invpio2: 53 bits of 2/pi
* pio2_1: first 33 bit of pi/2
* pio2_1t: pi/2 - pio2_1
* pio2_2: second 33 bit of pi/2
* pio2_2t: pi/2 - (pio2_1+pio2_2)
* pio2_3: third 33 bit of pi/2
* pio2_3t: pi/2 - (pio2_1+pio2_2+pio2_3)
*/
static const double
zero = 0.00000000000000000000e+00, /* 0x00000000, 0x00000000 */
half = 5.00000000000000000000e-01, /* 0x3FE00000, 0x00000000 */
two24 = 1.67772160000000000000e+07, /* 0x41700000, 0x00000000 */
invpio2 = 6.36619772367581382433e-01, /* 0x3FE45F30, 0x6DC9C883 */
pio2_1 = 1.57079632673412561417e+00, /* 0x3FF921FB, 0x54400000 */
pio2_1t = 6.07710050650619224932e-11, /* 0x3DD0B461, 0x1A626331 */
pio2_2 = 6.07710050630396597660e-11, /* 0x3DD0B461, 0x1A600000 */
pio2_2t = 2.02226624879595063154e-21, /* 0x3BA3198A, 0x2E037073 */
pio2_3 = 2.02226624871116645580e-21, /* 0x3BA3198A, 0x2E000000 */
pio2_3t = 8.47842766036889956997e-32; /* 0x397B839A, 0x252049C1 */
int32_t attribute_hidden __ieee754_rem_pio2(double x, double *y)
{
double z=0.0,w,t,r,fn;
double tx[3];
int32_t e0,i,j,nx,n,ix,hx;
u_int32_t low;
GET_HIGH_WORD(hx,x); /* high word of x */
ix = hx&0x7fffffff;
if(ix<=0x3fe921fb) /* |x| ~<= pi/4 , no need for reduction */
{y[0] = x; y[1] = 0; return 0;}
if(ix<0x4002d97c) { /* |x| < 3pi/4, special case with n=+-1 */
if(hx>0) {
z = x - pio2_1;
if(ix!=0x3ff921fb) { /* 33+53 bit pi is good enough */
y[0] = z - pio2_1t;
y[1] = (z-y[0])-pio2_1t;
} else { /* near pi/2, use 33+33+53 bit pi */
z -= pio2_2;
y[0] = z - pio2_2t;
y[1] = (z-y[0])-pio2_2t;
}
return 1;
} else { /* negative x */
z = x + pio2_1;
if(ix!=0x3ff921fb) { /* 33+53 bit pi is good enough */
y[0] = z + pio2_1t;
y[1] = (z-y[0])+pio2_1t;
} else { /* near pi/2, use 33+33+53 bit pi */
z += pio2_2;
y[0] = z + pio2_2t;
y[1] = (z-y[0])+pio2_2t;
}
return -1;
}
}
if(ix<=0x413921fb) { /* |x| ~<= 2^19*(pi/2), medium size */
t = fabs(x);
n = (int32_t) (t*invpio2+half);
fn = (double)n;
r = t-fn*pio2_1;
w = fn*pio2_1t; /* 1st round good to 85 bit */
if(n<32&&ix!=npio2_hw[n-1]) {
y[0] = r-w; /* quick check no cancellation */
} else {
u_int32_t high;
j = ix>>20;
y[0] = r-w;
GET_HIGH_WORD(high,y[0]);
i = j-((high>>20)&0x7ff);
if(i>16) { /* 2nd iteration needed, good to 118 */
t = r;
w = fn*pio2_2;
r = t-w;
w = fn*pio2_2t-((t-r)-w);
y[0] = r-w;
GET_HIGH_WORD(high,y[0]);
i = j-((high>>20)&0x7ff);
if(i>49) { /* 3rd iteration need, 151 bits acc */
t = r; /* will cover all possible cases */
w = fn*pio2_3;
r = t-w;
w = fn*pio2_3t-((t-r)-w);
y[0] = r-w;
}
}
}
y[1] = (r-y[0])-w;
if(hx<0) {y[0] = -y[0]; y[1] = -y[1]; return -n;}
else return n;
}
/*
* all other (large) arguments
*/
if(ix>=0x7ff00000) { /* x is inf or NaN */
y[0]=y[1]=x-x; return 0;
}
/* set z = scalbn(|x|,ilogb(x)-23) */
GET_LOW_WORD(low,x);
SET_LOW_WORD(z,low);
e0 = (ix>>20)-1046; /* e0 = ilogb(z)-23; */
SET_HIGH_WORD(z, ix - ((int32_t)(e0<<20)));
for(i=0;i<2;i++) {
tx[i] = (double)((int32_t)(z));
z = (z-tx[i])*two24;
}
tx[2] = z;
nx = 3;
while((nx > 0) && tx[nx-1]==zero) nx--; /* skip zero term */
n = __kernel_rem_pio2(tx,y,e0,nx,2,two_over_pi);
if(hx<0) {y[0] = -y[0]; y[1] = -y[1]; return -n;}
return n;
}
| YifuLiu/AliOS-Things | components/SDL2/src/libm/e_rem_pio2.c | C | apache-2.0 | 5,260 |
/*
* ====================================================
* Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved.
*
* Developed at SunPro, a Sun Microsystems, Inc. business.
* Permission to use, copy, modify, and distribute this
* software is freely granted, provided that this notice
* is preserved.
* ====================================================
*/
/* __ieee754_sqrt(x)
* Return correctly rounded sqrt.
* ------------------------------------------
* | Use the hardware sqrt if you have one |
* ------------------------------------------
* Method:
* Bit by bit method using integer arithmetic. (Slow, but portable)
* 1. Normalization
* Scale x to y in [1,4) with even powers of 2:
* find an integer k such that 1 <= (y=x*2^(2k)) < 4, then
* sqrt(x) = 2^k * sqrt(y)
* 2. Bit by bit computation
* Let q = sqrt(y) truncated to i bit after binary point (q = 1),
* i 0
* i+1 2
* s = 2*q , and y = 2 * ( y - q ). (1)
* i i i i
*
* To compute q from q , one checks whether
* i+1 i
*
* -(i+1) 2
* (q + 2 ) <= y. (2)
* i
* -(i+1)
* If (2) is false, then q = q ; otherwise q = q + 2 .
* i+1 i i+1 i
*
* With some algebric manipulation, it is not difficult to see
* that (2) is equivalent to
* -(i+1)
* s + 2 <= y (3)
* i i
*
* The advantage of (3) is that s and y can be computed by
* i i
* the following recurrence formula:
* if (3) is false
*
* s = s , y = y ; (4)
* i+1 i i+1 i
*
* otherwise,
* -i -(i+1)
* s = s + 2 , y = y - s - 2 (5)
* i+1 i i+1 i i
*
* One may easily use induction to prove (4) and (5).
* Note. Since the left hand side of (3) contain only i+2 bits,
* it does not necessary to do a full (53-bit) comparison
* in (3).
* 3. Final rounding
* After generating the 53 bits result, we compute one more bit.
* Together with the remainder, we can decide whether the
* result is exact, bigger than 1/2ulp, or less than 1/2ulp
* (it will never equal to 1/2ulp).
* The rounding mode can be detected by checking whether
* huge + tiny is equal to huge, and whether huge - tiny is
* equal to huge for some floating point number "huge" and "tiny".
*
* Special cases:
* sqrt(+-0) = +-0 ... exact
* sqrt(inf) = inf
* sqrt(-ve) = NaN ... with invalid signal
* sqrt(NaN) = NaN ... with invalid signal for signaling NaN
*
* Other methods : see the appended file at the end of the program below.
*---------------
*/
#include "math_libm.h"
#include "math_private.h"
static const double one = 1.0, tiny = 1.0e-300;
double attribute_hidden __ieee754_sqrt(double x)
{
double z;
int32_t sign = (int)0x80000000;
int32_t ix0,s0,q,m,t,i;
u_int32_t r,t1,s1,ix1,q1;
EXTRACT_WORDS(ix0,ix1,x);
/* take care of Inf and NaN */
if((ix0&0x7ff00000)==0x7ff00000) {
return x*x+x; /* sqrt(NaN)=NaN, sqrt(+inf)=+inf
sqrt(-inf)=sNaN */
}
/* take care of zero */
if(ix0<=0) {
if(((ix0&(~sign))|ix1)==0) return x;/* sqrt(+-0) = +-0 */
else if(ix0<0)
return (x-x)/(x-x); /* sqrt(-ve) = sNaN */
}
/* normalize x */
m = (ix0>>20);
if(m==0) { /* subnormal x */
while(ix0==0) {
m -= 21;
ix0 |= (ix1>>11); ix1 <<= 21;
}
for(i=0;(ix0&0x00100000)==0;i++) ix0<<=1;
m -= i-1;
ix0 |= (ix1>>(32-i));
ix1 <<= i;
}
m -= 1023; /* unbias exponent */
ix0 = (ix0&0x000fffff)|0x00100000;
if(m&1){ /* odd m, double x to make it even */
ix0 += ix0 + ((ix1&sign)>>31);
ix1 += ix1;
}
m >>= 1; /* m = [m/2] */
/* generate sqrt(x) bit by bit */
ix0 += ix0 + ((ix1&sign)>>31);
ix1 += ix1;
q = q1 = s0 = s1 = 0; /* [q,q1] = sqrt(x) */
r = 0x00200000; /* r = moving bit from right to left */
while(r!=0) {
t = s0+r;
if(t<=ix0) {
s0 = t+r;
ix0 -= t;
q += r;
}
ix0 += ix0 + ((ix1&sign)>>31);
ix1 += ix1;
r>>=1;
}
r = sign;
while(r!=0) {
t1 = s1+r;
t = s0;
if((t<ix0)||((t==ix0)&&(t1<=ix1))) {
s1 = t1+r;
if(((t1&sign)==sign)&&(s1&sign)==0) s0 += 1;
ix0 -= t;
if (ix1 < t1) ix0 -= 1;
ix1 -= t1;
q1 += r;
}
ix0 += ix0 + ((ix1&sign)>>31);
ix1 += ix1;
r>>=1;
}
/* use floating add to find out rounding direction */
if((ix0|ix1)!=0) {
z = one-tiny; /* trigger inexact flag */
if (z>=one) {
z = one+tiny;
if (q1==(u_int32_t)0xffffffff) { q1=0; q += 1;}
else if (z>one) {
if (q1==(u_int32_t)0xfffffffe) q+=1;
q1+=2;
} else
q1 += (q1&1);
}
}
ix0 = (q>>1)+0x3fe00000;
ix1 = q1>>1;
if ((q&1)==1) ix1 |= sign;
ix0 += (m <<20);
INSERT_WORDS(z,ix0,ix1);
return z;
}
/*
* wrapper sqrt(x)
*/
#ifndef _IEEE_LIBM
double sqrt(double x)
{
double z = __ieee754_sqrt(x);
if (_LIB_VERSION == _IEEE_ || isnan(x))
return z;
if (x < 0.0)
return __kernel_standard(x, x, 26); /* sqrt(negative) */
return z;
}
#else
strong_alias(__ieee754_sqrt, sqrt)
#endif
libm_hidden_def(sqrt)
/*
Other methods (use floating-point arithmetic)
-------------
(This is a copy of a drafted paper by Prof W. Kahan
and K.C. Ng, written in May, 1986)
Two algorithms are given here to implement sqrt(x)
(IEEE double precision arithmetic) in software.
Both supply sqrt(x) correctly rounded. The first algorithm (in
Section A) uses newton iterations and involves four divisions.
The second one uses reciproot iterations to avoid division, but
requires more multiplications. Both algorithms need the ability
to chop results of arithmetic operations instead of round them,
and the INEXACT flag to indicate when an arithmetic operation
is executed exactly with no roundoff error, all part of the
standard (IEEE 754-1985). The ability to perform shift, add,
subtract and logical AND operations upon 32-bit words is needed
too, though not part of the standard.
A. sqrt(x) by Newton Iteration
(1) Initial approximation
Let x0 and x1 be the leading and the trailing 32-bit words of
a floating point number x (in IEEE double format) respectively
1 11 52 ...widths
------------------------------------------------------
x: |s| e | f |
------------------------------------------------------
msb lsb msb lsb ...order
------------------------ ------------------------
x0: |s| e | f1 | x1: | f2 |
------------------------ ------------------------
By performing shifts and subtracts on x0 and x1 (both regarded
as integers), we obtain an 8-bit approximation of sqrt(x) as
follows.
k := (x0>>1) + 0x1ff80000;
y0 := k - T1[31&(k>>15)]. ... y ~ sqrt(x) to 8 bits
Here k is a 32-bit integer and T1[] is an integer array containing
correction terms. Now magically the floating value of y (y's
leading 32-bit word is y0, the value of its trailing word is 0)
approximates sqrt(x) to almost 8-bit.
Value of T1:
static int T1[32]= {
0, 1024, 3062, 5746, 9193, 13348, 18162, 23592,
29598, 36145, 43202, 50740, 58733, 67158, 75992, 85215,
83599, 71378, 60428, 50647, 41945, 34246, 27478, 21581,
16499, 12183, 8588, 5674, 3403, 1742, 661, 130,};
(2) Iterative refinement
Apply Heron's rule three times to y, we have y approximates
sqrt(x) to within 1 ulp (Unit in the Last Place):
y := (y+x/y)/2 ... almost 17 sig. bits
y := (y+x/y)/2 ... almost 35 sig. bits
y := y-(y-x/y)/2 ... within 1 ulp
Remark 1.
Another way to improve y to within 1 ulp is:
y := (y+x/y) ... almost 17 sig. bits to 2*sqrt(x)
y := y - 0x00100006 ... almost 18 sig. bits to sqrt(x)
2
(x-y )*y
y := y + 2* ---------- ...within 1 ulp
2
3y + x
This formula has one division fewer than the one above; however,
it requires more multiplications and additions. Also x must be
scaled in advance to avoid spurious overflow in evaluating the
expression 3y*y+x. Hence it is not recommended uless division
is slow. If division is very slow, then one should use the
reciproot algorithm given in section B.
(3) Final adjustment
By twiddling y's last bit it is possible to force y to be
correctly rounded according to the prevailing rounding mode
as follows. Let r and i be copies of the rounding mode and
inexact flag before entering the square root program. Also we
use the expression y+-ulp for the next representable floating
numbers (up and down) of y. Note that y+-ulp = either fixed
point y+-1, or multiply y by nextafter(1,+-inf) in chopped
mode.
I := FALSE; ... reset INEXACT flag I
R := RZ; ... set rounding mode to round-toward-zero
z := x/y; ... chopped quotient, possibly inexact
If(not I) then { ... if the quotient is exact
if(z=y) {
I := i; ... restore inexact flag
R := r; ... restore rounded mode
return sqrt(x):=y.
} else {
z := z - ulp; ... special rounding
}
}
i := TRUE; ... sqrt(x) is inexact
If (r=RN) then z=z+ulp ... rounded-to-nearest
If (r=RP) then { ... round-toward-+inf
y = y+ulp; z=z+ulp;
}
y := y+z; ... chopped sum
y0:=y0-0x00100000; ... y := y/2 is correctly rounded.
I := i; ... restore inexact flag
R := r; ... restore rounded mode
return sqrt(x):=y.
(4) Special cases
Square root of +inf, +-0, or NaN is itself;
Square root of a negative number is NaN with invalid signal.
B. sqrt(x) by Reciproot Iteration
(1) Initial approximation
Let x0 and x1 be the leading and the trailing 32-bit words of
a floating point number x (in IEEE double format) respectively
(see section A). By performing shifs and subtracts on x0 and y0,
we obtain a 7.8-bit approximation of 1/sqrt(x) as follows.
k := 0x5fe80000 - (x0>>1);
y0:= k - T2[63&(k>>14)]. ... y ~ 1/sqrt(x) to 7.8 bits
Here k is a 32-bit integer and T2[] is an integer array
containing correction terms. Now magically the floating
value of y (y's leading 32-bit word is y0, the value of
its trailing word y1 is set to zero) approximates 1/sqrt(x)
to almost 7.8-bit.
Value of T2:
static int T2[64]= {
0x1500, 0x2ef8, 0x4d67, 0x6b02, 0x87be, 0xa395, 0xbe7a, 0xd866,
0xf14a, 0x1091b,0x11fcd,0x13552,0x14999,0x15c98,0x16e34,0x17e5f,
0x18d03,0x19a01,0x1a545,0x1ae8a,0x1b5c4,0x1bb01,0x1bfde,0x1c28d,
0x1c2de,0x1c0db,0x1ba73,0x1b11c,0x1a4b5,0x1953d,0x18266,0x16be0,
0x1683e,0x179d8,0x18a4d,0x19992,0x1a789,0x1b445,0x1bf61,0x1c989,
0x1d16d,0x1d77b,0x1dddf,0x1e2ad,0x1e5bf,0x1e6e8,0x1e654,0x1e3cd,
0x1df2a,0x1d635,0x1cb16,0x1be2c,0x1ae4e,0x19bde,0x1868e,0x16e2e,
0x1527f,0x1334a,0x11051,0xe951, 0xbe01, 0x8e0d, 0x5924, 0x1edd,};
(2) Iterative refinement
Apply Reciproot iteration three times to y and multiply the
result by x to get an approximation z that matches sqrt(x)
to about 1 ulp. To be exact, we will have
-1ulp < sqrt(x)-z<1.0625ulp.
... set rounding mode to Round-to-nearest
y := y*(1.5-0.5*x*y*y) ... almost 15 sig. bits to 1/sqrt(x)
y := y*((1.5-2^-30)+0.5*x*y*y)... about 29 sig. bits to 1/sqrt(x)
... special arrangement for better accuracy
z := x*y ... 29 bits to sqrt(x), with z*y<1
z := z + 0.5*z*(1-z*y) ... about 1 ulp to sqrt(x)
Remark 2. The constant 1.5-2^-30 is chosen to bias the error so that
(a) the term z*y in the final iteration is always less than 1;
(b) the error in the final result is biased upward so that
-1 ulp < sqrt(x) - z < 1.0625 ulp
instead of |sqrt(x)-z|<1.03125ulp.
(3) Final adjustment
By twiddling y's last bit it is possible to force y to be
correctly rounded according to the prevailing rounding mode
as follows. Let r and i be copies of the rounding mode and
inexact flag before entering the square root program. Also we
use the expression y+-ulp for the next representable floating
numbers (up and down) of y. Note that y+-ulp = either fixed
point y+-1, or multiply y by nextafter(1,+-inf) in chopped
mode.
R := RZ; ... set rounding mode to round-toward-zero
switch(r) {
case RN: ... round-to-nearest
if(x<= z*(z-ulp)...chopped) z = z - ulp; else
if(x<= z*(z+ulp)...chopped) z = z; else z = z+ulp;
break;
case RZ:case RM: ... round-to-zero or round-to--inf
R:=RP; ... reset rounding mod to round-to-+inf
if(x<z*z ... rounded up) z = z - ulp; else
if(x>=(z+ulp)*(z+ulp) ...rounded up) z = z+ulp;
break;
case RP: ... round-to-+inf
if(x>(z+ulp)*(z+ulp)...chopped) z = z+2*ulp; else
if(x>z*z ...chopped) z = z+ulp;
break;
}
Remark 3. The above comparisons can be done in fixed point. For
example, to compare x and w=z*z chopped, it suffices to compare
x1 and w1 (the trailing parts of x and w), regarding them as
two's complement integers.
...Is z an exact square root?
To determine whether z is an exact square root of x, let z1 be the
trailing part of z, and also let x0 and x1 be the leading and
trailing parts of x.
If ((z1&0x03ffffff)!=0) ... not exact if trailing 26 bits of z!=0
I := 1; ... Raise Inexact flag: z is not exact
else {
j := 1 - [(x0>>20)&1] ... j = logb(x) mod 2
k := z1 >> 26; ... get z's 25-th and 26-th
fraction bits
I := i or (k&j) or ((k&(j+j+1))!=(x1&3));
}
R:= r ... restore rounded mode
return sqrt(x):=z.
If multiplication is cheaper then the foregoing red tape, the
Inexact flag can be evaluated by
I := i;
I := (z*z!=x) or I.
Note that z*z can overwrite I; this value must be sensed if it is
True.
Remark 4. If z*z = x exactly, then bit 25 to bit 0 of z1 must be
zero.
--------------------
z1: | f2 |
--------------------
bit 31 bit 0
Further more, bit 27 and 26 of z1, bit 0 and 1 of x1, and the odd
or even of logb(x) have the following relations:
-------------------------------------------------
bit 27,26 of z1 bit 1,0 of x1 logb(x)
-------------------------------------------------
00 00 odd and even
01 01 even
10 10 odd
10 00 even
11 01 even
-------------------------------------------------
(4) Special cases (see (4) of Section A).
*/
| YifuLiu/AliOS-Things | components/SDL2/src/libm/e_sqrt.c | C | apache-2.0 | 14,490 |
/*
* ====================================================
* Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved.
*
* Developed at SunPro, a Sun Microsystems, Inc. business.
* Permission to use, copy, modify, and distribute this
* software is freely granted, provided that this notice
* is preserved.
* ====================================================
*/
/*
* __kernel_cos( x, y )
* kernel cos function on [-pi/4, pi/4], pi/4 ~ 0.785398164
* Input x is assumed to be bounded by ~pi/4 in magnitude.
* Input y is the tail of x.
*
* Algorithm
* 1. Since cos(-x) = cos(x), we need only to consider positive x.
* 2. if x < 2^-27 (hx<0x3e400000 0), return 1 with inexact if x!=0.
* 3. cos(x) is approximated by a polynomial of degree 14 on
* [0,pi/4]
* 4 14
* cos(x) ~ 1 - x*x/2 + C1*x + ... + C6*x
* where the remez error is
*
* | 2 4 6 8 10 12 14 | -58
* |cos(x)-(1-.5*x +C1*x +C2*x +C3*x +C4*x +C5*x +C6*x )| <= 2
* | |
*
* 4 6 8 10 12 14
* 4. let r = C1*x +C2*x +C3*x +C4*x +C5*x +C6*x , then
* cos(x) = 1 - x*x/2 + r
* since cos(x+y) ~ cos(x) - sin(x)*y
* ~ cos(x) - x*y,
* a correction term is necessary in cos(x) and hence
* cos(x+y) = 1 - (x*x/2 - (r - x*y))
* For better accuracy when x > 0.3, let qx = |x|/4 with
* the last 32 bits mask off, and if x > 0.78125, let qx = 0.28125.
* Then
* cos(x+y) = (1-qx) - ((x*x/2-qx) - (r-x*y)).
* Note that 1-qx and (x*x/2-qx) is EXACT here, and the
* magnitude of the latter is at least a quarter of x*x/2,
* thus, reducing the rounding error in the subtraction.
*/
#include "math_libm.h"
#include "math_private.h"
static const double
one = 1.00000000000000000000e+00, /* 0x3FF00000, 0x00000000 */
C1 = 4.16666666666666019037e-02, /* 0x3FA55555, 0x5555554C */
C2 = -1.38888888888741095749e-03, /* 0xBF56C16C, 0x16C15177 */
C3 = 2.48015872894767294178e-05, /* 0x3EFA01A0, 0x19CB1590 */
C4 = -2.75573143513906633035e-07, /* 0xBE927E4F, 0x809C52AD */
C5 = 2.08757232129817482790e-09, /* 0x3E21EE9E, 0xBDB4B1C4 */
C6 = -1.13596475577881948265e-11; /* 0xBDA8FAE9, 0xBE8838D4 */
double attribute_hidden __kernel_cos(double x, double y)
{
double a,hz,z,r,qx;
int32_t ix;
GET_HIGH_WORD(ix,x);
ix &= 0x7fffffff; /* ix = |x|'s high word*/
if(ix<0x3e400000) { /* if x < 2**27 */
if(((int)x)==0) return one; /* generate inexact */
}
z = x*x;
r = z*(C1+z*(C2+z*(C3+z*(C4+z*(C5+z*C6)))));
if(ix < 0x3FD33333) /* if |x| < 0.3 */
return one - (0.5*z - (z*r - x*y));
else {
if(ix > 0x3fe90000) { /* x > 0.78125 */
qx = 0.28125;
} else {
INSERT_WORDS(qx,ix-0x00200000,0); /* x/4 */
}
hz = 0.5*z-qx;
a = one-qx;
return a - (hz - (z*r-x*y));
}
}
| YifuLiu/AliOS-Things | components/SDL2/src/libm/k_cos.c | C | apache-2.0 | 2,900 |
/*
* ====================================================
* Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved.
*
* Developed at SunPro, a Sun Microsystems, Inc. business.
* Permission to use, copy, modify, and distribute this
* software is freely granted, provided that this notice
* is preserved.
* ====================================================
*/
/*
* __kernel_rem_pio2(x,y,e0,nx,prec,ipio2)
* double x[],y[]; int e0,nx,prec; int ipio2[];
*
* __kernel_rem_pio2 return the last three digits of N with
* y = x - N*pi/2
* so that |y| < pi/2.
*
* The method is to compute the integer (mod 8) and fraction parts of
* (2/pi)*x without doing the full multiplication. In general we
* skip the part of the product that are known to be a huge integer (
* more accurately, = 0 mod 8 ). Thus the number of operations are
* independent of the exponent of the input.
*
* (2/pi) is represented by an array of 24-bit integers in ipio2[].
*
* Input parameters:
* x[] The input value (must be positive) is broken into nx
* pieces of 24-bit integers in double precision format.
* x[i] will be the i-th 24 bit of x. The scaled exponent
* of x[0] is given in input parameter e0 (i.e., x[0]*2^e0
* match x's up to 24 bits.
*
* Example of breaking a double positive z into x[0]+x[1]+x[2]:
* e0 = ilogb(z)-23
* z = scalbn(z,-e0)
* for i = 0,1,2
* x[i] = floor(z)
* z = (z-x[i])*2**24
*
*
* y[] ouput result in an array of double precision numbers.
* The dimension of y[] is:
* 24-bit precision 1
* 53-bit precision 2
* 64-bit precision 2
* 113-bit precision 3
* The actual value is the sum of them. Thus for 113-bit
* precison, one may have to do something like:
*
* long double t,w,r_head, r_tail;
* t = (long double)y[2] + (long double)y[1];
* w = (long double)y[0];
* r_head = t+w;
* r_tail = w - (r_head - t);
*
* e0 The exponent of x[0]
*
* nx dimension of x[]
*
* prec an integer indicating the precision:
* 0 24 bits (single)
* 1 53 bits (double)
* 2 64 bits (extended)
* 3 113 bits (quad)
*
* ipio2[]
* integer array, contains the (24*i)-th to (24*i+23)-th
* bit of 2/pi after binary point. The corresponding
* floating value is
*
* ipio2[i] * 2^(-24(i+1)).
*
* External function:
* double scalbn(), floor();
*
*
* Here is the description of some local variables:
*
* jk jk+1 is the initial number of terms of ipio2[] needed
* in the computation. The recommended value is 2,3,4,
* 6 for single, double, extended,and quad.
*
* jz local integer variable indicating the number of
* terms of ipio2[] used.
*
* jx nx - 1
*
* jv index for pointing to the suitable ipio2[] for the
* computation. In general, we want
* ( 2^e0*x[0] * ipio2[jv-1]*2^(-24jv) )/8
* is an integer. Thus
* e0-3-24*jv >= 0 or (e0-3)/24 >= jv
* Hence jv = max(0,(e0-3)/24).
*
* jp jp+1 is the number of terms in PIo2[] needed, jp = jk.
*
* q[] double array with integral value, representing the
* 24-bits chunk of the product of x and 2/pi.
*
* q0 the corresponding exponent of q[0]. Note that the
* exponent for q[i] would be q0-24*i.
*
* PIo2[] double precision array, obtained by cutting pi/2
* into 24 bits chunks.
*
* f[] ipio2[] in floating point
*
* iq[] integer array by breaking up q[] in 24-bits chunk.
*
* fq[] final product of x*(2/pi) in fq[0],..,fq[jk]
*
* ih integer. If >0 it indicates q[] is >= 0.5, hence
* it also indicates the *sign* of the result.
*
*/
/*
* Constants:
* The hexadecimal values are the intended ones for the following
* constants. The decimal values may be used, provided that the
* compiler will convert from decimal to binary accurately enough
* to produce the hexadecimal values shown.
*/
#include "math_libm.h"
#include "math_private.h"
#include "SDL_assert.h"
static const int init_jk[] = {2,3,4,6}; /* initial value for jk */
static const double PIo2[] = {
1.57079625129699707031e+00, /* 0x3FF921FB, 0x40000000 */
7.54978941586159635335e-08, /* 0x3E74442D, 0x00000000 */
5.39030252995776476554e-15, /* 0x3CF84698, 0x80000000 */
3.28200341580791294123e-22, /* 0x3B78CC51, 0x60000000 */
1.27065575308067607349e-29, /* 0x39F01B83, 0x80000000 */
1.22933308981111328932e-36, /* 0x387A2520, 0x40000000 */
2.73370053816464559624e-44, /* 0x36E38222, 0x80000000 */
2.16741683877804819444e-51, /* 0x3569F31D, 0x00000000 */
};
static const double
zero = 0.0,
one = 1.0,
two24 = 1.67772160000000000000e+07, /* 0x41700000, 0x00000000 */
twon24 = 5.96046447753906250000e-08; /* 0x3E700000, 0x00000000 */
int32_t attribute_hidden __kernel_rem_pio2(const double *x, double *y, int e0, int nx, const unsigned int prec, const int32_t *ipio2)
{
int32_t jz,jx,jv,jp,jk,carry,n,iq[20],i,j,k,m,q0,ih;
double z,fw,f[20],fq[20],q[20];
if (nx < 1) {
return 0;
}
/* initialize jk*/
SDL_assert(prec < SDL_arraysize(init_jk));
jk = init_jk[prec];
SDL_assert(jk > 0);
jp = jk;
/* determine jx,jv,q0, note that 3>q0 */
jx = nx-1;
jv = (e0-3)/24; if(jv<0) jv=0;
q0 = e0-24*(jv+1);
/* set up f[0] to f[jx+jk] where f[jx+jk] = ipio2[jv+jk] */
j = jv-jx; m = jx+jk;
for(i=0;i<=m;i++,j++) f[i] = (j<0)? zero : (double) ipio2[j];
if ((m+1) < SDL_arraysize(f)) {
SDL_memset(&f[m+1], 0, sizeof (f) - ((m+1) * sizeof (f[0])));
}
/* compute q[0],q[1],...q[jk] */
for (i=0;i<=jk;i++) {
for(j=0,fw=0.0;j<=jx;j++) fw += x[j]*f[jx+i-j];
q[i] = fw;
}
jz = jk;
recompute:
/* distill q[] into iq[] reversingly */
for(i=0,j=jz,z=q[jz];j>0;i++,j--) {
fw = (double)((int32_t)(twon24* z));
iq[i] = (int32_t)(z-two24*fw);
z = q[j-1]+fw;
}
if (jz < SDL_arraysize(iq)) {
SDL_memset(&iq[jz], 0, sizeof (q) - (jz * sizeof (iq[0])));
}
/* compute n */
z = scalbn(z,q0); /* actual value of z */
z -= 8.0*floor(z*0.125); /* trim off integer >= 8 */
n = (int32_t) z;
z -= (double)n;
ih = 0;
if(q0>0) { /* need iq[jz-1] to determine n */
i = (iq[jz-1]>>(24-q0)); n += i;
iq[jz-1] -= i<<(24-q0);
ih = iq[jz-1]>>(23-q0);
}
else if(q0==0) ih = iq[jz-1]>>23;
else if(z>=0.5) ih=2;
if(ih>0) { /* q > 0.5 */
n += 1; carry = 0;
for(i=0;i<jz ;i++) { /* compute 1-q */
j = iq[i];
if(carry==0) {
if(j!=0) {
carry = 1; iq[i] = 0x1000000- j;
}
} else iq[i] = 0xffffff - j;
}
if(q0>0) { /* rare case: chance is 1 in 12 */
switch(q0) {
case 1:
iq[jz-1] &= 0x7fffff; break;
case 2:
iq[jz-1] &= 0x3fffff; break;
}
}
if(ih==2) {
z = one - z;
if(carry!=0) z -= scalbn(one,q0);
}
}
/* check if recomputation is needed */
if(z==zero) {
j = 0;
for (i=jz-1;i>=jk;i--) j |= iq[i];
if(j==0) { /* need recomputation */
for(k=1;iq[jk-k]==0;k++); /* k = no. of terms needed */
for(i=jz+1;i<=jz+k;i++) { /* add q[jz+1] to q[jz+k] */
f[jx+i] = (double) ipio2[jv+i];
for(j=0,fw=0.0;j<=jx;j++) fw += x[j]*f[jx+i-j];
q[i] = fw;
}
jz += k;
goto recompute;
}
}
/* chop off zero terms */
if(z==0.0) {
jz -= 1; q0 -= 24;
SDL_assert(jz >= 0);
while(iq[jz]==0) { jz--; SDL_assert(jz >= 0); q0-=24;}
} else { /* break z into 24-bit if necessary */
z = scalbn(z,-q0);
if(z>=two24) {
fw = (double)((int32_t)(twon24*z));
iq[jz] = (int32_t)(z-two24*fw);
jz += 1; q0 += 24;
iq[jz] = (int32_t) fw;
} else iq[jz] = (int32_t) z ;
}
/* convert integer "bit" chunk to floating-point value */
fw = scalbn(one,q0);
for(i=jz;i>=0;i--) {
q[i] = fw*(double)iq[i]; fw*=twon24;
}
/* compute PIo2[0,...,jp]*q[jz,...,0] */
for(i=jz;i>=0;i--) {
for(fw=0.0,k=0;k<=jp&&k<=jz-i;k++) fw += PIo2[k]*q[i+k];
fq[jz-i] = fw;
}
if ((jz+1) < SDL_arraysize(f)) {
SDL_memset(&fq[jz+1], 0, sizeof (fq) - ((jz+1) * sizeof (fq[0])));
}
/* compress fq[] into y[] */
switch(prec) {
case 0:
fw = 0.0;
for (i=jz;i>=0;i--) fw += fq[i];
y[0] = (ih==0)? fw: -fw;
break;
case 1:
case 2:
fw = 0.0;
for (i=jz;i>=0;i--) fw += fq[i];
y[0] = (ih==0)? fw: -fw;
fw = fq[0]-fw;
for (i=1;i<=jz;i++) fw += fq[i];
y[1] = (ih==0)? fw: -fw;
break;
case 3: /* painful */
for (i=jz;i>0;i--) {
fw = fq[i-1]+fq[i];
fq[i] += fq[i-1]-fw;
fq[i-1] = fw;
}
for (i=jz;i>1;i--) {
fw = fq[i-1]+fq[i];
fq[i] += fq[i-1]-fw;
fq[i-1] = fw;
}
for (fw=0.0,i=jz;i>=2;i--) fw += fq[i];
if(ih==0) {
y[0] = fq[0]; y[1] = fq[1]; y[2] = fw;
} else {
y[0] = -fq[0]; y[1] = -fq[1]; y[2] = -fw;
}
}
return n&7;
}
| YifuLiu/AliOS-Things | components/SDL2/src/libm/k_rem_pio2.c | C | apache-2.0 | 8,711 |
/*
* ====================================================
* Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved.
*
* Developed at SunPro, a Sun Microsystems, Inc. business.
* Permission to use, copy, modify, and distribute this
* software is freely granted, provided that this notice
* is preserved.
* ====================================================
*/
/* __kernel_sin( x, y, iy)
* kernel sin function on [-pi/4, pi/4], pi/4 ~ 0.7854
* Input x is assumed to be bounded by ~pi/4 in magnitude.
* Input y is the tail of x.
* Input iy indicates whether y is 0. (if iy=0, y assume to be 0).
*
* Algorithm
* 1. Since sin(-x) = -sin(x), we need only to consider positive x.
* 2. if x < 2^-27 (hx<0x3e400000 0), return x with inexact if x!=0.
* 3. sin(x) is approximated by a polynomial of degree 13 on
* [0,pi/4]
* 3 13
* sin(x) ~ x + S1*x + ... + S6*x
* where
*
* |sin(x) 2 4 6 8 10 12 | -58
* |----- - (1+S1*x +S2*x +S3*x +S4*x +S5*x +S6*x )| <= 2
* | x |
*
* 4. sin(x+y) = sin(x) + sin'(x')*y
* ~ sin(x) + (1-x*x/2)*y
* For better accuracy, let
* 3 2 2 2 2
* r = x *(S2+x *(S3+x *(S4+x *(S5+x *S6))))
* then 3 2
* sin(x) = x + (S1*x + (x *(r-y/2)+y))
*/
#include "math_libm.h"
#include "math_private.h"
static const double
half = 5.00000000000000000000e-01, /* 0x3FE00000, 0x00000000 */
S1 = -1.66666666666666324348e-01, /* 0xBFC55555, 0x55555549 */
S2 = 8.33333333332248946124e-03, /* 0x3F811111, 0x1110F8A6 */
S3 = -1.98412698298579493134e-04, /* 0xBF2A01A0, 0x19C161D5 */
S4 = 2.75573137070700676789e-06, /* 0x3EC71DE3, 0x57B1FE7D */
S5 = -2.50507602534068634195e-08, /* 0xBE5AE5E6, 0x8A2B9CEB */
S6 = 1.58969099521155010221e-10; /* 0x3DE5D93A, 0x5ACFD57C */
double attribute_hidden __kernel_sin(double x, double y, int iy)
{
double z,r,v;
int32_t ix;
GET_HIGH_WORD(ix,x);
ix &= 0x7fffffff; /* high word of x */
if(ix<0x3e400000) /* |x| < 2**-27 */
{if((int)x==0) return x;} /* generate inexact */
z = x*x;
v = z*x;
r = S2+z*(S3+z*(S4+z*(S5+z*S6)));
if(iy==0) return x+v*(S1+z*r);
else return x-((z*(half*y-v*r)-y)-v*S1);
}
| YifuLiu/AliOS-Things | components/SDL2/src/libm/k_sin.c | C | apache-2.0 | 2,267 |
/*
* ====================================================
* Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved.
*
* Developed at SunPro, a Sun Microsystems, Inc. business.
* Permission to use, copy, modify, and distribute this
* software is freely granted, provided that this notice
* is preserved.
* ====================================================
*/
/* __kernel_tan( x, y, k )
* kernel tan function on [-pi/4, pi/4], pi/4 ~ 0.7854
* Input x is assumed to be bounded by ~pi/4 in magnitude.
* Input y is the tail of x.
* Input k indicates whether tan (if k=1) or
* -1/tan (if k= -1) is returned.
*
* Algorithm
* 1. Since tan(-x) = -tan(x), we need only to consider positive x.
* 2. if x < 2^-28 (hx<0x3e300000 0), return x with inexact if x!=0.
* 3. tan(x) is approximated by a odd polynomial of degree 27 on
* [0,0.67434]
* 3 27
* tan(x) ~ x + T1*x + ... + T13*x
* where
*
* |tan(x) 2 4 26 | -59.2
* |----- - (1+T1*x +T2*x +.... +T13*x )| <= 2
* | x |
*
* Note: tan(x+y) = tan(x) + tan'(x)*y
* ~ tan(x) + (1+x*x)*y
* Therefore, for better accuracy in computing tan(x+y), let
* 3 2 2 2 2
* r = x *(T2+x *(T3+x *(...+x *(T12+x *T13))))
* then
* 3 2
* tan(x+y) = x + (T1*x + (x *(r+y)+y))
*
* 4. For x in [0.67434,pi/4], let y = pi/4 - x, then
* tan(x) = tan(pi/4-y) = (1-tan(y))/(1+tan(y))
* = 1 - 2*(tan(y) - (tan(y)^2)/(1+tan(y)))
*/
#include "math_libm.h"
#include "math_private.h"
static const double
one = 1.00000000000000000000e+00, /* 0x3FF00000, 0x00000000 */
pio4 = 7.85398163397448278999e-01, /* 0x3FE921FB, 0x54442D18 */
pio4lo= 3.06161699786838301793e-17, /* 0x3C81A626, 0x33145C07 */
T[] = {
3.33333333333334091986e-01, /* 0x3FD55555, 0x55555563 */
1.33333333333201242699e-01, /* 0x3FC11111, 0x1110FE7A */
5.39682539762260521377e-02, /* 0x3FABA1BA, 0x1BB341FE */
2.18694882948595424599e-02, /* 0x3F9664F4, 0x8406D637 */
8.86323982359930005737e-03, /* 0x3F8226E3, 0xE96E8493 */
3.59207910759131235356e-03, /* 0x3F6D6D22, 0xC9560328 */
1.45620945432529025516e-03, /* 0x3F57DBC8, 0xFEE08315 */
5.88041240820264096874e-04, /* 0x3F4344D8, 0xF2F26501 */
2.46463134818469906812e-04, /* 0x3F3026F7, 0x1A8D1068 */
7.81794442939557092300e-05, /* 0x3F147E88, 0xA03792A6 */
7.14072491382608190305e-05, /* 0x3F12B80F, 0x32F0A7E9 */
-1.85586374855275456654e-05, /* 0xBEF375CB, 0xDB605373 */
2.59073051863633712884e-05, /* 0x3EFB2A70, 0x74BF7AD4 */
};
double attribute_hidden __kernel_tan(double x, double y, int iy)
{
double z,r,v,w,s;
int32_t ix,hx;
GET_HIGH_WORD(hx,x);
ix = hx&0x7fffffff; /* high word of |x| */
if(ix<0x3e300000) /* x < 2**-28 */
{if((int)x==0) { /* generate inexact */
u_int32_t low;
GET_LOW_WORD(low,x);
if(((ix|low)|(iy+1))==0) return one/fabs(x);
else return (iy==1)? x: -one/x;
}
}
if(ix>=0x3FE59428) { /* |x|>=0.6744 */
if(hx<0) {x = -x; y = -y;}
z = pio4-x;
w = pio4lo-y;
x = z+w; y = 0.0;
}
z = x*x;
w = z*z;
/* Break x^5*(T[1]+x^2*T[2]+...) into
* x^5(T[1]+x^4*T[3]+...+x^20*T[11]) +
* x^5(x^2*(T[2]+x^4*T[4]+...+x^22*[T12]))
*/
r = T[1]+w*(T[3]+w*(T[5]+w*(T[7]+w*(T[9]+w*T[11]))));
v = z*(T[2]+w*(T[4]+w*(T[6]+w*(T[8]+w*(T[10]+w*T[12])))));
s = z*x;
r = y + z*(s*(r+v)+y);
r += T[0]*s;
w = x+r;
if(ix>=0x3FE59428) {
v = (double)iy;
return (double)(1-((hx>>30)&2))*(v-2.0*(x-(w*w/(w+v)-r)));
}
if(iy==1) return w;
else { /* if allow error up to 2 ulp,
simply return -1.0/(x+r) here */
/* compute -1.0/(x+r) accurately */
double a,t;
z = w;
SET_LOW_WORD(z,0);
v = r-(z - x); /* z+v = r+x */
t = a = -1.0/w; /* a = -1.0/w */
SET_LOW_WORD(t,0);
s = 1.0+t*z;
return t+a*(s+t*v);
}
}
| YifuLiu/AliOS-Things | components/SDL2/src/libm/k_tan.c | C | apache-2.0 | 3,949 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef math_libm_h_
#define math_libm_h_
#include "../SDL_internal.h"
/* Math routines from uClibc: http://www.uclibc.org */
double SDL_uclibc_atan(double x);
double SDL_uclibc_atan2(double y, double x);
double SDL_uclibc_copysign(double x, double y);
double SDL_uclibc_cos(double x);
double SDL_uclibc_exp(double x);
double SDL_uclibc_fabs(double x);
double SDL_uclibc_floor(double x);
double SDL_uclibc_fmod(double x, double y);
double SDL_uclibc_log(double x);
double SDL_uclibc_log10(double x);
double SDL_uclibc_pow(double x, double y);
double SDL_uclibc_scalbn(double x, int n);
double SDL_uclibc_sin(double x);
double SDL_uclibc_sqrt(double x);
double SDL_uclibc_tan(double x);
#endif /* math_libm_h_ */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/libm/math_libm.h | C | apache-2.0 | 1,724 |
/*
* ====================================================
* Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved.
*
* Developed at SunPro, a Sun Microsystems, Inc. business.
* Permission to use, copy, modify, and distribute this
* software is freely granted, provided that this notice
* is preserved.
* ====================================================
*/
/*
* from: @(#)fdlibm.h 5.1 93/09/24
* $Id: math_private.h,v 1.3 2004/02/09 07:10:38 andersen Exp $
*/
#ifndef _MATH_PRIVATE_H_
#define _MATH_PRIVATE_H_
/* #include <endian.h> */
#include "SDL_endian.h"
/* #include <sys/types.h> */
#define _IEEE_LIBM
#define attribute_hidden
#define libm_hidden_proto(x)
#define libm_hidden_def(x)
#define strong_alias(x, y)
#ifndef __HAIKU__ /* already defined in a system header. */
typedef unsigned int u_int32_t;
#endif
#define atan SDL_uclibc_atan
#define __ieee754_atan2 SDL_uclibc_atan2
#define copysign SDL_uclibc_copysign
#define cos SDL_uclibc_cos
#define __ieee754_exp SDL_uclibc_exp
#define fabs SDL_uclibc_fabs
#define floor SDL_uclibc_floor
#define __ieee754_fmod SDL_uclibc_fmod
#define __ieee754_log SDL_uclibc_log
#define __ieee754_log10 SDL_uclibc_log10
#define __ieee754_pow SDL_uclibc_pow
#define scalbln SDL_uclibc_scalbln
#define scalbn SDL_uclibc_scalbn
#define sin SDL_uclibc_sin
#define __ieee754_sqrt SDL_uclibc_sqrt
#define tan SDL_uclibc_tan
/* The original fdlibm code used statements like:
n0 = ((*(int*)&one)>>29)^1; * index of high word *
ix0 = *(n0+(int*)&x); * high word of x *
ix1 = *((1-n0)+(int*)&x); * low word of x *
to dig two 32 bit words out of the 64 bit IEEE floating point
value. That is non-ANSI, and, moreover, the gcc instruction
scheduler gets it wrong. We instead use the following macros.
Unlike the original code, we determine the endianness at compile
time, not at run time; I don't see much benefit to selecting
endianness at run time. */
/* A union which permits us to convert between a double and two 32 bit
ints. */
/*
* Math on arm is special:
* For FPA, float words are always big-endian.
* For VFP, floats words follow the memory system mode.
*/
#if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
typedef union
{
double value;
struct
{
u_int32_t msw;
u_int32_t lsw;
} parts;
} ieee_double_shape_type;
#else
typedef union
{
double value;
struct
{
u_int32_t lsw;
u_int32_t msw;
} parts;
} ieee_double_shape_type;
#endif
/* Get two 32 bit ints from a double. */
#define EXTRACT_WORDS(ix0,ix1,d) \
do { \
ieee_double_shape_type ew_u; \
ew_u.value = (d); \
(ix0) = ew_u.parts.msw; \
(ix1) = ew_u.parts.lsw; \
} while (0)
/* Get the more significant 32 bit int from a double. */
#define GET_HIGH_WORD(i,d) \
do { \
ieee_double_shape_type gh_u; \
gh_u.value = (d); \
(i) = gh_u.parts.msw; \
} while (0)
/* Get the less significant 32 bit int from a double. */
#define GET_LOW_WORD(i,d) \
do { \
ieee_double_shape_type gl_u; \
gl_u.value = (d); \
(i) = gl_u.parts.lsw; \
} while (0)
/* Set a double from two 32 bit ints. */
#define INSERT_WORDS(d,ix0,ix1) \
do { \
ieee_double_shape_type iw_u; \
iw_u.parts.msw = (ix0); \
iw_u.parts.lsw = (ix1); \
(d) = iw_u.value; \
} while (0)
/* Set the more significant 32 bits of a double from an int. */
#define SET_HIGH_WORD(d,v) \
do { \
ieee_double_shape_type sh_u; \
sh_u.value = (d); \
sh_u.parts.msw = (v); \
(d) = sh_u.value; \
} while (0)
/* Set the less significant 32 bits of a double from an int. */
#define SET_LOW_WORD(d,v) \
do { \
ieee_double_shape_type sl_u; \
sl_u.value = (d); \
sl_u.parts.lsw = (v); \
(d) = sl_u.value; \
} while (0)
/* A union which permits us to convert between a float and a 32 bit
int. */
typedef union
{
float value;
u_int32_t word;
} ieee_float_shape_type;
/* Get a 32 bit int from a float. */
#define GET_FLOAT_WORD(i,d) \
do { \
ieee_float_shape_type gf_u; \
gf_u.value = (d); \
(i) = gf_u.word; \
} while (0)
/* Set a float from a 32 bit int. */
#define SET_FLOAT_WORD(d,i) \
do { \
ieee_float_shape_type sf_u; \
sf_u.word = (i); \
(d) = sf_u.value; \
} while (0)
/* ieee style elementary functions */
extern double
__ieee754_sqrt(double)
attribute_hidden;
extern double __ieee754_acos(double) attribute_hidden;
extern double __ieee754_acosh(double) attribute_hidden;
extern double __ieee754_log(double) attribute_hidden;
extern double __ieee754_atanh(double) attribute_hidden;
extern double __ieee754_asin(double) attribute_hidden;
extern double __ieee754_atan2(double, double) attribute_hidden;
extern double __ieee754_exp(double) attribute_hidden;
extern double __ieee754_cosh(double) attribute_hidden;
extern double __ieee754_fmod(double, double) attribute_hidden;
extern double __ieee754_pow(double, double) attribute_hidden;
extern double __ieee754_lgamma_r(double, int *) attribute_hidden;
extern double __ieee754_gamma_r(double, int *) attribute_hidden;
extern double __ieee754_lgamma(double) attribute_hidden;
extern double __ieee754_gamma(double) attribute_hidden;
extern double __ieee754_log10(double) attribute_hidden;
extern double __ieee754_sinh(double) attribute_hidden;
extern double __ieee754_hypot(double, double) attribute_hidden;
extern double __ieee754_j0(double) attribute_hidden;
extern double __ieee754_j1(double) attribute_hidden;
extern double __ieee754_y0(double) attribute_hidden;
extern double __ieee754_y1(double) attribute_hidden;
extern double __ieee754_jn(int, double) attribute_hidden;
extern double __ieee754_yn(int, double) attribute_hidden;
extern double __ieee754_remainder(double, double) attribute_hidden;
extern int32_t __ieee754_rem_pio2(double, double *) attribute_hidden;
#if defined(_SCALB_INT)
extern double __ieee754_scalb(double, int) attribute_hidden;
#else
extern double __ieee754_scalb(double, double) attribute_hidden;
#endif
/* fdlibm kernel function */
#ifndef _IEEE_LIBM
extern double __kernel_standard(double, double, int) attribute_hidden;
#endif
extern double __kernel_sin(double, double, int) attribute_hidden;
extern double __kernel_cos(double, double) attribute_hidden;
extern double __kernel_tan(double, double, int) attribute_hidden;
extern int32_t __kernel_rem_pio2(const double *, double *, int, int, const unsigned int,
const int32_t *) attribute_hidden;
#endif /* _MATH_PRIVATE_H_ */
| YifuLiu/AliOS-Things | components/SDL2/src/libm/math_private.h | C | apache-2.0 | 6,916 |
/*
* ====================================================
* Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved.
*
* Developed at SunPro, a Sun Microsystems, Inc. business.
* Permission to use, copy, modify, and distribute this
* software is freely granted, provided that this notice
* is preserved.
* ====================================================
*/
/* atan(x)
* Method
* 1. Reduce x to positive by atan(x) = -atan(-x).
* 2. According to the integer k=4t+0.25 chopped, t=x, the argument
* is further reduced to one of the following intervals and the
* arctangent of t is evaluated by the corresponding formula:
*
* [0,7/16] atan(x) = t-t^3*(a1+t^2*(a2+...(a10+t^2*a11)...)
* [7/16,11/16] atan(x) = atan(1/2) + atan( (t-0.5)/(1+t/2) )
* [11/16.19/16] atan(x) = atan( 1 ) + atan( (t-1)/(1+t) )
* [19/16,39/16] atan(x) = atan(3/2) + atan( (t-1.5)/(1+1.5t) )
* [39/16,INF] atan(x) = atan(INF) + atan( -1/t )
*
* Constants:
* The hexadecimal values are the intended ones for the following
* constants. The decimal values may be used, provided that the
* compiler will convert from decimal to binary accurately enough
* to produce the hexadecimal values shown.
*/
#include "math_libm.h"
#include "math_private.h"
static const double atanhi[] = {
4.63647609000806093515e-01, /* atan(0.5)hi 0x3FDDAC67, 0x0561BB4F */
7.85398163397448278999e-01, /* atan(1.0)hi 0x3FE921FB, 0x54442D18 */
9.82793723247329054082e-01, /* atan(1.5)hi 0x3FEF730B, 0xD281F69B */
1.57079632679489655800e+00, /* atan(inf)hi 0x3FF921FB, 0x54442D18 */
};
static const double atanlo[] = {
2.26987774529616870924e-17, /* atan(0.5)lo 0x3C7A2B7F, 0x222F65E2 */
3.06161699786838301793e-17, /* atan(1.0)lo 0x3C81A626, 0x33145C07 */
1.39033110312309984516e-17, /* atan(1.5)lo 0x3C700788, 0x7AF0CBBD */
6.12323399573676603587e-17, /* atan(inf)lo 0x3C91A626, 0x33145C07 */
};
static const double aT[] = {
3.33333333333329318027e-01, /* 0x3FD55555, 0x5555550D */
-1.99999999998764832476e-01, /* 0xBFC99999, 0x9998EBC4 */
1.42857142725034663711e-01, /* 0x3FC24924, 0x920083FF */
-1.11111104054623557880e-01, /* 0xBFBC71C6, 0xFE231671 */
9.09088713343650656196e-02, /* 0x3FB745CD, 0xC54C206E */
-7.69187620504482999495e-02, /* 0xBFB3B0F2, 0xAF749A6D */
6.66107313738753120669e-02, /* 0x3FB10D66, 0xA0D03D51 */
-5.83357013379057348645e-02, /* 0xBFADDE2D, 0x52DEFD9A */
4.97687799461593236017e-02, /* 0x3FA97B4B, 0x24760DEB */
-3.65315727442169155270e-02, /* 0xBFA2B444, 0x2C6A6C2F */
1.62858201153657823623e-02, /* 0x3F90AD3A, 0xE322DA11 */
};
#ifdef __WATCOMC__ /* Watcom defines huge=__huge */
#undef huge
#endif
static const double
one = 1.0,
huge = 1.0e300;
double atan(double x)
{
double w,s1,s2,z;
int32_t ix,hx,id;
GET_HIGH_WORD(hx,x);
ix = hx&0x7fffffff;
if(ix>=0x44100000) { /* if |x| >= 2^66 */
u_int32_t low;
GET_LOW_WORD(low,x);
if(ix>0x7ff00000||
(ix==0x7ff00000&&(low!=0)))
return x+x; /* NaN */
if(hx>0) return atanhi[3]+atanlo[3];
else return -atanhi[3]-atanlo[3];
} if (ix < 0x3fdc0000) { /* |x| < 0.4375 */
if (ix < 0x3e200000) { /* |x| < 2^-29 */
if(huge+x>one) return x; /* raise inexact */
}
id = -1;
} else {
x = fabs(x);
if (ix < 0x3ff30000) { /* |x| < 1.1875 */
if (ix < 0x3fe60000) { /* 7/16 <=|x|<11/16 */
id = 0; x = (2.0*x-one)/(2.0+x);
} else { /* 11/16<=|x|< 19/16 */
id = 1; x = (x-one)/(x+one);
}
} else {
if (ix < 0x40038000) { /* |x| < 2.4375 */
id = 2; x = (x-1.5)/(one+1.5*x);
} else { /* 2.4375 <= |x| < 2^66 */
id = 3; x = -1.0/x;
}
}}
/* end of argument reduction */
z = x*x;
w = z*z;
/* break sum from i=0 to 10 aT[i]z**(i+1) into odd and even poly */
s1 = z*(aT[0]+w*(aT[2]+w*(aT[4]+w*(aT[6]+w*(aT[8]+w*aT[10])))));
s2 = w*(aT[1]+w*(aT[3]+w*(aT[5]+w*(aT[7]+w*aT[9]))));
if (id<0) return x - x*(s1+s2);
else {
z = atanhi[id] - ((x*(s1+s2) - atanlo[id]) - x);
return (hx<0)? -z:z;
}
}
libm_hidden_def(atan)
| YifuLiu/AliOS-Things | components/SDL2/src/libm/s_atan.c | C | apache-2.0 | 4,072 |
/*
* ====================================================
* Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved.
*
* Developed at SunPro, a Sun Microsystems, Inc. business.
* Permission to use, copy, modify, and distribute this
* software is freely granted, provided that this notice
* is preserved.
* ====================================================
*/
/*
* copysign(double x, double y)
* copysign(x,y) returns a value with the magnitude of x and
* with the sign bit of y.
*/
#include "math_libm.h"
#include "math_private.h"
double copysign(double x, double y)
{
u_int32_t hx,hy;
GET_HIGH_WORD(hx,x);
GET_HIGH_WORD(hy,y);
SET_HIGH_WORD(x,(hx&0x7fffffff)|(hy&0x80000000));
return x;
}
libm_hidden_def(copysign)
| YifuLiu/AliOS-Things | components/SDL2/src/libm/s_copysign.c | C | apache-2.0 | 756 |
/*
* ====================================================
* Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved.
*
* Developed at SunPro, a Sun Microsystems, Inc. business.
* Permission to use, copy, modify, and distribute this
* software is freely granted, provided that this notice
* is preserved.
* ====================================================
*/
/* cos(x)
* Return cosine function of x.
*
* kernel function:
* __kernel_sin ... sine function on [-pi/4,pi/4]
* __kernel_cos ... cosine function on [-pi/4,pi/4]
* __ieee754_rem_pio2 ... argument reduction routine
*
* Method.
* Let S,C and T denote the sin, cos and tan respectively on
* [-PI/4, +PI/4]. Reduce the argument x to y1+y2 = x-k*pi/2
* in [-pi/4 , +pi/4], and let n = k mod 4.
* We have
*
* n sin(x) cos(x) tan(x)
* ----------------------------------------------------------
* 0 S C T
* 1 C -S -1/T
* 2 -S -C T
* 3 -C S -1/T
* ----------------------------------------------------------
*
* Special cases:
* Let trig be any of sin, cos, or tan.
* trig(+-INF) is NaN, with signals;
* trig(NaN) is that NaN;
*
* Accuracy:
* TRIG(x) returns trig(x) nearly rounded
*/
#include "math_libm.h"
#include "math_private.h"
double cos(double x)
{
double y[2],z=0.0;
int32_t n, ix;
/* High word of x. */
GET_HIGH_WORD(ix,x);
/* |x| ~< pi/4 */
ix &= 0x7fffffff;
if(ix <= 0x3fe921fb) return __kernel_cos(x,z);
/* cos(Inf or NaN) is NaN */
else if (ix>=0x7ff00000) return x-x;
/* argument reduction needed */
else {
n = __ieee754_rem_pio2(x,y);
switch(n&3) {
case 0: return __kernel_cos(y[0],y[1]);
case 1: return -__kernel_sin(y[0],y[1],1);
case 2: return -__kernel_cos(y[0],y[1]);
default:
return __kernel_sin(y[0],y[1],1);
}
}
}
libm_hidden_def(cos)
| YifuLiu/AliOS-Things | components/SDL2/src/libm/s_cos.c | C | apache-2.0 | 1,944 |
/*
* ====================================================
* Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved.
*
* Developed at SunPro, a Sun Microsystems, Inc. business.
* Permission to use, copy, modify, and distribute this
* software is freely granted, provided that this notice
* is preserved.
* ====================================================
*/
/*
* fabs(x) returns the absolute value of x.
*/
/*#include <features.h>*/
/* Prevent math.h from defining a colliding inline */
#undef __USE_EXTERN_INLINES
#include "math_libm.h"
#include "math_private.h"
double fabs(double x)
{
u_int32_t high;
GET_HIGH_WORD(high,x);
SET_HIGH_WORD(x,high&0x7fffffff);
return x;
}
libm_hidden_def(fabs)
| YifuLiu/AliOS-Things | components/SDL2/src/libm/s_fabs.c | C | apache-2.0 | 733 |
/*
* ====================================================
* Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved.
*
* Developed at SunPro, a Sun Microsystems, Inc. business.
* Permission to use, copy, modify, and distribute this
* software is freely granted, provided that this notice
* is preserved.
* ====================================================
*/
/*
* floor(x)
* Return x rounded toward -inf to integral value
* Method:
* Bit twiddling.
* Exception:
* Inexact flag raised if x not equal to floor(x).
*/
/*#include <features.h>*/
/* Prevent math.h from defining a colliding inline */
#undef __USE_EXTERN_INLINES
#include "math_libm.h"
#include "math_private.h"
#ifdef __WATCOMC__ /* Watcom defines huge=__huge */
#undef huge
#endif
static const double huge = 1.0e300;
double floor(double x)
{
int32_t i0,i1,j0;
u_int32_t i,j;
EXTRACT_WORDS(i0,i1,x);
j0 = ((i0>>20)&0x7ff)-0x3ff;
if(j0<20) {
if(j0<0) { /* raise inexact if x != 0 */
if(huge+x>0.0) {/* return 0*sign(x) if |x|<1 */
if(i0>=0) {i0=i1=0;}
else if(((i0&0x7fffffff)|i1)!=0)
{ i0=0xbff00000;i1=0;}
}
} else {
i = (0x000fffff)>>j0;
if(((i0&i)|i1)==0) return x; /* x is integral */
if(huge+x>0.0) { /* raise inexact flag */
if(i0<0) i0 += (0x00100000)>>j0;
i0 &= (~i); i1=0;
}
}
} else if (j0>51) {
if(j0==0x400) return x+x; /* inf or NaN */
else return x; /* x is integral */
} else {
i = ((u_int32_t)(0xffffffff))>>(j0-20);
if((i1&i)==0) return x; /* x is integral */
if(huge+x>0.0) { /* raise inexact flag */
if(i0<0) {
if(j0==20) i0+=1;
else {
j = i1+(1<<(52-j0));
if(j<(u_int32_t)i1) i0 +=1 ; /* got a carry */
i1=j;
}
}
i1 &= (~i);
}
}
INSERT_WORDS(x,i0,i1);
return x;
}
libm_hidden_def(floor)
| YifuLiu/AliOS-Things | components/SDL2/src/libm/s_floor.c | C | apache-2.0 | 1,833 |
/*
* ====================================================
* Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved.
*
* Developed at SunPro, a Sun Microsystems, Inc. business.
* Permission to use, copy, modify, and distribute this
* software is freely granted, provided that this notice
* is preserved.
* ====================================================
*/
/*
* scalbln(double x, long n)
* scalbln(x,n) returns x * 2**n computed by exponent
* manipulation rather than by actually performing an
* exponentiation or a multiplication.
*/
#include "math_libm.h"
#include "math_private.h"
#include <limits.h>
#ifdef __WATCOMC__ /* Watcom defines huge=__huge */
#undef huge
#endif
static const double
two54 = 1.80143985094819840000e+16, /* 0x43500000, 0x00000000 */
twom54 = 5.55111512312578270212e-17, /* 0x3C900000, 0x00000000 */
huge = 1.0e+300,
tiny = 1.0e-300;
double scalbln(double x, long n)
{
int32_t k, hx, lx;
EXTRACT_WORDS(hx, lx, x);
k = (hx & 0x7ff00000) >> 20; /* extract exponent */
if (k == 0) { /* 0 or subnormal x */
if ((lx | (hx & 0x7fffffff)) == 0)
return x; /* +-0 */
x *= two54;
GET_HIGH_WORD(hx, x);
k = ((hx & 0x7ff00000) >> 20) - 54;
}
if (k == 0x7ff)
return x + x; /* NaN or Inf */
k = (int32_t)(k + n);
if (k > 0x7fe)
return huge * copysign(huge, x); /* overflow */
if (n < -50000)
return tiny * copysign(tiny, x); /* underflow */
if (k > 0) { /* normal result */
SET_HIGH_WORD(x, (hx & 0x800fffff) | (k << 20));
return x;
}
if (k <= -54) {
if (n > 50000) /* in case integer overflow in n+k */
return huge * copysign(huge, x); /* overflow */
return tiny * copysign(tiny, x); /* underflow */
}
k += 54; /* subnormal result */
SET_HIGH_WORD(x, (hx & 0x800fffff) | (k << 20));
return x * twom54;
}
libm_hidden_def(scalbln)
double scalbn(double x, int n)
{
return scalbln(x, n);
}
libm_hidden_def(scalbn)
| YifuLiu/AliOS-Things | components/SDL2/src/libm/s_scalbn.c | C | apache-2.0 | 1,909 |
/*
* ====================================================
* Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved.
*
* Developed at SunPro, a Sun Microsystems, Inc. business.
* Permission to use, copy, modify, and distribute this
* software is freely granted, provided that this notice
* is preserved.
* ====================================================
*/
/* sin(x)
* Return sine function of x.
*
* kernel function:
* __kernel_sin ... sine function on [-pi/4,pi/4]
* __kernel_cos ... cose function on [-pi/4,pi/4]
* __ieee754_rem_pio2 ... argument reduction routine
*
* Method.
* Let S,C and T denote the sin, cos and tan respectively on
* [-PI/4, +PI/4]. Reduce the argument x to y1+y2 = x-k*pi/2
* in [-pi/4 , +pi/4], and let n = k mod 4.
* We have
*
* n sin(x) cos(x) tan(x)
* ----------------------------------------------------------
* 0 S C T
* 1 C -S -1/T
* 2 -S -C T
* 3 -C S -1/T
* ----------------------------------------------------------
*
* Special cases:
* Let trig be any of sin, cos, or tan.
* trig(+-INF) is NaN, with signals;
* trig(NaN) is that NaN;
*
* Accuracy:
* TRIG(x) returns trig(x) nearly rounded
*/
#include "math_libm.h"
#include "math_private.h"
double sin(double x)
{
double y[2],z=0.0;
int32_t n, ix;
/* High word of x. */
GET_HIGH_WORD(ix,x);
/* |x| ~< pi/4 */
ix &= 0x7fffffff;
if(ix <= 0x3fe921fb) return __kernel_sin(x,z,0);
/* sin(Inf or NaN) is NaN */
else if (ix>=0x7ff00000) return x-x;
/* argument reduction needed */
else {
n = __ieee754_rem_pio2(x,y);
switch(n&3) {
case 0: return __kernel_sin(y[0],y[1],1);
case 1: return __kernel_cos(y[0],y[1]);
case 2: return -__kernel_sin(y[0],y[1],1);
default:
return -__kernel_cos(y[0],y[1]);
}
}
}
libm_hidden_def(sin)
| YifuLiu/AliOS-Things | components/SDL2/src/libm/s_sin.c | C | apache-2.0 | 1,935 |
/*
* ====================================================
* Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved.
*
* Developed at SunPro, a Sun Microsystems, Inc. business.
* Permission to use, copy, modify, and distribute this
* software is freely granted, provided that this notice
* is preserved.
* ====================================================
*/
/* tan(x)
* Return tangent function of x.
*
* kernel function:
* __kernel_tan ... tangent function on [-pi/4,pi/4]
* __ieee754_rem_pio2 ... argument reduction routine
*
* Method.
* Let S,C and T denote the sin, cos and tan respectively on
* [-PI/4, +PI/4]. Reduce the argument x to y1+y2 = x-k*pi/2
* in [-pi/4 , +pi/4], and let n = k mod 4.
* We have
*
* n sin(x) cos(x) tan(x)
* ----------------------------------------------------------
* 0 S C T
* 1 C -S -1/T
* 2 -S -C T
* 3 -C S -1/T
* ----------------------------------------------------------
*
* Special cases:
* Let trig be any of sin, cos, or tan.
* trig(+-INF) is NaN, with signals;
* trig(NaN) is that NaN;
*
* Accuracy:
* TRIG(x) returns trig(x) nearly rounded
*/
#include "math_libm.h"
#include "math_private.h"
double tan(double x)
{
double y[2],z=0.0;
int32_t n, ix;
/* High word of x. */
GET_HIGH_WORD(ix,x);
/* |x| ~< pi/4 */
ix &= 0x7fffffff;
if(ix <= 0x3fe921fb) return __kernel_tan(x,z,1);
/* tan(Inf or NaN) is NaN */
else if (ix>=0x7ff00000) return x-x; /* NaN */
/* argument reduction needed */
else {
n = __ieee754_rem_pio2(x,y);
return __kernel_tan(y[0],y[1],1-((n&1)<<1)); /* 1 -- n even
-1 -- n odd */
}
}
libm_hidden_def(tan)
| YifuLiu/AliOS-Things | components/SDL2/src/libm/s_tan.c | C | apache-2.0 | 1,784 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#ifdef SDL_LOADSO_DLOPEN
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
/* System dependent library loading routines */
#include <stdio.h>
#include <dlfcn.h>
#include "SDL_loadso.h"
#if SDL_VIDEO_DRIVER_UIKIT
#include "../../video/uikit/SDL_uikitvideo.h"
#endif
void *
SDL_LoadObject(const char *sofile)
{
void *handle;
const char *loaderror;
#if SDL_VIDEO_DRIVER_UIKIT
if (!UIKit_IsSystemVersionAtLeast(8.0)) {
SDL_SetError("SDL_LoadObject requires iOS 8+");
return NULL;
}
#endif
handle = dlopen(sofile, RTLD_NOW|RTLD_LOCAL);
loaderror = dlerror();
if (handle == NULL) {
SDL_SetError("Failed loading %s: %s", sofile, loaderror);
}
return (handle);
}
void *
SDL_LoadFunction(void *handle, const char *name)
{
void *symbol = dlsym(handle, name);
if (symbol == NULL) {
/* append an underscore for platforms that need that. */
SDL_bool isstack;
size_t len = 1 + SDL_strlen(name) + 1;
char *_name = SDL_small_alloc(char, len, &isstack);
_name[0] = '_';
SDL_strlcpy(&_name[1], name, len);
symbol = dlsym(handle, _name);
SDL_small_free(_name, isstack);
if (symbol == NULL) {
SDL_SetError("Failed loading %s: %s", name,
(const char *) dlerror());
}
}
return (symbol);
}
void
SDL_UnloadObject(void *handle)
{
if (handle != NULL) {
dlclose(handle);
}
}
#endif /* SDL_LOADSO_DLOPEN */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/loadso/dlopen/SDL_sysloadso.c | C | apache-2.0 | 2,556 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#if defined(SDL_LOADSO_DUMMY) || defined(SDL_LOADSO_DISABLED)
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
/* System dependent library loading routines */
#include "SDL_loadso.h"
void *
SDL_LoadObject(const char *sofile)
{
const char *loaderror = "SDL_LoadObject() not implemented";
SDL_SetError("Failed loading %s: %s", sofile, loaderror);
return (NULL);
}
void *
SDL_LoadFunction(void *handle, const char *name)
{
const char *loaderror = "SDL_LoadFunction() not implemented";
SDL_SetError("Failed loading %s: %s", name, loaderror);
return (NULL);
}
void
SDL_UnloadObject(void *handle)
{
/* no-op. */
}
#endif /* SDL_LOADSO_DUMMY || SDL_LOADSO_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/loadso/dummy/SDL_sysloadso.c | C | apache-2.0 | 1,754 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#ifdef SDL_LOADSO_WINDOWS
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
/* System dependent library loading routines */
#include "../../core/windows/SDL_windows.h"
#include "SDL_loadso.h"
void *
SDL_LoadObject(const char *sofile)
{
LPTSTR tstr = WIN_UTF8ToString(sofile);
#ifdef __WINRT__
/* WinRT only publically supports LoadPackagedLibrary() for loading .dll
files. LoadLibrary() is a private API, and not available for apps
(that can be published to MS' Windows Store.)
*/
void *handle = (void *) LoadPackagedLibrary(tstr, 0);
#else
void *handle = (void *) LoadLibrary(tstr);
#endif
SDL_free(tstr);
/* Generate an error message if all loads failed */
if (handle == NULL) {
char errbuf[512];
SDL_strlcpy(errbuf, "Failed loading ", SDL_arraysize(errbuf));
SDL_strlcat(errbuf, sofile, SDL_arraysize(errbuf));
WIN_SetError(errbuf);
}
return handle;
}
void *
SDL_LoadFunction(void *handle, const char *name)
{
void *symbol = (void *) GetProcAddress((HMODULE) handle, name);
if (symbol == NULL) {
char errbuf[512];
SDL_strlcpy(errbuf, "Failed loading ", SDL_arraysize(errbuf));
SDL_strlcat(errbuf, name, SDL_arraysize(errbuf));
WIN_SetError(errbuf);
}
return symbol;
}
void
SDL_UnloadObject(void *handle)
{
if (handle != NULL) {
FreeLibrary((HMODULE) handle);
}
}
#endif /* SDL_LOADSO_WINDOWS */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/loadso/windows/SDL_sysloadso.c | C | apache-2.0 | 2,515 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../SDL_internal.h"
#include "SDL_syslocale.h"
#include "SDL_hints.h"
static SDL_Locale *
build_locales_from_csv_string(char *csv)
{
size_t num_locales = 1; /* at least one */
size_t slen;
size_t alloclen;
char *ptr;
SDL_Locale *loc;
SDL_Locale *retval;
if (!csv || !csv[0]) {
return NULL; /* nothing to report */
}
for (ptr = csv; *ptr; ptr++) {
if (*ptr == ',') {
num_locales++;
}
}
num_locales++; /* one more for terminator */
slen = ((size_t) (ptr - csv)) + 1; /* strlen(csv) + 1 */
alloclen = slen + (num_locales * sizeof (SDL_Locale));
loc = retval = (SDL_Locale *) SDL_calloc(1, alloclen);
if (!retval) {
SDL_OutOfMemory();
return NULL; /* oh well */
}
ptr = (char *) (retval + num_locales);
SDL_strlcpy(ptr, csv, slen);
while (SDL_TRUE) { /* parse out the string */
while (*ptr == ' ') ptr++; /* skip whitespace. */
if (*ptr == '\0') {
break;
}
loc->language = ptr++;
while (SDL_TRUE) {
const char ch = *ptr;
if (ch == '_') {
*(ptr++) = '\0';
loc->country = ptr;
} else if (ch == ' ') {
*(ptr++) = '\0'; /* trim ending whitespace and keep going. */
} else if (ch == ',') {
*(ptr++) = '\0';
loc++;
break;
} else if (ch == '\0') {
loc++;
break;
} else {
ptr++; /* just keep going, still a valid string */
}
}
}
return retval;
}
SDL_Locale *
SDL_GetPreferredLocales(void)
{
char locbuf[128]; /* enough for 21 "xx_YY," language strings. */
const char *hint = SDL_GetHint(SDL_HINT_PREFERRED_LOCALES);
if (hint) {
SDL_strlcpy(locbuf, hint, sizeof (locbuf));
} else {
SDL_zeroa(locbuf);
SDL_SYS_GetPreferredLocales(locbuf, sizeof (locbuf));
}
return build_locales_from_csv_string(locbuf);
}
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/locale/SDL_locale.c | C | apache-2.0 | 3,069 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_config.h"
/* This is the system specific header for the SDL locale API */
#include "SDL_locale.h"
#ifdef __cplusplus
extern "C" {
#endif
extern void SDL_SYS_GetPreferredLocales(char *buf, size_t buflen);
#ifdef __cplusplus
}
#endif
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/locale/SDL_syslocale.h | C | apache-2.0 | 1,226 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#include "../SDL_syslocale.h"
#include "../../core/android/SDL_android.h"
void
SDL_SYS_GetPreferredLocales(char *buf, size_t buflen)
{
Android_JNI_GetLocale(buf, buflen);
}
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/locale/android/SDL_syslocale.c | C | apache-2.0 | 1,187 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#include "../SDL_syslocale.h"
void
SDL_SYS_GetPreferredLocales(char *buf, size_t buflen)
{
/* dummy implementation. Caller already zero'd out buffer. */
SDL_Unsupported();
}
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/locale/dummy/SDL_syslocale.c | C | apache-2.0 | 1,192 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include <emscripten.h>
#include "../../SDL_internal.h"
#include "../SDL_syslocale.h"
void
SDL_SYS_GetPreferredLocales(char *buf, size_t buflen)
{
EM_ASM({
var buf = $0;
var buflen = $1;
var list = undefined;
if (navigator.languages && navigator.languages.length) {
list = navigator.languages;
} else {
var oneOfThese = navigator.userLanguage || navigator.language || navigator.browserLanguage || navigator.systemLanguage;
if (oneOfThese !== undefined) {
list = [ oneOfThese ];
}
}
if (list === undefined) {
return; /* we've got nothing. */
}
var str = ""; /* Can't do list.join() because we need to fit in buflen. */
for (var i = 0; i < list.length; i++) {
var item = list[i];
if ((str.length + item.length + 1) > buflen) {
break; /* don't add, we're out of space. */
}
if (str.length > 0) {
str += ",";
}
str += item;
}
str = str.replace(/-/g, "_");
if (buflen > str.length) {
buflen = str.length; /* clamp to size of string. */
}
for (var i = 0; i < buflen; i++) {
setValue(buf + i, str.charCodeAt(i), "i8"); /* fill in C array. */
}
}, buf, buflen);
}
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/locale/emscripten/SDL_syslocale.c | C | apache-2.0 | 2,386 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include <AppKit.h>
#include <LocaleRoster.h>
#include <TypeConstants.h>
#include "../../SDL_internal.h"
#include "../SDL_syslocale.h"
void
SDL_SYS_GetPreferredLocales(char *buf, size_t buflen)
{
BLocaleRoster *roster = BLocaleRoster::Default();
roster->Refresh();
BMessage msg;
if (roster->GetPreferredLanguages(&msg) != B_OK) {
SDL_SetError("BLocaleRoster couldn't get preferred languages");
return;
}
const char *key = "language";
type_code typ = B_ANY_TYPE;
int32 numlangs = 0;
if ((msg.GetInfo(key, &typ, &numlangs) != B_OK) || (typ != B_STRING_TYPE)) {
SDL_SetError("BLocaleRoster message was wrong");
return;
}
for (int32 i = 0; i < numlangs; i++) {
const char *str = NULL;
if (msg.FindString(key, i, &str) != B_OK) {
continue;
}
const size_t len = SDL_strlen(str);
if (buflen <= len) {
break; // can't fit it, we're done.
}
SDL_strlcpy(buf, str, buflen);
buf += len;
buflen -= len;
if (i < (numlangs - 1)) {
if (buflen <= 1) {
break; // out of room, stop looking.
}
buf[0] = ','; // add a comma between entries.
buf[1] = '\0';
buf++;
buflen--;
}
}
}
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/locale/haiku/SDL_syslocale.cc | C++ | apache-2.0 | 2,326 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#include "../SDL_syslocale.h"
#import <Foundation/Foundation.h>
void
SDL_SYS_GetPreferredLocales(char *buf, size_t buflen)
{ @autoreleasepool {
NSArray *languages = NSLocale.preferredLanguages;
size_t numlangs = 0;
size_t i;
numlangs = (size_t) [languages count];
for (i = 0; i < numlangs; i++) {
NSString *nsstr = [languages objectAtIndex:i];
size_t len;
char *ptr;
if (nsstr == nil) {
break;
}
[nsstr getCString:buf maxLength:buflen encoding:NSASCIIStringEncoding];
len = SDL_strlen(buf);
// convert '-' to '_'...
// These are always full lang-COUNTRY, so we search from the back,
// so things like zh-Hant-CN find the right '-' to convert.
if ((ptr = SDL_strrchr(buf, '-')) != NULL) {
*ptr = '_';
}
if (buflen <= len) {
*buf = '\0'; // drop this one and stop, we can't fit anymore.
break;
}
buf += len;
buflen -= len;
if (i < (numlangs - 1)) {
if (buflen <= 1) {
break; // out of room, stop looking.
}
buf[0] = ','; // add a comma between entries.
buf[1] = '\0';
buf++;
buflen--;
}
}
}}
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/locale/macosx/SDL_syslocale.m | Objective-C | apache-2.0 | 2,318 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#include "../SDL_syslocale.h"
#include "SDL_assert.h"
static void
normalize_locale_str(char *dst, char *str, size_t buflen)
{
char *ptr;
ptr = SDL_strchr(str, '.'); /* chop off encoding if specified. */
if (ptr != NULL) {
*ptr = '\0';
}
ptr = SDL_strchr(str, '@'); /* chop off extra bits if specified. */
if (ptr != NULL) {
*ptr = '\0';
}
/* The "C" locale isn't useful for our needs, ignore it if you see it. */
if ((str[0] == 'C') && (str[1] == '\0')) {
return;
}
if (*str) {
if (*dst) {
SDL_strlcat(dst, ",", buflen); /* SDL has these split by commas */
}
SDL_strlcat(dst, str, buflen);
}
}
static void
normalize_locales(char *dst, char *src, size_t buflen)
{
char *ptr;
/* entries are separated by colons */
while ((ptr = SDL_strchr(src, ':')) != NULL) {
*ptr = '\0';
normalize_locale_str(dst, src, buflen);
src = ptr + 1;
}
normalize_locale_str(dst, src, buflen);
}
void
SDL_SYS_GetPreferredLocales(char *buf, size_t buflen)
{
/* !!! FIXME: should we be using setlocale()? Or some D-Bus thing? */
SDL_bool isstack;
const char *envr;
char *tmp;
SDL_assert(buflen > 0);
tmp = SDL_small_alloc(char, buflen, &isstack);
if (!tmp) {
SDL_OutOfMemory();
return;
}
*tmp = '\0';
/* LANG is the primary locale (maybe) */
envr = SDL_getenv("LANG");
if (envr) {
SDL_strlcpy(tmp, envr, buflen);
}
/* fallback languages */
envr = SDL_getenv("LANGUAGE");
if (envr) {
if (*tmp) {
SDL_strlcat(tmp, ":", buflen);
}
SDL_strlcat(tmp, envr, buflen);
}
if (*tmp == '\0') {
SDL_SetError("LANG environment variable isn't set");
} else {
normalize_locales(buf, tmp, buflen);
}
SDL_small_free(tmp, isstack);
}
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/locale/unix/SDL_syslocale.c | C | apache-2.0 | 2,926 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#include "../../core/windows/SDL_windows.h"
#include "../SDL_syslocale.h"
#include "SDL_assert.h"
typedef BOOL (WINAPI *pfnGetUserPreferredUILanguages)(DWORD,PULONG,PZZWSTR,PULONG);
#ifndef MUI_LANGUAGE_NAME
#define MUI_LANGUAGE_NAME 0x8
#endif
static pfnGetUserPreferredUILanguages pGetUserPreferredUILanguages = NULL;
static HMODULE kernel32 = 0;
/* this is the fallback for WinXP...one language, not a list. */
static void
SDL_SYS_GetPreferredLocales_winxp(char *buf, size_t buflen)
{
char lang[16];
char country[16];
const int langrc = GetLocaleInfoA(LOCALE_USER_DEFAULT,
LOCALE_SISO639LANGNAME,
lang, sizeof (lang));
const int ctryrc = GetLocaleInfoA(LOCALE_USER_DEFAULT,
LOCALE_SISO3166CTRYNAME,
country, sizeof (country));
/* Win95 systems will fail, because they don't have LOCALE_SISO*NAME ... */
if (langrc == 0) {
SDL_SetError("Couldn't obtain language info");
} else {
SDL_snprintf(buf, buflen, "%s%s%s", lang, ctryrc ? "_" : "", ctryrc ? country : "");
}
}
/* this works on Windows Vista and later. */
static void
SDL_SYS_GetPreferredLocales_vista(char *buf, size_t buflen)
{
ULONG numlangs = 0;
WCHAR *wbuf = NULL;
ULONG wbuflen = 0;
SDL_bool isstack;
SDL_assert(pGetUserPreferredUILanguages != NULL);
pGetUserPreferredUILanguages(MUI_LANGUAGE_NAME, &numlangs, NULL, &wbuflen);
wbuf = SDL_small_alloc(WCHAR, wbuflen, &isstack);
if (!wbuf) {
SDL_OutOfMemory();
return;
}
if (!pGetUserPreferredUILanguages(MUI_LANGUAGE_NAME, &numlangs, wbuf, &wbuflen)) {
SDL_SYS_GetPreferredLocales_winxp(buf, buflen); /* oh well, try the fallback. */
} else {
const ULONG endidx = (ULONG) SDL_min(buflen, wbuflen - 1);
ULONG str_start = 0;
ULONG i;
for (i = 0; i < endidx; i++) {
const char ch = (char) wbuf[i]; /* these should all be low-ASCII, safe to cast */
if (ch == '\0') {
buf[i] = ','; /* change null separators to commas */
str_start = i;
} else if (ch == '-') {
buf[i] = '_'; /* change '-' to '_' */
} else {
buf[i] = ch; /* copy through as-is. */
}
}
buf[str_start] = '\0'; /* terminate string, chop off final ',' */
}
SDL_small_free(wbuf, isstack);
}
void
SDL_SYS_GetPreferredLocales(char *buf, size_t buflen)
{
if (!kernel32) {
kernel32 = LoadLibraryW(L"kernel32.dll");
if (kernel32) {
pGetUserPreferredUILanguages = (pfnGetUserPreferredUILanguages) GetProcAddress(kernel32, "GetUserPreferredUILanguages");
}
}
if (pGetUserPreferredUILanguages == NULL) {
SDL_SYS_GetPreferredLocales_winxp(buf, buflen); /* this is always available */
} else {
SDL_SYS_GetPreferredLocales_vista(buf, buflen); /* available on Vista and later. */
}
}
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/locale/windows/SDL_syslocale.c | C | apache-2.0 | 4,091 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include <Windows.h>
#include "../../SDL_internal.h"
#include "../SDL_syslocale.h"
/*using namespace Windows::Graphics::Display;*/
#include <wchar.h>
void
SDL_SYS_GetPreferredLocales(char *buf, size_t buflen)
{
WCHAR wbuffer[128] = L"";
int ret = 0;
/* !!! FIXME: do we not have GetUserPreferredUILanguages on WinPhone or UWP? */
# if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
ret = GetLocaleInfoEx(LOCALE_NAME_SYSTEM_DEFAULT, LOCALE_SNAME, wbuffer, SDL_arraysize(wbuffer));
# else
ret = GetSystemDefaultLocaleName(wbuffer, SDL_arraysize(wbuffer));
# endif
if (ret > 0)
{
/* Need to convert LPWSTR to LPSTR, that is wide char to char. */
int i;
if ( ((size_t) ret) >= (buflen - 1) ) {
ret = (int) (buflen - 1);
}
for (i = 0; i < ret; i++) {
buf[i] = (char) wbuffer[i]; /* assume this was ASCII anyhow. */
}
}
}
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/locale/winrt/SDL_syslocale.c | C | apache-2.0 | 1,898 |
/*
SDL_android_main.c, placed in the public domain by Sam Lantinga 3/13/14
As of SDL 2.0.6 this file is no longer necessary.
*/
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/main/android/SDL_android_main.c | C | apache-2.0 | 174 |
/*
SDL_dummy_main.c, placed in the public domain by Sam Lantinga 3/13/14
*/
#include "../../SDL_internal.h"
/* Include the SDL main definition header */
#include "SDL_main.h"
#ifdef main
#undef main
int
main(int argc, char *argv[])
{
return (SDL_main(argc, argv));
}
#else
/* Nothing to do on this platform */
int
SDL_main_stub_symbol(void);
int
SDL_main_stub_symbol(void)
{
return 0;
}
#endif
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/main/dummy/SDL_dummy_main.c | C | apache-2.0 | 446 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_BAPP_H
#define SDL_BAPP_H
#include <InterfaceKit.h>
#include <LocaleRoster.h>
#if SDL_VIDEO_OPENGL
#include <OpenGLKit.h>
#endif
#include "../../video/haiku/SDL_bkeyboard.h"
#ifdef __cplusplus
extern "C" {
#endif
#include "../../SDL_internal.h"
#include "SDL_video.h"
/* Local includes */
#include "../../events/SDL_events_c.h"
#include "../../video/haiku/SDL_bframebuffer.h"
#ifdef __cplusplus
}
#endif
#include <vector>
/* Forward declarations */
class SDL_BWin;
/* Message constants */
enum ToSDL {
/* Intercepted by BWindow on its way to BView */
BAPP_MOUSE_MOVED,
BAPP_MOUSE_BUTTON,
BAPP_MOUSE_WHEEL,
BAPP_KEY,
BAPP_REPAINT, /* from _UPDATE_ */
/* From BWindow */
BAPP_MAXIMIZE, /* from B_ZOOM */
BAPP_MINIMIZE,
BAPP_RESTORE, /* TODO: IMPLEMENT! */
BAPP_SHOW,
BAPP_HIDE,
BAPP_MOUSE_FOCUS, /* caused by MOUSE_MOVE */
BAPP_KEYBOARD_FOCUS, /* from WINDOW_ACTIVATED */
BAPP_WINDOW_CLOSE_REQUESTED,
BAPP_WINDOW_MOVED,
BAPP_WINDOW_RESIZED,
BAPP_SCREEN_CHANGED
};
/* Create a descendant of BApplication */
class SDL_BApp : public BApplication {
public:
SDL_BApp(const char* signature) :
BApplication(signature) {
#if SDL_VIDEO_OPENGL
_current_context = NULL;
#endif
}
virtual ~SDL_BApp() {
}
/* Event-handling functions */
virtual void MessageReceived(BMessage* message) {
/* Sort out SDL-related messages */
switch ( message->what ) {
case BAPP_MOUSE_MOVED:
_HandleMouseMove(message);
break;
case BAPP_MOUSE_BUTTON:
_HandleMouseButton(message);
break;
case BAPP_MOUSE_WHEEL:
_HandleMouseWheel(message);
break;
case BAPP_KEY:
_HandleKey(message);
break;
case BAPP_REPAINT:
_HandleBasicWindowEvent(message, SDL_WINDOWEVENT_EXPOSED);
break;
case BAPP_MAXIMIZE:
_HandleBasicWindowEvent(message, SDL_WINDOWEVENT_MAXIMIZED);
break;
case BAPP_MINIMIZE:
_HandleBasicWindowEvent(message, SDL_WINDOWEVENT_MINIMIZED);
break;
case BAPP_SHOW:
_HandleBasicWindowEvent(message, SDL_WINDOWEVENT_SHOWN);
break;
case BAPP_HIDE:
_HandleBasicWindowEvent(message, SDL_WINDOWEVENT_HIDDEN);
break;
case BAPP_MOUSE_FOCUS:
_HandleMouseFocus(message);
break;
case BAPP_KEYBOARD_FOCUS:
_HandleKeyboardFocus(message);
break;
case BAPP_WINDOW_CLOSE_REQUESTED:
_HandleBasicWindowEvent(message, SDL_WINDOWEVENT_CLOSE);
break;
case BAPP_WINDOW_MOVED:
_HandleWindowMoved(message);
break;
case BAPP_WINDOW_RESIZED:
_HandleWindowResized(message);
break;
case B_LOCALE_CHANGED:
SDL_SendLocaleChangedEvent();
break;
case BAPP_SCREEN_CHANGED:
/* TODO: Handle screen resize or workspace change */
break;
default:
BApplication::MessageReceived(message);
break;
}
}
/* Window creation/destruction methods */
int32 GetID(SDL_Window *win) {
int32 i;
for(i = 0; i < _GetNumWindowSlots(); ++i) {
if( GetSDLWindow(i) == NULL ) {
_SetSDLWindow(win, i);
return i;
}
}
/* Expand the vector if all slots are full */
if( i == _GetNumWindowSlots() ) {
_PushBackWindow(win);
return i;
}
/* TODO: error handling */
return 0;
}
/* FIXME: Bad coding practice, but I can't include SDL_BWin.h here. Is
there another way to do this? */
void ClearID(SDL_BWin *bwin); /* Defined in SDL_BeApp.cc */
SDL_Window *GetSDLWindow(int32 winID) {
return _window_map[winID];
}
#if SDL_VIDEO_OPENGL
void SetCurrentContext(BGLView *newContext) {
if(_current_context)
_current_context->UnlockGL();
_current_context = newContext;
if (_current_context)
_current_context->LockGL();
}
#endif
private:
/* Event management */
void _HandleBasicWindowEvent(BMessage *msg, int32 sdlEventType) {
SDL_Window *win;
int32 winID;
if(
!_GetWinID(msg, &winID)
) {
return;
}
win = GetSDLWindow(winID);
SDL_SendWindowEvent(win, sdlEventType, 0, 0);
}
void _HandleMouseMove(BMessage *msg) {
SDL_Window *win;
int32 winID;
int32 x = 0, y = 0;
if(
!_GetWinID(msg, &winID) ||
msg->FindInt32("x", &x) != B_OK || /* x movement */
msg->FindInt32("y", &y) != B_OK /* y movement */
) {
return;
}
win = GetSDLWindow(winID);
// Simple relative mode support for mouse.
if (SDL_GetMouse()->relative_mode) {
int winWidth, winHeight, winPosX, winPosY;
SDL_GetWindowSize(win, &winWidth, &winHeight);
SDL_GetWindowPosition(win, &winPosX, &winPosY);
int dx = x - (winWidth / 2);
int dy = y - (winHeight / 2);
SDL_SendMouseMotion(win, 0, SDL_GetMouse()->relative_mode, dx, dy);
set_mouse_position((winPosX + winWidth / 2), (winPosY + winHeight / 2));
if (!be_app->IsCursorHidden())
be_app->HideCursor();
} else {
SDL_SendMouseMotion(win, 0, 0, x, y);
if (SDL_ShowCursor(-1) && be_app->IsCursorHidden())
be_app->ShowCursor();
}
/* Tell the application that the mouse passed over, redraw needed */
HAIKU_UpdateWindowFramebuffer(NULL,win,NULL,-1);
}
void _HandleMouseButton(BMessage *msg) {
SDL_Window *win;
int32 winID;
int32 button, state; /* left/middle/right, pressed/released */
if(
!_GetWinID(msg, &winID) ||
msg->FindInt32("button-id", &button) != B_OK ||
msg->FindInt32("button-state", &state) != B_OK
) {
return;
}
win = GetSDLWindow(winID);
SDL_SendMouseButton(win, 0, state, button);
}
void _HandleMouseWheel(BMessage *msg) {
SDL_Window *win;
int32 winID;
int32 xTicks, yTicks;
if(
!_GetWinID(msg, &winID) ||
msg->FindInt32("xticks", &xTicks) != B_OK ||
msg->FindInt32("yticks", &yTicks) != B_OK
) {
return;
}
win = GetSDLWindow(winID);
SDL_SendMouseWheel(win, 0, xTicks, -yTicks, SDL_MOUSEWHEEL_NORMAL);
}
void _HandleKey(BMessage *msg) {
int32 scancode, state; /* scancode, pressed/released */
if(
msg->FindInt32("key-state", &state) != B_OK ||
msg->FindInt32("key-scancode", &scancode) != B_OK
) {
return;
}
/* Make sure this isn't a repeated event (key pressed and held) */
if(state == SDL_PRESSED && HAIKU_GetKeyState(scancode) == SDL_PRESSED) {
return;
}
HAIKU_SetKeyState(scancode, state);
SDL_SendKeyboardKey(state, HAIKU_GetScancodeFromBeKey(scancode));
if (state == SDL_PRESSED && SDL_EventState(SDL_TEXTINPUT, SDL_QUERY)) {
const int8 *keyUtf8;
ssize_t count;
if (msg->FindData("key-utf8", B_INT8_TYPE, (const void**)&keyUtf8, &count) == B_OK) {
char text[SDL_TEXTINPUTEVENT_TEXT_SIZE];
SDL_zeroa(text);
SDL_memcpy(text, keyUtf8, count);
SDL_SendKeyboardText(text);
}
}
}
void _HandleMouseFocus(BMessage *msg) {
SDL_Window *win;
int32 winID;
bool bSetFocus; /* If false, lose focus */
if(
!_GetWinID(msg, &winID) ||
msg->FindBool("focusGained", &bSetFocus) != B_OK
) {
return;
}
win = GetSDLWindow(winID);
if(bSetFocus) {
SDL_SetMouseFocus(win);
} else if(SDL_GetMouseFocus() == win) {
/* Only lose all focus if this window was the current focus */
SDL_SetMouseFocus(NULL);
}
}
void _HandleKeyboardFocus(BMessage *msg) {
SDL_Window *win;
int32 winID;
bool bSetFocus; /* If false, lose focus */
if(
!_GetWinID(msg, &winID) ||
msg->FindBool("focusGained", &bSetFocus) != B_OK
) {
return;
}
win = GetSDLWindow(winID);
if(bSetFocus) {
SDL_SetKeyboardFocus(win);
} else if(SDL_GetKeyboardFocus() == win) {
/* Only lose all focus if this window was the current focus */
SDL_SetKeyboardFocus(NULL);
}
}
void _HandleWindowMoved(BMessage *msg) {
SDL_Window *win;
int32 winID;
int32 xPos, yPos;
/* Get the window id and new x/y position of the window */
if(
!_GetWinID(msg, &winID) ||
msg->FindInt32("window-x", &xPos) != B_OK ||
msg->FindInt32("window-y", &yPos) != B_OK
) {
return;
}
win = GetSDLWindow(winID);
SDL_SendWindowEvent(win, SDL_WINDOWEVENT_MOVED, xPos, yPos);
}
void _HandleWindowResized(BMessage *msg) {
SDL_Window *win;
int32 winID;
int32 w, h;
/* Get the window id ]and new x/y position of the window */
if(
!_GetWinID(msg, &winID) ||
msg->FindInt32("window-w", &w) != B_OK ||
msg->FindInt32("window-h", &h) != B_OK
) {
return;
}
win = GetSDLWindow(winID);
SDL_SendWindowEvent(win, SDL_WINDOWEVENT_RESIZED, w, h);
}
bool _GetWinID(BMessage *msg, int32 *winID) {
return msg->FindInt32("window-id", winID) == B_OK;
}
/* Vector functions: Wraps vector stuff in case we need to change
implementation */
void _SetSDLWindow(SDL_Window *win, int32 winID) {
_window_map[winID] = win;
}
int32 _GetNumWindowSlots() {
return _window_map.size();
}
void _PopBackWindow() {
_window_map.pop_back();
}
void _PushBackWindow(SDL_Window *win) {
_window_map.push_back(win);
}
/* Members */
std::vector<SDL_Window*> _window_map; /* Keeps track of SDL_Windows by index-id */
#if SDL_VIDEO_OPENGL
BGLView *_current_context;
#endif
};
#endif
| YifuLiu/AliOS-Things | components/SDL2/src/main/haiku/SDL_BApp.h | C++ | apache-2.0 | 11,581 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#if defined(__HAIKU__)
/* Handle the BeApp specific portions of the application */
#include <AppKit.h>
#include <storage/AppFileInfo.h>
#include <storage/Path.h>
#include <storage/Entry.h>
#include <storage/File.h>
#include <unistd.h>
#include "SDL_BApp.h" /* SDL_BApp class definition */
#include "SDL_BeApp.h"
#include "SDL_timer.h"
#include "SDL_error.h"
#include "../../video/haiku/SDL_BWin.h"
#ifdef __cplusplus
extern "C" {
#endif
#include "../../thread/SDL_systhread.h"
/* Flag to tell whether or not the Be application is active or not */
static int SDL_BeAppActive = 0;
static SDL_Thread *SDL_AppThread = NULL;
/* Default application signature */
const char *signature = "application/x-SDL-executable";
static int
StartBeApp(void *unused)
{
BApplication *App;
// dig resources for correct signature
image_info info;
int32 cookie = 0;
if (get_next_image_info(B_CURRENT_TEAM, &cookie, &info) == B_OK) {
BFile f(info.name, O_RDONLY);
if (f.InitCheck() == B_OK) {
BAppFileInfo app_info(&f);
if (app_info.InitCheck() == B_OK) {
char sig[B_MIME_TYPE_LENGTH];
if (app_info.GetSignature(sig) == B_OK)
signature = strndup(sig, B_MIME_TYPE_LENGTH);
}
}
}
App = new SDL_BApp(signature);
App->Run();
delete App;
return (0);
}
/* Initialize the Be Application, if it's not already started */
int
SDL_InitBeApp(void)
{
/* Create the BApplication that handles appserver interaction */
if (SDL_BeAppActive <= 0) {
SDL_AppThread = SDL_CreateThreadInternal(StartBeApp, "SDLApplication", 0, NULL);
if (SDL_AppThread == NULL) {
return SDL_SetError("Couldn't create BApplication thread");
}
/* Change working directory to that of executable */
app_info info;
if (B_OK == be_app->GetAppInfo(&info)) {
entry_ref ref = info.ref;
BEntry entry;
if (B_OK == entry.SetTo(&ref)) {
BPath path;
if (B_OK == path.SetTo(&entry)) {
if (B_OK == path.GetParent(&path)) {
chdir(path.Path());
}
}
}
}
do {
SDL_Delay(10);
} while ((be_app == NULL) || be_app->IsLaunching());
/* Mark the application active */
SDL_BeAppActive = 0;
}
/* Increment the application reference count */
++SDL_BeAppActive;
/* The app is running, and we're ready to go */
return (0);
}
/* Quit the Be Application, if there's nothing left to do */
void
SDL_QuitBeApp(void)
{
/* Decrement the application reference count */
--SDL_BeAppActive;
/* If the reference count reached zero, clean up the app */
if (SDL_BeAppActive == 0) {
if (SDL_AppThread != NULL) {
if (be_app != NULL) { /* Not tested */
be_app->PostMessage(B_QUIT_REQUESTED);
}
SDL_WaitThread(SDL_AppThread, NULL);
SDL_AppThread = NULL;
}
/* be_app should now be NULL since be_app has quit */
}
}
#ifdef __cplusplus
}
#endif
/* SDL_BApp functions */
void SDL_BApp::ClearID(SDL_BWin *bwin) {
_SetSDLWindow(NULL, bwin->GetID());
int32 i = _GetNumWindowSlots() - 1;
while(i >= 0 && GetSDLWindow(i) == NULL) {
_PopBackWindow();
--i;
}
}
#endif /* __HAIKU__ */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/main/haiku/SDL_BeApp.cc | C++ | apache-2.0 | 4,492 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#ifdef __cplusplus
extern "C" {
#endif
/* Handle the BeApp specific portions of the application */
/* Initialize the Be Application, if it's not already started */
extern int SDL_InitBeApp(void);
/* Quit the Be Application, if there's nothing left to do */
extern void SDL_QuitBeApp(void);
/* Be Application Signature*/
extern const char *signature;
/* vi: set ts=4 sw=4 expandtab: */
#ifdef __cplusplus
}
#endif
| YifuLiu/AliOS-Things | components/SDL2/src/main/haiku/SDL_BeApp.h | C | apache-2.0 | 1,390 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#if SDL_VIDEO_DRIVER_NACL
/* Include the SDL main definition header */
#include "SDL_main.h"
#include "ppapi_simple/ps_main.h"
#include "ppapi_simple/ps_event.h"
#include "ppapi_simple/ps_interface.h"
#include "nacl_io/nacl_io.h"
#include "sys/mount.h"
extern void NACL_SetScreenResolution(int width, int height, Uint32 format);
int
nacl_main(int argc, char *argv[])
{
int status;
PSEvent* ps_event;
PP_Resource event;
struct PP_Rect rect;
int ready = 0;
const PPB_View *ppb_view = PSInterfaceView();
/* This is started in a worker thread by ppapi_simple! */
/* Wait for the first PSE_INSTANCE_DIDCHANGEVIEW event before starting the app */
PSEventSetFilter(PSE_INSTANCE_DIDCHANGEVIEW);
while (!ready) {
/* Process all waiting events without blocking */
while (!ready && (ps_event = PSEventWaitAcquire()) != NULL) {
event = ps_event->as_resource;
switch(ps_event->type) {
/* From DidChangeView, contains a view resource */
case PSE_INSTANCE_DIDCHANGEVIEW:
ppb_view->GetRect(event, &rect);
NACL_SetScreenResolution(rect.size.width, rect.size.height, 0);
ready = 1;
break;
default:
break;
}
PSEventRelease(ps_event);
}
}
/* Do a default httpfs mount on /,
* apps can override this by unmounting /
* and remounting with the desired configuration
*/
nacl_io_init_ppapi(PSGetInstanceId(), PSGetInterface);
umount("/");
mount(
"", /* source */
"/", /* target */
"httpfs", /* filesystemtype */
0, /* mountflags */
""); /* data specific to the html5fs type */
/* Everything is ready, start the user main function */
SDL_SetMainReady();
status = SDL_main(argc, argv);
return 0;
}
/* ppapi_simple will start nacl_main in a worker thread */
PPAPI_SIMPLE_REGISTER_MAIN(nacl_main);
#endif /* SDL_VIDEO_DRIVER_NACL */
| YifuLiu/AliOS-Things | components/SDL2/src/main/nacl/SDL_nacl_main.c | C | apache-2.0 | 3,073 |
/*
SDL_psp_main.c, placed in the public domain by Sam Lantinga 3/13/14
*/
#include "SDL_config.h"
#ifdef __PSP__
#include "SDL_main.h"
#include <pspkernel.h>
#include <pspdebug.h>
#include <pspsdk.h>
#include <pspthreadman.h>
#include <stdlib.h>
#include <stdio.h>
/* If application's main() is redefined as SDL_main, and libSDLmain is
linked, then this file will create the standard exit callback,
define the PSP_MODULE_INFO macro, and exit back to the browser when
the program is finished.
You can still override other parameters in your own code if you
desire, such as PSP_HEAP_SIZE_KB, PSP_MAIN_THREAD_ATTR,
PSP_MAIN_THREAD_STACK_SIZE, etc.
*/
PSP_MODULE_INFO("SDL App", 0, 1, 1);
int sdl_psp_exit_callback(int arg1, int arg2, void *common)
{
exit(0);
return 0;
}
int sdl_psp_callback_thread(SceSize args, void *argp)
{
int cbid;
cbid = sceKernelCreateCallback("Exit Callback",
sdl_psp_exit_callback, NULL);
sceKernelRegisterExitCallback(cbid);
sceKernelSleepThreadCB();
return 0;
}
int sdl_psp_setup_callbacks(void)
{
int thid = 0;
thid = sceKernelCreateThread("update_thread",
sdl_psp_callback_thread, 0x11, 0xFA0, 0, 0);
if(thid >= 0)
sceKernelStartThread(thid, 0, 0);
return thid;
}
int main(int argc, char *argv[])
{
pspDebugScreenInit();
sdl_psp_setup_callbacks();
/* Register sceKernelExitGame() to be called when we exit */
atexit(sceKernelExitGame);
SDL_SetMainReady();
(void)SDL_main(argc, argv);
return 0;
}
#endif /* __PSP__ */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/main/psp/SDL_psp_main.c | C | apache-2.0 | 1,640 |
/*
SDL_uiki_main.c, placed in the public domain by Sam Lantinga 3/18/2019
*/
#include "../../SDL_internal.h"
/* Include the SDL main definition header */
#include "SDL_main.h"
#ifdef main
#undef main
#endif
int
main(int argc, char *argv[])
{
return SDL_UIKitRunApp(argc, argv, SDL_main);
}
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/main/uikit/SDL_uikit_main.c | C | apache-2.0 | 338 |
/*
SDL_windows_main.c, placed in the public domain by Sam Lantinga 4/13/98
The WinMain function -- calls your program's main() function
*/
#include "SDL_config.h"
#ifdef __WIN32__
/* Include this so we define UNICODE properly */
#include "../../core/windows/SDL_windows.h"
#include <shellapi.h> /* CommandLineToArgvW() */
/* Include the SDL main definition header */
#include "SDL.h"
#include "SDL_main.h"
#ifdef main
# undef main
#endif /* main */
#define WIN_WStringToUTF8(S) SDL_iconv_string("UTF-8", "UTF-16LE", (char *)(S), (SDL_wcslen(S)+1)*sizeof(WCHAR))
/* Pop up an out of memory message, returns to Windows */
static BOOL
OutOfMemory(void)
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal Error", "Out of memory - aborting", NULL);
return FALSE;
}
#if defined(_MSC_VER)
/* The VC++ compiler needs main/wmain defined */
# define console_ansi_main main
# if UNICODE
# define console_wmain wmain
# endif
#endif
/* Gets the arguments with GetCommandLine, converts them to argc and argv
and calls SDL_main */
static int
main_getcmdline(void)
{
LPWSTR *argvw;
char **argv;
int i, argc, result;
argvw = CommandLineToArgvW(GetCommandLineW(), &argc);
if (argvw == NULL) {
return OutOfMemory();
}
/* Parse it into argv and argc */
argv = (char **)SDL_calloc(argc + 1, sizeof(*argv));
if (!argv) {
return OutOfMemory();
}
for (i = 0; i < argc; ++i) {
argv[i] = WIN_WStringToUTF8(argvw[i]);
if (!argv[i]) {
return OutOfMemory();
}
}
argv[i] = NULL;
LocalFree(argvw);
SDL_SetMainReady();
/* Run the application main() code */
result = SDL_main(argc, argv);
/* Free argv, to avoid memory leak */
for (i = 0; i < argc; ++i) {
SDL_free(argv[i]);
}
SDL_free(argv);
return result;
}
/* This is where execution begins [console apps, ansi] */
int
console_ansi_main(int argc, char *argv[])
{
return main_getcmdline();
}
#if UNICODE
/* This is where execution begins [console apps, unicode] */
int
console_wmain(int argc, wchar_t *wargv[], wchar_t *wenvp)
{
return main_getcmdline();
}
#endif
/* This is where execution begins [windowed apps] */
int WINAPI
WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int sw)
{
return main_getcmdline();
}
#endif /* __WIN32__ */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/main/windows/SDL_windows_main.c | C | apache-2.0 | 2,410 |
/*
SDL_winrt_main_NonXAML.cpp, placed in the public domain by David Ludwig 3/13/14
*/
#include "SDL_main.h"
#include <wrl.h>
/* At least one file in any SDL/WinRT app appears to require compilation
with C++/CX, otherwise a Windows Metadata file won't get created, and
an APPX0702 build error can appear shortly after linking.
The following set of preprocessor code forces this file to be compiled
as C++/CX, which appears to cause Visual C++ 2012's build tools to
create this .winmd file, and will help allow builds of SDL/WinRT apps
to proceed without error.
If other files in an app's project enable C++/CX compilation, then it might
be possible for SDL_winrt_main_NonXAML.cpp to be compiled without /ZW,
for Visual C++'s build tools to create a winmd file, and for the app to
build without APPX0702 errors. In this case, if
SDL_WINRT_METADATA_FILE_AVAILABLE is defined as a C/C++ macro, then
the #error (to force C++/CX compilation) will be disabled.
Please note that /ZW can be specified on a file-by-file basis. To do this,
right click on the file in Visual C++, click Properties, then change the
setting through the dialog that comes up.
*/
#ifndef SDL_WINRT_METADATA_FILE_AVAILABLE
#ifndef __cplusplus_winrt
#error SDL_winrt_main_NonXAML.cpp must be compiled with /ZW, otherwise build errors due to missing .winmd files can occur.
#endif
#endif
/* Prevent MSVC++ from warning about threading models when defining our
custom WinMain. The threading model will instead be set via a direct
call to Windows::Foundation::Initialize (rather than via an attributed
function).
To note, this warning (C4447) does not seem to come up unless this file
is compiled with C++/CX enabled (via the /ZW compiler flag).
*/
#ifdef _MSC_VER
#pragma warning(disable:4447)
#endif
/* Make sure the function to initialize the Windows Runtime gets linked in. */
#ifdef _MSC_VER
#pragma comment(lib, "runtimeobject.lib")
#endif
int CALLBACK WinMain(HINSTANCE, HINSTANCE, LPSTR, int)
{
return SDL_WinRTRunApp(SDL_main, NULL);
}
| YifuLiu/AliOS-Things | components/SDL2/src/main/winrt/SDL_winrt_main_NonXAML.cpp | C++ | apache-2.0 | 2,088 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../SDL_internal.h"
#include "SDL_power.h"
#include "SDL_syspower.h"
/*
* Returns SDL_TRUE if we have a definitive answer.
* SDL_FALSE to try next implementation.
*/
typedef SDL_bool
(*SDL_GetPowerInfo_Impl) (SDL_PowerState * state, int *seconds,
int *percent);
#ifndef SDL_POWER_DISABLED
#ifdef SDL_POWER_HARDWIRED
/* This is for things that _never_ have a battery */
static SDL_bool
SDL_GetPowerInfo_Hardwired(SDL_PowerState * state, int *seconds, int *percent)
{
*seconds = -1;
*percent = -1;
*state = SDL_POWERSTATE_NO_BATTERY;
return SDL_TRUE;
}
#endif
static SDL_GetPowerInfo_Impl implementations[] = {
#ifdef SDL_POWER_LINUX /* in order of preference. More than could work. */
SDL_GetPowerInfo_Linux_org_freedesktop_upower,
SDL_GetPowerInfo_Linux_sys_class_power_supply,
SDL_GetPowerInfo_Linux_proc_acpi,
SDL_GetPowerInfo_Linux_proc_apm,
#endif
#ifdef SDL_POWER_WINDOWS /* handles Win32, Win64, PocketPC. */
SDL_GetPowerInfo_Windows,
#endif
#ifdef SDL_POWER_UIKIT /* handles iPhone/iPad/etc */
SDL_GetPowerInfo_UIKit,
#endif
#ifdef SDL_POWER_MACOSX /* handles Mac OS X, Darwin. */
SDL_GetPowerInfo_MacOSX,
#endif
#ifdef SDL_POWER_HAIKU /* with BeOS euc.jp apm driver. Does this work on Haiku? */
SDL_GetPowerInfo_Haiku,
#endif
#ifdef SDL_POWER_ANDROID /* handles Android. */
SDL_GetPowerInfo_Android,
#endif
#ifdef SDL_POWER_PSP /* handles PSP. */
SDL_GetPowerInfo_PSP,
#endif
#ifdef SDL_POWER_WINRT /* handles WinRT */
SDL_GetPowerInfo_WinRT,
#endif
#ifdef SDL_POWER_EMSCRIPTEN /* handles Emscripten */
SDL_GetPowerInfo_Emscripten,
#endif
#ifdef SDL_POWER_HARDWIRED
SDL_GetPowerInfo_Hardwired,
#endif
};
#endif
SDL_PowerState
SDL_GetPowerInfo(int *seconds, int *percent)
{
#ifndef SDL_POWER_DISABLED
const int total = sizeof(implementations) / sizeof(implementations[0]);
SDL_PowerState retval = SDL_POWERSTATE_UNKNOWN;
int i;
#endif
int _seconds, _percent;
/* Make these never NULL for platform-specific implementations. */
if (seconds == NULL) {
seconds = &_seconds;
}
if (percent == NULL) {
percent = &_percent;
}
#ifndef SDL_POWER_DISABLED
for (i = 0; i < total; i++) {
if (implementations[i](&retval, seconds, percent)) {
return retval;
}
}
#endif
/* nothing was definitive. */
*seconds = -1;
*percent = -1;
return SDL_POWERSTATE_UNKNOWN;
}
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/power/SDL_power.c | C | apache-2.0 | 3,524 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../SDL_internal.h"
/* These are functions that need to be implemented by a port of SDL */
#ifndef SDL_syspower_h_
#define SDL_syspower_h_
#include "SDL_power.h"
/* Not all of these are available in a given build. Use #ifdefs, etc. */
SDL_bool SDL_GetPowerInfo_Linux_org_freedesktop_upower(SDL_PowerState *, int *, int *);
SDL_bool SDL_GetPowerInfo_Linux_sys_class_power_supply(SDL_PowerState *, int *, int *);
SDL_bool SDL_GetPowerInfo_Linux_proc_acpi(SDL_PowerState *, int *, int *);
SDL_bool SDL_GetPowerInfo_Linux_proc_apm(SDL_PowerState *, int *, int *);
SDL_bool SDL_GetPowerInfo_Windows(SDL_PowerState *, int *, int *);
SDL_bool SDL_GetPowerInfo_UIKit(SDL_PowerState *, int *, int *);
SDL_bool SDL_GetPowerInfo_MacOSX(SDL_PowerState *, int *, int *);
SDL_bool SDL_GetPowerInfo_Haiku(SDL_PowerState *, int *, int *);
SDL_bool SDL_GetPowerInfo_Android(SDL_PowerState *, int *, int *);
SDL_bool SDL_GetPowerInfo_PSP(SDL_PowerState *, int *, int *);
SDL_bool SDL_GetPowerInfo_WinRT(SDL_PowerState *, int *, int *);
SDL_bool SDL_GetPowerInfo_Emscripten(SDL_PowerState *, int *, int *);
/* this one is static in SDL_power.c */
/* SDL_bool SDL_GetPowerInfo_Hardwired(SDL_PowerState *, int *, int *);*/
#endif /* SDL_syspower_h_ */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/power/SDL_syspower.h | C | apache-2.0 | 2,221 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#ifndef SDL_POWER_DISABLED
#if SDL_POWER_ANDROID
#include "SDL_power.h"
#include "../SDL_syspower.h"
#include "../../core/android/SDL_android.h"
SDL_bool
SDL_GetPowerInfo_Android(SDL_PowerState * state, int *seconds, int *percent)
{
int battery;
int plugged;
int charged;
if (Android_JNI_GetPowerInfo(&plugged, &charged, &battery, seconds, percent) != -1) {
if (plugged) {
if (charged) {
*state = SDL_POWERSTATE_CHARGED;
} else if (battery) {
*state = SDL_POWERSTATE_CHARGING;
} else {
*state = SDL_POWERSTATE_NO_BATTERY;
*seconds = -1;
*percent = -1;
}
} else {
*state = SDL_POWERSTATE_ON_BATTERY;
}
} else {
*state = SDL_POWERSTATE_UNKNOWN;
*seconds = -1;
*percent = -1;
}
return SDL_TRUE;
}
#endif /* SDL_POWER_ANDROID */
#endif /* SDL_POWER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/power/android/SDL_syspower.c | C | apache-2.0 | 1,987 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#ifndef SDL_POWER_DISABLED
#if SDL_POWER_EMSCRIPTEN
#include <emscripten/html5.h>
#include "SDL_power.h"
SDL_bool
SDL_GetPowerInfo_Emscripten(SDL_PowerState *state, int *seconds, int *percent)
{
EmscriptenBatteryEvent batteryState;
int haveBattery = 0;
if (emscripten_get_battery_status(&batteryState) == EMSCRIPTEN_RESULT_NOT_SUPPORTED)
return SDL_FALSE;
haveBattery = batteryState.level != 1.0 || !batteryState.charging || batteryState.chargingTime != 0.0;
if (!haveBattery) {
*state = SDL_POWERSTATE_NO_BATTERY;
*seconds = -1;
*percent = -1;
return SDL_TRUE;
}
if (batteryState.charging)
*state = batteryState.chargingTime == 0.0 ? SDL_POWERSTATE_CHARGED : SDL_POWERSTATE_CHARGING;
else
*state = SDL_POWERSTATE_ON_BATTERY;
*seconds = batteryState.dischargingTime;
*percent = batteryState.level * 100;
return SDL_TRUE;
}
#endif /* SDL_POWER_EMSCRIPTEN */
#endif /* SDL_POWER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/power/emscripten/SDL_syspower.c | C | apache-2.0 | 2,007 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
/* uses BeOS euc.jp apm driver. */
/* !!! FIXME: does this thing even work on Haiku? */
#ifndef SDL_POWER_DISABLED
#if SDL_POWER_HAIKU
#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
#include <fcntl.h>
#include <ctype.h>
#include <drivers/Drivers.h>
/* These values are from apm.h ... */
#define APM_DEVICE_PATH "/dev/misc/apm"
#define APM_FUNC_OFFSET 0x5300
#define APM_FUNC_GET_POWER_STATUS 10
#define APM_DEVICE_ALL 1
#define APM_BIOS_CALL (B_DEVICE_OP_CODES_END + 3)
#include "SDL_power.h"
SDL_bool
SDL_GetPowerInfo_Haiku(SDL_PowerState * state, int *seconds, int *percent)
{
const int fd = open("/dev/misc/apm", O_RDONLY);
SDL_bool need_details = SDL_FALSE;
uint16 regs[6];
uint8 ac_status;
uint8 battery_status;
uint8 battery_flags;
uint8 battery_life;
uint32 battery_time;
int rc;
if (fd == -1) {
return SDL_FALSE; /* maybe some other method will work? */
}
memset(regs, '\0', sizeof(regs));
regs[0] = APM_FUNC_OFFSET + APM_FUNC_GET_POWER_STATUS;
regs[1] = APM_DEVICE_ALL;
rc = ioctl(fd, APM_BIOS_CALL, regs);
close(fd);
if (rc < 0) {
return SDL_FALSE;
}
ac_status = regs[1] >> 8;
battery_status = regs[1] & 0xFF;
battery_flags = regs[2] >> 8;
battery_life = regs[2] & 0xFF;
battery_time = (uint32) regs[3];
/* in theory, _something_ should be set in battery_flags, right? */
if (battery_flags == 0x00) { /* older APM BIOS? Less fields. */
battery_time = 0xFFFF;
if (battery_status == 0xFF) {
battery_flags = 0xFF;
} else {
battery_flags = (1 << battery_status);
}
}
if ((battery_time != 0xFFFF) && (battery_time & (1 << 15))) {
/* time is in minutes, not seconds */
battery_time = (battery_time & 0x7FFF) * 60;
}
if (battery_flags == 0xFF) { /* unknown state */
*state = SDL_POWERSTATE_UNKNOWN;
} else if (battery_flags & (1 << 7)) { /* no battery */
*state = SDL_POWERSTATE_NO_BATTERY;
} else if (battery_flags & (1 << 3)) { /* charging */
*state = SDL_POWERSTATE_CHARGING;
need_details = SDL_TRUE;
} else if (ac_status == 1) {
*state = SDL_POWERSTATE_CHARGED; /* on AC, not charging. */
need_details = SDL_TRUE;
} else {
*state = SDL_POWERSTATE_ON_BATTERY; /* not on AC. */
need_details = SDL_TRUE;
}
*percent = -1;
*seconds = -1;
if (need_details) {
const int pct = (int) battery_life;
const int secs = (int) battery_time;
if (pct != 255) { /* 255 == unknown */
*percent = (pct > 100) ? 100 : pct; /* clamp between 0%, 100% */
}
if (secs != 0xFFFF) { /* 0xFFFF == unknown */
*seconds = secs;
}
}
return SDL_TRUE; /* the definitive answer if APM driver replied. */
}
#endif /* SDL_POWER_HAIKU */
#endif /* SDL_POWER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/power/haiku/SDL_syspower.c | C | apache-2.0 | 4,013 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#ifndef SDL_POWER_DISABLED
#if SDL_POWER_LINUX
#include <stdio.h>
#include <unistd.h>
#include <sys/types.h>
#include <sys/stat.h>
#include <dirent.h>
#include <fcntl.h>
#include "SDL_power.h"
#include "../SDL_syspower.h"
#include "../../core/linux/SDL_dbus.h"
static const char *proc_apm_path = "/proc/apm";
static const char *proc_acpi_battery_path = "/proc/acpi/battery";
static const char *proc_acpi_ac_adapter_path = "/proc/acpi/ac_adapter";
static const char *sys_class_power_supply_path = "/sys/class/power_supply";
static int
open_power_file(const char *base, const char *node, const char *key)
{
const size_t pathlen = strlen(base) + strlen(node) + strlen(key) + 3;
char *path = (char *) alloca(pathlen);
if (path == NULL) {
return -1; /* oh well. */
}
snprintf(path, pathlen, "%s/%s/%s", base, node, key);
return open(path, O_RDONLY);
}
static SDL_bool
read_power_file(const char *base, const char *node, const char *key,
char *buf, size_t buflen)
{
ssize_t br = 0;
const int fd = open_power_file(base, node, key);
if (fd == -1) {
return SDL_FALSE;
}
br = read(fd, buf, buflen-1);
close(fd);
if (br < 0) {
return SDL_FALSE;
}
buf[br] = '\0'; /* null-terminate the string. */
return SDL_TRUE;
}
static SDL_bool
make_proc_acpi_key_val(char **_ptr, char **_key, char **_val)
{
char *ptr = *_ptr;
while (*ptr == ' ') {
ptr++; /* skip whitespace. */
}
if (*ptr == '\0') {
return SDL_FALSE; /* EOF. */
}
*_key = ptr;
while ((*ptr != ':') && (*ptr != '\0')) {
ptr++;
}
if (*ptr == '\0') {
return SDL_FALSE; /* (unexpected) EOF. */
}
*(ptr++) = '\0'; /* terminate the key. */
while (*ptr == ' ') {
ptr++; /* skip whitespace. */
}
if (*ptr == '\0') {
return SDL_FALSE; /* (unexpected) EOF. */
}
*_val = ptr;
while ((*ptr != '\n') && (*ptr != '\0')) {
ptr++;
}
if (*ptr != '\0') {
*(ptr++) = '\0'; /* terminate the value. */
}
*_ptr = ptr; /* store for next time. */
return SDL_TRUE;
}
static void
check_proc_acpi_battery(const char * node, SDL_bool * have_battery,
SDL_bool * charging, int *seconds, int *percent)
{
const char *base = proc_acpi_battery_path;
char info[1024];
char state[1024];
char *ptr = NULL;
char *key = NULL;
char *val = NULL;
SDL_bool charge = SDL_FALSE;
SDL_bool choose = SDL_FALSE;
int maximum = -1;
int remaining = -1;
int secs = -1;
int pct = -1;
if (!read_power_file(base, node, "state", state, sizeof (state))) {
return;
} else if (!read_power_file(base, node, "info", info, sizeof (info))) {
return;
}
ptr = &state[0];
while (make_proc_acpi_key_val(&ptr, &key, &val)) {
if (strcmp(key, "present") == 0) {
if (strcmp(val, "yes") == 0) {
*have_battery = SDL_TRUE;
}
} else if (strcmp(key, "charging state") == 0) {
/* !!! FIXME: what exactly _does_ charging/discharging mean? */
if (strcmp(val, "charging/discharging") == 0) {
charge = SDL_TRUE;
} else if (strcmp(val, "charging") == 0) {
charge = SDL_TRUE;
}
} else if (strcmp(key, "remaining capacity") == 0) {
char *endptr = NULL;
const int cvt = (int) strtol(val, &endptr, 10);
if (*endptr == ' ') {
remaining = cvt;
}
}
}
ptr = &info[0];
while (make_proc_acpi_key_val(&ptr, &key, &val)) {
if (strcmp(key, "design capacity") == 0) {
char *endptr = NULL;
const int cvt = (int) strtol(val, &endptr, 10);
if (*endptr == ' ') {
maximum = cvt;
}
}
}
if ((maximum >= 0) && (remaining >= 0)) {
pct = (int) ((((float) remaining) / ((float) maximum)) * 100.0f);
if (pct < 0) {
pct = 0;
} else if (pct > 100) {
pct = 100;
}
}
/* !!! FIXME: calculate (secs). */
/*
* We pick the battery that claims to have the most minutes left.
* (failing a report of minutes, we'll take the highest percent.)
*/
if ((secs < 0) && (*seconds < 0)) {
if ((pct < 0) && (*percent < 0)) {
choose = SDL_TRUE; /* at least we know there's a battery. */
}
if (pct > *percent) {
choose = SDL_TRUE;
}
} else if (secs > *seconds) {
choose = SDL_TRUE;
}
if (choose) {
*seconds = secs;
*percent = pct;
*charging = charge;
}
}
static void
check_proc_acpi_ac_adapter(const char * node, SDL_bool * have_ac)
{
const char *base = proc_acpi_ac_adapter_path;
char state[256];
char *ptr = NULL;
char *key = NULL;
char *val = NULL;
if (!read_power_file(base, node, "state", state, sizeof (state))) {
return;
}
ptr = &state[0];
while (make_proc_acpi_key_val(&ptr, &key, &val)) {
if (strcmp(key, "state") == 0) {
if (strcmp(val, "on-line") == 0) {
*have_ac = SDL_TRUE;
}
}
}
}
SDL_bool
SDL_GetPowerInfo_Linux_proc_acpi(SDL_PowerState * state,
int *seconds, int *percent)
{
struct dirent *dent = NULL;
DIR *dirp = NULL;
SDL_bool have_battery = SDL_FALSE;
SDL_bool have_ac = SDL_FALSE;
SDL_bool charging = SDL_FALSE;
*seconds = -1;
*percent = -1;
*state = SDL_POWERSTATE_UNKNOWN;
dirp = opendir(proc_acpi_battery_path);
if (dirp == NULL) {
return SDL_FALSE; /* can't use this interface. */
} else {
while ((dent = readdir(dirp)) != NULL) {
const char *node = dent->d_name;
check_proc_acpi_battery(node, &have_battery, &charging,
seconds, percent);
}
closedir(dirp);
}
dirp = opendir(proc_acpi_ac_adapter_path);
if (dirp == NULL) {
return SDL_FALSE; /* can't use this interface. */
} else {
while ((dent = readdir(dirp)) != NULL) {
const char *node = dent->d_name;
check_proc_acpi_ac_adapter(node, &have_ac);
}
closedir(dirp);
}
if (!have_battery) {
*state = SDL_POWERSTATE_NO_BATTERY;
} else if (charging) {
*state = SDL_POWERSTATE_CHARGING;
} else if (have_ac) {
*state = SDL_POWERSTATE_CHARGED;
} else {
*state = SDL_POWERSTATE_ON_BATTERY;
}
return SDL_TRUE; /* definitive answer. */
}
static SDL_bool
next_string(char **_ptr, char **_str)
{
char *ptr = *_ptr;
char *str;
while (*ptr == ' ') { /* skip any spaces... */
ptr++;
}
if (*ptr == '\0') {
return SDL_FALSE;
}
str = ptr;
while ((*ptr != ' ') && (*ptr != '\n') && (*ptr != '\0'))
ptr++;
if (*ptr != '\0')
*(ptr++) = '\0';
*_str = str;
*_ptr = ptr;
return SDL_TRUE;
}
static SDL_bool
int_string(char *str, int *val)
{
char *endptr = NULL;
*val = (int) strtol(str, &endptr, 0);
return ((*str != '\0') && (*endptr == '\0'));
}
/* http://lxr.linux.no/linux+v2.6.29/drivers/char/apm-emulation.c */
SDL_bool
SDL_GetPowerInfo_Linux_proc_apm(SDL_PowerState * state,
int *seconds, int *percent)
{
SDL_bool need_details = SDL_FALSE;
int ac_status = 0;
int battery_status = 0;
int battery_flag = 0;
int battery_percent = 0;
int battery_time = 0;
const int fd = open(proc_apm_path, O_RDONLY);
char buf[128];
char *ptr = &buf[0];
char *str = NULL;
ssize_t br;
if (fd == -1) {
return SDL_FALSE; /* can't use this interface. */
}
br = read(fd, buf, sizeof (buf) - 1);
close(fd);
if (br < 0) {
return SDL_FALSE;
}
buf[br] = '\0'; /* null-terminate the string. */
if (!next_string(&ptr, &str)) { /* driver version */
return SDL_FALSE;
}
if (!next_string(&ptr, &str)) { /* BIOS version */
return SDL_FALSE;
}
if (!next_string(&ptr, &str)) { /* APM flags */
return SDL_FALSE;
}
if (!next_string(&ptr, &str)) { /* AC line status */
return SDL_FALSE;
} else if (!int_string(str, &ac_status)) {
return SDL_FALSE;
}
if (!next_string(&ptr, &str)) { /* battery status */
return SDL_FALSE;
} else if (!int_string(str, &battery_status)) {
return SDL_FALSE;
}
if (!next_string(&ptr, &str)) { /* battery flag */
return SDL_FALSE;
} else if (!int_string(str, &battery_flag)) {
return SDL_FALSE;
}
if (!next_string(&ptr, &str)) { /* remaining battery life percent */
return SDL_FALSE;
}
if (str[strlen(str) - 1] == '%') {
str[strlen(str) - 1] = '\0';
}
if (!int_string(str, &battery_percent)) {
return SDL_FALSE;
}
if (!next_string(&ptr, &str)) { /* remaining battery life time */
return SDL_FALSE;
} else if (!int_string(str, &battery_time)) {
return SDL_FALSE;
}
if (!next_string(&ptr, &str)) { /* remaining battery life time units */
return SDL_FALSE;
} else if (strcmp(str, "min") == 0) {
battery_time *= 60;
}
if (battery_flag == 0xFF) { /* unknown state */
*state = SDL_POWERSTATE_UNKNOWN;
} else if (battery_flag & (1 << 7)) { /* no battery */
*state = SDL_POWERSTATE_NO_BATTERY;
} else if (battery_flag & (1 << 3)) { /* charging */
*state = SDL_POWERSTATE_CHARGING;
need_details = SDL_TRUE;
} else if (ac_status == 1) {
*state = SDL_POWERSTATE_CHARGED; /* on AC, not charging. */
need_details = SDL_TRUE;
} else {
*state = SDL_POWERSTATE_ON_BATTERY;
need_details = SDL_TRUE;
}
*percent = -1;
*seconds = -1;
if (need_details) {
const int pct = battery_percent;
const int secs = battery_time;
if (pct >= 0) { /* -1 == unknown */
*percent = (pct > 100) ? 100 : pct; /* clamp between 0%, 100% */
}
if (secs >= 0) { /* -1 == unknown */
*seconds = secs;
}
}
return SDL_TRUE;
}
SDL_bool
SDL_GetPowerInfo_Linux_sys_class_power_supply(SDL_PowerState *state, int *seconds, int *percent)
{
const char *base = sys_class_power_supply_path;
struct dirent *dent;
DIR *dirp;
dirp = opendir(base);
if (!dirp) {
return SDL_FALSE;
}
*state = SDL_POWERSTATE_NO_BATTERY; /* assume we're just plugged in. */
*seconds = -1;
*percent = -1;
while ((dent = readdir(dirp)) != NULL) {
const char *name = dent->d_name;
SDL_bool choose = SDL_FALSE;
char str[64];
SDL_PowerState st;
int secs;
int pct;
int energy;
int power;
if ((SDL_strcmp(name, ".") == 0) || (SDL_strcmp(name, "..") == 0)) {
continue; /* skip these, of course. */
} else if (!read_power_file(base, name, "type", str, sizeof (str))) {
continue; /* Don't know _what_ we're looking at. Give up on it. */
} else if (SDL_strcmp(str, "Battery\n") != 0) {
continue; /* we don't care about UPS and such. */
}
/* if the scope is "device," it might be something like a PS4
controller reporting its own battery, and not something that powers
the system. Most system batteries don't list a scope at all; we
assume it's a system battery if not specified. */
if (read_power_file(base, name, "scope", str, sizeof (str))) {
if (SDL_strcmp(str, "device\n") == 0) {
continue; /* skip external devices with their own batteries. */
}
}
/* some drivers don't offer this, so if it's not explicitly reported assume it's present. */
if (read_power_file(base, name, "present", str, sizeof (str)) && (SDL_strcmp(str, "0\n") == 0)) {
st = SDL_POWERSTATE_NO_BATTERY;
} else if (!read_power_file(base, name, "status", str, sizeof (str))) {
st = SDL_POWERSTATE_UNKNOWN; /* uh oh */
} else if (SDL_strcmp(str, "Charging\n") == 0) {
st = SDL_POWERSTATE_CHARGING;
} else if (SDL_strcmp(str, "Discharging\n") == 0) {
st = SDL_POWERSTATE_ON_BATTERY;
} else if ((SDL_strcmp(str, "Full\n") == 0) || (SDL_strcmp(str, "Not charging\n") == 0)) {
st = SDL_POWERSTATE_CHARGED;
} else {
st = SDL_POWERSTATE_UNKNOWN; /* uh oh */
}
if (!read_power_file(base, name, "capacity", str, sizeof (str))) {
pct = -1;
} else {
pct = SDL_atoi(str);
pct = (pct > 100) ? 100 : pct; /* clamp between 0%, 100% */
}
if (read_power_file(base, name, "time_to_empty_now", str, sizeof (str))) {
secs = SDL_atoi(str);
secs = (secs <= 0) ? -1 : secs; /* 0 == unknown */
} else if (st == SDL_POWERSTATE_ON_BATTERY) {
/* energy is Watt*hours and power is Watts */
energy = (read_power_file(base, name, "energy_now", str, sizeof (str))) ? SDL_atoi(str) : -1;
power = (read_power_file(base, name, "power_now", str, sizeof (str))) ? SDL_atoi(str) : -1;
secs = (energy >= 0 && power > 0) ? (3600LL * energy) / power : -1;
} else {
secs = -1;
}
/*
* We pick the battery that claims to have the most minutes left.
* (failing a report of minutes, we'll take the highest percent.)
*/
if ((secs < 0) && (*seconds < 0)) {
if ((pct < 0) && (*percent < 0)) {
choose = SDL_TRUE; /* at least we know there's a battery. */
} else if (pct > *percent) {
choose = SDL_TRUE;
}
} else if (secs > *seconds) {
choose = SDL_TRUE;
}
if (choose) {
*seconds = secs;
*percent = pct;
*state = st;
}
}
closedir(dirp);
return SDL_TRUE; /* don't look any further. */
}
/* d-bus queries to org.freedesktop.UPower. */
#if SDL_USE_LIBDBUS
#define UPOWER_DBUS_NODE "org.freedesktop.UPower"
#define UPOWER_DBUS_PATH "/org/freedesktop/UPower"
#define UPOWER_DBUS_INTERFACE "org.freedesktop.UPower"
#define UPOWER_DEVICE_DBUS_INTERFACE "org.freedesktop.UPower.Device"
static void
check_upower_device(DBusConnection *conn, const char *path, SDL_PowerState *state, int *seconds, int *percent)
{
SDL_bool choose = SDL_FALSE;
SDL_PowerState st;
int secs;
int pct;
Uint32 ui32 = 0;
Sint64 si64 = 0;
double d = 0.0;
if (!SDL_DBus_QueryPropertyOnConnection(conn, UPOWER_DBUS_NODE, path, UPOWER_DEVICE_DBUS_INTERFACE, "Type", DBUS_TYPE_UINT32, &ui32)) {
return; /* Don't know _what_ we're looking at. Give up on it. */
} else if (ui32 != 2) { /* 2==Battery*/
return; /* we don't care about UPS and such. */
} else if (!SDL_DBus_QueryPropertyOnConnection(conn, UPOWER_DBUS_NODE, path, UPOWER_DEVICE_DBUS_INTERFACE, "PowerSupply", DBUS_TYPE_BOOLEAN, &ui32)) {
return;
} else if (!ui32) {
return; /* we don't care about random devices with batteries, like wireless controllers, etc */
} else if (!SDL_DBus_QueryPropertyOnConnection(conn, UPOWER_DBUS_NODE, path, UPOWER_DEVICE_DBUS_INTERFACE, "IsPresent", DBUS_TYPE_BOOLEAN, &ui32)) {
return;
} else if (!ui32) {
st = SDL_POWERSTATE_NO_BATTERY;
} else if (!SDL_DBus_QueryPropertyOnConnection(conn, UPOWER_DBUS_NODE, path, UPOWER_DEVICE_DBUS_INTERFACE, "State", DBUS_TYPE_UINT32, &ui32)) {
st = SDL_POWERSTATE_UNKNOWN; /* uh oh */
} else if (ui32 == 1) { /* 1 == charging */
st = SDL_POWERSTATE_CHARGING;
} else if ((ui32 == 2) || (ui32 == 3)) { /* 2 == discharging, 3 == empty. */
st = SDL_POWERSTATE_ON_BATTERY;
} else if (ui32 == 4) { /* 4 == full */
st = SDL_POWERSTATE_CHARGED;
} else {
st = SDL_POWERSTATE_UNKNOWN; /* uh oh */
}
if (!SDL_DBus_QueryPropertyOnConnection(conn, UPOWER_DBUS_NODE, path, UPOWER_DEVICE_DBUS_INTERFACE, "Percentage", DBUS_TYPE_DOUBLE, &d)) {
pct = -1; /* some old/cheap batteries don't set this property. */
} else {
pct = (int) d;
pct = (pct > 100) ? 100 : pct; /* clamp between 0%, 100% */
}
if (!SDL_DBus_QueryPropertyOnConnection(conn, UPOWER_DBUS_NODE, path, UPOWER_DEVICE_DBUS_INTERFACE, "TimeToEmpty", DBUS_TYPE_INT64, &si64)) {
secs = -1;
} else {
secs = (int) si64;
secs = (secs <= 0) ? -1 : secs; /* 0 == unknown */
}
/*
* We pick the battery that claims to have the most minutes left.
* (failing a report of minutes, we'll take the highest percent.)
*/
if ((secs < 0) && (*seconds < 0)) {
if ((pct < 0) && (*percent < 0)) {
choose = SDL_TRUE; /* at least we know there's a battery. */
} else if (pct > *percent) {
choose = SDL_TRUE;
}
} else if (secs > *seconds) {
choose = SDL_TRUE;
}
if (choose) {
*seconds = secs;
*percent = pct;
*state = st;
}
}
#endif
SDL_bool
SDL_GetPowerInfo_Linux_org_freedesktop_upower(SDL_PowerState *state, int *seconds, int *percent)
{
SDL_bool retval = SDL_FALSE;
#if SDL_USE_LIBDBUS
SDL_DBusContext *dbus = SDL_DBus_GetContext();
char **paths = NULL;
int i, numpaths = 0;
if (!dbus || !SDL_DBus_CallMethodOnConnection(dbus->system_conn, UPOWER_DBUS_NODE, UPOWER_DBUS_PATH, UPOWER_DBUS_INTERFACE, "EnumerateDevices",
DBUS_TYPE_INVALID,
DBUS_TYPE_ARRAY, DBUS_TYPE_OBJECT_PATH, &paths, &numpaths, DBUS_TYPE_INVALID)) {
return SDL_FALSE; /* try a different approach than UPower. */
}
retval = SDL_TRUE; /* Clearly we can use this interface. */
*state = SDL_POWERSTATE_NO_BATTERY; /* assume we're just plugged in. */
*seconds = -1;
*percent = -1;
for (i = 0; i < numpaths; i++) {
check_upower_device(dbus->system_conn, paths[i], state, seconds, percent);
}
if (dbus) {
dbus->free_string_array(paths);
}
#endif /* SDL_USE_LIBDBUS */
return retval;
}
#endif /* SDL_POWER_LINUX */
#endif /* SDL_POWER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/power/linux/SDL_syspower.c | C | apache-2.0 | 19,719 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#ifndef SDL_POWER_DISABLED
#if SDL_POWER_MACOSX
#include <CoreFoundation/CoreFoundation.h>
#include <IOKit/ps/IOPowerSources.h>
#include <IOKit/ps/IOPSKeys.h>
#include "SDL_power.h"
/* CoreFoundation is so verbose... */
#define STRMATCH(a,b) (CFStringCompare(a, b, 0) == kCFCompareEqualTo)
#define GETVAL(k,v) \
CFDictionaryGetValueIfPresent(dict, CFSTR(k), (const void **) v)
/* Note that AC power sources also include a laptop battery it is charging. */
static void
checkps(CFDictionaryRef dict, SDL_bool * have_ac, SDL_bool * have_battery,
SDL_bool * charging, int *seconds, int *percent)
{
CFStringRef strval; /* don't CFRelease() this. */
CFBooleanRef bval;
CFNumberRef numval;
SDL_bool charge = SDL_FALSE;
SDL_bool choose = SDL_FALSE;
SDL_bool is_ac = SDL_FALSE;
int secs = -1;
int maxpct = -1;
int pct = -1;
if ((GETVAL(kIOPSIsPresentKey, &bval)) && (bval == kCFBooleanFalse)) {
return; /* nothing to see here. */
}
if (!GETVAL(kIOPSPowerSourceStateKey, &strval)) {
return;
}
if (STRMATCH(strval, CFSTR(kIOPSACPowerValue))) {
is_ac = *have_ac = SDL_TRUE;
} else if (!STRMATCH(strval, CFSTR(kIOPSBatteryPowerValue))) {
return; /* not a battery? */
}
if ((GETVAL(kIOPSIsChargingKey, &bval)) && (bval == kCFBooleanTrue)) {
charge = SDL_TRUE;
}
if (GETVAL(kIOPSMaxCapacityKey, &numval)) {
SInt32 val = -1;
CFNumberGetValue(numval, kCFNumberSInt32Type, &val);
if (val > 0) {
*have_battery = SDL_TRUE;
maxpct = (int) val;
}
}
if (GETVAL(kIOPSMaxCapacityKey, &numval)) {
SInt32 val = -1;
CFNumberGetValue(numval, kCFNumberSInt32Type, &val);
if (val > 0) {
*have_battery = SDL_TRUE;
maxpct = (int) val;
}
}
if (GETVAL(kIOPSTimeToEmptyKey, &numval)) {
SInt32 val = -1;
CFNumberGetValue(numval, kCFNumberSInt32Type, &val);
/* Mac OS X reports 0 minutes until empty if you're plugged in. :( */
if ((val == 0) && (is_ac)) {
val = -1; /* !!! FIXME: calc from timeToFull and capacity? */
}
secs = (int) val;
if (secs > 0) {
secs *= 60; /* value is in minutes, so convert to seconds. */
}
}
if (GETVAL(kIOPSCurrentCapacityKey, &numval)) {
SInt32 val = -1;
CFNumberGetValue(numval, kCFNumberSInt32Type, &val);
pct = (int) val;
}
if ((pct > 0) && (maxpct > 0)) {
pct = (int) ((((double) pct) / ((double) maxpct)) * 100.0);
}
if (pct > 100) {
pct = 100;
}
/*
* We pick the battery that claims to have the most minutes left.
* (failing a report of minutes, we'll take the highest percent.)
*/
if ((secs < 0) && (*seconds < 0)) {
if ((pct < 0) && (*percent < 0)) {
choose = SDL_TRUE; /* at least we know there's a battery. */
}
if (pct > *percent) {
choose = SDL_TRUE;
}
} else if (secs > *seconds) {
choose = SDL_TRUE;
}
if (choose) {
*seconds = secs;
*percent = pct;
*charging = charge;
}
}
#undef GETVAL
#undef STRMATCH
SDL_bool
SDL_GetPowerInfo_MacOSX(SDL_PowerState * state, int *seconds, int *percent)
{
CFTypeRef blob = IOPSCopyPowerSourcesInfo();
*seconds = -1;
*percent = -1;
*state = SDL_POWERSTATE_UNKNOWN;
if (blob != NULL) {
CFArrayRef list = IOPSCopyPowerSourcesList(blob);
if (list != NULL) {
/* don't CFRelease() the list items, or dictionaries! */
SDL_bool have_ac = SDL_FALSE;
SDL_bool have_battery = SDL_FALSE;
SDL_bool charging = SDL_FALSE;
const CFIndex total = CFArrayGetCount(list);
CFIndex i;
for (i = 0; i < total; i++) {
CFTypeRef ps = (CFTypeRef) CFArrayGetValueAtIndex(list, i);
CFDictionaryRef dict =
IOPSGetPowerSourceDescription(blob, ps);
if (dict != NULL) {
checkps(dict, &have_ac, &have_battery, &charging,
seconds, percent);
}
}
if (!have_battery) {
*state = SDL_POWERSTATE_NO_BATTERY;
} else if (charging) {
*state = SDL_POWERSTATE_CHARGING;
} else if (have_ac) {
*state = SDL_POWERSTATE_CHARGED;
} else {
*state = SDL_POWERSTATE_ON_BATTERY;
}
CFRelease(list);
}
CFRelease(blob);
}
return SDL_TRUE; /* always the definitive answer on Mac OS X. */
}
#endif /* SDL_POWER_MACOSX */
#endif /* SDL_POWER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/power/macosx/SDL_syspower.c | C | apache-2.0 | 5,903 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#ifndef SDL_POWER_DISABLED
#if SDL_POWER_PSP
#include "SDL_power.h"
#include <psppower.h>
SDL_bool
SDL_GetPowerInfo_PSP(SDL_PowerState * state, int *seconds,
int *percent)
{
int battery = scePowerIsBatteryExist();
int plugged = scePowerIsPowerOnline();
int charging = scePowerIsBatteryCharging();
*state = SDL_POWERSTATE_UNKNOWN;
*seconds = -1;
*percent = -1;
if (!battery) {
*state = SDL_POWERSTATE_NO_BATTERY;
*seconds = -1;
*percent = -1;
} else if (charging) {
*state = SDL_POWERSTATE_CHARGING;
*percent = scePowerGetBatteryLifePercent();
*seconds = scePowerGetBatteryLifeTime()*60;
} else if (plugged) {
*state = SDL_POWERSTATE_CHARGED;
*percent = scePowerGetBatteryLifePercent();
*seconds = scePowerGetBatteryLifeTime()*60;
} else {
*state = SDL_POWERSTATE_ON_BATTERY;
*percent = scePowerGetBatteryLifePercent();
*seconds = scePowerGetBatteryLifeTime()*60;
}
return SDL_TRUE; /* always the definitive answer on PSP. */
}
#endif /* SDL_POWER_PSP */
#endif /* SDL_POWER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/power/psp/SDL_syspower.c | C | apache-2.0 | 2,186 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#if SDL_POWER_UIKIT
#include "SDL_power.h"
void SDL_UIKit_UpdateBatteryMonitoring(void);
SDL_bool SDL_GetPowerInfo_UIKit(SDL_PowerState * state, int *seconds, int *percent);
#endif /* SDL_POWER_UIKIT */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/power/uikit/SDL_syspower.h | C | apache-2.0 | 1,214 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#ifndef SDL_POWER_DISABLED
#if SDL_POWER_UIKIT
#import <UIKit/UIKit.h>
#include "SDL_power.h"
#include "SDL_timer.h"
#include "SDL_assert.h"
#include "SDL_syspower.h"
#if !TARGET_OS_TV
/* turn off the battery monitor if it's been more than X ms since last check. */
static const int BATTERY_MONITORING_TIMEOUT = 3000;
static Uint32 SDL_UIKitLastPowerInfoQuery = 0;
void
SDL_UIKit_UpdateBatteryMonitoring(void)
{
if (SDL_UIKitLastPowerInfoQuery) {
if (SDL_TICKS_PASSED(SDL_GetTicks(), SDL_UIKitLastPowerInfoQuery + BATTERY_MONITORING_TIMEOUT)) {
UIDevice *uidev = [UIDevice currentDevice];
SDL_assert([uidev isBatteryMonitoringEnabled] == YES);
[uidev setBatteryMonitoringEnabled:NO];
SDL_UIKitLastPowerInfoQuery = 0;
}
}
}
#else
void
SDL_UIKit_UpdateBatteryMonitoring(void)
{
/* Do nothing. */
}
#endif /* !TARGET_OS_TV */
SDL_bool
SDL_GetPowerInfo_UIKit(SDL_PowerState * state, int *seconds, int *percent)
{
#if TARGET_OS_TV
*state = SDL_POWERSTATE_NO_BATTERY;
*seconds = -1;
*percent = -1;
#else /* TARGET_OS_TV */
@autoreleasepool {
UIDevice *uidev = [UIDevice currentDevice];
if (!SDL_UIKitLastPowerInfoQuery) {
SDL_assert(uidev.isBatteryMonitoringEnabled == NO);
uidev.batteryMonitoringEnabled = YES;
}
/* UIKit_GL_SwapWindow() (etc) will check this and disable the battery
* monitoring if the app hasn't queried it in the last X seconds.
* Apparently monitoring the battery burns battery life. :)
* Apple's docs say not to monitor the battery unless you need it.
*/
SDL_UIKitLastPowerInfoQuery = SDL_GetTicks();
*seconds = -1; /* no API to estimate this in UIKit. */
switch (uidev.batteryState) {
case UIDeviceBatteryStateCharging:
*state = SDL_POWERSTATE_CHARGING;
break;
case UIDeviceBatteryStateFull:
*state = SDL_POWERSTATE_CHARGED;
break;
case UIDeviceBatteryStateUnplugged:
*state = SDL_POWERSTATE_ON_BATTERY;
break;
case UIDeviceBatteryStateUnknown:
default:
*state = SDL_POWERSTATE_UNKNOWN;
break;
}
const float level = uidev.batteryLevel;
*percent = ( (level < 0.0f) ? -1 : ((int) ((level * 100) + 0.5f)) );
}
#endif /* TARGET_OS_TV */
return SDL_TRUE; /* always the definitive answer on iOS. */
}
#endif /* SDL_POWER_UIKIT */
#endif /* SDL_POWER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/power/uikit/SDL_syspower.m | Objective-C | apache-2.0 | 3,579 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#ifndef SDL_POWER_DISABLED
#if SDL_POWER_WINDOWS
#include "../../core/windows/SDL_windows.h"
#include "SDL_power.h"
SDL_bool
SDL_GetPowerInfo_Windows(SDL_PowerState * state, int *seconds, int *percent)
{
SYSTEM_POWER_STATUS status;
SDL_bool need_details = SDL_FALSE;
/* This API should exist back to Win95. */
if (!GetSystemPowerStatus(&status))
{
/* !!! FIXME: push GetLastError() into SDL_GetError() */
*state = SDL_POWERSTATE_UNKNOWN;
} else if (status.BatteryFlag == 0xFF) { /* unknown state */
*state = SDL_POWERSTATE_UNKNOWN;
} else if (status.BatteryFlag & (1 << 7)) { /* no battery */
*state = SDL_POWERSTATE_NO_BATTERY;
} else if (status.BatteryFlag & (1 << 3)) { /* charging */
*state = SDL_POWERSTATE_CHARGING;
need_details = SDL_TRUE;
} else if (status.ACLineStatus == 1) {
*state = SDL_POWERSTATE_CHARGED; /* on AC, not charging. */
need_details = SDL_TRUE;
} else {
*state = SDL_POWERSTATE_ON_BATTERY; /* not on AC. */
need_details = SDL_TRUE;
}
*percent = -1;
*seconds = -1;
if (need_details) {
const int pct = (int) status.BatteryLifePercent;
const int secs = (int) status.BatteryLifeTime;
if (pct != 255) { /* 255 == unknown */
*percent = (pct > 100) ? 100 : pct; /* clamp between 0%, 100% */
}
if (secs != 0xFFFFFFFF) { /* ((DWORD)-1) == unknown */
*seconds = secs;
}
}
return SDL_TRUE; /* always the definitive answer on Windows. */
}
#endif /* SDL_POWER_WINDOWS */
#endif /* SDL_POWER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/power/windows/SDL_syspower.c | C | apache-2.0 | 2,686 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#ifndef SDL_POWER_DISABLED
#if SDL_POWER_WINRT
#include "SDL_power.h"
extern "C"
SDL_bool
SDL_GetPowerInfo_WinRT(SDL_PowerState * state, int *seconds, int *percent)
{
/* TODO, WinRT: Battery info is available on at least one WinRT platform (Windows Phone 8). Implement SDL_GetPowerInfo_WinRT as appropriate. */
/* Notes:
- the Win32 function, GetSystemPowerStatus, is not available for use on WinRT
- Windows Phone 8 has a 'Battery' class, which is documented as available for C++
- More info on WP8's Battery class can be found at http://msdn.microsoft.com/library/windowsphone/develop/jj207231
*/
return SDL_FALSE;
}
#endif /* SDL_POWER_WINRT */
#endif /* SDL_POWER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/power/winrt/SDL_syspower.cpp | C++ | apache-2.0 | 1,739 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../SDL_internal.h"
#if (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED
#include "SDL_stdinc.h"
#include "SDL_d3dmath.h"
/* Direct3D matrix math functions */
Float4X4 MatrixIdentity()
{
Float4X4 m;
SDL_zero(m);
m.v._11 = 1.0f;
m.v._22 = 1.0f;
m.v._33 = 1.0f;
m.v._44 = 1.0f;
return m;
}
Float4X4 MatrixMultiply(Float4X4 M1, Float4X4 M2)
{
Float4X4 m;
m.v._11 = M1.v._11 * M2.v._11 + M1.v._12 * M2.v._21 + M1.v._13 * M2.v._31 + M1.v._14 * M2.v._41;
m.v._12 = M1.v._11 * M2.v._12 + M1.v._12 * M2.v._22 + M1.v._13 * M2.v._32 + M1.v._14 * M2.v._42;
m.v._13 = M1.v._11 * M2.v._13 + M1.v._12 * M2.v._23 + M1.v._13 * M2.v._33 + M1.v._14 * M2.v._43;
m.v._14 = M1.v._11 * M2.v._14 + M1.v._12 * M2.v._24 + M1.v._13 * M2.v._34 + M1.v._14 * M2.v._44;
m.v._21 = M1.v._21 * M2.v._11 + M1.v._22 * M2.v._21 + M1.v._23 * M2.v._31 + M1.v._24 * M2.v._41;
m.v._22 = M1.v._21 * M2.v._12 + M1.v._22 * M2.v._22 + M1.v._23 * M2.v._32 + M1.v._24 * M2.v._42;
m.v._23 = M1.v._21 * M2.v._13 + M1.v._22 * M2.v._23 + M1.v._23 * M2.v._33 + M1.v._24 * M2.v._43;
m.v._24 = M1.v._21 * M2.v._14 + M1.v._22 * M2.v._24 + M1.v._23 * M2.v._34 + M1.v._24 * M2.v._44;
m.v._31 = M1.v._31 * M2.v._11 + M1.v._32 * M2.v._21 + M1.v._33 * M2.v._31 + M1.v._34 * M2.v._41;
m.v._32 = M1.v._31 * M2.v._12 + M1.v._32 * M2.v._22 + M1.v._33 * M2.v._32 + M1.v._34 * M2.v._42;
m.v._33 = M1.v._31 * M2.v._13 + M1.v._32 * M2.v._23 + M1.v._33 * M2.v._33 + M1.v._34 * M2.v._43;
m.v._34 = M1.v._31 * M2.v._14 + M1.v._32 * M2.v._24 + M1.v._33 * M2.v._34 + M1.v._34 * M2.v._44;
m.v._41 = M1.v._41 * M2.v._11 + M1.v._42 * M2.v._21 + M1.v._43 * M2.v._31 + M1.v._44 * M2.v._41;
m.v._42 = M1.v._41 * M2.v._12 + M1.v._42 * M2.v._22 + M1.v._43 * M2.v._32 + M1.v._44 * M2.v._42;
m.v._43 = M1.v._41 * M2.v._13 + M1.v._42 * M2.v._23 + M1.v._43 * M2.v._33 + M1.v._44 * M2.v._43;
m.v._44 = M1.v._41 * M2.v._14 + M1.v._42 * M2.v._24 + M1.v._43 * M2.v._34 + M1.v._44 * M2.v._44;
return m;
}
Float4X4 MatrixScaling(float x, float y, float z)
{
Float4X4 m;
SDL_zero(m);
m.v._11 = x;
m.v._22 = y;
m.v._33 = z;
m.v._44 = 1.0f;
return m;
}
Float4X4 MatrixTranslation(float x, float y, float z)
{
Float4X4 m;
SDL_zero(m);
m.v._11 = 1.0f;
m.v._22 = 1.0f;
m.v._33 = 1.0f;
m.v._44 = 1.0f;
m.v._41 = x;
m.v._42 = y;
m.v._43 = z;
return m;
}
Float4X4 MatrixRotationX(float r)
{
float sinR = SDL_sinf(r);
float cosR = SDL_cosf(r);
Float4X4 m;
SDL_zero(m);
m.v._11 = 1.0f;
m.v._22 = cosR;
m.v._23 = sinR;
m.v._32 = -sinR;
m.v._33 = cosR;
m.v._44 = 1.0f;
return m;
}
Float4X4 MatrixRotationY(float r)
{
float sinR = SDL_sinf(r);
float cosR = SDL_cosf(r);
Float4X4 m;
SDL_zero(m);
m.v._11 = cosR;
m.v._13 = -sinR;
m.v._22 = 1.0f;
m.v._31 = sinR;
m.v._33 = cosR;
m.v._44 = 1.0f;
return m;
}
Float4X4 MatrixRotationZ(float r)
{
float sinR = SDL_sinf(r);
float cosR = SDL_cosf(r);
Float4X4 m;
SDL_zero(m);
m.v._11 = cosR;
m.v._12 = sinR;
m.v._21 = -sinR;
m.v._22 = cosR;
m.v._33 = 1.0f;
m.v._44 = 1.0f;
return m;
}
#endif /* (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/render/SDL_d3dmath.c | C | apache-2.0 | 4,328 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../SDL_internal.h"
#if (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED
/* Direct3D matrix math functions */
typedef struct
{
float x;
float y;
} Float2;
typedef struct
{
float x;
float y;
float z;
} Float3;
typedef struct
{
float x;
float y;
float z;
float w;
} Float4;
typedef struct
{
union {
struct {
float _11, _12, _13, _14;
float _21, _22, _23, _24;
float _31, _32, _33, _34;
float _41, _42, _43, _44;
} v;
float m[4][4];
};
} Float4X4;
Float4X4 MatrixIdentity();
Float4X4 MatrixMultiply(Float4X4 M1, Float4X4 M2);
Float4X4 MatrixScaling(float x, float y, float z);
Float4X4 MatrixTranslation(float x, float y, float z);
Float4X4 MatrixRotationX(float r);
Float4X4 MatrixRotationY(float r);
Float4X4 MatrixRotationZ(float r);
#endif /* (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11) && !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/render/SDL_d3dmath.h | C | apache-2.0 | 1,953 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../SDL_internal.h"
/* The SDL 2D rendering system */
#include "SDL_assert.h"
#include "SDL_hints.h"
#include "SDL_render.h"
#include "SDL_sysrender.h"
#include "software/SDL_render_sw_c.h"
#include "../video/SDL_pixels_c.h"
#if defined(__ANDROID__)
# include "../core/android/SDL_android.h"
#endif
#define SDL_WINDOWRENDERDATA "_SDL_WindowRenderData"
#define CHECK_RENDERER_MAGIC(renderer, retval) \
SDL_assert(renderer && renderer->magic == &renderer_magic); \
if (!renderer || renderer->magic != &renderer_magic) { \
SDL_SetError("Invalid renderer"); \
return retval; \
}
#define CHECK_TEXTURE_MAGIC(texture, retval) \
SDL_assert(texture && texture->magic == &texture_magic); \
if (!texture || texture->magic != &texture_magic) { \
SDL_SetError("Invalid texture"); \
return retval; \
}
/* Predefined blend modes */
#define SDL_COMPOSE_BLENDMODE(srcColorFactor, dstColorFactor, colorOperation, \
srcAlphaFactor, dstAlphaFactor, alphaOperation) \
(SDL_BlendMode)(((Uint32)colorOperation << 0) | \
((Uint32)srcColorFactor << 4) | \
((Uint32)dstColorFactor << 8) | \
((Uint32)alphaOperation << 16) | \
((Uint32)srcAlphaFactor << 20) | \
((Uint32)dstAlphaFactor << 24))
#define SDL_BLENDMODE_NONE_FULL \
SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ZERO, SDL_BLENDOPERATION_ADD, \
SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ZERO, SDL_BLENDOPERATION_ADD)
#define SDL_BLENDMODE_BLEND_FULL \
SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD, \
SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD)
#define SDL_BLENDMODE_ADD_FULL \
SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD, \
SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD)
#define SDL_BLENDMODE_MOD_FULL \
SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_SRC_COLOR, SDL_BLENDOPERATION_ADD, \
SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD)
#define SDL_BLENDMODE_MUL_FULL \
SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_DST_COLOR, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD, \
SDL_BLENDFACTOR_DST_ALPHA, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD)
#if !SDL_RENDER_DISABLED
static const SDL_RenderDriver *render_drivers[] = {
#if SDL_VIDEO_RENDER_D3D
&D3D_RenderDriver,
#endif
#if SDL_VIDEO_RENDER_D3D11
&D3D11_RenderDriver,
#endif
#if SDL_VIDEO_RENDER_METAL
&METAL_RenderDriver,
#endif
#if SDL_VIDEO_RENDER_OGL
&GL_RenderDriver,
#endif
#if SDL_VIDEO_RENDER_OGL_ES2
&GLES2_RenderDriver,
#endif
#if SDL_VIDEO_RENDER_OGL_ES
&GLES_RenderDriver,
#endif
#if SDL_VIDEO_RENDER_DIRECTFB
&DirectFB_RenderDriver,
#endif
#if SDL_VIDEO_RENDER_PSP
&PSP_RenderDriver,
#endif
#if SDL_VIDEO_RENDER_SW
&SW_RenderDriver
#endif
};
#endif /* !SDL_RENDER_DISABLED */
static char renderer_magic;
static char texture_magic;
static SDL_INLINE void
DebugLogRenderCommands(const SDL_RenderCommand *cmd)
{
#if 0
unsigned int i = 1;
SDL_Log("Render commands to flush:");
while (cmd) {
switch (cmd->command) {
case SDL_RENDERCMD_NO_OP:
SDL_Log(" %u. no-op", i++);
break;
case SDL_RENDERCMD_SETVIEWPORT:
SDL_Log(" %u. set viewport (first=%u, rect={(%d, %d), %dx%d})", i++,
(unsigned int) cmd->data.viewport.first,
cmd->data.viewport.rect.x, cmd->data.viewport.rect.y,
cmd->data.viewport.rect.w, cmd->data.viewport.rect.h);
break;
case SDL_RENDERCMD_SETCLIPRECT:
SDL_Log(" %u. set cliprect (enabled=%s, rect={(%d, %d), %dx%d})", i++,
cmd->data.cliprect.enabled ? "true" : "false",
cmd->data.cliprect.rect.x, cmd->data.cliprect.rect.y,
cmd->data.cliprect.rect.w, cmd->data.cliprect.rect.h);
break;
case SDL_RENDERCMD_SETDRAWCOLOR:
SDL_Log(" %u. set draw color (first=%u, r=%d, g=%d, b=%d, a=%d)", i++,
(unsigned int) cmd->data.color.first,
(int) cmd->data.color.r, (int) cmd->data.color.g,
(int) cmd->data.color.b, (int) cmd->data.color.a);
break;
case SDL_RENDERCMD_CLEAR:
SDL_Log(" %u. clear (first=%u, r=%d, g=%d, b=%d, a=%d)", i++,
(unsigned int) cmd->data.color.first,
(int) cmd->data.color.r, (int) cmd->data.color.g,
(int) cmd->data.color.b, (int) cmd->data.color.a);
break;
case SDL_RENDERCMD_DRAW_POINTS:
SDL_Log(" %u. draw points (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d)", i++,
(unsigned int) cmd->data.draw.first,
(unsigned int) cmd->data.draw.count,
(int) cmd->data.draw.r, (int) cmd->data.draw.g,
(int) cmd->data.draw.b, (int) cmd->data.draw.a,
(int) cmd->data.draw.blend);
break;
case SDL_RENDERCMD_DRAW_LINES:
SDL_Log(" %u. draw lines (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d)", i++,
(unsigned int) cmd->data.draw.first,
(unsigned int) cmd->data.draw.count,
(int) cmd->data.draw.r, (int) cmd->data.draw.g,
(int) cmd->data.draw.b, (int) cmd->data.draw.a,
(int) cmd->data.draw.blend);
break;
case SDL_RENDERCMD_FILL_RECTS:
SDL_Log(" %u. fill rects (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d)", i++,
(unsigned int) cmd->data.draw.first,
(unsigned int) cmd->data.draw.count,
(int) cmd->data.draw.r, (int) cmd->data.draw.g,
(int) cmd->data.draw.b, (int) cmd->data.draw.a,
(int) cmd->data.draw.blend);
break;
case SDL_RENDERCMD_COPY:
SDL_Log(" %u. copy (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d, tex=%p)", i++,
(unsigned int) cmd->data.draw.first,
(unsigned int) cmd->data.draw.count,
(int) cmd->data.draw.r, (int) cmd->data.draw.g,
(int) cmd->data.draw.b, (int) cmd->data.draw.a,
(int) cmd->data.draw.blend, cmd->data.draw.texture);
break;
case SDL_RENDERCMD_COPY_EX:
SDL_Log(" %u. copyex (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d, tex=%p)", i++,
(unsigned int) cmd->data.draw.first,
(unsigned int) cmd->data.draw.count,
(int) cmd->data.draw.r, (int) cmd->data.draw.g,
(int) cmd->data.draw.b, (int) cmd->data.draw.a,
(int) cmd->data.draw.blend, cmd->data.draw.texture);
break;
}
cmd = cmd->next;
}
#endif
}
static int
FlushRenderCommands(SDL_Renderer *renderer)
{
int retval;
SDL_assert((renderer->render_commands == NULL) == (renderer->render_commands_tail == NULL));
if (renderer->render_commands == NULL) { /* nothing to do! */
SDL_assert(renderer->vertex_data_used == 0);
return 0;
}
DebugLogRenderCommands(renderer->render_commands);
retval = renderer->RunCommandQueue(renderer, renderer->render_commands, renderer->vertex_data, renderer->vertex_data_used);
/* Move the whole render command queue to the unused pool so we can reuse them next time. */
if (renderer->render_commands_tail != NULL) {
renderer->render_commands_tail->next = renderer->render_commands_pool;
renderer->render_commands_pool = renderer->render_commands;
renderer->render_commands_tail = NULL;
renderer->render_commands = NULL;
}
renderer->vertex_data_used = 0;
renderer->render_command_generation++;
renderer->color_queued = SDL_FALSE;
renderer->viewport_queued = SDL_FALSE;
renderer->cliprect_queued = SDL_FALSE;
return retval;
}
static int
FlushRenderCommandsIfTextureNeeded(SDL_Texture *texture)
{
SDL_Renderer *renderer = texture->renderer;
if (texture->last_command_generation == renderer->render_command_generation) {
/* the current command queue depends on this texture, flush the queue now before it changes */
return FlushRenderCommands(renderer);
}
return 0;
}
static SDL_INLINE int
FlushRenderCommandsIfNotBatching(SDL_Renderer *renderer)
{
return renderer->batching ? 0 : FlushRenderCommands(renderer);
}
int
SDL_RenderFlush(SDL_Renderer * renderer)
{
return FlushRenderCommands(renderer);
}
void *
SDL_AllocateRenderVertices(SDL_Renderer *renderer, const size_t numbytes, const size_t alignment, size_t *offset)
{
const size_t needed = renderer->vertex_data_used + numbytes + alignment;
size_t current_offset = renderer->vertex_data_used;
size_t aligner = (alignment && ((current_offset & (alignment - 1)) != 0)) ? (alignment - (current_offset & (alignment - 1))) : 0;
size_t aligned = current_offset + aligner;
if (renderer->vertex_data_allocation < needed) {
const size_t current_allocation = renderer->vertex_data ? renderer->vertex_data_allocation : 1024;
size_t newsize = current_allocation * 2;
void *ptr;
while (newsize < needed) {
newsize *= 2;
}
ptr = SDL_realloc(renderer->vertex_data, newsize);
if (ptr == NULL) {
SDL_OutOfMemory();
return NULL;
}
renderer->vertex_data = ptr;
renderer->vertex_data_allocation = newsize;
}
if (offset) {
*offset = aligned;
}
renderer->vertex_data_used += aligner + numbytes;
return ((Uint8 *) renderer->vertex_data) + aligned;
}
static SDL_RenderCommand *
AllocateRenderCommand(SDL_Renderer *renderer)
{
SDL_RenderCommand *retval = NULL;
/* !!! FIXME: are there threading limitations in SDL's render API? If not, we need to mutex this. */
retval = renderer->render_commands_pool;
if (retval != NULL) {
renderer->render_commands_pool = retval->next;
retval->next = NULL;
} else {
retval = SDL_calloc(1, sizeof (*retval));
if (!retval) {
SDL_OutOfMemory();
return NULL;
}
}
SDL_assert((renderer->render_commands == NULL) == (renderer->render_commands_tail == NULL));
if (renderer->render_commands_tail != NULL) {
renderer->render_commands_tail->next = retval;
} else {
renderer->render_commands = retval;
}
renderer->render_commands_tail = retval;
return retval;
}
static int
QueueCmdSetViewport(SDL_Renderer *renderer)
{
int retval = 0;
if (!renderer->viewport_queued || (SDL_memcmp(&renderer->viewport, &renderer->last_queued_viewport, sizeof (SDL_Rect)) != 0)) {
SDL_RenderCommand *cmd = AllocateRenderCommand(renderer);
retval = -1;
if (cmd != NULL) {
cmd->command = SDL_RENDERCMD_SETVIEWPORT;
cmd->data.viewport.first = 0; /* render backend will fill this in. */
SDL_memcpy(&cmd->data.viewport.rect, &renderer->viewport, sizeof (renderer->viewport));
retval = renderer->QueueSetViewport(renderer, cmd);
if (retval < 0) {
cmd->command = SDL_RENDERCMD_NO_OP;
} else {
SDL_memcpy(&renderer->last_queued_viewport, &renderer->viewport, sizeof (SDL_Rect));
renderer->viewport_queued = SDL_TRUE;
}
}
}
return retval;
}
static int
QueueCmdSetClipRect(SDL_Renderer *renderer)
{
int retval = 0;
if ((!renderer->cliprect_queued) ||
(renderer->clipping_enabled != renderer->last_queued_cliprect_enabled) ||
(SDL_memcmp(&renderer->clip_rect, &renderer->last_queued_cliprect, sizeof (SDL_Rect)) != 0)) {
SDL_RenderCommand *cmd = AllocateRenderCommand(renderer);
if (cmd == NULL) {
retval = -1;
} else {
cmd->command = SDL_RENDERCMD_SETCLIPRECT;
cmd->data.cliprect.enabled = renderer->clipping_enabled;
SDL_memcpy(&cmd->data.cliprect.rect, &renderer->clip_rect, sizeof (cmd->data.cliprect.rect));
SDL_memcpy(&renderer->last_queued_cliprect, &renderer->clip_rect, sizeof (SDL_Rect));
renderer->last_queued_cliprect_enabled = renderer->clipping_enabled;
renderer->cliprect_queued = SDL_TRUE;
}
}
return retval;
}
static int
QueueCmdSetDrawColor(SDL_Renderer *renderer, const Uint8 r, const Uint8 g, const Uint8 b, const Uint8 a)
{
const Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
int retval = 0;
if (!renderer->color_queued || (color != renderer->last_queued_color)) {
SDL_RenderCommand *cmd = AllocateRenderCommand(renderer);
retval = -1;
if (cmd != NULL) {
cmd->command = SDL_RENDERCMD_SETDRAWCOLOR;
cmd->data.color.first = 0; /* render backend will fill this in. */
cmd->data.color.r = r;
cmd->data.color.g = g;
cmd->data.color.b = b;
cmd->data.color.a = a;
retval = renderer->QueueSetDrawColor(renderer, cmd);
if (retval < 0) {
cmd->command = SDL_RENDERCMD_NO_OP;
} else {
renderer->last_queued_color = color;
renderer->color_queued = SDL_TRUE;
}
}
}
return retval;
}
static int
QueueCmdClear(SDL_Renderer *renderer)
{
SDL_RenderCommand *cmd = AllocateRenderCommand(renderer);
if (cmd == NULL) {
return -1;
}
cmd->command = SDL_RENDERCMD_CLEAR;
cmd->data.color.first = 0;
cmd->data.color.r = renderer->r;
cmd->data.color.g = renderer->g;
cmd->data.color.b = renderer->b;
cmd->data.color.a = renderer->a;
return 0;
}
static int
PrepQueueCmdDraw(SDL_Renderer *renderer, const Uint8 r, const Uint8 g, const Uint8 b, const Uint8 a)
{
int retval = QueueCmdSetDrawColor(renderer, r, g, b, a);
/* Set the viewport and clip rect directly before draws, so the backends
* don't have to worry about that state not being valid at draw time. */
if (retval == 0 && !renderer->viewport_queued) {
retval = QueueCmdSetViewport(renderer);
}
if (retval == 0 && !renderer->cliprect_queued) {
retval = QueueCmdSetClipRect(renderer);
}
return retval;
}
static SDL_RenderCommand *
PrepQueueCmdDrawSolid(SDL_Renderer *renderer, const SDL_RenderCommandType cmdtype)
{
/* !!! FIXME: drop this draw if viewport w or h is zero. */
SDL_RenderCommand *cmd = NULL;
if (PrepQueueCmdDraw(renderer, renderer->r, renderer->g, renderer->b, renderer->a) == 0) {
cmd = AllocateRenderCommand(renderer);
if (cmd != NULL) {
cmd->command = cmdtype;
cmd->data.draw.first = 0; /* render backend will fill this in. */
cmd->data.draw.count = 0; /* render backend will fill this in. */
cmd->data.draw.r = renderer->r;
cmd->data.draw.g = renderer->g;
cmd->data.draw.b = renderer->b;
cmd->data.draw.a = renderer->a;
cmd->data.draw.blend = renderer->blendMode;
cmd->data.draw.texture = NULL; /* no texture. */
}
}
return cmd;
}
static int
QueueCmdDrawPoints(SDL_Renderer *renderer, const SDL_FPoint * points, const int count)
{
SDL_RenderCommand *cmd = PrepQueueCmdDrawSolid(renderer, SDL_RENDERCMD_DRAW_POINTS);
int retval = -1;
if (cmd != NULL) {
retval = renderer->QueueDrawPoints(renderer, cmd, points, count);
if (retval < 0) {
cmd->command = SDL_RENDERCMD_NO_OP;
}
}
return retval;
}
static int
QueueCmdDrawLines(SDL_Renderer *renderer, const SDL_FPoint * points, const int count)
{
SDL_RenderCommand *cmd = PrepQueueCmdDrawSolid(renderer, SDL_RENDERCMD_DRAW_LINES);
int retval = -1;
if (cmd != NULL) {
retval = renderer->QueueDrawLines(renderer, cmd, points, count);
if (retval < 0) {
cmd->command = SDL_RENDERCMD_NO_OP;
}
}
return retval;
}
static int
QueueCmdFillRects(SDL_Renderer *renderer, const SDL_FRect * rects, const int count)
{
SDL_RenderCommand *cmd = PrepQueueCmdDrawSolid(renderer, SDL_RENDERCMD_FILL_RECTS);
int retval = -1;
if (cmd != NULL) {
retval = renderer->QueueFillRects(renderer, cmd, rects, count);
if (retval < 0) {
cmd->command = SDL_RENDERCMD_NO_OP;
}
}
return retval;
}
static SDL_RenderCommand *
PrepQueueCmdDrawTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_RenderCommandType cmdtype)
{
/* !!! FIXME: drop this draw if viewport w or h is zero. */
SDL_RenderCommand *cmd = NULL;
if (PrepQueueCmdDraw(renderer, texture->r, texture->g, texture->b, texture->a) == 0) {
cmd = AllocateRenderCommand(renderer);
if (cmd != NULL) {
cmd->command = cmdtype;
cmd->data.draw.first = 0; /* render backend will fill this in. */
cmd->data.draw.count = 0; /* render backend will fill this in. */
cmd->data.draw.r = texture->r;
cmd->data.draw.g = texture->g;
cmd->data.draw.b = texture->b;
cmd->data.draw.a = texture->a;
cmd->data.draw.blend = texture->blendMode;
cmd->data.draw.texture = texture;
}
}
return cmd;
}
static int
QueueCmdCopy(SDL_Renderer *renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_FRect * dstrect)
{
SDL_RenderCommand *cmd = PrepQueueCmdDrawTexture(renderer, texture, SDL_RENDERCMD_COPY);
int retval = -1;
if (cmd != NULL) {
retval = renderer->QueueCopy(renderer, cmd, texture, srcrect, dstrect);
if (retval < 0) {
cmd->command = SDL_RENDERCMD_NO_OP;
}
}
return retval;
}
static int
QueueCmdCopyEx(SDL_Renderer *renderer, SDL_Texture * texture,
const SDL_Rect * srcquad, const SDL_FRect * dstrect,
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
{
SDL_RenderCommand *cmd = PrepQueueCmdDrawTexture(renderer, texture, SDL_RENDERCMD_COPY_EX);
int retval = -1;
SDL_assert(renderer->QueueCopyEx != NULL); /* should have caught at higher level. */
if (cmd != NULL) {
retval = renderer->QueueCopyEx(renderer, cmd, texture, srcquad, dstrect, angle, center, flip);
if (retval < 0) {
cmd->command = SDL_RENDERCMD_NO_OP;
}
}
return retval;
}
static int UpdateLogicalSize(SDL_Renderer *renderer);
int
SDL_GetNumRenderDrivers(void)
{
#if !SDL_RENDER_DISABLED
return SDL_arraysize(render_drivers);
#else
return 0;
#endif
}
int
SDL_GetRenderDriverInfo(int index, SDL_RendererInfo * info)
{
#if !SDL_RENDER_DISABLED
if (index < 0 || index >= SDL_GetNumRenderDrivers()) {
return SDL_SetError("index must be in the range of 0 - %d",
SDL_GetNumRenderDrivers() - 1);
}
*info = render_drivers[index]->info;
return 0;
#else
return SDL_SetError("SDL not built with rendering support");
#endif
}
static void GetWindowViewportValues(SDL_Renderer *renderer, int *logical_w, int *logical_h, SDL_Rect *viewport, SDL_FPoint *scale)
{
SDL_LockMutex(renderer->target_mutex);
*logical_w = renderer->target ? renderer->logical_w_backup : renderer->logical_w;
*logical_h = renderer->target ? renderer->logical_h_backup : renderer->logical_h;
*viewport = renderer->target ? renderer->viewport_backup : renderer->viewport;
*scale = renderer->target ? renderer->scale_backup : renderer->scale;
SDL_UnlockMutex(renderer->target_mutex);
}
static int SDLCALL
SDL_RendererEventWatch(void *userdata, SDL_Event *event)
{
SDL_Renderer *renderer = (SDL_Renderer *)userdata;
if (event->type == SDL_WINDOWEVENT) {
SDL_Window *window = SDL_GetWindowFromID(event->window.windowID);
if (window == renderer->window) {
if (renderer->WindowEvent) {
renderer->WindowEvent(renderer, &event->window);
}
if (event->window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
/* Make sure we're operating on the default render target */
SDL_Texture *saved_target = SDL_GetRenderTarget(renderer);
if (saved_target) {
SDL_SetRenderTarget(renderer, NULL);
}
if (renderer->logical_w) {
UpdateLogicalSize(renderer);
} else {
/* Window was resized, reset viewport */
int w, h;
if (renderer->GetOutputSize) {
renderer->GetOutputSize(renderer, &w, &h);
} else {
SDL_GetWindowSize(renderer->window, &w, &h);
}
if (renderer->target) {
renderer->viewport_backup.x = 0;
renderer->viewport_backup.y = 0;
renderer->viewport_backup.w = w;
renderer->viewport_backup.h = h;
} else {
renderer->viewport.x = 0;
renderer->viewport.y = 0;
renderer->viewport.w = w;
renderer->viewport.h = h;
QueueCmdSetViewport(renderer);
FlushRenderCommandsIfNotBatching(renderer);
}
}
if (saved_target) {
SDL_SetRenderTarget(renderer, saved_target);
}
} else if (event->window.event == SDL_WINDOWEVENT_HIDDEN) {
renderer->hidden = SDL_TRUE;
} else if (event->window.event == SDL_WINDOWEVENT_SHOWN) {
if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)) {
renderer->hidden = SDL_FALSE;
}
} else if (event->window.event == SDL_WINDOWEVENT_MINIMIZED) {
renderer->hidden = SDL_TRUE;
} else if (event->window.event == SDL_WINDOWEVENT_RESTORED ||
event->window.event == SDL_WINDOWEVENT_MAXIMIZED) {
if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_HIDDEN)) {
renderer->hidden = SDL_FALSE;
}
}
}
} else if (event->type == SDL_MOUSEMOTION) {
SDL_Window *window = SDL_GetWindowFromID(event->motion.windowID);
if (window == renderer->window) {
int logical_w, logical_h;
SDL_Rect viewport;
SDL_FPoint scale;
GetWindowViewportValues(renderer, &logical_w, &logical_h, &viewport, &scale);
if (logical_w) {
event->motion.x -= (int)(viewport.x * renderer->dpi_scale.x);
event->motion.y -= (int)(viewport.y * renderer->dpi_scale.y);
event->motion.x = (int)(event->motion.x / (scale.x * renderer->dpi_scale.x));
event->motion.y = (int)(event->motion.y / (scale.y * renderer->dpi_scale.y));
if (event->motion.xrel != 0 && renderer->relative_scaling) {
float rel = renderer->xrel + event->motion.xrel / (scale.x * renderer->dpi_scale.x);
float trunc = SDL_truncf(rel);
renderer->xrel = rel - trunc;
event->motion.xrel = (Sint32) trunc;
}
if (event->motion.yrel != 0 && renderer->relative_scaling) {
float rel = renderer->yrel + event->motion.yrel / (scale.y * renderer->dpi_scale.y);
float trunc = SDL_truncf(rel);
renderer->yrel = rel - trunc;
event->motion.yrel = (Sint32) trunc;
}
}
}
} else if (event->type == SDL_MOUSEBUTTONDOWN ||
event->type == SDL_MOUSEBUTTONUP) {
SDL_Window *window = SDL_GetWindowFromID(event->button.windowID);
if (window == renderer->window) {
int logical_w, logical_h;
SDL_Rect viewport;
SDL_FPoint scale;
GetWindowViewportValues(renderer, &logical_w, &logical_h, &viewport, &scale);
if (logical_w) {
event->button.x -= (int)(viewport.x * renderer->dpi_scale.x);
event->button.y -= (int)(viewport.y * renderer->dpi_scale.y);
event->button.x = (int)(event->button.x / (scale.x * renderer->dpi_scale.x));
event->button.y = (int)(event->button.y / (scale.y * renderer->dpi_scale.y));
}
}
} else if (event->type == SDL_FINGERDOWN ||
event->type == SDL_FINGERUP ||
event->type == SDL_FINGERMOTION) {
int logical_w, logical_h;
SDL_Rect viewport;
SDL_FPoint scale;
GetWindowViewportValues(renderer, &logical_w, &logical_h, &viewport, &scale);
if (logical_w) {
int w, h;
if (renderer->GetOutputSize) {
renderer->GetOutputSize(renderer, &w, &h);
} else {
SDL_GetWindowSize(renderer->window, &w, &h);
}
event->tfinger.x *= (w - 1);
event->tfinger.y *= (h - 1);
event->tfinger.x -= (viewport.x * renderer->dpi_scale.x);
event->tfinger.y -= (viewport.y * renderer->dpi_scale.y);
event->tfinger.x = (event->tfinger.x / (scale.x * renderer->dpi_scale.x));
event->tfinger.y = (event->tfinger.y / (scale.y * renderer->dpi_scale.y));
if (logical_w > 1) {
event->tfinger.x = event->tfinger.x / (logical_w - 1);
} else {
event->tfinger.x = 0.5f;
}
if (logical_h > 1) {
event->tfinger.y = event->tfinger.y / (logical_h - 1);
} else {
event->tfinger.y = 0.5f;
}
}
}
return 0;
}
int
SDL_CreateWindowAndRenderer(int width, int height, Uint32 window_flags,
SDL_Window **window, SDL_Renderer **renderer)
{
*window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
width, height, window_flags);
if (!*window) {
*renderer = NULL;
return -1;
}
*renderer = SDL_CreateRenderer(*window, -1, 0);
if (!*renderer) {
return -1;
}
return 0;
}
static SDL_INLINE
void VerifyDrawQueueFunctions(const SDL_Renderer *renderer)
{
/* all of these functions are required to be implemented, even as no-ops, so we don't
have to check that they aren't NULL over and over. */
SDL_assert(renderer->QueueSetViewport != NULL);
SDL_assert(renderer->QueueSetDrawColor != NULL);
SDL_assert(renderer->QueueDrawPoints != NULL);
SDL_assert(renderer->QueueDrawLines != NULL);
SDL_assert(renderer->QueueFillRects != NULL);
SDL_assert(renderer->QueueCopy != NULL);
SDL_assert(renderer->RunCommandQueue != NULL);
}
SDL_Renderer *
SDL_CreateRenderer(SDL_Window * window, int index, Uint32 flags)
{
#if !SDL_RENDER_DISABLED
SDL_Renderer *renderer = NULL;
int n = SDL_GetNumRenderDrivers();
SDL_bool batching = SDL_TRUE;
const char *hint;
#if defined(__ANDROID__)
Android_ActivityMutex_Lock_Running();
#endif
if (!window) {
SDL_SetError("Invalid window");
goto error;
}
if (SDL_GetRenderer(window)) {
SDL_SetError("Renderer already associated with window");
goto error;
}
if (SDL_GetHint(SDL_HINT_RENDER_VSYNC)) {
if (SDL_GetHintBoolean(SDL_HINT_RENDER_VSYNC, SDL_TRUE)) {
flags |= SDL_RENDERER_PRESENTVSYNC;
} else {
flags &= ~SDL_RENDERER_PRESENTVSYNC;
}
}
if (index < 0) {
hint = SDL_GetHint(SDL_HINT_RENDER_DRIVER);
if (hint) {
for (index = 0; index < n; ++index) {
const SDL_RenderDriver *driver = render_drivers[index];
if (SDL_strcasecmp(hint, driver->info.name) == 0) {
/* Create a new renderer instance */
renderer = driver->CreateRenderer(window, flags);
if (renderer) {
batching = SDL_FALSE;
}
break;
}
}
}
if (!renderer) {
for (index = 0; index < n; ++index) {
const SDL_RenderDriver *driver = render_drivers[index];
if ((driver->info.flags & flags) == flags) {
/* Create a new renderer instance */
renderer = driver->CreateRenderer(window, flags);
if (renderer) {
/* Yay, we got one! */
break;
}
}
}
}
if (index == n) {
SDL_SetError("Couldn't find matching render driver");
goto error;
}
} else {
if (index >= SDL_GetNumRenderDrivers()) {
SDL_SetError("index must be -1 or in the range of 0 - %d",
SDL_GetNumRenderDrivers() - 1);
goto error;
}
/* Create a new renderer instance */
renderer = render_drivers[index]->CreateRenderer(window, flags);
batching = SDL_FALSE;
}
if (!renderer) {
goto error;
}
VerifyDrawQueueFunctions(renderer);
/* let app/user override batching decisions. */
if (renderer->always_batch) {
batching = SDL_TRUE;
} else if (SDL_GetHint(SDL_HINT_RENDER_BATCHING)) {
batching = SDL_GetHintBoolean(SDL_HINT_RENDER_BATCHING, SDL_TRUE);
}
renderer->batching = batching;
renderer->magic = &renderer_magic;
renderer->window = window;
renderer->target_mutex = SDL_CreateMutex();
renderer->scale.x = 1.0f;
renderer->scale.y = 1.0f;
renderer->dpi_scale.x = 1.0f;
renderer->dpi_scale.y = 1.0f;
/* new textures start at zero, so we start at 1 so first render doesn't flush by accident. */
renderer->render_command_generation = 1;
if (window && renderer->GetOutputSize) {
int window_w, window_h;
int output_w, output_h;
if (renderer->GetOutputSize(renderer, &output_w, &output_h) == 0) {
SDL_GetWindowSize(renderer->window, &window_w, &window_h);
renderer->dpi_scale.x = (float)window_w / output_w;
renderer->dpi_scale.y = (float)window_h / output_h;
}
}
renderer->relative_scaling = SDL_GetHintBoolean(SDL_HINT_MOUSE_RELATIVE_SCALING, SDL_TRUE);
if (SDL_GetWindowFlags(window) & (SDL_WINDOW_HIDDEN|SDL_WINDOW_MINIMIZED)) {
renderer->hidden = SDL_TRUE;
} else {
renderer->hidden = SDL_FALSE;
}
SDL_SetWindowData(window, SDL_WINDOWRENDERDATA, renderer);
SDL_RenderSetViewport(renderer, NULL);
SDL_AddEventWatch(SDL_RendererEventWatch, renderer);
SDL_LogInfo(SDL_LOG_CATEGORY_RENDER,
"Created renderer: %s", renderer->info.name);
#if defined(__ANDROID__)
Android_ActivityMutex_Unlock();
#endif
return renderer;
error:
#if defined(__ANDROID__)
Android_ActivityMutex_Unlock();
#endif
return NULL;
#else
SDL_SetError("SDL not built with rendering support");
return NULL;
#endif
}
SDL_Renderer *
SDL_CreateSoftwareRenderer(SDL_Surface * surface)
{
#if !SDL_RENDER_DISABLED && SDL_VIDEO_RENDER_SW
SDL_Renderer *renderer;
renderer = SW_CreateRendererForSurface(surface);
if (renderer) {
VerifyDrawQueueFunctions(renderer);
renderer->magic = &renderer_magic;
renderer->target_mutex = SDL_CreateMutex();
renderer->scale.x = 1.0f;
renderer->scale.y = 1.0f;
/* new textures start at zero, so we start at 1 so first render doesn't flush by accident. */
renderer->render_command_generation = 1;
SDL_RenderSetViewport(renderer, NULL);
}
return renderer;
#else
SDL_SetError("SDL not built with rendering support");
return NULL;
#endif /* !SDL_RENDER_DISABLED */
}
SDL_Renderer *
SDL_GetRenderer(SDL_Window * window)
{
return (SDL_Renderer *)SDL_GetWindowData(window, SDL_WINDOWRENDERDATA);
}
int
SDL_GetRendererInfo(SDL_Renderer * renderer, SDL_RendererInfo * info)
{
CHECK_RENDERER_MAGIC(renderer, -1);
*info = renderer->info;
return 0;
}
int
SDL_GetRendererOutputSize(SDL_Renderer * renderer, int *w, int *h)
{
CHECK_RENDERER_MAGIC(renderer, -1);
if (renderer->target) {
return SDL_QueryTexture(renderer->target, NULL, NULL, w, h);
} else if (renderer->GetOutputSize) {
return renderer->GetOutputSize(renderer, w, h);
} else if (renderer->window) {
SDL_GetWindowSize(renderer->window, w, h);
return 0;
} else {
SDL_assert(0 && "This should never happen");
return SDL_SetError("Renderer doesn't support querying output size");
}
}
static SDL_bool
IsSupportedBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
{
switch (blendMode)
{
/* These are required to be supported by all renderers */
case SDL_BLENDMODE_NONE:
case SDL_BLENDMODE_BLEND:
case SDL_BLENDMODE_ADD:
case SDL_BLENDMODE_MOD:
case SDL_BLENDMODE_MUL:
return SDL_TRUE;
default:
return renderer->SupportsBlendMode && renderer->SupportsBlendMode(renderer, blendMode);
}
}
static SDL_bool
IsSupportedFormat(SDL_Renderer * renderer, Uint32 format)
{
Uint32 i;
for (i = 0; i < renderer->info.num_texture_formats; ++i) {
if (renderer->info.texture_formats[i] == format) {
return SDL_TRUE;
}
}
return SDL_FALSE;
}
static Uint32
GetClosestSupportedFormat(SDL_Renderer * renderer, Uint32 format)
{
Uint32 i;
if (SDL_ISPIXELFORMAT_FOURCC(format)) {
/* Look for an exact match */
for (i = 0; i < renderer->info.num_texture_formats; ++i) {
if (renderer->info.texture_formats[i] == format) {
return renderer->info.texture_formats[i];
}
}
} else {
SDL_bool hasAlpha = SDL_ISPIXELFORMAT_ALPHA(format);
/* We just want to match the first format that has the same channels */
for (i = 0; i < renderer->info.num_texture_formats; ++i) {
if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == hasAlpha) {
return renderer->info.texture_formats[i];
}
}
}
return renderer->info.texture_formats[0];
}
static SDL_ScaleMode SDL_GetScaleMode(void)
{
const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY);
if (!hint || SDL_strcasecmp(hint, "nearest") == 0) {
return SDL_ScaleModeNearest;
} else if (SDL_strcasecmp(hint, "linear") == 0) {
return SDL_ScaleModeLinear;
} else if (SDL_strcasecmp(hint, "best") == 0) {
return SDL_ScaleModeBest;
} else {
return (SDL_ScaleMode)SDL_atoi(hint);
}
}
SDL_Texture *
SDL_CreateTexture(SDL_Renderer * renderer, Uint32 format, int access, int w, int h)
{
SDL_Texture *texture;
CHECK_RENDERER_MAGIC(renderer, NULL);
if (!format) {
format = renderer->info.texture_formats[0];
}
if (SDL_BYTESPERPIXEL(format) == 0) {
SDL_SetError("Invalid texture format");
return NULL;
}
if (SDL_ISPIXELFORMAT_INDEXED(format)) {
SDL_SetError("Palettized textures are not supported");
return NULL;
}
if (w <= 0 || h <= 0) {
SDL_SetError("Texture dimensions can't be 0");
return NULL;
}
if ((renderer->info.max_texture_width && w > renderer->info.max_texture_width) ||
(renderer->info.max_texture_height && h > renderer->info.max_texture_height)) {
SDL_SetError("Texture dimensions are limited to %dx%d", renderer->info.max_texture_width, renderer->info.max_texture_height);
return NULL;
}
texture = (SDL_Texture *) SDL_calloc(1, sizeof(*texture));
if (!texture) {
SDL_OutOfMemory();
return NULL;
}
texture->magic = &texture_magic;
texture->format = format;
texture->access = access;
texture->w = w;
texture->h = h;
texture->r = 255;
texture->g = 255;
texture->b = 255;
texture->a = 255;
texture->scaleMode = SDL_GetScaleMode();
texture->renderer = renderer;
texture->next = renderer->textures;
if (renderer->textures) {
renderer->textures->prev = texture;
}
renderer->textures = texture;
if (IsSupportedFormat(renderer, format)) {
if (renderer->CreateTexture(renderer, texture) < 0) {
SDL_DestroyTexture(texture);
return NULL;
}
} else {
texture->native = SDL_CreateTexture(renderer,
GetClosestSupportedFormat(renderer, format),
access, w, h);
if (!texture->native) {
SDL_DestroyTexture(texture);
return NULL;
}
/* Swap textures to have texture before texture->native in the list */
texture->native->next = texture->next;
if (texture->native->next) {
texture->native->next->prev = texture->native;
}
texture->prev = texture->native->prev;
if (texture->prev) {
texture->prev->next = texture;
}
texture->native->prev = texture;
texture->next = texture->native;
renderer->textures = texture;
if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
#if SDL_HAVE_YUV
texture->yuv = SDL_SW_CreateYUVTexture(format, w, h);
#else
SDL_SetError("SDL not built with YUV support");
#endif
if (!texture->yuv) {
SDL_DestroyTexture(texture);
return NULL;
}
} else if (access == SDL_TEXTUREACCESS_STREAMING) {
/* The pitch is 4 byte aligned */
texture->pitch = (((w * SDL_BYTESPERPIXEL(format)) + 3) & ~3);
texture->pixels = SDL_calloc(1, texture->pitch * h);
if (!texture->pixels) {
SDL_DestroyTexture(texture);
return NULL;
}
}
}
return texture;
}
SDL_Texture *
SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface)
{
const SDL_PixelFormat *fmt;
SDL_bool needAlpha;
SDL_bool direct_update;
int i;
Uint32 format = SDL_PIXELFORMAT_UNKNOWN;
SDL_Texture *texture;
CHECK_RENDERER_MAGIC(renderer, NULL);
if (!surface) {
SDL_SetError("SDL_CreateTextureFromSurface() passed NULL surface");
return NULL;
}
/* See what the best texture format is */
fmt = surface->format;
if (fmt->Amask || SDL_HasColorKey(surface)) {
needAlpha = SDL_TRUE;
} else {
needAlpha = SDL_FALSE;
}
/* If Palette contains alpha values, promotes to alpha format */
if (fmt->palette) {
SDL_bool is_opaque, has_alpha_channel;
SDL_DetectPalette(fmt->palette, &is_opaque, &has_alpha_channel);
if (!is_opaque) {
needAlpha = SDL_TRUE;
}
}
/* Try to have the best pixel format for the texture */
/* No alpha, but a colorkey => promote to alpha */
if (!fmt->Amask && SDL_HasColorKey(surface)) {
if (fmt->format == SDL_PIXELFORMAT_RGB888) {
for (i = 0; i < (int)renderer->info.num_texture_formats; ++i) {
if (renderer->info.texture_formats[i] == SDL_PIXELFORMAT_ARGB8888) {
format = SDL_PIXELFORMAT_ARGB8888;
break;
}
}
} else if (fmt->format == SDL_PIXELFORMAT_BGR888) {
for (i = 0; i < (int)renderer->info.num_texture_formats; ++i) {
if (renderer->info.texture_formats[i] == SDL_PIXELFORMAT_ABGR8888) {
format = SDL_PIXELFORMAT_ABGR8888;
break;
}
}
}
} else {
/* Exact match would be fine */
for (i = 0; i < (int)renderer->info.num_texture_formats; ++i) {
if (renderer->info.texture_formats[i] == fmt->format) {
format = fmt->format;
break;
}
}
}
/* Fallback, choose a valid pixel format */
if (format == SDL_PIXELFORMAT_UNKNOWN) {
format = renderer->info.texture_formats[0];
for (i = 0; i < (int)renderer->info.num_texture_formats; ++i) {
if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == needAlpha) {
format = renderer->info.texture_formats[i];
break;
}
}
}
texture = SDL_CreateTexture(renderer, format, SDL_TEXTUREACCESS_STATIC,
surface->w, surface->h);
if (!texture) {
return NULL;
}
if (format == surface->format->format) {
if (surface->format->Amask && SDL_HasColorKey(surface)) {
/* Surface and Renderer formats are identicals.
* Intermediate conversion is needed to convert color key to alpha (SDL_ConvertColorkeyToAlpha()). */
direct_update = SDL_FALSE;
} else {
/* Update Texture directly */
direct_update = SDL_TRUE;
}
} else {
/* Surface and Renderer formats are differents, it needs an intermediate conversion. */
direct_update = SDL_FALSE;
}
if (direct_update) {
if (SDL_MUSTLOCK(surface)) {
SDL_LockSurface(surface);
SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
SDL_UnlockSurface(surface);
} else {
SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
}
} else {
SDL_PixelFormat *dst_fmt;
SDL_Surface *temp = NULL;
/* Set up a destination surface for the texture update */
dst_fmt = SDL_AllocFormat(format);
if (!dst_fmt) {
SDL_DestroyTexture(texture);
return NULL;
}
temp = SDL_ConvertSurface(surface, dst_fmt, 0);
SDL_FreeFormat(dst_fmt);
if (temp) {
SDL_UpdateTexture(texture, NULL, temp->pixels, temp->pitch);
SDL_FreeSurface(temp);
} else {
SDL_DestroyTexture(texture);
return NULL;
}
}
{
Uint8 r, g, b, a;
SDL_BlendMode blendMode;
SDL_GetSurfaceColorMod(surface, &r, &g, &b);
SDL_SetTextureColorMod(texture, r, g, b);
SDL_GetSurfaceAlphaMod(surface, &a);
SDL_SetTextureAlphaMod(texture, a);
if (SDL_HasColorKey(surface)) {
/* We converted to a texture with alpha format */
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
} else {
SDL_GetSurfaceBlendMode(surface, &blendMode);
SDL_SetTextureBlendMode(texture, blendMode);
}
}
return texture;
}
int
SDL_QueryTexture(SDL_Texture * texture, Uint32 * format, int *access,
int *w, int *h)
{
CHECK_TEXTURE_MAGIC(texture, -1);
if (format) {
*format = texture->format;
}
if (access) {
*access = texture->access;
}
if (w) {
*w = texture->w;
}
if (h) {
*h = texture->h;
}
return 0;
}
int
SDL_SetTextureColorMod(SDL_Texture * texture, Uint8 r, Uint8 g, Uint8 b)
{
CHECK_TEXTURE_MAGIC(texture, -1);
if (r < 255 || g < 255 || b < 255) {
texture->modMode |= SDL_TEXTUREMODULATE_COLOR;
} else {
texture->modMode &= ~SDL_TEXTUREMODULATE_COLOR;
}
texture->r = r;
texture->g = g;
texture->b = b;
if (texture->native) {
return SDL_SetTextureColorMod(texture->native, r, g, b);
}
return 0;
}
int
SDL_GetTextureColorMod(SDL_Texture * texture, Uint8 * r, Uint8 * g,
Uint8 * b)
{
CHECK_TEXTURE_MAGIC(texture, -1);
if (r) {
*r = texture->r;
}
if (g) {
*g = texture->g;
}
if (b) {
*b = texture->b;
}
return 0;
}
int
SDL_SetTextureAlphaMod(SDL_Texture * texture, Uint8 alpha)
{
CHECK_TEXTURE_MAGIC(texture, -1);
if (alpha < 255) {
texture->modMode |= SDL_TEXTUREMODULATE_ALPHA;
} else {
texture->modMode &= ~SDL_TEXTUREMODULATE_ALPHA;
}
texture->a = alpha;
if (texture->native) {
return SDL_SetTextureAlphaMod(texture->native, alpha);
}
return 0;
}
int
SDL_GetTextureAlphaMod(SDL_Texture * texture, Uint8 * alpha)
{
CHECK_TEXTURE_MAGIC(texture, -1);
if (alpha) {
*alpha = texture->a;
}
return 0;
}
int
SDL_SetTextureBlendMode(SDL_Texture * texture, SDL_BlendMode blendMode)
{
SDL_Renderer *renderer;
CHECK_TEXTURE_MAGIC(texture, -1);
renderer = texture->renderer;
if (!IsSupportedBlendMode(renderer, blendMode)) {
return SDL_Unsupported();
}
texture->blendMode = blendMode;
if (texture->native) {
return SDL_SetTextureBlendMode(texture->native, blendMode);
}
return 0;
}
int
SDL_GetTextureBlendMode(SDL_Texture * texture, SDL_BlendMode *blendMode)
{
CHECK_TEXTURE_MAGIC(texture, -1);
if (blendMode) {
*blendMode = texture->blendMode;
}
return 0;
}
int
SDL_SetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode scaleMode)
{
SDL_Renderer *renderer;
CHECK_TEXTURE_MAGIC(texture, -1);
renderer = texture->renderer;
renderer->SetTextureScaleMode(renderer, texture, scaleMode);
texture->scaleMode = scaleMode;
if (texture->native) {
return SDL_SetTextureScaleMode(texture->native, scaleMode);
}
return 0;
}
int
SDL_GetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode *scaleMode)
{
CHECK_TEXTURE_MAGIC(texture, -1);
if (scaleMode) {
*scaleMode = texture->scaleMode;
}
return 0;
}
#if SDL_HAVE_YUV
static int
SDL_UpdateTextureYUV(SDL_Texture * texture, const SDL_Rect * rect,
const void *pixels, int pitch)
{
SDL_Texture *native = texture->native;
SDL_Rect full_rect;
if (SDL_SW_UpdateYUVTexture(texture->yuv, rect, pixels, pitch) < 0) {
return -1;
}
full_rect.x = 0;
full_rect.y = 0;
full_rect.w = texture->w;
full_rect.h = texture->h;
rect = &full_rect;
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
/* We can lock the texture and copy to it */
void *native_pixels = NULL;
int native_pitch = 0;
if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
return -1;
}
SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
rect->w, rect->h, native_pixels, native_pitch);
SDL_UnlockTexture(native);
} else {
/* Use a temporary buffer for updating */
const int temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
const size_t alloclen = rect->h * temp_pitch;
if (alloclen > 0) {
void *temp_pixels = SDL_malloc(alloclen);
if (!temp_pixels) {
return SDL_OutOfMemory();
}
SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
rect->w, rect->h, temp_pixels, temp_pitch);
SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
SDL_free(temp_pixels);
}
}
return 0;
}
#endif /* SDL_HAVE_YUV */
static int
SDL_UpdateTextureNative(SDL_Texture * texture, const SDL_Rect * rect,
const void *pixels, int pitch)
{
SDL_Texture *native = texture->native;
if (!rect->w || !rect->h) {
return 0; /* nothing to do. */
}
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
/* We can lock the texture and copy to it */
void *native_pixels = NULL;
int native_pitch = 0;
if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
return -1;
}
SDL_ConvertPixels(rect->w, rect->h,
texture->format, pixels, pitch,
native->format, native_pixels, native_pitch);
SDL_UnlockTexture(native);
} else {
/* Use a temporary buffer for updating */
const int temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
const size_t alloclen = rect->h * temp_pitch;
if (alloclen > 0) {
void *temp_pixels = SDL_malloc(alloclen);
if (!temp_pixels) {
return SDL_OutOfMemory();
}
SDL_ConvertPixels(rect->w, rect->h,
texture->format, pixels, pitch,
native->format, temp_pixels, temp_pitch);
SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
SDL_free(temp_pixels);
}
}
return 0;
}
int
SDL_UpdateTexture(SDL_Texture * texture, const SDL_Rect * rect,
const void *pixels, int pitch)
{
SDL_Rect full_rect;
CHECK_TEXTURE_MAGIC(texture, -1);
if (!pixels) {
return SDL_InvalidParamError("pixels");
}
if (!pitch) {
return SDL_InvalidParamError("pitch");
}
if (!rect) {
full_rect.x = 0;
full_rect.y = 0;
full_rect.w = texture->w;
full_rect.h = texture->h;
rect = &full_rect;
}
if ((rect->w == 0) || (rect->h == 0)) {
return 0; /* nothing to do. */
#if SDL_HAVE_YUV
} else if (texture->yuv) {
return SDL_UpdateTextureYUV(texture, rect, pixels, pitch);
#endif
} else if (texture->native) {
return SDL_UpdateTextureNative(texture, rect, pixels, pitch);
} else {
SDL_Renderer *renderer = texture->renderer;
if (FlushRenderCommandsIfTextureNeeded(texture) < 0) {
return -1;
}
return renderer->UpdateTexture(renderer, texture, rect, pixels, pitch);
}
}
#if SDL_HAVE_YUV
static int
SDL_UpdateTextureYUVPlanar(SDL_Texture * texture, const SDL_Rect * rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *Uplane, int Upitch,
const Uint8 *Vplane, int Vpitch)
{
SDL_Texture *native = texture->native;
SDL_Rect full_rect;
if (SDL_SW_UpdateYUVTexturePlanar(texture->yuv, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch) < 0) {
return -1;
}
full_rect.x = 0;
full_rect.y = 0;
full_rect.w = texture->w;
full_rect.h = texture->h;
rect = &full_rect;
if (!rect->w || !rect->h) {
return 0; /* nothing to do. */
}
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
/* We can lock the texture and copy to it */
void *native_pixels = NULL;
int native_pitch = 0;
if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
return -1;
}
SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
rect->w, rect->h, native_pixels, native_pitch);
SDL_UnlockTexture(native);
} else {
/* Use a temporary buffer for updating */
const int temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
const size_t alloclen = rect->h * temp_pitch;
if (alloclen > 0) {
void *temp_pixels = SDL_malloc(alloclen);
if (!temp_pixels) {
return SDL_OutOfMemory();
}
SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
rect->w, rect->h, temp_pixels, temp_pitch);
SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
SDL_free(temp_pixels);
}
}
return 0;
}
#endif /* SDL_HAVE_YUV */
int SDL_UpdateYUVTexture(SDL_Texture * texture, const SDL_Rect * rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *Uplane, int Upitch,
const Uint8 *Vplane, int Vpitch)
{
#if SDL_HAVE_YUV
SDL_Renderer *renderer;
SDL_Rect full_rect;
CHECK_TEXTURE_MAGIC(texture, -1);
if (!Yplane) {
return SDL_InvalidParamError("Yplane");
}
if (!Ypitch) {
return SDL_InvalidParamError("Ypitch");
}
if (!Uplane) {
return SDL_InvalidParamError("Uplane");
}
if (!Upitch) {
return SDL_InvalidParamError("Upitch");
}
if (!Vplane) {
return SDL_InvalidParamError("Vplane");
}
if (!Vpitch) {
return SDL_InvalidParamError("Vpitch");
}
if (texture->format != SDL_PIXELFORMAT_YV12 &&
texture->format != SDL_PIXELFORMAT_IYUV) {
return SDL_SetError("Texture format must by YV12 or IYUV");
}
if (!rect) {
full_rect.x = 0;
full_rect.y = 0;
full_rect.w = texture->w;
full_rect.h = texture->h;
rect = &full_rect;
}
if (!rect->w || !rect->h) {
return 0; /* nothing to do. */
}
if (texture->yuv) {
return SDL_UpdateTextureYUVPlanar(texture, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch);
} else {
SDL_assert(!texture->native);
renderer = texture->renderer;
SDL_assert(renderer->UpdateTextureYUV);
if (renderer->UpdateTextureYUV) {
if (FlushRenderCommandsIfTextureNeeded(texture) < 0) {
return -1;
}
return renderer->UpdateTextureYUV(renderer, texture, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch);
} else {
return SDL_Unsupported();
}
}
#else
return -1;
#endif
}
#if SDL_HAVE_YUV
static int
SDL_LockTextureYUV(SDL_Texture * texture, const SDL_Rect * rect,
void **pixels, int *pitch)
{
return SDL_SW_LockYUVTexture(texture->yuv, rect, pixels, pitch);
}
#endif /* SDL_HAVE_YUV */
static int
SDL_LockTextureNative(SDL_Texture * texture, const SDL_Rect * rect,
void **pixels, int *pitch)
{
texture->locked_rect = *rect;
*pixels = (void *) ((Uint8 *) texture->pixels +
rect->y * texture->pitch +
rect->x * SDL_BYTESPERPIXEL(texture->format));
*pitch = texture->pitch;
return 0;
}
int
SDL_LockTexture(SDL_Texture * texture, const SDL_Rect * rect,
void **pixels, int *pitch)
{
SDL_Rect full_rect;
CHECK_TEXTURE_MAGIC(texture, -1);
if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
return SDL_SetError("SDL_LockTexture(): texture must be streaming");
}
if (!rect) {
full_rect.x = 0;
full_rect.y = 0;
full_rect.w = texture->w;
full_rect.h = texture->h;
rect = &full_rect;
}
#if SDL_HAVE_YUV
if (texture->yuv) {
if (FlushRenderCommandsIfTextureNeeded(texture) < 0) {
return -1;
}
return SDL_LockTextureYUV(texture, rect, pixels, pitch);
} else
#endif
if (texture->native) {
/* Calls a real SDL_LockTexture/SDL_UnlockTexture on unlock, flushing then. */
return SDL_LockTextureNative(texture, rect, pixels, pitch);
} else {
SDL_Renderer *renderer = texture->renderer;
if (FlushRenderCommandsIfTextureNeeded(texture) < 0) {
return -1;
}
return renderer->LockTexture(renderer, texture, rect, pixels, pitch);
}
}
int
SDL_LockTextureToSurface(SDL_Texture *texture, const SDL_Rect *rect,
SDL_Surface **surface)
{
SDL_Rect real_rect;
void *pixels = NULL;
int pitch = 0; /* fix static analysis */
int ret;
if (texture == NULL || surface == NULL) {
return -1;
}
real_rect.x = 0;
real_rect.y = 0;
real_rect.w = texture->w;
real_rect.h = texture->h;
if (rect) {
SDL_IntersectRect(rect, &real_rect, &real_rect);
}
ret = SDL_LockTexture(texture, &real_rect, &pixels, &pitch);
if (ret < 0) {
return ret;
}
texture->locked_surface = SDL_CreateRGBSurfaceWithFormatFrom(pixels, real_rect.w, real_rect.h, 0, pitch, texture->format);
if (texture->locked_surface == NULL) {
SDL_UnlockTexture(texture);
return -1;
}
*surface = texture->locked_surface;
return 0;
}
#if SDL_HAVE_YUV
static void
SDL_UnlockTextureYUV(SDL_Texture * texture)
{
SDL_Texture *native = texture->native;
void *native_pixels = NULL;
int native_pitch = 0;
SDL_Rect rect;
rect.x = 0;
rect.y = 0;
rect.w = texture->w;
rect.h = texture->h;
if (SDL_LockTexture(native, &rect, &native_pixels, &native_pitch) < 0) {
return;
}
SDL_SW_CopyYUVToRGB(texture->yuv, &rect, native->format,
rect.w, rect.h, native_pixels, native_pitch);
SDL_UnlockTexture(native);
}
#endif /* SDL_HAVE_YUV */
static void
SDL_UnlockTextureNative(SDL_Texture * texture)
{
SDL_Texture *native = texture->native;
void *native_pixels = NULL;
int native_pitch = 0;
const SDL_Rect *rect = &texture->locked_rect;
const void* pixels = (void *) ((Uint8 *) texture->pixels +
rect->y * texture->pitch +
rect->x * SDL_BYTESPERPIXEL(texture->format));
int pitch = texture->pitch;
if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
return;
}
SDL_ConvertPixels(rect->w, rect->h,
texture->format, pixels, pitch,
native->format, native_pixels, native_pitch);
SDL_UnlockTexture(native);
}
void
SDL_UnlockTexture(SDL_Texture * texture)
{
CHECK_TEXTURE_MAGIC(texture, );
if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
return;
}
#if SDL_HAVE_YUV
if (texture->yuv) {
SDL_UnlockTextureYUV(texture);
} else
#endif
if (texture->native) {
SDL_UnlockTextureNative(texture);
} else {
SDL_Renderer *renderer = texture->renderer;
renderer->UnlockTexture(renderer, texture);
}
SDL_FreeSurface(texture->locked_surface);
texture->locked_surface = NULL;
}
SDL_bool
SDL_RenderTargetSupported(SDL_Renderer *renderer)
{
if (!renderer || !renderer->SetRenderTarget) {
return SDL_FALSE;
}
return (renderer->info.flags & SDL_RENDERER_TARGETTEXTURE) != 0;
}
int
SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
{
if (!SDL_RenderTargetSupported(renderer)) {
return SDL_Unsupported();
}
if (texture == renderer->target) {
/* Nothing to do! */
return 0;
}
FlushRenderCommands(renderer); /* time to send everything to the GPU! */
/* texture == NULL is valid and means reset the target to the window */
if (texture) {
CHECK_TEXTURE_MAGIC(texture, -1);
if (renderer != texture->renderer) {
return SDL_SetError("Texture was not created with this renderer");
}
if (texture->access != SDL_TEXTUREACCESS_TARGET) {
return SDL_SetError("Texture not created with SDL_TEXTUREACCESS_TARGET");
}
if (texture->native) {
/* Always render to the native texture */
texture = texture->native;
}
}
SDL_LockMutex(renderer->target_mutex);
if (texture && !renderer->target) {
/* Make a backup of the viewport */
renderer->viewport_backup = renderer->viewport;
renderer->clip_rect_backup = renderer->clip_rect;
renderer->clipping_enabled_backup = renderer->clipping_enabled;
renderer->scale_backup = renderer->scale;
renderer->logical_w_backup = renderer->logical_w;
renderer->logical_h_backup = renderer->logical_h;
}
renderer->target = texture;
if (renderer->SetRenderTarget(renderer, texture) < 0) {
SDL_UnlockMutex(renderer->target_mutex);
return -1;
}
if (texture) {
renderer->viewport.x = 0;
renderer->viewport.y = 0;
renderer->viewport.w = texture->w;
renderer->viewport.h = texture->h;
SDL_zero(renderer->clip_rect);
renderer->clipping_enabled = SDL_FALSE;
renderer->scale.x = 1.0f;
renderer->scale.y = 1.0f;
renderer->logical_w = texture->w;
renderer->logical_h = texture->h;
} else {
renderer->viewport = renderer->viewport_backup;
renderer->clip_rect = renderer->clip_rect_backup;
renderer->clipping_enabled = renderer->clipping_enabled_backup;
renderer->scale = renderer->scale_backup;
renderer->logical_w = renderer->logical_w_backup;
renderer->logical_h = renderer->logical_h_backup;
}
SDL_UnlockMutex(renderer->target_mutex);
if (QueueCmdSetViewport(renderer) < 0) {
return -1;
}
if (QueueCmdSetClipRect(renderer) < 0) {
return -1;
}
/* All set! */
return FlushRenderCommandsIfNotBatching(renderer);
}
SDL_Texture *
SDL_GetRenderTarget(SDL_Renderer *renderer)
{
return renderer->target;
}
static int
UpdateLogicalSize(SDL_Renderer *renderer)
{
int w = 1, h = 1;
float want_aspect;
float real_aspect;
float scale;
SDL_Rect viewport;
/* 0 is for letterbox, 1 is for overscan */
int scale_policy = 0;
const char *hint;
if (!renderer->logical_w || !renderer->logical_h) {
return 0;
}
if (SDL_GetRendererOutputSize(renderer, &w, &h) < 0) {
return -1;
}
hint = SDL_GetHint(SDL_HINT_RENDER_LOGICAL_SIZE_MODE);
if (hint && (*hint == '1' || SDL_strcasecmp(hint, "overscan") == 0)) {
#if SDL_VIDEO_RENDER_D3D
SDL_bool overscan_supported = SDL_TRUE;
/* Unfortunately, Direct3D 9 doesn't support negative viewport numbers
which the overscan implementation relies on.
*/
if (SDL_strcasecmp(SDL_GetCurrentVideoDriver(), "direct3d") == 0) {
overscan_supported = SDL_FALSE;
}
if (overscan_supported) {
scale_policy = 1;
}
#else
scale_policy = 1;
#endif
}
want_aspect = (float)renderer->logical_w / renderer->logical_h;
real_aspect = (float)w / h;
/* Clear the scale because we're setting viewport in output coordinates */
SDL_RenderSetScale(renderer, 1.0f, 1.0f);
if (renderer->integer_scale) {
if (want_aspect > real_aspect) {
scale = (float)(w / renderer->logical_w);
} else {
scale = (float)(h / renderer->logical_h);
}
viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
viewport.x = (w - viewport.w) / 2;
viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
viewport.y = (h - viewport.h) / 2;
SDL_RenderSetViewport(renderer, &viewport);
} else if (SDL_fabs(want_aspect-real_aspect) < 0.0001) {
/* The aspect ratios are the same, just scale appropriately */
scale = (float)w / renderer->logical_w;
SDL_RenderSetViewport(renderer, NULL);
} else if (want_aspect > real_aspect) {
if (scale_policy == 1) {
/* We want a wider aspect ratio than is available -
zoom so logical height matches the real height
and the width will grow off the screen
*/
scale = (float)h / renderer->logical_h;
viewport.y = 0;
viewport.h = h;
viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
viewport.x = (w - viewport.w) / 2;
SDL_RenderSetViewport(renderer, &viewport);
} else {
/* We want a wider aspect ratio than is available - letterbox it */
scale = (float)w / renderer->logical_w;
viewport.x = 0;
viewport.w = w;
viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
viewport.y = (h - viewport.h) / 2;
SDL_RenderSetViewport(renderer, &viewport);
}
} else {
if (scale_policy == 1) {
/* We want a narrower aspect ratio than is available -
zoom so logical width matches the real width
and the height will grow off the screen
*/
scale = (float)w / renderer->logical_w;
viewport.x = 0;
viewport.w = w;
viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
viewport.y = (h - viewport.h) / 2;
SDL_RenderSetViewport(renderer, &viewport);
} else {
/* We want a narrower aspect ratio than is available - use side-bars */
scale = (float)h / renderer->logical_h;
viewport.y = 0;
viewport.h = h;
viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
viewport.x = (w - viewport.w) / 2;
SDL_RenderSetViewport(renderer, &viewport);
}
}
/* Set the new scale */
SDL_RenderSetScale(renderer, scale, scale);
return 0;
}
int
SDL_RenderSetLogicalSize(SDL_Renderer * renderer, int w, int h)
{
CHECK_RENDERER_MAGIC(renderer, -1);
if (!w || !h) {
/* Clear any previous logical resolution */
renderer->logical_w = 0;
renderer->logical_h = 0;
SDL_RenderSetViewport(renderer, NULL);
SDL_RenderSetScale(renderer, 1.0f, 1.0f);
return 0;
}
renderer->logical_w = w;
renderer->logical_h = h;
return UpdateLogicalSize(renderer);
}
void
SDL_RenderGetLogicalSize(SDL_Renderer * renderer, int *w, int *h)
{
CHECK_RENDERER_MAGIC(renderer, );
if (w) {
*w = renderer->logical_w;
}
if (h) {
*h = renderer->logical_h;
}
}
int
SDL_RenderSetIntegerScale(SDL_Renderer * renderer, SDL_bool enable)
{
CHECK_RENDERER_MAGIC(renderer, -1);
renderer->integer_scale = enable;
return UpdateLogicalSize(renderer);
}
SDL_bool
SDLCALL SDL_RenderGetIntegerScale(SDL_Renderer * renderer)
{
CHECK_RENDERER_MAGIC(renderer, SDL_FALSE);
return renderer->integer_scale;
}
int
SDL_RenderSetViewport(SDL_Renderer * renderer, const SDL_Rect * rect)
{
int retval;
CHECK_RENDERER_MAGIC(renderer, -1);
if (rect) {
renderer->viewport.x = (int)SDL_floor(rect->x * renderer->scale.x);
renderer->viewport.y = (int)SDL_floor(rect->y * renderer->scale.y);
renderer->viewport.w = (int)SDL_ceil(rect->w * renderer->scale.x);
renderer->viewport.h = (int)SDL_ceil(rect->h * renderer->scale.y);
} else {
renderer->viewport.x = 0;
renderer->viewport.y = 0;
if (SDL_GetRendererOutputSize(renderer, &renderer->viewport.w, &renderer->viewport.h) < 0) {
return -1;
}
}
retval = QueueCmdSetViewport(renderer);
return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
void
SDL_RenderGetViewport(SDL_Renderer * renderer, SDL_Rect * rect)
{
CHECK_RENDERER_MAGIC(renderer, );
if (rect) {
rect->x = (int)(renderer->viewport.x / renderer->scale.x);
rect->y = (int)(renderer->viewport.y / renderer->scale.y);
rect->w = (int)(renderer->viewport.w / renderer->scale.x);
rect->h = (int)(renderer->viewport.h / renderer->scale.y);
}
}
int
SDL_RenderSetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect)
{
int retval;
CHECK_RENDERER_MAGIC(renderer, -1)
if (rect) {
renderer->clipping_enabled = SDL_TRUE;
renderer->clip_rect.x = (int)SDL_floor(rect->x * renderer->scale.x);
renderer->clip_rect.y = (int)SDL_floor(rect->y * renderer->scale.y);
renderer->clip_rect.w = (int)SDL_ceil(rect->w * renderer->scale.x);
renderer->clip_rect.h = (int)SDL_ceil(rect->h * renderer->scale.y);
} else {
renderer->clipping_enabled = SDL_FALSE;
SDL_zero(renderer->clip_rect);
}
retval = QueueCmdSetClipRect(renderer);
return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
void
SDL_RenderGetClipRect(SDL_Renderer * renderer, SDL_Rect * rect)
{
CHECK_RENDERER_MAGIC(renderer, )
if (rect) {
rect->x = (int)(renderer->clip_rect.x / renderer->scale.x);
rect->y = (int)(renderer->clip_rect.y / renderer->scale.y);
rect->w = (int)(renderer->clip_rect.w / renderer->scale.x);
rect->h = (int)(renderer->clip_rect.h / renderer->scale.y);
}
}
SDL_bool
SDL_RenderIsClipEnabled(SDL_Renderer * renderer)
{
CHECK_RENDERER_MAGIC(renderer, SDL_FALSE)
return renderer->clipping_enabled;
}
int
SDL_RenderSetScale(SDL_Renderer * renderer, float scaleX, float scaleY)
{
CHECK_RENDERER_MAGIC(renderer, -1);
renderer->scale.x = scaleX;
renderer->scale.y = scaleY;
return 0;
}
void
SDL_RenderGetScale(SDL_Renderer * renderer, float *scaleX, float *scaleY)
{
CHECK_RENDERER_MAGIC(renderer, );
if (scaleX) {
*scaleX = renderer->scale.x;
}
if (scaleY) {
*scaleY = renderer->scale.y;
}
}
int
SDL_SetRenderDrawColor(SDL_Renderer * renderer,
Uint8 r, Uint8 g, Uint8 b, Uint8 a)
{
CHECK_RENDERER_MAGIC(renderer, -1);
renderer->r = r;
renderer->g = g;
renderer->b = b;
renderer->a = a;
return 0;
}
int
SDL_GetRenderDrawColor(SDL_Renderer * renderer,
Uint8 * r, Uint8 * g, Uint8 * b, Uint8 * a)
{
CHECK_RENDERER_MAGIC(renderer, -1);
if (r) {
*r = renderer->r;
}
if (g) {
*g = renderer->g;
}
if (b) {
*b = renderer->b;
}
if (a) {
*a = renderer->a;
}
return 0;
}
int
SDL_SetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
{
CHECK_RENDERER_MAGIC(renderer, -1);
if (!IsSupportedBlendMode(renderer, blendMode)) {
return SDL_Unsupported();
}
renderer->blendMode = blendMode;
return 0;
}
int
SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer, SDL_BlendMode *blendMode)
{
CHECK_RENDERER_MAGIC(renderer, -1);
*blendMode = renderer->blendMode;
return 0;
}
int
SDL_RenderClear(SDL_Renderer * renderer)
{
int retval;
CHECK_RENDERER_MAGIC(renderer, -1);
retval = QueueCmdClear(renderer);
return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
/* !!! FIXME: delete all the duplicate code for the integer versions in 2.1,
!!! FIXME: making the floating point versions the only available APIs. */
int
SDL_RenderDrawPoint(SDL_Renderer * renderer, int x, int y)
{
SDL_FPoint fpoint;
fpoint.x = (float) x;
fpoint.y = (float) y;
return SDL_RenderDrawPointsF(renderer, &fpoint, 1);
}
int
SDL_RenderDrawPointF(SDL_Renderer * renderer, float x, float y)
{
SDL_FPoint fpoint;
fpoint.x = x;
fpoint.y = y;
return SDL_RenderDrawPointsF(renderer, &fpoint, 1);
}
static int
RenderDrawPointsWithRects(SDL_Renderer * renderer,
const SDL_Point * points, const int count)
{
int retval = -1;
SDL_bool isstack;
SDL_FRect *frects = SDL_small_alloc(SDL_FRect, count, &isstack);
int i;
if (!frects) {
return SDL_OutOfMemory();
}
for (i = 0; i < count; ++i) {
frects[i].x = points[i].x * renderer->scale.x;
frects[i].y = points[i].y * renderer->scale.y;
frects[i].w = renderer->scale.x;
frects[i].h = renderer->scale.y;
}
retval = QueueCmdFillRects(renderer, frects, count);
SDL_small_free(frects, isstack);
return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
int
SDL_RenderDrawPoints(SDL_Renderer * renderer,
const SDL_Point * points, int count)
{
SDL_FPoint *fpoints;
int i;
int retval;
SDL_bool isstack;
CHECK_RENDERER_MAGIC(renderer, -1);
if (!points) {
return SDL_SetError("SDL_RenderDrawPoints(): Passed NULL points");
}
if (count < 1) {
return 0;
}
/* Don't draw while we're hidden */
if (renderer->hidden) {
return 0;
}
if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
return RenderDrawPointsWithRects(renderer, points, count);
}
fpoints = SDL_small_alloc(SDL_FPoint, count, &isstack);
if (!fpoints) {
return SDL_OutOfMemory();
}
for (i = 0; i < count; ++i) {
fpoints[i].x = points[i].x * renderer->scale.x;
fpoints[i].y = points[i].y * renderer->scale.y;
}
retval = QueueCmdDrawPoints(renderer, fpoints, count);
SDL_small_free(fpoints, isstack);
return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
static int
RenderDrawPointsWithRectsF(SDL_Renderer * renderer,
const SDL_FPoint * fpoints, const int count)
{
int retval = -1;
SDL_bool isstack;
SDL_FRect *frects = SDL_small_alloc(SDL_FRect, count, &isstack);
int i;
if (!frects) {
return SDL_OutOfMemory();
}
for (i = 0; i < count; ++i) {
frects[i].x = fpoints[i].x * renderer->scale.x;
frects[i].y = fpoints[i].y * renderer->scale.y;
frects[i].w = renderer->scale.x;
frects[i].h = renderer->scale.y;
}
retval = QueueCmdFillRects(renderer, frects, count);
SDL_small_free(frects, isstack);
return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
int
SDL_RenderDrawPointsF(SDL_Renderer * renderer,
const SDL_FPoint * points, int count)
{
SDL_FPoint *fpoints;
int i;
int retval;
SDL_bool isstack;
CHECK_RENDERER_MAGIC(renderer, -1);
if (!points) {
return SDL_SetError("SDL_RenderDrawFPoints(): Passed NULL points");
}
if (count < 1) {
return 0;
}
/* Don't draw while we're hidden */
if (renderer->hidden) {
return 0;
}
if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
return RenderDrawPointsWithRectsF(renderer, points, count);
}
fpoints = SDL_small_alloc(SDL_FPoint, count, &isstack);
if (!fpoints) {
return SDL_OutOfMemory();
}
for (i = 0; i < count; ++i) {
fpoints[i].x = points[i].x * renderer->scale.x;
fpoints[i].y = points[i].y * renderer->scale.y;
}
retval = QueueCmdDrawPoints(renderer, fpoints, count);
SDL_small_free(fpoints, isstack);
return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
int
SDL_RenderDrawLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2)
{
SDL_FPoint points[2];
points[0].x = (float) x1;
points[0].y = (float) y1;
points[1].x = (float) x2;
points[1].y = (float) y2;
return SDL_RenderDrawLinesF(renderer, points, 2);
}
int
SDL_RenderDrawLineF(SDL_Renderer * renderer, float x1, float y1, float x2, float y2)
{
SDL_FPoint points[2];
points[0].x = x1;
points[0].y = y1;
points[1].x = x2;
points[1].y = y2;
return SDL_RenderDrawLinesF(renderer, points, 2);
}
static int
RenderDrawLinesWithRects(SDL_Renderer * renderer,
const SDL_Point * points, const int count)
{
SDL_FRect *frect;
SDL_FRect *frects;
SDL_FPoint fpoints[2];
int i, nrects = 0;
int retval = 0;
SDL_bool isstack;
frects = SDL_small_alloc(SDL_FRect, count-1, &isstack);
if (!frects) {
return SDL_OutOfMemory();
}
for (i = 0; i < count-1; ++i) {
if (points[i].x == points[i+1].x) {
const int minY = SDL_min(points[i].y, points[i+1].y);
const int maxY = SDL_max(points[i].y, points[i+1].y);
frect = &frects[nrects++];
frect->x = points[i].x * renderer->scale.x;
frect->y = minY * renderer->scale.y;
frect->w = renderer->scale.x;
frect->h = (maxY - minY + 1) * renderer->scale.y;
} else if (points[i].y == points[i+1].y) {
const int minX = SDL_min(points[i].x, points[i+1].x);
const int maxX = SDL_max(points[i].x, points[i+1].x);
frect = &frects[nrects++];
frect->x = minX * renderer->scale.x;
frect->y = points[i].y * renderer->scale.y;
frect->w = (maxX - minX + 1) * renderer->scale.x;
frect->h = renderer->scale.y;
} else {
/* FIXME: We can't use a rect for this line... */
fpoints[0].x = points[i].x * renderer->scale.x;
fpoints[0].y = points[i].y * renderer->scale.y;
fpoints[1].x = points[i+1].x * renderer->scale.x;
fpoints[1].y = points[i+1].y * renderer->scale.y;
retval += QueueCmdDrawLines(renderer, fpoints, 2);
}
}
retval += QueueCmdFillRects(renderer, frects, nrects);
SDL_small_free(frects, isstack);
if (retval < 0) {
retval = -1;
}
return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
static int
RenderDrawLinesWithRectsF(SDL_Renderer * renderer,
const SDL_FPoint * points, const int count)
{
SDL_FRect *frect;
SDL_FRect *frects;
SDL_FPoint fpoints[2];
int i, nrects = 0;
int retval = 0;
SDL_bool isstack;
frects = SDL_small_alloc(SDL_FRect, count-1, &isstack);
if (!frects) {
return SDL_OutOfMemory();
}
for (i = 0; i < count-1; ++i) {
if (points[i].x == points[i+1].x) {
const int minY = (int)SDL_min(points[i].y, points[i+1].y);
const int maxY = (int)SDL_max(points[i].y, points[i+1].y);
frect = &frects[nrects++];
frect->x = points[i].x * renderer->scale.x;
frect->y = minY * renderer->scale.y;
frect->w = renderer->scale.x;
frect->h = (maxY - minY + 1) * renderer->scale.y;
} else if (points[i].y == points[i+1].y) {
const int minX = (int)SDL_min(points[i].x, points[i+1].x);
const int maxX = (int)SDL_max(points[i].x, points[i+1].x);
frect = &frects[nrects++];
frect->x = minX * renderer->scale.x;
frect->y = points[i].y * renderer->scale.y;
frect->w = (maxX - minX + 1) * renderer->scale.x;
frect->h = renderer->scale.y;
} else {
/* FIXME: We can't use a rect for this line... */
fpoints[0].x = points[i].x * renderer->scale.x;
fpoints[0].y = points[i].y * renderer->scale.y;
fpoints[1].x = points[i+1].x * renderer->scale.x;
fpoints[1].y = points[i+1].y * renderer->scale.y;
retval += QueueCmdDrawLines(renderer, fpoints, 2);
}
}
retval += QueueCmdFillRects(renderer, frects, nrects);
SDL_small_free(frects, isstack);
if (retval < 0) {
retval = -1;
}
return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
int
SDL_RenderDrawLines(SDL_Renderer * renderer,
const SDL_Point * points, int count)
{
SDL_FPoint *fpoints;
int i;
int retval;
SDL_bool isstack;
CHECK_RENDERER_MAGIC(renderer, -1);
if (!points) {
return SDL_SetError("SDL_RenderDrawLines(): Passed NULL points");
}
if (count < 2) {
return 0;
}
/* Don't draw while we're hidden */
if (renderer->hidden) {
return 0;
}
if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
return RenderDrawLinesWithRects(renderer, points, count);
}
fpoints = SDL_small_alloc(SDL_FPoint, count, &isstack);
if (!fpoints) {
return SDL_OutOfMemory();
}
for (i = 0; i < count; ++i) {
fpoints[i].x = points[i].x * renderer->scale.x;
fpoints[i].y = points[i].y * renderer->scale.y;
}
retval = QueueCmdDrawLines(renderer, fpoints, count);
SDL_small_free(fpoints, isstack);
return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
int
SDL_RenderDrawLinesF(SDL_Renderer * renderer,
const SDL_FPoint * points, int count)
{
SDL_FPoint *fpoints;
int i;
int retval;
SDL_bool isstack;
CHECK_RENDERER_MAGIC(renderer, -1);
if (!points) {
return SDL_SetError("SDL_RenderDrawLines(): Passed NULL points");
}
if (count < 2) {
return 0;
}
/* Don't draw while we're hidden */
if (renderer->hidden) {
return 0;
}
if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
return RenderDrawLinesWithRectsF(renderer, points, count);
}
fpoints = SDL_small_alloc(SDL_FPoint, count, &isstack);
if (!fpoints) {
return SDL_OutOfMemory();
}
for (i = 0; i < count; ++i) {
fpoints[i].x = points[i].x * renderer->scale.x;
fpoints[i].y = points[i].y * renderer->scale.y;
}
retval = QueueCmdDrawLines(renderer, fpoints, count);
SDL_small_free(fpoints, isstack);
return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
int
SDL_RenderDrawRect(SDL_Renderer * renderer, const SDL_Rect * rect)
{
SDL_FRect frect;
SDL_FRect *prect = NULL;
if (rect) {
frect.x = (float) rect->x;
frect.y = (float) rect->y;
frect.w = (float) rect->w;
frect.h = (float) rect->h;
prect = &frect;
}
return SDL_RenderDrawRectF(renderer, prect);
}
int
SDL_RenderDrawRectF(SDL_Renderer * renderer, const SDL_FRect * rect)
{
SDL_FRect frect;
SDL_FPoint points[5];
CHECK_RENDERER_MAGIC(renderer, -1);
/* If 'rect' == NULL, then outline the whole surface */
if (!rect) {
SDL_Rect r;
SDL_RenderGetViewport(renderer, &r);
frect.x = 0.0f;
frect.y = 0.0f;
frect.w = (float) r.w;
frect.h = (float) r.h;
rect = &frect;
}
points[0].x = rect->x;
points[0].y = rect->y;
points[1].x = rect->x+rect->w-1;
points[1].y = rect->y;
points[2].x = rect->x+rect->w-1;
points[2].y = rect->y+rect->h-1;
points[3].x = rect->x;
points[3].y = rect->y+rect->h-1;
points[4].x = rect->x;
points[4].y = rect->y;
return SDL_RenderDrawLinesF(renderer, points, 5);
}
int
SDL_RenderDrawRects(SDL_Renderer * renderer,
const SDL_Rect * rects, int count)
{
int i;
CHECK_RENDERER_MAGIC(renderer, -1);
if (!rects) {
return SDL_SetError("SDL_RenderDrawRects(): Passed NULL rects");
}
if (count < 1) {
return 0;
}
/* Don't draw while we're hidden */
if (renderer->hidden) {
return 0;
}
for (i = 0; i < count; ++i) {
if (SDL_RenderDrawRect(renderer, &rects[i]) < 0) {
return -1;
}
}
return 0;
}
int
SDL_RenderDrawRectsF(SDL_Renderer * renderer,
const SDL_FRect * rects, int count)
{
int i;
CHECK_RENDERER_MAGIC(renderer, -1);
if (!rects) {
return SDL_SetError("SDL_RenderDrawRects(): Passed NULL rects");
}
if (count < 1) {
return 0;
}
/* Don't draw while we're hidden */
if (renderer->hidden) {
return 0;
}
for (i = 0; i < count; ++i) {
if (SDL_RenderDrawRectF(renderer, &rects[i]) < 0) {
return -1;
}
}
return 0;
}
int
SDL_RenderFillRect(SDL_Renderer * renderer, const SDL_Rect * rect)
{
SDL_FRect frect;
CHECK_RENDERER_MAGIC(renderer, -1);
/* If 'rect' == NULL, then outline the whole surface */
if (rect) {
frect.x = (float) rect->x;
frect.y = (float) rect->y;
frect.w = (float) rect->w;
frect.h = (float) rect->h;
} else {
SDL_Rect r;
SDL_zero(r);
SDL_RenderGetViewport(renderer, &r);
frect.x = 0.0f;
frect.y = 0.0f;
frect.w = (float) r.w;
frect.h = (float) r.h;
}
return SDL_RenderFillRectsF(renderer, &frect, 1);
}
int
SDL_RenderFillRectF(SDL_Renderer * renderer, const SDL_FRect * rect)
{
SDL_FRect frect;
CHECK_RENDERER_MAGIC(renderer, -1);
/* If 'rect' == NULL, then outline the whole surface */
if (!rect) {
SDL_Rect r;
SDL_zero(r);
SDL_RenderGetViewport(renderer, &r);
frect.x = 0.0f;
frect.y = 0.0f;
frect.w = (float) r.w;
frect.h = (float) r.h;
rect = &frect;
}
return SDL_RenderFillRectsF(renderer, rect, 1);
}
int
SDL_RenderFillRects(SDL_Renderer * renderer,
const SDL_Rect * rects, int count)
{
SDL_FRect *frects;
int i;
int retval;
SDL_bool isstack;
CHECK_RENDERER_MAGIC(renderer, -1);
if (!rects) {
return SDL_SetError("SDL_RenderFillRects(): Passed NULL rects");
}
if (count < 1) {
return 0;
}
/* Don't draw while we're hidden */
if (renderer->hidden) {
return 0;
}
frects = SDL_small_alloc(SDL_FRect, count, &isstack);
if (!frects) {
return SDL_OutOfMemory();
}
for (i = 0; i < count; ++i) {
frects[i].x = rects[i].x * renderer->scale.x;
frects[i].y = rects[i].y * renderer->scale.y;
frects[i].w = rects[i].w * renderer->scale.x;
frects[i].h = rects[i].h * renderer->scale.y;
}
retval = QueueCmdFillRects(renderer, frects, count);
SDL_small_free(frects, isstack);
return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
int
SDL_RenderFillRectsF(SDL_Renderer * renderer,
const SDL_FRect * rects, int count)
{
SDL_FRect *frects;
int i;
int retval;
SDL_bool isstack;
CHECK_RENDERER_MAGIC(renderer, -1);
if (!rects) {
return SDL_SetError("SDL_RenderFillFRects(): Passed NULL rects");
}
if (count < 1) {
return 0;
}
/* Don't draw while we're hidden */
if (renderer->hidden) {
return 0;
}
frects = SDL_small_alloc(SDL_FRect, count, &isstack);
if (!frects) {
return SDL_OutOfMemory();
}
for (i = 0; i < count; ++i) {
frects[i].x = rects[i].x * renderer->scale.x;
frects[i].y = rects[i].y * renderer->scale.y;
frects[i].w = rects[i].w * renderer->scale.x;
frects[i].h = rects[i].h * renderer->scale.y;
}
retval = QueueCmdFillRects(renderer, frects, count);
SDL_small_free(frects, isstack);
return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
/* !!! FIXME: move this to a public API if we want to do float versions of all of these later */
SDL_FORCE_INLINE SDL_bool SDL_FRectEmpty(const SDL_FRect *r)
{
return ((!r) || (r->w <= 0.0f) || (r->h <= 0.0f)) ? SDL_TRUE : SDL_FALSE;
}
/* !!! FIXME: move this to a public API if we want to do float versions of all of these later */
static SDL_bool
SDL_HasIntersectionF(const SDL_FRect * A, const SDL_FRect * B)
{
float Amin, Amax, Bmin, Bmax;
if (!A) {
SDL_InvalidParamError("A");
return SDL_FALSE;
}
if (!B) {
SDL_InvalidParamError("B");
return SDL_FALSE;
}
/* Special cases for empty rects */
if (SDL_FRectEmpty(A) || SDL_FRectEmpty(B)) {
return SDL_FALSE;
}
/* Horizontal intersection */
Amin = A->x;
Amax = Amin + A->w;
Bmin = B->x;
Bmax = Bmin + B->w;
if (Bmin > Amin)
Amin = Bmin;
if (Bmax < Amax)
Amax = Bmax;
if (Amax <= Amin)
return SDL_FALSE;
/* Vertical intersection */
Amin = A->y;
Amax = Amin + A->h;
Bmin = B->y;
Bmax = Bmin + B->h;
if (Bmin > Amin)
Amin = Bmin;
if (Bmax < Amax)
Amax = Bmax;
if (Amax <= Amin)
return SDL_FALSE;
return SDL_TRUE;
}
int
SDL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect)
{
SDL_FRect dstfrect;
SDL_FRect *pdstfrect = NULL;
if (dstrect) {
dstfrect.x = (float) dstrect->x;
dstfrect.y = (float) dstrect->y;
dstfrect.w = (float) dstrect->w;
dstfrect.h = (float) dstrect->h;
pdstfrect = &dstfrect;
}
return SDL_RenderCopyF(renderer, texture, srcrect, pdstfrect);
}
int
SDL_RenderCopyF(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect)
{
SDL_Rect real_srcrect;
SDL_FRect real_dstrect;
SDL_Rect r;
int retval;
CHECK_RENDERER_MAGIC(renderer, -1);
CHECK_TEXTURE_MAGIC(texture, -1);
if (renderer != texture->renderer) {
return SDL_SetError("Texture was not created with this renderer");
}
/* Don't draw while we're hidden */
if (renderer->hidden) {
return 0;
}
real_srcrect.x = 0;
real_srcrect.y = 0;
real_srcrect.w = texture->w;
real_srcrect.h = texture->h;
if (srcrect) {
if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) {
return 0;
}
}
SDL_zero(r);
SDL_RenderGetViewport(renderer, &r);
real_dstrect.x = 0.0f;
real_dstrect.y = 0.0f;
real_dstrect.w = (float) r.w;
real_dstrect.h = (float) r.h;
if (dstrect) {
if (!SDL_HasIntersectionF(dstrect, &real_dstrect)) {
return 0;
}
real_dstrect = *dstrect;
}
if (texture->native) {
texture = texture->native;
}
real_dstrect.x *= renderer->scale.x;
real_dstrect.y *= renderer->scale.y;
real_dstrect.w *= renderer->scale.x;
real_dstrect.h *= renderer->scale.y;
texture->last_command_generation = renderer->render_command_generation;
retval = QueueCmdCopy(renderer, texture, &real_srcrect, &real_dstrect);
return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
int
SDL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect,
const double angle, const SDL_Point *center, const SDL_RendererFlip flip)
{
SDL_FRect dstfrect;
SDL_FRect *pdstfrect = NULL;
SDL_FPoint fcenter;
SDL_FPoint *pfcenter = NULL;
if (dstrect) {
dstfrect.x = (float) dstrect->x;
dstfrect.y = (float) dstrect->y;
dstfrect.w = (float) dstrect->w;
dstfrect.h = (float) dstrect->h;
pdstfrect = &dstfrect;
}
if (center) {
fcenter.x = (float) center->x;
fcenter.y = (float) center->y;
pfcenter = &fcenter;
}
return SDL_RenderCopyExF(renderer, texture, srcrect, pdstfrect, angle, pfcenter, flip);
}
int
SDL_RenderCopyExF(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect,
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
{
SDL_Rect real_srcrect;
SDL_FRect real_dstrect;
SDL_FPoint real_center;
int retval;
if (flip == SDL_FLIP_NONE && (int)(angle/360) == angle/360) { /* fast path when we don't need rotation or flipping */
return SDL_RenderCopyF(renderer, texture, srcrect, dstrect);
}
CHECK_RENDERER_MAGIC(renderer, -1);
CHECK_TEXTURE_MAGIC(texture, -1);
if (renderer != texture->renderer) {
return SDL_SetError("Texture was not created with this renderer");
}
if (!renderer->QueueCopyEx) {
return SDL_SetError("Renderer does not support RenderCopyEx");
}
/* Don't draw while we're hidden */
if (renderer->hidden) {
return 0;
}
real_srcrect.x = 0;
real_srcrect.y = 0;
real_srcrect.w = texture->w;
real_srcrect.h = texture->h;
if (srcrect) {
if (!SDL_IntersectRect(srcrect, &real_srcrect, &real_srcrect)) {
return 0;
}
}
/* We don't intersect the dstrect with the viewport as RenderCopy does because of potential rotation clipping issues... TODO: should we? */
if (dstrect) {
real_dstrect = *dstrect;
} else {
SDL_Rect r;
SDL_zero(r);
SDL_RenderGetViewport(renderer, &r);
real_dstrect.x = 0.0f;
real_dstrect.y = 0.0f;
real_dstrect.w = (float) r.w;
real_dstrect.h = (float) r.h;
}
if (texture->native) {
texture = texture->native;
}
if (center) {
real_center = *center;
} else {
real_center.x = real_dstrect.w / 2.0f;
real_center.y = real_dstrect.h / 2.0f;
}
real_dstrect.x *= renderer->scale.x;
real_dstrect.y *= renderer->scale.y;
real_dstrect.w *= renderer->scale.x;
real_dstrect.h *= renderer->scale.y;
real_center.x *= renderer->scale.x;
real_center.y *= renderer->scale.y;
texture->last_command_generation = renderer->render_command_generation;
retval = QueueCmdCopyEx(renderer, texture, &real_srcrect, &real_dstrect, angle, &real_center, flip);
return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
int
SDL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 format, void * pixels, int pitch)
{
SDL_Rect real_rect;
CHECK_RENDERER_MAGIC(renderer, -1);
if (!renderer->RenderReadPixels) {
return SDL_Unsupported();
}
FlushRenderCommands(renderer); /* we need to render before we read the results. */
if (!format) {
format = SDL_GetWindowPixelFormat(renderer->window);
}
real_rect.x = renderer->viewport.x;
real_rect.y = renderer->viewport.y;
real_rect.w = renderer->viewport.w;
real_rect.h = renderer->viewport.h;
if (rect) {
if (!SDL_IntersectRect(rect, &real_rect, &real_rect)) {
return 0;
}
if (real_rect.y > rect->y) {
pixels = (Uint8 *)pixels + pitch * (real_rect.y - rect->y);
}
if (real_rect.x > rect->x) {
int bpp = SDL_BYTESPERPIXEL(format);
pixels = (Uint8 *)pixels + bpp * (real_rect.x - rect->x);
}
}
return renderer->RenderReadPixels(renderer, &real_rect,
format, pixels, pitch);
}
void
SDL_RenderPresent(SDL_Renderer * renderer)
{
CHECK_RENDERER_MAGIC(renderer, );
FlushRenderCommands(renderer); /* time to send everything to the GPU! */
/* Don't present while we're hidden */
if (renderer->hidden) {
return;
}
renderer->RenderPresent(renderer);
}
void
SDL_DestroyTexture(SDL_Texture * texture)
{
SDL_Renderer *renderer;
CHECK_TEXTURE_MAGIC(texture, );
renderer = texture->renderer;
if (texture == renderer->target) {
SDL_SetRenderTarget(renderer, NULL); /* implies command queue flush */
} else {
FlushRenderCommandsIfTextureNeeded(texture);
}
texture->magic = NULL;
if (texture->next) {
texture->next->prev = texture->prev;
}
if (texture->prev) {
texture->prev->next = texture->next;
} else {
renderer->textures = texture->next;
}
if (texture->native) {
SDL_DestroyTexture(texture->native);
}
#if SDL_HAVE_YUV
if (texture->yuv) {
SDL_SW_DestroyYUVTexture(texture->yuv);
}
#endif
SDL_free(texture->pixels);
renderer->DestroyTexture(renderer, texture);
SDL_FreeSurface(texture->locked_surface);
texture->locked_surface = NULL;
SDL_free(texture);
}
void
SDL_DestroyRenderer(SDL_Renderer * renderer)
{
SDL_RenderCommand *cmd;
CHECK_RENDERER_MAGIC(renderer, );
SDL_DelEventWatch(SDL_RendererEventWatch, renderer);
if (renderer->render_commands_tail != NULL) {
renderer->render_commands_tail->next = renderer->render_commands_pool;
cmd = renderer->render_commands;
} else {
cmd = renderer->render_commands_pool;
}
renderer->render_commands_pool = NULL;
renderer->render_commands_tail = NULL;
renderer->render_commands = NULL;
while (cmd != NULL) {
SDL_RenderCommand *next = cmd->next;
SDL_free(cmd);
cmd = next;
}
SDL_free(renderer->vertex_data);
/* Free existing textures for this renderer */
while (renderer->textures) {
SDL_Texture *tex = renderer->textures; (void) tex;
SDL_DestroyTexture(renderer->textures);
SDL_assert(tex != renderer->textures); /* satisfy static analysis. */
}
if (renderer->window) {
SDL_SetWindowData(renderer->window, SDL_WINDOWRENDERDATA, NULL);
}
/* It's no longer magical... */
renderer->magic = NULL;
/* Free the target mutex */
SDL_DestroyMutex(renderer->target_mutex);
renderer->target_mutex = NULL;
/* Free the renderer instance */
renderer->DestroyRenderer(renderer);
}
int SDL_GL_BindTexture(SDL_Texture *texture, float *texw, float *texh)
{
SDL_Renderer *renderer;
CHECK_TEXTURE_MAGIC(texture, -1);
renderer = texture->renderer;
if (texture->native) {
return SDL_GL_BindTexture(texture->native, texw, texh);
} else if (renderer && renderer->GL_BindTexture) {
FlushRenderCommandsIfTextureNeeded(texture); /* in case the app is going to mess with it. */
return renderer->GL_BindTexture(renderer, texture, texw, texh);
} else {
return SDL_Unsupported();
}
}
int SDL_GL_UnbindTexture(SDL_Texture *texture)
{
SDL_Renderer *renderer;
CHECK_TEXTURE_MAGIC(texture, -1);
renderer = texture->renderer;
if (texture->native) {
return SDL_GL_UnbindTexture(texture->native);
} else if (renderer && renderer->GL_UnbindTexture) {
FlushRenderCommandsIfTextureNeeded(texture); /* in case the app messed with it. */
return renderer->GL_UnbindTexture(renderer, texture);
}
return SDL_Unsupported();
}
void *
SDL_RenderGetMetalLayer(SDL_Renderer * renderer)
{
CHECK_RENDERER_MAGIC(renderer, NULL);
if (renderer->GetMetalLayer) {
FlushRenderCommands(renderer); /* in case the app is going to mess with it. */
return renderer->GetMetalLayer(renderer);
}
return NULL;
}
void *
SDL_RenderGetMetalCommandEncoder(SDL_Renderer * renderer)
{
CHECK_RENDERER_MAGIC(renderer, NULL);
if (renderer->GetMetalCommandEncoder) {
FlushRenderCommands(renderer); /* in case the app is going to mess with it. */
return renderer->GetMetalCommandEncoder(renderer);
}
return NULL;
}
static SDL_BlendMode
SDL_GetShortBlendMode(SDL_BlendMode blendMode)
{
if (blendMode == SDL_BLENDMODE_NONE_FULL) {
return SDL_BLENDMODE_NONE;
}
if (blendMode == SDL_BLENDMODE_BLEND_FULL) {
return SDL_BLENDMODE_BLEND;
}
if (blendMode == SDL_BLENDMODE_ADD_FULL) {
return SDL_BLENDMODE_ADD;
}
if (blendMode == SDL_BLENDMODE_MOD_FULL) {
return SDL_BLENDMODE_MOD;
}
if (blendMode == SDL_BLENDMODE_MUL_FULL) {
return SDL_BLENDMODE_MUL;
}
return blendMode;
}
static SDL_BlendMode
SDL_GetLongBlendMode(SDL_BlendMode blendMode)
{
if (blendMode == SDL_BLENDMODE_NONE) {
return SDL_BLENDMODE_NONE_FULL;
}
if (blendMode == SDL_BLENDMODE_BLEND) {
return SDL_BLENDMODE_BLEND_FULL;
}
if (blendMode == SDL_BLENDMODE_ADD) {
return SDL_BLENDMODE_ADD_FULL;
}
if (blendMode == SDL_BLENDMODE_MOD) {
return SDL_BLENDMODE_MOD_FULL;
}
if (blendMode == SDL_BLENDMODE_MUL) {
return SDL_BLENDMODE_MUL_FULL;
}
return blendMode;
}
SDL_BlendMode
SDL_ComposeCustomBlendMode(SDL_BlendFactor srcColorFactor, SDL_BlendFactor dstColorFactor,
SDL_BlendOperation colorOperation,
SDL_BlendFactor srcAlphaFactor, SDL_BlendFactor dstAlphaFactor,
SDL_BlendOperation alphaOperation)
{
SDL_BlendMode blendMode = SDL_COMPOSE_BLENDMODE(srcColorFactor, dstColorFactor, colorOperation,
srcAlphaFactor, dstAlphaFactor, alphaOperation);
return SDL_GetShortBlendMode(blendMode);
}
SDL_BlendFactor
SDL_GetBlendModeSrcColorFactor(SDL_BlendMode blendMode)
{
blendMode = SDL_GetLongBlendMode(blendMode);
return (SDL_BlendFactor)(((Uint32)blendMode >> 4) & 0xF);
}
SDL_BlendFactor
SDL_GetBlendModeDstColorFactor(SDL_BlendMode blendMode)
{
blendMode = SDL_GetLongBlendMode(blendMode);
return (SDL_BlendFactor)(((Uint32)blendMode >> 8) & 0xF);
}
SDL_BlendOperation
SDL_GetBlendModeColorOperation(SDL_BlendMode blendMode)
{
blendMode = SDL_GetLongBlendMode(blendMode);
return (SDL_BlendOperation)(((Uint32)blendMode >> 0) & 0xF);
}
SDL_BlendFactor
SDL_GetBlendModeSrcAlphaFactor(SDL_BlendMode blendMode)
{
blendMode = SDL_GetLongBlendMode(blendMode);
return (SDL_BlendFactor)(((Uint32)blendMode >> 20) & 0xF);
}
SDL_BlendFactor
SDL_GetBlendModeDstAlphaFactor(SDL_BlendMode blendMode)
{
blendMode = SDL_GetLongBlendMode(blendMode);
return (SDL_BlendFactor)(((Uint32)blendMode >> 24) & 0xF);
}
SDL_BlendOperation
SDL_GetBlendModeAlphaOperation(SDL_BlendMode blendMode)
{
blendMode = SDL_GetLongBlendMode(blendMode);
return (SDL_BlendOperation)(((Uint32)blendMode >> 16) & 0xF);
}
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/render/SDL_render.c | C | apache-2.0 | 103,203 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../SDL_internal.h"
#ifndef SDL_sysrender_h_
#define SDL_sysrender_h_
#include "SDL_render.h"
#include "SDL_events.h"
#include "SDL_mutex.h"
#include "SDL_yuv_sw_c.h"
/* The SDL 2D rendering system */
typedef struct SDL_RenderDriver SDL_RenderDriver;
/* Define the SDL texture structure */
struct SDL_Texture
{
const void *magic;
Uint32 format; /**< The pixel format of the texture */
int access; /**< SDL_TextureAccess */
int w; /**< The width of the texture */
int h; /**< The height of the texture */
int modMode; /**< The texture modulation mode */
SDL_BlendMode blendMode; /**< The texture blend mode */
SDL_ScaleMode scaleMode; /**< The texture scale mode */
Uint8 r, g, b, a; /**< Texture modulation values */
SDL_Renderer *renderer;
/* Support for formats not supported directly by the renderer */
SDL_Texture *native;
SDL_SW_YUVTexture *yuv;
void *pixels;
int pitch;
SDL_Rect locked_rect;
SDL_Surface *locked_surface; /**< Locked region exposed as a SDL surface */
Uint32 last_command_generation; /* last command queue generation this texture was in. */
void *driverdata; /**< Driver specific texture representation */
SDL_Texture *prev;
SDL_Texture *next;
};
typedef enum
{
SDL_RENDERCMD_NO_OP,
SDL_RENDERCMD_SETVIEWPORT,
SDL_RENDERCMD_SETCLIPRECT,
SDL_RENDERCMD_SETDRAWCOLOR,
SDL_RENDERCMD_CLEAR,
SDL_RENDERCMD_DRAW_POINTS,
SDL_RENDERCMD_DRAW_LINES,
SDL_RENDERCMD_FILL_RECTS,
SDL_RENDERCMD_COPY,
SDL_RENDERCMD_COPY_EX
} SDL_RenderCommandType;
typedef struct SDL_RenderCommand
{
SDL_RenderCommandType command;
union {
struct {
size_t first;
SDL_Rect rect;
} viewport;
struct {
SDL_bool enabled;
SDL_Rect rect;
} cliprect;
struct {
size_t first;
size_t count;
Uint8 r, g, b, a;
SDL_BlendMode blend;
SDL_Texture *texture;
} draw;
struct {
size_t first;
Uint8 r, g, b, a;
} color;
} data;
struct SDL_RenderCommand *next;
} SDL_RenderCommand;
/* Define the SDL renderer structure */
struct SDL_Renderer
{
const void *magic;
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 (*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,
int count);
int (*QueueDrawLines) (SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points,
int count);
int (*QueueFillRects) (SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects,
int count);
int (*QueueCopy) (SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect);
int (*QueueCopyEx) (SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
const SDL_Rect * srcquad, const SDL_FRect * dstrect,
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip);
int (*RunCommandQueue) (SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize);
int (*UpdateTexture) (SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels,
int pitch);
int (*UpdateTextureYUV) (SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *Uplane, int Upitch,
const Uint8 *Vplane, int Vpitch);
int (*LockTexture) (SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch);
void (*UnlockTexture) (SDL_Renderer * renderer, SDL_Texture * texture);
void (*SetTextureScaleMode) (SDL_Renderer * renderer, SDL_Texture * texture, SDL_ScaleMode scaleMode);
int (*SetRenderTarget) (SDL_Renderer * renderer, SDL_Texture * texture);
int (*RenderReadPixels) (SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 format, void * pixels, int pitch);
void (*RenderPresent) (SDL_Renderer * renderer);
void (*DestroyTexture) (SDL_Renderer * renderer, SDL_Texture * texture);
void (*DestroyRenderer) (SDL_Renderer * renderer);
int (*GL_BindTexture) (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh);
int (*GL_UnbindTexture) (SDL_Renderer * renderer, SDL_Texture *texture);
void *(*GetMetalLayer) (SDL_Renderer * renderer);
void *(*GetMetalCommandEncoder) (SDL_Renderer * renderer);
/* The current renderer info */
SDL_RendererInfo info;
/* The window associated with the renderer */
SDL_Window *window;
SDL_bool hidden;
/* The logical resolution for rendering */
int logical_w;
int logical_h;
int logical_w_backup;
int logical_h_backup;
/* Whether or not to force the viewport to even integer intervals */
SDL_bool integer_scale;
/* The drawable area within the window */
SDL_Rect viewport;
SDL_Rect viewport_backup;
/* The clip rectangle within the window */
SDL_Rect clip_rect;
SDL_Rect clip_rect_backup;
/* Wether or not the clipping rectangle is used. */
SDL_bool clipping_enabled;
SDL_bool clipping_enabled_backup;
/* The render output coordinate scale */
SDL_FPoint scale;
SDL_FPoint scale_backup;
/* The pixel to point coordinate scale */
SDL_FPoint dpi_scale;
/* Whether or not to scale relative mouse motion */
SDL_bool relative_scaling;
/* Remainder from scaled relative motion */
float xrel;
float yrel;
/* The list of textures */
SDL_Texture *textures;
SDL_Texture *target;
SDL_mutex *target_mutex;
Uint8 r, g, b, a; /**< Color for drawing operations values */
SDL_BlendMode blendMode; /**< The drawing blend mode */
SDL_bool always_batch;
SDL_bool batching;
SDL_RenderCommand *render_commands;
SDL_RenderCommand *render_commands_tail;
SDL_RenderCommand *render_commands_pool;
Uint32 render_command_generation;
Uint32 last_queued_color;
SDL_Rect last_queued_viewport;
SDL_Rect last_queued_cliprect;
SDL_bool last_queued_cliprect_enabled;
SDL_bool color_queued;
SDL_bool viewport_queued;
SDL_bool cliprect_queued;
void *vertex_data;
size_t vertex_data_used;
size_t vertex_data_allocation;
void *driverdata;
};
/* Define the SDL render driver structure */
struct SDL_RenderDriver
{
SDL_Renderer *(*CreateRenderer) (SDL_Window * window, Uint32 flags);
/* Info about the renderer capabilities */
SDL_RendererInfo info;
};
/* Not all of these are available in a given build. Use #ifdefs, etc. */
extern SDL_RenderDriver D3D_RenderDriver;
extern SDL_RenderDriver D3D11_RenderDriver;
extern SDL_RenderDriver GL_RenderDriver;
extern SDL_RenderDriver GLES2_RenderDriver;
extern SDL_RenderDriver GLES_RenderDriver;
extern SDL_RenderDriver DirectFB_RenderDriver;
extern SDL_RenderDriver METAL_RenderDriver;
extern SDL_RenderDriver PSP_RenderDriver;
extern SDL_RenderDriver SW_RenderDriver;
/* Blend mode functions */
extern SDL_BlendFactor SDL_GetBlendModeSrcColorFactor(SDL_BlendMode blendMode);
extern SDL_BlendFactor SDL_GetBlendModeDstColorFactor(SDL_BlendMode blendMode);
extern SDL_BlendOperation SDL_GetBlendModeColorOperation(SDL_BlendMode blendMode);
extern SDL_BlendFactor SDL_GetBlendModeSrcAlphaFactor(SDL_BlendMode blendMode);
extern SDL_BlendFactor SDL_GetBlendModeDstAlphaFactor(SDL_BlendMode blendMode);
extern SDL_BlendOperation SDL_GetBlendModeAlphaOperation(SDL_BlendMode blendMode);
/* drivers call this during their Queue*() methods to make space in a array that are used
for a vertex buffer during RunCommandQueue(). Pointers returned here are only valid until
the next call, because it might be in an array that gets realloc()'d. */
extern void *SDL_AllocateRenderVertices(SDL_Renderer *renderer, const size_t numbytes, const size_t alignment, size_t *offset);
#endif /* SDL_sysrender_h_ */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/render/SDL_sysrender.h | C | apache-2.0 | 9,883 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../SDL_internal.h"
/* This is the software implementation of the YUV texture support */
#if SDL_HAVE_YUV
#include "SDL_assert.h"
#include "SDL_yuv_sw_c.h"
SDL_SW_YUVTexture *
SDL_SW_CreateYUVTexture(Uint32 format, int w, int h)
{
SDL_SW_YUVTexture *swdata;
switch (format) {
case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_YUY2:
case SDL_PIXELFORMAT_UYVY:
case SDL_PIXELFORMAT_YVYU:
case SDL_PIXELFORMAT_NV12:
case SDL_PIXELFORMAT_NV21:
break;
default:
SDL_SetError("Unsupported YUV format");
return NULL;
}
swdata = (SDL_SW_YUVTexture *) SDL_calloc(1, sizeof(*swdata));
if (!swdata) {
SDL_OutOfMemory();
return NULL;
}
swdata->format = format;
swdata->target_format = SDL_PIXELFORMAT_UNKNOWN;
swdata->w = w;
swdata->h = h;
{
const int sz_plane = w * h;
const int sz_plane_chroma = ((w + 1) / 2) * ((h + 1) / 2);
const int sz_plane_packed = ((w + 1) / 2) * h;
int dst_size = 0;
switch(format)
{
case SDL_PIXELFORMAT_YV12: /**< Planar mode: Y + V + U (3 planes) */
case SDL_PIXELFORMAT_IYUV: /**< Planar mode: Y + U + V (3 planes) */
dst_size = sz_plane + sz_plane_chroma + sz_plane_chroma;
break;
case SDL_PIXELFORMAT_YUY2: /**< Packed mode: Y0+U0+Y1+V0 (1 plane) */
case SDL_PIXELFORMAT_UYVY: /**< Packed mode: U0+Y0+V0+Y1 (1 plane) */
case SDL_PIXELFORMAT_YVYU: /**< Packed mode: Y0+V0+Y1+U0 (1 plane) */
dst_size = 4 * sz_plane_packed;
break;
case SDL_PIXELFORMAT_NV12: /**< Planar mode: Y + U/V interleaved (2 planes) */
case SDL_PIXELFORMAT_NV21: /**< Planar mode: Y + V/U interleaved (2 planes) */
dst_size = sz_plane + sz_plane_chroma + sz_plane_chroma;
break;
default:
SDL_assert(0 && "We should never get here (caught above)");
break;
}
swdata->pixels = (Uint8 *) SDL_malloc(dst_size);
if (!swdata->pixels) {
SDL_SW_DestroyYUVTexture(swdata);
SDL_OutOfMemory();
return NULL;
}
}
/* Find the pitch and offset values for the texture */
switch (format) {
case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_IYUV:
swdata->pitches[0] = w;
swdata->pitches[1] = (swdata->pitches[0] + 1) / 2;
swdata->pitches[2] = (swdata->pitches[0] + 1) / 2;
swdata->planes[0] = swdata->pixels;
swdata->planes[1] = swdata->planes[0] + swdata->pitches[0] * h;
swdata->planes[2] = swdata->planes[1] + swdata->pitches[1] * ((h + 1) / 2);
break;
case SDL_PIXELFORMAT_YUY2:
case SDL_PIXELFORMAT_UYVY:
case SDL_PIXELFORMAT_YVYU:
swdata->pitches[0] = ((w + 1) / 2) * 4;
swdata->planes[0] = swdata->pixels;
break;
case SDL_PIXELFORMAT_NV12:
case SDL_PIXELFORMAT_NV21:
swdata->pitches[0] = w;
swdata->pitches[1] = 2 * ((swdata->pitches[0] + 1) / 2);
swdata->planes[0] = swdata->pixels;
swdata->planes[1] = swdata->planes[0] + swdata->pitches[0] * h;
break;
default:
SDL_assert(0 && "We should never get here (caught above)");
break;
}
/* We're all done.. */
return (swdata);
}
int
SDL_SW_QueryYUVTexturePixels(SDL_SW_YUVTexture * swdata, void **pixels,
int *pitch)
{
*pixels = swdata->planes[0];
*pitch = swdata->pitches[0];
return 0;
}
int
SDL_SW_UpdateYUVTexture(SDL_SW_YUVTexture * swdata, const SDL_Rect * rect,
const void *pixels, int pitch)
{
switch (swdata->format) {
case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_IYUV:
if (rect->x == 0 && rect->y == 0 &&
rect->w == swdata->w && rect->h == swdata->h) {
SDL_memcpy(swdata->pixels, pixels,
(swdata->h * swdata->w) + 2* ((swdata->h + 1) /2) * ((swdata->w + 1) / 2));
} else {
Uint8 *src, *dst;
int row;
size_t length;
/* Copy the Y plane */
src = (Uint8 *) pixels;
dst = swdata->pixels + rect->y * swdata->w + rect->x;
length = rect->w;
for (row = 0; row < rect->h; ++row) {
SDL_memcpy(dst, src, length);
src += pitch;
dst += swdata->w;
}
/* Copy the next plane */
src = (Uint8 *) pixels + rect->h * pitch;
dst = swdata->pixels + swdata->h * swdata->w;
dst += rect->y/2 * ((swdata->w + 1) / 2) + rect->x/2;
length = (rect->w + 1) / 2;
for (row = 0; row < (rect->h + 1)/2; ++row) {
SDL_memcpy(dst, src, length);
src += (pitch + 1)/2;
dst += (swdata->w + 1)/2;
}
/* Copy the next plane */
src = (Uint8 *) pixels + rect->h * pitch + ((rect->h + 1) / 2) * ((pitch + 1) / 2);
dst = swdata->pixels + swdata->h * swdata->w +
((swdata->h + 1)/2) * ((swdata->w+1) / 2);
dst += rect->y/2 * ((swdata->w + 1)/2) + rect->x/2;
length = (rect->w + 1) / 2;
for (row = 0; row < (rect->h + 1)/2; ++row) {
SDL_memcpy(dst, src, length);
src += (pitch + 1)/2;
dst += (swdata->w + 1)/2;
}
}
break;
case SDL_PIXELFORMAT_YUY2:
case SDL_PIXELFORMAT_UYVY:
case SDL_PIXELFORMAT_YVYU:
{
Uint8 *src, *dst;
int row;
size_t length;
src = (Uint8 *) pixels;
dst =
swdata->planes[0] + rect->y * swdata->pitches[0] +
rect->x * 2;
length = 4 * ((rect->w + 1) / 2);
for (row = 0; row < rect->h; ++row) {
SDL_memcpy(dst, src, length);
src += pitch;
dst += swdata->pitches[0];
}
}
break;
case SDL_PIXELFORMAT_NV12:
case SDL_PIXELFORMAT_NV21:
{
if (rect->x == 0 && rect->y == 0 && rect->w == swdata->w && rect->h == swdata->h) {
SDL_memcpy(swdata->pixels, pixels,
(swdata->h * swdata->w) + 2* ((swdata->h + 1) /2) * ((swdata->w + 1) / 2));
} else {
Uint8 *src, *dst;
int row;
size_t length;
/* Copy the Y plane */
src = (Uint8 *) pixels;
dst = swdata->pixels + rect->y * swdata->w + rect->x;
length = rect->w;
for (row = 0; row < rect->h; ++row) {
SDL_memcpy(dst, src, length);
src += pitch;
dst += swdata->w;
}
/* Copy the next plane */
src = (Uint8 *) pixels + rect->h * pitch;
dst = swdata->pixels + swdata->h * swdata->w;
dst += 2 * ((rect->y + 1)/2) * ((swdata->w + 1) / 2) + 2 * (rect->x/2);
length = 2 * ((rect->w + 1) / 2);
for (row = 0; row < (rect->h + 1)/2; ++row) {
SDL_memcpy(dst, src, length);
src += 2 * ((pitch + 1)/2);
dst += 2 * ((swdata->w + 1)/2);
}
}
}
}
return 0;
}
int
SDL_SW_UpdateYUVTexturePlanar(SDL_SW_YUVTexture * swdata, const SDL_Rect * rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *Uplane, int Upitch,
const Uint8 *Vplane, int Vpitch)
{
const Uint8 *src;
Uint8 *dst;
int row;
size_t length;
/* Copy the Y plane */
src = Yplane;
dst = swdata->pixels + rect->y * swdata->w + rect->x;
length = rect->w;
for (row = 0; row < rect->h; ++row) {
SDL_memcpy(dst, src, length);
src += Ypitch;
dst += swdata->w;
}
/* Copy the U plane */
src = Uplane;
if (swdata->format == SDL_PIXELFORMAT_IYUV) {
dst = swdata->pixels + swdata->h * swdata->w;
} else {
dst = swdata->pixels + swdata->h * swdata->w +
((swdata->h + 1) / 2) * ((swdata->w + 1) / 2);
}
dst += rect->y/2 * ((swdata->w + 1)/2) + rect->x/2;
length = (rect->w + 1) / 2;
for (row = 0; row < (rect->h + 1)/2; ++row) {
SDL_memcpy(dst, src, length);
src += Upitch;
dst += (swdata->w + 1)/2;
}
/* Copy the V plane */
src = Vplane;
if (swdata->format == SDL_PIXELFORMAT_YV12) {
dst = swdata->pixels + swdata->h * swdata->w;
} else {
dst = swdata->pixels + swdata->h * swdata->w +
((swdata->h + 1) / 2) * ((swdata->w + 1) / 2);
}
dst += rect->y/2 * ((swdata->w + 1)/2) + rect->x/2;
length = (rect->w + 1) / 2;
for (row = 0; row < (rect->h + 1)/2; ++row) {
SDL_memcpy(dst, src, length);
src += Vpitch;
dst += (swdata->w + 1)/2;
}
return 0;
}
int
SDL_SW_LockYUVTexture(SDL_SW_YUVTexture * swdata, const SDL_Rect * rect,
void **pixels, int *pitch)
{
switch (swdata->format) {
case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_NV12:
case SDL_PIXELFORMAT_NV21:
if (rect
&& (rect->x != 0 || rect->y != 0 || rect->w != swdata->w
|| rect->h != swdata->h)) {
return SDL_SetError
("YV12, IYUV, NV12, NV21 textures only support full surface locks");
}
break;
}
if (rect) {
*pixels = swdata->planes[0] + rect->y * swdata->pitches[0] + rect->x * 2;
} else {
*pixels = swdata->planes[0];
}
*pitch = swdata->pitches[0];
return 0;
}
void
SDL_SW_UnlockYUVTexture(SDL_SW_YUVTexture * swdata)
{
}
int
SDL_SW_CopyYUVToRGB(SDL_SW_YUVTexture * swdata, const SDL_Rect * srcrect,
Uint32 target_format, int w, int h, void *pixels,
int pitch)
{
int stretch;
/* Make sure we're set up to display in the desired format */
if (target_format != swdata->target_format && swdata->display) {
SDL_FreeSurface(swdata->display);
swdata->display = NULL;
}
stretch = 0;
if (srcrect->x || srcrect->y || srcrect->w < swdata->w || srcrect->h < swdata->h) {
/* The source rectangle has been clipped.
Using a scratch surface is easier than adding clipped
source support to all the blitters, plus that would
slow them down in the general unclipped case.
*/
stretch = 1;
} else if ((srcrect->w != w) || (srcrect->h != h)) {
stretch = 1;
}
if (stretch) {
int bpp;
Uint32 Rmask, Gmask, Bmask, Amask;
if (swdata->display) {
swdata->display->w = w;
swdata->display->h = h;
swdata->display->pixels = pixels;
swdata->display->pitch = pitch;
} else {
/* This must have succeeded in SDL_SW_SetupYUVDisplay() earlier */
SDL_PixelFormatEnumToMasks(target_format, &bpp, &Rmask, &Gmask,
&Bmask, &Amask);
swdata->display =
SDL_CreateRGBSurfaceFrom(pixels, w, h, bpp, pitch, Rmask,
Gmask, Bmask, Amask);
if (!swdata->display) {
return (-1);
}
}
if (!swdata->stretch) {
/* This must have succeeded in SDL_SW_SetupYUVDisplay() earlier */
SDL_PixelFormatEnumToMasks(target_format, &bpp, &Rmask, &Gmask,
&Bmask, &Amask);
swdata->stretch =
SDL_CreateRGBSurface(0, swdata->w, swdata->h, bpp, Rmask,
Gmask, Bmask, Amask);
if (!swdata->stretch) {
return (-1);
}
}
pixels = swdata->stretch->pixels;
pitch = swdata->stretch->pitch;
}
if (SDL_ConvertPixels(swdata->w, swdata->h, swdata->format,
swdata->planes[0], swdata->pitches[0],
target_format, pixels, pitch) < 0) {
return -1;
}
if (stretch) {
SDL_Rect rect = *srcrect;
SDL_SoftStretch(swdata->stretch, &rect, swdata->display, NULL);
}
return 0;
}
void
SDL_SW_DestroyYUVTexture(SDL_SW_YUVTexture * swdata)
{
if (swdata) {
SDL_free(swdata->pixels);
SDL_FreeSurface(swdata->stretch);
SDL_FreeSurface(swdata->display);
SDL_free(swdata);
}
}
#endif /* SDL_HAVE_YUV */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/render/SDL_yuv_sw.c | C | apache-2.0 | 13,944 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_yuv_sw_c_h_
#define SDL_yuv_sw_c_h_
#include "../SDL_internal.h"
#include "SDL_video.h"
/* This is the software implementation of the YUV texture support */
struct SDL_SW_YUVTexture
{
Uint32 format;
Uint32 target_format;
int w, h;
Uint8 *pixels;
/* These are just so we don't have to allocate them separately */
Uint16 pitches[3];
Uint8 *planes[3];
/* This is a temporary surface in case we have to stretch copy */
SDL_Surface *stretch;
SDL_Surface *display;
};
typedef struct SDL_SW_YUVTexture SDL_SW_YUVTexture;
SDL_SW_YUVTexture *SDL_SW_CreateYUVTexture(Uint32 format, int w, int h);
int SDL_SW_QueryYUVTexturePixels(SDL_SW_YUVTexture * swdata, void **pixels,
int *pitch);
int SDL_SW_UpdateYUVTexture(SDL_SW_YUVTexture * swdata, const SDL_Rect * rect,
const void *pixels, int pitch);
int SDL_SW_UpdateYUVTexturePlanar(SDL_SW_YUVTexture * swdata, const SDL_Rect * rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *Uplane, int Upitch,
const Uint8 *Vplane, int Vpitch);
int SDL_SW_LockYUVTexture(SDL_SW_YUVTexture * swdata, const SDL_Rect * rect,
void **pixels, int *pitch);
void SDL_SW_UnlockYUVTexture(SDL_SW_YUVTexture * swdata);
int SDL_SW_CopyYUVToRGB(SDL_SW_YUVTexture * swdata, const SDL_Rect * srcrect,
Uint32 target_format, int w, int h, void *pixels,
int pitch);
void SDL_SW_DestroyYUVTexture(SDL_SW_YUVTexture * swdata);
/* FIXME: This breaks on various versions of GCC and should be rewritten using intrinsics */
#if 0 /* (__GNUC__ > 2) && defined(__i386__) && __OPTIMIZE__ && SDL_ASSEMBLY_ROUTINES && !defined(__clang__) */
#define USE_MMX_ASSEMBLY 1
#endif
#endif /* SDL_yuv_sw_c_h_ */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/render/SDL_yuv_sw_c.h | C | apache-2.0 | 2,877 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#include "SDL_render.h"
#include "SDL_system.h"
#if SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED
#include "../../core/windows/SDL_windows.h"
#include "SDL_hints.h"
#include "SDL_loadso.h"
#include "SDL_syswm.h"
#include "SDL_assert.h"
#include "../SDL_sysrender.h"
#include "../SDL_d3dmath.h"
#include "../../video/windows/SDL_windowsvideo.h"
#if SDL_VIDEO_RENDER_D3D
#define D3D_DEBUG_INFO
#include <d3d9.h>
#endif
#include "SDL_shaders_d3d.h"
typedef struct
{
SDL_Rect viewport;
SDL_bool viewport_dirty;
SDL_Texture *texture;
SDL_BlendMode blend;
SDL_bool cliprect_enabled;
SDL_bool cliprect_enabled_dirty;
SDL_Rect cliprect;
SDL_bool cliprect_dirty;
SDL_bool is_copy_ex;
LPDIRECT3DPIXELSHADER9 shader;
} D3D_DrawStateCache;
/* Direct3D renderer implementation */
typedef struct
{
void* d3dDLL;
IDirect3D9 *d3d;
IDirect3DDevice9 *device;
UINT adapter;
D3DPRESENT_PARAMETERS pparams;
SDL_bool updateSize;
SDL_bool beginScene;
SDL_bool enableSeparateAlphaBlend;
D3DTEXTUREFILTERTYPE scaleMode[8];
IDirect3DSurface9 *defaultRenderTarget;
IDirect3DSurface9 *currentRenderTarget;
void* d3dxDLL;
LPDIRECT3DPIXELSHADER9 shaders[NUM_SHADERS];
LPDIRECT3DVERTEXBUFFER9 vertexBuffers[8];
size_t vertexBufferSize[8];
int currentVertexBuffer;
SDL_bool reportedVboProblem;
D3D_DrawStateCache drawstate;
} D3D_RenderData;
typedef struct
{
SDL_bool dirty;
int w, h;
DWORD usage;
Uint32 format;
D3DFORMAT d3dfmt;
IDirect3DTexture9 *texture;
IDirect3DTexture9 *staging;
} D3D_TextureRep;
typedef struct
{
D3D_TextureRep texture;
D3DTEXTUREFILTERTYPE scaleMode;
/* YV12 texture support */
SDL_bool yuv;
D3D_TextureRep utexture;
D3D_TextureRep vtexture;
Uint8 *pixels;
int pitch;
SDL_Rect locked_rect;
} D3D_TextureData;
typedef struct
{
float x, y, z;
DWORD color;
float u, v;
} Vertex;
static int
D3D_SetError(const char *prefix, HRESULT result)
{
const char *error;
switch (result) {
case D3DERR_WRONGTEXTUREFORMAT:
error = "WRONGTEXTUREFORMAT";
break;
case D3DERR_UNSUPPORTEDCOLOROPERATION:
error = "UNSUPPORTEDCOLOROPERATION";
break;
case D3DERR_UNSUPPORTEDCOLORARG:
error = "UNSUPPORTEDCOLORARG";
break;
case D3DERR_UNSUPPORTEDALPHAOPERATION:
error = "UNSUPPORTEDALPHAOPERATION";
break;
case D3DERR_UNSUPPORTEDALPHAARG:
error = "UNSUPPORTEDALPHAARG";
break;
case D3DERR_TOOMANYOPERATIONS:
error = "TOOMANYOPERATIONS";
break;
case D3DERR_CONFLICTINGTEXTUREFILTER:
error = "CONFLICTINGTEXTUREFILTER";
break;
case D3DERR_UNSUPPORTEDFACTORVALUE:
error = "UNSUPPORTEDFACTORVALUE";
break;
case D3DERR_CONFLICTINGRENDERSTATE:
error = "CONFLICTINGRENDERSTATE";
break;
case D3DERR_UNSUPPORTEDTEXTUREFILTER:
error = "UNSUPPORTEDTEXTUREFILTER";
break;
case D3DERR_CONFLICTINGTEXTUREPALETTE:
error = "CONFLICTINGTEXTUREPALETTE";
break;
case D3DERR_DRIVERINTERNALERROR:
error = "DRIVERINTERNALERROR";
break;
case D3DERR_NOTFOUND:
error = "NOTFOUND";
break;
case D3DERR_MOREDATA:
error = "MOREDATA";
break;
case D3DERR_DEVICELOST:
error = "DEVICELOST";
break;
case D3DERR_DEVICENOTRESET:
error = "DEVICENOTRESET";
break;
case D3DERR_NOTAVAILABLE:
error = "NOTAVAILABLE";
break;
case D3DERR_OUTOFVIDEOMEMORY:
error = "OUTOFVIDEOMEMORY";
break;
case D3DERR_INVALIDDEVICE:
error = "INVALIDDEVICE";
break;
case D3DERR_INVALIDCALL:
error = "INVALIDCALL";
break;
case D3DERR_DRIVERINVALIDCALL:
error = "DRIVERINVALIDCALL";
break;
case D3DERR_WASSTILLDRAWING:
error = "WASSTILLDRAWING";
break;
default:
error = "UNKNOWN";
break;
}
return SDL_SetError("%s: %s", prefix, error);
}
static D3DFORMAT
PixelFormatToD3DFMT(Uint32 format)
{
switch (format) {
case SDL_PIXELFORMAT_RGB565:
return D3DFMT_R5G6B5;
case SDL_PIXELFORMAT_RGB888:
return D3DFMT_X8R8G8B8;
case SDL_PIXELFORMAT_ARGB8888:
return D3DFMT_A8R8G8B8;
case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_NV12:
case SDL_PIXELFORMAT_NV21:
return D3DFMT_L8;
default:
return D3DFMT_UNKNOWN;
}
}
static Uint32
D3DFMTToPixelFormat(D3DFORMAT format)
{
switch (format) {
case D3DFMT_R5G6B5:
return SDL_PIXELFORMAT_RGB565;
case D3DFMT_X8R8G8B8:
return SDL_PIXELFORMAT_RGB888;
case D3DFMT_A8R8G8B8:
return SDL_PIXELFORMAT_ARGB8888;
default:
return SDL_PIXELFORMAT_UNKNOWN;
}
}
static void
D3D_InitRenderState(D3D_RenderData *data)
{
D3DMATRIX matrix;
IDirect3DDevice9 *device = data->device;
IDirect3DDevice9_SetPixelShader(device, NULL);
IDirect3DDevice9_SetTexture(device, 0, NULL);
IDirect3DDevice9_SetTexture(device, 1, NULL);
IDirect3DDevice9_SetTexture(device, 2, NULL);
IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1);
IDirect3DDevice9_SetVertexShader(device, NULL);
IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
/* Enable color modulation by diffuse color */
IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP,
D3DTOP_MODULATE);
IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1,
D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2,
D3DTA_DIFFUSE);
/* Enable alpha modulation by diffuse alpha */
IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAOP,
D3DTOP_MODULATE);
IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1,
D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG2,
D3DTA_DIFFUSE);
/* Enable separate alpha blend function, if possible */
if (data->enableSeparateAlphaBlend) {
IDirect3DDevice9_SetRenderState(device, D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
}
/* Disable second texture stage, since we're done */
IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP,
D3DTOP_DISABLE);
IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_ALPHAOP,
D3DTOP_DISABLE);
/* Set an identity world and view matrix */
SDL_zero(matrix);
matrix.m[0][0] = 1.0f;
matrix.m[1][1] = 1.0f;
matrix.m[2][2] = 1.0f;
matrix.m[3][3] = 1.0f;
IDirect3DDevice9_SetTransform(device, D3DTS_WORLD, &matrix);
IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, &matrix);
/* Reset our current scale mode */
SDL_memset(data->scaleMode, 0xFF, sizeof(data->scaleMode));
/* Start the render with beginScene */
data->beginScene = SDL_TRUE;
}
static int D3D_Reset(SDL_Renderer * renderer);
static int
D3D_ActivateRenderer(SDL_Renderer * renderer)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
HRESULT result;
if (data->updateSize) {
SDL_Window *window = renderer->window;
int w, h;
Uint32 window_flags = SDL_GetWindowFlags(window);
SDL_GetWindowSize(window, &w, &h);
data->pparams.BackBufferWidth = w;
data->pparams.BackBufferHeight = h;
if (window_flags & SDL_WINDOW_FULLSCREEN && (window_flags & SDL_WINDOW_FULLSCREEN_DESKTOP) != SDL_WINDOW_FULLSCREEN_DESKTOP) {
SDL_DisplayMode fullscreen_mode;
SDL_GetWindowDisplayMode(window, &fullscreen_mode);
data->pparams.Windowed = FALSE;
data->pparams.BackBufferFormat = PixelFormatToD3DFMT(fullscreen_mode.format);
data->pparams.FullScreen_RefreshRateInHz = fullscreen_mode.refresh_rate;
} else {
data->pparams.Windowed = TRUE;
data->pparams.BackBufferFormat = D3DFMT_UNKNOWN;
data->pparams.FullScreen_RefreshRateInHz = 0;
}
if (D3D_Reset(renderer) < 0) {
return -1;
}
data->updateSize = SDL_FALSE;
}
if (data->beginScene) {
result = IDirect3DDevice9_BeginScene(data->device);
if (result == D3DERR_DEVICELOST) {
if (D3D_Reset(renderer) < 0) {
return -1;
}
result = IDirect3DDevice9_BeginScene(data->device);
}
if (FAILED(result)) {
return D3D_SetError("BeginScene()", result);
}
data->beginScene = SDL_FALSE;
}
return 0;
}
static void
D3D_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
data->updateSize = SDL_TRUE;
}
}
static D3DBLEND GetBlendFunc(SDL_BlendFactor factor)
{
switch (factor) {
case SDL_BLENDFACTOR_ZERO:
return D3DBLEND_ZERO;
case SDL_BLENDFACTOR_ONE:
return D3DBLEND_ONE;
case SDL_BLENDFACTOR_SRC_COLOR:
return D3DBLEND_SRCCOLOR;
case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR:
return D3DBLEND_INVSRCCOLOR;
case SDL_BLENDFACTOR_SRC_ALPHA:
return D3DBLEND_SRCALPHA;
case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA:
return D3DBLEND_INVSRCALPHA;
case SDL_BLENDFACTOR_DST_COLOR:
return D3DBLEND_DESTCOLOR;
case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR:
return D3DBLEND_INVDESTCOLOR;
case SDL_BLENDFACTOR_DST_ALPHA:
return D3DBLEND_DESTALPHA;
case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA:
return D3DBLEND_INVDESTALPHA;
default:
return (D3DBLEND)0;
}
}
static SDL_bool
D3D_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode);
SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
if (!GetBlendFunc(srcColorFactor) || !GetBlendFunc(srcAlphaFactor) ||
!GetBlendFunc(dstColorFactor) || !GetBlendFunc(dstAlphaFactor)) {
return SDL_FALSE;
}
if ((srcColorFactor != srcAlphaFactor || dstColorFactor != dstAlphaFactor) && !data->enableSeparateAlphaBlend) {
return SDL_FALSE;
}
if (colorOperation != SDL_BLENDOPERATION_ADD || alphaOperation != SDL_BLENDOPERATION_ADD) {
return SDL_FALSE;
}
return SDL_TRUE;
}
static int
D3D_CreateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, DWORD usage, Uint32 format, D3DFORMAT d3dfmt, int w, int h)
{
HRESULT result;
texture->dirty = SDL_FALSE;
texture->w = w;
texture->h = h;
texture->usage = usage;
texture->format = format;
texture->d3dfmt = d3dfmt;
result = IDirect3DDevice9_CreateTexture(device, w, h, 1, usage,
PixelFormatToD3DFMT(format),
D3DPOOL_DEFAULT, &texture->texture, NULL);
if (FAILED(result)) {
return D3D_SetError("CreateTexture(D3DPOOL_DEFAULT)", result);
}
return 0;
}
static int
D3D_CreateStagingTexture(IDirect3DDevice9 *device, D3D_TextureRep *texture)
{
HRESULT result;
if (texture->staging == NULL) {
result = IDirect3DDevice9_CreateTexture(device, texture->w, texture->h, 1, 0,
texture->d3dfmt, D3DPOOL_SYSTEMMEM, &texture->staging, NULL);
if (FAILED(result)) {
return D3D_SetError("CreateTexture(D3DPOOL_SYSTEMMEM)", result);
}
}
return 0;
}
static int
D3D_RecreateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture)
{
if (texture->texture) {
IDirect3DTexture9_Release(texture->texture);
texture->texture = NULL;
}
if (texture->staging) {
IDirect3DTexture9_AddDirtyRect(texture->staging, NULL);
texture->dirty = SDL_TRUE;
}
return 0;
}
static int
D3D_UpdateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, int x, int y, int w, int h, const void *pixels, int pitch)
{
RECT d3drect;
D3DLOCKED_RECT locked;
const Uint8 *src;
Uint8 *dst;
int row, length;
HRESULT result;
if (D3D_CreateStagingTexture(device, texture) < 0) {
return -1;
}
d3drect.left = x;
d3drect.right = x + w;
d3drect.top = y;
d3drect.bottom = y + h;
result = IDirect3DTexture9_LockRect(texture->staging, 0, &locked, &d3drect, 0);
if (FAILED(result)) {
return D3D_SetError("LockRect()", result);
}
src = (const Uint8 *)pixels;
dst = (Uint8 *)locked.pBits;
length = w * SDL_BYTESPERPIXEL(texture->format);
if (length == pitch && length == locked.Pitch) {
SDL_memcpy(dst, src, length*h);
} else {
if (length > pitch) {
length = pitch;
}
if (length > locked.Pitch) {
length = locked.Pitch;
}
for (row = 0; row < h; ++row) {
SDL_memcpy(dst, src, length);
src += pitch;
dst += locked.Pitch;
}
}
result = IDirect3DTexture9_UnlockRect(texture->staging, 0);
if (FAILED(result)) {
return D3D_SetError("UnlockRect()", result);
}
texture->dirty = SDL_TRUE;
return 0;
}
static void
D3D_DestroyTextureRep(D3D_TextureRep *texture)
{
if (texture->texture) {
IDirect3DTexture9_Release(texture->texture);
texture->texture = NULL;
}
if (texture->staging) {
IDirect3DTexture9_Release(texture->staging);
texture->staging = NULL;
}
}
static int
D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
D3D_TextureData *texturedata;
DWORD usage;
texturedata = (D3D_TextureData *) SDL_calloc(1, sizeof(*texturedata));
if (!texturedata) {
return SDL_OutOfMemory();
}
texturedata->scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? D3DTEXF_POINT : D3DTEXF_LINEAR;
texture->driverdata = texturedata;
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
usage = D3DUSAGE_RENDERTARGET;
} else {
usage = 0;
}
if (D3D_CreateTextureRep(data->device, &texturedata->texture, usage, texture->format, PixelFormatToD3DFMT(texture->format), texture->w, texture->h) < 0) {
return -1;
}
if (texture->format == SDL_PIXELFORMAT_YV12 ||
texture->format == SDL_PIXELFORMAT_IYUV) {
texturedata->yuv = SDL_TRUE;
if (D3D_CreateTextureRep(data->device, &texturedata->utexture, usage, texture->format, PixelFormatToD3DFMT(texture->format), (texture->w + 1) / 2, (texture->h + 1) / 2) < 0) {
return -1;
}
if (D3D_CreateTextureRep(data->device, &texturedata->vtexture, usage, texture->format, PixelFormatToD3DFMT(texture->format), (texture->w + 1) / 2, (texture->h + 1) / 2) < 0) {
return -1;
}
}
return 0;
}
static int
D3D_RecreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
D3D_RenderData *data = (D3D_RenderData *)renderer->driverdata;
D3D_TextureData *texturedata = (D3D_TextureData *)texture->driverdata;
if (!texturedata) {
return 0;
}
if (D3D_RecreateTextureRep(data->device, &texturedata->texture) < 0) {
return -1;
}
if (texturedata->yuv) {
if (D3D_RecreateTextureRep(data->device, &texturedata->utexture) < 0) {
return -1;
}
if (D3D_RecreateTextureRep(data->device, &texturedata->vtexture) < 0) {
return -1;
}
}
return 0;
}
static int
D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
{
D3D_RenderData *data = (D3D_RenderData *)renderer->driverdata;
D3D_TextureData *texturedata = (D3D_TextureData *) texture->driverdata;
if (!texturedata) {
SDL_SetError("Texture is not currently available");
return -1;
}
if (D3D_UpdateTextureRep(data->device, &texturedata->texture, rect->x, rect->y, rect->w, rect->h, pixels, pitch) < 0) {
return -1;
}
if (texturedata->yuv) {
/* Skip to the correct offset into the next texture */
pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
if (D3D_UpdateTextureRep(data->device, texture->format == SDL_PIXELFORMAT_YV12 ? &texturedata->vtexture : &texturedata->utexture, rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, pixels, (pitch + 1) / 2) < 0) {
return -1;
}
/* Skip to the correct offset into the next texture */
pixels = (const void*)((const Uint8*)pixels + ((rect->h + 1) / 2) * ((pitch + 1) / 2));
if (D3D_UpdateTextureRep(data->device, texture->format == SDL_PIXELFORMAT_YV12 ? &texturedata->utexture : &texturedata->vtexture, rect->x / 2, (rect->y + 1) / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, pixels, (pitch + 1) / 2) < 0) {
return -1;
}
}
return 0;
}
static int
D3D_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *Uplane, int Upitch,
const Uint8 *Vplane, int Vpitch)
{
D3D_RenderData *data = (D3D_RenderData *)renderer->driverdata;
D3D_TextureData *texturedata = (D3D_TextureData *) texture->driverdata;
if (!texturedata) {
SDL_SetError("Texture is not currently available");
return -1;
}
if (D3D_UpdateTextureRep(data->device, &texturedata->texture, rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch) < 0) {
return -1;
}
if (D3D_UpdateTextureRep(data->device, &texturedata->utexture, rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, Uplane, Upitch) < 0) {
return -1;
}
if (D3D_UpdateTextureRep(data->device, &texturedata->vtexture, rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, Vplane, Vpitch) < 0) {
return -1;
}
return 0;
}
static int
D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch)
{
D3D_RenderData *data = (D3D_RenderData *)renderer->driverdata;
D3D_TextureData *texturedata = (D3D_TextureData *)texture->driverdata;
IDirect3DDevice9 *device = data->device;
if (!texturedata) {
SDL_SetError("Texture is not currently available");
return -1;
}
texturedata->locked_rect = *rect;
if (texturedata->yuv) {
/* It's more efficient to upload directly... */
if (!texturedata->pixels) {
texturedata->pitch = texture->w;
texturedata->pixels = (Uint8 *)SDL_malloc((texture->h * texturedata->pitch * 3) / 2);
if (!texturedata->pixels) {
return SDL_OutOfMemory();
}
}
*pixels =
(void *) ((Uint8 *) texturedata->pixels + rect->y * texturedata->pitch +
rect->x * SDL_BYTESPERPIXEL(texture->format));
*pitch = texturedata->pitch;
} else {
RECT d3drect;
D3DLOCKED_RECT locked;
HRESULT result;
if (D3D_CreateStagingTexture(device, &texturedata->texture) < 0) {
return -1;
}
d3drect.left = rect->x;
d3drect.right = rect->x + rect->w;
d3drect.top = rect->y;
d3drect.bottom = rect->y + rect->h;
result = IDirect3DTexture9_LockRect(texturedata->texture.staging, 0, &locked, &d3drect, 0);
if (FAILED(result)) {
return D3D_SetError("LockRect()", result);
}
*pixels = locked.pBits;
*pitch = locked.Pitch;
}
return 0;
}
static void
D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
D3D_RenderData *data = (D3D_RenderData *)renderer->driverdata;
D3D_TextureData *texturedata = (D3D_TextureData *)texture->driverdata;
if (!texturedata) {
return;
}
if (texturedata->yuv) {
const SDL_Rect *rect = &texturedata->locked_rect;
void *pixels =
(void *) ((Uint8 *) texturedata->pixels + rect->y * texturedata->pitch +
rect->x * SDL_BYTESPERPIXEL(texture->format));
D3D_UpdateTexture(renderer, texture, rect, pixels, texturedata->pitch);
} else {
IDirect3DTexture9_UnlockRect(texturedata->texture.staging, 0);
texturedata->texture.dirty = SDL_TRUE;
if (data->drawstate.texture == texture) {
data->drawstate.texture = NULL;
data->drawstate.shader = NULL;
IDirect3DDevice9_SetPixelShader(data->device, NULL);
IDirect3DDevice9_SetTexture(data->device, 0, NULL);
if (texturedata->yuv) {
IDirect3DDevice9_SetTexture(data->device, 1, NULL);
IDirect3DDevice9_SetTexture(data->device, 2, NULL);
}
}
}
}
static void
D3D_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_ScaleMode scaleMode)
{
D3D_TextureData *texturedata = (D3D_TextureData *)texture->driverdata;
if (!texturedata) {
return;
}
texturedata->scaleMode = (scaleMode == SDL_ScaleModeNearest) ? D3DTEXF_POINT : D3DTEXF_LINEAR;
}
static int
D3D_SetRenderTargetInternal(SDL_Renderer * renderer, SDL_Texture * texture)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
D3D_TextureData *texturedata;
D3D_TextureRep *texturerep;
HRESULT result;
IDirect3DDevice9 *device = data->device;
/* Release the previous render target if it wasn't the default one */
if (data->currentRenderTarget != NULL) {
IDirect3DSurface9_Release(data->currentRenderTarget);
data->currentRenderTarget = NULL;
}
if (texture == NULL) {
IDirect3DDevice9_SetRenderTarget(data->device, 0, data->defaultRenderTarget);
return 0;
}
texturedata = (D3D_TextureData *)texture->driverdata;
if (!texturedata) {
SDL_SetError("Texture is not currently available");
return -1;
}
/* Make sure the render target is updated if it was locked and written to */
texturerep = &texturedata->texture;
if (texturerep->dirty && texturerep->staging) {
if (!texturerep->texture) {
result = IDirect3DDevice9_CreateTexture(device, texturerep->w, texturerep->h, 1, texturerep->usage,
PixelFormatToD3DFMT(texturerep->format), D3DPOOL_DEFAULT, &texturerep->texture, NULL);
if (FAILED(result)) {
return D3D_SetError("CreateTexture(D3DPOOL_DEFAULT)", result);
}
}
result = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)texturerep->staging, (IDirect3DBaseTexture9 *)texturerep->texture);
if (FAILED(result)) {
return D3D_SetError("UpdateTexture()", result);
}
texturerep->dirty = SDL_FALSE;
}
result = IDirect3DTexture9_GetSurfaceLevel(texturedata->texture.texture, 0, &data->currentRenderTarget);
if(FAILED(result)) {
return D3D_SetError("GetSurfaceLevel()", result);
}
result = IDirect3DDevice9_SetRenderTarget(data->device, 0, data->currentRenderTarget);
if(FAILED(result)) {
return D3D_SetError("SetRenderTarget()", result);
}
return 0;
}
static int
D3D_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
{
if (D3D_ActivateRenderer(renderer) < 0) {
return -1;
}
return D3D_SetRenderTargetInternal(renderer, texture);
}
static int
D3D_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd)
{
return 0; /* nothing to do in this backend. */
}
static int
D3D_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
const DWORD color = D3DCOLOR_ARGB(cmd->data.draw.a, cmd->data.draw.r, cmd->data.draw.g, cmd->data.draw.b);
const size_t vertslen = count * sizeof (Vertex);
Vertex *verts = (Vertex *) SDL_AllocateRenderVertices(renderer, vertslen, 0, &cmd->data.draw.first);
int i;
if (!verts) {
return -1;
}
SDL_memset(verts, '\0', vertslen);
cmd->data.draw.count = count;
for (i = 0; i < count; i++, verts++, points++) {
verts->x = points->x;
verts->y = points->y;
verts->color = color;
}
return 0;
}
static int
D3D_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
{
const DWORD color = D3DCOLOR_ARGB(cmd->data.draw.a, cmd->data.draw.r, cmd->data.draw.g, cmd->data.draw.b);
const size_t vertslen = count * sizeof (Vertex) * 4;
Vertex *verts = (Vertex *) SDL_AllocateRenderVertices(renderer, vertslen, 0, &cmd->data.draw.first);
int i;
if (!verts) {
return -1;
}
SDL_memset(verts, '\0', vertslen);
cmd->data.draw.count = count;
for (i = 0; i < count; i++) {
const SDL_FRect *rect = &rects[i];
const float minx = rect->x;
const float maxx = rect->x + rect->w;
const float miny = rect->y;
const float maxy = rect->y + rect->h;
verts->x = minx;
verts->y = miny;
verts->color = color;
verts++;
verts->x = maxx;
verts->y = miny;
verts->color = color;
verts++;
verts->x = maxx;
verts->y = maxy;
verts->color = color;
verts++;
verts->x = minx;
verts->y = maxy;
verts->color = color;
verts++;
}
return 0;
}
static int
D3D_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect)
{
const DWORD color = D3DCOLOR_ARGB(cmd->data.draw.a, cmd->data.draw.r, cmd->data.draw.g, cmd->data.draw.b);
float minx, miny, maxx, maxy;
float minu, maxu, minv, maxv;
const size_t vertslen = sizeof (Vertex) * 4;
Vertex *verts = (Vertex *) SDL_AllocateRenderVertices(renderer, vertslen, 0, &cmd->data.draw.first);
if (!verts) {
return -1;
}
cmd->data.draw.count = 1;
minx = dstrect->x - 0.5f;
miny = dstrect->y - 0.5f;
maxx = dstrect->x + dstrect->w - 0.5f;
maxy = dstrect->y + dstrect->h - 0.5f;
minu = (float) srcrect->x / texture->w;
maxu = (float) (srcrect->x + srcrect->w) / texture->w;
minv = (float) srcrect->y / texture->h;
maxv = (float) (srcrect->y + srcrect->h) / texture->h;
verts->x = minx;
verts->y = miny;
verts->z = 0.0f;
verts->color = color;
verts->u = minu;
verts->v = minv;
verts++;
verts->x = maxx;
verts->y = miny;
verts->z = 0.0f;
verts->color = color;
verts->u = maxu;
verts->v = minv;
verts++;
verts->x = maxx;
verts->y = maxy;
verts->z = 0.0f;
verts->color = color;
verts->u = maxu;
verts->v = maxv;
verts++;
verts->x = minx;
verts->y = maxy;
verts->z = 0.0f;
verts->color = color;
verts->u = minu;
verts->v = maxv;
verts++;
return 0;
}
static int
D3D_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
const SDL_Rect * srcquad, const SDL_FRect * dstrect,
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
{
const DWORD color = D3DCOLOR_ARGB(cmd->data.draw.a, cmd->data.draw.r, cmd->data.draw.g, cmd->data.draw.b);
float minx, miny, maxx, maxy;
float minu, maxu, minv, maxv;
const size_t vertslen = sizeof (Vertex) * 5;
Vertex *verts = (Vertex *) SDL_AllocateRenderVertices(renderer, vertslen, 0, &cmd->data.draw.first);
if (!verts) {
return -1;
}
cmd->data.draw.count = 1;
minx = -center->x;
maxx = dstrect->w - center->x;
miny = -center->y;
maxy = dstrect->h - center->y;
if (flip & SDL_FLIP_HORIZONTAL) {
minu = (float) (srcquad->x + srcquad->w) / texture->w;
maxu = (float) srcquad->x / texture->w;
} else {
minu = (float) srcquad->x / texture->w;
maxu = (float) (srcquad->x + srcquad->w) / texture->w;
}
if (flip & SDL_FLIP_VERTICAL) {
minv = (float) (srcquad->y + srcquad->h) / texture->h;
maxv = (float) srcquad->y / texture->h;
} else {
minv = (float) srcquad->y / texture->h;
maxv = (float) (srcquad->y + srcquad->h) / texture->h;
}
verts->x = minx;
verts->y = miny;
verts->z = 0.0f;
verts->color = color;
verts->u = minu;
verts->v = minv;
verts++;
verts->x = maxx;
verts->y = miny;
verts->z = 0.0f;
verts->color = color;
verts->u = maxu;
verts->v = minv;
verts++;
verts->x = maxx;
verts->y = maxy;
verts->z = 0.0f;
verts->color = color;
verts->u = maxu;
verts->v = maxv;
verts++;
verts->x = minx;
verts->y = maxy;
verts->z = 0.0f;
verts->color = color;
verts->u = minu;
verts->v = maxv;
verts++;
verts->x = dstrect->x + center->x - 0.5f; /* X translation */
verts->y = dstrect->y + center->y - 0.5f; /* Y translation */
verts->z = (float)(M_PI * (float) angle / 180.0f); /* rotation */
verts->color = 0;
verts->u = 0.0f;
verts->v = 0.0f;
verts++;
return 0;
}
static int
UpdateDirtyTexture(IDirect3DDevice9 *device, D3D_TextureRep *texture)
{
if (texture->dirty && texture->staging) {
HRESULT result;
if (!texture->texture) {
result = IDirect3DDevice9_CreateTexture(device, texture->w, texture->h, 1, texture->usage,
PixelFormatToD3DFMT(texture->format), D3DPOOL_DEFAULT, &texture->texture, NULL);
if (FAILED(result)) {
return D3D_SetError("CreateTexture(D3DPOOL_DEFAULT)", result);
}
}
result = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)texture->staging, (IDirect3DBaseTexture9 *)texture->texture);
if (FAILED(result)) {
return D3D_SetError("UpdateTexture()", result);
}
texture->dirty = SDL_FALSE;
}
return 0;
}
static int
BindTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, DWORD sampler)
{
HRESULT result;
UpdateDirtyTexture(device, texture);
result = IDirect3DDevice9_SetTexture(device, sampler, (IDirect3DBaseTexture9 *)texture->texture);
if (FAILED(result)) {
return D3D_SetError("SetTexture()", result);
}
return 0;
}
static void
UpdateTextureScaleMode(D3D_RenderData *data, D3D_TextureData *texturedata, unsigned index)
{
if (texturedata->scaleMode != data->scaleMode[index]) {
IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_MINFILTER,
texturedata->scaleMode);
IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_MAGFILTER,
texturedata->scaleMode);
IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_ADDRESSU,
D3DTADDRESS_CLAMP);
IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_ADDRESSV,
D3DTADDRESS_CLAMP);
data->scaleMode[index] = texturedata->scaleMode;
}
}
static int
SetupTextureState(D3D_RenderData *data, SDL_Texture * texture, LPDIRECT3DPIXELSHADER9 *shader)
{
D3D_TextureData *texturedata = (D3D_TextureData *)texture->driverdata;
SDL_assert(*shader == NULL);
if (!texturedata) {
SDL_SetError("Texture is not currently available");
return -1;
}
UpdateTextureScaleMode(data, texturedata, 0);
if (BindTextureRep(data->device, &texturedata->texture, 0) < 0) {
return -1;
}
if (texturedata->yuv) {
switch (SDL_GetYUVConversionModeForResolution(texture->w, texture->h)) {
case SDL_YUV_CONVERSION_JPEG:
*shader = data->shaders[SHADER_YUV_JPEG];
break;
case SDL_YUV_CONVERSION_BT601:
*shader = data->shaders[SHADER_YUV_BT601];
break;
case SDL_YUV_CONVERSION_BT709:
*shader = data->shaders[SHADER_YUV_BT709];
break;
default:
return SDL_SetError("Unsupported YUV conversion mode");
}
UpdateTextureScaleMode(data, texturedata, 1);
UpdateTextureScaleMode(data, texturedata, 2);
if (BindTextureRep(data->device, &texturedata->utexture, 1) < 0) {
return -1;
}
if (BindTextureRep(data->device, &texturedata->vtexture, 2) < 0) {
return -1;
}
}
return 0;
}
static int
SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd)
{
const SDL_bool was_copy_ex = data->drawstate.is_copy_ex;
const SDL_bool is_copy_ex = (cmd->command == SDL_RENDERCMD_COPY_EX);
SDL_Texture *texture = cmd->data.draw.texture;
const SDL_BlendMode blend = cmd->data.draw.blend;
if (texture != data->drawstate.texture) {
D3D_TextureData *oldtexturedata = data->drawstate.texture ? (D3D_TextureData *) data->drawstate.texture->driverdata : NULL;
D3D_TextureData *newtexturedata = texture ? (D3D_TextureData *) texture->driverdata : NULL;
LPDIRECT3DPIXELSHADER9 shader = NULL;
/* disable any enabled textures we aren't going to use, let SetupTextureState() do the rest. */
if (texture == NULL) {
IDirect3DDevice9_SetTexture(data->device, 0, NULL);
}
if ((!newtexturedata || !newtexturedata->yuv) && (oldtexturedata && oldtexturedata->yuv)) {
IDirect3DDevice9_SetTexture(data->device, 1, NULL);
IDirect3DDevice9_SetTexture(data->device, 2, NULL);
}
if (texture && SetupTextureState(data, texture, &shader) < 0) {
return -1;
}
if (shader != data->drawstate.shader) {
const HRESULT result = IDirect3DDevice9_SetPixelShader(data->device, shader);
if (FAILED(result)) {
return D3D_SetError("IDirect3DDevice9_SetPixelShader()", result);
}
data->drawstate.shader = shader;
}
data->drawstate.texture = texture;
} else if (texture) {
D3D_TextureData *texturedata = (D3D_TextureData *) texture->driverdata;
UpdateDirtyTexture(data->device, &texturedata->texture);
if (texturedata->yuv) {
UpdateDirtyTexture(data->device, &texturedata->utexture);
UpdateDirtyTexture(data->device, &texturedata->vtexture);
}
}
if (blend != data->drawstate.blend) {
if (blend == SDL_BLENDMODE_NONE) {
IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE, FALSE);
} else {
IDirect3DDevice9_SetRenderState(data->device, D3DRS_ALPHABLENDENABLE, TRUE);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLEND,
GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blend)));
IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLEND,
GetBlendFunc(SDL_GetBlendModeDstColorFactor(blend)));
if (data->enableSeparateAlphaBlend) {
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SRCBLENDALPHA,
GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blend)));
IDirect3DDevice9_SetRenderState(data->device, D3DRS_DESTBLENDALPHA,
GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blend)));
}
}
data->drawstate.blend = blend;
}
if (is_copy_ex != was_copy_ex) {
if (!is_copy_ex) { /* SDL_RENDERCMD_COPY_EX will set this, we only want to reset it here if necessary. */
const Float4X4 d3dmatrix = MatrixIdentity();
IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*) &d3dmatrix);
}
data->drawstate.is_copy_ex = is_copy_ex;
}
if (data->drawstate.viewport_dirty) {
const SDL_Rect *viewport = &data->drawstate.viewport;
const D3DVIEWPORT9 d3dviewport = { viewport->x, viewport->y, viewport->w, viewport->h, 0.0f, 1.0f };
IDirect3DDevice9_SetViewport(data->device, &d3dviewport);
/* Set an orthographic projection matrix */
if (viewport->w && viewport->h) {
D3DMATRIX d3dmatrix;
SDL_zero(d3dmatrix);
d3dmatrix.m[0][0] = 2.0f / viewport->w;
d3dmatrix.m[1][1] = -2.0f / viewport->h;
d3dmatrix.m[2][2] = 1.0f;
d3dmatrix.m[3][0] = -1.0f;
d3dmatrix.m[3][1] = 1.0f;
d3dmatrix.m[3][3] = 1.0f;
IDirect3DDevice9_SetTransform(data->device, D3DTS_PROJECTION, &d3dmatrix);
}
data->drawstate.viewport_dirty = SDL_FALSE;
}
if (data->drawstate.cliprect_enabled_dirty) {
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, data->drawstate.cliprect_enabled ? TRUE : FALSE);
data->drawstate.cliprect_enabled_dirty = SDL_FALSE;
}
if (data->drawstate.cliprect_dirty) {
const SDL_Rect *viewport = &data->drawstate.viewport;
const SDL_Rect *rect = &data->drawstate.cliprect;
const RECT d3drect = { viewport->x + rect->x, viewport->y + rect->y, viewport->x + rect->x + rect->w, viewport->y + rect->y + rect->h };
IDirect3DDevice9_SetScissorRect(data->device, &d3drect);
data->drawstate.cliprect_dirty = SDL_FALSE;
}
return 0;
}
static int
D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
const int vboidx = data->currentVertexBuffer;
IDirect3DVertexBuffer9 *vbo = NULL;
const SDL_bool istarget = renderer->target != NULL;
size_t i;
if (D3D_ActivateRenderer(renderer) < 0) {
return -1;
}
/* upload the new VBO data for this set of commands. */
vbo = data->vertexBuffers[vboidx];
if (data->vertexBufferSize[vboidx] < vertsize) {
const DWORD usage = D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY;
const DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1;
if (vbo) {
IDirect3DVertexBuffer9_Release(vbo);
}
if (FAILED(IDirect3DDevice9_CreateVertexBuffer(data->device, (UINT) vertsize, usage, fvf, D3DPOOL_DEFAULT, &vbo, NULL))) {
vbo = NULL;
}
data->vertexBuffers[vboidx] = vbo;
data->vertexBufferSize[vboidx] = vbo ? vertsize : 0;
}
if (vbo) {
void *ptr;
if (FAILED(IDirect3DVertexBuffer9_Lock(vbo, 0, (UINT) vertsize, &ptr, D3DLOCK_DISCARD))) {
vbo = NULL; /* oh well, we'll do immediate mode drawing. :( */
} else {
SDL_memcpy(ptr, vertices, vertsize);
if (FAILED(IDirect3DVertexBuffer9_Unlock(vbo))) {
vbo = NULL; /* oh well, we'll do immediate mode drawing. :( */
}
}
}
/* cycle through a few VBOs so D3D has some time with the data before we replace it. */
if (vbo) {
data->currentVertexBuffer++;
if (data->currentVertexBuffer >= SDL_arraysize(data->vertexBuffers)) {
data->currentVertexBuffer = 0;
}
} else if (!data->reportedVboProblem) {
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "SDL failed to get a vertex buffer for this Direct3D 9 rendering batch!");
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Dropping back to a slower method.");
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "This might be a brief hiccup, but if performance is bad, this is probably why.");
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "This error will not be logged again for this renderer.");
data->reportedVboProblem = SDL_TRUE;
}
IDirect3DDevice9_SetStreamSource(data->device, 0, vbo, 0, sizeof (Vertex));
while (cmd) {
switch (cmd->command) {
case SDL_RENDERCMD_SETDRAWCOLOR: {
/* currently this is sent with each vertex, but if we move to
shaders, we can put this in a uniform here and reduce vertex
buffer bandwidth */
break;
}
case SDL_RENDERCMD_SETVIEWPORT: {
SDL_Rect *viewport = &data->drawstate.viewport;
if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect)) != 0) {
SDL_memcpy(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect));
data->drawstate.viewport_dirty = SDL_TRUE;
}
break;
}
case SDL_RENDERCMD_SETCLIPRECT: {
const SDL_Rect *rect = &cmd->data.cliprect.rect;
if (data->drawstate.cliprect_enabled != cmd->data.cliprect.enabled) {
data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled;
data->drawstate.cliprect_enabled_dirty = SDL_TRUE;
}
if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof (SDL_Rect)) != 0) {
SDL_memcpy(&data->drawstate.cliprect, rect, sizeof (SDL_Rect));
data->drawstate.cliprect_dirty = SDL_TRUE;
}
break;
}
case SDL_RENDERCMD_CLEAR: {
const DWORD color = D3DCOLOR_ARGB(cmd->data.color.a, cmd->data.color.r, cmd->data.color.g, cmd->data.color.b);
const SDL_Rect *viewport = &data->drawstate.viewport;
const int backw = istarget ? renderer->target->w : data->pparams.BackBufferWidth;
const int backh = istarget ? renderer->target->h : data->pparams.BackBufferHeight;
if (data->drawstate.cliprect_enabled) {
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, FALSE);
data->drawstate.cliprect_enabled_dirty = SDL_TRUE;
}
/* Don't reset the viewport if we don't have to! */
if (!viewport->x && !viewport->y && (viewport->w == backw) && (viewport->h == backh)) {
IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0);
} else {
/* Clear is defined to clear the entire render target */
const D3DVIEWPORT9 wholeviewport = { 0, 0, backw, backh, 0.0f, 1.0f };
IDirect3DDevice9_SetViewport(data->device, &wholeviewport);
data->drawstate.viewport_dirty = SDL_TRUE;
IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0);
}
break;
}
case SDL_RENDERCMD_DRAW_POINTS: {
const size_t count = cmd->data.draw.count;
const size_t first = cmd->data.draw.first;
SetDrawState(data, cmd);
if (vbo) {
IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_POINTLIST, (UINT) (first / sizeof (Vertex)), (UINT) count);
} else {
const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first);
IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, (UINT) count, verts, sizeof (Vertex));
}
break;
}
case SDL_RENDERCMD_DRAW_LINES: {
const size_t count = cmd->data.draw.count;
const size_t first = cmd->data.draw.first;
const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first);
/* DirectX 9 has the same line rasterization semantics as GDI,
so we need to close the endpoint of the line with a second draw call. */
const SDL_bool close_endpoint = ((count == 2) || (verts[0].x != verts[count-1].x) || (verts[0].y != verts[count-1].y));
SetDrawState(data, cmd);
if (vbo) {
IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_LINESTRIP, (UINT) (first / sizeof (Vertex)), (UINT) (count - 1));
if (close_endpoint) {
IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_POINTLIST, (UINT) ((first / sizeof (Vertex)) + (count - 1)), 1);
}
} else {
IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_LINESTRIP, (UINT) (count - 1), verts, sizeof (Vertex));
if (close_endpoint) {
IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, 1, &verts[count-1], sizeof (Vertex));
}
}
break;
}
case SDL_RENDERCMD_FILL_RECTS: {
const size_t count = cmd->data.draw.count;
const size_t first = cmd->data.draw.first;
SetDrawState(data, cmd);
if (vbo) {
size_t offset = 0;
for (i = 0; i < count; ++i, offset += 4) {
IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_TRIANGLEFAN, (UINT) ((first / sizeof (Vertex)) + offset), 2);
}
} else {
const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first);
for (i = 0; i < count; ++i, verts += 4) {
IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2, verts, sizeof (Vertex));
}
}
break;
}
case SDL_RENDERCMD_COPY: {
const size_t count = cmd->data.draw.count;
const size_t first = cmd->data.draw.first;
SetDrawState(data, cmd);
if (vbo) {
size_t offset = 0;
for (i = 0; i < count; ++i, offset += 4) {
IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_TRIANGLEFAN, (UINT) ((first / sizeof (Vertex)) + offset), 2);
}
} else {
const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first);
for (i = 0; i < count; ++i, verts += 4) {
IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2, verts, sizeof (Vertex));
}
}
break;
}
case SDL_RENDERCMD_COPY_EX: {
const size_t first = cmd->data.draw.first;
const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first);
const Vertex *transvert = verts + 4;
const float translatex = transvert->x;
const float translatey = transvert->y;
const float rotation = transvert->z;
const Float4X4 d3dmatrix = MatrixMultiply(MatrixRotationZ(rotation), MatrixTranslation(translatex, translatey, 0));
SetDrawState(data, cmd);
IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)&d3dmatrix);
if (vbo) {
IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_TRIANGLEFAN, (UINT) (first / sizeof (Vertex)), 2);
} else {
IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2, verts, sizeof (Vertex));
}
break;
}
case SDL_RENDERCMD_NO_OP:
break;
}
cmd = cmd->next;
}
return 0;
}
static int
D3D_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 format, void * pixels, int pitch)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
D3DSURFACE_DESC desc;
LPDIRECT3DSURFACE9 backBuffer;
LPDIRECT3DSURFACE9 surface;
RECT d3drect;
D3DLOCKED_RECT locked;
HRESULT result;
if (data->currentRenderTarget) {
backBuffer = data->currentRenderTarget;
} else {
backBuffer = data->defaultRenderTarget;
}
result = IDirect3DSurface9_GetDesc(backBuffer, &desc);
if (FAILED(result)) {
return D3D_SetError("GetDesc()", result);
}
result = IDirect3DDevice9_CreateOffscreenPlainSurface(data->device, desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surface, NULL);
if (FAILED(result)) {
return D3D_SetError("CreateOffscreenPlainSurface()", result);
}
result = IDirect3DDevice9_GetRenderTargetData(data->device, backBuffer, surface);
if (FAILED(result)) {
IDirect3DSurface9_Release(surface);
return D3D_SetError("GetRenderTargetData()", result);
}
d3drect.left = rect->x;
d3drect.right = rect->x + rect->w;
d3drect.top = rect->y;
d3drect.bottom = rect->y + rect->h;
result = IDirect3DSurface9_LockRect(surface, &locked, &d3drect, D3DLOCK_READONLY);
if (FAILED(result)) {
IDirect3DSurface9_Release(surface);
return D3D_SetError("LockRect()", result);
}
SDL_ConvertPixels(rect->w, rect->h,
D3DFMTToPixelFormat(desc.Format), locked.pBits, locked.Pitch,
format, pixels, pitch);
IDirect3DSurface9_UnlockRect(surface);
IDirect3DSurface9_Release(surface);
return 0;
}
static void
D3D_RenderPresent(SDL_Renderer * renderer)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
HRESULT result;
if (!data->beginScene) {
IDirect3DDevice9_EndScene(data->device);
data->beginScene = SDL_TRUE;
}
result = IDirect3DDevice9_TestCooperativeLevel(data->device);
if (result == D3DERR_DEVICELOST) {
/* We'll reset later */
return;
}
if (result == D3DERR_DEVICENOTRESET) {
D3D_Reset(renderer);
}
result = IDirect3DDevice9_Present(data->device, NULL, NULL, NULL, NULL);
if (FAILED(result)) {
D3D_SetError("Present()", result);
}
}
static void
D3D_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
D3D_RenderData *renderdata = (D3D_RenderData *) renderer->driverdata;
D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
if (renderdata->drawstate.texture == texture) {
renderdata->drawstate.texture = NULL;
renderdata->drawstate.shader = NULL;
IDirect3DDevice9_SetPixelShader(renderdata->device, NULL);
IDirect3DDevice9_SetTexture(renderdata->device, 0, NULL);
if (data->yuv) {
IDirect3DDevice9_SetTexture(renderdata->device, 1, NULL);
IDirect3DDevice9_SetTexture(renderdata->device, 2, NULL);
}
}
if (!data) {
return;
}
D3D_DestroyTextureRep(&data->texture);
D3D_DestroyTextureRep(&data->utexture);
D3D_DestroyTextureRep(&data->vtexture);
SDL_free(data->pixels);
SDL_free(data);
texture->driverdata = NULL;
}
static void
D3D_DestroyRenderer(SDL_Renderer * renderer)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
if (data) {
int i;
/* Release the render target */
if (data->defaultRenderTarget) {
IDirect3DSurface9_Release(data->defaultRenderTarget);
data->defaultRenderTarget = NULL;
}
if (data->currentRenderTarget != NULL) {
IDirect3DSurface9_Release(data->currentRenderTarget);
data->currentRenderTarget = NULL;
}
for (i = 0; i < SDL_arraysize(data->shaders); ++i) {
if (data->shaders[i]) {
IDirect3DPixelShader9_Release(data->shaders[i]);
data->shaders[i] = NULL;
}
}
/* Release all vertex buffers */
for (i = 0; i < SDL_arraysize(data->vertexBuffers); ++i) {
if (data->vertexBuffers[i]) {
IDirect3DVertexBuffer9_Release(data->vertexBuffers[i]);
}
data->vertexBuffers[i] = NULL;
}
if (data->device) {
IDirect3DDevice9_Release(data->device);
data->device = NULL;
}
if (data->d3d) {
IDirect3D9_Release(data->d3d);
SDL_UnloadObject(data->d3dDLL);
}
SDL_free(data);
}
SDL_free(renderer);
}
static int
D3D_Reset(SDL_Renderer * renderer)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
const Float4X4 d3dmatrix = MatrixIdentity();
HRESULT result;
SDL_Texture *texture;
int i;
/* Release the default render target before reset */
if (data->defaultRenderTarget) {
IDirect3DSurface9_Release(data->defaultRenderTarget);
data->defaultRenderTarget = NULL;
}
if (data->currentRenderTarget != NULL) {
IDirect3DSurface9_Release(data->currentRenderTarget);
data->currentRenderTarget = NULL;
}
/* Release application render targets */
for (texture = renderer->textures; texture; texture = texture->next) {
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
D3D_DestroyTexture(renderer, texture);
} else {
D3D_RecreateTexture(renderer, texture);
}
}
/* Release all vertex buffers */
for (i = 0; i < SDL_arraysize(data->vertexBuffers); ++i) {
if (data->vertexBuffers[i]) {
IDirect3DVertexBuffer9_Release(data->vertexBuffers[i]);
}
data->vertexBuffers[i] = NULL;
data->vertexBufferSize[i] = 0;
}
result = IDirect3DDevice9_Reset(data->device, &data->pparams);
if (FAILED(result)) {
if (result == D3DERR_DEVICELOST) {
/* Don't worry about it, we'll reset later... */
return 0;
} else {
return D3D_SetError("Reset()", result);
}
}
/* Allocate application render targets */
for (texture = renderer->textures; texture; texture = texture->next) {
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
D3D_CreateTexture(renderer, texture);
}
}
IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget);
D3D_InitRenderState(data);
D3D_SetRenderTargetInternal(renderer, renderer->target);
data->drawstate.viewport_dirty = SDL_TRUE;
data->drawstate.cliprect_dirty = SDL_TRUE;
data->drawstate.cliprect_enabled_dirty = SDL_TRUE;
data->drawstate.texture = NULL;
data->drawstate.shader = NULL;
data->drawstate.blend = SDL_BLENDMODE_INVALID;
data->drawstate.is_copy_ex = SDL_FALSE;
IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)&d3dmatrix);
/* Let the application know that render targets were reset */
{
SDL_Event event;
event.type = SDL_RENDER_TARGETS_RESET;
SDL_PushEvent(&event);
}
return 0;
}
SDL_Renderer *
D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
{
SDL_Renderer *renderer;
D3D_RenderData *data;
SDL_SysWMinfo windowinfo;
HRESULT result;
D3DPRESENT_PARAMETERS pparams;
IDirect3DSwapChain9 *chain;
D3DCAPS9 caps;
DWORD device_flags;
Uint32 window_flags;
int w, h;
SDL_DisplayMode fullscreen_mode;
int displayIndex;
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
if (!renderer) {
SDL_OutOfMemory();
return NULL;
}
data = (D3D_RenderData *) SDL_calloc(1, sizeof(*data));
if (!data) {
SDL_free(renderer);
SDL_OutOfMemory();
return NULL;
}
if (!D3D_LoadDLL(&data->d3dDLL, &data->d3d)) {
SDL_free(renderer);
SDL_free(data);
SDL_SetError("Unable to create Direct3D interface");
return NULL;
}
renderer->WindowEvent = D3D_WindowEvent;
renderer->SupportsBlendMode = D3D_SupportsBlendMode;
renderer->CreateTexture = D3D_CreateTexture;
renderer->UpdateTexture = D3D_UpdateTexture;
renderer->UpdateTextureYUV = D3D_UpdateTextureYUV;
renderer->LockTexture = D3D_LockTexture;
renderer->UnlockTexture = D3D_UnlockTexture;
renderer->SetTextureScaleMode = D3D_SetTextureScaleMode;
renderer->SetRenderTarget = D3D_SetRenderTarget;
renderer->QueueSetViewport = D3D_QueueSetViewport;
renderer->QueueSetDrawColor = D3D_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
renderer->QueueDrawPoints = D3D_QueueDrawPoints;
renderer->QueueDrawLines = D3D_QueueDrawPoints; /* lines and points queue vertices the same way. */
renderer->QueueFillRects = D3D_QueueFillRects;
renderer->QueueCopy = D3D_QueueCopy;
renderer->QueueCopyEx = D3D_QueueCopyEx;
renderer->RunCommandQueue = D3D_RunCommandQueue;
renderer->RenderReadPixels = D3D_RenderReadPixels;
renderer->RenderPresent = D3D_RenderPresent;
renderer->DestroyTexture = D3D_DestroyTexture;
renderer->DestroyRenderer = D3D_DestroyRenderer;
renderer->info = D3D_RenderDriver.info;
renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
renderer->driverdata = data;
SDL_VERSION(&windowinfo.version);
SDL_GetWindowWMInfo(window, &windowinfo);
window_flags = SDL_GetWindowFlags(window);
SDL_GetWindowSize(window, &w, &h);
SDL_GetWindowDisplayMode(window, &fullscreen_mode);
SDL_zero(pparams);
pparams.hDeviceWindow = windowinfo.info.win.window;
pparams.BackBufferWidth = w;
pparams.BackBufferHeight = h;
pparams.BackBufferCount = 1;
pparams.SwapEffect = D3DSWAPEFFECT_DISCARD;
if (window_flags & SDL_WINDOW_FULLSCREEN && (window_flags & SDL_WINDOW_FULLSCREEN_DESKTOP) != SDL_WINDOW_FULLSCREEN_DESKTOP) {
pparams.Windowed = FALSE;
pparams.BackBufferFormat = PixelFormatToD3DFMT(fullscreen_mode.format);
pparams.FullScreen_RefreshRateInHz = fullscreen_mode.refresh_rate;
} else {
pparams.Windowed = TRUE;
pparams.BackBufferFormat = D3DFMT_UNKNOWN;
pparams.FullScreen_RefreshRateInHz = 0;
}
if (flags & SDL_RENDERER_PRESENTVSYNC) {
pparams.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
} else {
pparams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
}
/* Get the adapter for the display that the window is on */
displayIndex = SDL_GetWindowDisplayIndex(window);
data->adapter = SDL_Direct3D9GetAdapterIndex(displayIndex);
IDirect3D9_GetDeviceCaps(data->d3d, data->adapter, D3DDEVTYPE_HAL, &caps);
device_flags = D3DCREATE_FPU_PRESERVE;
if (caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) {
device_flags |= D3DCREATE_HARDWARE_VERTEXPROCESSING;
} else {
device_flags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
}
if (SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D_THREADSAFE, SDL_FALSE)) {
device_flags |= D3DCREATE_MULTITHREADED;
}
result = IDirect3D9_CreateDevice(data->d3d, data->adapter,
D3DDEVTYPE_HAL,
pparams.hDeviceWindow,
device_flags,
&pparams, &data->device);
if (FAILED(result)) {
D3D_DestroyRenderer(renderer);
D3D_SetError("CreateDevice()", result);
return NULL;
}
/* Get presentation parameters to fill info */
result = IDirect3DDevice9_GetSwapChain(data->device, 0, &chain);
if (FAILED(result)) {
D3D_DestroyRenderer(renderer);
D3D_SetError("GetSwapChain()", result);
return NULL;
}
result = IDirect3DSwapChain9_GetPresentParameters(chain, &pparams);
if (FAILED(result)) {
IDirect3DSwapChain9_Release(chain);
D3D_DestroyRenderer(renderer);
D3D_SetError("GetPresentParameters()", result);
return NULL;
}
IDirect3DSwapChain9_Release(chain);
if (pparams.PresentationInterval == D3DPRESENT_INTERVAL_ONE) {
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
}
data->pparams = pparams;
IDirect3DDevice9_GetDeviceCaps(data->device, &caps);
renderer->info.max_texture_width = caps.MaxTextureWidth;
renderer->info.max_texture_height = caps.MaxTextureHeight;
if (caps.NumSimultaneousRTs >= 2) {
renderer->info.flags |= SDL_RENDERER_TARGETTEXTURE;
}
if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_SEPARATEALPHABLEND) {
data->enableSeparateAlphaBlend = SDL_TRUE;
}
/* Store the default render target */
IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget);
data->currentRenderTarget = NULL;
/* Set up parameters for rendering */
D3D_InitRenderState(data);
if (caps.MaxSimultaneousTextures >= 3) {
int i;
for (i = 0; i < SDL_arraysize(data->shaders); ++i) {
result = D3D9_CreatePixelShader(data->device, (D3D9_Shader)i, &data->shaders[i]);
if (FAILED(result)) {
D3D_SetError("CreatePixelShader()", result);
}
}
if (data->shaders[SHADER_YUV_JPEG] && data->shaders[SHADER_YUV_BT601] && data->shaders[SHADER_YUV_BT709]) {
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
}
}
data->drawstate.blend = SDL_BLENDMODE_INVALID;
return renderer;
}
SDL_RenderDriver D3D_RenderDriver = {
D3D_CreateRenderer,
{
"direct3d",
(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
1,
{SDL_PIXELFORMAT_ARGB8888},
0,
0}
};
#endif /* SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED */
#ifdef __WIN32__
/* This function needs to always exist on Windows, for the Dynamic API. */
IDirect3DDevice9 *
SDL_RenderGetD3D9Device(SDL_Renderer * renderer)
{
IDirect3DDevice9 *device = NULL;
#if SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
/* Make sure that this is a D3D renderer */
if (renderer->DestroyRenderer != D3D_DestroyRenderer) {
SDL_SetError("Renderer is not a D3D renderer");
return NULL;
}
device = data->device;
if (device) {
IDirect3DDevice9_AddRef(device);
}
#endif /* SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED */
return device;
}
#endif /* __WIN32__ */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/render/direct3d/SDL_render_d3d.c | C | apache-2.0 | 64,606 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#include "SDL_render.h"
#include "SDL_system.h"
#if SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED
#include "../../core/windows/SDL_windows.h"
#include <d3d9.h>
#include "SDL_shaders_d3d.h"
/* The shaders here were compiled with:
fxc /T ps_2_0 /Fo"<OUTPUT FILE>" "<INPUT FILE>"
Shader object code was converted to a list of DWORDs via the following
*nix style command (available separately from Windows + MSVC):
hexdump -v -e '6/4 "0x%08.8x, " "\n"' <FILE>
*/
/* --- D3D9_PixelShader_YUV_JPEG.hlsl ---
Texture2D theTextureY : register(t0);
Texture2D theTextureU : register(t1);
Texture2D theTextureV : register(t2);
SamplerState theSampler = sampler_state
{
addressU = Clamp;
addressV = Clamp;
mipfilter = NONE;
minfilter = LINEAR;
magfilter = LINEAR;
};
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {0.0, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.0000, 0.0000, 1.4020};
const float3 Gcoeff = {1.0000, -0.3441, -0.7141};
const float3 Bcoeff = {1.0000, 1.7720, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.y = theTextureU.Sample(theSampler, input.tex).r;
yuv.z = theTextureV.Sample(theSampler, input.tex).r;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}
*/
static const DWORD D3D9_PixelShader_YUV_JPEG[] = {
0xffff0200, 0x0044fffe, 0x42415443, 0x0000001c, 0x000000d7, 0xffff0200,
0x00000003, 0x0000001c, 0x00000100, 0x000000d0, 0x00000058, 0x00010003,
0x00000001, 0x00000070, 0x00000000, 0x00000080, 0x00020003, 0x00000001,
0x00000098, 0x00000000, 0x000000a8, 0x00000003, 0x00000001, 0x000000c0,
0x00000000, 0x53656874, 0x6c706d61, 0x742b7265, 0x65546568, 0x72757478,
0xab005565, 0x00070004, 0x00040001, 0x00000001, 0x00000000, 0x53656874,
0x6c706d61, 0x742b7265, 0x65546568, 0x72757478, 0xab005665, 0x00070004,
0x00040001, 0x00000001, 0x00000000, 0x53656874, 0x6c706d61, 0x742b7265,
0x65546568, 0x72757478, 0xab005965, 0x00070004, 0x00040001, 0x00000001,
0x00000000, 0x325f7370, 0x4d00305f, 0x6f726369, 0x74666f73, 0x29522820,
0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320, 0x656c6970, 0x2e362072,
0x36392e33, 0x312e3030, 0x34383336, 0xababab00, 0x05000051, 0xa00f0000,
0x00000000, 0xbf008081, 0xbf008081, 0x3f800000, 0x05000051, 0xa00f0001,
0x3f800000, 0x00000000, 0x3fb374bc, 0x00000000, 0x05000051, 0xa00f0002,
0x3f800000, 0xbeb02de0, 0xbf36cf42, 0x00000000, 0x05000051, 0xa00f0003,
0x3f800000, 0x3fe2d0e5, 0x00000000, 0x00000000, 0x0200001f, 0x80000000,
0xb0030000, 0x0200001f, 0x80000000, 0x900f0000, 0x0200001f, 0x90000000,
0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x0200001f, 0x90000000,
0xa00f0802, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, 0x03000042,
0x800f0001, 0xb0e40000, 0xa0e40801, 0x03000042, 0x800f0002, 0xb0e40000,
0xa0e40802, 0x02000001, 0x80020000, 0x80000001, 0x02000001, 0x80040000,
0x80000002, 0x03000002, 0x80070000, 0x80e40000, 0xa0e40000, 0x03000008,
0x80010001, 0x80e40000, 0xa0e40001, 0x03000008, 0x80020001, 0x80e40000,
0xa0e40002, 0x0400005a, 0x80040001, 0x80e40000, 0xa0e40003, 0xa0aa0003,
0x02000001, 0x80080001, 0xa0ff0000, 0x03000005, 0x800f0000, 0x80e40001,
0x90e40000, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff
};
/* --- D3D9_PixelShader_YUV_BT601.hlsl ---
Texture2D theTextureY : register(t0);
Texture2D theTextureU : register(t1);
Texture2D theTextureV : register(t2);
SamplerState theSampler = sampler_state
{
addressU = Clamp;
addressV = Clamp;
mipfilter = NONE;
minfilter = LINEAR;
magfilter = LINEAR;
};
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.1644, 0.0000, 1.5960};
const float3 Gcoeff = {1.1644, -0.3918, -0.8130};
const float3 Bcoeff = {1.1644, 2.0172, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.y = theTextureU.Sample(theSampler, input.tex).r;
yuv.z = theTextureV.Sample(theSampler, input.tex).r;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}
*/
static const DWORD D3D9_PixelShader_YUV_BT601[] = {
0xffff0200, 0x0044fffe, 0x42415443, 0x0000001c, 0x000000d7, 0xffff0200,
0x00000003, 0x0000001c, 0x00000100, 0x000000d0, 0x00000058, 0x00010003,
0x00000001, 0x00000070, 0x00000000, 0x00000080, 0x00020003, 0x00000001,
0x00000098, 0x00000000, 0x000000a8, 0x00000003, 0x00000001, 0x000000c0,
0x00000000, 0x53656874, 0x6c706d61, 0x742b7265, 0x65546568, 0x72757478,
0xab005565, 0x00070004, 0x00040001, 0x00000001, 0x00000000, 0x53656874,
0x6c706d61, 0x742b7265, 0x65546568, 0x72757478, 0xab005665, 0x00070004,
0x00040001, 0x00000001, 0x00000000, 0x53656874, 0x6c706d61, 0x742b7265,
0x65546568, 0x72757478, 0xab005965, 0x00070004, 0x00040001, 0x00000001,
0x00000000, 0x325f7370, 0x4d00305f, 0x6f726369, 0x74666f73, 0x29522820,
0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320, 0x656c6970, 0x2e362072,
0x36392e33, 0x312e3030, 0x34383336, 0xababab00, 0x05000051, 0xa00f0000,
0xbd808081, 0xbf008081, 0xbf008081, 0x3f800000, 0x05000051, 0xa00f0001,
0x3f950b0f, 0x00000000, 0x3fcc49ba, 0x00000000, 0x05000051, 0xa00f0002,
0x3f950b0f, 0xbec89a02, 0xbf5020c5, 0x00000000, 0x05000051, 0xa00f0003,
0x3f950b0f, 0x400119ce, 0x00000000, 0x00000000, 0x0200001f, 0x80000000,
0xb0030000, 0x0200001f, 0x80000000, 0x900f0000, 0x0200001f, 0x90000000,
0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x0200001f, 0x90000000,
0xa00f0802, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, 0x03000042,
0x800f0001, 0xb0e40000, 0xa0e40801, 0x03000042, 0x800f0002, 0xb0e40000,
0xa0e40802, 0x02000001, 0x80020000, 0x80000001, 0x02000001, 0x80040000,
0x80000002, 0x03000002, 0x80070000, 0x80e40000, 0xa0e40000, 0x03000008,
0x80010001, 0x80e40000, 0xa0e40001, 0x03000008, 0x80020001, 0x80e40000,
0xa0e40002, 0x0400005a, 0x80040001, 0x80e40000, 0xa0e40003, 0xa0aa0003,
0x02000001, 0x80080001, 0xa0ff0000, 0x03000005, 0x800f0000, 0x80e40001,
0x90e40000, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff
};
/* --- D3D9_PixelShader_YUV_BT709.hlsl ---
Texture2D theTextureY : register(t0);
Texture2D theTextureU : register(t1);
Texture2D theTextureV : register(t2);
SamplerState theSampler = sampler_state
{
addressU = Clamp;
addressV = Clamp;
mipfilter = NONE;
minfilter = LINEAR;
magfilter = LINEAR;
};
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.1644, 0.0000, 1.7927};
const float3 Gcoeff = {1.1644, -0.2132, -0.5329};
const float3 Bcoeff = {1.1644, 2.1124, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.y = theTextureU.Sample(theSampler, input.tex).r;
yuv.z = theTextureV.Sample(theSampler, input.tex).r;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}
*/
static const DWORD D3D9_PixelShader_YUV_BT709[] = {
0xffff0200, 0x0044fffe, 0x42415443, 0x0000001c, 0x000000d7, 0xffff0200,
0x00000003, 0x0000001c, 0x00000100, 0x000000d0, 0x00000058, 0x00010003,
0x00000001, 0x00000070, 0x00000000, 0x00000080, 0x00020003, 0x00000001,
0x00000098, 0x00000000, 0x000000a8, 0x00000003, 0x00000001, 0x000000c0,
0x00000000, 0x53656874, 0x6c706d61, 0x742b7265, 0x65546568, 0x72757478,
0xab005565, 0x00070004, 0x00040001, 0x00000001, 0x00000000, 0x53656874,
0x6c706d61, 0x742b7265, 0x65546568, 0x72757478, 0xab005665, 0x00070004,
0x00040001, 0x00000001, 0x00000000, 0x53656874, 0x6c706d61, 0x742b7265,
0x65546568, 0x72757478, 0xab005965, 0x00070004, 0x00040001, 0x00000001,
0x00000000, 0x325f7370, 0x4d00305f, 0x6f726369, 0x74666f73, 0x29522820,
0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320, 0x656c6970, 0x2e362072,
0x36392e33, 0x312e3030, 0x34383336, 0xababab00, 0x05000051, 0xa00f0000,
0xbd808081, 0xbf008081, 0xbf008081, 0x3f800000, 0x05000051, 0xa00f0001,
0x3f950b0f, 0x00000000, 0x3fe57732, 0x00000000, 0x05000051, 0xa00f0002,
0x3f950b0f, 0xbe5a511a, 0xbf086c22, 0x00000000, 0x05000051, 0xa00f0003,
0x3f950b0f, 0x40073190, 0x00000000, 0x00000000, 0x0200001f, 0x80000000,
0xb0030000, 0x0200001f, 0x80000000, 0x900f0000, 0x0200001f, 0x90000000,
0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x0200001f, 0x90000000,
0xa00f0802, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, 0x03000042,
0x800f0001, 0xb0e40000, 0xa0e40801, 0x03000042, 0x800f0002, 0xb0e40000,
0xa0e40802, 0x02000001, 0x80020000, 0x80000001, 0x02000001, 0x80040000,
0x80000002, 0x03000002, 0x80070000, 0x80e40000, 0xa0e40000, 0x03000008,
0x80010001, 0x80e40000, 0xa0e40001, 0x03000008, 0x80020001, 0x80e40000,
0xa0e40002, 0x0400005a, 0x80040001, 0x80e40000, 0xa0e40003, 0xa0aa0003,
0x02000001, 0x80080001, 0xa0ff0000, 0x03000005, 0x800f0000, 0x80e40001,
0x90e40000, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff
};
static const DWORD *D3D9_shaders[] = {
D3D9_PixelShader_YUV_JPEG,
D3D9_PixelShader_YUV_BT601,
D3D9_PixelShader_YUV_BT709,
};
HRESULT D3D9_CreatePixelShader(IDirect3DDevice9 *d3dDevice, D3D9_Shader shader, IDirect3DPixelShader9 **pixelShader)
{
return IDirect3DDevice9_CreatePixelShader(d3dDevice, D3D9_shaders[shader], pixelShader);
}
#endif /* SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/render/direct3d/SDL_shaders_d3d.c | C | apache-2.0 | 11,676 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
/* D3D9 shader implementation */
typedef enum {
SHADER_YUV_JPEG,
SHADER_YUV_BT601,
SHADER_YUV_BT709,
NUM_SHADERS
} D3D9_Shader;
extern HRESULT D3D9_CreatePixelShader(IDirect3DDevice9 *d3dDevice, D3D9_Shader shader, IDirect3DPixelShader9 **pixelShader);
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/render/direct3d/SDL_shaders_d3d.h | C | apache-2.0 | 1,279 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
#define COBJMACROS
#include "../../core/windows/SDL_windows.h"
#include "SDL_hints.h"
#include "SDL_loadso.h"
#include "SDL_syswm.h"
#include "../SDL_sysrender.h"
#include "../SDL_d3dmath.h"
#include <d3d11_1.h>
#include "SDL_shaders_d3d11.h"
#ifdef __WINRT__
#if NTDDI_VERSION > NTDDI_WIN8
#include <DXGI1_3.h>
#endif
#include "SDL_render_winrt.h"
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
#include <windows.ui.xaml.media.dxinterop.h>
/* TODO, WinRT, XAML: get the ISwapChainBackgroundPanelNative from something other than a global var */
extern ISwapChainBackgroundPanelNative * WINRT_GlobalSwapChainBackgroundPanelNative;
#endif /* WINAPI_FAMILY == WINAPI_FAMILY_APP */
#endif /* __WINRT__ */
#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str
#define SAFE_RELEASE(X) if ((X)) { IUnknown_Release(SDL_static_cast(IUnknown*, X)); X = NULL; }
/* !!! FIXME: vertex buffer bandwidth could be significantly lower; move color to a uniform, only use UV coords
!!! FIXME: when textures are needed, and don't ever pass Z, since it's always zero. */
/* Vertex shader, common values */
typedef struct
{
Float4X4 model;
Float4X4 projectionAndView;
} VertexShaderConstants;
/* Per-vertex data */
typedef struct
{
Float3 pos;
Float2 tex;
Float4 color;
} VertexPositionColor;
/* Per-texture data */
typedef struct
{
ID3D11Texture2D *mainTexture;
ID3D11ShaderResourceView *mainTextureResourceView;
ID3D11RenderTargetView *mainTextureRenderTargetView;
ID3D11Texture2D *stagingTexture;
int lockedTexturePositionX;
int lockedTexturePositionY;
D3D11_FILTER scaleMode;
/* YV12 texture support */
SDL_bool yuv;
ID3D11Texture2D *mainTextureU;
ID3D11ShaderResourceView *mainTextureResourceViewU;
ID3D11Texture2D *mainTextureV;
ID3D11ShaderResourceView *mainTextureResourceViewV;
/* NV12 texture support */
SDL_bool nv12;
ID3D11Texture2D *mainTextureNV;
ID3D11ShaderResourceView *mainTextureResourceViewNV;
Uint8 *pixels;
int pitch;
SDL_Rect locked_rect;
} D3D11_TextureData;
/* Blend mode data */
typedef struct
{
SDL_BlendMode blendMode;
ID3D11BlendState *blendState;
} D3D11_BlendMode;
/* Private renderer data */
typedef struct
{
void *hDXGIMod;
void *hD3D11Mod;
IDXGIFactory2 *dxgiFactory;
IDXGIAdapter *dxgiAdapter;
ID3D11Device1 *d3dDevice;
ID3D11DeviceContext1 *d3dContext;
IDXGISwapChain1 *swapChain;
DXGI_SWAP_EFFECT swapEffect;
ID3D11RenderTargetView *mainRenderTargetView;
ID3D11RenderTargetView *currentOffscreenRenderTargetView;
ID3D11InputLayout *inputLayout;
ID3D11Buffer *vertexBuffers[8];
size_t vertexBufferSizes[8];
ID3D11VertexShader *vertexShader;
ID3D11PixelShader *pixelShaders[NUM_SHADERS];
int blendModesCount;
D3D11_BlendMode *blendModes;
ID3D11SamplerState *nearestPixelSampler;
ID3D11SamplerState *linearSampler;
D3D_FEATURE_LEVEL featureLevel;
/* Rasterizers */
ID3D11RasterizerState *mainRasterizer;
ID3D11RasterizerState *clippedRasterizer;
/* Vertex buffer constants */
VertexShaderConstants vertexShaderConstantsData;
ID3D11Buffer *vertexShaderConstants;
/* Cached renderer properties */
DXGI_MODE_ROTATION rotation;
ID3D11RenderTargetView *currentRenderTargetView;
ID3D11RasterizerState *currentRasterizerState;
ID3D11BlendState *currentBlendState;
ID3D11PixelShader *currentShader;
ID3D11ShaderResourceView *currentShaderResource;
ID3D11SamplerState *currentSampler;
SDL_bool cliprectDirty;
SDL_bool currentCliprectEnabled;
SDL_Rect currentCliprect;
SDL_Rect currentViewport;
int currentViewportRotation;
SDL_bool viewportDirty;
Float4X4 identity;
int currentVertexBuffer;
} D3D11_RenderData;
/* Define D3D GUIDs here so we don't have to include uuid.lib.
*
* Fix for SDL bug https://bugzilla.libsdl.org/show_bug.cgi?id=3437:
* The extra 'SDL_' was added to the start of each IID's name, in order
* to prevent build errors on both MinGW-w64 and WinRT/UWP.
* (SDL bug https://bugzilla.libsdl.org/show_bug.cgi?id=3336 led to
* linker errors in WinRT/UWP builds.)
*/
#ifdef __GNUC__
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wunused-const-variable"
#endif
static const GUID SDL_IID_IDXGIFactory2 = { 0x50c83a1c, 0xe072, 0x4c48, { 0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0 } };
static const GUID SDL_IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
static const GUID SDL_IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
static const GUID SDL_IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
static const GUID SDL_IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } };
static const GUID SDL_IID_ID3D11DeviceContext1 = { 0xbb2c6faa, 0xb5fb, 0x4082, { 0x8e, 0x6b, 0x38, 0x8b, 0x8c, 0xfa, 0x90, 0xe1 } };
static const GUID SDL_IID_ID3D11Debug = { 0x79cf2233, 0x7536, 0x4948, { 0x9d, 0x36, 0x1e, 0x46, 0x92, 0xdc, 0x57, 0x60 } };
#ifdef __GNUC__
#pragma GCC diagnostic pop
#endif
Uint32
D3D11_DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat)
{
switch (dxgiFormat) {
case DXGI_FORMAT_B8G8R8A8_UNORM:
return SDL_PIXELFORMAT_ARGB8888;
case DXGI_FORMAT_B8G8R8X8_UNORM:
return SDL_PIXELFORMAT_RGB888;
default:
return SDL_PIXELFORMAT_UNKNOWN;
}
}
static DXGI_FORMAT
SDLPixelFormatToDXGIFormat(Uint32 sdlFormat)
{
switch (sdlFormat) {
case SDL_PIXELFORMAT_ARGB8888:
return DXGI_FORMAT_B8G8R8A8_UNORM;
case SDL_PIXELFORMAT_RGB888:
return DXGI_FORMAT_B8G8R8X8_UNORM;
case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_NV12: /* For the Y texture */
case SDL_PIXELFORMAT_NV21: /* For the Y texture */
return DXGI_FORMAT_R8_UNORM;
default:
return DXGI_FORMAT_UNKNOWN;
}
}
static void D3D11_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static void
D3D11_ReleaseAll(SDL_Renderer * renderer)
{
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
SDL_Texture *texture = NULL;
/* Release all textures */
for (texture = renderer->textures; texture; texture = texture->next) {
D3D11_DestroyTexture(renderer, texture);
}
/* Release/reset everything else */
if (data) {
int i;
SAFE_RELEASE(data->dxgiFactory);
SAFE_RELEASE(data->dxgiAdapter);
SAFE_RELEASE(data->d3dDevice);
SAFE_RELEASE(data->d3dContext);
SAFE_RELEASE(data->swapChain);
SAFE_RELEASE(data->mainRenderTargetView);
SAFE_RELEASE(data->currentOffscreenRenderTargetView);
SAFE_RELEASE(data->inputLayout);
for (i = 0; i < SDL_arraysize(data->vertexBuffers); ++i) {
SAFE_RELEASE(data->vertexBuffers[i]);
}
SAFE_RELEASE(data->vertexShader);
for (i = 0; i < SDL_arraysize(data->pixelShaders); ++i) {
SAFE_RELEASE(data->pixelShaders[i]);
}
if (data->blendModesCount > 0) {
for (i = 0; i < data->blendModesCount; ++i) {
SAFE_RELEASE(data->blendModes[i].blendState);
}
SDL_free(data->blendModes);
data->blendModesCount = 0;
}
SAFE_RELEASE(data->nearestPixelSampler);
SAFE_RELEASE(data->linearSampler);
SAFE_RELEASE(data->mainRasterizer);
SAFE_RELEASE(data->clippedRasterizer);
SAFE_RELEASE(data->vertexShaderConstants);
data->swapEffect = (DXGI_SWAP_EFFECT) 0;
data->rotation = DXGI_MODE_ROTATION_UNSPECIFIED;
data->currentRenderTargetView = NULL;
data->currentRasterizerState = NULL;
data->currentBlendState = NULL;
data->currentShader = NULL;
data->currentShaderResource = NULL;
data->currentSampler = NULL;
/* Unload the D3D libraries. This should be done last, in order
* to prevent IUnknown::Release() calls from crashing.
*/
if (data->hD3D11Mod) {
SDL_UnloadObject(data->hD3D11Mod);
data->hD3D11Mod = NULL;
}
if (data->hDXGIMod) {
SDL_UnloadObject(data->hDXGIMod);
data->hDXGIMod = NULL;
}
}
}
static void
D3D11_DestroyRenderer(SDL_Renderer * renderer)
{
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
D3D11_ReleaseAll(renderer);
if (data) {
SDL_free(data);
}
SDL_free(renderer);
}
static D3D11_BLEND GetBlendFunc(SDL_BlendFactor factor)
{
switch (factor) {
case SDL_BLENDFACTOR_ZERO:
return D3D11_BLEND_ZERO;
case SDL_BLENDFACTOR_ONE:
return D3D11_BLEND_ONE;
case SDL_BLENDFACTOR_SRC_COLOR:
return D3D11_BLEND_SRC_COLOR;
case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR:
return D3D11_BLEND_INV_SRC_COLOR;
case SDL_BLENDFACTOR_SRC_ALPHA:
return D3D11_BLEND_SRC_ALPHA;
case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA:
return D3D11_BLEND_INV_SRC_ALPHA;
case SDL_BLENDFACTOR_DST_COLOR:
return D3D11_BLEND_DEST_COLOR;
case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR:
return D3D11_BLEND_INV_DEST_COLOR;
case SDL_BLENDFACTOR_DST_ALPHA:
return D3D11_BLEND_DEST_ALPHA;
case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA:
return D3D11_BLEND_INV_DEST_ALPHA;
default:
return (D3D11_BLEND)0;
}
}
static D3D11_BLEND_OP GetBlendEquation(SDL_BlendOperation operation)
{
switch (operation) {
case SDL_BLENDOPERATION_ADD:
return D3D11_BLEND_OP_ADD;
case SDL_BLENDOPERATION_SUBTRACT:
return D3D11_BLEND_OP_SUBTRACT;
case SDL_BLENDOPERATION_REV_SUBTRACT:
return D3D11_BLEND_OP_REV_SUBTRACT;
case SDL_BLENDOPERATION_MINIMUM:
return D3D11_BLEND_OP_MIN;
case SDL_BLENDOPERATION_MAXIMUM:
return D3D11_BLEND_OP_MAX;
default:
return (D3D11_BLEND_OP)0;
}
}
static ID3D11BlendState *
D3D11_CreateBlendState(SDL_Renderer * renderer, SDL_BlendMode blendMode)
{
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode);
SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
ID3D11BlendState *blendState = NULL;
D3D11_BlendMode *blendModes;
HRESULT result = S_OK;
D3D11_BLEND_DESC blendDesc;
SDL_zero(blendDesc);
blendDesc.AlphaToCoverageEnable = FALSE;
blendDesc.IndependentBlendEnable = FALSE;
blendDesc.RenderTarget[0].BlendEnable = TRUE;
blendDesc.RenderTarget[0].SrcBlend = GetBlendFunc(srcColorFactor);
blendDesc.RenderTarget[0].DestBlend = GetBlendFunc(dstColorFactor);
blendDesc.RenderTarget[0].BlendOp = GetBlendEquation(colorOperation);
blendDesc.RenderTarget[0].SrcBlendAlpha = GetBlendFunc(srcAlphaFactor);
blendDesc.RenderTarget[0].DestBlendAlpha = GetBlendFunc(dstAlphaFactor);
blendDesc.RenderTarget[0].BlendOpAlpha = GetBlendEquation(alphaOperation);
blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
result = ID3D11Device_CreateBlendState(data->d3dDevice, &blendDesc, &blendState);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBlendState"), result);
return NULL;
}
blendModes = (D3D11_BlendMode *)SDL_realloc(data->blendModes, (data->blendModesCount + 1) * sizeof(*blendModes));
if (!blendModes) {
SAFE_RELEASE(blendState);
SDL_OutOfMemory();
return NULL;
}
blendModes[data->blendModesCount].blendMode = blendMode;
blendModes[data->blendModesCount].blendState = blendState;
data->blendModes = blendModes;
++data->blendModesCount;
return blendState;
}
/* Create resources that depend on the device. */
static HRESULT
D3D11_CreateDeviceResources(SDL_Renderer * renderer)
{
typedef HRESULT(WINAPI *PFN_CREATE_DXGI_FACTORY)(REFIID riid, void **ppFactory);
PFN_CREATE_DXGI_FACTORY CreateDXGIFactoryFunc;
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
PFN_D3D11_CREATE_DEVICE D3D11CreateDeviceFunc;
ID3D11Device *d3dDevice = NULL;
ID3D11DeviceContext *d3dContext = NULL;
IDXGIDevice1 *dxgiDevice = NULL;
HRESULT result = S_OK;
UINT creationFlags;
int i;
/* This array defines the set of DirectX hardware feature levels this app will support.
* Note the ordering should be preserved.
* Don't forget to declare your application's minimum required feature level in its
* description. All applications are assumed to support 9.1 unless otherwise stated.
*/
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3,
D3D_FEATURE_LEVEL_9_2,
D3D_FEATURE_LEVEL_9_1
};
D3D11_BUFFER_DESC constantBufferDesc;
D3D11_SAMPLER_DESC samplerDesc;
D3D11_RASTERIZER_DESC rasterDesc;
#ifdef __WINRT__
CreateDXGIFactoryFunc = CreateDXGIFactory1;
D3D11CreateDeviceFunc = D3D11CreateDevice;
#else
data->hDXGIMod = SDL_LoadObject("dxgi.dll");
if (!data->hDXGIMod) {
result = E_FAIL;
goto done;
}
CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY)SDL_LoadFunction(data->hDXGIMod, "CreateDXGIFactory");
if (!CreateDXGIFactoryFunc) {
result = E_FAIL;
goto done;
}
data->hD3D11Mod = SDL_LoadObject("d3d11.dll");
if (!data->hD3D11Mod) {
result = E_FAIL;
goto done;
}
D3D11CreateDeviceFunc = (PFN_D3D11_CREATE_DEVICE)SDL_LoadFunction(data->hD3D11Mod, "D3D11CreateDevice");
if (!D3D11CreateDeviceFunc) {
result = E_FAIL;
goto done;
}
#endif /* __WINRT__ */
result = CreateDXGIFactoryFunc(&SDL_IID_IDXGIFactory2, (void **)&data->dxgiFactory);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("CreateDXGIFactory"), result);
goto done;
}
/* FIXME: Should we use the default adapter? */
result = IDXGIFactory2_EnumAdapters(data->dxgiFactory, 0, &data->dxgiAdapter);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D11CreateDevice"), result);
goto done;
}
/* This flag adds support for surfaces with a different color channel ordering
* than the API default. It is required for compatibility with Direct2D.
*/
creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
/* Make sure Direct3D's debugging feature gets used, if the app requests it. */
if (SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D11_DEBUG, SDL_FALSE)) {
creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
}
/* Create the Direct3D 11 API device object and a corresponding context. */
result = D3D11CreateDeviceFunc(
data->dxgiAdapter,
D3D_DRIVER_TYPE_UNKNOWN,
NULL,
creationFlags, /* Set set debug and Direct2D compatibility flags. */
featureLevels, /* List of feature levels this app can support. */
SDL_arraysize(featureLevels),
D3D11_SDK_VERSION, /* Always set this to D3D11_SDK_VERSION for Windows Store apps. */
&d3dDevice, /* Returns the Direct3D device created. */
&data->featureLevel, /* Returns feature level of device created. */
&d3dContext /* Returns the device immediate context. */
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("D3D11CreateDevice"), result);
goto done;
}
result = ID3D11Device_QueryInterface(d3dDevice, &SDL_IID_ID3D11Device1, (void **)&data->d3dDevice);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device to ID3D11Device1"), result);
goto done;
}
result = ID3D11DeviceContext_QueryInterface(d3dContext, &SDL_IID_ID3D11DeviceContext1, (void **)&data->d3dContext);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext to ID3D11DeviceContext1"), result);
goto done;
}
result = ID3D11Device_QueryInterface(d3dDevice, &SDL_IID_IDXGIDevice1, (void **)&dxgiDevice);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device to IDXGIDevice1"), result);
goto done;
}
/* Ensure that DXGI does not queue more than one frame at a time. This both reduces latency and
* ensures that the application will only render after each VSync, minimizing power consumption.
*/
result = IDXGIDevice1_SetMaximumFrameLatency(dxgiDevice, 1);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIDevice1::SetMaximumFrameLatency"), result);
goto done;
}
/* Make note of the maximum texture size
* Max texture sizes are documented on MSDN, at:
* http://msdn.microsoft.com/en-us/library/windows/apps/ff476876.aspx
*/
switch (data->featureLevel) {
case D3D_FEATURE_LEVEL_11_1:
case D3D_FEATURE_LEVEL_11_0:
renderer->info.max_texture_width = renderer->info.max_texture_height = 16384;
break;
case D3D_FEATURE_LEVEL_10_1:
case D3D_FEATURE_LEVEL_10_0:
renderer->info.max_texture_width = renderer->info.max_texture_height = 8192;
break;
case D3D_FEATURE_LEVEL_9_3:
renderer->info.max_texture_width = renderer->info.max_texture_height = 4096;
break;
case D3D_FEATURE_LEVEL_9_2:
case D3D_FEATURE_LEVEL_9_1:
renderer->info.max_texture_width = renderer->info.max_texture_height = 2048;
break;
default:
SDL_SetError("%s, Unexpected feature level: %d", __FUNCTION__, data->featureLevel);
result = E_FAIL;
goto done;
}
if (D3D11_CreateVertexShader(data->d3dDevice, &data->vertexShader, &data->inputLayout) < 0) {
goto done;
}
for (i = 0; i < SDL_arraysize(data->pixelShaders); ++i) {
if (D3D11_CreatePixelShader(data->d3dDevice, (D3D11_Shader)i, &data->pixelShaders[i]) < 0) {
goto done;
}
}
/* Setup space to hold vertex shader constants: */
SDL_zero(constantBufferDesc);
constantBufferDesc.ByteWidth = sizeof(VertexShaderConstants);
constantBufferDesc.Usage = D3D11_USAGE_DEFAULT;
constantBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
result = ID3D11Device_CreateBuffer(data->d3dDevice,
&constantBufferDesc,
NULL,
&data->vertexShaderConstants
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBuffer [vertex shader constants]"), result);
goto done;
}
/* Create samplers to use when drawing textures: */
SDL_zero(samplerDesc);
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.MipLODBias = 0.0f;
samplerDesc.MaxAnisotropy = 1;
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
samplerDesc.MinLOD = 0.0f;
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
result = ID3D11Device_CreateSamplerState(data->d3dDevice,
&samplerDesc,
&data->nearestPixelSampler
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateSamplerState [nearest-pixel filter]"), result);
goto done;
}
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
result = ID3D11Device_CreateSamplerState(data->d3dDevice,
&samplerDesc,
&data->linearSampler
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateSamplerState [linear filter]"), result);
goto done;
}
/* Setup Direct3D rasterizer states */
SDL_zero(rasterDesc);
rasterDesc.AntialiasedLineEnable = FALSE;
rasterDesc.CullMode = D3D11_CULL_NONE;
rasterDesc.DepthBias = 0;
rasterDesc.DepthBiasClamp = 0.0f;
rasterDesc.DepthClipEnable = TRUE;
rasterDesc.FillMode = D3D11_FILL_SOLID;
rasterDesc.FrontCounterClockwise = FALSE;
rasterDesc.MultisampleEnable = FALSE;
rasterDesc.ScissorEnable = FALSE;
rasterDesc.SlopeScaledDepthBias = 0.0f;
result = ID3D11Device_CreateRasterizerState(data->d3dDevice, &rasterDesc, &data->mainRasterizer);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRasterizerState [main rasterizer]"), result);
goto done;
}
rasterDesc.ScissorEnable = TRUE;
result = ID3D11Device_CreateRasterizerState(data->d3dDevice, &rasterDesc, &data->clippedRasterizer);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRasterizerState [clipped rasterizer]"), result);
goto done;
}
/* Create blending states: */
if (!D3D11_CreateBlendState(renderer, SDL_BLENDMODE_BLEND) ||
!D3D11_CreateBlendState(renderer, SDL_BLENDMODE_ADD) ||
!D3D11_CreateBlendState(renderer, SDL_BLENDMODE_MOD) ||
!D3D11_CreateBlendState(renderer, SDL_BLENDMODE_MUL)) {
/* D3D11_CreateBlendMode will set the SDL error, if it fails */
goto done;
}
/* Setup render state that doesn't change */
ID3D11DeviceContext_IASetInputLayout(data->d3dContext, data->inputLayout);
ID3D11DeviceContext_VSSetShader(data->d3dContext, data->vertexShader, NULL, 0);
ID3D11DeviceContext_VSSetConstantBuffers(data->d3dContext, 0, 1, &data->vertexShaderConstants);
done:
SAFE_RELEASE(d3dDevice);
SAFE_RELEASE(d3dContext);
SAFE_RELEASE(dxgiDevice);
return result;
}
#ifdef __WIN32__
static DXGI_MODE_ROTATION
D3D11_GetCurrentRotation()
{
/* FIXME */
return DXGI_MODE_ROTATION_IDENTITY;
}
#endif /* __WIN32__ */
static BOOL
D3D11_IsDisplayRotated90Degrees(DXGI_MODE_ROTATION rotation)
{
switch (rotation) {
case DXGI_MODE_ROTATION_ROTATE90:
case DXGI_MODE_ROTATION_ROTATE270:
return TRUE;
default:
return FALSE;
}
}
static int
D3D11_GetRotationForCurrentRenderTarget(SDL_Renderer * renderer)
{
D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
if (data->currentOffscreenRenderTargetView) {
return DXGI_MODE_ROTATION_IDENTITY;
} else {
return data->rotation;
}
}
static int
D3D11_GetViewportAlignedD3DRect(SDL_Renderer * renderer, const SDL_Rect * sdlRect, D3D11_RECT * outRect, BOOL includeViewportOffset)
{
const int rotation = D3D11_GetRotationForCurrentRenderTarget(renderer);
switch (rotation) {
case DXGI_MODE_ROTATION_IDENTITY:
outRect->left = sdlRect->x;
outRect->right = sdlRect->x + sdlRect->w;
outRect->top = sdlRect->y;
outRect->bottom = sdlRect->y + sdlRect->h;
if (includeViewportOffset) {
outRect->left += renderer->viewport.x;
outRect->right += renderer->viewport.x;
outRect->top += renderer->viewport.y;
outRect->bottom += renderer->viewport.y;
}
break;
case DXGI_MODE_ROTATION_ROTATE270:
outRect->left = sdlRect->y;
outRect->right = sdlRect->y + sdlRect->h;
outRect->top = renderer->viewport.w - sdlRect->x - sdlRect->w;
outRect->bottom = renderer->viewport.w - sdlRect->x;
break;
case DXGI_MODE_ROTATION_ROTATE180:
outRect->left = renderer->viewport.w - sdlRect->x - sdlRect->w;
outRect->right = renderer->viewport.w - sdlRect->x;
outRect->top = renderer->viewport.h - sdlRect->y - sdlRect->h;
outRect->bottom = renderer->viewport.h - sdlRect->y;
break;
case DXGI_MODE_ROTATION_ROTATE90:
outRect->left = renderer->viewport.h - sdlRect->y - sdlRect->h;
outRect->right = renderer->viewport.h - sdlRect->y;
outRect->top = sdlRect->x;
outRect->bottom = sdlRect->x + sdlRect->h;
break;
default:
return SDL_SetError("The physical display is in an unknown or unsupported rotation");
}
return 0;
}
static HRESULT
D3D11_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
{
D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
#ifdef __WINRT__
IUnknown *coreWindow = D3D11_GetCoreWindowFromSDLRenderer(renderer);
const BOOL usingXAML = (coreWindow == NULL);
#else
IUnknown *coreWindow = NULL;
const BOOL usingXAML = FALSE;
#endif
HRESULT result = S_OK;
/* Create a swap chain using the same adapter as the existing Direct3D device. */
DXGI_SWAP_CHAIN_DESC1 swapChainDesc;
SDL_zero(swapChainDesc);
swapChainDesc.Width = w;
swapChainDesc.Height = h;
swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; /* This is the most common swap chain format. */
swapChainDesc.Stereo = FALSE;
swapChainDesc.SampleDesc.Count = 1; /* Don't use multi-sampling. */
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = 2; /* Use double-buffering to minimize latency. */
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
swapChainDesc.Scaling = DXGI_SCALING_STRETCH; /* On phone, only stretch and aspect-ratio stretch scaling are allowed. */
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; /* On phone, no swap effects are supported. */
/* TODO, WinRT: see if Win 8.x DXGI_SWAP_CHAIN_DESC1 settings are available on Windows Phone 8.1, and if there's any advantage to having them on */
#else
if (usingXAML) {
swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
} else {
swapChainDesc.Scaling = DXGI_SCALING_NONE;
}
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; /* All Windows Store apps must use this SwapEffect. */
#endif
swapChainDesc.Flags = 0;
if (coreWindow) {
result = IDXGIFactory2_CreateSwapChainForCoreWindow(data->dxgiFactory,
(IUnknown *)data->d3dDevice,
coreWindow,
&swapChainDesc,
NULL, /* Allow on all displays. */
&data->swapChain
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForCoreWindow"), result);
goto done;
}
} else if (usingXAML) {
result = IDXGIFactory2_CreateSwapChainForComposition(data->dxgiFactory,
(IUnknown *)data->d3dDevice,
&swapChainDesc,
NULL,
&data->swapChain);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForComposition"), result);
goto done;
}
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
result = ISwapChainBackgroundPanelNative_SetSwapChain(WINRT_GlobalSwapChainBackgroundPanelNative, (IDXGISwapChain *) data->swapChain);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ISwapChainBackgroundPanelNative::SetSwapChain"), result);
goto done;
}
#else
SDL_SetError(SDL_COMPOSE_ERROR("XAML support is not yet available for Windows Phone"));
result = E_FAIL;
goto done;
#endif
} else {
#ifdef __WIN32__
SDL_SysWMinfo windowinfo;
SDL_VERSION(&windowinfo.version);
SDL_GetWindowWMInfo(renderer->window, &windowinfo);
result = IDXGIFactory2_CreateSwapChainForHwnd(data->dxgiFactory,
(IUnknown *)data->d3dDevice,
windowinfo.info.win.window,
&swapChainDesc,
NULL,
NULL, /* Allow on all displays. */
&data->swapChain
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory2::CreateSwapChainForHwnd"), result);
goto done;
}
IDXGIFactory_MakeWindowAssociation(data->dxgiFactory, windowinfo.info.win.window, DXGI_MWA_NO_WINDOW_CHANGES);
#else
SDL_SetError(__FUNCTION__", Unable to find something to attach a swap chain to");
goto done;
#endif /* ifdef __WIN32__ / else */
}
data->swapEffect = swapChainDesc.SwapEffect;
done:
SAFE_RELEASE(coreWindow);
return result;
}
static void
D3D11_ReleaseMainRenderTargetView(SDL_Renderer * renderer)
{
D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
ID3D11DeviceContext_OMSetRenderTargets(data->d3dContext, 0, NULL, NULL);
SAFE_RELEASE(data->mainRenderTargetView);
}
static HRESULT D3D11_UpdateForWindowSizeChange(SDL_Renderer * renderer);
HRESULT
D3D11_HandleDeviceLost(SDL_Renderer * renderer)
{
HRESULT result = S_OK;
D3D11_ReleaseAll(renderer);
result = D3D11_CreateDeviceResources(renderer);
if (FAILED(result)) {
/* D3D11_CreateDeviceResources will set the SDL error */
return result;
}
result = D3D11_UpdateForWindowSizeChange(renderer);
if (FAILED(result)) {
/* D3D11_UpdateForWindowSizeChange will set the SDL error */
return result;
}
/* Let the application know that the device has been reset */
{
SDL_Event event;
event.type = SDL_RENDER_DEVICE_RESET;
SDL_PushEvent(&event);
}
return S_OK;
}
/* Initialize all resources that change when the window's size changes. */
static HRESULT
D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
{
D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
ID3D11Texture2D *backBuffer = NULL;
HRESULT result = S_OK;
int w, h;
/* Release the previous render target view */
D3D11_ReleaseMainRenderTargetView(renderer);
/* The width and height of the swap chain must be based on the display's
* non-rotated size.
*/
SDL_GetWindowSize(renderer->window, &w, &h);
data->rotation = D3D11_GetCurrentRotation();
/* SDL_Log("%s: windowSize={%d,%d}, orientation=%d\n", __FUNCTION__, w, h, (int)data->rotation); */
if (D3D11_IsDisplayRotated90Degrees(data->rotation)) {
int tmp = w;
w = h;
h = tmp;
}
if (data->swapChain) {
/* IDXGISwapChain::ResizeBuffers is not available on Windows Phone 8. */
#if !defined(__WINRT__) || (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP)
/* If the swap chain already exists, resize it. */
result = IDXGISwapChain_ResizeBuffers(data->swapChain,
0,
w, h,
DXGI_FORMAT_UNKNOWN,
0
);
if (result == DXGI_ERROR_DEVICE_REMOVED) {
/* If the device was removed for any reason, a new device and swap chain will need to be created. */
D3D11_HandleDeviceLost(renderer);
/* Everything is set up now. Do not continue execution of this method. HandleDeviceLost will reenter this method
* and correctly set up the new device.
*/
goto done;
} else if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::ResizeBuffers"), result);
goto done;
}
#endif
} else {
result = D3D11_CreateSwapChain(renderer, w, h);
if (FAILED(result)) {
goto done;
}
}
#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
/* Set the proper rotation for the swap chain.
*
* To note, the call for this, IDXGISwapChain1::SetRotation, is not necessary
* on Windows Phone 8.0, nor is it supported there.
*
* IDXGISwapChain1::SetRotation does seem to be available on Windows Phone 8.1,
* however I've yet to find a way to make it work. It might have something to
* do with IDXGISwapChain::ResizeBuffers appearing to not being available on
* Windows Phone 8.1 (it wasn't on Windows Phone 8.0), but I'm not 100% sure of this.
* The call doesn't appear to be entirely necessary though, and is a performance-related
* call, at least according to the following page on MSDN:
* http://code.msdn.microsoft.com/windowsapps/DXGI-swap-chain-rotation-21d13d71
* -- David L.
*
* TODO, WinRT: reexamine the docs for IDXGISwapChain1::SetRotation, see if might be available, usable, and prudent-to-call on WinPhone 8.1
*/
if (data->swapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL) {
result = IDXGISwapChain1_SetRotation(data->swapChain, data->rotation);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain1::SetRotation"), result);
goto done;
}
}
#endif
result = IDXGISwapChain_GetBuffer(data->swapChain,
0,
&SDL_IID_ID3D11Texture2D,
(void **)&backBuffer
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::GetBuffer [back-buffer]"), result);
goto done;
}
/* Create a render target view of the swap chain back buffer. */
result = ID3D11Device_CreateRenderTargetView(data->d3dDevice,
(ID3D11Resource *)backBuffer,
NULL,
&data->mainRenderTargetView
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device::CreateRenderTargetView"), result);
goto done;
}
data->viewportDirty = SDL_TRUE;
done:
SAFE_RELEASE(backBuffer);
return result;
}
/* This method is called when the window's size changes. */
static HRESULT
D3D11_UpdateForWindowSizeChange(SDL_Renderer * renderer)
{
return D3D11_CreateWindowSizeDependentResources(renderer);
}
void
D3D11_Trim(SDL_Renderer * renderer)
{
#ifdef __WINRT__
#if NTDDI_VERSION > NTDDI_WIN8
D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
HRESULT result = S_OK;
IDXGIDevice3 *dxgiDevice = NULL;
result = ID3D11Device_QueryInterface(data->d3dDevice, &SDL_IID_IDXGIDevice3, &dxgiDevice);
if (FAILED(result)) {
//WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device to IDXGIDevice3", result);
return;
}
IDXGIDevice3_Trim(dxgiDevice);
SAFE_RELEASE(dxgiDevice);
#endif
#endif
}
static void
D3D11_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{
if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
D3D11_UpdateForWindowSizeChange(renderer);
}
}
static SDL_bool
D3D11_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
{
SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode);
SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
if (!GetBlendFunc(srcColorFactor) || !GetBlendFunc(srcAlphaFactor) ||
!GetBlendEquation(colorOperation) ||
!GetBlendFunc(dstColorFactor) || !GetBlendFunc(dstAlphaFactor) ||
!GetBlendEquation(alphaOperation)) {
return SDL_FALSE;
}
return SDL_TRUE;
}
static int
D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
D3D11_TextureData *textureData;
HRESULT result;
DXGI_FORMAT textureFormat = SDLPixelFormatToDXGIFormat(texture->format);
D3D11_TEXTURE2D_DESC textureDesc;
D3D11_SHADER_RESOURCE_VIEW_DESC resourceViewDesc;
if (textureFormat == DXGI_FORMAT_UNKNOWN) {
return SDL_SetError("%s, An unsupported SDL pixel format (0x%x) was specified",
__FUNCTION__, texture->format);
}
textureData = (D3D11_TextureData*) SDL_calloc(1, sizeof(*textureData));
if (!textureData) {
SDL_OutOfMemory();
return -1;
}
textureData->scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? D3D11_FILTER_MIN_MAG_MIP_POINT : D3D11_FILTER_MIN_MAG_MIP_LINEAR;
texture->driverdata = textureData;
SDL_zero(textureDesc);
textureDesc.Width = texture->w;
textureDesc.Height = texture->h;
textureDesc.MipLevels = 1;
textureDesc.ArraySize = 1;
textureDesc.Format = textureFormat;
textureDesc.SampleDesc.Count = 1;
textureDesc.SampleDesc.Quality = 0;
textureDesc.MiscFlags = 0;
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
textureDesc.Usage = D3D11_USAGE_DYNAMIC;
textureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
} else {
textureDesc.Usage = D3D11_USAGE_DEFAULT;
textureDesc.CPUAccessFlags = 0;
}
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
} else {
textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
}
result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
&textureDesc,
NULL,
&textureData->mainTexture
);
if (FAILED(result)) {
D3D11_DestroyTexture(renderer, texture);
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
return -1;
}
if (texture->format == SDL_PIXELFORMAT_YV12 ||
texture->format == SDL_PIXELFORMAT_IYUV) {
textureData->yuv = SDL_TRUE;
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);
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
return -1;
}
result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
&textureDesc,
NULL,
&textureData->mainTextureV
);
if (FAILED(result)) {
D3D11_DestroyTexture(renderer, texture);
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
return -1;
}
}
if (texture->format == SDL_PIXELFORMAT_NV12 ||
texture->format == SDL_PIXELFORMAT_NV21) {
D3D11_TEXTURE2D_DESC nvTextureDesc = textureDesc;
textureData->nv12 = SDL_TRUE;
nvTextureDesc.Format = DXGI_FORMAT_R8G8_UNORM;
nvTextureDesc.Width = (textureDesc.Width + 1) / 2;
nvTextureDesc.Height = (textureDesc.Height + 1) / 2;
result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
&nvTextureDesc,
NULL,
&textureData->mainTextureNV
);
if (FAILED(result)) {
D3D11_DestroyTexture(renderer, texture);
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
return -1;
}
}
resourceViewDesc.Format = textureDesc.Format;
resourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
resourceViewDesc.Texture2D.MostDetailedMip = 0;
resourceViewDesc.Texture2D.MipLevels = textureDesc.MipLevels;
result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice,
(ID3D11Resource *)textureData->mainTexture,
&resourceViewDesc,
&textureData->mainTextureResourceView
);
if (FAILED(result)) {
D3D11_DestroyTexture(renderer, texture);
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
return -1;
}
if (textureData->yuv) {
result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice,
(ID3D11Resource *)textureData->mainTextureU,
&resourceViewDesc,
&textureData->mainTextureResourceViewU
);
if (FAILED(result)) {
D3D11_DestroyTexture(renderer, texture);
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
return -1;
}
result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice,
(ID3D11Resource *)textureData->mainTextureV,
&resourceViewDesc,
&textureData->mainTextureResourceViewV
);
if (FAILED(result)) {
D3D11_DestroyTexture(renderer, texture);
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
return -1;
}
}
if (textureData->nv12) {
D3D11_SHADER_RESOURCE_VIEW_DESC nvResourceViewDesc = resourceViewDesc;
nvResourceViewDesc.Format = DXGI_FORMAT_R8G8_UNORM;
result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice,
(ID3D11Resource *)textureData->mainTextureNV,
&nvResourceViewDesc,
&textureData->mainTextureResourceViewNV
);
if (FAILED(result)) {
D3D11_DestroyTexture(renderer, texture);
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
return -1;
}
}
if (texture->access & SDL_TEXTUREACCESS_TARGET) {
D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc;
renderTargetViewDesc.Format = textureDesc.Format;
renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
renderTargetViewDesc.Texture2D.MipSlice = 0;
result = ID3D11Device_CreateRenderTargetView(rendererData->d3dDevice,
(ID3D11Resource *)textureData->mainTexture,
&renderTargetViewDesc,
&textureData->mainTextureRenderTargetView);
if (FAILED(result)) {
D3D11_DestroyTexture(renderer, texture);
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRenderTargetView"), result);
return -1;
}
}
return 0;
}
static void
D3D11_DestroyTexture(SDL_Renderer * renderer,
SDL_Texture * texture)
{
D3D11_TextureData *data = (D3D11_TextureData *)texture->driverdata;
if (!data) {
return;
}
SAFE_RELEASE(data->mainTexture);
SAFE_RELEASE(data->mainTextureResourceView);
SAFE_RELEASE(data->mainTextureRenderTargetView);
SAFE_RELEASE(data->stagingTexture);
SAFE_RELEASE(data->mainTextureU);
SAFE_RELEASE(data->mainTextureResourceViewU);
SAFE_RELEASE(data->mainTextureV);
SAFE_RELEASE(data->mainTextureResourceViewV);
SDL_free(data->pixels);
SDL_free(data);
texture->driverdata = NULL;
}
static int
D3D11_UpdateTextureInternal(D3D11_RenderData *rendererData, ID3D11Texture2D *texture, int bpp, int x, int y, int w, int h, const void *pixels, int pitch)
{
ID3D11Texture2D *stagingTexture;
const Uint8 *src;
Uint8 *dst;
int row;
UINT length;
HRESULT result;
D3D11_TEXTURE2D_DESC stagingTextureDesc;
D3D11_MAPPED_SUBRESOURCE textureMemory;
/* Create a 'staging' texture, which will be used to write to a portion of the main texture. */
ID3D11Texture2D_GetDesc(texture, &stagingTextureDesc);
stagingTextureDesc.Width = w;
stagingTextureDesc.Height = h;
stagingTextureDesc.BindFlags = 0;
stagingTextureDesc.MiscFlags = 0;
stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
stagingTextureDesc.Usage = D3D11_USAGE_STAGING;
result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
&stagingTextureDesc,
NULL,
&stagingTexture);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result);
return -1;
}
/* Get a write-only pointer to data in the staging texture: */
result = ID3D11DeviceContext_Map(rendererData->d3dContext,
(ID3D11Resource *)stagingTexture,
0,
D3D11_MAP_WRITE,
0,
&textureMemory
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result);
SAFE_RELEASE(stagingTexture);
return -1;
}
src = (const Uint8 *)pixels;
dst = textureMemory.pData;
length = w * bpp;
if (length == pitch && length == textureMemory.RowPitch) {
SDL_memcpy(dst, src, length*h);
} else {
if (length > (UINT)pitch) {
length = pitch;
}
if (length > textureMemory.RowPitch) {
length = textureMemory.RowPitch;
}
for (row = 0; row < h; ++row) {
SDL_memcpy(dst, src, length);
src += pitch;
dst += textureMemory.RowPitch;
}
}
/* Commit the pixel buffer's changes back to the staging texture: */
ID3D11DeviceContext_Unmap(rendererData->d3dContext,
(ID3D11Resource *)stagingTexture,
0);
/* Copy the staging texture's contents back to the texture: */
ID3D11DeviceContext_CopySubresourceRegion(rendererData->d3dContext,
(ID3D11Resource *)texture,
0,
x,
y,
0,
(ID3D11Resource *)stagingTexture,
0,
NULL);
SAFE_RELEASE(stagingTexture);
return 0;
}
static int
D3D11_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void * srcPixels,
int srcPitch)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata;
if (!textureData) {
SDL_SetError("Texture is not currently available");
return -1;
}
if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), rect->x, rect->y, rect->w, rect->h, srcPixels, srcPitch) < 0) {
return -1;
}
if (textureData->yuv) {
/* Skip to the correct offset into the next texture */
srcPixels = (const void*)((const Uint8*)srcPixels + rect->h * srcPitch);
if (D3D11_UpdateTextureInternal(rendererData, texture->format == SDL_PIXELFORMAT_YV12 ? textureData->mainTextureV : textureData->mainTextureU, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, srcPixels, (srcPitch + 1) / 2) < 0) {
return -1;
}
/* Skip to the correct offset into the next texture */
srcPixels = (const void*)((const Uint8*)srcPixels + ((rect->h + 1) / 2) * ((srcPitch + 1) / 2));
if (D3D11_UpdateTextureInternal(rendererData, texture->format == SDL_PIXELFORMAT_YV12 ? textureData->mainTextureU : textureData->mainTextureV, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, srcPixels, (srcPitch + 1) / 2) < 0) {
return -1;
}
}
if (textureData->nv12) {
/* Skip to the correct offset into the next texture */
srcPixels = (const void*)((const Uint8*)srcPixels + rect->h * srcPitch);
if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureNV, 2, rect->x / 2, rect->y / 2, ((rect->w + 1) / 2), (rect->h + 1) / 2, srcPixels, 2*((srcPitch + 1) / 2)) < 0) {
return -1;
}
}
return 0;
}
static int
D3D11_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *Uplane, int Upitch,
const Uint8 *Vplane, int Vpitch)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata;
if (!textureData) {
SDL_SetError("Texture is not currently available");
return -1;
}
if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch) < 0) {
return -1;
}
if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureU, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Uplane, Upitch) < 0) {
return -1;
}
if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureV, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Vplane, Vpitch) < 0) {
return -1;
}
return 0;
}
static int
D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
HRESULT result = S_OK;
D3D11_TEXTURE2D_DESC stagingTextureDesc;
D3D11_MAPPED_SUBRESOURCE textureMemory;
if (!textureData) {
SDL_SetError("Texture is not currently available");
return -1;
}
if (textureData->yuv || textureData->nv12) {
/* It's more efficient to upload directly... */
if (!textureData->pixels) {
textureData->pitch = texture->w;
textureData->pixels = (Uint8 *)SDL_malloc((texture->h * textureData->pitch * 3) / 2);
if (!textureData->pixels) {
return SDL_OutOfMemory();
}
}
textureData->locked_rect = *rect;
*pixels =
(void *)((Uint8 *)textureData->pixels + rect->y * textureData->pitch +
rect->x * SDL_BYTESPERPIXEL(texture->format));
*pitch = textureData->pitch;
return 0;
}
if (textureData->stagingTexture) {
return SDL_SetError("texture is already locked");
}
/* Create a 'staging' texture, which will be used to write to a portion
* of the main texture. This is necessary, as Direct3D 11.1 does not
* have the ability to write a CPU-bound pixel buffer to a rectangular
* subrect of a texture. Direct3D 11.1 can, however, write a pixel
* buffer to an entire texture, hence the use of a staging texture.
*
* TODO, WinRT: consider avoiding the use of a staging texture in D3D11_LockTexture if/when the entire texture is being updated
*/
ID3D11Texture2D_GetDesc(textureData->mainTexture, &stagingTextureDesc);
stagingTextureDesc.Width = rect->w;
stagingTextureDesc.Height = rect->h;
stagingTextureDesc.BindFlags = 0;
stagingTextureDesc.MiscFlags = 0;
stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
stagingTextureDesc.Usage = D3D11_USAGE_STAGING;
result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
&stagingTextureDesc,
NULL,
&textureData->stagingTexture);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result);
return -1;
}
/* Get a write-only pointer to data in the staging texture: */
result = ID3D11DeviceContext_Map(rendererData->d3dContext,
(ID3D11Resource *)textureData->stagingTexture,
0,
D3D11_MAP_WRITE,
0,
&textureMemory
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result);
SAFE_RELEASE(textureData->stagingTexture);
return -1;
}
/* Make note of where the staging texture will be written to
* (on a call to SDL_UnlockTexture):
*/
textureData->lockedTexturePositionX = rect->x;
textureData->lockedTexturePositionY = rect->y;
/* Make sure the caller has information on the texture's pixel buffer,
* then return:
*/
*pixels = textureMemory.pData;
*pitch = textureMemory.RowPitch;
return 0;
}
static void
D3D11_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
if (!textureData) {
return;
}
if (textureData->yuv || textureData->nv12) {
const SDL_Rect *rect = &textureData->locked_rect;
void *pixels =
(void *) ((Uint8 *) textureData->pixels + rect->y * textureData->pitch +
rect->x * SDL_BYTESPERPIXEL(texture->format));
D3D11_UpdateTexture(renderer, texture, rect, pixels, textureData->pitch);
return;
}
/* Commit the pixel buffer's changes back to the staging texture: */
ID3D11DeviceContext_Unmap(rendererData->d3dContext,
(ID3D11Resource *)textureData->stagingTexture,
0);
/* Copy the staging texture's contents back to the main texture: */
ID3D11DeviceContext_CopySubresourceRegion(rendererData->d3dContext,
(ID3D11Resource *)textureData->mainTexture,
0,
textureData->lockedTexturePositionX,
textureData->lockedTexturePositionY,
0,
(ID3D11Resource *)textureData->stagingTexture,
0,
NULL);
SAFE_RELEASE(textureData->stagingTexture);
}
static void
D3D11_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_ScaleMode scaleMode)
{
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
if (!textureData) {
return;
}
textureData->scaleMode = (scaleMode == SDL_ScaleModeNearest) ? D3D11_FILTER_MIN_MAG_MIP_POINT : D3D11_FILTER_MIN_MAG_MIP_LINEAR;
}
static int
D3D11_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
D3D11_TextureData *textureData = NULL;
if (texture == NULL) {
rendererData->currentOffscreenRenderTargetView = NULL;
return 0;
}
textureData = (D3D11_TextureData *) texture->driverdata;
if (!textureData->mainTextureRenderTargetView) {
return SDL_SetError("specified texture is not a render target");
}
rendererData->currentOffscreenRenderTargetView = textureData->mainTextureRenderTargetView;
return 0;
}
static int
D3D11_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd)
{
return 0; /* nothing to do in this backend. */
}
static int
D3D11_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
VertexPositionColor *verts = (VertexPositionColor *) SDL_AllocateRenderVertices(renderer, count * sizeof (VertexPositionColor), 0, &cmd->data.draw.first);
const float r = (float)(cmd->data.draw.r / 255.0f);
const float g = (float)(cmd->data.draw.g / 255.0f);
const float b = (float)(cmd->data.draw.b / 255.0f);
const float a = (float)(cmd->data.draw.a / 255.0f);
int i;
if (!verts) {
return -1;
}
cmd->data.draw.count = count;
for (i = 0; i < count; i++) {
verts->pos.x = points[i].x + 0.5f;
verts->pos.y = points[i].y + 0.5f;
verts->pos.z = 0.0f;
verts->tex.x = 0.0f;
verts->tex.y = 0.0f;
verts->color.x = r;
verts->color.y = g;
verts->color.z = b;
verts->color.w = a;
verts++;
}
return 0;
}
static int
D3D11_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
{
VertexPositionColor *verts = (VertexPositionColor *) SDL_AllocateRenderVertices(renderer, count * 4 * sizeof (VertexPositionColor), 0, &cmd->data.draw.first);
const float r = (float)(cmd->data.draw.r / 255.0f);
const float g = (float)(cmd->data.draw.g / 255.0f);
const float b = (float)(cmd->data.draw.b / 255.0f);
const float a = (float)(cmd->data.draw.a / 255.0f);
int i;
if (!verts) {
return -1;
}
cmd->data.draw.count = count;
for (i = 0; i < count; i++) {
verts->pos.x = rects[i].x;
verts->pos.y = rects[i].y;
verts->pos.z = 0.0f;
verts->tex.x = 0.0f;
verts->tex.y = 0.0f;
verts->color.x = r;
verts->color.y = g;
verts->color.z = b;
verts->color.w = a;
verts++;
verts->pos.x = rects[i].x;
verts->pos.y = rects[i].y + rects[i].h;
verts->pos.z = 0.0f;
verts->tex.x = 0.0f;
verts->tex.y = 0.0f;
verts->color.x = r;
verts->color.y = g;
verts->color.z = b;
verts->color.w = a;
verts++;
verts->pos.x = rects[i].x + rects[i].w;
verts->pos.y = rects[i].y;
verts->pos.z = 0.0f;
verts->tex.x = 0.0f;
verts->tex.y = 0.0f;
verts->color.x = r;
verts->color.y = g;
verts->color.z = b;
verts->color.w = a;
verts++;
verts->pos.x = rects[i].x + rects[i].w;
verts->pos.y = rects[i].y + rects[i].h;
verts->pos.z = 0.0f;
verts->tex.x = 0.0f;
verts->tex.y = 0.0f;
verts->color.x = r;
verts->color.y = g;
verts->color.z = b;
verts->color.w = a;
verts++;
}
return 0;
}
static int
D3D11_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect)
{
VertexPositionColor *verts = (VertexPositionColor *) SDL_AllocateRenderVertices(renderer, 4 * sizeof (VertexPositionColor), 0, &cmd->data.draw.first);
const float r = (float)(cmd->data.draw.r / 255.0f);
const float g = (float)(cmd->data.draw.g / 255.0f);
const float b = (float)(cmd->data.draw.b / 255.0f);
const float a = (float)(cmd->data.draw.a / 255.0f);
const float minu = (float) srcrect->x / texture->w;
const float maxu = (float) (srcrect->x + srcrect->w) / texture->w;
const float minv = (float) srcrect->y / texture->h;
const float maxv = (float) (srcrect->y + srcrect->h) / texture->h;
if (!verts) {
return -1;
}
cmd->data.draw.count = 1;
verts->pos.x = dstrect->x;
verts->pos.y = dstrect->y;
verts->pos.z = 0.0f;
verts->tex.x = minu;
verts->tex.y = minv;
verts->color.x = r;
verts->color.y = g;
verts->color.z = b;
verts->color.w = a;
verts++;
verts->pos.x = dstrect->x;
verts->pos.y = dstrect->y + dstrect->h;
verts->pos.z = 0.0f;
verts->tex.x = minu;
verts->tex.y = maxv;
verts->color.x = r;
verts->color.y = g;
verts->color.z = b;
verts->color.w = a;
verts++;
verts->pos.x = dstrect->x + dstrect->w;
verts->pos.y = dstrect->y;
verts->pos.z = 0.0f;
verts->tex.x = maxu;
verts->tex.y = minv;
verts->color.x = r;
verts->color.y = g;
verts->color.z = b;
verts->color.w = a;
verts++;
verts->pos.x = dstrect->x + dstrect->w;
verts->pos.y = dstrect->y + dstrect->h;
verts->pos.z = 0.0f;
verts->tex.x = maxu;
verts->tex.y = maxv;
verts->color.x = r;
verts->color.y = g;
verts->color.z = b;
verts->color.w = a;
verts++;
return 0;
}
static int
D3D11_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect,
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
{
VertexPositionColor *verts = (VertexPositionColor *) SDL_AllocateRenderVertices(renderer, 5 * sizeof (VertexPositionColor), 0, &cmd->data.draw.first);
const float r = (float)(cmd->data.draw.r / 255.0f);
const float g = (float)(cmd->data.draw.g / 255.0f);
const float b = (float)(cmd->data.draw.b / 255.0f);
const float a = (float)(cmd->data.draw.a / 255.0f);
float minx, miny, maxx, maxy;
float minu, maxu, minv, maxv;
if (!verts) {
return -1;
}
cmd->data.draw.count = 1;
minx = -center->x;
maxx = dstrect->w - center->x;
miny = -center->y;
maxy = dstrect->h - center->y;
if (flip & SDL_FLIP_HORIZONTAL) {
minu = (float) (srcrect->x + srcrect->w) / texture->w;
maxu = (float) srcrect->x / texture->w;
} else {
minu = (float) srcrect->x / texture->w;
maxu = (float) (srcrect->x + srcrect->w) / texture->w;
}
if (flip & SDL_FLIP_VERTICAL) {
minv = (float) (srcrect->y + srcrect->h) / texture->h;
maxv = (float) srcrect->y / texture->h;
} else {
minv = (float) srcrect->y / texture->h;
maxv = (float) (srcrect->y + srcrect->h) / texture->h;
}
verts->pos.x = minx;
verts->pos.y = miny;
verts->pos.z = 0.0f;
verts->color.x = r;
verts->color.y = g;
verts->color.z = b;
verts->color.w = a;
verts->tex.x = minu;
verts->tex.y = minv;
verts++;
verts->pos.x = minx;
verts->pos.y = maxy;
verts->pos.z = 0.0f;
verts->color.x = r;
verts->color.y = g;
verts->color.z = b;
verts->color.w = a;
verts->tex.x = minu;
verts->tex.y = maxv;
verts++;
verts->pos.x = maxx;
verts->pos.y = miny;
verts->pos.z = 0.0f;
verts->color.x = r;
verts->color.y = g;
verts->color.z = b;
verts->color.w = a;
verts->tex.x = maxu;
verts->tex.y = minv;
verts++;
verts->pos.x = maxx;
verts->pos.y = maxy;
verts->pos.z = 0.0f;
verts->color.x = r;
verts->color.y = g;
verts->color.z = b;
verts->color.w = a;
verts->tex.x = maxu;
verts->tex.y = maxv;
verts++;
verts->pos.x = dstrect->x + center->x; /* X translation */
verts->pos.y = dstrect->y + center->y; /* Y translation */
verts->pos.z = (float)(M_PI * (float) angle / 180.0f); /* rotation */
verts->color.x = 0;
verts->color.y = 0;
verts->color.z = 0;
verts->color.w = 0;
verts->tex.x = 0.0f;
verts->tex.y = 0.0f;
verts++;
return 0;
}
static int
D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
const void * vertexData, size_t dataSizeInBytes)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
HRESULT result = S_OK;
const int vbidx = rendererData->currentVertexBuffer;
const UINT stride = sizeof(VertexPositionColor);
const UINT offset = 0;
if (dataSizeInBytes == 0) {
return 0; /* nothing to do. */
}
if (rendererData->vertexBuffers[vbidx] && rendererData->vertexBufferSizes[vbidx] >= dataSizeInBytes) {
D3D11_MAPPED_SUBRESOURCE mappedResource;
result = ID3D11DeviceContext_Map(rendererData->d3dContext,
(ID3D11Resource *)rendererData->vertexBuffers[vbidx],
0,
D3D11_MAP_WRITE_DISCARD,
0,
&mappedResource
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [vertex buffer]"), result);
return -1;
}
SDL_memcpy(mappedResource.pData, vertexData, dataSizeInBytes);
ID3D11DeviceContext_Unmap(rendererData->d3dContext, (ID3D11Resource *)rendererData->vertexBuffers[vbidx], 0);
} else {
D3D11_BUFFER_DESC vertexBufferDesc;
D3D11_SUBRESOURCE_DATA vertexBufferData;
SAFE_RELEASE(rendererData->vertexBuffers[vbidx]);
SDL_zero(vertexBufferDesc);
vertexBufferDesc.ByteWidth = (UINT) dataSizeInBytes;
vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
SDL_zero(vertexBufferData);
vertexBufferData.pSysMem = vertexData;
vertexBufferData.SysMemPitch = 0;
vertexBufferData.SysMemSlicePitch = 0;
result = ID3D11Device_CreateBuffer(rendererData->d3dDevice,
&vertexBufferDesc,
&vertexBufferData,
&rendererData->vertexBuffers[vbidx]
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateBuffer [vertex buffer]"), result);
return -1;
}
rendererData->vertexBufferSizes[vbidx] = dataSizeInBytes;
}
ID3D11DeviceContext_IASetVertexBuffers(rendererData->d3dContext,
0,
1,
&rendererData->vertexBuffers[vbidx],
&stride,
&offset
);
rendererData->currentVertexBuffer++;
if (rendererData->currentVertexBuffer >= SDL_arraysize(rendererData->vertexBuffers)) {
rendererData->currentVertexBuffer = 0;
}
return 0;
}
static int
D3D11_UpdateViewport(SDL_Renderer * renderer)
{
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
const SDL_Rect *viewport = &data->currentViewport;
Float4X4 projection;
Float4X4 view;
SDL_FRect orientationAlignedViewport;
BOOL swapDimensions;
D3D11_VIEWPORT d3dviewport;
const int rotation = D3D11_GetRotationForCurrentRenderTarget(renderer);
if (viewport->w == 0 || viewport->h == 0) {
/* If the viewport is empty, assume that it is because
* SDL_CreateRenderer is calling it, and will call it again later
* with a non-empty viewport.
*/
/* SDL_Log("%s, no viewport was set!\n", __FUNCTION__); */
return -1;
}
/* Make sure the SDL viewport gets rotated to that of the physical display's rotation.
* Keep in mind here that the Y-axis will be been inverted (from Direct3D's
* default coordinate system) so rotations will be done in the opposite
* direction of the DXGI_MODE_ROTATION enumeration.
*/
switch (rotation) {
case DXGI_MODE_ROTATION_IDENTITY:
projection = MatrixIdentity();
break;
case DXGI_MODE_ROTATION_ROTATE270:
projection = MatrixRotationZ(SDL_static_cast(float, M_PI * 0.5f));
break;
case DXGI_MODE_ROTATION_ROTATE180:
projection = MatrixRotationZ(SDL_static_cast(float, M_PI));
break;
case DXGI_MODE_ROTATION_ROTATE90:
projection = MatrixRotationZ(SDL_static_cast(float, -M_PI * 0.5f));
break;
default:
return SDL_SetError("An unknown DisplayOrientation is being used");
}
/* Update the view matrix */
SDL_zero(view);
view.m[0][0] = 2.0f / viewport->w;
view.m[1][1] = -2.0f / viewport->h;
view.m[2][2] = 1.0f;
view.m[3][0] = -1.0f;
view.m[3][1] = 1.0f;
view.m[3][3] = 1.0f;
/* Combine the projection + view matrix together now, as both only get
* set here (as of this writing, on Dec 26, 2013). When done, store it
* for eventual transfer to the GPU.
*/
data->vertexShaderConstantsData.projectionAndView = MatrixMultiply(
view,
projection);
/* Update the Direct3D viewport, which seems to be aligned to the
* swap buffer's coordinate space, which is always in either
* a landscape mode, for all Windows 8/RT devices, or a portrait mode,
* for Windows Phone devices.
*/
swapDimensions = D3D11_IsDisplayRotated90Degrees(rotation);
if (swapDimensions) {
orientationAlignedViewport.x = (float) viewport->y;
orientationAlignedViewport.y = (float) viewport->x;
orientationAlignedViewport.w = (float) viewport->h;
orientationAlignedViewport.h = (float) viewport->w;
} else {
orientationAlignedViewport.x = (float) viewport->x;
orientationAlignedViewport.y = (float) viewport->y;
orientationAlignedViewport.w = (float) viewport->w;
orientationAlignedViewport.h = (float) viewport->h;
}
/* TODO, WinRT: get custom viewports working with non-Landscape modes (Portrait, PortraitFlipped, and LandscapeFlipped) */
d3dviewport.TopLeftX = orientationAlignedViewport.x;
d3dviewport.TopLeftY = orientationAlignedViewport.y;
d3dviewport.Width = orientationAlignedViewport.w;
d3dviewport.Height = orientationAlignedViewport.h;
d3dviewport.MinDepth = 0.0f;
d3dviewport.MaxDepth = 1.0f;
/* SDL_Log("%s: D3D viewport = {%f,%f,%f,%f}\n", __FUNCTION__, d3dviewport.TopLeftX, d3dviewport.TopLeftY, d3dviewport.Width, d3dviewport.Height); */
ID3D11DeviceContext_RSSetViewports(data->d3dContext, 1, &d3dviewport);
data->viewportDirty = SDL_FALSE;
return 0;
}
static ID3D11RenderTargetView *
D3D11_GetCurrentRenderTargetView(SDL_Renderer * renderer)
{
D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
if (data->currentOffscreenRenderTargetView) {
return data->currentOffscreenRenderTargetView;
}
else {
return data->mainRenderTargetView;
}
}
static int
D3D11_SetDrawState(SDL_Renderer * renderer, const SDL_RenderCommand *cmd, ID3D11PixelShader * shader,
const int numShaderResources, ID3D11ShaderResourceView ** shaderResources,
ID3D11SamplerState * sampler, const Float4X4 *matrix)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
const Float4X4 *newmatrix = matrix ? matrix : &rendererData->identity;
ID3D11RasterizerState *rasterizerState;
ID3D11RenderTargetView *renderTargetView = D3D11_GetCurrentRenderTargetView(renderer);
ID3D11ShaderResourceView *shaderResource;
const SDL_BlendMode blendMode = cmd->data.draw.blend;
ID3D11BlendState *blendState = NULL;
SDL_bool updateSubresource = SDL_FALSE;
if (renderTargetView != rendererData->currentRenderTargetView) {
ID3D11DeviceContext_OMSetRenderTargets(rendererData->d3dContext,
1,
&renderTargetView,
NULL
);
rendererData->currentRenderTargetView = renderTargetView;
}
if (rendererData->viewportDirty) {
if (D3D11_UpdateViewport(renderer) == 0) {
/* vertexShaderConstantsData.projectionAndView has changed */
updateSubresource = SDL_TRUE;
}
}
if (rendererData->cliprectDirty) {
if (!rendererData->currentCliprectEnabled) {
ID3D11DeviceContext_RSSetScissorRects(rendererData->d3dContext, 0, NULL);
} else {
D3D11_RECT scissorRect;
if (D3D11_GetViewportAlignedD3DRect(renderer, &rendererData->currentCliprect, &scissorRect, TRUE) != 0) {
/* D3D11_GetViewportAlignedD3DRect will have set the SDL error */
return -1;
}
ID3D11DeviceContext_RSSetScissorRects(rendererData->d3dContext, 1, &scissorRect);
}
rendererData->cliprectDirty = SDL_FALSE;
}
if (!rendererData->currentCliprectEnabled) {
rasterizerState = rendererData->mainRasterizer;
} else {
rasterizerState = rendererData->clippedRasterizer;
}
if (rasterizerState != rendererData->currentRasterizerState) {
ID3D11DeviceContext_RSSetState(rendererData->d3dContext, rasterizerState);
rendererData->currentRasterizerState = rasterizerState;
}
if (blendMode != SDL_BLENDMODE_NONE) {
int i;
for (i = 0; i < rendererData->blendModesCount; ++i) {
if (blendMode == rendererData->blendModes[i].blendMode) {
blendState = rendererData->blendModes[i].blendState;
break;
}
}
if (!blendState) {
blendState = D3D11_CreateBlendState(renderer, blendMode);
if (!blendState) {
return -1;
}
}
}
if (blendState != rendererData->currentBlendState) {
ID3D11DeviceContext_OMSetBlendState(rendererData->d3dContext, blendState, 0, 0xFFFFFFFF);
rendererData->currentBlendState = blendState;
}
if (shader != rendererData->currentShader) {
ID3D11DeviceContext_PSSetShader(rendererData->d3dContext, shader, NULL, 0);
rendererData->currentShader = shader;
}
if (numShaderResources > 0) {
shaderResource = shaderResources[0];
} else {
shaderResource = NULL;
}
if (shaderResource != rendererData->currentShaderResource) {
ID3D11DeviceContext_PSSetShaderResources(rendererData->d3dContext, 0, numShaderResources, shaderResources);
rendererData->currentShaderResource = shaderResource;
}
if (sampler != rendererData->currentSampler) {
ID3D11DeviceContext_PSSetSamplers(rendererData->d3dContext, 0, 1, &sampler);
rendererData->currentSampler = sampler;
}
if (updateSubresource == SDL_TRUE || SDL_memcmp(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof (*newmatrix)) != 0) {
SDL_memcpy(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof (*newmatrix));
ID3D11DeviceContext_UpdateSubresource(rendererData->d3dContext,
(ID3D11Resource *)rendererData->vertexShaderConstants,
0,
NULL,
&rendererData->vertexShaderConstantsData,
0,
0
);
}
return 0;
}
static int
D3D11_SetCopyState(SDL_Renderer * renderer, const SDL_RenderCommand *cmd, const Float4X4 *matrix)
{
SDL_Texture *texture = cmd->data.draw.texture;
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata;
ID3D11SamplerState *textureSampler;
switch (textureData->scaleMode) {
case D3D11_FILTER_MIN_MAG_MIP_POINT:
textureSampler = rendererData->nearestPixelSampler;
break;
case D3D11_FILTER_MIN_MAG_MIP_LINEAR:
textureSampler = rendererData->linearSampler;
break;
default:
return SDL_SetError("Unknown scale mode: %d\n", textureData->scaleMode);
}
if (textureData->yuv) {
ID3D11ShaderResourceView *shaderResources[] = {
textureData->mainTextureResourceView,
textureData->mainTextureResourceViewU,
textureData->mainTextureResourceViewV
};
D3D11_Shader shader;
switch (SDL_GetYUVConversionModeForResolution(texture->w, texture->h)) {
case SDL_YUV_CONVERSION_JPEG:
shader = SHADER_YUV_JPEG;
break;
case SDL_YUV_CONVERSION_BT601:
shader = SHADER_YUV_BT601;
break;
case SDL_YUV_CONVERSION_BT709:
shader = SHADER_YUV_BT709;
break;
default:
return SDL_SetError("Unsupported YUV conversion mode");
}
return D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[shader],
SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);
} else if (textureData->nv12) {
ID3D11ShaderResourceView *shaderResources[] = {
textureData->mainTextureResourceView,
textureData->mainTextureResourceViewNV,
};
D3D11_Shader shader;
switch (SDL_GetYUVConversionModeForResolution(texture->w, texture->h)) {
case SDL_YUV_CONVERSION_JPEG:
shader = texture->format == SDL_PIXELFORMAT_NV12 ? SHADER_NV12_JPEG : SHADER_NV21_JPEG;
break;
case SDL_YUV_CONVERSION_BT601:
shader = texture->format == SDL_PIXELFORMAT_NV12 ? SHADER_NV12_BT601 : SHADER_NV21_BT601;
break;
case SDL_YUV_CONVERSION_BT709:
shader = texture->format == SDL_PIXELFORMAT_NV12 ? SHADER_NV12_BT709 : SHADER_NV21_BT709;
break;
default:
return SDL_SetError("Unsupported YUV conversion mode");
}
return D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[shader],
SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);
}
return D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[SHADER_RGB],
1, &textureData->mainTextureResourceView, textureSampler, matrix);
}
static void
D3D11_DrawPrimitives(SDL_Renderer * renderer, D3D11_PRIMITIVE_TOPOLOGY primitiveTopology, const size_t vertexStart, const size_t vertexCount)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
ID3D11DeviceContext_IASetPrimitiveTopology(rendererData->d3dContext, primitiveTopology);
ID3D11DeviceContext_Draw(rendererData->d3dContext, (UINT) vertexCount, (UINT) vertexStart);
}
static int
D3D11_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata;
const int viewportRotation = D3D11_GetRotationForCurrentRenderTarget(renderer);
size_t i;
if (rendererData->currentViewportRotation != viewportRotation) {
rendererData->currentViewportRotation = viewportRotation;
rendererData->viewportDirty = SDL_TRUE;
}
if (D3D11_UpdateVertexBuffer(renderer, vertices, vertsize) < 0) {
return -1;
}
while (cmd) {
switch (cmd->command) {
case SDL_RENDERCMD_SETDRAWCOLOR: {
break; /* this isn't currently used in this render backend. */
}
case SDL_RENDERCMD_SETVIEWPORT: {
SDL_Rect *viewport = &rendererData->currentViewport;
if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect)) != 0) {
SDL_memcpy(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect));
rendererData->viewportDirty = SDL_TRUE;
}
break;
}
case SDL_RENDERCMD_SETCLIPRECT: {
const SDL_Rect *rect = &cmd->data.cliprect.rect;
if (rendererData->currentCliprectEnabled != cmd->data.cliprect.enabled) {
rendererData->currentCliprectEnabled = cmd->data.cliprect.enabled;
rendererData->cliprectDirty = SDL_TRUE;
}
if (SDL_memcmp(&rendererData->currentCliprect, rect, sizeof (SDL_Rect)) != 0) {
SDL_memcpy(&rendererData->currentCliprect, rect, sizeof (SDL_Rect));
rendererData->cliprectDirty = SDL_TRUE;
}
break;
}
case SDL_RENDERCMD_CLEAR: {
const float colorRGBA[] = {
(cmd->data.color.r / 255.0f),
(cmd->data.color.g / 255.0f),
(cmd->data.color.b / 255.0f),
(cmd->data.color.a / 255.0f)
};
ID3D11DeviceContext_ClearRenderTargetView(rendererData->d3dContext, D3D11_GetCurrentRenderTargetView(renderer), colorRGBA);
break;
}
case SDL_RENDERCMD_DRAW_POINTS: {
const size_t count = cmd->data.draw.count;
const size_t first = cmd->data.draw.first;
const size_t start = first / sizeof (VertexPositionColor);
D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[SHADER_SOLID], 0, NULL, NULL, NULL);
D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, start, count);
break;
}
case SDL_RENDERCMD_DRAW_LINES: {
const size_t count = cmd->data.draw.count;
const size_t first = cmd->data.draw.first;
const size_t start = first / sizeof (VertexPositionColor);
const VertexPositionColor *verts = (VertexPositionColor *) (((Uint8 *) vertices) + first);
D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[SHADER_SOLID], 0, NULL, NULL, NULL);
D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, start, count);
if (verts[0].pos.x != verts[count - 1].pos.x || verts[0].pos.y != verts[count - 1].pos.y) {
D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, start + (count-1), 1);
}
break;
}
case SDL_RENDERCMD_FILL_RECTS: {
const size_t count = cmd->data.draw.count;
const size_t first = cmd->data.draw.first;
const size_t start = first / sizeof (VertexPositionColor);
size_t offset = 0;
D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[SHADER_SOLID], 0, NULL, NULL, NULL);
for (i = 0; i < count; i++, offset += 4) {
D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, start + offset, 4);
}
break;
}
case SDL_RENDERCMD_COPY: {
const size_t first = cmd->data.draw.first;
const size_t start = first / sizeof (VertexPositionColor);
D3D11_SetCopyState(renderer, cmd, NULL);
D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, start, 4);
break;
}
case SDL_RENDERCMD_COPY_EX: {
const size_t first = cmd->data.draw.first;
const size_t start = first / sizeof (VertexPositionColor);
const VertexPositionColor *verts = (VertexPositionColor *) (((Uint8 *) vertices) + first);
const VertexPositionColor *transvert = verts + 4;
const float translatex = transvert->pos.x;
const float translatey = transvert->pos.y;
const float rotation = transvert->pos.z;
const Float4X4 matrix = MatrixMultiply(MatrixRotationZ(rotation), MatrixTranslation(translatex, translatey, 0));
D3D11_SetCopyState(renderer, cmd, &matrix);
D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, start, 4);
break;
}
case SDL_RENDERCMD_NO_OP:
break;
}
cmd = cmd->next;
}
return 0;
}
static int
D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 format, void * pixels, int pitch)
{
D3D11_RenderData * data = (D3D11_RenderData *) renderer->driverdata;
ID3D11RenderTargetView *renderTargetView = NULL;
ID3D11Texture2D *backBuffer = NULL;
ID3D11Texture2D *stagingTexture = NULL;
HRESULT result;
int status = -1;
D3D11_TEXTURE2D_DESC stagingTextureDesc;
D3D11_RECT srcRect = {0, 0, 0, 0};
D3D11_BOX srcBox;
D3D11_MAPPED_SUBRESOURCE textureMemory;
ID3D11DeviceContext_OMGetRenderTargets(data->d3dContext, 1, &renderTargetView, NULL);
if (renderTargetView == NULL) {
SDL_SetError("%s, ID3D11DeviceContext::OMGetRenderTargets failed", __FUNCTION__);
goto done;
}
ID3D11View_GetResource(renderTargetView, (ID3D11Resource**)&backBuffer);
if (backBuffer == NULL) {
SDL_SetError("%s, ID3D11View::GetResource failed", __FUNCTION__);
goto done;
}
/* Create a staging texture to copy the screen's data to: */
ID3D11Texture2D_GetDesc(backBuffer, &stagingTextureDesc);
stagingTextureDesc.Width = rect->w;
stagingTextureDesc.Height = rect->h;
stagingTextureDesc.BindFlags = 0;
stagingTextureDesc.MiscFlags = 0;
stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
stagingTextureDesc.Usage = D3D11_USAGE_STAGING;
result = ID3D11Device_CreateTexture2D(data->d3dDevice,
&stagingTextureDesc,
NULL,
&stagingTexture);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result);
goto done;
}
/* Copy the desired portion of the back buffer to the staging texture: */
if (D3D11_GetViewportAlignedD3DRect(renderer, rect, &srcRect, FALSE) != 0) {
/* D3D11_GetViewportAlignedD3DRect will have set the SDL error */
goto done;
}
srcBox.left = srcRect.left;
srcBox.right = srcRect.right;
srcBox.top = srcRect.top;
srcBox.bottom = srcRect.bottom;
srcBox.front = 0;
srcBox.back = 1;
ID3D11DeviceContext_CopySubresourceRegion(data->d3dContext,
(ID3D11Resource *)stagingTexture,
0,
0, 0, 0,
(ID3D11Resource *)backBuffer,
0,
&srcBox);
/* Map the staging texture's data to CPU-accessible memory: */
result = ID3D11DeviceContext_Map(data->d3dContext,
(ID3D11Resource *)stagingTexture,
0,
D3D11_MAP_READ,
0,
&textureMemory);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result);
goto done;
}
/* Copy the data into the desired buffer, converting pixels to the
* desired format at the same time:
*/
if (SDL_ConvertPixels(
rect->w, rect->h,
D3D11_DXGIFormatToSDLPixelFormat(stagingTextureDesc.Format),
textureMemory.pData,
textureMemory.RowPitch,
format,
pixels,
pitch) != 0) {
/* When SDL_ConvertPixels fails, it'll have already set the format.
* Get the error message, and attach some extra data to it.
*/
char errorMessage[1024];
SDL_snprintf(errorMessage, sizeof(errorMessage), "%s, Convert Pixels failed: %s", __FUNCTION__, SDL_GetError());
SDL_SetError("%s", errorMessage);
goto done;
}
/* Unmap the texture: */
ID3D11DeviceContext_Unmap(data->d3dContext,
(ID3D11Resource *)stagingTexture,
0);
status = 0;
done:
SAFE_RELEASE(backBuffer);
SAFE_RELEASE(stagingTexture);
return status;
}
static void
D3D11_RenderPresent(SDL_Renderer * renderer)
{
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
UINT syncInterval;
UINT presentFlags;
HRESULT result;
DXGI_PRESENT_PARAMETERS parameters;
SDL_zero(parameters);
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
syncInterval = 1;
presentFlags = 0;
result = IDXGISwapChain_Present(data->swapChain, syncInterval, presentFlags);
#else
if (renderer->info.flags & SDL_RENDERER_PRESENTVSYNC) {
syncInterval = 1;
presentFlags = 0;
} else {
syncInterval = 0;
presentFlags = DXGI_PRESENT_DO_NOT_WAIT;
}
/* The application may optionally specify "dirty" or "scroll"
* rects to improve efficiency in certain scenarios.
* This option is not available on Windows Phone 8, to note.
*/
result = IDXGISwapChain1_Present1(data->swapChain, syncInterval, presentFlags, ¶meters);
#endif
/* Discard the contents of the render target.
* This is a valid operation only when the existing contents will be entirely
* overwritten. If dirty or scroll rects are used, this call should be removed.
*/
ID3D11DeviceContext1_DiscardView(data->d3dContext, (ID3D11View*)data->mainRenderTargetView);
/* When the present flips, it unbinds the current view, so bind it again on the next draw call */
data->currentRenderTargetView = NULL;
if (FAILED(result) && result != DXGI_ERROR_WAS_STILL_DRAWING) {
/* If the device was removed either by a disconnect or a driver upgrade, we
* must recreate all device resources.
*
* TODO, WinRT: consider throwing an exception if D3D11_RenderPresent fails, especially if there is a way to salvage debug info from users' machines
*/
if ( result == DXGI_ERROR_DEVICE_REMOVED ) {
D3D11_HandleDeviceLost(renderer);
} else if (result == DXGI_ERROR_INVALID_CALL) {
/* We probably went through a fullscreen <-> windowed transition */
D3D11_CreateWindowSizeDependentResources(renderer);
} else {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::Present"), result);
}
}
}
SDL_Renderer *
D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
{
SDL_Renderer *renderer;
D3D11_RenderData *data;
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
if (!renderer) {
SDL_OutOfMemory();
return NULL;
}
data = (D3D11_RenderData *) SDL_calloc(1, sizeof(*data));
if (!data) {
SDL_OutOfMemory();
return NULL;
}
data->identity = MatrixIdentity();
renderer->WindowEvent = D3D11_WindowEvent;
renderer->SupportsBlendMode = D3D11_SupportsBlendMode;
renderer->CreateTexture = D3D11_CreateTexture;
renderer->UpdateTexture = D3D11_UpdateTexture;
renderer->UpdateTextureYUV = D3D11_UpdateTextureYUV;
renderer->LockTexture = D3D11_LockTexture;
renderer->UnlockTexture = D3D11_UnlockTexture;
renderer->SetTextureScaleMode = D3D11_SetTextureScaleMode;
renderer->SetRenderTarget = D3D11_SetRenderTarget;
renderer->QueueSetViewport = D3D11_QueueSetViewport;
renderer->QueueSetDrawColor = D3D11_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
renderer->QueueDrawPoints = D3D11_QueueDrawPoints;
renderer->QueueDrawLines = D3D11_QueueDrawPoints; /* lines and points queue vertices the same way. */
renderer->QueueFillRects = D3D11_QueueFillRects;
renderer->QueueCopy = D3D11_QueueCopy;
renderer->QueueCopyEx = D3D11_QueueCopyEx;
renderer->RunCommandQueue = D3D11_RunCommandQueue;
renderer->RenderReadPixels = D3D11_RenderReadPixels;
renderer->RenderPresent = D3D11_RenderPresent;
renderer->DestroyTexture = D3D11_DestroyTexture;
renderer->DestroyRenderer = D3D11_DestroyRenderer;
renderer->info = D3D11_RenderDriver.info;
renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
renderer->driverdata = data;
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
/* VSync is required in Windows Phone, at least for Win Phone 8.0 and 8.1.
* Failure to use it seems to either result in:
*
* - with the D3D11 debug runtime turned OFF, vsync seemingly gets turned
* off (framerate doesn't get capped), but nothing appears on-screen
*
* - with the D3D11 debug runtime turned ON, vsync gets automatically
* turned back on, and the following gets output to the debug console:
*
* DXGI ERROR: IDXGISwapChain::Present: Interval 0 is not supported, changed to Interval 1. [ UNKNOWN ERROR #1024: ]
*/
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
#else
if ((flags & SDL_RENDERER_PRESENTVSYNC)) {
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
}
#endif
/* HACK: make sure the SDL_Renderer references the SDL_Window data now, in
* order to give init functions access to the underlying window handle:
*/
renderer->window = window;
/* Initialize Direct3D resources */
if (FAILED(D3D11_CreateDeviceResources(renderer))) {
D3D11_DestroyRenderer(renderer);
return NULL;
}
if (FAILED(D3D11_CreateWindowSizeDependentResources(renderer))) {
D3D11_DestroyRenderer(renderer);
return NULL;
}
return renderer;
}
SDL_RenderDriver D3D11_RenderDriver = {
D3D11_CreateRenderer,
{
"direct3d11",
(
SDL_RENDERER_ACCELERATED |
SDL_RENDERER_PRESENTVSYNC |
SDL_RENDERER_TARGETTEXTURE
), /* flags. see SDL_RendererFlags */
6, /* num_texture_formats */
{ /* texture_formats */
SDL_PIXELFORMAT_ARGB8888,
SDL_PIXELFORMAT_RGB888,
SDL_PIXELFORMAT_YV12,
SDL_PIXELFORMAT_IYUV,
SDL_PIXELFORMAT_NV12,
SDL_PIXELFORMAT_NV21
},
0, /* max_texture_width: will be filled in later */
0 /* max_texture_height: will be filled in later */
}
};
#endif /* SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/render/direct3d11/SDL_render_d3d11.c | C | apache-2.0 | 93,951 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
#include "SDL_syswm.h"
#include "../../video/winrt/SDL_winrtvideo_cpp.h"
extern "C" {
#include "../SDL_sysrender.h"
}
#include <windows.ui.core.h>
#include <windows.graphics.display.h>
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
#include <windows.ui.xaml.media.dxinterop.h>
#endif
using namespace Windows::UI::Core;
using namespace Windows::Graphics::Display;
#include <DXGI.h>
#include "SDL_render_winrt.h"
extern "C" void *
D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer * renderer)
{
SDL_Window * sdlWindow = renderer->window;
if ( ! renderer->window ) {
return NULL;
}
SDL_SysWMinfo sdlWindowInfo;
SDL_VERSION(&sdlWindowInfo.version);
if ( ! SDL_GetWindowWMInfo(sdlWindow, &sdlWindowInfo) ) {
return NULL;
}
if (sdlWindowInfo.subsystem != SDL_SYSWM_WINRT) {
return NULL;
}
if (!sdlWindowInfo.info.winrt.window) {
return NULL;
}
ABI::Windows::UI::Core::ICoreWindow *coreWindow = NULL;
if (FAILED(sdlWindowInfo.info.winrt.window->QueryInterface(&coreWindow))) {
return NULL;
}
IUnknown *coreWindowAsIUnknown = NULL;
coreWindow->QueryInterface(&coreWindowAsIUnknown);
coreWindow->Release();
return coreWindowAsIUnknown;
}
extern "C" DXGI_MODE_ROTATION
D3D11_GetCurrentRotation()
{
const DisplayOrientations currentOrientation = WINRT_DISPLAY_PROPERTY(CurrentOrientation);
switch (currentOrientation) {
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
/* Windows Phone rotations */
case DisplayOrientations::Landscape:
return DXGI_MODE_ROTATION_ROTATE90;
case DisplayOrientations::Portrait:
return DXGI_MODE_ROTATION_IDENTITY;
case DisplayOrientations::LandscapeFlipped:
return DXGI_MODE_ROTATION_ROTATE270;
case DisplayOrientations::PortraitFlipped:
return DXGI_MODE_ROTATION_ROTATE180;
#else
/* Non-Windows-Phone rotations (ex: Windows 8, Windows RT) */
case DisplayOrientations::Landscape:
return DXGI_MODE_ROTATION_IDENTITY;
case DisplayOrientations::Portrait:
return DXGI_MODE_ROTATION_ROTATE270;
case DisplayOrientations::LandscapeFlipped:
return DXGI_MODE_ROTATION_ROTATE180;
case DisplayOrientations::PortraitFlipped:
return DXGI_MODE_ROTATION_ROTATE90;
#endif /* WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP */
}
return DXGI_MODE_ROTATION_IDENTITY;
}
#endif /* SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/render/direct3d11/SDL_render_winrt.cpp | C++ | apache-2.0 | 3,519 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
#include "SDL_render.h"
#ifdef __cplusplus
extern "C" {
#endif
void * D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer * renderer);
DXGI_MODE_ROTATION D3D11_GetCurrentRotation();
#ifdef __cplusplus
}
#endif
#endif /* SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/render/direct3d11/SDL_render_winrt.h | C | apache-2.0 | 1,330 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
#include "SDL_stdinc.h"
#define COBJMACROS
#include "../../core/windows/SDL_windows.h"
#include <d3d11_1.h>
#include "SDL_shaders_d3d11.h"
#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str
/* Direct3D 11.x shaders
SDL's shaders are compiled into SDL itself, to simplify distribution.
All Direct3D 11.x shaders were compiled with the following:
fxc /E"main" /T "<TYPE>" /Fo"<OUTPUT FILE>" "<INPUT FILE>"
Variables:
- <TYPE>: the type of shader. A table of utilized shader types is
listed below.
- <OUTPUT FILE>: where to store compiled output
- <INPUT FILE>: where to read shader source code from
Shader types:
- ps_4_0_level_9_1: Pixel shader for Windows 8+, including Windows RT
- vs_4_0_level_9_1: Vertex shader for Windows 8+, including Windows RT
- ps_4_0_level_9_3: Pixel shader for Windows Phone 8
- vs_4_0_level_9_3: Vertex shader for Windows Phone 8
Shader object code was converted to a list of DWORDs via the following
*nix style command (available separately from Windows + MSVC):
hexdump -v -e '6/4 "0x%08.8x, " "\n"' <FILE>
*/
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
#define D3D11_USE_SHADER_MODEL_4_0_level_9_3
#else
#define D3D11_USE_SHADER_MODEL_4_0_level_9_1
#endif
/* The color-only-rendering pixel shader:
--- D3D11_PixelShader_Colors.hlsl ---
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
float4 main(PixelShaderInput input) : SV_TARGET
{
return input.color;
}
*/
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
static const DWORD D3D11_PixelShader_Colors[] = {
0x43425844, 0xd74c28fe, 0xa1eb8804, 0x269d512a, 0x7699723d, 0x00000001,
0x00000240, 0x00000006, 0x00000038, 0x00000084, 0x000000c4, 0x00000140,
0x00000198, 0x0000020c, 0x396e6f41, 0x00000044, 0x00000044, 0xffff0200,
0x00000020, 0x00000024, 0x00240000, 0x00240000, 0x00240000, 0x00240000,
0x00240000, 0xffff0200, 0x0200001f, 0x80000000, 0xb00f0001, 0x02000001,
0x800f0800, 0xb0e40001, 0x0000ffff, 0x52444853, 0x00000038, 0x00000040,
0x0000000e, 0x03001062, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2,
0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000002,
0x0100003e, 0x54415453, 0x00000074, 0x00000002, 0x00000000, 0x00000000,
0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x46454452, 0x00000050, 0x00000000, 0x00000000,
0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d,
0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072,
0x6c69706d, 0x39207265, 0x2e30332e, 0x30303239, 0x3336312e, 0xab003438,
0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
0x00000000, 0x00000003, 0x00000001, 0x00000003, 0x00000065, 0x00000000,
0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
};
#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
static const DWORD D3D11_PixelShader_Colors[] = {
0x43425844, 0x93f6ccfc, 0x5f919270, 0x7a11aa4f, 0x9148e931, 0x00000001,
0x00000240, 0x00000006, 0x00000038, 0x00000084, 0x000000c4, 0x00000140,
0x00000198, 0x0000020c, 0x396e6f41, 0x00000044, 0x00000044, 0xffff0200,
0x00000020, 0x00000024, 0x00240000, 0x00240000, 0x00240000, 0x00240000,
0x00240000, 0xffff0201, 0x0200001f, 0x80000000, 0xb00f0001, 0x02000001,
0x800f0800, 0xb0e40001, 0x0000ffff, 0x52444853, 0x00000038, 0x00000040,
0x0000000e, 0x03001062, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2,
0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000002,
0x0100003e, 0x54415453, 0x00000074, 0x00000002, 0x00000000, 0x00000000,
0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x46454452, 0x00000050, 0x00000000, 0x00000000,
0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d,
0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072,
0x6c69706d, 0x39207265, 0x2e30332e, 0x30303239, 0x3336312e, 0xab003438,
0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
0x00000000, 0x00000003, 0x00000001, 0x00000003, 0x00000065, 0x00000000,
0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
};
#else
#error "An appropriate 'colors' pixel shader is not defined."
#endif
/* The texture-rendering pixel shader:
--- D3D11_PixelShader_Textures.hlsl ---
Texture2D theTexture : register(t0);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
float4 main(PixelShaderInput input) : SV_TARGET
{
return theTexture.Sample(theSampler, input.tex) * input.color;
}
*/
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
static const DWORD D3D11_PixelShader_Textures[] = {
0x43425844, 0x6299b59f, 0x155258f2, 0x873ab86a, 0xfcbb6dcd, 0x00000001,
0x00000330, 0x00000006, 0x00000038, 0x000000c0, 0x0000015c, 0x000001d8,
0x00000288, 0x000002fc, 0x396e6f41, 0x00000080, 0x00000080, 0xffff0200,
0x00000058, 0x00000028, 0x00280000, 0x00280000, 0x00280000, 0x00240001,
0x00280000, 0x00000000, 0xffff0200, 0x0200001f, 0x80000000, 0xb0030000,
0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f, 0x90000000, 0xa00f0800,
0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, 0x03000005, 0x800f0000,
0x80e40000, 0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff,
0x52444853, 0x00000094, 0x00000040, 0x00000025, 0x0300005a, 0x00106000,
0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x03001062,
0x00101032, 0x00000001, 0x03001062, 0x001010f2, 0x00000002, 0x03000065,
0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x09000045, 0x001000f2,
0x00000000, 0x00101046, 0x00000001, 0x00107e46, 0x00000000, 0x00106000,
0x00000000, 0x07000038, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000,
0x00101e46, 0x00000002, 0x0100003e, 0x54415453, 0x00000074, 0x00000003,
0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x00000000, 0x00000000,
0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x46454452, 0x000000a8,
0x00000000, 0x00000000, 0x00000002, 0x0000001c, 0xffff0400, 0x00000100,
0x00000072, 0x0000005c, 0x00000003, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000001, 0x00000001, 0x00000067, 0x00000002, 0x00000005,
0x00000004, 0xffffffff, 0x00000000, 0x00000001, 0x0000000d, 0x53656874,
0x6c706d61, 0x74007265, 0x65546568, 0x72757478, 0x694d0065, 0x736f7263,
0x2074666f, 0x20295228, 0x4c534c48, 0x61685320, 0x20726564, 0x706d6f43,
0x72656c69, 0x332e3920, 0x32392e30, 0x312e3030, 0x34383336, 0xababab00,
0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000065, 0x00000000,
0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
};
#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
static const DWORD D3D11_PixelShader_Textures[] = {
0x43425844, 0x5876569a, 0x01b6c87e, 0x8447454f, 0xc7f3ef10, 0x00000001,
0x00000330, 0x00000006, 0x00000038, 0x000000c0, 0x0000015c, 0x000001d8,
0x00000288, 0x000002fc, 0x396e6f41, 0x00000080, 0x00000080, 0xffff0200,
0x00000058, 0x00000028, 0x00280000, 0x00280000, 0x00280000, 0x00240001,
0x00280000, 0x00000000, 0xffff0201, 0x0200001f, 0x80000000, 0xb0030000,
0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f, 0x90000000, 0xa00f0800,
0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, 0x03000005, 0x800f0000,
0x80e40000, 0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff,
0x52444853, 0x00000094, 0x00000040, 0x00000025, 0x0300005a, 0x00106000,
0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x03001062,
0x00101032, 0x00000001, 0x03001062, 0x001010f2, 0x00000002, 0x03000065,
0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x09000045, 0x001000f2,
0x00000000, 0x00101046, 0x00000001, 0x00107e46, 0x00000000, 0x00106000,
0x00000000, 0x07000038, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000,
0x00101e46, 0x00000002, 0x0100003e, 0x54415453, 0x00000074, 0x00000003,
0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x00000000, 0x00000000,
0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x46454452, 0x000000a8,
0x00000000, 0x00000000, 0x00000002, 0x0000001c, 0xffff0400, 0x00000100,
0x00000072, 0x0000005c, 0x00000003, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000001, 0x00000001, 0x00000067, 0x00000002, 0x00000005,
0x00000004, 0xffffffff, 0x00000000, 0x00000001, 0x0000000d, 0x53656874,
0x6c706d61, 0x74007265, 0x65546568, 0x72757478, 0x694d0065, 0x736f7263,
0x2074666f, 0x20295228, 0x4c534c48, 0x61685320, 0x20726564, 0x706d6f43,
0x72656c69, 0x332e3920, 0x32392e30, 0x312e3030, 0x34383336, 0xababab00,
0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000065, 0x00000000,
0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
};
#else
#error "An appropriate 'textures' pixel shader is not defined"
#endif
/* The yuv-rendering pixel shader:
--- D3D11_PixelShader_YUV_JPEG.hlsl ---
Texture2D theTextureY : register(t0);
Texture2D theTextureU : register(t1);
Texture2D theTextureV : register(t2);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {0.0, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.0000, 0.0000, 1.4020};
const float3 Gcoeff = {1.0000, -0.3441, -0.7141};
const float3 Bcoeff = {1.0000, 1.7720, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.y = theTextureU.Sample(theSampler, input.tex).r;
yuv.z = theTextureV.Sample(theSampler, input.tex).r;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}
*/
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
static const DWORD D3D11_PixelShader_YUV_JPEG[] = {
0x43425844, 0x10359e9c, 0x92c3d2c4, 0x00bf0cd5, 0x5ce8c499, 0x00000001,
0x000005e8, 0x00000006, 0x00000038, 0x000001dc, 0x000003bc, 0x00000438,
0x00000540, 0x000005b4, 0x396e6f41, 0x0000019c, 0x0000019c, 0xffff0200,
0x0000016c, 0x00000030, 0x00300000, 0x00300000, 0x00300000, 0x00240003,
0x00300000, 0x00000000, 0x00010001, 0x00020002, 0xffff0200, 0x05000051,
0xa00f0000, 0x00000000, 0xbf008081, 0xbf008081, 0x3f800000, 0x05000051,
0xa00f0001, 0x3f800000, 0x3fb374bc, 0x00000000, 0x00000000, 0x05000051,
0xa00f0002, 0x3f800000, 0xbeb02de0, 0xbf36cf42, 0x00000000, 0x05000051,
0xa00f0003, 0x3f800000, 0x3fe2d0e5, 0x00000000, 0x00000000, 0x0200001f,
0x80000000, 0xb0030000, 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f,
0x90000000, 0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x0200001f,
0x90000000, 0xa00f0802, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800,
0x03000042, 0x800f0001, 0xb0e40000, 0xa0e40801, 0x03000042, 0x800f0002,
0xb0e40000, 0xa0e40802, 0x02000001, 0x80020000, 0x80000001, 0x02000001,
0x80040000, 0x80000002, 0x03000002, 0x80070000, 0x80e40000, 0xa0e40000,
0x03000005, 0x80080000, 0x80000000, 0xa0000001, 0x04000004, 0x80010001,
0x80aa0000, 0xa0550001, 0x80ff0000, 0x03000008, 0x80020001, 0x80e40000,
0xa0e40002, 0x0400005a, 0x80040001, 0x80e40000, 0xa0e40003, 0xa0aa0003,
0x02000001, 0x80080001, 0xa0ff0000, 0x03000005, 0x800f0000, 0x80e40001,
0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff, 0x52444853,
0x000001d8, 0x00000040, 0x00000076, 0x0300005a, 0x00106000, 0x00000000,
0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04001858, 0x00107000,
0x00000001, 0x00005555, 0x04001858, 0x00107000, 0x00000002, 0x00005555,
0x03001062, 0x00101032, 0x00000001, 0x03001062, 0x001010f2, 0x00000002,
0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x09000045,
0x001000f2, 0x00000000, 0x00101046, 0x00000001, 0x00107e46, 0x00000000,
0x00106000, 0x00000000, 0x09000045, 0x001000f2, 0x00000001, 0x00101046,
0x00000001, 0x00107e46, 0x00000001, 0x00106000, 0x00000000, 0x05000036,
0x00100022, 0x00000000, 0x0010000a, 0x00000001, 0x09000045, 0x001000f2,
0x00000001, 0x00101046, 0x00000001, 0x00107e46, 0x00000002, 0x00106000,
0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x0010000a, 0x00000001,
0x0a000000, 0x00100072, 0x00000000, 0x00100246, 0x00000000, 0x00004002,
0x00000000, 0xbf008081, 0xbf008081, 0x00000000, 0x0a00000f, 0x00100012,
0x00000001, 0x00100086, 0x00000000, 0x00004002, 0x3f800000, 0x3fb374bc,
0x00000000, 0x00000000, 0x0a000010, 0x00100022, 0x00000001, 0x00100246,
0x00000000, 0x00004002, 0x3f800000, 0xbeb02de0, 0xbf36cf42, 0x00000000,
0x0a00000f, 0x00100042, 0x00000001, 0x00100046, 0x00000000, 0x00004002,
0x3f800000, 0x3fe2d0e5, 0x00000000, 0x00000000, 0x05000036, 0x00100082,
0x00000001, 0x00004001, 0x3f800000, 0x07000038, 0x001020f2, 0x00000000,
0x00100e46, 0x00000001, 0x00101e46, 0x00000002, 0x0100003e, 0x54415453,
0x00000074, 0x0000000c, 0x00000002, 0x00000000, 0x00000003, 0x00000005,
0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x46454452, 0x00000100, 0x00000000, 0x00000000, 0x00000004, 0x0000001c,
0xffff0400, 0x00000100, 0x000000cb, 0x0000009c, 0x00000003, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000001, 0x000000a7,
0x00000002, 0x00000005, 0x00000004, 0xffffffff, 0x00000000, 0x00000001,
0x0000000d, 0x000000b3, 0x00000002, 0x00000005, 0x00000004, 0xffffffff,
0x00000001, 0x00000001, 0x0000000d, 0x000000bf, 0x00000002, 0x00000005,
0x00000004, 0xffffffff, 0x00000002, 0x00000001, 0x0000000d, 0x53656874,
0x6c706d61, 0x74007265, 0x65546568, 0x72757478, 0x74005965, 0x65546568,
0x72757478, 0x74005565, 0x65546568, 0x72757478, 0x4d005665, 0x6f726369,
0x74666f73, 0x29522820, 0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320,
0x656c6970, 0x2e362072, 0x36392e33, 0x312e3030, 0x34383336, 0xababab00,
0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000065, 0x00000000,
0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
};
#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
static const DWORD D3D11_PixelShader_YUV_JPEG[] = {
0x43425844, 0x616d6673, 0x83174178, 0x15aac25d, 0x2a340487, 0x00000001,
0x000005c0, 0x00000006, 0x00000038, 0x000001b4, 0x00000394, 0x00000410,
0x00000518, 0x0000058c, 0x396e6f41, 0x00000174, 0x00000174, 0xffff0200,
0x00000144, 0x00000030, 0x00300000, 0x00300000, 0x00300000, 0x00240003,
0x00300000, 0x00000000, 0x00010001, 0x00020002, 0xffff0201, 0x05000051,
0xa00f0000, 0x00000000, 0xbf008081, 0x3f800000, 0x3fb374bc, 0x05000051,
0xa00f0001, 0x3f800000, 0xbeb02de0, 0xbf36cf42, 0x00000000, 0x05000051,
0xa00f0002, 0x3f800000, 0x3fe2d0e5, 0x00000000, 0x00000000, 0x0200001f,
0x80000000, 0xb0030000, 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f,
0x90000000, 0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x0200001f,
0x90000000, 0xa00f0802, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40801,
0x03000042, 0x800f0001, 0xb0e40000, 0xa0e40800, 0x02000001, 0x80020001,
0x80000000, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40802, 0x02000001,
0x80040001, 0x80000000, 0x03000002, 0x80070000, 0x80e40001, 0xa0d40000,
0x0400005a, 0x80010001, 0x80e80000, 0xa0ee0000, 0xa0000000, 0x03000008,
0x80020001, 0x80e40000, 0xa0e40001, 0x0400005a, 0x80040001, 0x80e40000,
0xa0e40002, 0xa0aa0002, 0x02000001, 0x80080001, 0xa0aa0000, 0x03000005,
0x800f0000, 0x80e40001, 0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000,
0x0000ffff, 0x52444853, 0x000001d8, 0x00000040, 0x00000076, 0x0300005a,
0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555,
0x04001858, 0x00107000, 0x00000001, 0x00005555, 0x04001858, 0x00107000,
0x00000002, 0x00005555, 0x03001062, 0x00101032, 0x00000001, 0x03001062,
0x001010f2, 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
0x00000002, 0x09000045, 0x001000f2, 0x00000000, 0x00101046, 0x00000001,
0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x09000045, 0x001000f2,
0x00000001, 0x00101046, 0x00000001, 0x00107e46, 0x00000001, 0x00106000,
0x00000000, 0x05000036, 0x00100022, 0x00000000, 0x0010000a, 0x00000001,
0x09000045, 0x001000f2, 0x00000001, 0x00101046, 0x00000001, 0x00107e46,
0x00000002, 0x00106000, 0x00000000, 0x05000036, 0x00100042, 0x00000000,
0x0010000a, 0x00000001, 0x0a000000, 0x00100072, 0x00000000, 0x00100246,
0x00000000, 0x00004002, 0x00000000, 0xbf008081, 0xbf008081, 0x00000000,
0x0a00000f, 0x00100012, 0x00000001, 0x00100086, 0x00000000, 0x00004002,
0x3f800000, 0x3fb374bc, 0x00000000, 0x00000000, 0x0a000010, 0x00100022,
0x00000001, 0x00100246, 0x00000000, 0x00004002, 0x3f800000, 0xbeb02de0,
0xbf36cf42, 0x00000000, 0x0a00000f, 0x00100042, 0x00000001, 0x00100046,
0x00000000, 0x00004002, 0x3f800000, 0x3fe2d0e5, 0x00000000, 0x00000000,
0x05000036, 0x00100082, 0x00000001, 0x00004001, 0x3f800000, 0x07000038,
0x001020f2, 0x00000000, 0x00100e46, 0x00000001, 0x00101e46, 0x00000002,
0x0100003e, 0x54415453, 0x00000074, 0x0000000c, 0x00000002, 0x00000000,
0x00000003, 0x00000005, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x46454452, 0x00000100, 0x00000000, 0x00000000,
0x00000004, 0x0000001c, 0xffff0400, 0x00000100, 0x000000cb, 0x0000009c,
0x00000003, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
0x00000001, 0x000000a7, 0x00000002, 0x00000005, 0x00000004, 0xffffffff,
0x00000000, 0x00000001, 0x0000000d, 0x000000b3, 0x00000002, 0x00000005,
0x00000004, 0xffffffff, 0x00000001, 0x00000001, 0x0000000d, 0x000000bf,
0x00000002, 0x00000005, 0x00000004, 0xffffffff, 0x00000002, 0x00000001,
0x0000000d, 0x53656874, 0x6c706d61, 0x74007265, 0x65546568, 0x72757478,
0x74005965, 0x65546568, 0x72757478, 0x74005565, 0x65546568, 0x72757478,
0x4d005665, 0x6f726369, 0x74666f73, 0x29522820, 0x534c4820, 0x6853204c,
0x72656461, 0x6d6f4320, 0x656c6970, 0x2e362072, 0x36392e33, 0x312e3030,
0x34383336, 0xababab00, 0x4e475349, 0x0000006c, 0x00000003, 0x00000008,
0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f,
0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000303,
0x00000065, 0x00000000, 0x00000000, 0x00000003, 0x00000002, 0x00000f0f,
0x505f5653, 0x5449534f, 0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300,
0xab00524f, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653,
0x45475241, 0xabab0054
};
#else
#error "An appropriate 'yuv' pixel shader is not defined."
#endif
/* The yuv-rendering pixel shader:
--- D3D11_PixelShader_YUV_BT601.hlsl ---
Texture2D theTextureY : register(t0);
Texture2D theTextureU : register(t1);
Texture2D theTextureV : register(t2);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.1644, 0.0000, 1.5960};
const float3 Gcoeff = {1.1644, -0.3918, -0.8130};
const float3 Bcoeff = {1.1644, 2.0172, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.y = theTextureU.Sample(theSampler, input.tex).r;
yuv.z = theTextureV.Sample(theSampler, input.tex).r;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}
*/
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
static const DWORD D3D11_PixelShader_YUV_BT601[] = {
0x43425844, 0x628ec838, 0xbe9cec6a, 0xc9ee10bb, 0x63283218, 0x00000001,
0x000005e8, 0x00000006, 0x00000038, 0x000001dc, 0x000003bc, 0x00000438,
0x00000540, 0x000005b4, 0x396e6f41, 0x0000019c, 0x0000019c, 0xffff0200,
0x0000016c, 0x00000030, 0x00300000, 0x00300000, 0x00300000, 0x00240003,
0x00300000, 0x00000000, 0x00010001, 0x00020002, 0xffff0200, 0x05000051,
0xa00f0000, 0xbd808081, 0xbf008081, 0xbf008081, 0x3f800000, 0x05000051,
0xa00f0001, 0x3f950b0f, 0x3fcc49ba, 0x00000000, 0x00000000, 0x05000051,
0xa00f0002, 0x3f950b0f, 0xbec89a02, 0xbf5020c5, 0x00000000, 0x05000051,
0xa00f0003, 0x3f950b0f, 0x400119ce, 0x00000000, 0x00000000, 0x0200001f,
0x80000000, 0xb0030000, 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f,
0x90000000, 0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x0200001f,
0x90000000, 0xa00f0802, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800,
0x03000042, 0x800f0001, 0xb0e40000, 0xa0e40801, 0x03000042, 0x800f0002,
0xb0e40000, 0xa0e40802, 0x02000001, 0x80020000, 0x80000001, 0x02000001,
0x80040000, 0x80000002, 0x03000002, 0x80070000, 0x80e40000, 0xa0e40000,
0x03000005, 0x80080000, 0x80000000, 0xa0000001, 0x04000004, 0x80010001,
0x80aa0000, 0xa0550001, 0x80ff0000, 0x03000008, 0x80020001, 0x80e40000,
0xa0e40002, 0x0400005a, 0x80040001, 0x80e40000, 0xa0e40003, 0xa0aa0003,
0x02000001, 0x80080001, 0xa0ff0000, 0x03000005, 0x800f0000, 0x80e40001,
0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff, 0x52444853,
0x000001d8, 0x00000040, 0x00000076, 0x0300005a, 0x00106000, 0x00000000,
0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04001858, 0x00107000,
0x00000001, 0x00005555, 0x04001858, 0x00107000, 0x00000002, 0x00005555,
0x03001062, 0x00101032, 0x00000001, 0x03001062, 0x001010f2, 0x00000002,
0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x09000045,
0x001000f2, 0x00000000, 0x00101046, 0x00000001, 0x00107e46, 0x00000000,
0x00106000, 0x00000000, 0x09000045, 0x001000f2, 0x00000001, 0x00101046,
0x00000001, 0x00107e46, 0x00000001, 0x00106000, 0x00000000, 0x05000036,
0x00100022, 0x00000000, 0x0010000a, 0x00000001, 0x09000045, 0x001000f2,
0x00000001, 0x00101046, 0x00000001, 0x00107e46, 0x00000002, 0x00106000,
0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x0010000a, 0x00000001,
0x0a000000, 0x00100072, 0x00000000, 0x00100246, 0x00000000, 0x00004002,
0xbd808081, 0xbf008081, 0xbf008081, 0x00000000, 0x0a00000f, 0x00100012,
0x00000001, 0x00100086, 0x00000000, 0x00004002, 0x3f950b0f, 0x3fcc49ba,
0x00000000, 0x00000000, 0x0a000010, 0x00100022, 0x00000001, 0x00100246,
0x00000000, 0x00004002, 0x3f950b0f, 0xbec89a02, 0xbf5020c5, 0x00000000,
0x0a00000f, 0x00100042, 0x00000001, 0x00100046, 0x00000000, 0x00004002,
0x3f950b0f, 0x400119ce, 0x00000000, 0x00000000, 0x05000036, 0x00100082,
0x00000001, 0x00004001, 0x3f800000, 0x07000038, 0x001020f2, 0x00000000,
0x00100e46, 0x00000001, 0x00101e46, 0x00000002, 0x0100003e, 0x54415453,
0x00000074, 0x0000000c, 0x00000002, 0x00000000, 0x00000003, 0x00000005,
0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x46454452, 0x00000100, 0x00000000, 0x00000000, 0x00000004, 0x0000001c,
0xffff0400, 0x00000100, 0x000000cb, 0x0000009c, 0x00000003, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000001, 0x000000a7,
0x00000002, 0x00000005, 0x00000004, 0xffffffff, 0x00000000, 0x00000001,
0x0000000d, 0x000000b3, 0x00000002, 0x00000005, 0x00000004, 0xffffffff,
0x00000001, 0x00000001, 0x0000000d, 0x000000bf, 0x00000002, 0x00000005,
0x00000004, 0xffffffff, 0x00000002, 0x00000001, 0x0000000d, 0x53656874,
0x6c706d61, 0x74007265, 0x65546568, 0x72757478, 0x74005965, 0x65546568,
0x72757478, 0x74005565, 0x65546568, 0x72757478, 0x4d005665, 0x6f726369,
0x74666f73, 0x29522820, 0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320,
0x656c6970, 0x2e362072, 0x36392e33, 0x312e3030, 0x34383336, 0xababab00,
0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000065, 0x00000000,
0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
};
#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
static const DWORD D3D11_PixelShader_YUV_BT601[] = {
0x43425844, 0x692b159b, 0xf58723cc, 0xf4ceac9e, 0x35eec738, 0x00000001,
0x000005c0, 0x00000006, 0x00000038, 0x000001b4, 0x00000394, 0x00000410,
0x00000518, 0x0000058c, 0x396e6f41, 0x00000174, 0x00000174, 0xffff0200,
0x00000144, 0x00000030, 0x00300000, 0x00300000, 0x00300000, 0x00240003,
0x00300000, 0x00000000, 0x00010001, 0x00020002, 0xffff0201, 0x05000051,
0xa00f0000, 0xbd808081, 0xbf008081, 0x3f800000, 0x00000000, 0x05000051,
0xa00f0001, 0x3f950b0f, 0x3fcc49ba, 0x00000000, 0x400119ce, 0x05000051,
0xa00f0002, 0x3f950b0f, 0xbec89a02, 0xbf5020c5, 0x00000000, 0x0200001f,
0x80000000, 0xb0030000, 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f,
0x90000000, 0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x0200001f,
0x90000000, 0xa00f0802, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40801,
0x03000042, 0x800f0001, 0xb0e40000, 0xa0e40800, 0x02000001, 0x80020001,
0x80000000, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40802, 0x02000001,
0x80040001, 0x80000000, 0x03000002, 0x80070000, 0x80e40001, 0xa0d40000,
0x0400005a, 0x80010001, 0x80e80000, 0xa0e40001, 0xa0aa0001, 0x03000008,
0x80020001, 0x80e40000, 0xa0e40002, 0x0400005a, 0x80040001, 0x80e40000,
0xa0ec0001, 0xa0aa0001, 0x02000001, 0x80080001, 0xa0aa0000, 0x03000005,
0x800f0000, 0x80e40001, 0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000,
0x0000ffff, 0x52444853, 0x000001d8, 0x00000040, 0x00000076, 0x0300005a,
0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555,
0x04001858, 0x00107000, 0x00000001, 0x00005555, 0x04001858, 0x00107000,
0x00000002, 0x00005555, 0x03001062, 0x00101032, 0x00000001, 0x03001062,
0x001010f2, 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
0x00000002, 0x09000045, 0x001000f2, 0x00000000, 0x00101046, 0x00000001,
0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x09000045, 0x001000f2,
0x00000001, 0x00101046, 0x00000001, 0x00107e46, 0x00000001, 0x00106000,
0x00000000, 0x05000036, 0x00100022, 0x00000000, 0x0010000a, 0x00000001,
0x09000045, 0x001000f2, 0x00000001, 0x00101046, 0x00000001, 0x00107e46,
0x00000002, 0x00106000, 0x00000000, 0x05000036, 0x00100042, 0x00000000,
0x0010000a, 0x00000001, 0x0a000000, 0x00100072, 0x00000000, 0x00100246,
0x00000000, 0x00004002, 0xbd808081, 0xbf008081, 0xbf008081, 0x00000000,
0x0a00000f, 0x00100012, 0x00000001, 0x00100086, 0x00000000, 0x00004002,
0x3f950b0f, 0x3fcc49ba, 0x00000000, 0x00000000, 0x0a000010, 0x00100022,
0x00000001, 0x00100246, 0x00000000, 0x00004002, 0x3f950b0f, 0xbec89a02,
0xbf5020c5, 0x00000000, 0x0a00000f, 0x00100042, 0x00000001, 0x00100046,
0x00000000, 0x00004002, 0x3f950b0f, 0x400119ce, 0x00000000, 0x00000000,
0x05000036, 0x00100082, 0x00000001, 0x00004001, 0x3f800000, 0x07000038,
0x001020f2, 0x00000000, 0x00100e46, 0x00000001, 0x00101e46, 0x00000002,
0x0100003e, 0x54415453, 0x00000074, 0x0000000c, 0x00000002, 0x00000000,
0x00000003, 0x00000005, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x46454452, 0x00000100, 0x00000000, 0x00000000,
0x00000004, 0x0000001c, 0xffff0400, 0x00000100, 0x000000cb, 0x0000009c,
0x00000003, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
0x00000001, 0x000000a7, 0x00000002, 0x00000005, 0x00000004, 0xffffffff,
0x00000000, 0x00000001, 0x0000000d, 0x000000b3, 0x00000002, 0x00000005,
0x00000004, 0xffffffff, 0x00000001, 0x00000001, 0x0000000d, 0x000000bf,
0x00000002, 0x00000005, 0x00000004, 0xffffffff, 0x00000002, 0x00000001,
0x0000000d, 0x53656874, 0x6c706d61, 0x74007265, 0x65546568, 0x72757478,
0x74005965, 0x65546568, 0x72757478, 0x74005565, 0x65546568, 0x72757478,
0x4d005665, 0x6f726369, 0x74666f73, 0x29522820, 0x534c4820, 0x6853204c,
0x72656461, 0x6d6f4320, 0x656c6970, 0x2e362072, 0x36392e33, 0x312e3030,
0x34383336, 0xababab00, 0x4e475349, 0x0000006c, 0x00000003, 0x00000008,
0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f,
0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000303,
0x00000065, 0x00000000, 0x00000000, 0x00000003, 0x00000002, 0x00000f0f,
0x505f5653, 0x5449534f, 0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300,
0xab00524f, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653,
0x45475241, 0xabab0054
};
#else
#error "An appropriate 'yuv' pixel shader is not defined."
#endif
/* The yuv-rendering pixel shader:
--- D3D11_PixelShader_YUV_BT709.hlsl ---
Texture2D theTextureY : register(t0);
Texture2D theTextureU : register(t1);
Texture2D theTextureV : register(t2);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.1644, 0.0000, 1.7927};
const float3 Gcoeff = {1.1644, -0.2132, -0.5329};
const float3 Bcoeff = {1.1644, 2.1124, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.y = theTextureU.Sample(theSampler, input.tex).r;
yuv.z = theTextureV.Sample(theSampler, input.tex).r;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}
*/
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
static const DWORD D3D11_PixelShader_YUV_BT709[] = {
0x43425844, 0x5045fa84, 0xc2908cce, 0x278dacc3, 0xd4276f8f, 0x00000001,
0x000005e8, 0x00000006, 0x00000038, 0x000001dc, 0x000003bc, 0x00000438,
0x00000540, 0x000005b4, 0x396e6f41, 0x0000019c, 0x0000019c, 0xffff0200,
0x0000016c, 0x00000030, 0x00300000, 0x00300000, 0x00300000, 0x00240003,
0x00300000, 0x00000000, 0x00010001, 0x00020002, 0xffff0200, 0x05000051,
0xa00f0000, 0xbd808081, 0xbf008081, 0xbf008081, 0x3f800000, 0x05000051,
0xa00f0001, 0x3f950b0f, 0x3fe57732, 0x00000000, 0x00000000, 0x05000051,
0xa00f0002, 0x3f950b0f, 0xbe5a511a, 0xbf086c22, 0x00000000, 0x05000051,
0xa00f0003, 0x3f950b0f, 0x40073190, 0x00000000, 0x00000000, 0x0200001f,
0x80000000, 0xb0030000, 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f,
0x90000000, 0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x0200001f,
0x90000000, 0xa00f0802, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800,
0x03000042, 0x800f0001, 0xb0e40000, 0xa0e40801, 0x03000042, 0x800f0002,
0xb0e40000, 0xa0e40802, 0x02000001, 0x80020000, 0x80000001, 0x02000001,
0x80040000, 0x80000002, 0x03000002, 0x80070000, 0x80e40000, 0xa0e40000,
0x03000005, 0x80080000, 0x80000000, 0xa0000001, 0x04000004, 0x80010001,
0x80aa0000, 0xa0550001, 0x80ff0000, 0x03000008, 0x80020001, 0x80e40000,
0xa0e40002, 0x0400005a, 0x80040001, 0x80e40000, 0xa0e40003, 0xa0aa0003,
0x02000001, 0x80080001, 0xa0ff0000, 0x03000005, 0x800f0000, 0x80e40001,
0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff, 0x52444853,
0x000001d8, 0x00000040, 0x00000076, 0x0300005a, 0x00106000, 0x00000000,
0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04001858, 0x00107000,
0x00000001, 0x00005555, 0x04001858, 0x00107000, 0x00000002, 0x00005555,
0x03001062, 0x00101032, 0x00000001, 0x03001062, 0x001010f2, 0x00000002,
0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x09000045,
0x001000f2, 0x00000000, 0x00101046, 0x00000001, 0x00107e46, 0x00000000,
0x00106000, 0x00000000, 0x09000045, 0x001000f2, 0x00000001, 0x00101046,
0x00000001, 0x00107e46, 0x00000001, 0x00106000, 0x00000000, 0x05000036,
0x00100022, 0x00000000, 0x0010000a, 0x00000001, 0x09000045, 0x001000f2,
0x00000001, 0x00101046, 0x00000001, 0x00107e46, 0x00000002, 0x00106000,
0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x0010000a, 0x00000001,
0x0a000000, 0x00100072, 0x00000000, 0x00100246, 0x00000000, 0x00004002,
0xbd808081, 0xbf008081, 0xbf008081, 0x00000000, 0x0a00000f, 0x00100012,
0x00000001, 0x00100086, 0x00000000, 0x00004002, 0x3f950b0f, 0x3fe57732,
0x00000000, 0x00000000, 0x0a000010, 0x00100022, 0x00000001, 0x00100246,
0x00000000, 0x00004002, 0x3f950b0f, 0xbe5a511a, 0xbf086c22, 0x00000000,
0x0a00000f, 0x00100042, 0x00000001, 0x00100046, 0x00000000, 0x00004002,
0x3f950b0f, 0x40073190, 0x00000000, 0x00000000, 0x05000036, 0x00100082,
0x00000001, 0x00004001, 0x3f800000, 0x07000038, 0x001020f2, 0x00000000,
0x00100e46, 0x00000001, 0x00101e46, 0x00000002, 0x0100003e, 0x54415453,
0x00000074, 0x0000000c, 0x00000002, 0x00000000, 0x00000003, 0x00000005,
0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x46454452, 0x00000100, 0x00000000, 0x00000000, 0x00000004, 0x0000001c,
0xffff0400, 0x00000100, 0x000000cb, 0x0000009c, 0x00000003, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000001, 0x000000a7,
0x00000002, 0x00000005, 0x00000004, 0xffffffff, 0x00000000, 0x00000001,
0x0000000d, 0x000000b3, 0x00000002, 0x00000005, 0x00000004, 0xffffffff,
0x00000001, 0x00000001, 0x0000000d, 0x000000bf, 0x00000002, 0x00000005,
0x00000004, 0xffffffff, 0x00000002, 0x00000001, 0x0000000d, 0x53656874,
0x6c706d61, 0x74007265, 0x65546568, 0x72757478, 0x74005965, 0x65546568,
0x72757478, 0x74005565, 0x65546568, 0x72757478, 0x4d005665, 0x6f726369,
0x74666f73, 0x29522820, 0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320,
0x656c6970, 0x2e362072, 0x36392e33, 0x312e3030, 0x34383336, 0xababab00,
0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000,
0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000065, 0x00000000,
0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f,
0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f,
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
};
#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
static const DWORD D3D11_PixelShader_YUV_BT709[] = {
0x43425844, 0x72d13260, 0xf6c36f65, 0x8b9b28f5, 0x5010733c, 0x00000001,
0x000005c0, 0x00000006, 0x00000038, 0x000001b4, 0x00000394, 0x00000410,
0x00000518, 0x0000058c, 0x396e6f41, 0x00000174, 0x00000174, 0xffff0200,
0x00000144, 0x00000030, 0x00300000, 0x00300000, 0x00300000, 0x00240003,
0x00300000, 0x00000000, 0x00010001, 0x00020002, 0xffff0201, 0x05000051,
0xa00f0000, 0xbd808081, 0xbf008081, 0x3f800000, 0x00000000, 0x05000051,
0xa00f0001, 0x3f950b0f, 0x3fe57732, 0x00000000, 0x40073190, 0x05000051,
0xa00f0002, 0x3f950b0f, 0xbe5a511a, 0xbf086c22, 0x00000000, 0x0200001f,
0x80000000, 0xb0030000, 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f,
0x90000000, 0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x0200001f,
0x90000000, 0xa00f0802, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40801,
0x03000042, 0x800f0001, 0xb0e40000, 0xa0e40800, 0x02000001, 0x80020001,
0x80000000, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40802, 0x02000001,
0x80040001, 0x80000000, 0x03000002, 0x80070000, 0x80e40001, 0xa0d40000,
0x0400005a, 0x80010001, 0x80e80000, 0xa0e40001, 0xa0aa0001, 0x03000008,
0x80020001, 0x80e40000, 0xa0e40002, 0x0400005a, 0x80040001, 0x80e40000,
0xa0ec0001, 0xa0aa0001, 0x02000001, 0x80080001, 0xa0aa0000, 0x03000005,
0x800f0000, 0x80e40001, 0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000,
0x0000ffff, 0x52444853, 0x000001d8, 0x00000040, 0x00000076, 0x0300005a,
0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555,
0x04001858, 0x00107000, 0x00000001, 0x00005555, 0x04001858, 0x00107000,
0x00000002, 0x00005555, 0x03001062, 0x00101032, 0x00000001, 0x03001062,
0x001010f2, 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
0x00000002, 0x09000045, 0x001000f2, 0x00000000, 0x00101046, 0x00000001,
0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x09000045, 0x001000f2,
0x00000001, 0x00101046, 0x00000001, 0x00107e46, 0x00000001, 0x00106000,
0x00000000, 0x05000036, 0x00100022, 0x00000000, 0x0010000a, 0x00000001,
0x09000045, 0x001000f2, 0x00000001, 0x00101046, 0x00000001, 0x00107e46,
0x00000002, 0x00106000, 0x00000000, 0x05000036, 0x00100042, 0x00000000,
0x0010000a, 0x00000001, 0x0a000000, 0x00100072, 0x00000000, 0x00100246,
0x00000000, 0x00004002, 0xbd808081, 0xbf008081, 0xbf008081, 0x00000000,
0x0a00000f, 0x00100012, 0x00000001, 0x00100086, 0x00000000, 0x00004002,
0x3f950b0f, 0x3fe57732, 0x00000000, 0x00000000, 0x0a000010, 0x00100022,
0x00000001, 0x00100246, 0x00000000, 0x00004002, 0x3f950b0f, 0xbe5a511a,
0xbf086c22, 0x00000000, 0x0a00000f, 0x00100042, 0x00000001, 0x00100046,
0x00000000, 0x00004002, 0x3f950b0f, 0x40073190, 0x00000000, 0x00000000,
0x05000036, 0x00100082, 0x00000001, 0x00004001, 0x3f800000, 0x07000038,
0x001020f2, 0x00000000, 0x00100e46, 0x00000001, 0x00101e46, 0x00000002,
0x0100003e, 0x54415453, 0x00000074, 0x0000000c, 0x00000002, 0x00000000,
0x00000003, 0x00000005, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x46454452, 0x00000100, 0x00000000, 0x00000000,
0x00000004, 0x0000001c, 0xffff0400, 0x00000100, 0x000000cb, 0x0000009c,
0x00000003, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
0x00000001, 0x000000a7, 0x00000002, 0x00000005, 0x00000004, 0xffffffff,
0x00000000, 0x00000001, 0x0000000d, 0x000000b3, 0x00000002, 0x00000005,
0x00000004, 0xffffffff, 0x00000001, 0x00000001, 0x0000000d, 0x000000bf,
0x00000002, 0x00000005, 0x00000004, 0xffffffff, 0x00000002, 0x00000001,
0x0000000d, 0x53656874, 0x6c706d61, 0x74007265, 0x65546568, 0x72757478,
0x74005965, 0x65546568, 0x72757478, 0x74005565, 0x65546568, 0x72757478,
0x4d005665, 0x6f726369, 0x74666f73, 0x29522820, 0x534c4820, 0x6853204c,
0x72656461, 0x6d6f4320, 0x656c6970, 0x2e362072, 0x36392e33, 0x312e3030,
0x34383336, 0xababab00, 0x4e475349, 0x0000006c, 0x00000003, 0x00000008,
0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f,
0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000303,
0x00000065, 0x00000000, 0x00000000, 0x00000003, 0x00000002, 0x00000f0f,
0x505f5653, 0x5449534f, 0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300,
0xab00524f, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653,
0x45475241, 0xabab0054
};
#else
#error "An appropriate 'yuv' pixel shader is not defined."
#endif
/* The yuv-rendering pixel shader:
--- D3D11_PixelShader_NV12_JPEG.hlsl ---
Texture2D theTextureY : register(t0);
Texture2D theTextureUV : register(t1);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {0.0, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.0000, 0.0000, 1.4020};
const float3 Gcoeff = {1.0000, -0.3441, -0.7141};
const float3 Bcoeff = {1.0000, 1.7720, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.yz = theTextureUV.Sample(theSampler, input.tex).rg;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}
*/
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
static const DWORD D3D11_PixelShader_NV12_JPEG[] = {
0x43425844, 0x8fb9c77a, 0xe9e39686, 0x62b0e0e9, 0xd2bf8183, 0x00000001,
0x00000548, 0x00000006, 0x00000038, 0x000001b0, 0x00000348, 0x000003c4,
0x000004a0, 0x00000514, 0x396e6f41, 0x00000170, 0x00000170, 0xffff0200,
0x00000144, 0x0000002c, 0x002c0000, 0x002c0000, 0x002c0000, 0x00240002,
0x002c0000, 0x00000000, 0x00010001, 0xffff0200, 0x05000051, 0xa00f0000,
0x00000000, 0xbf008081, 0xbf008081, 0x3f800000, 0x05000051, 0xa00f0001,
0x3f800000, 0x3fb374bc, 0x00000000, 0x00000000, 0x05000051, 0xa00f0002,
0x3f800000, 0xbeb02de0, 0xbf36cf42, 0x00000000, 0x05000051, 0xa00f0003,
0x3f800000, 0x3fe2d0e5, 0x00000000, 0x00000000, 0x0200001f, 0x80000000,
0xb0030000, 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f, 0x90000000,
0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x03000042, 0x800f0000,
0xb0e40000, 0xa0e40800, 0x03000042, 0x800f0001, 0xb0e40000, 0xa0e40801,
0x02000001, 0x80060000, 0x80d20001, 0x03000002, 0x80070000, 0x80e40000,
0xa0e40000, 0x03000005, 0x80080000, 0x80000000, 0xa0000001, 0x04000004,
0x80010001, 0x80aa0000, 0xa0550001, 0x80ff0000, 0x03000008, 0x80020001,
0x80e40000, 0xa0e40002, 0x0400005a, 0x80040001, 0x80e40000, 0xa0e40003,
0xa0aa0003, 0x02000001, 0x80080001, 0xa0ff0000, 0x03000005, 0x800f0000,
0x80e40001, 0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff,
0x52444853, 0x00000190, 0x00000040, 0x00000064, 0x0300005a, 0x00106000,
0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04001858,
0x00107000, 0x00000001, 0x00005555, 0x03001062, 0x00101032, 0x00000001,
0x03001062, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2, 0x00000000,
0x02000068, 0x00000002, 0x09000045, 0x001000f2, 0x00000000, 0x00101046,
0x00000001, 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x09000045,
0x001000f2, 0x00000001, 0x00101046, 0x00000001, 0x00107e46, 0x00000001,
0x00106000, 0x00000000, 0x05000036, 0x00100062, 0x00000000, 0x00100106,
0x00000001, 0x0a000000, 0x00100072, 0x00000000, 0x00100246, 0x00000000,
0x00004002, 0x00000000, 0xbf008081, 0xbf008081, 0x00000000, 0x0a00000f,
0x00100012, 0x00000001, 0x00100086, 0x00000000, 0x00004002, 0x3f800000,
0x3fb374bc, 0x00000000, 0x00000000, 0x0a000010, 0x00100022, 0x00000001,
0x00100246, 0x00000000, 0x00004002, 0x3f800000, 0xbeb02de0, 0xbf36cf42,
0x00000000, 0x0a00000f, 0x00100042, 0x00000001, 0x00100046, 0x00000000,
0x00004002, 0x3f800000, 0x3fe2d0e5, 0x00000000, 0x00000000, 0x05000036,
0x00100082, 0x00000001, 0x00004001, 0x3f800000, 0x07000038, 0x001020f2,
0x00000000, 0x00100e46, 0x00000001, 0x00101e46, 0x00000002, 0x0100003e,
0x54415453, 0x00000074, 0x0000000a, 0x00000002, 0x00000000, 0x00000003,
0x00000005, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x46454452, 0x000000d4, 0x00000000, 0x00000000, 0x00000003,
0x0000001c, 0xffff0400, 0x00000100, 0x000000a0, 0x0000007c, 0x00000003,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000001,
0x00000087, 0x00000002, 0x00000005, 0x00000004, 0xffffffff, 0x00000000,
0x00000001, 0x0000000d, 0x00000093, 0x00000002, 0x00000005, 0x00000004,
0xffffffff, 0x00000001, 0x00000001, 0x0000000d, 0x53656874, 0x6c706d61,
0x74007265, 0x65546568, 0x72757478, 0x74005965, 0x65546568, 0x72757478,
0x00565565, 0x7263694d, 0x666f736f, 0x52282074, 0x4c482029, 0x53204c53,
0x65646168, 0x6f432072, 0x6c69706d, 0x36207265, 0x392e332e, 0x2e303036,
0x38333631, 0xabab0034, 0x4e475349, 0x0000006c, 0x00000003, 0x00000008,
0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f,
0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000303,
0x00000065, 0x00000000, 0x00000000, 0x00000003, 0x00000002, 0x00000f0f,
0x505f5653, 0x5449534f, 0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300,
0xab00524f, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653,
0x45475241, 0xabab0054
};
#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
static const DWORD D3D11_PixelShader_NV12_JPEG[] = {
0x43425844, 0xe33e5d8b, 0x1b5f6461, 0x1afee99f, 0xcc345c04, 0x00000001,
0x00000520, 0x00000006, 0x00000038, 0x00000188, 0x00000320, 0x0000039c,
0x00000478, 0x000004ec, 0x396e6f41, 0x00000148, 0x00000148, 0xffff0200,
0x0000011c, 0x0000002c, 0x002c0000, 0x002c0000, 0x002c0000, 0x00240002,
0x002c0000, 0x00000000, 0x00010001, 0xffff0201, 0x05000051, 0xa00f0000,
0x00000000, 0xbf008081, 0x3f800000, 0x3fb374bc, 0x05000051, 0xa00f0001,
0x3f800000, 0xbeb02de0, 0xbf36cf42, 0x00000000, 0x05000051, 0xa00f0002,
0x3f800000, 0x3fe2d0e5, 0x00000000, 0x00000000, 0x0200001f, 0x80000000,
0xb0030000, 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f, 0x90000000,
0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x03000042, 0x800f0000,
0xb0e40000, 0xa0e40801, 0x03000042, 0x800f0001, 0xb0e40000, 0xa0e40800,
0x02000001, 0x80060001, 0x80d00000, 0x03000002, 0x80070000, 0x80e40001,
0xa0d40000, 0x0400005a, 0x80010001, 0x80e80000, 0xa0ee0000, 0xa0000000,
0x03000008, 0x80020001, 0x80e40000, 0xa0e40001, 0x0400005a, 0x80040001,
0x80e40000, 0xa0e40002, 0xa0aa0002, 0x02000001, 0x80080001, 0xa0aa0000,
0x03000005, 0x800f0000, 0x80e40001, 0xb0e40001, 0x02000001, 0x800f0800,
0x80e40000, 0x0000ffff, 0x52444853, 0x00000190, 0x00000040, 0x00000064,
0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000,
0x00005555, 0x04001858, 0x00107000, 0x00000001, 0x00005555, 0x03001062,
0x00101032, 0x00000001, 0x03001062, 0x001010f2, 0x00000002, 0x03000065,
0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x09000045, 0x001000f2,
0x00000000, 0x00101046, 0x00000001, 0x00107e46, 0x00000000, 0x00106000,
0x00000000, 0x09000045, 0x001000f2, 0x00000001, 0x00101046, 0x00000001,
0x00107e46, 0x00000001, 0x00106000, 0x00000000, 0x05000036, 0x00100062,
0x00000000, 0x00100106, 0x00000001, 0x0a000000, 0x00100072, 0x00000000,
0x00100246, 0x00000000, 0x00004002, 0x00000000, 0xbf008081, 0xbf008081,
0x00000000, 0x0a00000f, 0x00100012, 0x00000001, 0x00100086, 0x00000000,
0x00004002, 0x3f800000, 0x3fb374bc, 0x00000000, 0x00000000, 0x0a000010,
0x00100022, 0x00000001, 0x00100246, 0x00000000, 0x00004002, 0x3f800000,
0xbeb02de0, 0xbf36cf42, 0x00000000, 0x0a00000f, 0x00100042, 0x00000001,
0x00100046, 0x00000000, 0x00004002, 0x3f800000, 0x3fe2d0e5, 0x00000000,
0x00000000, 0x05000036, 0x00100082, 0x00000001, 0x00004001, 0x3f800000,
0x07000038, 0x001020f2, 0x00000000, 0x00100e46, 0x00000001, 0x00101e46,
0x00000002, 0x0100003e, 0x54415453, 0x00000074, 0x0000000a, 0x00000002,
0x00000000, 0x00000003, 0x00000005, 0x00000000, 0x00000000, 0x00000001,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x46454452, 0x000000d4, 0x00000000,
0x00000000, 0x00000003, 0x0000001c, 0xffff0400, 0x00000100, 0x000000a0,
0x0000007c, 0x00000003, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000001, 0x00000001, 0x00000087, 0x00000002, 0x00000005, 0x00000004,
0xffffffff, 0x00000000, 0x00000001, 0x0000000d, 0x00000093, 0x00000002,
0x00000005, 0x00000004, 0xffffffff, 0x00000001, 0x00000001, 0x0000000d,
0x53656874, 0x6c706d61, 0x74007265, 0x65546568, 0x72757478, 0x74005965,
0x65546568, 0x72757478, 0x00565565, 0x7263694d, 0x666f736f, 0x52282074,
0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x36207265,
0x392e332e, 0x2e303036, 0x38333631, 0xabab0034, 0x4e475349, 0x0000006c,
0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003,
0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003,
0x00000001, 0x00000303, 0x00000065, 0x00000000, 0x00000000, 0x00000003,
0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x43584554,
0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f, 0x0000002c, 0x00000001,
0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
};
#else
#error "An appropriate 'yuv' pixel shader is not defined."
#endif
/* The yuv-rendering pixel shader:
--- D3D11_PixelShader_NV12_BT601.hlsl ---
Texture2D theTextureY : register(t0);
Texture2D theTextureUV : register(t1);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.1644, 0.0000, 1.5960};
const float3 Gcoeff = {1.1644, -0.3918, -0.8130};
const float3 Bcoeff = {1.1644, 2.0172, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.yz = theTextureUV.Sample(theSampler, input.tex).rg;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}
*/
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
static const DWORD D3D11_PixelShader_NV12_BT601[] = {
0x43425844, 0xd1d24a0c, 0x337c447a, 0x22b55cff, 0xb5c9c74b, 0x00000001,
0x00000548, 0x00000006, 0x00000038, 0x000001b0, 0x00000348, 0x000003c4,
0x000004a0, 0x00000514, 0x396e6f41, 0x00000170, 0x00000170, 0xffff0200,
0x00000144, 0x0000002c, 0x002c0000, 0x002c0000, 0x002c0000, 0x00240002,
0x002c0000, 0x00000000, 0x00010001, 0xffff0200, 0x05000051, 0xa00f0000,
0xbd808081, 0xbf008081, 0xbf008081, 0x3f800000, 0x05000051, 0xa00f0001,
0x3f950b0f, 0x3fcc49ba, 0x00000000, 0x00000000, 0x05000051, 0xa00f0002,
0x3f950b0f, 0xbec89a02, 0xbf5020c5, 0x00000000, 0x05000051, 0xa00f0003,
0x3f950b0f, 0x400119ce, 0x00000000, 0x00000000, 0x0200001f, 0x80000000,
0xb0030000, 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f, 0x90000000,
0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x03000042, 0x800f0000,
0xb0e40000, 0xa0e40800, 0x03000042, 0x800f0001, 0xb0e40000, 0xa0e40801,
0x02000001, 0x80060000, 0x80d20001, 0x03000002, 0x80070000, 0x80e40000,
0xa0e40000, 0x03000005, 0x80080000, 0x80000000, 0xa0000001, 0x04000004,
0x80010001, 0x80aa0000, 0xa0550001, 0x80ff0000, 0x03000008, 0x80020001,
0x80e40000, 0xa0e40002, 0x0400005a, 0x80040001, 0x80e40000, 0xa0e40003,
0xa0aa0003, 0x02000001, 0x80080001, 0xa0ff0000, 0x03000005, 0x800f0000,
0x80e40001, 0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff,
0x52444853, 0x00000190, 0x00000040, 0x00000064, 0x0300005a, 0x00106000,
0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04001858,
0x00107000, 0x00000001, 0x00005555, 0x03001062, 0x00101032, 0x00000001,
0x03001062, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2, 0x00000000,
0x02000068, 0x00000002, 0x09000045, 0x001000f2, 0x00000000, 0x00101046,
0x00000001, 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x09000045,
0x001000f2, 0x00000001, 0x00101046, 0x00000001, 0x00107e46, 0x00000001,
0x00106000, 0x00000000, 0x05000036, 0x00100062, 0x00000000, 0x00100106,
0x00000001, 0x0a000000, 0x00100072, 0x00000000, 0x00100246, 0x00000000,
0x00004002, 0xbd808081, 0xbf008081, 0xbf008081, 0x00000000, 0x0a00000f,
0x00100012, 0x00000001, 0x00100086, 0x00000000, 0x00004002, 0x3f950b0f,
0x3fcc49ba, 0x00000000, 0x00000000, 0x0a000010, 0x00100022, 0x00000001,
0x00100246, 0x00000000, 0x00004002, 0x3f950b0f, 0xbec89a02, 0xbf5020c5,
0x00000000, 0x0a00000f, 0x00100042, 0x00000001, 0x00100046, 0x00000000,
0x00004002, 0x3f950b0f, 0x400119ce, 0x00000000, 0x00000000, 0x05000036,
0x00100082, 0x00000001, 0x00004001, 0x3f800000, 0x07000038, 0x001020f2,
0x00000000, 0x00100e46, 0x00000001, 0x00101e46, 0x00000002, 0x0100003e,
0x54415453, 0x00000074, 0x0000000a, 0x00000002, 0x00000000, 0x00000003,
0x00000005, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x46454452, 0x000000d4, 0x00000000, 0x00000000, 0x00000003,
0x0000001c, 0xffff0400, 0x00000100, 0x000000a0, 0x0000007c, 0x00000003,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000001,
0x00000087, 0x00000002, 0x00000005, 0x00000004, 0xffffffff, 0x00000000,
0x00000001, 0x0000000d, 0x00000093, 0x00000002, 0x00000005, 0x00000004,
0xffffffff, 0x00000001, 0x00000001, 0x0000000d, 0x53656874, 0x6c706d61,
0x74007265, 0x65546568, 0x72757478, 0x74005965, 0x65546568, 0x72757478,
0x00565565, 0x7263694d, 0x666f736f, 0x52282074, 0x4c482029, 0x53204c53,
0x65646168, 0x6f432072, 0x6c69706d, 0x36207265, 0x392e332e, 0x2e303036,
0x38333631, 0xabab0034, 0x4e475349, 0x0000006c, 0x00000003, 0x00000008,
0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f,
0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000303,
0x00000065, 0x00000000, 0x00000000, 0x00000003, 0x00000002, 0x00000f0f,
0x505f5653, 0x5449534f, 0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300,
0xab00524f, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653,
0x45475241, 0xabab0054
};
#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
static const DWORD D3D11_PixelShader_NV12_BT601[] = {
0x43425844, 0x84b8b692, 0x589b9edd, 0x51ef2f0b, 0xf7247962, 0x00000001,
0x00000520, 0x00000006, 0x00000038, 0x00000188, 0x00000320, 0x0000039c,
0x00000478, 0x000004ec, 0x396e6f41, 0x00000148, 0x00000148, 0xffff0200,
0x0000011c, 0x0000002c, 0x002c0000, 0x002c0000, 0x002c0000, 0x00240002,
0x002c0000, 0x00000000, 0x00010001, 0xffff0201, 0x05000051, 0xa00f0000,
0xbd808081, 0xbf008081, 0x3f800000, 0x00000000, 0x05000051, 0xa00f0001,
0x3f950b0f, 0x3fcc49ba, 0x00000000, 0x400119ce, 0x05000051, 0xa00f0002,
0x3f950b0f, 0xbec89a02, 0xbf5020c5, 0x00000000, 0x0200001f, 0x80000000,
0xb0030000, 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f, 0x90000000,
0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x03000042, 0x800f0000,
0xb0e40000, 0xa0e40801, 0x03000042, 0x800f0001, 0xb0e40000, 0xa0e40800,
0x02000001, 0x80060001, 0x80d00000, 0x03000002, 0x80070000, 0x80e40001,
0xa0d40000, 0x0400005a, 0x80010001, 0x80e80000, 0xa0e40001, 0xa0aa0001,
0x03000008, 0x80020001, 0x80e40000, 0xa0e40002, 0x0400005a, 0x80040001,
0x80e40000, 0xa0ec0001, 0xa0aa0001, 0x02000001, 0x80080001, 0xa0aa0000,
0x03000005, 0x800f0000, 0x80e40001, 0xb0e40001, 0x02000001, 0x800f0800,
0x80e40000, 0x0000ffff, 0x52444853, 0x00000190, 0x00000040, 0x00000064,
0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000,
0x00005555, 0x04001858, 0x00107000, 0x00000001, 0x00005555, 0x03001062,
0x00101032, 0x00000001, 0x03001062, 0x001010f2, 0x00000002, 0x03000065,
0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x09000045, 0x001000f2,
0x00000000, 0x00101046, 0x00000001, 0x00107e46, 0x00000000, 0x00106000,
0x00000000, 0x09000045, 0x001000f2, 0x00000001, 0x00101046, 0x00000001,
0x00107e46, 0x00000001, 0x00106000, 0x00000000, 0x05000036, 0x00100062,
0x00000000, 0x00100106, 0x00000001, 0x0a000000, 0x00100072, 0x00000000,
0x00100246, 0x00000000, 0x00004002, 0xbd808081, 0xbf008081, 0xbf008081,
0x00000000, 0x0a00000f, 0x00100012, 0x00000001, 0x00100086, 0x00000000,
0x00004002, 0x3f950b0f, 0x3fcc49ba, 0x00000000, 0x00000000, 0x0a000010,
0x00100022, 0x00000001, 0x00100246, 0x00000000, 0x00004002, 0x3f950b0f,
0xbec89a02, 0xbf5020c5, 0x00000000, 0x0a00000f, 0x00100042, 0x00000001,
0x00100046, 0x00000000, 0x00004002, 0x3f950b0f, 0x400119ce, 0x00000000,
0x00000000, 0x05000036, 0x00100082, 0x00000001, 0x00004001, 0x3f800000,
0x07000038, 0x001020f2, 0x00000000, 0x00100e46, 0x00000001, 0x00101e46,
0x00000002, 0x0100003e, 0x54415453, 0x00000074, 0x0000000a, 0x00000002,
0x00000000, 0x00000003, 0x00000005, 0x00000000, 0x00000000, 0x00000001,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x46454452, 0x000000d4, 0x00000000,
0x00000000, 0x00000003, 0x0000001c, 0xffff0400, 0x00000100, 0x000000a0,
0x0000007c, 0x00000003, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000001, 0x00000001, 0x00000087, 0x00000002, 0x00000005, 0x00000004,
0xffffffff, 0x00000000, 0x00000001, 0x0000000d, 0x00000093, 0x00000002,
0x00000005, 0x00000004, 0xffffffff, 0x00000001, 0x00000001, 0x0000000d,
0x53656874, 0x6c706d61, 0x74007265, 0x65546568, 0x72757478, 0x74005965,
0x65546568, 0x72757478, 0x00565565, 0x7263694d, 0x666f736f, 0x52282074,
0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x36207265,
0x392e332e, 0x2e303036, 0x38333631, 0xabab0034, 0x4e475349, 0x0000006c,
0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003,
0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003,
0x00000001, 0x00000303, 0x00000065, 0x00000000, 0x00000000, 0x00000003,
0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x43584554,
0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f, 0x0000002c, 0x00000001,
0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
};
#else
#error "An appropriate 'yuv' pixel shader is not defined."
#endif
/* The yuv-rendering pixel shader:
--- D3D11_PixelShader_NV12_BT709.hlsl ---
Texture2D theTextureY : register(t0);
Texture2D theTextureUV : register(t1);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.1644, 0.0000, 1.7927};
const float3 Gcoeff = {1.1644, -0.2132, -0.5329};
const float3 Bcoeff = {1.1644, 2.1124, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.yz = theTextureUV.Sample(theSampler, input.tex).rg;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}
*/
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
static const DWORD D3D11_PixelShader_NV12_BT709[] = {
0x43425844, 0x40d1b8d5, 0xaf4b78b5, 0x907fd0b5, 0xa2d23686, 0x00000001,
0x00000548, 0x00000006, 0x00000038, 0x000001b0, 0x00000348, 0x000003c4,
0x000004a0, 0x00000514, 0x396e6f41, 0x00000170, 0x00000170, 0xffff0200,
0x00000144, 0x0000002c, 0x002c0000, 0x002c0000, 0x002c0000, 0x00240002,
0x002c0000, 0x00000000, 0x00010001, 0xffff0200, 0x05000051, 0xa00f0000,
0xbd808081, 0xbf008081, 0xbf008081, 0x3f800000, 0x05000051, 0xa00f0001,
0x3f950b0f, 0x3fe57732, 0x00000000, 0x00000000, 0x05000051, 0xa00f0002,
0x3f950b0f, 0xbe5a511a, 0xbf086c22, 0x00000000, 0x05000051, 0xa00f0003,
0x3f950b0f, 0x40073190, 0x00000000, 0x00000000, 0x0200001f, 0x80000000,
0xb0030000, 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f, 0x90000000,
0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x03000042, 0x800f0000,
0xb0e40000, 0xa0e40800, 0x03000042, 0x800f0001, 0xb0e40000, 0xa0e40801,
0x02000001, 0x80060000, 0x80d20001, 0x03000002, 0x80070000, 0x80e40000,
0xa0e40000, 0x03000005, 0x80080000, 0x80000000, 0xa0000001, 0x04000004,
0x80010001, 0x80aa0000, 0xa0550001, 0x80ff0000, 0x03000008, 0x80020001,
0x80e40000, 0xa0e40002, 0x0400005a, 0x80040001, 0x80e40000, 0xa0e40003,
0xa0aa0003, 0x02000001, 0x80080001, 0xa0ff0000, 0x03000005, 0x800f0000,
0x80e40001, 0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff,
0x52444853, 0x00000190, 0x00000040, 0x00000064, 0x0300005a, 0x00106000,
0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04001858,
0x00107000, 0x00000001, 0x00005555, 0x03001062, 0x00101032, 0x00000001,
0x03001062, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2, 0x00000000,
0x02000068, 0x00000002, 0x09000045, 0x001000f2, 0x00000000, 0x00101046,
0x00000001, 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x09000045,
0x001000f2, 0x00000001, 0x00101046, 0x00000001, 0x00107e46, 0x00000001,
0x00106000, 0x00000000, 0x05000036, 0x00100062, 0x00000000, 0x00100106,
0x00000001, 0x0a000000, 0x00100072, 0x00000000, 0x00100246, 0x00000000,
0x00004002, 0xbd808081, 0xbf008081, 0xbf008081, 0x00000000, 0x0a00000f,
0x00100012, 0x00000001, 0x00100086, 0x00000000, 0x00004002, 0x3f950b0f,
0x3fe57732, 0x00000000, 0x00000000, 0x0a000010, 0x00100022, 0x00000001,
0x00100246, 0x00000000, 0x00004002, 0x3f950b0f, 0xbe5a511a, 0xbf086c22,
0x00000000, 0x0a00000f, 0x00100042, 0x00000001, 0x00100046, 0x00000000,
0x00004002, 0x3f950b0f, 0x40073190, 0x00000000, 0x00000000, 0x05000036,
0x00100082, 0x00000001, 0x00004001, 0x3f800000, 0x07000038, 0x001020f2,
0x00000000, 0x00100e46, 0x00000001, 0x00101e46, 0x00000002, 0x0100003e,
0x54415453, 0x00000074, 0x0000000a, 0x00000002, 0x00000000, 0x00000003,
0x00000005, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x46454452, 0x000000d4, 0x00000000, 0x00000000, 0x00000003,
0x0000001c, 0xffff0400, 0x00000100, 0x000000a0, 0x0000007c, 0x00000003,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000001,
0x00000087, 0x00000002, 0x00000005, 0x00000004, 0xffffffff, 0x00000000,
0x00000001, 0x0000000d, 0x00000093, 0x00000002, 0x00000005, 0x00000004,
0xffffffff, 0x00000001, 0x00000001, 0x0000000d, 0x53656874, 0x6c706d61,
0x74007265, 0x65546568, 0x72757478, 0x74005965, 0x65546568, 0x72757478,
0x00565565, 0x7263694d, 0x666f736f, 0x52282074, 0x4c482029, 0x53204c53,
0x65646168, 0x6f432072, 0x6c69706d, 0x36207265, 0x392e332e, 0x2e303036,
0x38333631, 0xabab0034, 0x4e475349, 0x0000006c, 0x00000003, 0x00000008,
0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f,
0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000303,
0x00000065, 0x00000000, 0x00000000, 0x00000003, 0x00000002, 0x00000f0f,
0x505f5653, 0x5449534f, 0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300,
0xab00524f, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653,
0x45475241, 0xabab0054
};
#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
static const DWORD D3D11_PixelShader_NV12_BT709[] = {
0x43425844, 0xa3bba187, 0x71b6afa9, 0x15998682, 0x2d545cae, 0x00000001,
0x00000520, 0x00000006, 0x00000038, 0x00000188, 0x00000320, 0x0000039c,
0x00000478, 0x000004ec, 0x396e6f41, 0x00000148, 0x00000148, 0xffff0200,
0x0000011c, 0x0000002c, 0x002c0000, 0x002c0000, 0x002c0000, 0x00240002,
0x002c0000, 0x00000000, 0x00010001, 0xffff0201, 0x05000051, 0xa00f0000,
0xbd808081, 0xbf008081, 0x3f800000, 0x00000000, 0x05000051, 0xa00f0001,
0x3f950b0f, 0x3fe57732, 0x00000000, 0x40073190, 0x05000051, 0xa00f0002,
0x3f950b0f, 0xbe5a511a, 0xbf086c22, 0x00000000, 0x0200001f, 0x80000000,
0xb0030000, 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f, 0x90000000,
0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x03000042, 0x800f0000,
0xb0e40000, 0xa0e40801, 0x03000042, 0x800f0001, 0xb0e40000, 0xa0e40800,
0x02000001, 0x80060001, 0x80d00000, 0x03000002, 0x80070000, 0x80e40001,
0xa0d40000, 0x0400005a, 0x80010001, 0x80e80000, 0xa0e40001, 0xa0aa0001,
0x03000008, 0x80020001, 0x80e40000, 0xa0e40002, 0x0400005a, 0x80040001,
0x80e40000, 0xa0ec0001, 0xa0aa0001, 0x02000001, 0x80080001, 0xa0aa0000,
0x03000005, 0x800f0000, 0x80e40001, 0xb0e40001, 0x02000001, 0x800f0800,
0x80e40000, 0x0000ffff, 0x52444853, 0x00000190, 0x00000040, 0x00000064,
0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000,
0x00005555, 0x04001858, 0x00107000, 0x00000001, 0x00005555, 0x03001062,
0x00101032, 0x00000001, 0x03001062, 0x001010f2, 0x00000002, 0x03000065,
0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x09000045, 0x001000f2,
0x00000000, 0x00101046, 0x00000001, 0x00107e46, 0x00000000, 0x00106000,
0x00000000, 0x09000045, 0x001000f2, 0x00000001, 0x00101046, 0x00000001,
0x00107e46, 0x00000001, 0x00106000, 0x00000000, 0x05000036, 0x00100062,
0x00000000, 0x00100106, 0x00000001, 0x0a000000, 0x00100072, 0x00000000,
0x00100246, 0x00000000, 0x00004002, 0xbd808081, 0xbf008081, 0xbf008081,
0x00000000, 0x0a00000f, 0x00100012, 0x00000001, 0x00100086, 0x00000000,
0x00004002, 0x3f950b0f, 0x3fe57732, 0x00000000, 0x00000000, 0x0a000010,
0x00100022, 0x00000001, 0x00100246, 0x00000000, 0x00004002, 0x3f950b0f,
0xbe5a511a, 0xbf086c22, 0x00000000, 0x0a00000f, 0x00100042, 0x00000001,
0x00100046, 0x00000000, 0x00004002, 0x3f950b0f, 0x40073190, 0x00000000,
0x00000000, 0x05000036, 0x00100082, 0x00000001, 0x00004001, 0x3f800000,
0x07000038, 0x001020f2, 0x00000000, 0x00100e46, 0x00000001, 0x00101e46,
0x00000002, 0x0100003e, 0x54415453, 0x00000074, 0x0000000a, 0x00000002,
0x00000000, 0x00000003, 0x00000005, 0x00000000, 0x00000000, 0x00000001,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x46454452, 0x000000d4, 0x00000000,
0x00000000, 0x00000003, 0x0000001c, 0xffff0400, 0x00000100, 0x000000a0,
0x0000007c, 0x00000003, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000001, 0x00000001, 0x00000087, 0x00000002, 0x00000005, 0x00000004,
0xffffffff, 0x00000000, 0x00000001, 0x0000000d, 0x00000093, 0x00000002,
0x00000005, 0x00000004, 0xffffffff, 0x00000001, 0x00000001, 0x0000000d,
0x53656874, 0x6c706d61, 0x74007265, 0x65546568, 0x72757478, 0x74005965,
0x65546568, 0x72757478, 0x00565565, 0x7263694d, 0x666f736f, 0x52282074,
0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x36207265,
0x392e332e, 0x2e303036, 0x38333631, 0xabab0034, 0x4e475349, 0x0000006c,
0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003,
0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003,
0x00000001, 0x00000303, 0x00000065, 0x00000000, 0x00000000, 0x00000003,
0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x43584554,
0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f, 0x0000002c, 0x00000001,
0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
};
#else
#error "An appropriate 'yuv' pixel shader is not defined."
#endif
/* The yuv-rendering pixel shader:
--- D3D11_PixelShader_NV21_JPEG.hlsl ---
Texture2D theTextureY : register(t0);
Texture2D theTextureUV : register(t1);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {0.0, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.0000, 0.0000, 1.4020};
const float3 Gcoeff = {1.0000, -0.3441, -0.7141};
const float3 Bcoeff = {1.0000, 1.7720, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.yz = theTextureUV.Sample(theSampler, input.tex).gr;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}
*/
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
static const DWORD D3D11_PixelShader_NV21_JPEG[] = {
0x43425844, 0x9c41f579, 0xfd1019d8, 0x7c27e3ae, 0x52e3a5ff, 0x00000001,
0x00000554, 0x00000006, 0x00000038, 0x000001bc, 0x00000354, 0x000003d0,
0x000004ac, 0x00000520, 0x396e6f41, 0x0000017c, 0x0000017c, 0xffff0200,
0x00000150, 0x0000002c, 0x002c0000, 0x002c0000, 0x002c0000, 0x00240002,
0x002c0000, 0x00000000, 0x00010001, 0xffff0200, 0x05000051, 0xa00f0000,
0x00000000, 0xbf008081, 0xbf008081, 0x3f800000, 0x05000051, 0xa00f0001,
0x3f800000, 0x3fb374bc, 0x00000000, 0x00000000, 0x05000051, 0xa00f0002,
0x3f800000, 0xbeb02de0, 0xbf36cf42, 0x00000000, 0x05000051, 0xa00f0003,
0x3f800000, 0x3fe2d0e5, 0x00000000, 0x00000000, 0x0200001f, 0x80000000,
0xb0030000, 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f, 0x90000000,
0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x03000042, 0x800f0000,
0xb0e40000, 0xa0e40800, 0x03000042, 0x800f0001, 0xb0e40000, 0xa0e40801,
0x02000001, 0x80020000, 0x80550001, 0x02000001, 0x80040000, 0x80000001,
0x03000002, 0x80070000, 0x80e40000, 0xa0e40000, 0x03000005, 0x80080000,
0x80000000, 0xa0000001, 0x04000004, 0x80010001, 0x80aa0000, 0xa0550001,
0x80ff0000, 0x03000008, 0x80020001, 0x80e40000, 0xa0e40002, 0x0400005a,
0x80040001, 0x80e40000, 0xa0e40003, 0xa0aa0003, 0x02000001, 0x80080001,
0xa0ff0000, 0x03000005, 0x800f0000, 0x80e40001, 0xb0e40001, 0x02000001,
0x800f0800, 0x80e40000, 0x0000ffff, 0x52444853, 0x00000190, 0x00000040,
0x00000064, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000,
0x00000000, 0x00005555, 0x04001858, 0x00107000, 0x00000001, 0x00005555,
0x03001062, 0x00101032, 0x00000001, 0x03001062, 0x001010f2, 0x00000002,
0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x09000045,
0x001000f2, 0x00000000, 0x00101046, 0x00000001, 0x00107e46, 0x00000000,
0x00106000, 0x00000000, 0x09000045, 0x001000f2, 0x00000001, 0x00101046,
0x00000001, 0x00107e46, 0x00000001, 0x00106000, 0x00000000, 0x05000036,
0x00100062, 0x00000000, 0x00100456, 0x00000001, 0x0a000000, 0x00100072,
0x00000000, 0x00100246, 0x00000000, 0x00004002, 0x00000000, 0xbf008081,
0xbf008081, 0x00000000, 0x0a00000f, 0x00100012, 0x00000001, 0x00100086,
0x00000000, 0x00004002, 0x3f800000, 0x3fb374bc, 0x00000000, 0x00000000,
0x0a000010, 0x00100022, 0x00000001, 0x00100246, 0x00000000, 0x00004002,
0x3f800000, 0xbeb02de0, 0xbf36cf42, 0x00000000, 0x0a00000f, 0x00100042,
0x00000001, 0x00100046, 0x00000000, 0x00004002, 0x3f800000, 0x3fe2d0e5,
0x00000000, 0x00000000, 0x05000036, 0x00100082, 0x00000001, 0x00004001,
0x3f800000, 0x07000038, 0x001020f2, 0x00000000, 0x00100e46, 0x00000001,
0x00101e46, 0x00000002, 0x0100003e, 0x54415453, 0x00000074, 0x0000000a,
0x00000002, 0x00000000, 0x00000003, 0x00000005, 0x00000000, 0x00000000,
0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x46454452, 0x000000d4,
0x00000000, 0x00000000, 0x00000003, 0x0000001c, 0xffff0400, 0x00000100,
0x000000a0, 0x0000007c, 0x00000003, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000001, 0x00000001, 0x00000087, 0x00000002, 0x00000005,
0x00000004, 0xffffffff, 0x00000000, 0x00000001, 0x0000000d, 0x00000093,
0x00000002, 0x00000005, 0x00000004, 0xffffffff, 0x00000001, 0x00000001,
0x0000000d, 0x53656874, 0x6c706d61, 0x74007265, 0x65546568, 0x72757478,
0x74005965, 0x65546568, 0x72757478, 0x00565565, 0x7263694d, 0x666f736f,
0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d,
0x36207265, 0x392e332e, 0x2e303036, 0x38333631, 0xabab0034, 0x4e475349,
0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001,
0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000,
0x00000003, 0x00000001, 0x00000303, 0x00000065, 0x00000000, 0x00000000,
0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49,
0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f, 0x0000002c,
0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
};
#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
static const DWORD D3D11_PixelShader_NV21_JPEG[] = {
0x43425844, 0x5705ccc9, 0xeb57571d, 0x8ce556e0, 0x2adef743, 0x00000001,
0x00000520, 0x00000006, 0x00000038, 0x00000188, 0x00000320, 0x0000039c,
0x00000478, 0x000004ec, 0x396e6f41, 0x00000148, 0x00000148, 0xffff0200,
0x0000011c, 0x0000002c, 0x002c0000, 0x002c0000, 0x002c0000, 0x00240002,
0x002c0000, 0x00000000, 0x00010001, 0xffff0201, 0x05000051, 0xa00f0000,
0x00000000, 0xbf008081, 0x3f800000, 0x3fb374bc, 0x05000051, 0xa00f0001,
0x3f800000, 0xbeb02de0, 0xbf36cf42, 0x00000000, 0x05000051, 0xa00f0002,
0x3f800000, 0x3fe2d0e5, 0x00000000, 0x00000000, 0x0200001f, 0x80000000,
0xb0030000, 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f, 0x90000000,
0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x03000042, 0x800f0000,
0xb0e40000, 0xa0e40801, 0x03000042, 0x800f0001, 0xb0e40000, 0xa0e40800,
0x02000001, 0x80060001, 0x80c40000, 0x03000002, 0x80070000, 0x80e40001,
0xa0d40000, 0x0400005a, 0x80010001, 0x80e80000, 0xa0ee0000, 0xa0000000,
0x03000008, 0x80020001, 0x80e40000, 0xa0e40001, 0x0400005a, 0x80040001,
0x80e40000, 0xa0e40002, 0xa0aa0002, 0x02000001, 0x80080001, 0xa0aa0000,
0x03000005, 0x800f0000, 0x80e40001, 0xb0e40001, 0x02000001, 0x800f0800,
0x80e40000, 0x0000ffff, 0x52444853, 0x00000190, 0x00000040, 0x00000064,
0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000,
0x00005555, 0x04001858, 0x00107000, 0x00000001, 0x00005555, 0x03001062,
0x00101032, 0x00000001, 0x03001062, 0x001010f2, 0x00000002, 0x03000065,
0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x09000045, 0x001000f2,
0x00000000, 0x00101046, 0x00000001, 0x00107e46, 0x00000000, 0x00106000,
0x00000000, 0x09000045, 0x001000f2, 0x00000001, 0x00101046, 0x00000001,
0x00107e46, 0x00000001, 0x00106000, 0x00000000, 0x05000036, 0x00100062,
0x00000000, 0x00100456, 0x00000001, 0x0a000000, 0x00100072, 0x00000000,
0x00100246, 0x00000000, 0x00004002, 0x00000000, 0xbf008081, 0xbf008081,
0x00000000, 0x0a00000f, 0x00100012, 0x00000001, 0x00100086, 0x00000000,
0x00004002, 0x3f800000, 0x3fb374bc, 0x00000000, 0x00000000, 0x0a000010,
0x00100022, 0x00000001, 0x00100246, 0x00000000, 0x00004002, 0x3f800000,
0xbeb02de0, 0xbf36cf42, 0x00000000, 0x0a00000f, 0x00100042, 0x00000001,
0x00100046, 0x00000000, 0x00004002, 0x3f800000, 0x3fe2d0e5, 0x00000000,
0x00000000, 0x05000036, 0x00100082, 0x00000001, 0x00004001, 0x3f800000,
0x07000038, 0x001020f2, 0x00000000, 0x00100e46, 0x00000001, 0x00101e46,
0x00000002, 0x0100003e, 0x54415453, 0x00000074, 0x0000000a, 0x00000002,
0x00000000, 0x00000003, 0x00000005, 0x00000000, 0x00000000, 0x00000001,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x46454452, 0x000000d4, 0x00000000,
0x00000000, 0x00000003, 0x0000001c, 0xffff0400, 0x00000100, 0x000000a0,
0x0000007c, 0x00000003, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000001, 0x00000001, 0x00000087, 0x00000002, 0x00000005, 0x00000004,
0xffffffff, 0x00000000, 0x00000001, 0x0000000d, 0x00000093, 0x00000002,
0x00000005, 0x00000004, 0xffffffff, 0x00000001, 0x00000001, 0x0000000d,
0x53656874, 0x6c706d61, 0x74007265, 0x65546568, 0x72757478, 0x74005965,
0x65546568, 0x72757478, 0x00565565, 0x7263694d, 0x666f736f, 0x52282074,
0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x36207265,
0x392e332e, 0x2e303036, 0x38333631, 0xabab0034, 0x4e475349, 0x0000006c,
0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003,
0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003,
0x00000001, 0x00000303, 0x00000065, 0x00000000, 0x00000000, 0x00000003,
0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x43584554,
0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f, 0x0000002c, 0x00000001,
0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
};
#else
#error "An appropriate 'yuv' pixel shader is not defined."
#endif
/* The yuv-rendering pixel shader:
--- D3D11_PixelShader_NV21_BT601.hlsl ---
Texture2D theTextureY : register(t0);
Texture2D theTextureUV : register(t1);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.1644, 0.0000, 1.5960};
const float3 Gcoeff = {1.1644, -0.3918, -0.8130};
const float3 Bcoeff = {1.1644, 2.0172, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.yz = theTextureUV.Sample(theSampler, input.tex).gr;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}
*/
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
static const DWORD D3D11_PixelShader_NV21_BT601[] = {
0x43425844, 0x7fc6cfdc, 0xba87a4ff, 0xa72685a6, 0xa051b38c, 0x00000001,
0x00000554, 0x00000006, 0x00000038, 0x000001bc, 0x00000354, 0x000003d0,
0x000004ac, 0x00000520, 0x396e6f41, 0x0000017c, 0x0000017c, 0xffff0200,
0x00000150, 0x0000002c, 0x002c0000, 0x002c0000, 0x002c0000, 0x00240002,
0x002c0000, 0x00000000, 0x00010001, 0xffff0200, 0x05000051, 0xa00f0000,
0xbd808081, 0xbf008081, 0xbf008081, 0x3f800000, 0x05000051, 0xa00f0001,
0x3f950b0f, 0x3fcc49ba, 0x00000000, 0x00000000, 0x05000051, 0xa00f0002,
0x3f950b0f, 0xbec89a02, 0xbf5020c5, 0x00000000, 0x05000051, 0xa00f0003,
0x3f950b0f, 0x400119ce, 0x00000000, 0x00000000, 0x0200001f, 0x80000000,
0xb0030000, 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f, 0x90000000,
0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x03000042, 0x800f0000,
0xb0e40000, 0xa0e40800, 0x03000042, 0x800f0001, 0xb0e40000, 0xa0e40801,
0x02000001, 0x80020000, 0x80550001, 0x02000001, 0x80040000, 0x80000001,
0x03000002, 0x80070000, 0x80e40000, 0xa0e40000, 0x03000005, 0x80080000,
0x80000000, 0xa0000001, 0x04000004, 0x80010001, 0x80aa0000, 0xa0550001,
0x80ff0000, 0x03000008, 0x80020001, 0x80e40000, 0xa0e40002, 0x0400005a,
0x80040001, 0x80e40000, 0xa0e40003, 0xa0aa0003, 0x02000001, 0x80080001,
0xa0ff0000, 0x03000005, 0x800f0000, 0x80e40001, 0xb0e40001, 0x02000001,
0x800f0800, 0x80e40000, 0x0000ffff, 0x52444853, 0x00000190, 0x00000040,
0x00000064, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000,
0x00000000, 0x00005555, 0x04001858, 0x00107000, 0x00000001, 0x00005555,
0x03001062, 0x00101032, 0x00000001, 0x03001062, 0x001010f2, 0x00000002,
0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x09000045,
0x001000f2, 0x00000000, 0x00101046, 0x00000001, 0x00107e46, 0x00000000,
0x00106000, 0x00000000, 0x09000045, 0x001000f2, 0x00000001, 0x00101046,
0x00000001, 0x00107e46, 0x00000001, 0x00106000, 0x00000000, 0x05000036,
0x00100062, 0x00000000, 0x00100456, 0x00000001, 0x0a000000, 0x00100072,
0x00000000, 0x00100246, 0x00000000, 0x00004002, 0xbd808081, 0xbf008081,
0xbf008081, 0x00000000, 0x0a00000f, 0x00100012, 0x00000001, 0x00100086,
0x00000000, 0x00004002, 0x3f950b0f, 0x3fcc49ba, 0x00000000, 0x00000000,
0x0a000010, 0x00100022, 0x00000001, 0x00100246, 0x00000000, 0x00004002,
0x3f950b0f, 0xbec89a02, 0xbf5020c5, 0x00000000, 0x0a00000f, 0x00100042,
0x00000001, 0x00100046, 0x00000000, 0x00004002, 0x3f950b0f, 0x400119ce,
0x00000000, 0x00000000, 0x05000036, 0x00100082, 0x00000001, 0x00004001,
0x3f800000, 0x07000038, 0x001020f2, 0x00000000, 0x00100e46, 0x00000001,
0x00101e46, 0x00000002, 0x0100003e, 0x54415453, 0x00000074, 0x0000000a,
0x00000002, 0x00000000, 0x00000003, 0x00000005, 0x00000000, 0x00000000,
0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x46454452, 0x000000d4,
0x00000000, 0x00000000, 0x00000003, 0x0000001c, 0xffff0400, 0x00000100,
0x000000a0, 0x0000007c, 0x00000003, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000001, 0x00000001, 0x00000087, 0x00000002, 0x00000005,
0x00000004, 0xffffffff, 0x00000000, 0x00000001, 0x0000000d, 0x00000093,
0x00000002, 0x00000005, 0x00000004, 0xffffffff, 0x00000001, 0x00000001,
0x0000000d, 0x53656874, 0x6c706d61, 0x74007265, 0x65546568, 0x72757478,
0x74005965, 0x65546568, 0x72757478, 0x00565565, 0x7263694d, 0x666f736f,
0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d,
0x36207265, 0x392e332e, 0x2e303036, 0x38333631, 0xabab0034, 0x4e475349,
0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001,
0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000,
0x00000003, 0x00000001, 0x00000303, 0x00000065, 0x00000000, 0x00000000,
0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49,
0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f, 0x0000002c,
0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
};
#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
static const DWORD D3D11_PixelShader_NV21_BT601[] = {
0x43425844, 0x1e92bca4, 0xfeb04e20, 0x3f4226b1, 0xc89c58ad, 0x00000001,
0x00000520, 0x00000006, 0x00000038, 0x00000188, 0x00000320, 0x0000039c,
0x00000478, 0x000004ec, 0x396e6f41, 0x00000148, 0x00000148, 0xffff0200,
0x0000011c, 0x0000002c, 0x002c0000, 0x002c0000, 0x002c0000, 0x00240002,
0x002c0000, 0x00000000, 0x00010001, 0xffff0201, 0x05000051, 0xa00f0000,
0xbd808081, 0xbf008081, 0x3f800000, 0x00000000, 0x05000051, 0xa00f0001,
0x3f950b0f, 0x3fcc49ba, 0x00000000, 0x400119ce, 0x05000051, 0xa00f0002,
0x3f950b0f, 0xbec89a02, 0xbf5020c5, 0x00000000, 0x0200001f, 0x80000000,
0xb0030000, 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f, 0x90000000,
0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x03000042, 0x800f0000,
0xb0e40000, 0xa0e40801, 0x03000042, 0x800f0001, 0xb0e40000, 0xa0e40800,
0x02000001, 0x80060001, 0x80c40000, 0x03000002, 0x80070000, 0x80e40001,
0xa0d40000, 0x0400005a, 0x80010001, 0x80e80000, 0xa0e40001, 0xa0aa0001,
0x03000008, 0x80020001, 0x80e40000, 0xa0e40002, 0x0400005a, 0x80040001,
0x80e40000, 0xa0ec0001, 0xa0aa0001, 0x02000001, 0x80080001, 0xa0aa0000,
0x03000005, 0x800f0000, 0x80e40001, 0xb0e40001, 0x02000001, 0x800f0800,
0x80e40000, 0x0000ffff, 0x52444853, 0x00000190, 0x00000040, 0x00000064,
0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000,
0x00005555, 0x04001858, 0x00107000, 0x00000001, 0x00005555, 0x03001062,
0x00101032, 0x00000001, 0x03001062, 0x001010f2, 0x00000002, 0x03000065,
0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x09000045, 0x001000f2,
0x00000000, 0x00101046, 0x00000001, 0x00107e46, 0x00000000, 0x00106000,
0x00000000, 0x09000045, 0x001000f2, 0x00000001, 0x00101046, 0x00000001,
0x00107e46, 0x00000001, 0x00106000, 0x00000000, 0x05000036, 0x00100062,
0x00000000, 0x00100456, 0x00000001, 0x0a000000, 0x00100072, 0x00000000,
0x00100246, 0x00000000, 0x00004002, 0xbd808081, 0xbf008081, 0xbf008081,
0x00000000, 0x0a00000f, 0x00100012, 0x00000001, 0x00100086, 0x00000000,
0x00004002, 0x3f950b0f, 0x3fcc49ba, 0x00000000, 0x00000000, 0x0a000010,
0x00100022, 0x00000001, 0x00100246, 0x00000000, 0x00004002, 0x3f950b0f,
0xbec89a02, 0xbf5020c5, 0x00000000, 0x0a00000f, 0x00100042, 0x00000001,
0x00100046, 0x00000000, 0x00004002, 0x3f950b0f, 0x400119ce, 0x00000000,
0x00000000, 0x05000036, 0x00100082, 0x00000001, 0x00004001, 0x3f800000,
0x07000038, 0x001020f2, 0x00000000, 0x00100e46, 0x00000001, 0x00101e46,
0x00000002, 0x0100003e, 0x54415453, 0x00000074, 0x0000000a, 0x00000002,
0x00000000, 0x00000003, 0x00000005, 0x00000000, 0x00000000, 0x00000001,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x46454452, 0x000000d4, 0x00000000,
0x00000000, 0x00000003, 0x0000001c, 0xffff0400, 0x00000100, 0x000000a0,
0x0000007c, 0x00000003, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000001, 0x00000001, 0x00000087, 0x00000002, 0x00000005, 0x00000004,
0xffffffff, 0x00000000, 0x00000001, 0x0000000d, 0x00000093, 0x00000002,
0x00000005, 0x00000004, 0xffffffff, 0x00000001, 0x00000001, 0x0000000d,
0x53656874, 0x6c706d61, 0x74007265, 0x65546568, 0x72757478, 0x74005965,
0x65546568, 0x72757478, 0x00565565, 0x7263694d, 0x666f736f, 0x52282074,
0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x36207265,
0x392e332e, 0x2e303036, 0x38333631, 0xabab0034, 0x4e475349, 0x0000006c,
0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003,
0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003,
0x00000001, 0x00000303, 0x00000065, 0x00000000, 0x00000000, 0x00000003,
0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x43584554,
0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f, 0x0000002c, 0x00000001,
0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
};
#else
#error "An appropriate 'yuv' pixel shader is not defined."
#endif
/* The yuv-rendering pixel shader:
--- D3D11_PixelShader_NV21_BT709.hlsl ---
Texture2D theTextureY : register(t0);
Texture2D theTextureUV : register(t1);
SamplerState theSampler : register(s0);
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
float4 main(PixelShaderInput input) : SV_TARGET
{
const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
const float3 Rcoeff = {1.1644, 0.0000, 1.7927};
const float3 Gcoeff = {1.1644, -0.2132, -0.5329};
const float3 Bcoeff = {1.1644, 2.1124, 0.0000};
float4 Output;
float3 yuv;
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
yuv.yz = theTextureUV.Sample(theSampler, input.tex).gr;
yuv += offset;
Output.r = dot(yuv, Rcoeff);
Output.g = dot(yuv, Gcoeff);
Output.b = dot(yuv, Bcoeff);
Output.a = 1.0f;
return Output * input.color;
}
*/
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
static const DWORD D3D11_PixelShader_NV21_BT709[] = {
0x43425844, 0x754ba6c4, 0xe321a747, 0x23680787, 0x6bb1bdcc, 0x00000001,
0x00000554, 0x00000006, 0x00000038, 0x000001bc, 0x00000354, 0x000003d0,
0x000004ac, 0x00000520, 0x396e6f41, 0x0000017c, 0x0000017c, 0xffff0200,
0x00000150, 0x0000002c, 0x002c0000, 0x002c0000, 0x002c0000, 0x00240002,
0x002c0000, 0x00000000, 0x00010001, 0xffff0200, 0x05000051, 0xa00f0000,
0xbd808081, 0xbf008081, 0xbf008081, 0x3f800000, 0x05000051, 0xa00f0001,
0x3f950b0f, 0x3fe57732, 0x00000000, 0x00000000, 0x05000051, 0xa00f0002,
0x3f950b0f, 0xbe5a511a, 0xbf086c22, 0x00000000, 0x05000051, 0xa00f0003,
0x3f950b0f, 0x40073190, 0x00000000, 0x00000000, 0x0200001f, 0x80000000,
0xb0030000, 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f, 0x90000000,
0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x03000042, 0x800f0000,
0xb0e40000, 0xa0e40800, 0x03000042, 0x800f0001, 0xb0e40000, 0xa0e40801,
0x02000001, 0x80020000, 0x80550001, 0x02000001, 0x80040000, 0x80000001,
0x03000002, 0x80070000, 0x80e40000, 0xa0e40000, 0x03000005, 0x80080000,
0x80000000, 0xa0000001, 0x04000004, 0x80010001, 0x80aa0000, 0xa0550001,
0x80ff0000, 0x03000008, 0x80020001, 0x80e40000, 0xa0e40002, 0x0400005a,
0x80040001, 0x80e40000, 0xa0e40003, 0xa0aa0003, 0x02000001, 0x80080001,
0xa0ff0000, 0x03000005, 0x800f0000, 0x80e40001, 0xb0e40001, 0x02000001,
0x800f0800, 0x80e40000, 0x0000ffff, 0x52444853, 0x00000190, 0x00000040,
0x00000064, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000,
0x00000000, 0x00005555, 0x04001858, 0x00107000, 0x00000001, 0x00005555,
0x03001062, 0x00101032, 0x00000001, 0x03001062, 0x001010f2, 0x00000002,
0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x09000045,
0x001000f2, 0x00000000, 0x00101046, 0x00000001, 0x00107e46, 0x00000000,
0x00106000, 0x00000000, 0x09000045, 0x001000f2, 0x00000001, 0x00101046,
0x00000001, 0x00107e46, 0x00000001, 0x00106000, 0x00000000, 0x05000036,
0x00100062, 0x00000000, 0x00100456, 0x00000001, 0x0a000000, 0x00100072,
0x00000000, 0x00100246, 0x00000000, 0x00004002, 0xbd808081, 0xbf008081,
0xbf008081, 0x00000000, 0x0a00000f, 0x00100012, 0x00000001, 0x00100086,
0x00000000, 0x00004002, 0x3f950b0f, 0x3fe57732, 0x00000000, 0x00000000,
0x0a000010, 0x00100022, 0x00000001, 0x00100246, 0x00000000, 0x00004002,
0x3f950b0f, 0xbe5a511a, 0xbf086c22, 0x00000000, 0x0a00000f, 0x00100042,
0x00000001, 0x00100046, 0x00000000, 0x00004002, 0x3f950b0f, 0x40073190,
0x00000000, 0x00000000, 0x05000036, 0x00100082, 0x00000001, 0x00004001,
0x3f800000, 0x07000038, 0x001020f2, 0x00000000, 0x00100e46, 0x00000001,
0x00101e46, 0x00000002, 0x0100003e, 0x54415453, 0x00000074, 0x0000000a,
0x00000002, 0x00000000, 0x00000003, 0x00000005, 0x00000000, 0x00000000,
0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x46454452, 0x000000d4,
0x00000000, 0x00000000, 0x00000003, 0x0000001c, 0xffff0400, 0x00000100,
0x000000a0, 0x0000007c, 0x00000003, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000001, 0x00000001, 0x00000087, 0x00000002, 0x00000005,
0x00000004, 0xffffffff, 0x00000000, 0x00000001, 0x0000000d, 0x00000093,
0x00000002, 0x00000005, 0x00000004, 0xffffffff, 0x00000001, 0x00000001,
0x0000000d, 0x53656874, 0x6c706d61, 0x74007265, 0x65546568, 0x72757478,
0x74005965, 0x65546568, 0x72757478, 0x00565565, 0x7263694d, 0x666f736f,
0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d,
0x36207265, 0x392e332e, 0x2e303036, 0x38333631, 0xabab0034, 0x4e475349,
0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001,
0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000,
0x00000003, 0x00000001, 0x00000303, 0x00000065, 0x00000000, 0x00000000,
0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49,
0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f, 0x0000002c,
0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
};
#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
static const DWORD D3D11_PixelShader_NV21_BT709[] = {
0x43425844, 0xb6219b20, 0xb71bbcf7, 0xf361cc45, 0xc4d5f5be, 0x00000001,
0x00000520, 0x00000006, 0x00000038, 0x00000188, 0x00000320, 0x0000039c,
0x00000478, 0x000004ec, 0x396e6f41, 0x00000148, 0x00000148, 0xffff0200,
0x0000011c, 0x0000002c, 0x002c0000, 0x002c0000, 0x002c0000, 0x00240002,
0x002c0000, 0x00000000, 0x00010001, 0xffff0201, 0x05000051, 0xa00f0000,
0xbd808081, 0xbf008081, 0x3f800000, 0x00000000, 0x05000051, 0xa00f0001,
0x3f950b0f, 0x3fe57732, 0x00000000, 0x40073190, 0x05000051, 0xa00f0002,
0x3f950b0f, 0xbe5a511a, 0xbf086c22, 0x00000000, 0x0200001f, 0x80000000,
0xb0030000, 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f, 0x90000000,
0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x03000042, 0x800f0000,
0xb0e40000, 0xa0e40801, 0x03000042, 0x800f0001, 0xb0e40000, 0xa0e40800,
0x02000001, 0x80060001, 0x80c40000, 0x03000002, 0x80070000, 0x80e40001,
0xa0d40000, 0x0400005a, 0x80010001, 0x80e80000, 0xa0e40001, 0xa0aa0001,
0x03000008, 0x80020001, 0x80e40000, 0xa0e40002, 0x0400005a, 0x80040001,
0x80e40000, 0xa0ec0001, 0xa0aa0001, 0x02000001, 0x80080001, 0xa0aa0000,
0x03000005, 0x800f0000, 0x80e40001, 0xb0e40001, 0x02000001, 0x800f0800,
0x80e40000, 0x0000ffff, 0x52444853, 0x00000190, 0x00000040, 0x00000064,
0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000,
0x00005555, 0x04001858, 0x00107000, 0x00000001, 0x00005555, 0x03001062,
0x00101032, 0x00000001, 0x03001062, 0x001010f2, 0x00000002, 0x03000065,
0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x09000045, 0x001000f2,
0x00000000, 0x00101046, 0x00000001, 0x00107e46, 0x00000000, 0x00106000,
0x00000000, 0x09000045, 0x001000f2, 0x00000001, 0x00101046, 0x00000001,
0x00107e46, 0x00000001, 0x00106000, 0x00000000, 0x05000036, 0x00100062,
0x00000000, 0x00100456, 0x00000001, 0x0a000000, 0x00100072, 0x00000000,
0x00100246, 0x00000000, 0x00004002, 0xbd808081, 0xbf008081, 0xbf008081,
0x00000000, 0x0a00000f, 0x00100012, 0x00000001, 0x00100086, 0x00000000,
0x00004002, 0x3f950b0f, 0x3fe57732, 0x00000000, 0x00000000, 0x0a000010,
0x00100022, 0x00000001, 0x00100246, 0x00000000, 0x00004002, 0x3f950b0f,
0xbe5a511a, 0xbf086c22, 0x00000000, 0x0a00000f, 0x00100042, 0x00000001,
0x00100046, 0x00000000, 0x00004002, 0x3f950b0f, 0x40073190, 0x00000000,
0x00000000, 0x05000036, 0x00100082, 0x00000001, 0x00004001, 0x3f800000,
0x07000038, 0x001020f2, 0x00000000, 0x00100e46, 0x00000001, 0x00101e46,
0x00000002, 0x0100003e, 0x54415453, 0x00000074, 0x0000000a, 0x00000002,
0x00000000, 0x00000003, 0x00000005, 0x00000000, 0x00000000, 0x00000001,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x46454452, 0x000000d4, 0x00000000,
0x00000000, 0x00000003, 0x0000001c, 0xffff0400, 0x00000100, 0x000000a0,
0x0000007c, 0x00000003, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000001, 0x00000001, 0x00000087, 0x00000002, 0x00000005, 0x00000004,
0xffffffff, 0x00000000, 0x00000001, 0x0000000d, 0x00000093, 0x00000002,
0x00000005, 0x00000004, 0xffffffff, 0x00000001, 0x00000001, 0x0000000d,
0x53656874, 0x6c706d61, 0x74007265, 0x65546568, 0x72757478, 0x74005965,
0x65546568, 0x72757478, 0x00565565, 0x7263694d, 0x666f736f, 0x52282074,
0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x36207265,
0x392e332e, 0x2e303036, 0x38333631, 0xabab0034, 0x4e475349, 0x0000006c,
0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003,
0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003,
0x00000001, 0x00000303, 0x00000065, 0x00000000, 0x00000000, 0x00000003,
0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x43584554,
0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f, 0x0000002c, 0x00000001,
0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
0x0000000f, 0x545f5653, 0x45475241, 0xabab0054
};
#else
#error "An appropriate 'yuv' pixel shader is not defined."
#endif
/* The sole vertex shader:
--- D3D11_VertexShader.hlsl ---
#pragma pack_matrix( row_major )
cbuffer VertexShaderConstants : register(b0)
{
matrix model;
matrix projectionAndView;
};
struct VertexShaderInput
{
float3 pos : POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
struct VertexShaderOutput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 color : COLOR0;
};
VertexShaderOutput main(VertexShaderInput input)
{
VertexShaderOutput output;
float4 pos = float4(input.pos, 1.0f);
// Transform the vertex position into projected space.
pos = mul(pos, model);
pos = mul(pos, projectionAndView);
output.pos = pos;
// Pass through texture coordinates and color values without transformation
output.tex = input.tex;
output.color = input.color;
return output;
}
*/
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
static const DWORD D3D11_VertexShader[] = {
0x43425844, 0x62dfae5f, 0x3e8bd8df, 0x9ec97127, 0x5044eefb, 0x00000001,
0x00000598, 0x00000006, 0x00000038, 0x0000016c, 0x00000334, 0x000003b0,
0x000004b4, 0x00000524, 0x396e6f41, 0x0000012c, 0x0000012c, 0xfffe0200,
0x000000f8, 0x00000034, 0x00240001, 0x00300000, 0x00300000, 0x00240000,
0x00300001, 0x00000000, 0x00010008, 0x00000000, 0x00000000, 0xfffe0200,
0x0200001f, 0x80000005, 0x900f0000, 0x0200001f, 0x80010005, 0x900f0001,
0x0200001f, 0x80020005, 0x900f0002, 0x03000005, 0x800f0000, 0x90550000,
0xa0e40002, 0x04000004, 0x800f0000, 0x90000000, 0xa0e40001, 0x80e40000,
0x04000004, 0x800f0000, 0x90aa0000, 0xa0e40003, 0x80e40000, 0x03000002,
0x800f0000, 0x80e40000, 0xa0e40004, 0x03000005, 0x800f0001, 0x80550000,
0xa0e40006, 0x04000004, 0x800f0001, 0x80000000, 0xa0e40005, 0x80e40001,
0x04000004, 0x800f0001, 0x80aa0000, 0xa0e40007, 0x80e40001, 0x04000004,
0x800f0000, 0x80ff0000, 0xa0e40008, 0x80e40001, 0x04000004, 0xc0030000,
0x80ff0000, 0xa0e40000, 0x80e40000, 0x02000001, 0xc00c0000, 0x80e40000,
0x02000001, 0xe0030000, 0x90e40001, 0x02000001, 0xe00f0001, 0x90e40002,
0x0000ffff, 0x52444853, 0x000001c0, 0x00010040, 0x00000070, 0x04000059,
0x00208e46, 0x00000000, 0x00000008, 0x0300005f, 0x00101072, 0x00000000,
0x0300005f, 0x00101032, 0x00000001, 0x0300005f, 0x001010f2, 0x00000002,
0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102032,
0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x02000068, 0x00000002,
0x08000038, 0x001000f2, 0x00000000, 0x00101556, 0x00000000, 0x00208e46,
0x00000000, 0x00000001, 0x0a000032, 0x001000f2, 0x00000000, 0x00101006,
0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x00100e46, 0x00000000,
0x0a000032, 0x001000f2, 0x00000000, 0x00101aa6, 0x00000000, 0x00208e46,
0x00000000, 0x00000002, 0x00100e46, 0x00000000, 0x08000000, 0x001000f2,
0x00000000, 0x00100e46, 0x00000000, 0x00208e46, 0x00000000, 0x00000003,
0x08000038, 0x001000f2, 0x00000001, 0x00100556, 0x00000000, 0x00208e46,
0x00000000, 0x00000005, 0x0a000032, 0x001000f2, 0x00000001, 0x00100006,
0x00000000, 0x00208e46, 0x00000000, 0x00000004, 0x00100e46, 0x00000001,
0x0a000032, 0x001000f2, 0x00000001, 0x00100aa6, 0x00000000, 0x00208e46,
0x00000000, 0x00000006, 0x00100e46, 0x00000001, 0x0a000032, 0x001020f2,
0x00000000, 0x00100ff6, 0x00000000, 0x00208e46, 0x00000000, 0x00000007,
0x00100e46, 0x00000001, 0x05000036, 0x00102032, 0x00000001, 0x00101046,
0x00000001, 0x05000036, 0x001020f2, 0x00000002, 0x00101e46, 0x00000002,
0x0100003e, 0x54415453, 0x00000074, 0x0000000b, 0x00000002, 0x00000000,
0x00000006, 0x00000003, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x46454452, 0x000000fc, 0x00000001, 0x00000054,
0x00000001, 0x0000001c, 0xfffe0400, 0x00000100, 0x000000c6, 0x0000003c,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
0x00000001, 0x74726556, 0x68537865, 0x72656461, 0x736e6f43, 0x746e6174,
0xabab0073, 0x0000003c, 0x00000002, 0x0000006c, 0x00000080, 0x00000000,
0x00000000, 0x0000009c, 0x00000000, 0x00000040, 0x00000002, 0x000000a4,
0x00000000, 0x000000b4, 0x00000040, 0x00000040, 0x00000002, 0x000000a4,
0x00000000, 0x65646f6d, 0xabab006c, 0x00030002, 0x00040004, 0x00000000,
0x00000000, 0x6a6f7270, 0x69746365, 0x6e416e6f, 0x65695664, 0x694d0077,
0x736f7263, 0x2074666f, 0x20295228, 0x4c534c48, 0x61685320, 0x20726564,
0x706d6f43, 0x72656c69, 0x332e3920, 0x32392e30, 0x312e3030, 0x34383336,
0xababab00, 0x4e475349, 0x00000068, 0x00000003, 0x00000008, 0x00000050,
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000707, 0x00000059,
0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000062,
0x00000000, 0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x49534f50,
0x4e4f4954, 0x58455400, 0x524f4f43, 0x4f430044, 0x00524f4c, 0x4e47534f,
0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001,
0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000,
0x00000003, 0x00000001, 0x00000c03, 0x00000065, 0x00000000, 0x00000000,
0x00000003, 0x00000002, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f
};
#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
static const DWORD D3D11_VertexShader[] = {
0x43425844, 0x01a24e41, 0x696af551, 0x4b2a87d1, 0x82ea03f6, 0x00000001,
0x00000598, 0x00000006, 0x00000038, 0x0000016c, 0x00000334, 0x000003b0,
0x000004b4, 0x00000524, 0x396e6f41, 0x0000012c, 0x0000012c, 0xfffe0200,
0x000000f8, 0x00000034, 0x00240001, 0x00300000, 0x00300000, 0x00240000,
0x00300001, 0x00000000, 0x00010008, 0x00000000, 0x00000000, 0xfffe0201,
0x0200001f, 0x80000005, 0x900f0000, 0x0200001f, 0x80010005, 0x900f0001,
0x0200001f, 0x80020005, 0x900f0002, 0x03000005, 0x800f0000, 0x90550000,
0xa0e40002, 0x04000004, 0x800f0000, 0x90000000, 0xa0e40001, 0x80e40000,
0x04000004, 0x800f0000, 0x90aa0000, 0xa0e40003, 0x80e40000, 0x03000002,
0x800f0000, 0x80e40000, 0xa0e40004, 0x03000005, 0x800f0001, 0x80550000,
0xa0e40006, 0x04000004, 0x800f0001, 0x80000000, 0xa0e40005, 0x80e40001,
0x04000004, 0x800f0001, 0x80aa0000, 0xa0e40007, 0x80e40001, 0x04000004,
0x800f0000, 0x80ff0000, 0xa0e40008, 0x80e40001, 0x04000004, 0xc0030000,
0x80ff0000, 0xa0e40000, 0x80e40000, 0x02000001, 0xc00c0000, 0x80e40000,
0x02000001, 0xe0030000, 0x90e40001, 0x02000001, 0xe00f0001, 0x90e40002,
0x0000ffff, 0x52444853, 0x000001c0, 0x00010040, 0x00000070, 0x04000059,
0x00208e46, 0x00000000, 0x00000008, 0x0300005f, 0x00101072, 0x00000000,
0x0300005f, 0x00101032, 0x00000001, 0x0300005f, 0x001010f2, 0x00000002,
0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102032,
0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x02000068, 0x00000002,
0x08000038, 0x001000f2, 0x00000000, 0x00101556, 0x00000000, 0x00208e46,
0x00000000, 0x00000001, 0x0a000032, 0x001000f2, 0x00000000, 0x00101006,
0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x00100e46, 0x00000000,
0x0a000032, 0x001000f2, 0x00000000, 0x00101aa6, 0x00000000, 0x00208e46,
0x00000000, 0x00000002, 0x00100e46, 0x00000000, 0x08000000, 0x001000f2,
0x00000000, 0x00100e46, 0x00000000, 0x00208e46, 0x00000000, 0x00000003,
0x08000038, 0x001000f2, 0x00000001, 0x00100556, 0x00000000, 0x00208e46,
0x00000000, 0x00000005, 0x0a000032, 0x001000f2, 0x00000001, 0x00100006,
0x00000000, 0x00208e46, 0x00000000, 0x00000004, 0x00100e46, 0x00000001,
0x0a000032, 0x001000f2, 0x00000001, 0x00100aa6, 0x00000000, 0x00208e46,
0x00000000, 0x00000006, 0x00100e46, 0x00000001, 0x0a000032, 0x001020f2,
0x00000000, 0x00100ff6, 0x00000000, 0x00208e46, 0x00000000, 0x00000007,
0x00100e46, 0x00000001, 0x05000036, 0x00102032, 0x00000001, 0x00101046,
0x00000001, 0x05000036, 0x001020f2, 0x00000002, 0x00101e46, 0x00000002,
0x0100003e, 0x54415453, 0x00000074, 0x0000000b, 0x00000002, 0x00000000,
0x00000006, 0x00000003, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x46454452, 0x000000fc, 0x00000001, 0x00000054,
0x00000001, 0x0000001c, 0xfffe0400, 0x00000100, 0x000000c6, 0x0000003c,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
0x00000001, 0x74726556, 0x68537865, 0x72656461, 0x736e6f43, 0x746e6174,
0xabab0073, 0x0000003c, 0x00000002, 0x0000006c, 0x00000080, 0x00000000,
0x00000000, 0x0000009c, 0x00000000, 0x00000040, 0x00000002, 0x000000a4,
0x00000000, 0x000000b4, 0x00000040, 0x00000040, 0x00000002, 0x000000a4,
0x00000000, 0x65646f6d, 0xabab006c, 0x00030002, 0x00040004, 0x00000000,
0x00000000, 0x6a6f7270, 0x69746365, 0x6e416e6f, 0x65695664, 0x694d0077,
0x736f7263, 0x2074666f, 0x20295228, 0x4c534c48, 0x61685320, 0x20726564,
0x706d6f43, 0x72656c69, 0x332e3920, 0x32392e30, 0x312e3030, 0x34383336,
0xababab00, 0x4e475349, 0x00000068, 0x00000003, 0x00000008, 0x00000050,
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000707, 0x00000059,
0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000062,
0x00000000, 0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x49534f50,
0x4e4f4954, 0x58455400, 0x524f4f43, 0x4f430044, 0x00524f4c, 0x4e47534f,
0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001,
0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000,
0x00000003, 0x00000001, 0x00000c03, 0x00000065, 0x00000000, 0x00000000,
0x00000003, 0x00000002, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f
};
#else
#error "An appropriate vertex shader is not defined."
#endif
static struct
{
const void *shader_data;
SIZE_T shader_size;
} D3D11_shaders[] = {
{ D3D11_PixelShader_Colors, sizeof(D3D11_PixelShader_Colors) },
{ D3D11_PixelShader_Textures, sizeof(D3D11_PixelShader_Textures) },
{ D3D11_PixelShader_YUV_JPEG, sizeof(D3D11_PixelShader_YUV_JPEG) },
{ D3D11_PixelShader_YUV_BT601, sizeof(D3D11_PixelShader_YUV_BT601) },
{ D3D11_PixelShader_YUV_BT709, sizeof(D3D11_PixelShader_YUV_BT709) },
{ D3D11_PixelShader_NV12_JPEG, sizeof(D3D11_PixelShader_NV12_JPEG) },
{ D3D11_PixelShader_NV12_BT601, sizeof(D3D11_PixelShader_NV12_BT601) },
{ D3D11_PixelShader_NV12_BT709, sizeof(D3D11_PixelShader_NV12_BT709) },
{ D3D11_PixelShader_NV21_JPEG, sizeof(D3D11_PixelShader_NV21_JPEG) },
{ D3D11_PixelShader_NV21_BT601, sizeof(D3D11_PixelShader_NV21_BT601) },
{ D3D11_PixelShader_NV21_BT709, sizeof(D3D11_PixelShader_NV21_BT709) },
};
int D3D11_CreateVertexShader(ID3D11Device1 *d3dDevice, ID3D11VertexShader **vertexShader, ID3D11InputLayout **inputLayout)
{
/* Declare how the input layout for SDL's vertex shader will be setup: */
const D3D11_INPUT_ELEMENT_DESC vertexDesc[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
HRESULT result;
/* Load in SDL's one and only vertex shader: */
result = ID3D11Device_CreateVertexShader(d3dDevice,
D3D11_VertexShader,
sizeof(D3D11_VertexShader),
NULL,
vertexShader
);
if (FAILED(result)) {
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateVertexShader"), result);
}
/* Create an input layout for SDL's vertex shader: */
result = ID3D11Device_CreateInputLayout(d3dDevice,
vertexDesc,
ARRAYSIZE(vertexDesc),
D3D11_VertexShader,
sizeof(D3D11_VertexShader),
inputLayout
);
if (FAILED(result)) {
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateInputLayout"), result);
}
return 0;
}
int D3D11_CreatePixelShader(ID3D11Device1 *d3dDevice, D3D11_Shader shader, ID3D11PixelShader **pixelShader)
{
HRESULT result;
result = ID3D11Device_CreatePixelShader(d3dDevice,
D3D11_shaders[shader].shader_data,
D3D11_shaders[shader].shader_size,
NULL,
pixelShader
);
if (FAILED(result)) {
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreatePixelShader"), result);
}
return 0;
}
#endif /* SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/render/direct3d11/SDL_shaders_d3d11.c | C | apache-2.0 | 116,824 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
/* D3D11 shader implementation */
typedef enum {
SHADER_SOLID,
SHADER_RGB,
SHADER_YUV_JPEG,
SHADER_YUV_BT601,
SHADER_YUV_BT709,
SHADER_NV12_JPEG,
SHADER_NV12_BT601,
SHADER_NV12_BT709,
SHADER_NV21_JPEG,
SHADER_NV21_BT601,
SHADER_NV21_BT709,
NUM_SHADERS
} D3D11_Shader;
extern int D3D11_CreateVertexShader(ID3D11Device1 *d3dDevice, ID3D11VertexShader **vertexShader, ID3D11InputLayout **inputLayout);
extern int D3D11_CreatePixelShader(ID3D11Device1 *d3dDevice, D3D11_Shader shader, ID3D11PixelShader **pixelShader);
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/render/direct3d11/SDL_shaders_d3d11.h | C | apache-2.0 | 1,573 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#if SDL_VIDEO_RENDER_METAL && !SDL_RENDER_DISABLED
#include "SDL_hints.h"
#include "SDL_assert.h"
#include "SDL_syswm.h"
#include "SDL_metal.h"
#include "../SDL_sysrender.h"
#include <Availability.h>
#import <Metal/Metal.h>
#import <QuartzCore/CAMetalLayer.h>
#ifdef __MACOSX__
#import <AppKit/NSView.h>
#endif
/* Regenerate these with build-metal-shaders.sh */
#ifdef __MACOSX__
#include "SDL_shaders_metal_osx.h"
#elif defined(__TVOS__)
#include "SDL_shaders_metal_tvos.h"
#else
#include "SDL_shaders_metal_ios.h"
#endif
/* Apple Metal renderer implementation */
/* Used to re-create the window with Metal capability */
extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
/* macOS requires constants in a buffer to have a 256 byte alignment. */
/* Use native type alignments from https://developer.apple.com/metal/Metal-Shading-Language-Specification.pdf */
#ifdef __MACOSX__
#define CONSTANT_ALIGN(x) (256)
#else
#define CONSTANT_ALIGN(x) (x < 4 ? 4 : x)
#endif
#define DEVICE_ALIGN(x) (x < 4 ? 4 : x)
#define ALIGN_CONSTANTS(align, size) ((size + CONSTANT_ALIGN(align) - 1) & (~(CONSTANT_ALIGN(align) - 1)))
static const size_t CONSTANTS_OFFSET_INVALID = 0xFFFFFFFF;
static const size_t CONSTANTS_OFFSET_IDENTITY = 0;
static const size_t CONSTANTS_OFFSET_HALF_PIXEL_TRANSFORM = ALIGN_CONSTANTS(16, CONSTANTS_OFFSET_IDENTITY + sizeof(float) * 16);
static const size_t CONSTANTS_OFFSET_DECODE_JPEG = ALIGN_CONSTANTS(16, CONSTANTS_OFFSET_HALF_PIXEL_TRANSFORM + sizeof(float) * 16);
static const size_t CONSTANTS_OFFSET_DECODE_BT601 = ALIGN_CONSTANTS(16, CONSTANTS_OFFSET_DECODE_JPEG + sizeof(float) * 4 * 4);
static const size_t CONSTANTS_OFFSET_DECODE_BT709 = ALIGN_CONSTANTS(16, CONSTANTS_OFFSET_DECODE_BT601 + sizeof(float) * 4 * 4);
static const size_t CONSTANTS_LENGTH = CONSTANTS_OFFSET_DECODE_BT709 + sizeof(float) * 4 * 4;
typedef enum SDL_MetalVertexFunction
{
SDL_METAL_VERTEX_SOLID,
SDL_METAL_VERTEX_COPY,
} SDL_MetalVertexFunction;
typedef enum SDL_MetalFragmentFunction
{
SDL_METAL_FRAGMENT_SOLID = 0,
SDL_METAL_FRAGMENT_COPY,
SDL_METAL_FRAGMENT_YUV,
SDL_METAL_FRAGMENT_NV12,
SDL_METAL_FRAGMENT_NV21,
SDL_METAL_FRAGMENT_COUNT,
} SDL_MetalFragmentFunction;
typedef struct METAL_PipelineState
{
SDL_BlendMode blendMode;
void *pipe;
} METAL_PipelineState;
typedef struct METAL_PipelineCache
{
METAL_PipelineState *states;
int count;
SDL_MetalVertexFunction vertexFunction;
SDL_MetalFragmentFunction fragmentFunction;
MTLPixelFormat renderTargetFormat;
const char *label;
} METAL_PipelineCache;
/* Each shader combination used by drawing functions has a separate pipeline
* cache, and we have a separate list of caches for each render target pixel
* format. This is more efficient than iterating over a global cache to find
* the pipeline based on the specified shader combination and RT pixel format,
* since we know what the RT pixel format is when we set the render target, and
* we know what the shader combination is inside each drawing function's code. */
typedef struct METAL_ShaderPipelines
{
MTLPixelFormat renderTargetFormat;
METAL_PipelineCache caches[SDL_METAL_FRAGMENT_COUNT];
} METAL_ShaderPipelines;
@interface METAL_RenderData : NSObject
@property (nonatomic, retain) id<MTLDevice> mtldevice;
@property (nonatomic, retain) id<MTLCommandQueue> mtlcmdqueue;
@property (nonatomic, retain) id<MTLCommandBuffer> mtlcmdbuffer;
@property (nonatomic, retain) id<MTLRenderCommandEncoder> mtlcmdencoder;
@property (nonatomic, retain) id<MTLLibrary> mtllibrary;
@property (nonatomic, retain) id<CAMetalDrawable> mtlbackbuffer;
@property (nonatomic, retain) id<MTLSamplerState> mtlsamplernearest;
@property (nonatomic, retain) id<MTLSamplerState> mtlsamplerlinear;
@property (nonatomic, retain) id<MTLBuffer> mtlbufconstants;
@property (nonatomic, retain) id<MTLBuffer> mtlbufquadindices;
@property (nonatomic, assign) SDL_MetalView mtlview;
@property (nonatomic, retain) CAMetalLayer *mtllayer;
@property (nonatomic, retain) MTLRenderPassDescriptor *mtlpassdesc;
@property (nonatomic, assign) METAL_ShaderPipelines *activepipelines;
@property (nonatomic, assign) METAL_ShaderPipelines *allpipelines;
@property (nonatomic, assign) int pipelinescount;
@end
@implementation METAL_RenderData
#if !__has_feature(objc_arc)
- (void)dealloc
{
[_mtldevice release];
[_mtlcmdqueue release];
[_mtlcmdbuffer release];
[_mtlcmdencoder release];
[_mtllibrary release];
[_mtlbackbuffer release];
[_mtlsamplernearest release];
[_mtlsamplerlinear release];
[_mtlbufconstants release];
[_mtlbufquadindices release];
[_mtllayer release];
[_mtlpassdesc release];
[super dealloc];
}
#endif
@end
@interface METAL_TextureData : NSObject
@property (nonatomic, retain) id<MTLTexture> mtltexture;
@property (nonatomic, retain) id<MTLTexture> mtltexture_uv;
@property (nonatomic, retain) id<MTLSamplerState> mtlsampler;
@property (nonatomic, assign) SDL_MetalFragmentFunction fragmentFunction;
@property (nonatomic, assign) BOOL yuv;
@property (nonatomic, assign) BOOL nv12;
@property (nonatomic, assign) size_t conversionBufferOffset;
@property (nonatomic, assign) BOOL hasdata;
@property (nonatomic, retain) id<MTLBuffer> lockedbuffer;
@property (nonatomic, assign) SDL_Rect lockedrect;
@end
@implementation METAL_TextureData
#if !__has_feature(objc_arc)
- (void)dealloc
{
[_mtltexture release];
[_mtltexture_uv release];
[_mtlsampler release];
[_lockedbuffer release];
[super dealloc];
}
#endif
@end
static int
IsMetalAvailable(const SDL_SysWMinfo *syswm)
{
if (syswm->subsystem != SDL_SYSWM_COCOA && syswm->subsystem != SDL_SYSWM_UIKIT) {
return SDL_SetError("Metal render target only supports Cocoa and UIKit video targets at the moment.");
}
// this checks a weak symbol.
#if (defined(__MACOSX__) && (MAC_OS_X_VERSION_MIN_REQUIRED < 101100))
if (MTLCreateSystemDefaultDevice == NULL) { // probably on 10.10 or lower.
return SDL_SetError("Metal framework not available on this system");
}
#endif
return 0;
}
static const MTLBlendOperation invalidBlendOperation = (MTLBlendOperation)0xFFFFFFFF;
static const MTLBlendFactor invalidBlendFactor = (MTLBlendFactor)0xFFFFFFFF;
static MTLBlendOperation
GetBlendOperation(SDL_BlendOperation operation)
{
switch (operation) {
case SDL_BLENDOPERATION_ADD: return MTLBlendOperationAdd;
case SDL_BLENDOPERATION_SUBTRACT: return MTLBlendOperationSubtract;
case SDL_BLENDOPERATION_REV_SUBTRACT: return MTLBlendOperationReverseSubtract;
case SDL_BLENDOPERATION_MINIMUM: return MTLBlendOperationMin;
case SDL_BLENDOPERATION_MAXIMUM: return MTLBlendOperationMax;
default: return invalidBlendOperation;
}
}
static MTLBlendFactor
GetBlendFactor(SDL_BlendFactor factor)
{
switch (factor) {
case SDL_BLENDFACTOR_ZERO: return MTLBlendFactorZero;
case SDL_BLENDFACTOR_ONE: return MTLBlendFactorOne;
case SDL_BLENDFACTOR_SRC_COLOR: return MTLBlendFactorSourceColor;
case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR: return MTLBlendFactorOneMinusSourceColor;
case SDL_BLENDFACTOR_SRC_ALPHA: return MTLBlendFactorSourceAlpha;
case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA: return MTLBlendFactorOneMinusSourceAlpha;
case SDL_BLENDFACTOR_DST_COLOR: return MTLBlendFactorDestinationColor;
case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR: return MTLBlendFactorOneMinusDestinationColor;
case SDL_BLENDFACTOR_DST_ALPHA: return MTLBlendFactorDestinationAlpha;
case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA: return MTLBlendFactorOneMinusDestinationAlpha;
default: return invalidBlendFactor;
}
}
static NSString *
GetVertexFunctionName(SDL_MetalVertexFunction function)
{
switch (function) {
case SDL_METAL_VERTEX_SOLID: return @"SDL_Solid_vertex";
case SDL_METAL_VERTEX_COPY: return @"SDL_Copy_vertex";
default: return nil;
}
}
static NSString *
GetFragmentFunctionName(SDL_MetalFragmentFunction function)
{
switch (function) {
case SDL_METAL_FRAGMENT_SOLID: return @"SDL_Solid_fragment";
case SDL_METAL_FRAGMENT_COPY: return @"SDL_Copy_fragment";
case SDL_METAL_FRAGMENT_YUV: return @"SDL_YUV_fragment";
case SDL_METAL_FRAGMENT_NV12: return @"SDL_NV12_fragment";
case SDL_METAL_FRAGMENT_NV21: return @"SDL_NV21_fragment";
default: return nil;
}
}
static id<MTLRenderPipelineState>
MakePipelineState(METAL_RenderData *data, METAL_PipelineCache *cache,
NSString *blendlabel, SDL_BlendMode blendmode)
{
id<MTLFunction> mtlvertfn = [data.mtllibrary newFunctionWithName:GetVertexFunctionName(cache->vertexFunction)];
id<MTLFunction> mtlfragfn = [data.mtllibrary newFunctionWithName:GetFragmentFunctionName(cache->fragmentFunction)];
SDL_assert(mtlvertfn != nil);
SDL_assert(mtlfragfn != nil);
MTLRenderPipelineDescriptor *mtlpipedesc = [[MTLRenderPipelineDescriptor alloc] init];
mtlpipedesc.vertexFunction = mtlvertfn;
mtlpipedesc.fragmentFunction = mtlfragfn;
MTLVertexDescriptor *vertdesc = [MTLVertexDescriptor vertexDescriptor];
switch (cache->vertexFunction) {
case SDL_METAL_VERTEX_SOLID:
/* position (float2) */
vertdesc.layouts[0].stride = sizeof(float) * 2;
vertdesc.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
vertdesc.attributes[0].format = MTLVertexFormatFloat2;
vertdesc.attributes[0].offset = 0;
vertdesc.attributes[0].bufferIndex = 0;
break;
case SDL_METAL_VERTEX_COPY:
/* position (float2), texcoord (float2) */
vertdesc.layouts[0].stride = sizeof(float) * 4;
vertdesc.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
vertdesc.attributes[0].format = MTLVertexFormatFloat2;
vertdesc.attributes[0].offset = 0;
vertdesc.attributes[0].bufferIndex = 0;
vertdesc.attributes[1].format = MTLVertexFormatFloat2;
vertdesc.attributes[1].offset = sizeof(float) * 2;
vertdesc.attributes[1].bufferIndex = 0;
break;
}
mtlpipedesc.vertexDescriptor = vertdesc;
MTLRenderPipelineColorAttachmentDescriptor *rtdesc = mtlpipedesc.colorAttachments[0];
rtdesc.pixelFormat = cache->renderTargetFormat;
if (blendmode != SDL_BLENDMODE_NONE) {
rtdesc.blendingEnabled = YES;
rtdesc.sourceRGBBlendFactor = GetBlendFactor(SDL_GetBlendModeSrcColorFactor(blendmode));
rtdesc.destinationRGBBlendFactor = GetBlendFactor(SDL_GetBlendModeDstColorFactor(blendmode));
rtdesc.rgbBlendOperation = GetBlendOperation(SDL_GetBlendModeColorOperation(blendmode));
rtdesc.sourceAlphaBlendFactor = GetBlendFactor(SDL_GetBlendModeSrcAlphaFactor(blendmode));
rtdesc.destinationAlphaBlendFactor = GetBlendFactor(SDL_GetBlendModeDstAlphaFactor(blendmode));
rtdesc.alphaBlendOperation = GetBlendOperation(SDL_GetBlendModeAlphaOperation(blendmode));
} else {
rtdesc.blendingEnabled = NO;
}
mtlpipedesc.label = [@(cache->label) stringByAppendingString:blendlabel];
NSError *err = nil;
id<MTLRenderPipelineState> state = [data.mtldevice newRenderPipelineStateWithDescriptor:mtlpipedesc error:&err];
SDL_assert(err == nil);
METAL_PipelineState pipeline;
pipeline.blendMode = blendmode;
pipeline.pipe = (void *)CFBridgingRetain(state);
METAL_PipelineState *states = SDL_realloc(cache->states, (cache->count + 1) * sizeof(pipeline));
#if !__has_feature(objc_arc)
[mtlpipedesc release]; // !!! FIXME: can these be reused for each creation, or does the pipeline obtain it?
[mtlvertfn release];
[mtlfragfn release];
[state release];
#endif
if (states) {
states[cache->count++] = pipeline;
cache->states = states;
return (__bridge id<MTLRenderPipelineState>)pipeline.pipe;
} else {
CFBridgingRelease(pipeline.pipe);
SDL_OutOfMemory();
return NULL;
}
}
static void
MakePipelineCache(METAL_RenderData *data, METAL_PipelineCache *cache, const char *label,
MTLPixelFormat rtformat, SDL_MetalVertexFunction vertfn, SDL_MetalFragmentFunction fragfn)
{
SDL_zerop(cache);
cache->vertexFunction = vertfn;
cache->fragmentFunction = fragfn;
cache->renderTargetFormat = rtformat;
cache->label = label;
/* Create pipeline states for the default blend modes. Custom blend modes
* will be added to the cache on-demand. */
MakePipelineState(data, cache, @" (blend=none)", SDL_BLENDMODE_NONE);
MakePipelineState(data, cache, @" (blend=blend)", SDL_BLENDMODE_BLEND);
MakePipelineState(data, cache, @" (blend=add)", SDL_BLENDMODE_ADD);
MakePipelineState(data, cache, @" (blend=mod)", SDL_BLENDMODE_MOD);
MakePipelineState(data, cache, @" (blend=mul)", SDL_BLENDMODE_MUL);
}
static void
DestroyPipelineCache(METAL_PipelineCache *cache)
{
if (cache != NULL) {
for (int i = 0; i < cache->count; i++) {
CFBridgingRelease(cache->states[i].pipe);
}
SDL_free(cache->states);
}
}
void
MakeShaderPipelines(METAL_RenderData *data, METAL_ShaderPipelines *pipelines, MTLPixelFormat rtformat)
{
SDL_zerop(pipelines);
pipelines->renderTargetFormat = rtformat;
MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_SOLID], "SDL primitives pipeline", rtformat, SDL_METAL_VERTEX_SOLID, SDL_METAL_FRAGMENT_SOLID);
MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_COPY], "SDL copy pipeline", rtformat, SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_COPY);
MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_YUV], "SDL YUV pipeline", rtformat, SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_YUV);
MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_NV12], "SDL NV12 pipeline", rtformat, SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_NV12);
MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_NV21], "SDL NV21 pipeline", rtformat, SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_NV21);
}
static METAL_ShaderPipelines *
ChooseShaderPipelines(METAL_RenderData *data, MTLPixelFormat rtformat)
{
METAL_ShaderPipelines *allpipelines = data.allpipelines;
int count = data.pipelinescount;
for (int i = 0; i < count; i++) {
if (allpipelines[i].renderTargetFormat == rtformat) {
return &allpipelines[i];
}
}
allpipelines = SDL_realloc(allpipelines, (count + 1) * sizeof(METAL_ShaderPipelines));
if (allpipelines == NULL) {
SDL_OutOfMemory();
return NULL;
}
MakeShaderPipelines(data, &allpipelines[count], rtformat);
data.allpipelines = allpipelines;
data.pipelinescount = count + 1;
return &data.allpipelines[count];
}
static void
DestroyAllPipelines(METAL_ShaderPipelines *allpipelines, int count)
{
if (allpipelines != NULL) {
for (int i = 0; i < count; i++) {
for (int cache = 0; cache < SDL_METAL_FRAGMENT_COUNT; cache++) {
DestroyPipelineCache(&allpipelines[i].caches[cache]);
}
}
SDL_free(allpipelines);
}
}
static inline id<MTLRenderPipelineState>
ChoosePipelineState(METAL_RenderData *data, METAL_ShaderPipelines *pipelines, SDL_MetalFragmentFunction fragfn, SDL_BlendMode blendmode)
{
METAL_PipelineCache *cache = &pipelines->caches[fragfn];
for (int i = 0; i < cache->count; i++) {
if (cache->states[i].blendMode == blendmode) {
return (__bridge id<MTLRenderPipelineState>)cache->states[i].pipe;
}
}
return MakePipelineState(data, cache, [NSString stringWithFormat:@" (blend=custom 0x%x)", blendmode], blendmode);
}
static void
METAL_ActivateRenderCommandEncoder(SDL_Renderer * renderer, MTLLoadAction load, MTLClearColor *clear_color, id<MTLBuffer> vertex_buffer)
{
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
/* Our SetRenderTarget just signals that the next render operation should
* set up a new render pass. This is where that work happens. */
if (data.mtlcmdencoder == nil) {
id<MTLTexture> mtltexture = nil;
if (renderer->target != NULL) {
METAL_TextureData *texdata = (__bridge METAL_TextureData *)renderer->target->driverdata;
mtltexture = texdata.mtltexture;
} else {
if (data.mtlbackbuffer == nil) {
/* The backbuffer's contents aren't guaranteed to persist after
* presenting, so we can leave it undefined when loading it. */
data.mtlbackbuffer = [data.mtllayer nextDrawable];
if (load == MTLLoadActionLoad) {
load = MTLLoadActionDontCare;
}
}
mtltexture = data.mtlbackbuffer.texture;
}
SDL_assert(mtltexture);
if (load == MTLLoadActionClear) {
SDL_assert(clear_color != NULL);
data.mtlpassdesc.colorAttachments[0].clearColor = *clear_color;
}
data.mtlpassdesc.colorAttachments[0].loadAction = load;
data.mtlpassdesc.colorAttachments[0].texture = mtltexture;
data.mtlcmdbuffer = [data.mtlcmdqueue commandBuffer];
data.mtlcmdencoder = [data.mtlcmdbuffer renderCommandEncoderWithDescriptor:data.mtlpassdesc];
if (data.mtlbackbuffer != nil && mtltexture == data.mtlbackbuffer.texture) {
data.mtlcmdencoder.label = @"SDL metal renderer backbuffer";
} else {
data.mtlcmdencoder.label = @"SDL metal renderer render target";
}
/* Set up buffer bindings for positions, texcoords, and color once here,
* the offsets are adjusted in the code that uses them. */
if (vertex_buffer != nil) {
[data.mtlcmdencoder setVertexBuffer:vertex_buffer offset:0 atIndex:0];
[data.mtlcmdencoder setFragmentBuffer:vertex_buffer offset:0 atIndex:0];
}
data.activepipelines = ChooseShaderPipelines(data, mtltexture.pixelFormat);
// make sure this has a definite place in the queue. This way it will
// execute reliably whether the app tries to make its own command buffers
// or whatever. This means we can _always_ batch rendering commands!
[data.mtlcmdbuffer enqueue];
}
}
static void
METAL_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{
if (event->event == SDL_WINDOWEVENT_SHOWN ||
event->event == SDL_WINDOWEVENT_HIDDEN) {
// !!! FIXME: write me
}
}
static int
METAL_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
{ @autoreleasepool {
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
if (w) {
*w = (int)data.mtllayer.drawableSize.width;
}
if (h) {
*h = (int)data.mtllayer.drawableSize.height;
}
return 0;
}}
static SDL_bool
METAL_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
{
SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode);
SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
if (GetBlendFactor(srcColorFactor) == invalidBlendFactor ||
GetBlendFactor(srcAlphaFactor) == invalidBlendFactor ||
GetBlendOperation(colorOperation) == invalidBlendOperation ||
GetBlendFactor(dstColorFactor) == invalidBlendFactor ||
GetBlendFactor(dstAlphaFactor) == invalidBlendFactor ||
GetBlendOperation(alphaOperation) == invalidBlendOperation) {
return SDL_FALSE;
}
return SDL_TRUE;
}
static int
METAL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{ @autoreleasepool {
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
MTLPixelFormat pixfmt;
switch (texture->format) {
case SDL_PIXELFORMAT_ABGR8888:
pixfmt = MTLPixelFormatRGBA8Unorm;
break;
case SDL_PIXELFORMAT_ARGB8888:
pixfmt = MTLPixelFormatBGRA8Unorm;
break;
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_NV12:
case SDL_PIXELFORMAT_NV21:
pixfmt = MTLPixelFormatR8Unorm;
break;
default:
return SDL_SetError("Texture format %s not supported by Metal", SDL_GetPixelFormatName(texture->format));
}
MTLTextureDescriptor *mtltexdesc = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:pixfmt
width:(NSUInteger)texture->w height:(NSUInteger)texture->h mipmapped:NO];
/* Not available in iOS 8. */
if ([mtltexdesc respondsToSelector:@selector(usage)]) {
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
mtltexdesc.usage = MTLTextureUsageShaderRead | MTLTextureUsageRenderTarget;
} else {
mtltexdesc.usage = MTLTextureUsageShaderRead;
}
}
id<MTLTexture> mtltexture = [data.mtldevice newTextureWithDescriptor:mtltexdesc];
if (mtltexture == nil) {
return SDL_SetError("Texture allocation failed");
}
id<MTLTexture> mtltexture_uv = nil;
BOOL yuv = (texture->format == SDL_PIXELFORMAT_IYUV) || (texture->format == SDL_PIXELFORMAT_YV12);
BOOL nv12 = (texture->format == SDL_PIXELFORMAT_NV12) || (texture->format == SDL_PIXELFORMAT_NV21);
if (yuv) {
mtltexdesc.pixelFormat = MTLPixelFormatR8Unorm;
mtltexdesc.width = (texture->w + 1) / 2;
mtltexdesc.height = (texture->h + 1) / 2;
mtltexdesc.textureType = MTLTextureType2DArray;
mtltexdesc.arrayLength = 2;
} else if (nv12) {
mtltexdesc.pixelFormat = MTLPixelFormatRG8Unorm;
mtltexdesc.width = (texture->w + 1) / 2;
mtltexdesc.height = (texture->h + 1) / 2;
}
if (yuv || nv12) {
mtltexture_uv = [data.mtldevice newTextureWithDescriptor:mtltexdesc];
if (mtltexture_uv == nil) {
#if !__has_feature(objc_arc)
[mtltexture release];
#endif
return SDL_SetError("Texture allocation failed");
}
}
METAL_TextureData *texturedata = [[METAL_TextureData alloc] init];
if (texture->scaleMode == SDL_ScaleModeNearest) {
texturedata.mtlsampler = data.mtlsamplernearest;
} else {
texturedata.mtlsampler = data.mtlsamplerlinear;
}
texturedata.mtltexture = mtltexture;
texturedata.mtltexture_uv = mtltexture_uv;
texturedata.yuv = yuv;
texturedata.nv12 = nv12;
if (yuv) {
texturedata.fragmentFunction = SDL_METAL_FRAGMENT_YUV;
} else if (texture->format == SDL_PIXELFORMAT_NV12) {
texturedata.fragmentFunction = SDL_METAL_FRAGMENT_NV12;
} else if (texture->format == SDL_PIXELFORMAT_NV21) {
texturedata.fragmentFunction = SDL_METAL_FRAGMENT_NV21;
} else {
texturedata.fragmentFunction = SDL_METAL_FRAGMENT_COPY;
}
if (yuv || nv12) {
size_t offset = 0;
SDL_YUV_CONVERSION_MODE mode = SDL_GetYUVConversionModeForResolution(texture->w, texture->h);
switch (mode) {
case SDL_YUV_CONVERSION_JPEG: offset = CONSTANTS_OFFSET_DECODE_JPEG; break;
case SDL_YUV_CONVERSION_BT601: offset = CONSTANTS_OFFSET_DECODE_BT601; break;
case SDL_YUV_CONVERSION_BT709: offset = CONSTANTS_OFFSET_DECODE_BT709; break;
default: offset = 0; break;
}
texturedata.conversionBufferOffset = offset;
}
texture->driverdata = (void*)CFBridgingRetain(texturedata);
#if !__has_feature(objc_arc)
[texturedata release];
[mtltexture release];
[mtltexture_uv release];
#endif
return 0;
}}
static void
METAL_UploadTextureData(id<MTLTexture> texture, SDL_Rect rect, int slice,
const void * pixels, int pitch)
{
[texture replaceRegion:MTLRegionMake2D(rect.x, rect.y, rect.w, rect.h)
mipmapLevel:0
slice:slice
withBytes:pixels
bytesPerRow:pitch
bytesPerImage:0];
}
static MTLStorageMode
METAL_GetStorageMode(id<MTLResource> resource)
{
/* iOS 8 does not have this method. */
if ([resource respondsToSelector:@selector(storageMode)]) {
return resource.storageMode;
}
return MTLStorageModeShared;
}
static int
METAL_UpdateTextureInternal(SDL_Renderer * renderer, METAL_TextureData *texturedata,
id<MTLTexture> texture, SDL_Rect rect, int slice,
const void * pixels, int pitch)
{
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
SDL_Rect stagingrect = {0, 0, rect.w, rect.h};
MTLTextureDescriptor *desc;
/* If the texture is managed or shared and this is the first upload, we can
* use replaceRegion to upload to it directly. Otherwise we upload the data
* to a staging texture and copy that over. */
if (!texturedata.hasdata && METAL_GetStorageMode(texture) != MTLStorageModePrivate) {
METAL_UploadTextureData(texture, rect, slice, pixels, pitch);
return 0;
}
desc = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:texture.pixelFormat
width:rect.w
height:rect.h
mipmapped:NO];
if (desc == nil) {
return SDL_OutOfMemory();
}
/* TODO: We could have a pool of textures or a MTLHeap we allocate from,
* and release a staging texture back to the pool in the command buffer's
* completion handler. */
id<MTLTexture> stagingtex = [data.mtldevice newTextureWithDescriptor:desc];
if (stagingtex == nil) {
return SDL_OutOfMemory();
}
#if !__has_feature(objc_arc)
[stagingtex autorelease];
#endif
METAL_UploadTextureData(stagingtex, stagingrect, 0, pixels, pitch);
if (data.mtlcmdencoder != nil) {
[data.mtlcmdencoder endEncoding];
data.mtlcmdencoder = nil;
}
if (data.mtlcmdbuffer == nil) {
data.mtlcmdbuffer = [data.mtlcmdqueue commandBuffer];
}
id<MTLBlitCommandEncoder> blitcmd = [data.mtlcmdbuffer blitCommandEncoder];
[blitcmd copyFromTexture:stagingtex
sourceSlice:0
sourceLevel:0
sourceOrigin:MTLOriginMake(0, 0, 0)
sourceSize:MTLSizeMake(rect.w, rect.h, 1)
toTexture:texture
destinationSlice:slice
destinationLevel:0
destinationOrigin:MTLOriginMake(rect.x, rect.y, 0)];
[blitcmd endEncoding];
/* TODO: This isn't very efficient for the YUV formats, which call
* UpdateTextureInternal multiple times in a row. */
[data.mtlcmdbuffer commit];
data.mtlcmdbuffer = nil;
return 0;
}
static int
METAL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
{ @autoreleasepool {
METAL_TextureData *texturedata = (__bridge METAL_TextureData *)texture->driverdata;
if (METAL_UpdateTextureInternal(renderer, texturedata, texturedata.mtltexture, *rect, 0, pixels, pitch) < 0) {
return -1;
}
if (texturedata.yuv) {
int Uslice = texture->format == SDL_PIXELFORMAT_YV12 ? 1 : 0;
int Vslice = texture->format == SDL_PIXELFORMAT_YV12 ? 0 : 1;
int UVpitch = (pitch + 1) / 2;
SDL_Rect UVrect = {rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2};
/* Skip to the correct offset into the next texture */
pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
if (METAL_UpdateTextureInternal(renderer, texturedata, texturedata.mtltexture_uv, UVrect, Uslice, pixels, UVpitch) < 0) {
return -1;
}
/* Skip to the correct offset into the next texture */
pixels = (const void*)((const Uint8*)pixels + UVrect.h * UVpitch);
if (METAL_UpdateTextureInternal(renderer, texturedata, texturedata.mtltexture_uv, UVrect, Vslice, pixels, UVpitch) < 0) {
return -1;
}
}
if (texturedata.nv12) {
SDL_Rect UVrect = {rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2};
int UVpitch = 2 * ((pitch + 1) / 2);
/* Skip to the correct offset into the next texture */
pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
if (METAL_UpdateTextureInternal(renderer, texturedata, texturedata.mtltexture_uv, UVrect, 0, pixels, UVpitch) < 0) {
return -1;
}
}
texturedata.hasdata = YES;
return 0;
}}
static int
METAL_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *Uplane, int Upitch,
const Uint8 *Vplane, int Vpitch)
{ @autoreleasepool {
METAL_TextureData *texturedata = (__bridge METAL_TextureData *)texture->driverdata;
const int Uslice = 0;
const int Vslice = 1;
SDL_Rect UVrect = {rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2};
/* Bail out if we're supposed to update an empty rectangle */
if (rect->w <= 0 || rect->h <= 0) {
return 0;
}
if (METAL_UpdateTextureInternal(renderer, texturedata, texturedata.mtltexture, *rect, 0, Yplane, Ypitch) < 0) {
return -1;
}
if (METAL_UpdateTextureInternal(renderer, texturedata, texturedata.mtltexture_uv, UVrect, Uslice, Uplane, Upitch)) {
return -1;
}
if (METAL_UpdateTextureInternal(renderer, texturedata, texturedata.mtltexture_uv, UVrect, Vslice, Vplane, Vpitch)) {
return -1;
}
texturedata.hasdata = YES;
return 0;
}}
static int
METAL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch)
{ @autoreleasepool {
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
METAL_TextureData *texturedata = (__bridge METAL_TextureData *)texture->driverdata;
int buffersize = 0;
id<MTLBuffer> lockedbuffer = nil;
if (rect->w <= 0 || rect->h <= 0) {
return SDL_SetError("Invalid rectangle dimensions for LockTexture.");
}
*pitch = SDL_BYTESPERPIXEL(texture->format) * rect->w;
if (texturedata.yuv || texturedata.nv12) {
buffersize = ((*pitch) * rect->h) + (2 * (*pitch + 1) / 2) * ((rect->h + 1) / 2);
} else {
buffersize = (*pitch) * rect->h;
}
lockedbuffer = [data.mtldevice newBufferWithLength:buffersize options:MTLResourceStorageModeShared];
if (lockedbuffer == nil) {
return SDL_OutOfMemory();
}
texturedata.lockedrect = *rect;
texturedata.lockedbuffer = lockedbuffer;
*pixels = [lockedbuffer contents];
/* METAL_TextureData.lockedbuffer retains. */
#if !__has_feature(objc_arc)
[lockedbuffer release];
#endif
return 0;
}}
static void
METAL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{ @autoreleasepool {
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
METAL_TextureData *texturedata = (__bridge METAL_TextureData *)texture->driverdata;
SDL_Rect rect = texturedata.lockedrect;
int pitch = SDL_BYTESPERPIXEL(texture->format) * rect.w;
SDL_Rect UVrect = {rect.x / 2, rect.y / 2, (rect.w + 1) / 2, (rect.h + 1) / 2};
if (texturedata.lockedbuffer == nil) {
return;
}
if (data.mtlcmdencoder != nil) {
[data.mtlcmdencoder endEncoding];
data.mtlcmdencoder = nil;
}
if (data.mtlcmdbuffer == nil) {
data.mtlcmdbuffer = [data.mtlcmdqueue commandBuffer];
}
id<MTLBlitCommandEncoder> blitcmd = [data.mtlcmdbuffer blitCommandEncoder];
[blitcmd copyFromBuffer:texturedata.lockedbuffer
sourceOffset:0
sourceBytesPerRow:pitch
sourceBytesPerImage:0
sourceSize:MTLSizeMake(rect.w, rect.h, 1)
toTexture:texturedata.mtltexture
destinationSlice:0
destinationLevel:0
destinationOrigin:MTLOriginMake(rect.x, rect.y, 0)];
if (texturedata.yuv) {
int Uslice = texture->format == SDL_PIXELFORMAT_YV12 ? 1 : 0;
int Vslice = texture->format == SDL_PIXELFORMAT_YV12 ? 0 : 1;
int UVpitch = (pitch + 1) / 2;
[blitcmd copyFromBuffer:texturedata.lockedbuffer
sourceOffset:rect.h * pitch
sourceBytesPerRow:UVpitch
sourceBytesPerImage:UVpitch * UVrect.h
sourceSize:MTLSizeMake(UVrect.w, UVrect.h, 1)
toTexture:texturedata.mtltexture_uv
destinationSlice:Uslice
destinationLevel:0
destinationOrigin:MTLOriginMake(UVrect.x, UVrect.y, 0)];
[blitcmd copyFromBuffer:texturedata.lockedbuffer
sourceOffset:(rect.h * pitch) + UVrect.h * UVpitch
sourceBytesPerRow:UVpitch
sourceBytesPerImage:UVpitch * UVrect.h
sourceSize:MTLSizeMake(UVrect.w, UVrect.h, 1)
toTexture:texturedata.mtltexture_uv
destinationSlice:Vslice
destinationLevel:0
destinationOrigin:MTLOriginMake(UVrect.x, UVrect.y, 0)];
}
if (texturedata.nv12) {
int UVpitch = 2 * ((pitch + 1) / 2);
[blitcmd copyFromBuffer:texturedata.lockedbuffer
sourceOffset:rect.h * pitch
sourceBytesPerRow:UVpitch
sourceBytesPerImage:0
sourceSize:MTLSizeMake(UVrect.w, UVrect.h, 1)
toTexture:texturedata.mtltexture_uv
destinationSlice:0
destinationLevel:0
destinationOrigin:MTLOriginMake(UVrect.x, UVrect.y, 0)];
}
[blitcmd endEncoding];
[data.mtlcmdbuffer commit];
data.mtlcmdbuffer = nil;
texturedata.lockedbuffer = nil; /* Retained property, so it calls release. */
texturedata.hasdata = YES;
}}
static void
METAL_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_ScaleMode scaleMode)
{ @autoreleasepool {
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
METAL_TextureData *texturedata = (__bridge METAL_TextureData *)texture->driverdata;
if (scaleMode == SDL_ScaleModeNearest) {
texturedata.mtlsampler = data.mtlsamplernearest;
} else {
texturedata.mtlsampler = data.mtlsamplerlinear;
}
}}
static int
METAL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
{ @autoreleasepool {
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
if (data.mtlcmdencoder) {
/* End encoding for the previous render target so we can set up a new
* render pass for this one. */
[data.mtlcmdencoder endEncoding];
[data.mtlcmdbuffer commit];
data.mtlcmdencoder = nil;
data.mtlcmdbuffer = nil;
}
/* We don't begin a new render pass right away - we delay it until an actual
* draw or clear happens. That way we can use hardware clears when possible,
* which are only available when beginning a new render pass. */
return 0;
}}
// normalize a value from 0.0f to len into 0.0f to 1.0f.
static inline float
normtex(const float _val, const float len)
{
return _val / len;
}
static int
METAL_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd)
{
float projection[4][4]; /* Prepare an orthographic projection */
const int w = cmd->data.viewport.rect.w;
const int h = cmd->data.viewport.rect.h;
const size_t matrixlen = sizeof (projection);
float *matrix = (float *) SDL_AllocateRenderVertices(renderer, matrixlen, CONSTANT_ALIGN(16), &cmd->data.viewport.first);
if (!matrix) {
return -1;
}
SDL_memset(projection, '\0', matrixlen);
if (w && h) {
projection[0][0] = 2.0f / w;
projection[1][1] = -2.0f / h;
projection[3][0] = -1.0f;
projection[3][1] = 1.0f;
projection[3][3] = 1.0f;
}
SDL_memcpy(matrix, projection, matrixlen);
return 0;
}
static int
METAL_QueueSetDrawColor(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
{
const size_t vertlen = sizeof (float) * 4;
float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(16), &cmd->data.color.first);
if (!verts) {
return -1;
}
*(verts++) = ((float)cmd->data.color.r) / 255.0f;
*(verts++) = ((float)cmd->data.color.g) / 255.0f;
*(verts++) = ((float)cmd->data.color.b) / 255.0f;
*(verts++) = ((float)cmd->data.color.a) / 255.0f;
return 0;
}
static int
METAL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
const size_t vertlen = (sizeof (float) * 2) * count;
float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
if (!verts) {
return -1;
}
cmd->data.draw.count = count;
SDL_memcpy(verts, points, vertlen);
return 0;
}
static int
METAL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
{
const size_t vertlen = (sizeof (float) * 8) * count;
float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
if (!verts) {
return -1;
}
cmd->data.draw.count = count;
/* Quads in the following vertex order (matches the quad index buffer):
* 1---3
* | \ |
* 0---2
*/
for (int i = 0; i < count; i++, rects++) {
if ((rects->w <= 0.0f) || (rects->h <= 0.0f)) {
cmd->data.draw.count--;
} else {
*(verts++) = rects->x;
*(verts++) = rects->y + rects->h;
*(verts++) = rects->x;
*(verts++) = rects->y;
*(verts++) = rects->x + rects->w;
*(verts++) = rects->y + rects->h;
*(verts++) = rects->x + rects->w;
*(verts++) = rects->y;
}
}
if (cmd->data.draw.count == 0) {
cmd->command = SDL_RENDERCMD_NO_OP; // nothing to do, just skip this one later.
}
return 0;
}
static int
METAL_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect)
{
const float texw = (float) texture->w;
const float texh = (float) texture->h;
// !!! FIXME: use an index buffer
const size_t vertlen = (sizeof (float) * 16);
float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
if (!verts) {
return -1;
}
cmd->data.draw.count = 1;
/* Interleaved positions and texture coordinates */
*(verts++) = dstrect->x;
*(verts++) = dstrect->y + dstrect->h;
*(verts++) = normtex(srcrect->x, texw);
*(verts++) = normtex(srcrect->y + srcrect->h, texh);
*(verts++) = dstrect->x;
*(verts++) = dstrect->y;
*(verts++) = normtex(srcrect->x, texw);
*(verts++) = normtex(srcrect->y, texh);
*(verts++) = dstrect->x + dstrect->w;
*(verts++) = dstrect->y + dstrect->h;
*(verts++) = normtex(srcrect->x + srcrect->w, texw);
*(verts++) = normtex(srcrect->y + srcrect->h, texh);
*(verts++) = dstrect->x + dstrect->w;
*(verts++) = dstrect->y;
*(verts++) = normtex(srcrect->x + srcrect->w, texw);
*(verts++) = normtex(srcrect->y, texh);
return 0;
}
static int
METAL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
const SDL_Rect * srcquad, const SDL_FRect * dstrect,
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
{
const float texw = (float) texture->w;
const float texh = (float) texture->h;
const float rads = (float)(M_PI * (float) angle / 180.0f);
const float c = cosf(rads), s = sinf(rads);
float minu, maxu, minv, maxv;
const size_t vertlen = (sizeof (float) * 32);
float *verts;
// cheat and store this offset in (count) because it needs to be aligned in ways other fields don't and we aren't using count otherwise.
verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, CONSTANT_ALIGN(16), &cmd->data.draw.count);
if (!verts) {
return -1;
}
// transform matrix
SDL_memset(verts, '\0', sizeof (*verts) * 16);
verts[10] = verts[15] = 1.0f;
// rotation
verts[0] = c;
verts[1] = s;
verts[4] = -s;
verts[5] = c;
// translation
verts[12] = dstrect->x + center->x;
verts[13] = dstrect->y + center->y;
// rest of the vertices don't need the aggressive alignment. Pack them in.
verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
if (!verts) {
return -1;
}
minu = normtex(srcquad->x, texw);
maxu = normtex(srcquad->x + srcquad->w, texw);
minv = normtex(srcquad->y, texh);
maxv = normtex(srcquad->y + srcquad->h, texh);
if (flip & SDL_FLIP_HORIZONTAL) {
float tmp = maxu;
maxu = minu;
minu = tmp;
}
if (flip & SDL_FLIP_VERTICAL) {
float tmp = maxv;
maxv = minv;
minv = tmp;
}
/* Interleaved positions and texture coordinates */
*(verts++) = -center->x;
*(verts++) = dstrect->h - center->y;
*(verts++) = minu;
*(verts++) = maxv;
*(verts++) = -center->x;
*(verts++) = -center->y;
*(verts++) = minu;
*(verts++) = minv;
*(verts++) = dstrect->w - center->x;
*(verts++) = dstrect->h - center->y;
*(verts++) = maxu;
*(verts++) = maxv;
*(verts++) = dstrect->w - center->x;
*(verts++) = -center->y;
*(verts++) = maxu;
*(verts++) = minv;
return 0;
}
typedef struct
{
#if __has_feature(objc_arc)
__unsafe_unretained id<MTLRenderPipelineState> pipeline;
__unsafe_unretained id<MTLBuffer> vertex_buffer;
#else
id<MTLRenderPipelineState> pipeline;
id<MTLBuffer> vertex_buffer;
#endif
size_t constants_offset;
SDL_Texture *texture;
SDL_bool cliprect_dirty;
SDL_bool cliprect_enabled;
SDL_Rect cliprect;
SDL_bool viewport_dirty;
SDL_Rect viewport;
size_t projection_offset;
SDL_bool color_dirty;
size_t color_offset;
} METAL_DrawStateCache;
static void
SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, const SDL_MetalFragmentFunction shader,
const size_t constants_offset, id<MTLBuffer> mtlbufvertex, METAL_DrawStateCache *statecache)
{
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
const SDL_BlendMode blend = cmd->data.draw.blend;
size_t first = cmd->data.draw.first;
id<MTLRenderPipelineState> newpipeline;
METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionLoad, NULL, statecache->vertex_buffer);
if (statecache->viewport_dirty) {
MTLViewport viewport;
viewport.originX = statecache->viewport.x;
viewport.originY = statecache->viewport.y;
viewport.width = statecache->viewport.w;
viewport.height = statecache->viewport.h;
viewport.znear = 0.0;
viewport.zfar = 1.0;
[data.mtlcmdencoder setViewport:viewport];
[data.mtlcmdencoder setVertexBuffer:mtlbufvertex offset:statecache->projection_offset atIndex:2]; // projection
statecache->viewport_dirty = SDL_FALSE;
}
if (statecache->cliprect_dirty) {
MTLScissorRect mtlrect;
if (statecache->cliprect_enabled) {
const SDL_Rect *rect = &statecache->cliprect;
mtlrect.x = statecache->viewport.x + rect->x;
mtlrect.y = statecache->viewport.y + rect->y;
mtlrect.width = rect->w;
mtlrect.height = rect->h;
} else {
mtlrect.x = statecache->viewport.x;
mtlrect.y = statecache->viewport.y;
mtlrect.width = statecache->viewport.w;
mtlrect.height = statecache->viewport.h;
}
if (mtlrect.width > 0 && mtlrect.height > 0) {
[data.mtlcmdencoder setScissorRect:mtlrect];
}
statecache->cliprect_dirty = SDL_FALSE;
}
if (statecache->color_dirty) {
[data.mtlcmdencoder setFragmentBufferOffset:statecache->color_offset atIndex:0];
statecache->color_dirty = SDL_FALSE;
}
newpipeline = ChoosePipelineState(data, data.activepipelines, shader, blend);
if (newpipeline != statecache->pipeline) {
[data.mtlcmdencoder setRenderPipelineState:newpipeline];
statecache->pipeline = newpipeline;
}
if (constants_offset != statecache->constants_offset) {
if (constants_offset != CONSTANTS_OFFSET_INVALID) {
[data.mtlcmdencoder setVertexBuffer:data.mtlbufconstants offset:constants_offset atIndex:3];
}
statecache->constants_offset = constants_offset;
}
[data.mtlcmdencoder setVertexBufferOffset:first atIndex:0]; /* position/texcoords */
}
static void
SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, const size_t constants_offset,
id<MTLBuffer> mtlbufvertex, METAL_DrawStateCache *statecache)
{
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
SDL_Texture *texture = cmd->data.draw.texture;
METAL_TextureData *texturedata = (__bridge METAL_TextureData *)texture->driverdata;
SetDrawState(renderer, cmd, texturedata.fragmentFunction, constants_offset, mtlbufvertex, statecache);
if (texture != statecache->texture) {
METAL_TextureData *oldtexturedata = NULL;
if (statecache->texture) {
oldtexturedata = (__bridge METAL_TextureData *) statecache->texture->driverdata;
}
if (!oldtexturedata || (texturedata.mtlsampler != oldtexturedata.mtlsampler)) {
[data.mtlcmdencoder setFragmentSamplerState:texturedata.mtlsampler atIndex:0];
}
[data.mtlcmdencoder setFragmentTexture:texturedata.mtltexture atIndex:0];
if (texturedata.yuv || texturedata.nv12) {
[data.mtlcmdencoder setFragmentTexture:texturedata.mtltexture_uv atIndex:1];
[data.mtlcmdencoder setFragmentBuffer:data.mtlbufconstants offset:texturedata.conversionBufferOffset atIndex:1];
}
statecache->texture = texture;
}
}
static int
METAL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
{ @autoreleasepool {
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
METAL_DrawStateCache statecache;
SDL_zero(statecache);
id<MTLBuffer> mtlbufvertex = nil;
statecache.pipeline = nil;
statecache.vertex_buffer = nil;
statecache.constants_offset = CONSTANTS_OFFSET_INVALID;
statecache.texture = NULL;
statecache.color_dirty = SDL_TRUE;
statecache.cliprect_dirty = SDL_TRUE;
statecache.viewport_dirty = SDL_TRUE;
statecache.projection_offset = 0;
statecache.color_offset = 0;
// !!! FIXME: have a ring of pre-made MTLBuffers we cycle through? How expensive is creation?
if (vertsize > 0) {
/* We can memcpy to a shared buffer from the CPU and read it from the GPU
* without any extra copying. It's a bit slower on macOS to read shared
* data from the GPU than to read managed/private data, but we avoid the
* cost of copying the data and the code's simpler. Apple's best
* practices guide recommends this approach for streamed vertex data.
* TODO: this buffer is also used for constants. Is performance still
* good for those, or should we have a managed buffer for them? */
mtlbufvertex = [data.mtldevice newBufferWithLength:vertsize options:MTLResourceStorageModeShared];
#if !__has_feature(objc_arc)
[mtlbufvertex autorelease];
#endif
mtlbufvertex.label = @"SDL vertex data";
SDL_memcpy([mtlbufvertex contents], vertices, vertsize);
statecache.vertex_buffer = mtlbufvertex;
}
// If there's a command buffer here unexpectedly (app requested one?). Commit it so we can start fresh.
[data.mtlcmdencoder endEncoding];
[data.mtlcmdbuffer commit];
data.mtlcmdencoder = nil;
data.mtlcmdbuffer = nil;
while (cmd) {
switch (cmd->command) {
case SDL_RENDERCMD_SETVIEWPORT: {
SDL_memcpy(&statecache.viewport, &cmd->data.viewport.rect, sizeof (statecache.viewport));
statecache.projection_offset = cmd->data.viewport.first;
statecache.viewport_dirty = SDL_TRUE;
statecache.cliprect_dirty = SDL_TRUE;
break;
}
case SDL_RENDERCMD_SETCLIPRECT: {
SDL_memcpy(&statecache.cliprect, &cmd->data.cliprect.rect, sizeof (statecache.cliprect));
statecache.cliprect_enabled = cmd->data.cliprect.enabled;
statecache.cliprect_dirty = SDL_TRUE;
break;
}
case SDL_RENDERCMD_SETDRAWCOLOR: {
statecache.color_offset = cmd->data.color.first;
statecache.color_dirty = SDL_TRUE;
break;
}
case SDL_RENDERCMD_CLEAR: {
/* If we're already encoding a command buffer, dump it without committing it. We'd just
clear all its work anyhow, and starting a new encoder will let us use a hardware clear
operation via MTLLoadActionClear. */
if (data.mtlcmdencoder != nil) {
[data.mtlcmdencoder endEncoding];
// !!! FIXME: have to commit, or an uncommitted but enqueued buffer will prevent the frame from finishing.
[data.mtlcmdbuffer commit];
data.mtlcmdencoder = nil;
data.mtlcmdbuffer = nil;
}
// force all this state to be reconfigured on next command buffer.
statecache.pipeline = nil;
statecache.constants_offset = CONSTANTS_OFFSET_INVALID;
statecache.texture = NULL;
statecache.color_dirty = SDL_TRUE;
statecache.cliprect_dirty = SDL_TRUE;
statecache.viewport_dirty = SDL_TRUE;
const Uint8 r = cmd->data.color.r;
const Uint8 g = cmd->data.color.g;
const Uint8 b = cmd->data.color.b;
const Uint8 a = cmd->data.color.a;
MTLClearColor color = MTLClearColorMake(r / 255.0f, g / 255.0f, b / 255.0f, a / 255.0f);
// get new command encoder, set up with an initial clear operation.
METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionClear, &color, mtlbufvertex);
break;
}
case SDL_RENDERCMD_DRAW_POINTS:
case SDL_RENDERCMD_DRAW_LINES: {
const size_t count = cmd->data.draw.count;
const MTLPrimitiveType primtype = (cmd->command == SDL_RENDERCMD_DRAW_POINTS) ? MTLPrimitiveTypePoint : MTLPrimitiveTypeLineStrip;
SetDrawState(renderer, cmd, SDL_METAL_FRAGMENT_SOLID, CONSTANTS_OFFSET_HALF_PIXEL_TRANSFORM, mtlbufvertex, &statecache);
[data.mtlcmdencoder drawPrimitives:primtype vertexStart:0 vertexCount:count];
break;
}
case SDL_RENDERCMD_FILL_RECTS: {
const size_t count = cmd->data.draw.count;
const size_t maxcount = UINT16_MAX / 4;
SetDrawState(renderer, cmd, SDL_METAL_FRAGMENT_SOLID, CONSTANTS_OFFSET_IDENTITY, mtlbufvertex, &statecache);
if (count == 1) {
[data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
} else {
/* Our index buffer has 16 bit indices, so we can only draw
* 65k vertices (16k rects) at a time. */
for (size_t i = 0; i < count; i += maxcount) {
/* Set the vertex buffer offset for our current positions.
* The vertex buffer itself was bound in SetDrawState. */
[data.mtlcmdencoder setVertexBufferOffset:cmd->data.draw.first + i*sizeof(float)*8 atIndex:0];
[data.mtlcmdencoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
indexCount:SDL_min(maxcount, count - i) * 6
indexType:MTLIndexTypeUInt16
indexBuffer:data.mtlbufquadindices
indexBufferOffset:0];
}
}
break;
}
case SDL_RENDERCMD_COPY: {
SetCopyState(renderer, cmd, CONSTANTS_OFFSET_IDENTITY, mtlbufvertex, &statecache);
[data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
break;
}
case SDL_RENDERCMD_COPY_EX: {
SetCopyState(renderer, cmd, CONSTANTS_OFFSET_INVALID, mtlbufvertex, &statecache);
[data.mtlcmdencoder setVertexBuffer:mtlbufvertex offset:cmd->data.draw.count atIndex:3]; // transform
[data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
break;
}
case SDL_RENDERCMD_NO_OP:
break;
}
cmd = cmd->next;
}
return 0;
}}
static int
METAL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 pixel_format, void * pixels, int pitch)
{ @autoreleasepool {
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionLoad, NULL, nil);
[data.mtlcmdencoder endEncoding];
id<MTLTexture> mtltexture = data.mtlpassdesc.colorAttachments[0].texture;
#ifdef __MACOSX__
/* on macOS with managed-storage textures, we need to tell the driver to
* update the CPU-side copy of the texture data.
* NOTE: Currently all of our textures are managed on macOS. We'll need some
* extra copying for any private textures. */
if (METAL_GetStorageMode(mtltexture) == MTLStorageModeManaged) {
id<MTLBlitCommandEncoder> blit = [data.mtlcmdbuffer blitCommandEncoder];
[blit synchronizeResource:mtltexture];
[blit endEncoding];
}
#endif
/* Commit the current command buffer and wait until it's completed, to make
* sure the GPU has finished rendering to it by the time we read it. */
[data.mtlcmdbuffer commit];
[data.mtlcmdbuffer waitUntilCompleted];
data.mtlcmdencoder = nil;
data.mtlcmdbuffer = nil;
MTLRegion mtlregion = MTLRegionMake2D(rect->x, rect->y, rect->w, rect->h);
// we only do BGRA8 or RGBA8 at the moment, so 4 will do.
const int temp_pitch = rect->w * 4;
void *temp_pixels = SDL_malloc(temp_pitch * rect->h);
if (!temp_pixels) {
return SDL_OutOfMemory();
}
[mtltexture getBytes:temp_pixels bytesPerRow:temp_pitch fromRegion:mtlregion mipmapLevel:0];
const Uint32 temp_format = (mtltexture.pixelFormat == MTLPixelFormatBGRA8Unorm) ? SDL_PIXELFORMAT_ARGB8888 : SDL_PIXELFORMAT_ABGR8888;
const int status = SDL_ConvertPixels(rect->w, rect->h, temp_format, temp_pixels, temp_pitch, pixel_format, pixels, pitch);
SDL_free(temp_pixels);
return status;
}}
static void
METAL_RenderPresent(SDL_Renderer * renderer)
{ @autoreleasepool {
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
if (data.mtlcmdencoder != nil) {
[data.mtlcmdencoder endEncoding];
}
if (data.mtlbackbuffer != nil) {
[data.mtlcmdbuffer presentDrawable:data.mtlbackbuffer];
}
if (data.mtlcmdbuffer != nil) {
[data.mtlcmdbuffer commit];
}
data.mtlcmdencoder = nil;
data.mtlcmdbuffer = nil;
data.mtlbackbuffer = nil;
}}
static void
METAL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{ @autoreleasepool {
CFBridgingRelease(texture->driverdata);
texture->driverdata = NULL;
}}
static void
METAL_DestroyRenderer(SDL_Renderer * renderer)
{ @autoreleasepool {
if (renderer->driverdata) {
METAL_RenderData *data = CFBridgingRelease(renderer->driverdata);
if (data.mtlcmdencoder != nil) {
[data.mtlcmdencoder endEncoding];
}
DestroyAllPipelines(data.allpipelines, data.pipelinescount);
SDL_Metal_DestroyView(data.mtlview);
}
SDL_free(renderer);
}}
static void *
METAL_GetMetalLayer(SDL_Renderer * renderer)
{ @autoreleasepool {
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
return (__bridge void*)data.mtllayer;
}}
static void *
METAL_GetMetalCommandEncoder(SDL_Renderer * renderer)
{ @autoreleasepool {
METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionLoad, NULL, nil);
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
return (__bridge void*)data.mtlcmdencoder;
}}
static SDL_Renderer *
METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
{ @autoreleasepool {
SDL_Renderer *renderer = NULL;
METAL_RenderData *data = NULL;
id<MTLDevice> mtldevice = nil;
SDL_MetalView view = NULL;
CAMetalLayer *layer = nil;
SDL_SysWMinfo syswm;
Uint32 window_flags;
SDL_bool changed_window = SDL_FALSE;
SDL_VERSION(&syswm.version);
if (!SDL_GetWindowWMInfo(window, &syswm)) {
return NULL;
}
if (IsMetalAvailable(&syswm) == -1) {
return NULL;
}
window_flags = SDL_GetWindowFlags(window);
if (!(window_flags & SDL_WINDOW_METAL)) {
changed_window = SDL_TRUE;
if (SDL_RecreateWindow(window, (window_flags & ~SDL_WINDOW_OPENGL) | SDL_WINDOW_METAL) < 0) {
return NULL;
}
}
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
if (!renderer) {
SDL_OutOfMemory();
if (changed_window) {
SDL_RecreateWindow(window, window_flags);
}
return NULL;
}
// !!! FIXME: MTLCopyAllDevices() can find other GPUs on macOS...
mtldevice = MTLCreateSystemDefaultDevice();
if (mtldevice == nil) {
SDL_free(renderer);
SDL_SetError("Failed to obtain Metal device");
if (changed_window) {
SDL_RecreateWindow(window, window_flags);
}
return NULL;
}
view = SDL_Metal_CreateView(window);
if (view == NULL) {
#if !__has_feature(objc_arc)
[mtldevice release];
#endif
SDL_free(renderer);
if (changed_window) {
SDL_RecreateWindow(window, window_flags);
}
return NULL;
}
// !!! FIXME: error checking on all of this.
data = [[METAL_RenderData alloc] init];
if (data == nil) {
#if !__has_feature(objc_arc)
[mtldevice release];
#endif
SDL_Metal_DestroyView(view);
SDL_free(renderer);
if (changed_window) {
SDL_RecreateWindow(window, window_flags);
}
return NULL;
}
renderer->driverdata = (void*)CFBridgingRetain(data);
renderer->window = window;
data.mtlview = view;
#ifdef __MACOSX__
layer = (CAMetalLayer *)[(NSView *)view layer];
#else
layer = (CAMetalLayer *)[(__bridge UIView *)view layer];
#endif
layer.device = mtldevice;
/* Necessary for RenderReadPixels. */
layer.framebufferOnly = NO;
data.mtldevice = layer.device;
data.mtllayer = layer;
id<MTLCommandQueue> mtlcmdqueue = [data.mtldevice newCommandQueue];
data.mtlcmdqueue = mtlcmdqueue;
data.mtlcmdqueue.label = @"SDL Metal Renderer";
data.mtlpassdesc = [MTLRenderPassDescriptor renderPassDescriptor];
NSError *err = nil;
// The compiled .metallib is embedded in a static array in a header file
// but the original shader source code is in SDL_shaders_metal.metal.
dispatch_data_t mtllibdata = dispatch_data_create(sdl_metallib, sdl_metallib_len, dispatch_get_global_queue(0, 0), ^{});
id<MTLLibrary> mtllibrary = [data.mtldevice newLibraryWithData:mtllibdata error:&err];
data.mtllibrary = mtllibrary;
SDL_assert(err == nil);
#if !__has_feature(objc_arc)
dispatch_release(mtllibdata);
#endif
data.mtllibrary.label = @"SDL Metal renderer shader library";
/* Do some shader pipeline state loading up-front rather than on demand. */
data.pipelinescount = 0;
data.allpipelines = NULL;
ChooseShaderPipelines(data, MTLPixelFormatBGRA8Unorm);
MTLSamplerDescriptor *samplerdesc = [[MTLSamplerDescriptor alloc] init];
samplerdesc.minFilter = MTLSamplerMinMagFilterNearest;
samplerdesc.magFilter = MTLSamplerMinMagFilterNearest;
id<MTLSamplerState> mtlsamplernearest = [data.mtldevice newSamplerStateWithDescriptor:samplerdesc];
data.mtlsamplernearest = mtlsamplernearest;
samplerdesc.minFilter = MTLSamplerMinMagFilterLinear;
samplerdesc.magFilter = MTLSamplerMinMagFilterLinear;
id<MTLSamplerState> mtlsamplerlinear = [data.mtldevice newSamplerStateWithDescriptor:samplerdesc];
data.mtlsamplerlinear = mtlsamplerlinear;
/* Note: matrices are column major. */
float identitytransform[16] = {
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
};
float halfpixeltransform[16] = {
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.0f, 1.0f,
};
/* Metal pads float3s to 16 bytes. */
float decodetransformJPEG[4*4] = {
0.0, -0.501960814, -0.501960814, 0.0, /* offset */
1.0000, 0.0000, 1.4020, 0.0, /* Rcoeff */
1.0000, -0.3441, -0.7141, 0.0, /* Gcoeff */
1.0000, 1.7720, 0.0000, 0.0, /* Bcoeff */
};
float decodetransformBT601[4*4] = {
-0.0627451017, -0.501960814, -0.501960814, 0.0, /* offset */
1.1644, 0.0000, 1.5960, 0.0, /* Rcoeff */
1.1644, -0.3918, -0.8130, 0.0, /* Gcoeff */
1.1644, 2.0172, 0.0000, 0.0, /* Bcoeff */
};
float decodetransformBT709[4*4] = {
0.0, -0.501960814, -0.501960814, 0.0, /* offset */
1.0000, 0.0000, 1.4020, 0.0, /* Rcoeff */
1.0000, -0.3441, -0.7141, 0.0, /* Gcoeff */
1.0000, 1.7720, 0.0000, 0.0, /* Bcoeff */
};
id<MTLBuffer> mtlbufconstantstaging = [data.mtldevice newBufferWithLength:CONSTANTS_LENGTH options:MTLResourceStorageModeShared];
#if !__has_feature(objc_arc)
[mtlbufconstantstaging autorelease];
#endif
char *constantdata = [mtlbufconstantstaging contents];
SDL_memcpy(constantdata + CONSTANTS_OFFSET_IDENTITY, identitytransform, sizeof(identitytransform));
SDL_memcpy(constantdata + CONSTANTS_OFFSET_HALF_PIXEL_TRANSFORM, halfpixeltransform, sizeof(halfpixeltransform));
SDL_memcpy(constantdata + CONSTANTS_OFFSET_DECODE_JPEG, decodetransformJPEG, sizeof(decodetransformJPEG));
SDL_memcpy(constantdata + CONSTANTS_OFFSET_DECODE_BT601, decodetransformBT601, sizeof(decodetransformBT601));
SDL_memcpy(constantdata + CONSTANTS_OFFSET_DECODE_BT709, decodetransformBT709, sizeof(decodetransformBT709));
int quadcount = UINT16_MAX / 4;
size_t indicessize = sizeof(UInt16) * quadcount * 6;
id<MTLBuffer> mtlbufquadindicesstaging = [data.mtldevice newBufferWithLength:indicessize options:MTLResourceStorageModeShared];
#if !__has_feature(objc_arc)
[mtlbufquadindicesstaging autorelease];
#endif
/* Quads in the following vertex order (matches the FillRects vertices):
* 1---3
* | \ |
* 0---2
*/
UInt16 *indexdata = [mtlbufquadindicesstaging contents];
for (int i = 0; i < quadcount; i++) {
indexdata[i * 6 + 0] = i * 4 + 0;
indexdata[i * 6 + 1] = i * 4 + 1;
indexdata[i * 6 + 2] = i * 4 + 2;
indexdata[i * 6 + 3] = i * 4 + 2;
indexdata[i * 6 + 4] = i * 4 + 1;
indexdata[i * 6 + 5] = i * 4 + 3;
}
id<MTLBuffer> mtlbufconstants = [data.mtldevice newBufferWithLength:CONSTANTS_LENGTH options:MTLResourceStorageModePrivate];
data.mtlbufconstants = mtlbufconstants;
data.mtlbufconstants.label = @"SDL constant data";
id<MTLBuffer> mtlbufquadindices = [data.mtldevice newBufferWithLength:indicessize options:MTLResourceStorageModePrivate];
data.mtlbufquadindices = mtlbufquadindices;
data.mtlbufquadindices.label = @"SDL quad index buffer";
id<MTLCommandBuffer> cmdbuffer = [data.mtlcmdqueue commandBuffer];
id<MTLBlitCommandEncoder> blitcmd = [cmdbuffer blitCommandEncoder];
[blitcmd copyFromBuffer:mtlbufconstantstaging sourceOffset:0 toBuffer:mtlbufconstants destinationOffset:0 size:CONSTANTS_LENGTH];
[blitcmd copyFromBuffer:mtlbufquadindicesstaging sourceOffset:0 toBuffer:mtlbufquadindices destinationOffset:0 size:indicessize];
[blitcmd endEncoding];
[cmdbuffer commit];
// !!! FIXME: force more clears here so all the drawables are sane to start, and our static buffers are definitely flushed.
renderer->WindowEvent = METAL_WindowEvent;
renderer->GetOutputSize = METAL_GetOutputSize;
renderer->SupportsBlendMode = METAL_SupportsBlendMode;
renderer->CreateTexture = METAL_CreateTexture;
renderer->UpdateTexture = METAL_UpdateTexture;
renderer->UpdateTextureYUV = METAL_UpdateTextureYUV;
renderer->LockTexture = METAL_LockTexture;
renderer->UnlockTexture = METAL_UnlockTexture;
renderer->SetTextureScaleMode = METAL_SetTextureScaleMode;
renderer->SetRenderTarget = METAL_SetRenderTarget;
renderer->QueueSetViewport = METAL_QueueSetViewport;
renderer->QueueSetDrawColor = METAL_QueueSetDrawColor;
renderer->QueueDrawPoints = METAL_QueueDrawPoints;
renderer->QueueDrawLines = METAL_QueueDrawPoints; // lines and points queue the same way.
renderer->QueueFillRects = METAL_QueueFillRects;
renderer->QueueCopy = METAL_QueueCopy;
renderer->QueueCopyEx = METAL_QueueCopyEx;
renderer->RunCommandQueue = METAL_RunCommandQueue;
renderer->RenderReadPixels = METAL_RenderReadPixels;
renderer->RenderPresent = METAL_RenderPresent;
renderer->DestroyTexture = METAL_DestroyTexture;
renderer->DestroyRenderer = METAL_DestroyRenderer;
renderer->GetMetalLayer = METAL_GetMetalLayer;
renderer->GetMetalCommandEncoder = METAL_GetMetalCommandEncoder;
renderer->info = METAL_RenderDriver.info;
renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
renderer->always_batch = SDL_TRUE;
#if defined(__MACOSX__) && defined(MAC_OS_X_VERSION_10_13)
if (@available(macOS 10.13, *)) {
data.mtllayer.displaySyncEnabled = (flags & SDL_RENDERER_PRESENTVSYNC) != 0;
if (data.mtllayer.displaySyncEnabled) {
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
}
} else
#endif
{
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
}
/* https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf */
int maxtexsize = 4096;
#if defined(__MACOSX__)
maxtexsize = 16384;
#elif defined(__TVOS__)
maxtexsize = 8192;
#ifdef __TVOS_11_0
if (@available(tvOS 11.0, *)) {
if ([mtldevice supportsFeatureSet:MTLFeatureSet_tvOS_GPUFamily2_v1]) {
maxtexsize = 16384;
}
}
#endif
#else
#ifdef __IPHONE_11_0
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunguarded-availability-new"
if ([mtldevice supportsFeatureSet:MTLFeatureSet_iOS_GPUFamily4_v1]) {
maxtexsize = 16384;
} else
#pragma clang diagnostic pop
#endif
#ifdef __IPHONE_10_0
if ([mtldevice supportsFeatureSet:MTLFeatureSet_iOS_GPUFamily3_v1]) {
maxtexsize = 16384;
} else
#endif
if ([mtldevice supportsFeatureSet:MTLFeatureSet_iOS_GPUFamily2_v2] || [mtldevice supportsFeatureSet:MTLFeatureSet_iOS_GPUFamily1_v2]) {
maxtexsize = 8192;
} else {
maxtexsize = 4096;
}
#endif
renderer->info.max_texture_width = maxtexsize;
renderer->info.max_texture_height = maxtexsize;
#if !__has_feature(objc_arc)
[mtlcmdqueue release];
[mtllibrary release];
[samplerdesc release];
[mtlsamplernearest release];
[mtlsamplerlinear release];
[mtlbufconstants release];
[mtlbufquadindices release];
[data release];
[mtldevice release];
#endif
return renderer;
}}
SDL_RenderDriver METAL_RenderDriver = {
METAL_CreateRenderer,
{
"metal",
(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
6,
{
SDL_PIXELFORMAT_ARGB8888,
SDL_PIXELFORMAT_ABGR8888,
SDL_PIXELFORMAT_YV12,
SDL_PIXELFORMAT_IYUV,
SDL_PIXELFORMAT_NV12,
SDL_PIXELFORMAT_NV21
},
0, 0,
}
};
#endif /* SDL_VIDEO_RENDER_METAL && !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/render/metal/SDL_render_metal.m | Objective-C | apache-2.0 | 71,223 |
#include <metal_texture>
#include <metal_matrix>
using namespace metal;
struct SolidVertexInput
{
float2 position [[attribute(0)]];
};
struct SolidVertexOutput
{
float4 position [[position]];
float pointSize [[point_size]];
};
vertex SolidVertexOutput SDL_Solid_vertex(SolidVertexInput in [[stage_in]],
constant float4x4 &projection [[buffer(2)]],
constant float4x4 &transform [[buffer(3)]])
{
SolidVertexOutput v;
v.position = (projection * transform) * float4(in.position, 0.0f, 1.0f);
v.pointSize = 1.0f;
return v;
}
fragment float4 SDL_Solid_fragment(const device float4 &col [[buffer(0)]])
{
return col;
}
struct CopyVertexInput
{
float2 position [[attribute(0)]];
float2 texcoord [[attribute(1)]];
};
struct CopyVertexOutput
{
float4 position [[position]];
float2 texcoord;
};
vertex CopyVertexOutput SDL_Copy_vertex(CopyVertexInput in [[stage_in]],
constant float4x4 &projection [[buffer(2)]],
constant float4x4 &transform [[buffer(3)]])
{
CopyVertexOutput v;
v.position = (projection * transform) * float4(in.position, 0.0f, 1.0f);
v.texcoord = in.texcoord;
return v;
}
fragment float4 SDL_Copy_fragment(CopyVertexOutput vert [[stage_in]],
const device float4 &col [[buffer(0)]],
texture2d<float> tex [[texture(0)]],
sampler s [[sampler(0)]])
{
return tex.sample(s, vert.texcoord) * col;
}
struct YUVDecode
{
float3 offset;
float3 Rcoeff;
float3 Gcoeff;
float3 Bcoeff;
};
fragment float4 SDL_YUV_fragment(CopyVertexOutput vert [[stage_in]],
const device float4 &col [[buffer(0)]],
constant YUVDecode &decode [[buffer(1)]],
texture2d<float> texY [[texture(0)]],
texture2d_array<float> texUV [[texture(1)]],
sampler s [[sampler(0)]])
{
float3 yuv;
yuv.x = texY.sample(s, vert.texcoord).r;
yuv.y = texUV.sample(s, vert.texcoord, 0).r;
yuv.z = texUV.sample(s, vert.texcoord, 1).r;
yuv += decode.offset;
return col * float4(dot(yuv, decode.Rcoeff), dot(yuv, decode.Gcoeff), dot(yuv, decode.Bcoeff), 1.0);
}
fragment float4 SDL_NV12_fragment(CopyVertexOutput vert [[stage_in]],
const device float4 &col [[buffer(0)]],
constant YUVDecode &decode [[buffer(1)]],
texture2d<float> texY [[texture(0)]],
texture2d<float> texUV [[texture(1)]],
sampler s [[sampler(0)]])
{
float3 yuv;
yuv.x = texY.sample(s, vert.texcoord).r;
yuv.yz = texUV.sample(s, vert.texcoord).rg;
yuv += decode.offset;
return col * float4(dot(yuv, decode.Rcoeff), dot(yuv, decode.Gcoeff), dot(yuv, decode.Bcoeff), 1.0);
}
fragment float4 SDL_NV21_fragment(CopyVertexOutput vert [[stage_in]],
const device float4 &col [[buffer(0)]],
constant YUVDecode &decode [[buffer(1)]],
texture2d<float> texY [[texture(0)]],
texture2d<float> texUV [[texture(1)]],
sampler s [[sampler(0)]])
{
float3 yuv;
yuv.x = texY.sample(s, vert.texcoord).r;
yuv.yz = texUV.sample(s, vert.texcoord).gr;
yuv += decode.offset;
return col * float4(dot(yuv, decode.Rcoeff), dot(yuv, decode.Gcoeff), dot(yuv, decode.Bcoeff), 1.0);
}
| YifuLiu/AliOS-Things | components/SDL2/src/render/metal/SDL_shaders_metal.metal | Metal | apache-2.0 | 3,796 |
const unsigned char sdl_metallib[] = {
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0x33, 0x10, 0xc4, 0x1d, 0xde, 0x21, 0x1c, 0xd8, 0x21, 0x1d, 0xc2, 0x61,
0x1e, 0x66, 0x30, 0x89, 0x3b, 0xbc, 0x83, 0x3b, 0xd0, 0x43, 0x39, 0xb4,
0x03, 0x3c, 0xbc, 0x83, 0x3c, 0x84, 0x03, 0x3b, 0xcc, 0xf0, 0x14, 0x76,
0x60, 0x07, 0x7b, 0x68, 0x07, 0x37, 0x68, 0x87, 0x72, 0x68, 0x07, 0x37,
0x80, 0x87, 0x70, 0x90, 0x87, 0x70, 0x60, 0x07, 0x76, 0x28, 0x07, 0x76,
0xf8, 0x05, 0x76, 0x78, 0x87, 0x77, 0x80, 0x87, 0x5f, 0x08, 0x87, 0x71,
0x18, 0x87, 0x72, 0x98, 0x87, 0x79, 0x98, 0x81, 0x2c, 0xee, 0xf0, 0x0e,
0xee, 0xe0, 0x0e, 0xf5, 0xc0, 0x0e, 0xec, 0x30, 0x03, 0x62, 0xc8, 0xa1,
0x1c, 0xe4, 0xa1, 0x1c, 0xcc, 0xa1, 0x1c, 0xe4, 0xa1, 0x1c, 0xdc, 0x61,
0x1c, 0xca, 0x21, 0x1c, 0xc4, 0x81, 0x1d, 0xca, 0x61, 0x06, 0xd6, 0x90,
0x43, 0x39, 0xc8, 0x43, 0x39, 0x98, 0x43, 0x39, 0xc8, 0x43, 0x39, 0xb8,
0xc3, 0x38, 0x94, 0x43, 0x38, 0x88, 0x03, 0x3b, 0x94, 0xc3, 0x2f, 0xbc,
0x83, 0x3c, 0xfc, 0x82, 0x3b, 0xd4, 0x03, 0x3b, 0xb0, 0xc3, 0x0c, 0xc7,
0x69, 0x87, 0x70, 0x58, 0x87, 0x72, 0x70, 0x83, 0x74, 0x68, 0x07, 0x78,
0x60, 0x87, 0x74, 0x18, 0x87, 0x74, 0xa0, 0x87, 0x19, 0xce, 0x53, 0x0f,
0xee, 0x00, 0x0f, 0xf2, 0x50, 0x0e, 0xe4, 0x90, 0x0e, 0xe3, 0x40, 0x0f,
0xe1, 0x20, 0x0e, 0xec, 0x50, 0x0e, 0x33, 0x20, 0x28, 0x1d, 0xdc, 0xc1,
0x1e, 0xc2, 0x41, 0x1e, 0xd2, 0x21, 0x1c, 0xdc, 0x81, 0x1e, 0xdc, 0xe0,
0x1c, 0xe4, 0xe1, 0x1d, 0xea, 0x01, 0x1e, 0x66, 0x18, 0x51, 0x38, 0xb0,
0x43, 0x3a, 0x9c, 0x83, 0x3b, 0xcc, 0x50, 0x24, 0x76, 0x60, 0x07, 0x7b,
0x68, 0x07, 0x37, 0x60, 0x87, 0x77, 0x78, 0x07, 0x78, 0x98, 0x51, 0x4c,
0xf4, 0x90, 0x0f, 0xf0, 0x50, 0x0e, 0x33, 0x1e, 0x6a, 0x1e, 0xca, 0x61,
0x1c, 0xe8, 0x21, 0x1d, 0xde, 0xc1, 0x1d, 0x7e, 0x01, 0x1e, 0xe4, 0xa1,
0x1c, 0xcc, 0x21, 0x1d, 0xf0, 0x61, 0x06, 0x54, 0x85, 0x83, 0x38, 0xcc,
0xc3, 0x3b, 0xb0, 0x43, 0x3d, 0xd0, 0x43, 0x39, 0xfc, 0xc2, 0x3c, 0xe4,
0x43, 0x3b, 0x88, 0xc3, 0x3b, 0xb0, 0xc3, 0x8c, 0xc5, 0x0a, 0x87, 0x79,
0x98, 0x87, 0x77, 0x18, 0x87, 0x74, 0x08, 0x07, 0x7a, 0x28, 0x07, 0x72,
0x00, 0x00, 0x00, 0x00, 0x71, 0x20, 0x00, 0x00, 0x0d, 0x00, 0x00, 0x00,
0x16, 0xd0, 0x00, 0x48, 0xe4, 0x0f, 0xce, 0xe4, 0x57, 0x77, 0x71, 0xdb,
0x26, 0xb0, 0x01, 0x48, 0xe4, 0x4b, 0x00, 0xf3, 0x2c, 0xc4, 0x3f, 0x11,
0xd7, 0x44, 0x45, 0xc4, 0x6f, 0x0f, 0x7e, 0x85, 0x17, 0xb7, 0x6d, 0x00,
0x11, 0xdb, 0x95, 0xff, 0xf9, 0xda, 0xf5, 0x5f, 0x44, 0x80, 0xc1, 0x10,
0xcd, 0x04, 0x00, 0x00, 0x61, 0x20, 0x00, 0x00, 0x3a, 0x00, 0x00, 0x00,
0x13, 0x04, 0x41, 0x2c, 0x10, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00,
0x54, 0xc7, 0x1a, 0x80, 0x81, 0x98, 0x63, 0x20, 0x86, 0x6f, 0x8e, 0x81,
0xf8, 0xbe, 0xb1, 0x06, 0x20, 0x10, 0x28, 0x8e, 0x25, 0x04, 0xc0, 0x08,
0x00, 0xbd, 0x1a, 0x18, 0x01, 0x20, 0x38, 0x03, 0x40, 0x62, 0x06, 0x80,
0xc2, 0x1c, 0x44, 0x19, 0x94, 0x41, 0x19, 0x8c, 0xc1, 0x0c, 0x00, 0x81,
0x31, 0x02, 0x10, 0x04, 0x41, 0xfc, 0x1b, 0x01, 0x98, 0x01, 0x00, 0x00,
0x23, 0x06, 0xca, 0x10, 0x90, 0x81, 0x04, 0x55, 0x89, 0x82, 0x08, 0x83,
0x0c, 0x41, 0xe1, 0x8c, 0x18, 0x28, 0x43, 0x60, 0x06, 0x93, 0x74, 0x2d,
0x8c, 0x42, 0x0c, 0x32, 0x04, 0x87, 0x33, 0xc8, 0x10, 0x28, 0xd2, 0x20,
0x03, 0x11, 0x50, 0x97, 0xd9, 0xa5, 0xa0, 0x0c, 0x32, 0x04, 0x0c, 0x65,
0x44, 0x00, 0x1f, 0xf2, 0xca, 0x78, 0x83, 0x27, 0x06, 0x6e, 0x70, 0x81,
0x5d, 0x0a, 0xca, 0x20, 0x43, 0x20, 0x69, 0x23, 0x06, 0x85, 0x10, 0xd0,
0x81, 0x11, 0x8c, 0x37, 0x8c, 0xc1, 0x19, 0xb4, 0xc1, 0x05, 0x76, 0x29,
0x28, 0x83, 0x0c, 0xc1, 0xf5, 0x8d, 0x18, 0x14, 0x42, 0x90, 0x07, 0x4b,
0x30, 0xde, 0x80, 0x06, 0x6c, 0x10, 0x07, 0x17, 0xd8, 0xa5, 0xa0, 0x0c,
0x32, 0x04, 0x1c, 0x19, 0x8c, 0x18, 0x14, 0x42, 0xe0, 0x07, 0x50, 0x30,
0xc7, 0xf0, 0x2d, 0x7c, 0x30, 0xc7, 0x10, 0x1c, 0x7e, 0x30, 0xc7, 0x10,
0x0c, 0x79, 0x60, 0xc1, 0x24, 0x9f, 0x0c, 0x02, 0x62, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0x5b, 0x06, 0x25, 0x18, 0x05, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
};
const unsigned int sdl_metallib_len = 22208;
| YifuLiu/AliOS-Things | components/SDL2/src/render/metal/SDL_shaders_metal_ios.h | C | apache-2.0 | 137,036 |
const unsigned char sdl_metallib[] = {
0x4d, 0x54, 0x4c, 0x42, 0x01, 0x80, 0x02, 0x00, 0x03, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xf0, 0x56, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x58, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x4c, 0x03, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xac, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x7c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x28, 0x04, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x60, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x90, 0x52, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x78, 0x00, 0x00, 0x00,
0x4e, 0x41, 0x4d, 0x45, 0x11, 0x00, 0x53, 0x44, 0x4c, 0x5f, 0x53, 0x6f,
0x6c, 0x69, 0x64, 0x5f, 0x76, 0x65, 0x72, 0x74, 0x65, 0x78, 0x00, 0x54,
0x59, 0x50, 0x45, 0x01, 0x00, 0x00, 0x48, 0x41, 0x53, 0x48, 0x20, 0x00,
0x9c, 0x26, 0x64, 0xd8, 0x92, 0x81, 0x4c, 0x6b, 0xb9, 0x57, 0x75, 0xb8,
0x85, 0x4c, 0x30, 0x81, 0xfb, 0x4b, 0xf1, 0x9c, 0x82, 0x95, 0xb0, 0x4e,
0xbc, 0x23, 0x41, 0x5b, 0x57, 0x84, 0x3c, 0x21, 0x4f, 0x46, 0x46, 0x54,
0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x56, 0x45, 0x52, 0x53, 0x08, 0x00, 0x01, 0x00, 0x08, 0x00,
0x01, 0x00, 0x01, 0x00, 0x45, 0x4e, 0x44, 0x54, 0x77, 0x00, 0x00, 0x00,
0x4e, 0x41, 0x4d, 0x45, 0x10, 0x00, 0x53, 0x44, 0x4c, 0x5f, 0x43, 0x6f,
0x70, 0x79, 0x5f, 0x76, 0x65, 0x72, 0x74, 0x65, 0x78, 0x00, 0x54, 0x59,
0x50, 0x45, 0x01, 0x00, 0x00, 0x48, 0x41, 0x53, 0x48, 0x20, 0x00, 0x32,
0xa8, 0x7c, 0x42, 0x6b, 0x5a, 0xf9, 0x70, 0x76, 0xdf, 0x7f, 0x65, 0x92,
0xf7, 0x0c, 0x1b, 0xb8, 0x15, 0xc6, 0xaa, 0x1c, 0x0c, 0xe1, 0x7f, 0x10,
0x62, 0x0b, 0x51, 0x47, 0x66, 0x35, 0xb2, 0x4f, 0x46, 0x46, 0x54, 0x18,
0x00, 0x24, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x0b, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x56, 0x45, 0x52, 0x53, 0x08, 0x00, 0x01, 0x00, 0x08, 0x00, 0x01,
0x00, 0x01, 0x00, 0x45, 0x4e, 0x44, 0x54, 0x7a, 0x00, 0x00, 0x00, 0x4e,
0x41, 0x4d, 0x45, 0x13, 0x00, 0x53, 0x44, 0x4c, 0x5f, 0x53, 0x6f, 0x6c,
0x69, 0x64, 0x5f, 0x66, 0x72, 0x61, 0x67, 0x6d, 0x65, 0x6e, 0x74, 0x00,
0x54, 0x59, 0x50, 0x45, 0x01, 0x00, 0x01, 0x48, 0x41, 0x53, 0x48, 0x20,
0x00, 0x04, 0x1e, 0x87, 0x9a, 0x5c, 0x3b, 0xf9, 0x95, 0x46, 0x8c, 0xee,
0x62, 0xd0, 0x6b, 0x65, 0x43, 0xe7, 0x0d, 0x3b, 0x69, 0xcd, 0xd5, 0xe0,
0xf8, 0x76, 0x99, 0x63, 0xd5, 0x17, 0x4d, 0xc4, 0xb6, 0x4f, 0x46, 0x46,
0x54, 0x18, 0x00, 0x54, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x10,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x20, 0x17, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x56, 0x45, 0x52, 0x53, 0x08, 0x00, 0x01, 0x00, 0x08,
0x00, 0x01, 0x00, 0x01, 0x00, 0x45, 0x4e, 0x44, 0x54, 0x79, 0x00, 0x00,
0x00, 0x4e, 0x41, 0x4d, 0x45, 0x12, 0x00, 0x53, 0x44, 0x4c, 0x5f, 0x43,
0x6f, 0x70, 0x79, 0x5f, 0x66, 0x72, 0x61, 0x67, 0x6d, 0x65, 0x6e, 0x74,
0x00, 0x54, 0x59, 0x50, 0x45, 0x01, 0x00, 0x01, 0x48, 0x41, 0x53, 0x48,
0x20, 0x00, 0x23, 0xee, 0xd8, 0x3c, 0x0d, 0x4a, 0x32, 0xdf, 0x4d, 0xcb,
0xc2, 0x6d, 0xfb, 0x3e, 0x60, 0x49, 0x1e, 0xda, 0xa8, 0x41, 0x91, 0x82,
0x01, 0x99, 0x11, 0x42, 0x98, 0x7e, 0x8c, 0xa9, 0x74, 0x3b, 0x4f, 0x46,
0x46, 0x54, 0x18, 0x00, 0x5c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x60, 0x20, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x56, 0x45, 0x52, 0x53, 0x08, 0x00, 0x01, 0x00,
0x08, 0x00, 0x01, 0x00, 0x01, 0x00, 0x45, 0x4e, 0x44, 0x54, 0x78, 0x00,
0x00, 0x00, 0x4e, 0x41, 0x4d, 0x45, 0x11, 0x00, 0x53, 0x44, 0x4c, 0x5f,
0x59, 0x55, 0x56, 0x5f, 0x66, 0x72, 0x61, 0x67, 0x6d, 0x65, 0x6e, 0x74,
0x00, 0x54, 0x59, 0x50, 0x45, 0x01, 0x00, 0x01, 0x48, 0x41, 0x53, 0x48,
0x20, 0x00, 0x62, 0x04, 0x7d, 0xc9, 0x06, 0x49, 0xcc, 0xf6, 0xf9, 0x2b,
0xae, 0x9d, 0x93, 0x0d, 0xa1, 0x47, 0xcd, 0xf6, 0x17, 0x48, 0x3c, 0x29,
0x0f, 0x6e, 0x2f, 0x73, 0xbf, 0x9f, 0xe0, 0x76, 0x61, 0xe4, 0x4f, 0x46,
0x46, 0x54, 0x18, 0x00, 0x64, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x2b, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x56, 0x45, 0x52, 0x53, 0x08, 0x00, 0x01, 0x00,
0x08, 0x00, 0x01, 0x00, 0x01, 0x00, 0x45, 0x4e, 0x44, 0x54, 0x79, 0x00,
0x00, 0x00, 0x4e, 0x41, 0x4d, 0x45, 0x12, 0x00, 0x53, 0x44, 0x4c, 0x5f,
0x4e, 0x56, 0x31, 0x32, 0x5f, 0x66, 0x72, 0x61, 0x67, 0x6d, 0x65, 0x6e,
0x74, 0x00, 0x54, 0x59, 0x50, 0x45, 0x01, 0x00, 0x01, 0x48, 0x41, 0x53,
0x48, 0x20, 0x00, 0x90, 0x38, 0x98, 0x0e, 0xe5, 0xc0, 0x52, 0xe2, 0x6c,
0x6a, 0x29, 0x60, 0xc3, 0x1e, 0x8a, 0x57, 0xa8, 0xe3, 0xf5, 0x9b, 0x42,
0x2a, 0xdf, 0xf8, 0xe9, 0xf1, 0x11, 0x83, 0xa5, 0xf0, 0x23, 0x79, 0x4f,
0x46, 0x46, 0x54, 0x18, 0x00, 0x6c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x28, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xd0, 0x38, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x56, 0x45, 0x52, 0x53, 0x08, 0x00, 0x01,
0x00, 0x08, 0x00, 0x01, 0x00, 0x01, 0x00, 0x45, 0x4e, 0x44, 0x54, 0x79,
0x00, 0x00, 0x00, 0x4e, 0x41, 0x4d, 0x45, 0x12, 0x00, 0x53, 0x44, 0x4c,
0x5f, 0x4e, 0x56, 0x32, 0x31, 0x5f, 0x66, 0x72, 0x61, 0x67, 0x6d, 0x65,
0x6e, 0x74, 0x00, 0x54, 0x59, 0x50, 0x45, 0x01, 0x00, 0x01, 0x48, 0x41,
0x53, 0x48, 0x20, 0x00, 0x93, 0xe6, 0x44, 0x8a, 0x0e, 0xc3, 0xbd, 0x69,
0x0f, 0x58, 0x95, 0xff, 0x3a, 0x28, 0xc4, 0x1c, 0x48, 0x40, 0xb4, 0xe2,
0x04, 0x88, 0xd5, 0xb5, 0x30, 0x43, 0x59, 0xf4, 0x69, 0x82, 0xf3, 0x97,
0x4f, 0x46, 0x46, 0x54, 0x18, 0x00, 0x74, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x30, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xb0, 0x45,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x56, 0x45, 0x52, 0x53, 0x08, 0x00,
0x01, 0x00, 0x08, 0x00, 0x01, 0x00, 0x01, 0x00, 0x45, 0x4e, 0x44, 0x54,
0x45, 0x4e, 0x44, 0x54, 0x20, 0x00, 0x00, 0x00, 0x56, 0x41, 0x54, 0x54,
0x0d, 0x00, 0x01, 0x00, 0x70, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e,
0x00, 0x00, 0x80, 0x56, 0x41, 0x54, 0x59, 0x03, 0x00, 0x01, 0x00, 0x04,
0x45, 0x4e, 0x44, 0x54, 0x2c, 0x00, 0x00, 0x00, 0x56, 0x41, 0x54, 0x54,
0x18, 0x00, 0x02, 0x00, 0x70, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e,
0x00, 0x00, 0x80, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x00,
0x01, 0x80, 0x56, 0x41, 0x54, 0x59, 0x04, 0x00, 0x02, 0x00, 0x04, 0x04,
0x45, 0x4e, 0x44, 0x54, 0x04, 0x00, 0x00, 0x00, 0x45, 0x4e, 0x44, 0x54,
0x04, 0x00, 0x00, 0x00, 0x45, 0x4e, 0x44, 0x54, 0x04, 0x00, 0x00, 0x00,
0x45, 0x4e, 0x44, 0x54, 0x04, 0x00, 0x00, 0x00, 0x45, 0x4e, 0x44, 0x54,
0x04, 0x00, 0x00, 0x00, 0x45, 0x4e, 0x44, 0x54, 0x04, 0x00, 0x00, 0x00,
0x45, 0x4e, 0x44, 0x54, 0x04, 0x00, 0x00, 0x00, 0x45, 0x4e, 0x44, 0x54,
0x04, 0x00, 0x00, 0x00, 0x45, 0x4e, 0x44, 0x54, 0x04, 0x00, 0x00, 0x00,
0x45, 0x4e, 0x44, 0x54, 0x04, 0x00, 0x00, 0x00, 0x45, 0x4e, 0x44, 0x54,
0x04, 0x00, 0x00, 0x00, 0x45, 0x4e, 0x44, 0x54, 0x04, 0x00, 0x00, 0x00,
0x45, 0x4e, 0x44, 0x54, 0xde, 0xc0, 0x17, 0x0b, 0x00, 0x00, 0x00, 0x00,
0x14, 0x00, 0x00, 0x00, 0x6c, 0x0b, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x42, 0x43, 0xc0, 0xde, 0x21, 0x0c, 0x00, 0x00, 0xd8, 0x02, 0x00, 0x00,
0x0b, 0x82, 0x20, 0x00, 0x02, 0x00, 0x00, 0x00, 0x12, 0x00, 0x00, 0x00,
0x07, 0x81, 0x23, 0x91, 0x41, 0xc8, 0x04, 0x49, 0x06, 0x10, 0x32, 0x39,
0x92, 0x01, 0x84, 0x0c, 0x25, 0x05, 0x08, 0x19, 0x1e, 0x04, 0x8b, 0x62,
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0xde, 0x21, 0x1c, 0xd8, 0x21, 0x1d, 0xc2, 0x61, 0x1e, 0x66, 0x30, 0x89,
0x3b, 0xbc, 0x83, 0x3b, 0xd0, 0x43, 0x39, 0xb4, 0x03, 0x3c, 0xbc, 0x83,
0x3c, 0x84, 0x03, 0x3b, 0xcc, 0xf0, 0x14, 0x76, 0x60, 0x07, 0x7b, 0x68,
0x07, 0x37, 0x68, 0x87, 0x72, 0x68, 0x07, 0x37, 0x80, 0x87, 0x70, 0x90,
0x87, 0x70, 0x60, 0x07, 0x76, 0x28, 0x07, 0x76, 0xf8, 0x05, 0x76, 0x78,
0x87, 0x77, 0x80, 0x87, 0x5f, 0x08, 0x87, 0x71, 0x18, 0x87, 0x72, 0x98,
0x87, 0x79, 0x98, 0x81, 0x2c, 0xee, 0xf0, 0x0e, 0xee, 0xe0, 0x0e, 0xf5,
0xc0, 0x0e, 0xec, 0x30, 0x03, 0x62, 0xc8, 0xa1, 0x1c, 0xe4, 0xa1, 0x1c,
0xcc, 0xa1, 0x1c, 0xe4, 0xa1, 0x1c, 0xdc, 0x61, 0x1c, 0xca, 0x21, 0x1c,
0xc4, 0x81, 0x1d, 0xca, 0x61, 0x06, 0xd6, 0x90, 0x43, 0x39, 0xc8, 0x43,
0x39, 0x98, 0x43, 0x39, 0xc8, 0x43, 0x39, 0xb8, 0xc3, 0x38, 0x94, 0x43,
0x38, 0x88, 0x03, 0x3b, 0x94, 0xc3, 0x2f, 0xbc, 0x83, 0x3c, 0xfc, 0x82,
0x3b, 0xd4, 0x03, 0x3b, 0xb0, 0xc3, 0x0c, 0xc7, 0x69, 0x87, 0x70, 0x58,
0x87, 0x72, 0x70, 0x83, 0x74, 0x68, 0x07, 0x78, 0x60, 0x87, 0x74, 0x18,
0x87, 0x74, 0xa0, 0x87, 0x19, 0xce, 0x53, 0x0f, 0xee, 0x00, 0x0f, 0xf2,
0x50, 0x0e, 0xe4, 0x90, 0x0e, 0xe3, 0x40, 0x0f, 0xe1, 0x20, 0x0e, 0xec,
0x50, 0x0e, 0x33, 0x20, 0x28, 0x1d, 0xdc, 0xc1, 0x1e, 0xc2, 0x41, 0x1e,
0xd2, 0x21, 0x1c, 0xdc, 0x81, 0x1e, 0xdc, 0xe0, 0x1c, 0xe4, 0xe1, 0x1d,
0xea, 0x01, 0x1e, 0x66, 0x18, 0x51, 0x38, 0xb0, 0x43, 0x3a, 0x9c, 0x83,
0x3b, 0xcc, 0x50, 0x24, 0x76, 0x60, 0x07, 0x7b, 0x68, 0x07, 0x37, 0x60,
0x87, 0x77, 0x78, 0x07, 0x78, 0x98, 0x51, 0x4c, 0xf4, 0x90, 0x0f, 0xf0,
0x50, 0x0e, 0x33, 0x1e, 0x6a, 0x1e, 0xca, 0x61, 0x1c, 0xe8, 0x21, 0x1d,
0xde, 0xc1, 0x1d, 0x7e, 0x01, 0x1e, 0xe4, 0xa1, 0x1c, 0xcc, 0x21, 0x1d,
0xf0, 0x61, 0x06, 0x54, 0x85, 0x83, 0x38, 0xcc, 0xc3, 0x3b, 0xb0, 0x43,
0x3d, 0xd0, 0x43, 0x39, 0xfc, 0xc2, 0x3c, 0xe4, 0x43, 0x3b, 0x88, 0xc3,
0x3b, 0xb0, 0xc3, 0x8c, 0xc5, 0x0a, 0x87, 0x79, 0x98, 0x87, 0x77, 0x18,
0x87, 0x74, 0x08, 0x07, 0x7a, 0x28, 0x07, 0x72, 0x00, 0x00, 0x00, 0x00,
0x71, 0x20, 0x00, 0x00, 0x0d, 0x00, 0x00, 0x00, 0x16, 0xd0, 0x00, 0x48,
0xe4, 0x0f, 0xce, 0xe4, 0x57, 0x77, 0x71, 0xdb, 0x26, 0xb0, 0x01, 0x48,
0xe4, 0x4b, 0x00, 0xf3, 0x2c, 0xc4, 0x3f, 0x11, 0xd7, 0x44, 0x45, 0xc4,
0x6f, 0x0f, 0x7e, 0x85, 0x17, 0xb7, 0x6d, 0x00, 0x11, 0xdb, 0x95, 0xff,
0xf9, 0xda, 0xf5, 0x5f, 0x44, 0x80, 0xc1, 0x10, 0xcd, 0x04, 0x00, 0x00,
0x61, 0x20, 0x00, 0x00, 0x3a, 0x00, 0x00, 0x00, 0x13, 0x04, 0x41, 0x2c,
0x10, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x54, 0xc7, 0x1a, 0x80,
0x81, 0x98, 0x63, 0x20, 0x86, 0x6f, 0x8e, 0x81, 0xf8, 0xbe, 0xb1, 0x06,
0x20, 0x10, 0x28, 0x8e, 0x25, 0x04, 0xc0, 0x08, 0x00, 0xbd, 0x1a, 0x18,
0x01, 0x20, 0x38, 0x03, 0x40, 0x62, 0x06, 0x80, 0xc2, 0x1c, 0x44, 0x19,
0x94, 0x41, 0x19, 0x8c, 0xc1, 0x0c, 0x00, 0x81, 0x31, 0x02, 0x10, 0x04,
0x41, 0xfc, 0x1b, 0x01, 0x98, 0x01, 0x00, 0x00, 0x23, 0x06, 0xca, 0x10,
0x90, 0x81, 0x04, 0x55, 0x89, 0x82, 0x08, 0x83, 0x0c, 0x41, 0xe1, 0x8c,
0x18, 0x28, 0x43, 0x60, 0x06, 0x93, 0x74, 0x2d, 0x8c, 0x42, 0x0c, 0x32,
0x04, 0x87, 0x33, 0xc8, 0x10, 0x28, 0xd2, 0x20, 0x03, 0x11, 0x50, 0x97,
0xd9, 0xa5, 0xa0, 0x0c, 0x32, 0x04, 0x0c, 0x65, 0x44, 0x00, 0x1f, 0xf2,
0xca, 0x78, 0x83, 0x27, 0x06, 0x6e, 0x70, 0x81, 0x5d, 0x0a, 0xca, 0x20,
0x43, 0x20, 0x69, 0x23, 0x06, 0x85, 0x10, 0xd0, 0x81, 0x11, 0x8c, 0x37,
0x8c, 0xc1, 0x19, 0xb4, 0xc1, 0x05, 0x76, 0x29, 0x28, 0x83, 0x0c, 0xc1,
0xf5, 0x8d, 0x18, 0x14, 0x42, 0x90, 0x07, 0x4b, 0x30, 0xde, 0x80, 0x06,
0x6c, 0x10, 0x07, 0x17, 0xd8, 0xa5, 0xa0, 0x0c, 0x32, 0x04, 0x1c, 0x19,
0x8c, 0x18, 0x14, 0x42, 0xe0, 0x07, 0x50, 0x30, 0xc7, 0xf0, 0x2d, 0x7c,
0x30, 0xc7, 0x10, 0x1c, 0x7e, 0x30, 0xc7, 0x10, 0x0c, 0x79, 0x60, 0xc1,
0x24, 0x9f, 0x0c, 0x02, 0x62, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
0x5b, 0x06, 0x25, 0x18, 0x05, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
};
const unsigned int sdl_metallib_len = 22256;
| YifuLiu/AliOS-Things | components/SDL2/src/render/metal/SDL_shaders_metal_osx.h | C | apache-2.0 | 137,332 |
const unsigned char sdl_metallib[] = {
0x4d, 0x54, 0x4c, 0x42, 0x01, 0x00, 0x02, 0x00, 0x03, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xc0, 0x56, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x58, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x4c, 0x03, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xac, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x7c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x28, 0x04, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x60, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x60, 0x52, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x78, 0x00, 0x00, 0x00,
0x4e, 0x41, 0x4d, 0x45, 0x11, 0x00, 0x53, 0x44, 0x4c, 0x5f, 0x53, 0x6f,
0x6c, 0x69, 0x64, 0x5f, 0x76, 0x65, 0x72, 0x74, 0x65, 0x78, 0x00, 0x54,
0x59, 0x50, 0x45, 0x01, 0x00, 0x00, 0x48, 0x41, 0x53, 0x48, 0x20, 0x00,
0x45, 0xa4, 0xbe, 0x89, 0x2e, 0x2c, 0x8e, 0xd4, 0xa0, 0xef, 0x01, 0xb2,
0x62, 0x4b, 0xff, 0xf0, 0x3b, 0xeb, 0xd7, 0x7e, 0x01, 0x0f, 0xae, 0x41,
0x0f, 0x08, 0x92, 0x06, 0xfa, 0xc6, 0x69, 0x55, 0x4f, 0x46, 0x46, 0x54,
0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x56, 0x45, 0x52, 0x53, 0x08, 0x00, 0x01, 0x00, 0x08, 0x00,
0x01, 0x00, 0x01, 0x00, 0x45, 0x4e, 0x44, 0x54, 0x77, 0x00, 0x00, 0x00,
0x4e, 0x41, 0x4d, 0x45, 0x10, 0x00, 0x53, 0x44, 0x4c, 0x5f, 0x43, 0x6f,
0x70, 0x79, 0x5f, 0x76, 0x65, 0x72, 0x74, 0x65, 0x78, 0x00, 0x54, 0x59,
0x50, 0x45, 0x01, 0x00, 0x00, 0x48, 0x41, 0x53, 0x48, 0x20, 0x00, 0xb6,
0xf4, 0xc3, 0x80, 0xba, 0xcf, 0x0d, 0x8e, 0xd4, 0x68, 0xf5, 0xb9, 0x2c,
0xd1, 0x45, 0xb3, 0x1b, 0xac, 0xc2, 0x78, 0x39, 0x53, 0xc7, 0x0b, 0xcd,
0xb6, 0xe3, 0x76, 0x33, 0xaa, 0x2e, 0x8f, 0x4f, 0x46, 0x46, 0x54, 0x18,
0x00, 0x24, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x0b, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x56, 0x45, 0x52, 0x53, 0x08, 0x00, 0x01, 0x00, 0x08, 0x00, 0x01,
0x00, 0x01, 0x00, 0x45, 0x4e, 0x44, 0x54, 0x7a, 0x00, 0x00, 0x00, 0x4e,
0x41, 0x4d, 0x45, 0x13, 0x00, 0x53, 0x44, 0x4c, 0x5f, 0x53, 0x6f, 0x6c,
0x69, 0x64, 0x5f, 0x66, 0x72, 0x61, 0x67, 0x6d, 0x65, 0x6e, 0x74, 0x00,
0x54, 0x59, 0x50, 0x45, 0x01, 0x00, 0x01, 0x48, 0x41, 0x53, 0x48, 0x20,
0x00, 0x3f, 0xe4, 0x5e, 0x63, 0x77, 0x67, 0xd7, 0x6c, 0x97, 0xec, 0xf8,
0x8c, 0xd5, 0x29, 0xee, 0xb1, 0x59, 0x5a, 0x96, 0xeb, 0x34, 0x29, 0xe0,
0x5d, 0x30, 0x83, 0xf8, 0x19, 0x0c, 0xc1, 0x3a, 0xa6, 0x4f, 0x46, 0x46,
0x54, 0x18, 0x00, 0x54, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x10,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x20, 0x17, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x56, 0x45, 0x52, 0x53, 0x08, 0x00, 0x01, 0x00, 0x08,
0x00, 0x01, 0x00, 0x01, 0x00, 0x45, 0x4e, 0x44, 0x54, 0x79, 0x00, 0x00,
0x00, 0x4e, 0x41, 0x4d, 0x45, 0x12, 0x00, 0x53, 0x44, 0x4c, 0x5f, 0x43,
0x6f, 0x70, 0x79, 0x5f, 0x66, 0x72, 0x61, 0x67, 0x6d, 0x65, 0x6e, 0x74,
0x00, 0x54, 0x59, 0x50, 0x45, 0x01, 0x00, 0x01, 0x48, 0x41, 0x53, 0x48,
0x20, 0x00, 0x0a, 0x80, 0x62, 0x7c, 0x63, 0x3a, 0x22, 0xca, 0x18, 0x9b,
0xb9, 0xed, 0x7b, 0x7f, 0x72, 0xe4, 0x6c, 0x81, 0x44, 0x90, 0xc8, 0x9b,
0x39, 0xd5, 0x51, 0x21, 0x76, 0x62, 0xb7, 0x34, 0xe0, 0xea, 0x4f, 0x46,
0x46, 0x54, 0x18, 0x00, 0x5c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x60, 0x20, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x56, 0x45, 0x52, 0x53, 0x08, 0x00, 0x01, 0x00,
0x08, 0x00, 0x01, 0x00, 0x01, 0x00, 0x45, 0x4e, 0x44, 0x54, 0x78, 0x00,
0x00, 0x00, 0x4e, 0x41, 0x4d, 0x45, 0x11, 0x00, 0x53, 0x44, 0x4c, 0x5f,
0x59, 0x55, 0x56, 0x5f, 0x66, 0x72, 0x61, 0x67, 0x6d, 0x65, 0x6e, 0x74,
0x00, 0x54, 0x59, 0x50, 0x45, 0x01, 0x00, 0x01, 0x48, 0x41, 0x53, 0x48,
0x20, 0x00, 0xc2, 0x1e, 0xea, 0x5a, 0xf5, 0x3c, 0xfa, 0xc9, 0x2c, 0xea,
0xdf, 0xde, 0x51, 0xe1, 0xd6, 0xf1, 0x30, 0xf0, 0xf9, 0x1b, 0xe9, 0x75,
0x2c, 0xb0, 0x2d, 0xd5, 0x45, 0x54, 0x09, 0xd2, 0x32, 0x49, 0x4f, 0x46,
0x46, 0x54, 0x18, 0x00, 0x64, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x70, 0x2b, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x56, 0x45, 0x52, 0x53, 0x08, 0x00, 0x01, 0x00,
0x08, 0x00, 0x01, 0x00, 0x01, 0x00, 0x45, 0x4e, 0x44, 0x54, 0x79, 0x00,
0x00, 0x00, 0x4e, 0x41, 0x4d, 0x45, 0x12, 0x00, 0x53, 0x44, 0x4c, 0x5f,
0x4e, 0x56, 0x31, 0x32, 0x5f, 0x66, 0x72, 0x61, 0x67, 0x6d, 0x65, 0x6e,
0x74, 0x00, 0x54, 0x59, 0x50, 0x45, 0x01, 0x00, 0x01, 0x48, 0x41, 0x53,
0x48, 0x20, 0x00, 0x33, 0x8f, 0xc9, 0x0c, 0x25, 0x98, 0x11, 0x08, 0xc7,
0xbb, 0x75, 0x63, 0xf6, 0x34, 0xd9, 0x0b, 0xfe, 0x81, 0x05, 0xf5, 0x10,
0x37, 0x22, 0x55, 0xa3, 0x88, 0xb6, 0x37, 0xa6, 0x3b, 0xf2, 0x54, 0x4f,
0x46, 0x46, 0x54, 0x18, 0x00, 0x6c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x28, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xb0, 0x38, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x56, 0x45, 0x52, 0x53, 0x08, 0x00, 0x01,
0x00, 0x08, 0x00, 0x01, 0x00, 0x01, 0x00, 0x45, 0x4e, 0x44, 0x54, 0x79,
0x00, 0x00, 0x00, 0x4e, 0x41, 0x4d, 0x45, 0x12, 0x00, 0x53, 0x44, 0x4c,
0x5f, 0x4e, 0x56, 0x32, 0x31, 0x5f, 0x66, 0x72, 0x61, 0x67, 0x6d, 0x65,
0x6e, 0x74, 0x00, 0x54, 0x59, 0x50, 0x45, 0x01, 0x00, 0x01, 0x48, 0x41,
0x53, 0x48, 0x20, 0x00, 0x51, 0x09, 0xf0, 0x66, 0x39, 0x28, 0x0b, 0xcd,
0x2e, 0xda, 0x6d, 0x9b, 0x37, 0x00, 0x1a, 0x69, 0xc7, 0x49, 0x0f, 0xec,
0xb1, 0x16, 0xab, 0x82, 0xa5, 0xdf, 0x9b, 0xc9, 0x40, 0x9e, 0x1e, 0x40,
0x4f, 0x46, 0x46, 0x54, 0x18, 0x00, 0x74, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x30, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x45,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x56, 0x45, 0x52, 0x53, 0x08, 0x00,
0x01, 0x00, 0x08, 0x00, 0x01, 0x00, 0x01, 0x00, 0x45, 0x4e, 0x44, 0x54,
0x45, 0x4e, 0x44, 0x54, 0x20, 0x00, 0x00, 0x00, 0x56, 0x41, 0x54, 0x54,
0x0d, 0x00, 0x01, 0x00, 0x70, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e,
0x00, 0x00, 0x80, 0x56, 0x41, 0x54, 0x59, 0x03, 0x00, 0x01, 0x00, 0x04,
0x45, 0x4e, 0x44, 0x54, 0x2c, 0x00, 0x00, 0x00, 0x56, 0x41, 0x54, 0x54,
0x18, 0x00, 0x02, 0x00, 0x70, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e,
0x00, 0x00, 0x80, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x00,
0x01, 0x80, 0x56, 0x41, 0x54, 0x59, 0x04, 0x00, 0x02, 0x00, 0x04, 0x04,
0x45, 0x4e, 0x44, 0x54, 0x04, 0x00, 0x00, 0x00, 0x45, 0x4e, 0x44, 0x54,
0x04, 0x00, 0x00, 0x00, 0x45, 0x4e, 0x44, 0x54, 0x04, 0x00, 0x00, 0x00,
0x45, 0x4e, 0x44, 0x54, 0x04, 0x00, 0x00, 0x00, 0x45, 0x4e, 0x44, 0x54,
0x04, 0x00, 0x00, 0x00, 0x45, 0x4e, 0x44, 0x54, 0x04, 0x00, 0x00, 0x00,
0x45, 0x4e, 0x44, 0x54, 0x04, 0x00, 0x00, 0x00, 0x45, 0x4e, 0x44, 0x54,
0x04, 0x00, 0x00, 0x00, 0x45, 0x4e, 0x44, 0x54, 0x04, 0x00, 0x00, 0x00,
0x45, 0x4e, 0x44, 0x54, 0x04, 0x00, 0x00, 0x00, 0x45, 0x4e, 0x44, 0x54,
0x04, 0x00, 0x00, 0x00, 0x45, 0x4e, 0x44, 0x54, 0x04, 0x00, 0x00, 0x00,
0x45, 0x4e, 0x44, 0x54, 0xde, 0xc0, 0x17, 0x0b, 0x00, 0x00, 0x00, 0x00,
0x14, 0x00, 0x00, 0x00, 0x68, 0x0b, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x42, 0x43, 0xc0, 0xde, 0x21, 0x0c, 0x00, 0x00, 0xd7, 0x02, 0x00, 0x00,
0x0b, 0x82, 0x20, 0x00, 0x02, 0x00, 0x00, 0x00, 0x12, 0x00, 0x00, 0x00,
0x07, 0x81, 0x23, 0x91, 0x41, 0xc8, 0x04, 0x49, 0x06, 0x10, 0x32, 0x39,
0x92, 0x01, 0x84, 0x0c, 0x25, 0x05, 0x08, 0x19, 0x1e, 0x04, 0x8b, 0x62,
0x80, 0x10, 0x45, 0x02, 0x42, 0x92, 0x0b, 0x42, 0x84, 0x10, 0x32, 0x14,
0x38, 0x08, 0x18, 0x49, 0x0a, 0x32, 0x44, 0x24, 0x48, 0x0a, 0x90, 0x21,
0x23, 0xc4, 0x52, 0x80, 0x0c, 0x19, 0x21, 0x72, 0x24, 0x07, 0xc8, 0x08,
0x11, 0x62, 0xa8, 0xa0, 0xa8, 0x40, 0xc6, 0xf0, 0x01, 0x00, 0x00, 0x00,
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0x69, 0x87, 0x70, 0x58, 0x87, 0x72, 0x70, 0x83, 0x74, 0x68, 0x07, 0x78,
0x60, 0x87, 0x74, 0x18, 0x87, 0x74, 0xa0, 0x87, 0x19, 0xce, 0x53, 0x0f,
0xee, 0x00, 0x0f, 0xf2, 0x50, 0x0e, 0xe4, 0x90, 0x0e, 0xe3, 0x40, 0x0f,
0xe1, 0x20, 0x0e, 0xec, 0x50, 0x0e, 0x33, 0x20, 0x28, 0x1d, 0xdc, 0xc1,
0x1e, 0xc2, 0x41, 0x1e, 0xd2, 0x21, 0x1c, 0xdc, 0x81, 0x1e, 0xdc, 0xe0,
0x1c, 0xe4, 0xe1, 0x1d, 0xea, 0x01, 0x1e, 0x66, 0x18, 0x51, 0x38, 0xb0,
0x43, 0x3a, 0x9c, 0x83, 0x3b, 0xcc, 0x50, 0x24, 0x76, 0x60, 0x07, 0x7b,
0x68, 0x07, 0x37, 0x60, 0x87, 0x77, 0x78, 0x07, 0x78, 0x98, 0x51, 0x4c,
0xf4, 0x90, 0x0f, 0xf0, 0x50, 0x0e, 0x33, 0x1e, 0x6a, 0x1e, 0xca, 0x61,
0x1c, 0xe8, 0x21, 0x1d, 0xde, 0xc1, 0x1d, 0x7e, 0x01, 0x1e, 0xe4, 0xa1,
0x1c, 0xcc, 0x21, 0x1d, 0xf0, 0x61, 0x06, 0x54, 0x85, 0x83, 0x38, 0xcc,
0xc3, 0x3b, 0xb0, 0x43, 0x3d, 0xd0, 0x43, 0x39, 0xfc, 0xc2, 0x3c, 0xe4,
0x43, 0x3b, 0x88, 0xc3, 0x3b, 0xb0, 0xc3, 0x8c, 0xc5, 0x0a, 0x87, 0x79,
0x98, 0x87, 0x77, 0x18, 0x87, 0x74, 0x08, 0x07, 0x7a, 0x28, 0x07, 0x72,
0x00, 0x00, 0x00, 0x00, 0x71, 0x20, 0x00, 0x00, 0x0d, 0x00, 0x00, 0x00,
0x16, 0xd0, 0x00, 0x48, 0xe4, 0x0f, 0xce, 0xe4, 0x57, 0x77, 0x71, 0xdb,
0x26, 0xb0, 0x01, 0x48, 0xe4, 0x4b, 0x00, 0xf3, 0x2c, 0xc4, 0x3f, 0x11,
0xd7, 0x44, 0x45, 0xc4, 0x6f, 0x0f, 0x7e, 0x85, 0x17, 0xb7, 0x6d, 0x00,
0x11, 0xdb, 0x95, 0xff, 0xf9, 0xda, 0xf5, 0x5f, 0x44, 0x80, 0xc1, 0x10,
0xcd, 0x04, 0x00, 0x00, 0x61, 0x20, 0x00, 0x00, 0x3a, 0x00, 0x00, 0x00,
0x13, 0x04, 0x41, 0x2c, 0x10, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00,
0x54, 0xc7, 0x1a, 0x80, 0x81, 0x98, 0x63, 0x20, 0x86, 0x6f, 0x8e, 0x81,
0xf8, 0xbe, 0xb1, 0x06, 0x20, 0x10, 0x28, 0x8e, 0x25, 0x04, 0xc0, 0x08,
0x00, 0xbd, 0x1a, 0x18, 0x01, 0x20, 0x38, 0x03, 0x40, 0x62, 0x06, 0x80,
0xc2, 0x1c, 0x44, 0x19, 0x94, 0x41, 0x19, 0x8c, 0xc1, 0x0c, 0x00, 0x81,
0x31, 0x02, 0x10, 0x04, 0x41, 0xfc, 0x1b, 0x01, 0x98, 0x01, 0x00, 0x00,
0x23, 0x06, 0xca, 0x10, 0x90, 0x81, 0x04, 0x55, 0x89, 0x82, 0x08, 0x83,
0x0c, 0x41, 0xe1, 0x8c, 0x18, 0x28, 0x43, 0x60, 0x06, 0x93, 0x74, 0x2d,
0x8c, 0x42, 0x0c, 0x32, 0x04, 0x87, 0x33, 0xc8, 0x10, 0x28, 0xd2, 0x20,
0x03, 0x11, 0x50, 0x97, 0xd9, 0xa5, 0xa0, 0x0c, 0x32, 0x04, 0x0c, 0x65,
0x44, 0x00, 0x1f, 0xf2, 0xca, 0x78, 0x83, 0x27, 0x06, 0x6e, 0x70, 0x81,
0x5d, 0x0a, 0xca, 0x20, 0x43, 0x20, 0x69, 0x23, 0x06, 0x85, 0x10, 0xd0,
0x81, 0x11, 0x8c, 0x37, 0x8c, 0xc1, 0x19, 0xb4, 0xc1, 0x05, 0x76, 0x29,
0x28, 0x83, 0x0c, 0xc1, 0xf5, 0x8d, 0x18, 0x14, 0x42, 0x90, 0x07, 0x4b,
0x30, 0xde, 0x80, 0x06, 0x6c, 0x10, 0x07, 0x17, 0xd8, 0xa5, 0xa0, 0x0c,
0x32, 0x04, 0x1c, 0x19, 0x8c, 0x18, 0x14, 0x42, 0xe0, 0x07, 0x50, 0x30,
0xc7, 0xf0, 0x2d, 0x7c, 0x30, 0xc7, 0x10, 0x1c, 0x7e, 0x30, 0xc7, 0x10,
0x0c, 0x79, 0x60, 0xc1, 0x24, 0x9f, 0x0c, 0x02, 0x62, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0x5b, 0x06, 0x25, 0x18, 0x05, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
};
const unsigned int sdl_metallib_len = 22208;
| YifuLiu/AliOS-Things | components/SDL2/src/render/metal/SDL_shaders_metal_tvos.h | C | apache-2.0 | 137,036 |
#!/bin/bash
set -x
set -e
cd `dirname "$0"`
generate_shaders()
{
fileplatform=$1
compileplatform=$2
sdkplatform=$3
minversion=$4
xcrun -sdk $sdkplatform metal -c -std=$compileplatform-metal1.1 -m$sdkplatform-version-min=$minversion -Wall -O3 -o ./sdl.air ./SDL_shaders_metal.metal || exit $?
xcrun -sdk $sdkplatform metal-ar rc sdl.metalar sdl.air || exit $?
xcrun -sdk $sdkplatform metallib -o sdl.metallib sdl.metalar || exit $?
xxd -i sdl.metallib | perl -w -p -e 's/\Aunsigned /const unsigned /;' >./SDL_shaders_metal_$fileplatform.h
rm -f sdl.air sdl.metalar sdl.metallib
}
generate_shaders osx osx macosx 10.11
generate_shaders ios ios iphoneos 8.0
generate_shaders tvos ios appletvos 9.0
| YifuLiu/AliOS-Things | components/SDL2/src/render/metal/build-metal-shaders.sh | Shell | apache-2.0 | 731 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/* list of OpenGL functions sorted alphabetically
If you need to use a GL function from the SDL video subsystem,
change its entry from SDL_PROC_UNUSED to SDL_PROC and rebuild.
*/
#define SDL_PROC_UNUSED(ret,func,params)
SDL_PROC_UNUSED(void, glAccum, (GLenum, GLfloat))
SDL_PROC_UNUSED(void, glAlphaFunc, (GLenum, GLclampf))
SDL_PROC_UNUSED(GLboolean, glAreTexturesResident,
(GLsizei, const GLuint *, GLboolean *))
SDL_PROC_UNUSED(void, glArrayElement, (GLint))
SDL_PROC(void, glBegin, (GLenum))
SDL_PROC(void, glBindTexture, (GLenum, GLuint))
SDL_PROC_UNUSED(void, glBitmap,
(GLsizei, GLsizei, GLfloat, GLfloat, GLfloat, GLfloat,
const GLubyte *))
SDL_PROC(void, glBlendEquation, (GLenum))
SDL_PROC_UNUSED(void, glBlendFunc, (GLenum, GLenum))
SDL_PROC(void, glBlendFuncSeparate, (GLenum, GLenum, GLenum, GLenum))
SDL_PROC_UNUSED(void, glCallList, (GLuint))
SDL_PROC_UNUSED(void, glCallLists, (GLsizei, GLenum, const GLvoid *))
SDL_PROC(void, glClear, (GLbitfield))
SDL_PROC_UNUSED(void, glClearAccum, (GLfloat, GLfloat, GLfloat, GLfloat))
SDL_PROC(void, glClearColor, (GLclampf, GLclampf, GLclampf, GLclampf))
SDL_PROC_UNUSED(void, glClearDepth, (GLclampd))
SDL_PROC_UNUSED(void, glClearIndex, (GLfloat))
SDL_PROC_UNUSED(void, glClearStencil, (GLint))
SDL_PROC_UNUSED(void, glClipPlane, (GLenum, const GLdouble *))
SDL_PROC_UNUSED(void, glColor3b, (GLbyte, GLbyte, GLbyte))
SDL_PROC_UNUSED(void, glColor3bv, (const GLbyte *))
SDL_PROC_UNUSED(void, glColor3d, (GLdouble, GLdouble, GLdouble))
SDL_PROC_UNUSED(void, glColor3dv, (const GLdouble *))
SDL_PROC_UNUSED(void, glColor3f, (GLfloat, GLfloat, GLfloat))
SDL_PROC(void, glColor3fv, (const GLfloat *))
SDL_PROC_UNUSED(void, glColor3i, (GLint, GLint, GLint))
SDL_PROC_UNUSED(void, glColor3iv, (const GLint *))
SDL_PROC_UNUSED(void, glColor3s, (GLshort, GLshort, GLshort))
SDL_PROC_UNUSED(void, glColor3sv, (const GLshort *))
SDL_PROC_UNUSED(void, glColor3ub, (GLubyte, GLubyte, GLubyte))
SDL_PROC_UNUSED(void, glColor3ubv, (const GLubyte *))
SDL_PROC_UNUSED(void, glColor3ui, (GLuint, GLuint, GLuint))
SDL_PROC_UNUSED(void, glColor3uiv, (const GLuint *))
SDL_PROC_UNUSED(void, glColor3us, (GLushort, GLushort, GLushort))
SDL_PROC_UNUSED(void, glColor3usv, (const GLushort *))
SDL_PROC_UNUSED(void, glColor4b, (GLbyte, GLbyte, GLbyte, GLbyte))
SDL_PROC_UNUSED(void, glColor4bv, (const GLbyte *))
SDL_PROC_UNUSED(void, glColor4d, (GLdouble, GLdouble, GLdouble, GLdouble))
SDL_PROC_UNUSED(void, glColor4dv, (const GLdouble *))
SDL_PROC(void, glColor4f, (GLfloat, GLfloat, GLfloat, GLfloat))
SDL_PROC_UNUSED(void, glColor4fv, (const GLfloat *))
SDL_PROC_UNUSED(void, glColor4i, (GLint, GLint, GLint, GLint))
SDL_PROC_UNUSED(void, glColor4iv, (const GLint *))
SDL_PROC_UNUSED(void, glColor4s, (GLshort, GLshort, GLshort, GLshort))
SDL_PROC_UNUSED(void, glColor4sv, (const GLshort *))
SDL_PROC_UNUSED(void, glColor4ub,
(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha))
SDL_PROC_UNUSED(void, glColor4ubv, (const GLubyte * v))
SDL_PROC_UNUSED(void, glColor4ui,
(GLuint red, GLuint green, GLuint blue, GLuint alpha))
SDL_PROC_UNUSED(void, glColor4uiv, (const GLuint * v))
SDL_PROC_UNUSED(void, glColor4us,
(GLushort red, GLushort green, GLushort blue, GLushort alpha))
SDL_PROC_UNUSED(void, glColor4usv, (const GLushort * v))
SDL_PROC_UNUSED(void, glColorMask,
(GLboolean red, GLboolean green, GLboolean blue,
GLboolean alpha))
SDL_PROC_UNUSED(void, glColorMaterial, (GLenum face, GLenum mode))
SDL_PROC_UNUSED(void, glColorPointer,
(GLint size, GLenum type, GLsizei stride,
const GLvoid * pointer))
SDL_PROC_UNUSED(void, glCopyPixels,
(GLint x, GLint y, GLsizei width, GLsizei height,
GLenum type))
SDL_PROC_UNUSED(void, glCopyTexImage1D,
(GLenum target, GLint level, GLenum internalFormat, GLint x,
GLint y, GLsizei width, GLint border))
SDL_PROC_UNUSED(void, glCopyTexImage2D,
(GLenum target, GLint level, GLenum internalFormat, GLint x,
GLint y, GLsizei width, GLsizei height, GLint border))
SDL_PROC_UNUSED(void, glCopyTexSubImage1D,
(GLenum target, GLint level, GLint xoffset, GLint x, GLint y,
GLsizei width))
SDL_PROC_UNUSED(void, glCopyTexSubImage2D,
(GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLint x, GLint y, GLsizei width, GLsizei height))
SDL_PROC_UNUSED(void, glCullFace, (GLenum mode))
SDL_PROC_UNUSED(void, glDeleteLists, (GLuint list, GLsizei range))
SDL_PROC(void, glDeleteTextures, (GLsizei n, const GLuint * textures))
SDL_PROC(void, glDepthFunc, (GLenum func))
SDL_PROC_UNUSED(void, glDepthMask, (GLboolean flag))
SDL_PROC_UNUSED(void, glDepthRange, (GLclampd zNear, GLclampd zFar))
SDL_PROC(void, glDisable, (GLenum cap))
SDL_PROC_UNUSED(void, glDisableClientState, (GLenum array))
SDL_PROC_UNUSED(void, glDrawArrays, (GLenum mode, GLint first, GLsizei count))
SDL_PROC_UNUSED(void, glDrawBuffer, (GLenum mode))
SDL_PROC_UNUSED(void, glDrawElements,
(GLenum mode, GLsizei count, GLenum type,
const GLvoid * indices))
SDL_PROC(void, glDrawPixels,
(GLsizei width, GLsizei height, GLenum format, GLenum type,
const GLvoid * pixels))
SDL_PROC_UNUSED(void, glEdgeFlag, (GLboolean flag))
SDL_PROC_UNUSED(void, glEdgeFlagPointer,
(GLsizei stride, const GLvoid * pointer))
SDL_PROC_UNUSED(void, glEdgeFlagv, (const GLboolean * flag))
SDL_PROC(void, glEnable, (GLenum cap))
SDL_PROC_UNUSED(void, glEnableClientState, (GLenum array))
SDL_PROC(void, glEnd, (void))
SDL_PROC_UNUSED(void, glEndList, (void))
SDL_PROC_UNUSED(void, glEvalCoord1d, (GLdouble u))
SDL_PROC_UNUSED(void, glEvalCoord1dv, (const GLdouble * u))
SDL_PROC_UNUSED(void, glEvalCoord1f, (GLfloat u))
SDL_PROC_UNUSED(void, glEvalCoord1fv, (const GLfloat * u))
SDL_PROC_UNUSED(void, glEvalCoord2d, (GLdouble u, GLdouble v))
SDL_PROC_UNUSED(void, glEvalCoord2dv, (const GLdouble * u))
SDL_PROC_UNUSED(void, glEvalCoord2f, (GLfloat u, GLfloat v))
SDL_PROC_UNUSED(void, glEvalCoord2fv, (const GLfloat * u))
SDL_PROC_UNUSED(void, glEvalMesh1, (GLenum mode, GLint i1, GLint i2))
SDL_PROC_UNUSED(void, glEvalMesh2,
(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2))
SDL_PROC_UNUSED(void, glEvalPoint1, (GLint i))
SDL_PROC_UNUSED(void, glEvalPoint2, (GLint i, GLint j))
SDL_PROC_UNUSED(void, glFeedbackBuffer,
(GLsizei size, GLenum type, GLfloat * buffer))
SDL_PROC_UNUSED(void, glFinish, (void))
SDL_PROC_UNUSED(void, glFlush, (void))
SDL_PROC_UNUSED(void, glFogf, (GLenum pname, GLfloat param))
SDL_PROC_UNUSED(void, glFogfv, (GLenum pname, const GLfloat * params))
SDL_PROC_UNUSED(void, glFogi, (GLenum pname, GLint param))
SDL_PROC_UNUSED(void, glFogiv, (GLenum pname, const GLint * params))
SDL_PROC_UNUSED(void, glFrontFace, (GLenum mode))
SDL_PROC_UNUSED(void, glFrustum,
(GLdouble left, GLdouble right, GLdouble bottom,
GLdouble top, GLdouble zNear, GLdouble zFar))
SDL_PROC_UNUSED(GLuint, glGenLists, (GLsizei range))
SDL_PROC(void, glGenTextures, (GLsizei n, GLuint * textures))
SDL_PROC_UNUSED(void, glGetBooleanv, (GLenum pname, GLboolean * params))
SDL_PROC_UNUSED(void, glGetClipPlane, (GLenum plane, GLdouble * equation))
SDL_PROC_UNUSED(void, glGetDoublev, (GLenum pname, GLdouble * params))
SDL_PROC(GLenum, glGetError, (void))
SDL_PROC_UNUSED(void, glGetFloatv, (GLenum pname, GLfloat * params))
SDL_PROC(void, glGetIntegerv, (GLenum pname, GLint * params))
SDL_PROC_UNUSED(void, glGetLightfv,
(GLenum light, GLenum pname, GLfloat * params))
SDL_PROC_UNUSED(void, glGetLightiv,
(GLenum light, GLenum pname, GLint * params))
SDL_PROC_UNUSED(void, glGetMapdv, (GLenum target, GLenum query, GLdouble * v))
SDL_PROC_UNUSED(void, glGetMapfv, (GLenum target, GLenum query, GLfloat * v))
SDL_PROC_UNUSED(void, glGetMapiv, (GLenum target, GLenum query, GLint * v))
SDL_PROC_UNUSED(void, glGetMaterialfv,
(GLenum face, GLenum pname, GLfloat * params))
SDL_PROC_UNUSED(void, glGetMaterialiv,
(GLenum face, GLenum pname, GLint * params))
SDL_PROC_UNUSED(void, glGetPixelMapfv, (GLenum map, GLfloat * values))
SDL_PROC_UNUSED(void, glGetPixelMapuiv, (GLenum map, GLuint * values))
SDL_PROC_UNUSED(void, glGetPixelMapusv, (GLenum map, GLushort * values))
SDL_PROC(void, glGetPointerv, (GLenum pname, GLvoid * *params))
SDL_PROC_UNUSED(void, glGetPolygonStipple, (GLubyte * mask))
SDL_PROC(const GLubyte *, glGetString, (GLenum name))
SDL_PROC_UNUSED(void, glGetTexEnvfv,
(GLenum target, GLenum pname, GLfloat * params))
SDL_PROC_UNUSED(void, glGetTexEnviv,
(GLenum target, GLenum pname, GLint * params))
SDL_PROC_UNUSED(void, glGetTexGendv,
(GLenum coord, GLenum pname, GLdouble * params))
SDL_PROC_UNUSED(void, glGetTexGenfv,
(GLenum coord, GLenum pname, GLfloat * params))
SDL_PROC_UNUSED(void, glGetTexGeniv,
(GLenum coord, GLenum pname, GLint * params))
SDL_PROC_UNUSED(void, glGetTexImage,
(GLenum target, GLint level, GLenum format, GLenum type,
GLvoid * pixels))
SDL_PROC_UNUSED(void, glGetTexLevelParameterfv,
(GLenum target, GLint level, GLenum pname, GLfloat * params))
SDL_PROC_UNUSED(void, glGetTexLevelParameteriv,
(GLenum target, GLint level, GLenum pname, GLint * params))
SDL_PROC_UNUSED(void, glGetTexParameterfv,
(GLenum target, GLenum pname, GLfloat * params))
SDL_PROC_UNUSED(void, glGetTexParameteriv,
(GLenum target, GLenum pname, GLint * params))
SDL_PROC_UNUSED(void, glHint, (GLenum target, GLenum mode))
SDL_PROC_UNUSED(void, glIndexMask, (GLuint mask))
SDL_PROC_UNUSED(void, glIndexPointer,
(GLenum type, GLsizei stride, const GLvoid * pointer))
SDL_PROC_UNUSED(void, glIndexd, (GLdouble c))
SDL_PROC_UNUSED(void, glIndexdv, (const GLdouble * c))
SDL_PROC_UNUSED(void, glIndexf, (GLfloat c))
SDL_PROC_UNUSED(void, glIndexfv, (const GLfloat * c))
SDL_PROC_UNUSED(void, glIndexi, (GLint c))
SDL_PROC_UNUSED(void, glIndexiv, (const GLint * c))
SDL_PROC_UNUSED(void, glIndexs, (GLshort c))
SDL_PROC_UNUSED(void, glIndexsv, (const GLshort * c))
SDL_PROC_UNUSED(void, glIndexub, (GLubyte c))
SDL_PROC_UNUSED(void, glIndexubv, (const GLubyte * c))
SDL_PROC_UNUSED(void, glInitNames, (void))
SDL_PROC_UNUSED(void, glInterleavedArrays,
(GLenum format, GLsizei stride, const GLvoid * pointer))
SDL_PROC_UNUSED(GLboolean, glIsEnabled, (GLenum cap))
SDL_PROC_UNUSED(GLboolean, glIsList, (GLuint list))
SDL_PROC_UNUSED(GLboolean, glIsTexture, (GLuint texture))
SDL_PROC_UNUSED(void, glLightModelf, (GLenum pname, GLfloat param))
SDL_PROC_UNUSED(void, glLightModelfv, (GLenum pname, const GLfloat * params))
SDL_PROC_UNUSED(void, glLightModeli, (GLenum pname, GLint param))
SDL_PROC_UNUSED(void, glLightModeliv, (GLenum pname, const GLint * params))
SDL_PROC_UNUSED(void, glLightf, (GLenum light, GLenum pname, GLfloat param))
SDL_PROC_UNUSED(void, glLightfv,
(GLenum light, GLenum pname, const GLfloat * params))
SDL_PROC_UNUSED(void, glLighti, (GLenum light, GLenum pname, GLint param))
SDL_PROC_UNUSED(void, glLightiv,
(GLenum light, GLenum pname, const GLint * params))
SDL_PROC_UNUSED(void, glLineStipple, (GLint factor, GLushort pattern))
SDL_PROC(void, glLineWidth, (GLfloat width))
SDL_PROC_UNUSED(void, glListBase, (GLuint base))
SDL_PROC(void, glLoadIdentity, (void))
SDL_PROC_UNUSED(void, glLoadMatrixd, (const GLdouble * m))
SDL_PROC_UNUSED(void, glLoadMatrixf, (const GLfloat * m))
SDL_PROC_UNUSED(void, glLoadName, (GLuint name))
SDL_PROC_UNUSED(void, glLogicOp, (GLenum opcode))
SDL_PROC_UNUSED(void, glMap1d,
(GLenum target, GLdouble u1, GLdouble u2, GLint stride,
GLint order, const GLdouble * points))
SDL_PROC_UNUSED(void, glMap1f,
(GLenum target, GLfloat u1, GLfloat u2, GLint stride,
GLint order, const GLfloat * points))
SDL_PROC_UNUSED(void, glMap2d,
(GLenum target, GLdouble u1, GLdouble u2, GLint ustride,
GLint uorder, GLdouble v1, GLdouble v2, GLint vstride,
GLint vorder, const GLdouble * points))
SDL_PROC_UNUSED(void, glMap2f,
(GLenum target, GLfloat u1, GLfloat u2, GLint ustride,
GLint uorder, GLfloat v1, GLfloat v2, GLint vstride,
GLint vorder, const GLfloat * points))
SDL_PROC_UNUSED(void, glMapGrid1d, (GLint un, GLdouble u1, GLdouble u2))
SDL_PROC_UNUSED(void, glMapGrid1f, (GLint un, GLfloat u1, GLfloat u2))
SDL_PROC_UNUSED(void, glMapGrid2d,
(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1,
GLdouble v2))
SDL_PROC_UNUSED(void, glMapGrid2f,
(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1,
GLfloat v2))
SDL_PROC_UNUSED(void, glMaterialf, (GLenum face, GLenum pname, GLfloat param))
SDL_PROC_UNUSED(void, glMaterialfv,
(GLenum face, GLenum pname, const GLfloat * params))
SDL_PROC_UNUSED(void, glMateriali, (GLenum face, GLenum pname, GLint param))
SDL_PROC_UNUSED(void, glMaterialiv,
(GLenum face, GLenum pname, const GLint * params))
SDL_PROC(void, glMatrixMode, (GLenum mode))
SDL_PROC_UNUSED(void, glMultMatrixd, (const GLdouble * m))
SDL_PROC_UNUSED(void, glMultMatrixf, (const GLfloat * m))
SDL_PROC_UNUSED(void, glNewList, (GLuint list, GLenum mode))
SDL_PROC_UNUSED(void, glNormal3b, (GLbyte nx, GLbyte ny, GLbyte nz))
SDL_PROC_UNUSED(void, glNormal3bv, (const GLbyte * v))
SDL_PROC_UNUSED(void, glNormal3d, (GLdouble nx, GLdouble ny, GLdouble nz))
SDL_PROC_UNUSED(void, glNormal3dv, (const GLdouble * v))
SDL_PROC_UNUSED(void, glNormal3f, (GLfloat nx, GLfloat ny, GLfloat nz))
SDL_PROC_UNUSED(void, glNormal3fv, (const GLfloat * v))
SDL_PROC_UNUSED(void, glNormal3i, (GLint nx, GLint ny, GLint nz))
SDL_PROC_UNUSED(void, glNormal3iv, (const GLint * v))
SDL_PROC_UNUSED(void, glNormal3s, (GLshort nx, GLshort ny, GLshort nz))
SDL_PROC_UNUSED(void, glNormal3sv, (const GLshort * v))
SDL_PROC_UNUSED(void, glNormalPointer,
(GLenum type, GLsizei stride, const GLvoid * pointer))
SDL_PROC(void, glOrtho,
(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top,
GLdouble zNear, GLdouble zFar))
SDL_PROC_UNUSED(void, glPassThrough, (GLfloat token))
SDL_PROC_UNUSED(void, glPixelMapfv,
(GLenum map, GLsizei mapsize, const GLfloat * values))
SDL_PROC_UNUSED(void, glPixelMapuiv,
(GLenum map, GLsizei mapsize, const GLuint * values))
SDL_PROC_UNUSED(void, glPixelMapusv,
(GLenum map, GLsizei mapsize, const GLushort * values))
SDL_PROC_UNUSED(void, glPixelStoref, (GLenum pname, GLfloat param))
SDL_PROC(void, glPixelStorei, (GLenum pname, GLint param))
SDL_PROC_UNUSED(void, glPixelTransferf, (GLenum pname, GLfloat param))
SDL_PROC_UNUSED(void, glPixelTransferi, (GLenum pname, GLint param))
SDL_PROC_UNUSED(void, glPixelZoom, (GLfloat xfactor, GLfloat yfactor))
SDL_PROC(void, glPointSize, (GLfloat size))
SDL_PROC_UNUSED(void, glPolygonMode, (GLenum face, GLenum mode))
SDL_PROC_UNUSED(void, glPolygonOffset, (GLfloat factor, GLfloat units))
SDL_PROC_UNUSED(void, glPolygonStipple, (const GLubyte * mask))
SDL_PROC_UNUSED(void, glPopAttrib, (void))
SDL_PROC_UNUSED(void, glPopClientAttrib, (void))
SDL_PROC(void, glPopMatrix, (void))
SDL_PROC_UNUSED(void, glPopName, (void))
SDL_PROC_UNUSED(void, glPrioritizeTextures,
(GLsizei n, const GLuint * textures,
const GLclampf * priorities))
SDL_PROC_UNUSED(void, glPushAttrib, (GLbitfield mask))
SDL_PROC_UNUSED(void, glPushClientAttrib, (GLbitfield mask))
SDL_PROC(void, glPushMatrix, (void))
SDL_PROC_UNUSED(void, glPushName, (GLuint name))
SDL_PROC_UNUSED(void, glRasterPos2d, (GLdouble x, GLdouble y))
SDL_PROC_UNUSED(void, glRasterPos2dv, (const GLdouble * v))
SDL_PROC_UNUSED(void, glRasterPos2f, (GLfloat x, GLfloat y))
SDL_PROC_UNUSED(void, glRasterPos2fv, (const GLfloat * v))
SDL_PROC(void, glRasterPos2i, (GLint x, GLint y))
SDL_PROC_UNUSED(void, glRasterPos2iv, (const GLint * v))
SDL_PROC_UNUSED(void, glRasterPos2s, (GLshort x, GLshort y))
SDL_PROC_UNUSED(void, glRasterPos2sv, (const GLshort * v))
SDL_PROC_UNUSED(void, glRasterPos3d, (GLdouble x, GLdouble y, GLdouble z))
SDL_PROC_UNUSED(void, glRasterPos3dv, (const GLdouble * v))
SDL_PROC_UNUSED(void, glRasterPos3f, (GLfloat x, GLfloat y, GLfloat z))
SDL_PROC_UNUSED(void, glRasterPos3fv, (const GLfloat * v))
SDL_PROC_UNUSED(void, glRasterPos3i, (GLint x, GLint y, GLint z))
SDL_PROC_UNUSED(void, glRasterPos3iv, (const GLint * v))
SDL_PROC_UNUSED(void, glRasterPos3s, (GLshort x, GLshort y, GLshort z))
SDL_PROC_UNUSED(void, glRasterPos3sv, (const GLshort * v))
SDL_PROC_UNUSED(void, glRasterPos4d,
(GLdouble x, GLdouble y, GLdouble z, GLdouble w))
SDL_PROC_UNUSED(void, glRasterPos4dv, (const GLdouble * v))
SDL_PROC_UNUSED(void, glRasterPos4f,
(GLfloat x, GLfloat y, GLfloat z, GLfloat w))
SDL_PROC_UNUSED(void, glRasterPos4fv, (const GLfloat * v))
SDL_PROC_UNUSED(void, glRasterPos4i, (GLint x, GLint y, GLint z, GLint w))
SDL_PROC_UNUSED(void, glRasterPos4iv, (const GLint * v))
SDL_PROC_UNUSED(void, glRasterPos4s,
(GLshort x, GLshort y, GLshort z, GLshort w))
SDL_PROC_UNUSED(void, glRasterPos4sv, (const GLshort * v))
SDL_PROC(void, glReadBuffer, (GLenum mode))
SDL_PROC(void, glReadPixels,
(GLint x, GLint y, GLsizei width, GLsizei height,
GLenum format, GLenum type, GLvoid * pixels))
SDL_PROC_UNUSED(void, glRectd,
(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2))
SDL_PROC_UNUSED(void, glRectdv, (const GLdouble * v1, const GLdouble * v2))
SDL_PROC(void, glRectf,
(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2))
SDL_PROC_UNUSED(void, glRectfv, (const GLfloat * v1, const GLfloat * v2))
SDL_PROC_UNUSED(void, glRecti, (GLint x1, GLint y1, GLint x2, GLint y2))
SDL_PROC_UNUSED(void, glRectiv, (const GLint * v1, const GLint * v2))
SDL_PROC_UNUSED(void, glRects,
(GLshort x1, GLshort y1, GLshort x2, GLshort y2))
SDL_PROC_UNUSED(void, glRectsv, (const GLshort * v1, const GLshort * v2))
SDL_PROC_UNUSED(GLint, glRenderMode, (GLenum mode))
SDL_PROC(void, glRotated,
(GLdouble angle, GLdouble x, GLdouble y, GLdouble z))
SDL_PROC(void, glRotatef,
(GLfloat angle, GLfloat x, GLfloat y, GLfloat z))
SDL_PROC_UNUSED(void, glScaled, (GLdouble x, GLdouble y, GLdouble z))
SDL_PROC_UNUSED(void, glScalef, (GLfloat x, GLfloat y, GLfloat z))
SDL_PROC(void, glScissor, (GLint x, GLint y, GLsizei width, GLsizei height))
SDL_PROC_UNUSED(void, glSelectBuffer, (GLsizei size, GLuint * buffer))
SDL_PROC(void, glShadeModel, (GLenum mode))
SDL_PROC_UNUSED(void, glStencilFunc, (GLenum func, GLint ref, GLuint mask))
SDL_PROC_UNUSED(void, glStencilMask, (GLuint mask))
SDL_PROC_UNUSED(void, glStencilOp, (GLenum fail, GLenum zfail, GLenum zpass))
SDL_PROC_UNUSED(void, glTexCoord1d, (GLdouble s))
SDL_PROC_UNUSED(void, glTexCoord1dv, (const GLdouble * v))
SDL_PROC_UNUSED(void, glTexCoord1f, (GLfloat s))
SDL_PROC_UNUSED(void, glTexCoord1fv, (const GLfloat * v))
SDL_PROC_UNUSED(void, glTexCoord1i, (GLint s))
SDL_PROC_UNUSED(void, glTexCoord1iv, (const GLint * v))
SDL_PROC_UNUSED(void, glTexCoord1s, (GLshort s))
SDL_PROC_UNUSED(void, glTexCoord1sv, (const GLshort * v))
SDL_PROC_UNUSED(void, glTexCoord2d, (GLdouble s, GLdouble t))
SDL_PROC_UNUSED(void, glTexCoord2dv, (const GLdouble * v))
SDL_PROC(void, glTexCoord2f, (GLfloat s, GLfloat t))
SDL_PROC_UNUSED(void, glTexCoord2fv, (const GLfloat * v))
SDL_PROC_UNUSED(void, glTexCoord2i, (GLint s, GLint t))
SDL_PROC_UNUSED(void, glTexCoord2iv, (const GLint * v))
SDL_PROC_UNUSED(void, glTexCoord2s, (GLshort s, GLshort t))
SDL_PROC_UNUSED(void, glTexCoord2sv, (const GLshort * v))
SDL_PROC_UNUSED(void, glTexCoord3d, (GLdouble s, GLdouble t, GLdouble r))
SDL_PROC_UNUSED(void, glTexCoord3dv, (const GLdouble * v))
SDL_PROC_UNUSED(void, glTexCoord3f, (GLfloat s, GLfloat t, GLfloat r))
SDL_PROC_UNUSED(void, glTexCoord3fv, (const GLfloat * v))
SDL_PROC_UNUSED(void, glTexCoord3i, (GLint s, GLint t, GLint r))
SDL_PROC_UNUSED(void, glTexCoord3iv, (const GLint * v))
SDL_PROC_UNUSED(void, glTexCoord3s, (GLshort s, GLshort t, GLshort r))
SDL_PROC_UNUSED(void, glTexCoord3sv, (const GLshort * v))
SDL_PROC_UNUSED(void, glTexCoord4d,
(GLdouble s, GLdouble t, GLdouble r, GLdouble q))
SDL_PROC_UNUSED(void, glTexCoord4dv, (const GLdouble * v))
SDL_PROC_UNUSED(void, glTexCoord4f,
(GLfloat s, GLfloat t, GLfloat r, GLfloat q))
SDL_PROC_UNUSED(void, glTexCoord4fv, (const GLfloat * v))
SDL_PROC_UNUSED(void, glTexCoord4i, (GLint s, GLint t, GLint r, GLint q))
SDL_PROC_UNUSED(void, glTexCoord4iv, (const GLint * v))
SDL_PROC_UNUSED(void, glTexCoord4s,
(GLshort s, GLshort t, GLshort r, GLshort q))
SDL_PROC_UNUSED(void, glTexCoord4sv, (const GLshort * v))
SDL_PROC_UNUSED(void, glTexCoordPointer,
(GLint size, GLenum type, GLsizei stride,
const GLvoid * pointer))
SDL_PROC(void, glTexEnvf, (GLenum target, GLenum pname, GLfloat param))
SDL_PROC_UNUSED(void, glTexEnvfv,
(GLenum target, GLenum pname, const GLfloat * params))
SDL_PROC_UNUSED(void, glTexEnvi, (GLenum target, GLenum pname, GLint param))
SDL_PROC_UNUSED(void, glTexEnviv,
(GLenum target, GLenum pname, const GLint * params))
SDL_PROC_UNUSED(void, glTexGend, (GLenum coord, GLenum pname, GLdouble param))
SDL_PROC_UNUSED(void, glTexGendv,
(GLenum coord, GLenum pname, const GLdouble * params))
SDL_PROC_UNUSED(void, glTexGenf, (GLenum coord, GLenum pname, GLfloat param))
SDL_PROC_UNUSED(void, glTexGenfv,
(GLenum coord, GLenum pname, const GLfloat * params))
SDL_PROC_UNUSED(void, glTexGeni, (GLenum coord, GLenum pname, GLint param))
SDL_PROC_UNUSED(void, glTexGeniv,
(GLenum coord, GLenum pname, const GLint * params))
SDL_PROC_UNUSED(void, glTexImage1D,
(GLenum target, GLint level, GLint internalformat,
GLsizei width, GLint border, GLenum format, GLenum type,
const GLvoid * pixels))
SDL_PROC(void, glTexImage2D,
(GLenum target, GLint level, GLint internalformat, GLsizei width,
GLsizei height, GLint border, GLenum format, GLenum type,
const GLvoid * pixels))
SDL_PROC_UNUSED(void, glTexParameterf,
(GLenum target, GLenum pname, GLfloat param))
SDL_PROC_UNUSED(void, glTexParameterfv,
(GLenum target, GLenum pname, const GLfloat * params))
SDL_PROC(void, glTexParameteri, (GLenum target, GLenum pname, GLint param))
SDL_PROC_UNUSED(void, glTexParameteriv,
(GLenum target, GLenum pname, const GLint * params))
SDL_PROC_UNUSED(void, glTexSubImage1D,
(GLenum target, GLint level, GLint xoffset, GLsizei width,
GLenum format, GLenum type, const GLvoid * pixels))
SDL_PROC(void, glTexSubImage2D,
(GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height, GLenum format, GLenum type,
const GLvoid * pixels))
SDL_PROC_UNUSED(void, glTranslated, (GLdouble x, GLdouble y, GLdouble z))
SDL_PROC(void, glTranslatef, (GLfloat x, GLfloat y, GLfloat z))
SDL_PROC_UNUSED(void, glVertex2d, (GLdouble x, GLdouble y))
SDL_PROC_UNUSED(void, glVertex2dv, (const GLdouble * v))
SDL_PROC(void, glVertex2f, (GLfloat x, GLfloat y))
SDL_PROC_UNUSED(void, glVertex2fv, (const GLfloat * v))
SDL_PROC_UNUSED(void, glVertex2i, (GLint x, GLint y))
SDL_PROC_UNUSED(void, glVertex2iv, (const GLint * v))
SDL_PROC_UNUSED(void, glVertex2s, (GLshort x, GLshort y))
SDL_PROC_UNUSED(void, glVertex2sv, (const GLshort * v))
SDL_PROC_UNUSED(void, glVertex3d, (GLdouble x, GLdouble y, GLdouble z))
SDL_PROC_UNUSED(void, glVertex3dv, (const GLdouble * v))
SDL_PROC_UNUSED(void, glVertex3f, (GLfloat x, GLfloat y, GLfloat z))
SDL_PROC(void, glVertex3fv, (const GLfloat * v))
SDL_PROC_UNUSED(void, glVertex3i, (GLint x, GLint y, GLint z))
SDL_PROC_UNUSED(void, glVertex3iv, (const GLint * v))
SDL_PROC_UNUSED(void, glVertex3s, (GLshort x, GLshort y, GLshort z))
SDL_PROC_UNUSED(void, glVertex3sv, (const GLshort * v))
SDL_PROC_UNUSED(void, glVertex4d,
(GLdouble x, GLdouble y, GLdouble z, GLdouble w))
SDL_PROC_UNUSED(void, glVertex4dv, (const GLdouble * v))
SDL_PROC_UNUSED(void, glVertex4f,
(GLfloat x, GLfloat y, GLfloat z, GLfloat w))
SDL_PROC_UNUSED(void, glVertex4fv, (const GLfloat * v))
SDL_PROC_UNUSED(void, glVertex4i, (GLint x, GLint y, GLint z, GLint w))
SDL_PROC_UNUSED(void, glVertex4iv, (const GLint * v))
SDL_PROC_UNUSED(void, glVertex4s,
(GLshort x, GLshort y, GLshort z, GLshort w))
SDL_PROC_UNUSED(void, glVertex4sv, (const GLshort * v))
SDL_PROC_UNUSED(void, glVertexPointer,
(GLint size, GLenum type, GLsizei stride,
const GLvoid * pointer))
SDL_PROC(void, glViewport, (GLint x, GLint y, GLsizei width, GLsizei height))
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/render/opengl/SDL_glfuncs.h | C | apache-2.0 | 26,391 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#if SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED
#include "SDL_hints.h"
#include "SDL_assert.h"
#include "SDL_opengl.h"
#include "../SDL_sysrender.h"
#include "SDL_shaders_gl.h"
#ifdef __MACOSX__
#include <OpenGL/OpenGL.h>
#endif
/* To prevent unnecessary window recreation,
* these should match the defaults selected in SDL_GL_ResetAttributes
*/
#define RENDERER_CONTEXT_MAJOR 2
#define RENDERER_CONTEXT_MINOR 1
/* OpenGL renderer implementation */
/* Details on optimizing the texture path on Mac OS X:
http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/opengl_texturedata.html
*/
/* Used to re-create the window with OpenGL capability */
extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
static const float inv255f = 1.0f / 255.0f;
typedef struct GL_FBOList GL_FBOList;
struct GL_FBOList
{
Uint32 w, h;
GLuint FBO;
GL_FBOList *next;
};
typedef struct
{
SDL_bool viewport_dirty;
SDL_Rect viewport;
SDL_Texture *texture;
SDL_Texture *target;
int drawablew;
int drawableh;
SDL_BlendMode blend;
GL_Shader shader;
SDL_bool cliprect_enabled_dirty;
SDL_bool cliprect_enabled;
SDL_bool cliprect_dirty;
SDL_Rect cliprect;
SDL_bool texturing;
Uint32 color;
Uint32 clear_color;
} GL_DrawStateCache;
typedef struct
{
SDL_GLContext context;
SDL_bool debug_enabled;
SDL_bool GL_ARB_debug_output_supported;
int errors;
char **error_messages;
GLDEBUGPROCARB next_error_callback;
GLvoid *next_error_userparam;
GLenum textype;
SDL_bool GL_ARB_texture_non_power_of_two_supported;
SDL_bool GL_ARB_texture_rectangle_supported;
SDL_bool GL_EXT_framebuffer_object_supported;
GL_FBOList *framebuffers;
/* OpenGL functions */
#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
#include "SDL_glfuncs.h"
#undef SDL_PROC
/* Multitexture support */
SDL_bool GL_ARB_multitexture_supported;
PFNGLACTIVETEXTUREARBPROC glActiveTextureARB;
GLint num_texture_units;
PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT;
PFNGLDELETEFRAMEBUFFERSEXTPROC glDeleteFramebuffersEXT;
PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2DEXT;
PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT;
PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatusEXT;
/* Shader support */
GL_ShaderContext *shaders;
GL_DrawStateCache drawstate;
} GL_RenderData;
typedef struct
{
GLuint texture;
GLfloat texw;
GLfloat texh;
GLenum format;
GLenum formattype;
void *pixels;
int pitch;
SDL_Rect locked_rect;
/* YUV texture support */
SDL_bool yuv;
SDL_bool nv12;
GLuint utexture;
GLuint vtexture;
GL_FBOList *fbo;
} GL_TextureData;
SDL_FORCE_INLINE const char*
GL_TranslateError (GLenum error)
{
#define GL_ERROR_TRANSLATE(e) case e: return #e;
switch (error) {
GL_ERROR_TRANSLATE(GL_INVALID_ENUM)
GL_ERROR_TRANSLATE(GL_INVALID_VALUE)
GL_ERROR_TRANSLATE(GL_INVALID_OPERATION)
GL_ERROR_TRANSLATE(GL_OUT_OF_MEMORY)
GL_ERROR_TRANSLATE(GL_NO_ERROR)
GL_ERROR_TRANSLATE(GL_STACK_OVERFLOW)
GL_ERROR_TRANSLATE(GL_STACK_UNDERFLOW)
GL_ERROR_TRANSLATE(GL_TABLE_TOO_LARGE)
default:
return "UNKNOWN";
}
#undef GL_ERROR_TRANSLATE
}
SDL_FORCE_INLINE void
GL_ClearErrors(SDL_Renderer *renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
if (!data->debug_enabled)
{
return;
}
if (data->GL_ARB_debug_output_supported) {
if (data->errors) {
int i;
for (i = 0; i < data->errors; ++i) {
SDL_free(data->error_messages[i]);
}
SDL_free(data->error_messages);
data->errors = 0;
data->error_messages = NULL;
}
} else if (data->glGetError != NULL) {
while (data->glGetError() != GL_NO_ERROR) {
/* continue; */
}
}
}
SDL_FORCE_INLINE int
GL_CheckAllErrors (const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
int ret = 0;
if (!data->debug_enabled)
{
return 0;
}
if (data->GL_ARB_debug_output_supported) {
if (data->errors) {
int i;
for (i = 0; i < data->errors; ++i) {
SDL_SetError("%s: %s (%d): %s %s", prefix, file, line, function, data->error_messages[i]);
ret = -1;
}
GL_ClearErrors(renderer);
}
} else {
/* check gl errors (can return multiple errors) */
for (;;) {
GLenum error = data->glGetError();
if (error != GL_NO_ERROR) {
if (prefix == NULL || prefix[0] == '\0') {
prefix = "generic";
}
SDL_SetError("%s: %s (%d): %s %s (0x%X)", prefix, file, line, function, GL_TranslateError(error), error);
ret = -1;
} else {
break;
}
}
}
return ret;
}
#if 0
#define GL_CheckError(prefix, renderer)
#else
#define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, SDL_FILE, SDL_LINE, SDL_FUNCTION)
#endif
static int
GL_LoadFunctions(GL_RenderData * data)
{
#ifdef __SDL_NOGETPROCADDR__
#define SDL_PROC(ret,func,params) data->func=func;
#else
int retval = 0;
#define SDL_PROC(ret,func,params) \
do { \
data->func = SDL_GL_GetProcAddress(#func); \
if ( ! data->func ) { \
retval = SDL_SetError("Couldn't load GL function %s: %s", #func, SDL_GetError()); \
} \
} while ( 0 );
#endif /* __SDL_NOGETPROCADDR__ */
#include "SDL_glfuncs.h"
#undef SDL_PROC
return retval;
}
static int
GL_ActivateRenderer(SDL_Renderer * renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
if (SDL_GL_GetCurrentContext() != data->context) {
if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) {
return -1;
}
}
GL_ClearErrors(renderer);
return 0;
}
static void APIENTRY
GL_HandleDebugMessage(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const char *message, const void *userParam)
{
SDL_Renderer *renderer = (SDL_Renderer *) userParam;
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
if (type == GL_DEBUG_TYPE_ERROR_ARB) {
/* Record this error */
int errors = data->errors + 1;
char **error_messages = SDL_realloc(data->error_messages, errors * sizeof(*data->error_messages));
if (error_messages) {
data->errors = errors;
data->error_messages = error_messages;
data->error_messages[data->errors-1] = SDL_strdup(message);
}
}
/* If there's another error callback, pass it along, otherwise log it */
if (data->next_error_callback) {
data->next_error_callback(source, type, id, severity, length, message, data->next_error_userparam);
} else {
if (type == GL_DEBUG_TYPE_ERROR_ARB) {
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "%s", message);
} else {
SDL_LogDebug(SDL_LOG_CATEGORY_RENDER, "%s", message);
}
}
}
static GL_FBOList *
GL_GetFBO(GL_RenderData *data, Uint32 w, Uint32 h)
{
GL_FBOList *result = data->framebuffers;
while (result && ((result->w != w) || (result->h != h))) {
result = result->next;
}
if (!result) {
result = SDL_malloc(sizeof(GL_FBOList));
if (result) {
result->w = w;
result->h = h;
data->glGenFramebuffersEXT(1, &result->FBO);
result->next = data->framebuffers;
data->framebuffers = result;
}
}
return result;
}
static int
GL_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
{
SDL_GL_GetDrawableSize(renderer->window, w, h);
return 0;
}
static GLenum GetBlendFunc(SDL_BlendFactor factor)
{
switch (factor) {
case SDL_BLENDFACTOR_ZERO:
return GL_ZERO;
case SDL_BLENDFACTOR_ONE:
return GL_ONE;
case SDL_BLENDFACTOR_SRC_COLOR:
return GL_SRC_COLOR;
case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR:
return GL_ONE_MINUS_SRC_COLOR;
case SDL_BLENDFACTOR_SRC_ALPHA:
return GL_SRC_ALPHA;
case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA:
return GL_ONE_MINUS_SRC_ALPHA;
case SDL_BLENDFACTOR_DST_COLOR:
return GL_DST_COLOR;
case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR:
return GL_ONE_MINUS_DST_COLOR;
case SDL_BLENDFACTOR_DST_ALPHA:
return GL_DST_ALPHA;
case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA:
return GL_ONE_MINUS_DST_ALPHA;
default:
return GL_INVALID_ENUM;
}
}
static GLenum GetBlendEquation(SDL_BlendOperation operation)
{
switch (operation) {
case SDL_BLENDOPERATION_ADD:
return GL_FUNC_ADD;
case SDL_BLENDOPERATION_SUBTRACT:
return GL_FUNC_SUBTRACT;
case SDL_BLENDOPERATION_REV_SUBTRACT:
return GL_FUNC_REVERSE_SUBTRACT;
default:
return GL_INVALID_ENUM;
}
}
static SDL_bool
GL_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
{
SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode);
SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
if (GetBlendFunc(srcColorFactor) == GL_INVALID_ENUM ||
GetBlendFunc(srcAlphaFactor) == GL_INVALID_ENUM ||
GetBlendEquation(colorOperation) == GL_INVALID_ENUM ||
GetBlendFunc(dstColorFactor) == GL_INVALID_ENUM ||
GetBlendFunc(dstAlphaFactor) == GL_INVALID_ENUM ||
GetBlendEquation(alphaOperation) == GL_INVALID_ENUM) {
return SDL_FALSE;
}
if (colorOperation != alphaOperation) {
return SDL_FALSE;
}
return SDL_TRUE;
}
SDL_FORCE_INLINE int
power_of_2(int input)
{
int value = 1;
while (value < input) {
value <<= 1;
}
return value;
}
SDL_FORCE_INLINE SDL_bool
convert_format(GL_RenderData *renderdata, Uint32 pixel_format,
GLint* internalFormat, GLenum* format, GLenum* type)
{
switch (pixel_format) {
case SDL_PIXELFORMAT_ARGB8888:
case SDL_PIXELFORMAT_RGB888:
*internalFormat = GL_RGBA8;
*format = GL_BGRA;
*type = GL_UNSIGNED_INT_8_8_8_8_REV;
break;
case SDL_PIXELFORMAT_ABGR8888:
case SDL_PIXELFORMAT_BGR888:
*internalFormat = GL_RGBA8;
*format = GL_RGBA;
*type = GL_UNSIGNED_INT_8_8_8_8_REV;
break;
case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_NV12:
case SDL_PIXELFORMAT_NV21:
*internalFormat = GL_LUMINANCE;
*format = GL_LUMINANCE;
*type = GL_UNSIGNED_BYTE;
break;
#ifdef __MACOSX__
case SDL_PIXELFORMAT_UYVY:
*internalFormat = GL_RGB8;
*format = GL_YCBCR_422_APPLE;
*type = GL_UNSIGNED_SHORT_8_8_APPLE;
break;
#endif
default:
return SDL_FALSE;
}
return SDL_TRUE;
}
static int
GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
const GLenum textype = renderdata->textype;
GL_TextureData *data;
GLint internalFormat;
GLenum format, type;
int texture_w, texture_h;
GLenum scaleMode;
GL_ActivateRenderer(renderer);
renderdata->drawstate.texture = NULL; /* we trash this state. */
if (texture->access == SDL_TEXTUREACCESS_TARGET &&
!renderdata->GL_EXT_framebuffer_object_supported) {
return SDL_SetError("Render targets not supported by OpenGL");
}
if (!convert_format(renderdata, texture->format, &internalFormat,
&format, &type)) {
return SDL_SetError("Texture format %s not supported by OpenGL",
SDL_GetPixelFormatName(texture->format));
}
data = (GL_TextureData *) SDL_calloc(1, sizeof(*data));
if (!data) {
return SDL_OutOfMemory();
}
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
size_t size;
data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
size = texture->h * data->pitch;
if (texture->format == SDL_PIXELFORMAT_YV12 ||
texture->format == SDL_PIXELFORMAT_IYUV) {
/* Need to add size for the U and V planes */
size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
}
if (texture->format == SDL_PIXELFORMAT_NV12 ||
texture->format == SDL_PIXELFORMAT_NV21) {
/* Need to add size for the U/V plane */
size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
}
data->pixels = SDL_calloc(1, size);
if (!data->pixels) {
SDL_free(data);
return SDL_OutOfMemory();
}
}
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
data->fbo = GL_GetFBO(renderdata, texture->w, texture->h);
} else {
data->fbo = NULL;
}
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;
}
texture->driverdata = data;
if (renderdata->GL_ARB_texture_non_power_of_two_supported) {
texture_w = texture->w;
texture_h = texture->h;
data->texw = 1.0f;
data->texh = 1.0f;
} else if (renderdata->GL_ARB_texture_rectangle_supported) {
texture_w = texture->w;
texture_h = texture->h;
data->texw = (GLfloat) texture_w;
data->texh = (GLfloat) texture_h;
} else {
texture_w = power_of_2(texture->w);
texture_h = power_of_2(texture->h);
data->texw = (GLfloat) (texture->w) / texture_w;
data->texh = (GLfloat) texture->h / texture_h;
}
data->format = format;
data->formattype = type;
scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
renderdata->glEnable(textype);
renderdata->glBindTexture(textype, data->texture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, scaleMode);
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, scaleMode);
/* According to the spec, CLAMP_TO_EDGE is the default for TEXTURE_RECTANGLE
and setting it causes an INVALID_ENUM error in the latest NVidia drivers.
*/
if (textype != GL_TEXTURE_RECTANGLE_ARB) {
renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
}
#ifdef __MACOSX__
#ifndef GL_TEXTURE_STORAGE_HINT_APPLE
#define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC
#endif
#ifndef STORAGE_CACHED_APPLE
#define STORAGE_CACHED_APPLE 0x85BE
#endif
#ifndef STORAGE_SHARED_APPLE
#define STORAGE_SHARED_APPLE 0x85BF
#endif
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
renderdata->glTexParameteri(textype, GL_TEXTURE_STORAGE_HINT_APPLE,
GL_STORAGE_SHARED_APPLE);
} else {
renderdata->glTexParameteri(textype, GL_TEXTURE_STORAGE_HINT_APPLE,
GL_STORAGE_CACHED_APPLE);
}
if (texture->access == SDL_TEXTUREACCESS_STREAMING
&& texture->format == SDL_PIXELFORMAT_ARGB8888
&& (texture->w % 8) == 0) {
renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
(data->pitch / SDL_BYTESPERPIXEL(texture->format)));
renderdata->glTexImage2D(textype, 0, internalFormat, texture_w,
texture_h, 0, format, type, data->pixels);
renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
}
else
#endif
{
renderdata->glTexImage2D(textype, 0, internalFormat, texture_w,
texture_h, 0, format, type, NULL);
}
renderdata->glDisable(textype);
if (GL_CheckError("glTexImage2D()", renderer) < 0) {
return -1;
}
if (texture->format == SDL_PIXELFORMAT_YV12 ||
texture->format == SDL_PIXELFORMAT_IYUV) {
data->yuv = SDL_TRUE;
renderdata->glGenTextures(1, &data->utexture);
renderdata->glGenTextures(1, &data->vtexture);
renderdata->glBindTexture(textype, data->utexture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER,
scaleMode);
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER,
scaleMode);
renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
renderdata->glTexImage2D(textype, 0, internalFormat, (texture_w+1)/2,
(texture_h+1)/2, 0, format, type, NULL);
renderdata->glBindTexture(textype, data->vtexture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER,
scaleMode);
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER,
scaleMode);
renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
renderdata->glTexImage2D(textype, 0, internalFormat, (texture_w+1)/2,
(texture_h+1)/2, 0, format, type, NULL);
}
if (texture->format == SDL_PIXELFORMAT_NV12 ||
texture->format == SDL_PIXELFORMAT_NV21) {
data->nv12 = SDL_TRUE;
renderdata->glGenTextures(1, &data->utexture);
renderdata->glBindTexture(textype, data->utexture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER,
scaleMode);
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER,
scaleMode);
renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(textype, GL_TEXTURE_WRAP_T,
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);
}
return GL_CheckError("", renderer);
}
static int
GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
{
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
const GLenum textype = renderdata->textype;
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
const int texturebpp = SDL_BYTESPERPIXEL(texture->format);
SDL_assert(texturebpp != 0); /* otherwise, division by zero later. */
GL_ActivateRenderer(renderer);
renderdata->drawstate.texture = NULL; /* we trash this state. */
renderdata->glBindTexture(textype, data->texture);
renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, (pitch / texturebpp));
renderdata->glTexSubImage2D(textype, 0, rect->x, rect->y, rect->w,
rect->h, data->format, data->formattype,
pixels);
if (data->yuv) {
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, ((pitch + 1) / 2));
/* Skip to the correct offset into the next texture */
pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
if (texture->format == SDL_PIXELFORMAT_YV12) {
renderdata->glBindTexture(textype, data->vtexture);
} else {
renderdata->glBindTexture(textype, data->utexture);
}
renderdata->glTexSubImage2D(textype, 0, rect->x/2, rect->y/2,
(rect->w+1)/2, (rect->h+1)/2,
data->format, data->formattype, pixels);
/* Skip to the correct offset into the next texture */
pixels = (const void*)((const Uint8*)pixels + ((rect->h + 1) / 2) * ((pitch + 1) / 2));
if (texture->format == SDL_PIXELFORMAT_YV12) {
renderdata->glBindTexture(textype, data->utexture);
} else {
renderdata->glBindTexture(textype, data->vtexture);
}
renderdata->glTexSubImage2D(textype, 0, rect->x/2, rect->y/2,
(rect->w+1)/2, (rect->h+1)/2,
data->format, data->formattype, pixels);
}
if (data->nv12) {
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, ((pitch + 1) / 2));
/* Skip to the correct offset into the next texture */
pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
renderdata->glBindTexture(textype, data->utexture);
renderdata->glTexSubImage2D(textype, 0, rect->x/2, rect->y/2,
(rect->w + 1)/2, (rect->h + 1)/2,
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, pixels);
}
return GL_CheckError("glTexSubImage2D()", renderer);
}
static int
GL_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *Uplane, int Upitch,
const Uint8 *Vplane, int Vpitch)
{
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
const GLenum textype = renderdata->textype;
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
GL_ActivateRenderer(renderer);
renderdata->drawstate.texture = NULL; /* we trash this state. */
renderdata->glBindTexture(textype, data->texture);
renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Ypitch);
renderdata->glTexSubImage2D(textype, 0, rect->x, rect->y, rect->w,
rect->h, data->format, data->formattype,
Yplane);
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Upitch);
renderdata->glBindTexture(textype, data->utexture);
renderdata->glTexSubImage2D(textype, 0, rect->x/2, rect->y/2,
(rect->w + 1)/2, (rect->h + 1)/2,
data->format, data->formattype, Uplane);
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Vpitch);
renderdata->glBindTexture(textype, data->vtexture);
renderdata->glTexSubImage2D(textype, 0, rect->x/2, rect->y/2,
(rect->w + 1)/2, (rect->h + 1)/2,
data->format, data->formattype, Vplane);
return GL_CheckError("glTexSubImage2D()", renderer);
}
static int
GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch)
{
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
data->locked_rect = *rect;
*pixels =
(void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
rect->x * SDL_BYTESPERPIXEL(texture->format));
*pitch = data->pitch;
return 0;
}
static void
GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
const SDL_Rect *rect;
void *pixels;
rect = &data->locked_rect;
pixels =
(void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
rect->x * SDL_BYTESPERPIXEL(texture->format));
GL_UpdateTexture(renderer, texture, rect, pixels, data->pitch);
}
static void
GL_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_ScaleMode scaleMode)
{
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
const GLenum textype = renderdata->textype;
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
GLenum glScaleMode = (scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
renderdata->glBindTexture(textype, data->texture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
if (texture->format == SDL_PIXELFORMAT_YV12 ||
texture->format == SDL_PIXELFORMAT_IYUV) {
renderdata->glBindTexture(textype, data->utexture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
renderdata->glBindTexture(textype, data->vtexture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
}
if (texture->format == SDL_PIXELFORMAT_NV12 ||
texture->format == SDL_PIXELFORMAT_NV21) {
renderdata->glBindTexture(textype, data->utexture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
}
}
static int
GL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
GL_TextureData *texturedata;
GLenum status;
GL_ActivateRenderer(renderer);
if (!data->GL_EXT_framebuffer_object_supported) {
return SDL_SetError("Render targets not supported by OpenGL");
}
data->drawstate.viewport_dirty = SDL_TRUE;
if (texture == NULL) {
data->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
return 0;
}
texturedata = (GL_TextureData *) texture->driverdata;
data->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, texturedata->fbo->FBO);
/* TODO: check if texture pixel format allows this operation */
data->glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, data->textype, texturedata->texture, 0);
/* Check FBO status */
status = data->glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
return SDL_SetError("glFramebufferTexture2DEXT() failed");
}
return 0;
}
/* !!! FIXME: all these Queue* calls set up the vertex buffer the way the immediate mode
!!! FIXME: renderer wants it, but this might want to operate differently if we move to
!!! FIXME: VBOs at some point. */
static int
GL_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd)
{
return 0; /* nothing to do in this backend. */
}
static int
GL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 2 * sizeof (GLfloat), 0, &cmd->data.draw.first);
int i;
if (!verts) {
return -1;
}
cmd->data.draw.count = count;
for (i = 0; i < count; i++) {
*(verts++) = 0.5f + points[i].x;
*(verts++) = 0.5f + points[i].y;
}
return 0;
}
static int
GL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
{
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 4 * sizeof (GLfloat), 0, &cmd->data.draw.first);
int i;
if (!verts) {
return -1;
}
cmd->data.draw.count = count;
for (i = 0; i < count; i++) {
const SDL_FRect *rect = &rects[i];
*(verts++) = rect->x;
*(verts++) = rect->y;
*(verts++) = rect->x + rect->w;
*(verts++) = rect->y + rect->h;
}
return 0;
}
static int
GL_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect)
{
GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
GLfloat minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 8 * sizeof (GLfloat), 0, &cmd->data.draw.first);
if (!verts) {
return -1;
}
cmd->data.draw.count = 1;
minx = dstrect->x;
miny = dstrect->y;
maxx = dstrect->x + dstrect->w;
maxy = dstrect->y + dstrect->h;
minu = (GLfloat) srcrect->x / texture->w;
minu *= texturedata->texw;
maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
maxu *= texturedata->texw;
minv = (GLfloat) srcrect->y / texture->h;
minv *= texturedata->texh;
maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
maxv *= texturedata->texh;
cmd->data.draw.count = 1;
*(verts++) = minx;
*(verts++) = miny;
*(verts++) = maxx;
*(verts++) = maxy;
*(verts++) = minu;
*(verts++) = maxu;
*(verts++) = minv;
*(verts++) = maxv;
return 0;
}
static int
GL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect,
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
{
GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
GLfloat minx, miny, maxx, maxy;
GLfloat centerx, centery;
GLfloat minu, maxu, minv, maxv;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 11 * sizeof (GLfloat), 0, &cmd->data.draw.first);
if (!verts) {
return -1;
}
centerx = center->x;
centery = center->y;
if (flip & SDL_FLIP_HORIZONTAL) {
minx = dstrect->w - centerx;
maxx = -centerx;
}
else {
minx = -centerx;
maxx = dstrect->w - centerx;
}
if (flip & SDL_FLIP_VERTICAL) {
miny = dstrect->h - centery;
maxy = -centery;
}
else {
miny = -centery;
maxy = dstrect->h - centery;
}
minu = (GLfloat) srcrect->x / texture->w;
minu *= texturedata->texw;
maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
maxu *= texturedata->texw;
minv = (GLfloat) srcrect->y / texture->h;
minv *= texturedata->texh;
maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
maxv *= texturedata->texh;
cmd->data.draw.count = 1;
*(verts++) = minx;
*(verts++) = miny;
*(verts++) = maxx;
*(verts++) = maxy;
*(verts++) = minu;
*(verts++) = maxu;
*(verts++) = minv;
*(verts++) = maxv;
*(verts++) = (GLfloat) dstrect->x + centerx;
*(verts++) = (GLfloat) dstrect->y + centery;
*(verts++) = (GLfloat) angle;
return 0;
}
static void
SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader shader)
{
const SDL_BlendMode blend = cmd->data.draw.blend;
if (data->drawstate.viewport_dirty) {
const SDL_bool istarget = data->drawstate.target != NULL;
const SDL_Rect *viewport = &data->drawstate.viewport;
data->glMatrixMode(GL_PROJECTION);
data->glLoadIdentity();
data->glViewport(viewport->x,
istarget ? viewport->y : (data->drawstate.drawableh - viewport->y - viewport->h),
viewport->w, viewport->h);
if (viewport->w && viewport->h) {
data->glOrtho((GLdouble) 0, (GLdouble) viewport->w,
(GLdouble) istarget ? 0 : viewport->h,
(GLdouble) istarget ? viewport->h : 0,
0.0, 1.0);
}
data->glMatrixMode(GL_MODELVIEW);
data->drawstate.viewport_dirty = SDL_FALSE;
}
if (data->drawstate.cliprect_enabled_dirty) {
if (!data->drawstate.cliprect_enabled) {
data->glDisable(GL_SCISSOR_TEST);
} else {
data->glEnable(GL_SCISSOR_TEST);
}
data->drawstate.cliprect_enabled_dirty = SDL_FALSE;
}
if (data->drawstate.cliprect_enabled && data->drawstate.cliprect_dirty) {
const SDL_Rect *viewport = &data->drawstate.viewport;
const SDL_Rect *rect = &data->drawstate.cliprect;
data->glScissor(viewport->x + rect->x,
data->drawstate.target ? viewport->y + rect->y : data->drawstate.drawableh - viewport->y - rect->y - rect->h,
rect->w, rect->h);
data->drawstate.cliprect_dirty = SDL_FALSE;
}
if (blend != data->drawstate.blend) {
if (blend == SDL_BLENDMODE_NONE) {
data->glDisable(GL_BLEND);
} else {
data->glEnable(GL_BLEND);
data->glBlendFuncSeparate(GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blend)),
GetBlendFunc(SDL_GetBlendModeDstColorFactor(blend)),
GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blend)),
GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blend)));
data->glBlendEquation(GetBlendEquation(SDL_GetBlendModeColorOperation(blend)));
}
data->drawstate.blend = blend;
}
if (data->shaders && (shader != data->drawstate.shader)) {
GL_SelectShader(data->shaders, shader);
data->drawstate.shader = shader;
}
if ((cmd->data.draw.texture != NULL) != data->drawstate.texturing) {
if (cmd->data.draw.texture == NULL) {
data->glDisable(data->textype);
data->drawstate.texturing = SDL_FALSE;
} else {
data->glEnable(data->textype);
data->drawstate.texturing = SDL_TRUE;
}
}
}
static void
SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd)
{
SDL_Texture *texture = cmd->data.draw.texture;
const GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
GL_Shader shader;
if (texture->format == SDL_PIXELFORMAT_ABGR8888 || texture->format == SDL_PIXELFORMAT_ARGB8888) {
shader = SHADER_RGBA;
} else {
shader = SHADER_RGB;
}
if (data->shaders) {
if (texturedata->yuv || texturedata->nv12) {
switch (SDL_GetYUVConversionModeForResolution(texture->w, texture->h)) {
case SDL_YUV_CONVERSION_JPEG:
if (texturedata->yuv) {
shader = SHADER_YUV_JPEG;
} else if (texture->format == SDL_PIXELFORMAT_NV12) {
shader = SHADER_NV12_JPEG;
} else {
shader = SHADER_NV21_JPEG;
}
break;
case SDL_YUV_CONVERSION_BT601:
if (texturedata->yuv) {
shader = SHADER_YUV_BT601;
} else if (texture->format == SDL_PIXELFORMAT_NV12) {
shader = SHADER_NV12_BT601;
} else {
shader = SHADER_NV21_BT601;
}
break;
case SDL_YUV_CONVERSION_BT709:
if (texturedata->yuv) {
shader = SHADER_YUV_BT709;
} else if (texture->format == SDL_PIXELFORMAT_NV12) {
shader = SHADER_NV12_BT709;
} else {
shader = SHADER_NV21_BT709;
}
break;
default:
SDL_assert(!"unsupported YUV conversion mode");
break;
}
}
}
SetDrawState(data, cmd, shader);
if (texture != data->drawstate.texture) {
const GLenum textype = data->textype;
if (texturedata->yuv) {
data->glActiveTextureARB(GL_TEXTURE2_ARB);
data->glBindTexture(textype, texturedata->vtexture);
data->glActiveTextureARB(GL_TEXTURE1_ARB);
data->glBindTexture(textype, texturedata->utexture);
}
if (texturedata->nv12) {
data->glActiveTextureARB(GL_TEXTURE1_ARB);
data->glBindTexture(textype, texturedata->utexture);
}
data->glActiveTextureARB(GL_TEXTURE0_ARB);
data->glBindTexture(textype, texturedata->texture);
data->drawstate.texture = texture;
}
}
static int
GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
{
/* !!! FIXME: it'd be nice to use a vertex buffer instead of immediate mode... */
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
size_t i;
if (GL_ActivateRenderer(renderer) < 0) {
return -1;
}
data->drawstate.target = renderer->target;
if (!data->drawstate.target) {
SDL_GL_GetDrawableSize(renderer->window, &data->drawstate.drawablew, &data->drawstate.drawableh);
}
while (cmd) {
switch (cmd->command) {
case SDL_RENDERCMD_SETDRAWCOLOR: {
const Uint8 r = cmd->data.color.r;
const Uint8 g = cmd->data.color.g;
const Uint8 b = cmd->data.color.b;
const Uint8 a = cmd->data.color.a;
const Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
if (color != data->drawstate.color) {
data->glColor4f((GLfloat) r * inv255f,
(GLfloat) g * inv255f,
(GLfloat) b * inv255f,
(GLfloat) a * inv255f);
data->drawstate.color = color;
}
break;
}
case SDL_RENDERCMD_SETVIEWPORT: {
SDL_Rect *viewport = &data->drawstate.viewport;
if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect)) != 0) {
SDL_memcpy(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect));
data->drawstate.viewport_dirty = SDL_TRUE;
}
break;
}
case SDL_RENDERCMD_SETCLIPRECT: {
const SDL_Rect *rect = &cmd->data.cliprect.rect;
if (data->drawstate.cliprect_enabled != cmd->data.cliprect.enabled) {
data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled;
data->drawstate.cliprect_enabled_dirty = SDL_TRUE;
}
if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof (SDL_Rect)) != 0) {
SDL_memcpy(&data->drawstate.cliprect, rect, sizeof (SDL_Rect));
data->drawstate.cliprect_dirty = SDL_TRUE;
}
break;
}
case SDL_RENDERCMD_CLEAR: {
const Uint8 r = cmd->data.color.r;
const Uint8 g = cmd->data.color.g;
const Uint8 b = cmd->data.color.b;
const Uint8 a = cmd->data.color.a;
const Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
if (color != data->drawstate.clear_color) {
const GLfloat fr = ((GLfloat) r) * inv255f;
const GLfloat fg = ((GLfloat) g) * inv255f;
const GLfloat fb = ((GLfloat) b) * inv255f;
const GLfloat fa = ((GLfloat) a) * inv255f;
data->glClearColor(fr, fg, fb, fa);
data->drawstate.clear_color = color;
}
if (data->drawstate.cliprect_enabled || data->drawstate.cliprect_enabled_dirty) {
data->glDisable(GL_SCISSOR_TEST);
data->drawstate.cliprect_enabled_dirty = data->drawstate.cliprect_enabled;
}
data->glClear(GL_COLOR_BUFFER_BIT);
break;
}
case SDL_RENDERCMD_DRAW_POINTS: {
const size_t count = cmd->data.draw.count;
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
SetDrawState(data, cmd, SHADER_SOLID);
data->glBegin(GL_POINTS);
for (i = 0; i < count; i++, verts += 2) {
data->glVertex2f(verts[0], verts[1]);
}
data->glEnd();
break;
}
case SDL_RENDERCMD_DRAW_LINES: {
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
const size_t count = cmd->data.draw.count;
SetDrawState(data, cmd, SHADER_SOLID);
if (count > 2 && (verts[0] == verts[(count-1)*2]) && (verts[1] == verts[(count*2)-1])) {
data->glBegin(GL_LINE_LOOP);
/* GL_LINE_LOOP takes care of the final segment */
for (i = 1; i < count; ++i, verts += 2) {
data->glVertex2f(verts[0], verts[1]);
}
data->glEnd();
} else {
#if defined(__MACOSX__) || defined(__WIN32__)
#else
int x1, y1, x2, y2;
#endif
data->glBegin(GL_LINE_STRIP);
for (i = 0; i < count; ++i, verts += 2) {
data->glVertex2f(verts[0], verts[1]);
}
data->glEnd();
verts -= 2 * count;
/* The line is half open, so we need one more point to complete it.
* http://www.opengl.org/documentation/specs/version1.1/glspec1.1/node47.html
* If we have to, we can use vertical line and horizontal line textures
* for vertical and horizontal lines, and then create custom textures
* for diagonal lines and software render those. It's terrible, but at
* least it would be pixel perfect.
*/
data->glBegin(GL_POINTS);
#if defined(__MACOSX__) || defined(__WIN32__)
/* Mac OS X and Windows seem to always leave the last point open */
data->glVertex2f(verts[(count-1)*2], verts[(count*2)-1]);
#else
/* Linux seems to leave the right-most or bottom-most point open */
x1 = verts[0];
y1 = verts[1];
x2 = verts[(count-1)*2];
y2 = verts[(count*2)-1];
if (x1 > x2) {
data->glVertex2f(x1, y1);
} else if (x2 > x1) {
data->glVertex2f(x2, y2);
}
if (y1 > y2) {
data->glVertex2f(x1, y1);
} else if (y2 > y1) {
data->glVertex2f(x2, y2);
}
#endif
data->glEnd();
}
break;
}
case SDL_RENDERCMD_FILL_RECTS: {
const size_t count = cmd->data.draw.count;
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
SetDrawState(data, cmd, SHADER_SOLID);
for (i = 0; i < count; ++i, verts += 4) {
data->glRectf(verts[0], verts[1], verts[2], verts[3]);
}
break;
}
case SDL_RENDERCMD_COPY: {
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
const GLfloat minx = verts[0];
const GLfloat miny = verts[1];
const GLfloat maxx = verts[2];
const GLfloat maxy = verts[3];
const GLfloat minu = verts[4];
const GLfloat maxu = verts[5];
const GLfloat minv = verts[6];
const GLfloat maxv = verts[7];
SetCopyState(data, cmd);
data->glBegin(GL_TRIANGLE_STRIP);
data->glTexCoord2f(minu, minv);
data->glVertex2f(minx, miny);
data->glTexCoord2f(maxu, minv);
data->glVertex2f(maxx, miny);
data->glTexCoord2f(minu, maxv);
data->glVertex2f(minx, maxy);
data->glTexCoord2f(maxu, maxv);
data->glVertex2f(maxx, maxy);
data->glEnd();
break;
}
case SDL_RENDERCMD_COPY_EX: {
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
const GLfloat minx = verts[0];
const GLfloat miny = verts[1];
const GLfloat maxx = verts[2];
const GLfloat maxy = verts[3];
const GLfloat minu = verts[4];
const GLfloat maxu = verts[5];
const GLfloat minv = verts[6];
const GLfloat maxv = verts[7];
const GLfloat translatex = verts[8];
const GLfloat translatey = verts[9];
const GLdouble angle = verts[10];
SetCopyState(data, cmd);
/* Translate to flip, rotate, translate to position */
data->glPushMatrix();
data->glTranslatef(translatex, translatey, 0.0f);
data->glRotated(angle, 0.0, 0.0, 1.0);
data->glBegin(GL_TRIANGLE_STRIP);
data->glTexCoord2f(minu, minv);
data->glVertex2f(minx, miny);
data->glTexCoord2f(maxu, minv);
data->glVertex2f(maxx, miny);
data->glTexCoord2f(minu, maxv);
data->glVertex2f(minx, maxy);
data->glTexCoord2f(maxu, maxv);
data->glVertex2f(maxx, maxy);
data->glEnd();
data->glPopMatrix();
break;
}
case SDL_RENDERCMD_NO_OP:
break;
}
cmd = cmd->next;
}
return GL_CheckError("", renderer);
}
static int
GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 pixel_format, void * pixels, int pitch)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
Uint32 temp_format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_ARGB8888;
void *temp_pixels;
int temp_pitch;
GLint internalFormat;
GLenum format, type;
Uint8 *src, *dst, *tmp;
int w, h, length, rows;
int status;
GL_ActivateRenderer(renderer);
if (!convert_format(data, temp_format, &internalFormat, &format, &type)) {
return SDL_SetError("Texture format %s not supported by OpenGL",
SDL_GetPixelFormatName(temp_format));
}
if (!rect->w || !rect->h) {
return 0; /* nothing to do. */
}
temp_pitch = rect->w * SDL_BYTESPERPIXEL(temp_format);
temp_pixels = SDL_malloc(rect->h * temp_pitch);
if (!temp_pixels) {
return SDL_OutOfMemory();
}
SDL_GetRendererOutputSize(renderer, &w, &h);
data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
data->glPixelStorei(GL_PACK_ROW_LENGTH,
(temp_pitch / SDL_BYTESPERPIXEL(temp_format)));
data->glReadPixels(rect->x, renderer->target ? rect->y : (h-rect->y)-rect->h,
rect->w, rect->h, format, type, temp_pixels);
if (GL_CheckError("glReadPixels()", renderer) < 0) {
SDL_free(temp_pixels);
return -1;
}
/* Flip the rows to be top-down if necessary */
if (!renderer->target) {
SDL_bool isstack;
length = rect->w * SDL_BYTESPERPIXEL(temp_format);
src = (Uint8*)temp_pixels + (rect->h-1)*temp_pitch;
dst = (Uint8*)temp_pixels;
tmp = SDL_small_alloc(Uint8, length, &isstack);
rows = rect->h / 2;
while (rows--) {
SDL_memcpy(tmp, dst, length);
SDL_memcpy(dst, src, length);
SDL_memcpy(src, tmp, length);
dst += temp_pitch;
src -= temp_pitch;
}
SDL_small_free(tmp, isstack);
}
status = SDL_ConvertPixels(rect->w, rect->h,
temp_format, temp_pixels, temp_pitch,
pixel_format, pixels, pitch);
SDL_free(temp_pixels);
return status;
}
static void
GL_RenderPresent(SDL_Renderer * renderer)
{
GL_ActivateRenderer(renderer);
SDL_GL_SwapWindow(renderer->window);
}
static void
GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
GL_ActivateRenderer(renderer);
if (renderdata->drawstate.texture == texture) {
renderdata->drawstate.texture = NULL;
}
if (renderdata->drawstate.target == texture) {
renderdata->drawstate.target = NULL;
}
if (!data) {
return;
}
if (data->texture) {
renderdata->glDeleteTextures(1, &data->texture);
}
if (data->yuv) {
renderdata->glDeleteTextures(1, &data->utexture);
renderdata->glDeleteTextures(1, &data->vtexture);
}
SDL_free(data->pixels);
SDL_free(data);
texture->driverdata = NULL;
}
static void
GL_DestroyRenderer(SDL_Renderer * renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
if (data) {
if (data->context != NULL) {
/* make sure we delete the right resources! */
GL_ActivateRenderer(renderer);
}
GL_ClearErrors(renderer);
if (data->GL_ARB_debug_output_supported) {
PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARBFunc = (PFNGLDEBUGMESSAGECALLBACKARBPROC) SDL_GL_GetProcAddress("glDebugMessageCallbackARB");
/* Uh oh, we don't have a safe way of removing ourselves from the callback chain, if it changed after we set our callback. */
/* For now, just always replace the callback with the original one */
glDebugMessageCallbackARBFunc(data->next_error_callback, data->next_error_userparam);
}
if (data->shaders) {
GL_DestroyShaderContext(data->shaders);
}
if (data->context) {
while (data->framebuffers) {
GL_FBOList *nextnode = data->framebuffers->next;
/* delete the framebuffer object */
data->glDeleteFramebuffersEXT(1, &data->framebuffers->FBO);
GL_CheckError("", renderer);
SDL_free(data->framebuffers);
data->framebuffers = nextnode;
}
SDL_GL_DeleteContext(data->context);
}
SDL_free(data);
}
SDL_free(renderer);
}
static int
GL_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
const GLenum textype = data->textype;
GL_ActivateRenderer(renderer);
data->glEnable(textype);
if (texturedata->yuv) {
data->glActiveTextureARB(GL_TEXTURE2_ARB);
data->glBindTexture(textype, texturedata->vtexture);
data->glActiveTextureARB(GL_TEXTURE1_ARB);
data->glBindTexture(textype, texturedata->utexture);
data->glActiveTextureARB(GL_TEXTURE0_ARB);
}
data->glBindTexture(textype, texturedata->texture);
data->drawstate.texturing = SDL_TRUE;
data->drawstate.texture = texture;
if(texw) *texw = (float)texturedata->texw;
if(texh) *texh = (float)texturedata->texh;
return 0;
}
static int
GL_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
const GLenum textype = data->textype;
GL_ActivateRenderer(renderer);
if (texturedata->yuv) {
data->glActiveTextureARB(GL_TEXTURE2_ARB);
data->glDisable(textype);
data->glActiveTextureARB(GL_TEXTURE1_ARB);
data->glDisable(textype);
data->glActiveTextureARB(GL_TEXTURE0_ARB);
}
data->glDisable(textype);
data->drawstate.texturing = SDL_FALSE;
data->drawstate.texture = NULL;
return 0;
}
SDL_Renderer *
GL_CreateRenderer(SDL_Window * window, Uint32 flags)
{
SDL_Renderer *renderer;
GL_RenderData *data;
GLint value;
Uint32 window_flags;
int profile_mask = 0, major = 0, minor = 0;
SDL_bool changed_window = SDL_FALSE;
SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile_mask);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor);
window_flags = SDL_GetWindowFlags(window);
if (!(window_flags & SDL_WINDOW_OPENGL) ||
profile_mask == SDL_GL_CONTEXT_PROFILE_ES || major != RENDERER_CONTEXT_MAJOR || minor != RENDERER_CONTEXT_MINOR) {
changed_window = SDL_TRUE;
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR);
if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) {
goto error;
}
}
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
if (!renderer) {
SDL_OutOfMemory();
goto error;
}
data = (GL_RenderData *) SDL_calloc(1, sizeof(*data));
if (!data) {
SDL_free(renderer);
SDL_OutOfMemory();
goto error;
}
renderer->GetOutputSize = GL_GetOutputSize;
renderer->SupportsBlendMode = GL_SupportsBlendMode;
renderer->CreateTexture = GL_CreateTexture;
renderer->UpdateTexture = GL_UpdateTexture;
renderer->UpdateTextureYUV = GL_UpdateTextureYUV;
renderer->LockTexture = GL_LockTexture;
renderer->UnlockTexture = GL_UnlockTexture;
renderer->SetTextureScaleMode = GL_SetTextureScaleMode;
renderer->SetRenderTarget = GL_SetRenderTarget;
renderer->QueueSetViewport = GL_QueueSetViewport;
renderer->QueueSetDrawColor = GL_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
renderer->QueueDrawPoints = GL_QueueDrawPoints;
renderer->QueueDrawLines = GL_QueueDrawPoints; /* lines and points queue vertices the same way. */
renderer->QueueFillRects = GL_QueueFillRects;
renderer->QueueCopy = GL_QueueCopy;
renderer->QueueCopyEx = GL_QueueCopyEx;
renderer->RunCommandQueue = GL_RunCommandQueue;
renderer->RenderReadPixels = GL_RenderReadPixels;
renderer->RenderPresent = GL_RenderPresent;
renderer->DestroyTexture = GL_DestroyTexture;
renderer->DestroyRenderer = GL_DestroyRenderer;
renderer->GL_BindTexture = GL_BindTexture;
renderer->GL_UnbindTexture = GL_UnbindTexture;
renderer->info = GL_RenderDriver.info;
renderer->info.flags = SDL_RENDERER_ACCELERATED;
renderer->driverdata = data;
renderer->window = window;
data->context = SDL_GL_CreateContext(window);
if (!data->context) {
SDL_free(renderer);
SDL_free(data);
goto error;
}
if (SDL_GL_MakeCurrent(window, data->context) < 0) {
SDL_GL_DeleteContext(data->context);
SDL_free(renderer);
SDL_free(data);
goto error;
}
if (GL_LoadFunctions(data) < 0) {
SDL_GL_DeleteContext(data->context);
SDL_free(renderer);
SDL_free(data);
goto error;
}
#ifdef __MACOSX__
/* Enable multi-threaded rendering */
/* Disabled until Ryan finishes his VBO/PBO code...
CGLEnable(CGLGetCurrentContext(), kCGLCEMPEngine);
*/
#endif
if (flags & SDL_RENDERER_PRESENTVSYNC) {
SDL_GL_SetSwapInterval(1);
} else {
SDL_GL_SetSwapInterval(0);
}
if (SDL_GL_GetSwapInterval() > 0) {
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
}
/* Check for debug output support */
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_FLAGS, &value) == 0 &&
(value & SDL_GL_CONTEXT_DEBUG_FLAG)) {
data->debug_enabled = SDL_TRUE;
}
if (data->debug_enabled && SDL_GL_ExtensionSupported("GL_ARB_debug_output")) {
PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARBFunc = (PFNGLDEBUGMESSAGECALLBACKARBPROC) SDL_GL_GetProcAddress("glDebugMessageCallbackARB");
data->GL_ARB_debug_output_supported = SDL_TRUE;
data->glGetPointerv(GL_DEBUG_CALLBACK_FUNCTION_ARB, (GLvoid **)(char *)&data->next_error_callback);
data->glGetPointerv(GL_DEBUG_CALLBACK_USER_PARAM_ARB, &data->next_error_userparam);
glDebugMessageCallbackARBFunc(GL_HandleDebugMessage, renderer);
/* Make sure our callback is called when errors actually happen */
data->glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
}
data->textype = GL_TEXTURE_2D;
if (SDL_GL_ExtensionSupported("GL_ARB_texture_non_power_of_two")) {
data->GL_ARB_texture_non_power_of_two_supported = SDL_TRUE;
} else if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle") ||
SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) {
data->GL_ARB_texture_rectangle_supported = SDL_TRUE;
data->textype = GL_TEXTURE_RECTANGLE_ARB;
}
if (data->GL_ARB_texture_rectangle_supported) {
data->glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB, &value);
renderer->info.max_texture_width = value;
renderer->info.max_texture_height = value;
} else {
data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
renderer->info.max_texture_width = value;
renderer->info.max_texture_height = value;
}
/* Check for multitexture support */
if (SDL_GL_ExtensionSupported("GL_ARB_multitexture")) {
data->glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC) SDL_GL_GetProcAddress("glActiveTextureARB");
if (data->glActiveTextureARB) {
data->GL_ARB_multitexture_supported = SDL_TRUE;
data->glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &data->num_texture_units);
}
}
/* Check for shader support */
if (SDL_GetHintBoolean(SDL_HINT_RENDER_OPENGL_SHADERS, SDL_TRUE)) {
data->shaders = GL_CreateShaderContext();
}
SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL shaders: %s",
data->shaders ? "ENABLED" : "DISABLED");
/* We support YV12 textures using 3 textures and a shader */
if (data->shaders && data->num_texture_units >= 3) {
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV12;
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV21;
}
#ifdef __MACOSX__
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_UYVY;
#endif
if (SDL_GL_ExtensionSupported("GL_EXT_framebuffer_object")) {
data->GL_EXT_framebuffer_object_supported = SDL_TRUE;
data->glGenFramebuffersEXT = (PFNGLGENFRAMEBUFFERSEXTPROC)
SDL_GL_GetProcAddress("glGenFramebuffersEXT");
data->glDeleteFramebuffersEXT = (PFNGLDELETEFRAMEBUFFERSEXTPROC)
SDL_GL_GetProcAddress("glDeleteFramebuffersEXT");
data->glFramebufferTexture2DEXT = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)
SDL_GL_GetProcAddress("glFramebufferTexture2DEXT");
data->glBindFramebufferEXT = (PFNGLBINDFRAMEBUFFEREXTPROC)
SDL_GL_GetProcAddress("glBindFramebufferEXT");
data->glCheckFramebufferStatusEXT = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)
SDL_GL_GetProcAddress("glCheckFramebufferStatusEXT");
renderer->info.flags |= SDL_RENDERER_TARGETTEXTURE;
}
data->framebuffers = NULL;
/* Set up parameters for rendering */
data->glMatrixMode(GL_MODELVIEW);
data->glLoadIdentity();
data->glDisable(GL_DEPTH_TEST);
data->glDisable(GL_CULL_FACE);
data->glDisable(GL_SCISSOR_TEST);
data->glDisable(data->textype);
data->glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
data->glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
/* This ended up causing video discrepancies between OpenGL and Direct3D */
/* data->glEnable(GL_LINE_SMOOTH); */
data->drawstate.blend = SDL_BLENDMODE_INVALID;
data->drawstate.shader = SHADER_INVALID;
data->drawstate.color = 0xFFFFFFFF;
data->drawstate.clear_color = 0xFFFFFFFF;
return renderer;
error:
if (changed_window) {
/* Uh oh, better try to put it back... */
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile_mask);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor);
SDL_RecreateWindow(window, window_flags);
}
return NULL;
}
SDL_RenderDriver GL_RenderDriver = {
GL_CreateRenderer,
{
"opengl",
(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
4,
{
SDL_PIXELFORMAT_ARGB8888,
SDL_PIXELFORMAT_ABGR8888,
SDL_PIXELFORMAT_RGB888,
SDL_PIXELFORMAT_BGR888
},
0,
0}
};
#endif /* SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/render/opengl/SDL_render_gl.c | C | apache-2.0 | 63,641 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#if SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED
#include "SDL_stdinc.h"
#include "SDL_opengl.h"
#include "SDL_video.h"
#include "SDL_shaders_gl.h"
/* OpenGL shader implementation */
/* #define DEBUG_SHADERS */
typedef struct
{
GLhandleARB program;
GLhandleARB vert_shader;
GLhandleARB frag_shader;
} GL_ShaderData;
struct GL_ShaderContext
{
GLenum (*glGetError)(void);
PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
PFNGLUNIFORM1IARBPROC glUniform1iARB;
PFNGLUNIFORM1FARBPROC glUniform1fARB;
PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
SDL_bool GL_ARB_texture_rectangle_supported;
GL_ShaderData shaders[NUM_SHADERS];
};
#define COLOR_VERTEX_SHADER \
"varying vec4 v_color;\n" \
"\n" \
"void main()\n" \
"{\n" \
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" \
" v_color = gl_Color;\n" \
"}" \
#define TEXTURE_VERTEX_SHADER \
"varying vec4 v_color;\n" \
"varying vec2 v_texCoord;\n" \
"\n" \
"void main()\n" \
"{\n" \
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" \
" v_color = gl_Color;\n" \
" v_texCoord = vec2(gl_MultiTexCoord0);\n" \
"}" \
#define JPEG_SHADER_CONSTANTS \
"// YUV offset \n" \
"const vec3 offset = vec3(0, -0.501960814, -0.501960814);\n" \
"\n" \
"// RGB coefficients \n" \
"const vec3 Rcoeff = vec3(1, 0.000, 1.402);\n" \
"const vec3 Gcoeff = vec3(1, -0.3441, -0.7141);\n" \
"const vec3 Bcoeff = vec3(1, 1.772, 0.000);\n" \
#define BT601_SHADER_CONSTANTS \
"// YUV offset \n" \
"const vec3 offset = vec3(-0.0627451017, -0.501960814, -0.501960814);\n" \
"\n" \
"// RGB coefficients \n" \
"const vec3 Rcoeff = vec3(1.1644, 0.000, 1.596);\n" \
"const vec3 Gcoeff = vec3(1.1644, -0.3918, -0.813);\n" \
"const vec3 Bcoeff = vec3(1.1644, 2.0172, 0.000);\n" \
#define BT709_SHADER_CONSTANTS \
"// YUV offset \n" \
"const vec3 offset = vec3(-0.0627451017, -0.501960814, -0.501960814);\n" \
"\n" \
"// RGB coefficients \n" \
"const vec3 Rcoeff = vec3(1.1644, 0.000, 1.7927);\n" \
"const vec3 Gcoeff = vec3(1.1644, -0.2132, -0.5329);\n" \
"const vec3 Bcoeff = vec3(1.1644, 2.1124, 0.000);\n" \
#define YUV_SHADER_PROLOGUE \
"varying vec4 v_color;\n" \
"varying vec2 v_texCoord;\n" \
"uniform sampler2D tex0; // Y \n" \
"uniform sampler2D tex1; // U \n" \
"uniform sampler2D tex2; // V \n" \
"\n" \
#define YUV_SHADER_BODY \
"\n" \
"void main()\n" \
"{\n" \
" vec2 tcoord;\n" \
" vec3 yuv, rgb;\n" \
"\n" \
" // Get the Y value \n" \
" tcoord = v_texCoord;\n" \
" yuv.x = texture2D(tex0, tcoord).r;\n" \
"\n" \
" // Get the U and V values \n" \
" tcoord *= UVCoordScale;\n" \
" yuv.y = texture2D(tex1, tcoord).r;\n" \
" yuv.z = texture2D(tex2, tcoord).r;\n" \
"\n" \
" // Do the color transform \n" \
" yuv += offset;\n" \
" rgb.r = dot(yuv, Rcoeff);\n" \
" rgb.g = dot(yuv, Gcoeff);\n" \
" rgb.b = dot(yuv, Bcoeff);\n" \
"\n" \
" // That was easy. :) \n" \
" gl_FragColor = vec4(rgb, 1.0) * v_color;\n" \
"}" \
#define NV12_SHADER_PROLOGUE \
"varying vec4 v_color;\n" \
"varying vec2 v_texCoord;\n" \
"uniform sampler2D tex0; // Y \n" \
"uniform sampler2D tex1; // U/V \n" \
"\n" \
#define NV12_SHADER_BODY \
"\n" \
"void main()\n" \
"{\n" \
" vec2 tcoord;\n" \
" vec3 yuv, rgb;\n" \
"\n" \
" // Get the Y value \n" \
" tcoord = v_texCoord;\n" \
" yuv.x = texture2D(tex0, tcoord).r;\n" \
"\n" \
" // Get the U and V values \n" \
" tcoord *= UVCoordScale;\n" \
" yuv.yz = texture2D(tex1, tcoord).ra;\n" \
"\n" \
" // Do the color transform \n" \
" yuv += offset;\n" \
" rgb.r = dot(yuv, Rcoeff);\n" \
" rgb.g = dot(yuv, Gcoeff);\n" \
" rgb.b = dot(yuv, Bcoeff);\n" \
"\n" \
" // That was easy. :) \n" \
" gl_FragColor = vec4(rgb, 1.0) * v_color;\n" \
"}" \
#define NV21_SHADER_PROLOGUE \
"varying vec4 v_color;\n" \
"varying vec2 v_texCoord;\n" \
"uniform sampler2D tex0; // Y \n" \
"uniform sampler2D tex1; // U/V \n" \
"\n" \
#define NV21_SHADER_BODY \
"\n" \
"void main()\n" \
"{\n" \
" vec2 tcoord;\n" \
" vec3 yuv, rgb;\n" \
"\n" \
" // Get the Y value \n" \
" tcoord = v_texCoord;\n" \
" yuv.x = texture2D(tex0, tcoord).r;\n" \
"\n" \
" // Get the U and V values \n" \
" tcoord *= UVCoordScale;\n" \
" yuv.yz = texture2D(tex1, tcoord).ar;\n" \
"\n" \
" // Do the color transform \n" \
" yuv += offset;\n" \
" rgb.r = dot(yuv, Rcoeff);\n" \
" rgb.g = dot(yuv, Gcoeff);\n" \
" rgb.b = dot(yuv, Bcoeff);\n" \
"\n" \
" // That was easy. :) \n" \
" gl_FragColor = vec4(rgb, 1.0) * v_color;\n" \
"}" \
/*
* NOTE: Always use sampler2D, etc here. We'll #define them to the
* texture_rectangle versions if we choose to use that extension.
*/
static const char *shader_source[NUM_SHADERS][2] =
{
/* SHADER_NONE */
{ NULL, NULL },
/* SHADER_SOLID */
{
/* vertex shader */
COLOR_VERTEX_SHADER,
/* fragment shader */
"varying vec4 v_color;\n"
"\n"
"void main()\n"
"{\n"
" gl_FragColor = v_color;\n"
"}"
},
/* SHADER_RGB */
{
/* vertex shader */
TEXTURE_VERTEX_SHADER,
/* fragment shader */
"varying vec4 v_color;\n"
"varying vec2 v_texCoord;\n"
"uniform sampler2D tex0;\n"
"\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(tex0, v_texCoord);\n"
" gl_FragColor.a = 1.0;\n"
" gl_FragColor *= v_color;\n"
"}"
},
/* SHADER_RGBA */
{
/* vertex shader */
TEXTURE_VERTEX_SHADER,
/* fragment shader */
"varying vec4 v_color;\n"
"varying vec2 v_texCoord;\n"
"uniform sampler2D tex0;\n"
"\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(tex0, v_texCoord) * v_color;\n"
"}"
},
/* SHADER_YUV_JPEG */
{
/* vertex shader */
TEXTURE_VERTEX_SHADER,
/* fragment shader */
YUV_SHADER_PROLOGUE
JPEG_SHADER_CONSTANTS
YUV_SHADER_BODY
},
/* SHADER_YUV_BT601 */
{
/* vertex shader */
TEXTURE_VERTEX_SHADER,
/* fragment shader */
YUV_SHADER_PROLOGUE
BT601_SHADER_CONSTANTS
YUV_SHADER_BODY
},
/* SHADER_YUV_BT709 */
{
/* vertex shader */
TEXTURE_VERTEX_SHADER,
/* fragment shader */
YUV_SHADER_PROLOGUE
BT709_SHADER_CONSTANTS
YUV_SHADER_BODY
},
/* SHADER_NV12_JPEG */
{
/* vertex shader */
TEXTURE_VERTEX_SHADER,
/* fragment shader */
NV12_SHADER_PROLOGUE
JPEG_SHADER_CONSTANTS
NV12_SHADER_BODY
},
/* SHADER_NV12_BT601 */
{
/* vertex shader */
TEXTURE_VERTEX_SHADER,
/* fragment shader */
NV12_SHADER_PROLOGUE
BT601_SHADER_CONSTANTS
NV12_SHADER_BODY
},
/* SHADER_NV12_BT709 */
{
/* vertex shader */
TEXTURE_VERTEX_SHADER,
/* fragment shader */
NV12_SHADER_PROLOGUE
BT709_SHADER_CONSTANTS
NV12_SHADER_BODY
},
/* SHADER_NV21_JPEG */
{
/* vertex shader */
TEXTURE_VERTEX_SHADER,
/* fragment shader */
NV21_SHADER_PROLOGUE
JPEG_SHADER_CONSTANTS
NV21_SHADER_BODY
},
/* SHADER_NV21_BT601 */
{
/* vertex shader */
TEXTURE_VERTEX_SHADER,
/* fragment shader */
NV21_SHADER_PROLOGUE
BT601_SHADER_CONSTANTS
NV21_SHADER_BODY
},
/* SHADER_NV21_BT709 */
{
/* vertex shader */
TEXTURE_VERTEX_SHADER,
/* fragment shader */
NV21_SHADER_PROLOGUE
BT709_SHADER_CONSTANTS
NV21_SHADER_BODY
},
};
static SDL_bool
CompileShader(GL_ShaderContext *ctx, GLhandleARB shader, const char *defines, const char *source)
{
GLint status;
const char *sources[2];
sources[0] = defines;
sources[1] = source;
ctx->glShaderSourceARB(shader, SDL_arraysize(sources), sources, NULL);
ctx->glCompileShaderARB(shader);
ctx->glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
if (status == 0) {
SDL_bool isstack;
GLint length;
char *info;
ctx->glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
info = SDL_small_alloc(char, length+1, &isstack);
ctx->glGetInfoLogARB(shader, length, NULL, info);
SDL_LogError(SDL_LOG_CATEGORY_RENDER,
"Failed to compile shader:\n%s%s\n%s", defines, source, info);
#ifdef DEBUG_SHADERS
fprintf(stderr,
"Failed to compile shader:\n%s%s\n%s", defines, source, info);
#endif
SDL_small_free(info, isstack);
return SDL_FALSE;
} else {
return SDL_TRUE;
}
}
static SDL_bool
CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_ShaderData *data)
{
const int num_tmus_bound = 4;
const char *vert_defines = "";
const char *frag_defines = "";
int i;
GLint location;
if (index == SHADER_NONE) {
return SDL_TRUE;
}
ctx->glGetError();
/* Make sure we use the correct sampler type for our texture type */
if (ctx->GL_ARB_texture_rectangle_supported) {
frag_defines =
"#define sampler2D sampler2DRect\n"
"#define texture2D texture2DRect\n"
"#define UVCoordScale 0.5\n";
} else {
frag_defines =
"#define UVCoordScale 1.0\n";
}
/* Create one program object to rule them all */
data->program = ctx->glCreateProgramObjectARB();
/* Create the vertex shader */
data->vert_shader = ctx->glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
if (!CompileShader(ctx, data->vert_shader, vert_defines, shader_source[index][0])) {
return SDL_FALSE;
}
/* Create the fragment shader */
data->frag_shader = ctx->glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
if (!CompileShader(ctx, data->frag_shader, frag_defines, shader_source[index][1])) {
return SDL_FALSE;
}
/* ... and in the darkness bind them */
ctx->glAttachObjectARB(data->program, data->vert_shader);
ctx->glAttachObjectARB(data->program, data->frag_shader);
ctx->glLinkProgramARB(data->program);
/* Set up some uniform variables */
ctx->glUseProgramObjectARB(data->program);
for (i = 0; i < num_tmus_bound; ++i) {
char tex_name[10];
SDL_snprintf(tex_name, SDL_arraysize(tex_name), "tex%d", i);
location = ctx->glGetUniformLocationARB(data->program, tex_name);
if (location >= 0) {
ctx->glUniform1iARB(location, i);
}
}
ctx->glUseProgramObjectARB(0);
return (ctx->glGetError() == GL_NO_ERROR);
}
static void
DestroyShaderProgram(GL_ShaderContext *ctx, GL_ShaderData *data)
{
ctx->glDeleteObjectARB(data->vert_shader);
ctx->glDeleteObjectARB(data->frag_shader);
ctx->glDeleteObjectARB(data->program);
}
GL_ShaderContext *
GL_CreateShaderContext(void)
{
GL_ShaderContext *ctx;
SDL_bool shaders_supported;
int i;
ctx = (GL_ShaderContext *)SDL_calloc(1, sizeof(*ctx));
if (!ctx) {
return NULL;
}
if (!SDL_GL_ExtensionSupported("GL_ARB_texture_non_power_of_two") &&
(SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle") ||
SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle"))) {
ctx->GL_ARB_texture_rectangle_supported = SDL_TRUE;
}
/* Check for shader support */
shaders_supported = SDL_FALSE;
if (SDL_GL_ExtensionSupported("GL_ARB_shader_objects") &&
SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") &&
SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") &&
SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) {
ctx->glGetError = (GLenum (*)(void)) SDL_GL_GetProcAddress("glGetError");
ctx->glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) SDL_GL_GetProcAddress("glAttachObjectARB");
ctx->glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) SDL_GL_GetProcAddress("glCompileShaderARB");
ctx->glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glCreateProgramObjectARB");
ctx->glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) SDL_GL_GetProcAddress("glCreateShaderObjectARB");
ctx->glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC) SDL_GL_GetProcAddress("glDeleteObjectARB");
ctx->glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC) SDL_GL_GetProcAddress("glGetInfoLogARB");
ctx->glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC) SDL_GL_GetProcAddress("glGetObjectParameterivARB");
ctx->glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) SDL_GL_GetProcAddress("glGetUniformLocationARB");
ctx->glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) SDL_GL_GetProcAddress("glLinkProgramARB");
ctx->glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) SDL_GL_GetProcAddress("glShaderSourceARB");
ctx->glUniform1iARB = (PFNGLUNIFORM1IARBPROC) SDL_GL_GetProcAddress("glUniform1iARB");
ctx->glUniform1fARB = (PFNGLUNIFORM1FARBPROC) SDL_GL_GetProcAddress("glUniform1fARB");
ctx->glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glUseProgramObjectARB");
if (ctx->glGetError &&
ctx->glAttachObjectARB &&
ctx->glCompileShaderARB &&
ctx->glCreateProgramObjectARB &&
ctx->glCreateShaderObjectARB &&
ctx->glDeleteObjectARB &&
ctx->glGetInfoLogARB &&
ctx->glGetObjectParameterivARB &&
ctx->glGetUniformLocationARB &&
ctx->glLinkProgramARB &&
ctx->glShaderSourceARB &&
ctx->glUniform1iARB &&
ctx->glUniform1fARB &&
ctx->glUseProgramObjectARB) {
shaders_supported = SDL_TRUE;
}
}
if (!shaders_supported) {
SDL_free(ctx);
return NULL;
}
/* Compile all the shaders */
for (i = 0; i < NUM_SHADERS; ++i) {
if (!CompileShaderProgram(ctx, i, &ctx->shaders[i])) {
GL_DestroyShaderContext(ctx);
return NULL;
}
}
/* We're done! */
return ctx;
}
void
GL_SelectShader(GL_ShaderContext *ctx, GL_Shader shader)
{
ctx->glUseProgramObjectARB(ctx->shaders[shader].program);
}
void
GL_DestroyShaderContext(GL_ShaderContext *ctx)
{
int i;
for (i = 0; i < NUM_SHADERS; ++i) {
DestroyShaderProgram(ctx, &ctx->shaders[i]);
}
SDL_free(ctx);
}
#endif /* SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/render/opengl/SDL_shaders_gl.c | C | apache-2.0 | 20,906 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_shaders_gl_h_
#define SDL_shaders_gl_h_
#include "../../SDL_internal.h"
/* OpenGL shader implementation */
typedef enum {
SHADER_INVALID = -1,
SHADER_NONE,
SHADER_SOLID,
SHADER_RGB,
SHADER_RGBA,
SHADER_YUV_JPEG,
SHADER_YUV_BT601,
SHADER_YUV_BT709,
SHADER_NV12_JPEG,
SHADER_NV12_BT601,
SHADER_NV12_BT709,
SHADER_NV21_JPEG,
SHADER_NV21_BT601,
SHADER_NV21_BT709,
NUM_SHADERS
} GL_Shader;
typedef struct GL_ShaderContext GL_ShaderContext;
extern GL_ShaderContext * GL_CreateShaderContext(void);
extern void GL_SelectShader(GL_ShaderContext *ctx, GL_Shader shader);
extern void GL_DestroyShaderContext(GL_ShaderContext *ctx);
#endif /* SDL_shaders_gl_h_ */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/render/opengl/SDL_shaders_gl.h | C | apache-2.0 | 1,706 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
SDL_PROC(void, glBindTexture, (GLenum, GLuint))
SDL_PROC(void, glBlendFunc, (GLenum, GLenum))
SDL_PROC_OES(void, glBlendEquationOES, (GLenum))
SDL_PROC_OES(void, glBlendEquationSeparateOES, (GLenum, GLenum))
SDL_PROC_OES(void, glBlendFuncSeparateOES, (GLenum, GLenum, GLenum, GLenum))
SDL_PROC(void, glClear, (GLbitfield))
SDL_PROC(void, glClearColor, (GLclampf, GLclampf, GLclampf, GLclampf))
SDL_PROC(void, glColor4f, (GLfloat, GLfloat, GLfloat, GLfloat))
SDL_PROC(void, glDeleteTextures, (GLsizei, const GLuint *))
SDL_PROC(void, glDisable, (GLenum))
SDL_PROC(void, glDisableClientState, (GLenum array))
SDL_PROC(void, glDrawArrays, (GLenum, GLint, GLsizei))
SDL_PROC_OES(void, glDrawTexfOES, (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat))
SDL_PROC(void, glEnable, (GLenum))
SDL_PROC(void, glEnableClientState, (GLenum))
SDL_PROC(void, glFinish, (void))
SDL_PROC_OES(void, glGenFramebuffersOES, (GLsizei, GLuint *))
SDL_PROC(void, glGenTextures, (GLsizei, GLuint *))
SDL_PROC(GLenum, glGetError, (void))
SDL_PROC(void, glGetIntegerv, (GLenum, GLint *))
SDL_PROC(void, glLoadIdentity, (void))
SDL_PROC(void, glMatrixMode, (GLenum))
SDL_PROC(void, glOrthof, (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat))
SDL_PROC(void, glPixelStorei, (GLenum, GLint))
SDL_PROC(void, glReadPixels, (GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoid*))
SDL_PROC(void, glScissor, (GLint, GLint, GLsizei, GLsizei))
SDL_PROC(void, glTexCoordPointer, (GLint, GLenum, GLsizei, const GLvoid *))
SDL_PROC(void, glTexEnvf, (GLenum, GLenum, GLfloat))
SDL_PROC(void, glTexImage2D, (GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *))
SDL_PROC(void, glTexParameteri, (GLenum, GLenum, GLint))
SDL_PROC(void, glTexParameteriv, (GLenum, GLenum, const GLint *))
SDL_PROC(void, glTexSubImage2D, (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *))
SDL_PROC(void, glVertexPointer, (GLint, GLenum, GLsizei, const GLvoid *))
SDL_PROC(void, glViewport, (GLint, GLint, GLsizei, GLsizei))
SDL_PROC_OES(void, glBindFramebufferOES, (GLenum, GLuint))
SDL_PROC_OES(void, glFramebufferTexture2DOES, (GLenum, GLenum, GLenum, GLuint, GLint))
SDL_PROC_OES(GLenum, glCheckFramebufferStatusOES, (GLenum))
SDL_PROC(void, glPushMatrix, (void))
SDL_PROC(void, glTranslatef, (GLfloat, GLfloat, GLfloat))
SDL_PROC(void, glRotatef, (GLfloat, GLfloat, GLfloat, GLfloat))
SDL_PROC(void, glPopMatrix, (void))
SDL_PROC_OES(void, glDeleteFramebuffersOES, (GLsizei, const GLuint*))
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/render/opengles/SDL_glesfuncs.h | C | apache-2.0 | 3,467 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#if SDL_VIDEO_RENDER_OGL_ES && !SDL_RENDER_DISABLED
#include "SDL_assert.h"
#include "SDL_hints.h"
#include "SDL_opengles.h"
#include "../SDL_sysrender.h"
/* To prevent unnecessary window recreation,
* these should match the defaults selected in SDL_GL_ResetAttributes
*/
#define RENDERER_CONTEXT_MAJOR 1
#define RENDERER_CONTEXT_MINOR 1
#if defined(SDL_VIDEO_DRIVER_PANDORA)
/* Empty function stub to get OpenGL ES 1.x support without */
/* OpenGL ES extension GL_OES_draw_texture supported */
GL_API void GL_APIENTRY
glDrawTexiOES(GLint x, GLint y, GLint z, GLint width, GLint height)
{
return;
}
#endif /* SDL_VIDEO_DRIVER_PANDORA */
/* OpenGL ES 1.1 renderer implementation, based on the OpenGL renderer */
/* Used to re-create the window with OpenGL ES capability */
extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
static const float inv255f = 1.0f / 255.0f;
typedef struct GLES_FBOList GLES_FBOList;
struct GLES_FBOList
{
Uint32 w, h;
GLuint FBO;
GLES_FBOList *next;
};
typedef struct
{
SDL_Rect viewport;
SDL_bool viewport_dirty;
SDL_Texture *texture;
SDL_Texture *target;
int drawablew;
int drawableh;
SDL_BlendMode blend;
SDL_bool cliprect_enabled_dirty;
SDL_bool cliprect_enabled;
SDL_bool cliprect_dirty;
SDL_Rect cliprect;
SDL_bool texturing;
Uint32 color;
Uint32 clear_color;
} GLES_DrawStateCache;
typedef struct
{
SDL_GLContext context;
#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
#define SDL_PROC_OES SDL_PROC
#include "SDL_glesfuncs.h"
#undef SDL_PROC
#undef SDL_PROC_OES
SDL_bool GL_OES_framebuffer_object_supported;
GLES_FBOList *framebuffers;
GLuint window_framebuffer;
SDL_bool GL_OES_blend_func_separate_supported;
SDL_bool GL_OES_blend_equation_separate_supported;
SDL_bool GL_OES_blend_subtract_supported;
GLES_DrawStateCache drawstate;
} GLES_RenderData;
typedef struct
{
GLuint texture;
GLenum type;
GLfloat texw;
GLfloat texh;
GLenum format;
GLenum formattype;
void *pixels;
int pitch;
GLES_FBOList *fbo;
} GLES_TextureData;
static int
GLES_SetError(const char *prefix, GLenum result)
{
const char *error;
switch (result) {
case GL_NO_ERROR:
error = "GL_NO_ERROR";
break;
case GL_INVALID_ENUM:
error = "GL_INVALID_ENUM";
break;
case GL_INVALID_VALUE:
error = "GL_INVALID_VALUE";
break;
case GL_INVALID_OPERATION:
error = "GL_INVALID_OPERATION";
break;
case GL_STACK_OVERFLOW:
error = "GL_STACK_OVERFLOW";
break;
case GL_STACK_UNDERFLOW:
error = "GL_STACK_UNDERFLOW";
break;
case GL_OUT_OF_MEMORY:
error = "GL_OUT_OF_MEMORY";
break;
default:
error = "UNKNOWN";
break;
}
return SDL_SetError("%s: %s", prefix, error);
}
static int GLES_LoadFunctions(GLES_RenderData * data)
{
#if SDL_VIDEO_DRIVER_UIKIT
#define __SDL_NOGETPROCADDR__
#elif SDL_VIDEO_DRIVER_ANDROID
#define __SDL_NOGETPROCADDR__
#elif SDL_VIDEO_DRIVER_PANDORA
#define __SDL_NOGETPROCADDR__
#endif
#ifdef __SDL_NOGETPROCADDR__
#define SDL_PROC(ret,func,params) data->func=func;
#define SDL_PROC_OES(ret,func,params) data->func=func;
#else
#define SDL_PROC(ret,func,params) \
do { \
data->func = SDL_GL_GetProcAddress(#func); \
if ( ! data->func ) { \
return SDL_SetError("Couldn't load GLES function %s: %s", #func, SDL_GetError()); \
} \
} while ( 0 );
#define SDL_PROC_OES(ret,func,params) \
do { \
data->func = SDL_GL_GetProcAddress(#func); \
} while ( 0 );
#endif /* __SDL_NOGETPROCADDR__ */
#include "SDL_glesfuncs.h"
#undef SDL_PROC
#undef SDL_PROC_OES
return 0;
}
static GLES_FBOList *
GLES_GetFBO(GLES_RenderData *data, Uint32 w, Uint32 h)
{
GLES_FBOList *result = data->framebuffers;
while ((result) && ((result->w != w) || (result->h != h)) ) {
result = result->next;
}
if (result == NULL) {
result = SDL_malloc(sizeof(GLES_FBOList));
result->w = w;
result->h = h;
data->glGenFramebuffersOES(1, &result->FBO);
result->next = data->framebuffers;
data->framebuffers = result;
}
return result;
}
static int
GLES_ActivateRenderer(SDL_Renderer * renderer)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
if (SDL_GL_GetCurrentContext() != data->context) {
if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) {
return -1;
}
}
return 0;
}
static void
GLES_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
if (event->event == SDL_WINDOWEVENT_MINIMIZED) {
/* According to Apple documentation, we need to finish drawing NOW! */
data->glFinish();
}
}
static int
GLES_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
{
SDL_GL_GetDrawableSize(renderer->window, w, h);
return 0;
}
static GLenum GetBlendFunc(SDL_BlendFactor factor)
{
switch (factor) {
case SDL_BLENDFACTOR_ZERO:
return GL_ZERO;
case SDL_BLENDFACTOR_ONE:
return GL_ONE;
case SDL_BLENDFACTOR_SRC_COLOR:
return GL_SRC_COLOR;
case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR:
return GL_ONE_MINUS_SRC_COLOR;
case SDL_BLENDFACTOR_SRC_ALPHA:
return GL_SRC_ALPHA;
case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA:
return GL_ONE_MINUS_SRC_ALPHA;
case SDL_BLENDFACTOR_DST_COLOR:
return GL_DST_COLOR;
case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR:
return GL_ONE_MINUS_DST_COLOR;
case SDL_BLENDFACTOR_DST_ALPHA:
return GL_DST_ALPHA;
case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA:
return GL_ONE_MINUS_DST_ALPHA;
default:
return GL_INVALID_ENUM;
}
}
static GLenum GetBlendEquation(SDL_BlendOperation operation)
{
switch (operation) {
case SDL_BLENDOPERATION_ADD:
return GL_FUNC_ADD_OES;
case SDL_BLENDOPERATION_SUBTRACT:
return GL_FUNC_SUBTRACT_OES;
case SDL_BLENDOPERATION_REV_SUBTRACT:
return GL_FUNC_REVERSE_SUBTRACT_OES;
default:
return GL_INVALID_ENUM;
}
}
static SDL_bool
GLES_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode);
SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
if (GetBlendFunc(srcColorFactor) == GL_INVALID_ENUM ||
GetBlendFunc(srcAlphaFactor) == GL_INVALID_ENUM ||
GetBlendEquation(colorOperation) == GL_INVALID_ENUM ||
GetBlendFunc(dstColorFactor) == GL_INVALID_ENUM ||
GetBlendFunc(dstAlphaFactor) == GL_INVALID_ENUM ||
GetBlendEquation(alphaOperation) == GL_INVALID_ENUM) {
return SDL_FALSE;
}
if ((srcColorFactor != srcAlphaFactor || dstColorFactor != dstAlphaFactor) && !data->GL_OES_blend_func_separate_supported) {
return SDL_FALSE;
}
if (colorOperation != alphaOperation && !data->GL_OES_blend_equation_separate_supported) {
return SDL_FALSE;
}
if (colorOperation != SDL_BLENDOPERATION_ADD && !data->GL_OES_blend_subtract_supported) {
return SDL_FALSE;
}
return SDL_TRUE;
}
static SDL_INLINE int
power_of_2(int input)
{
int value = 1;
while (value < input) {
value <<= 1;
}
return value;
}
static int
GLES_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GLES_RenderData *renderdata = (GLES_RenderData *) renderer->driverdata;
GLES_TextureData *data;
GLint internalFormat;
GLenum format, type;
int texture_w, texture_h;
GLenum scaleMode;
GLenum result;
GLES_ActivateRenderer(renderer);
switch (texture->format) {
case SDL_PIXELFORMAT_ABGR8888:
internalFormat = GL_RGBA;
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
break;
default:
return SDL_SetError("Texture format not supported");
}
data = (GLES_TextureData *) SDL_calloc(1, sizeof(*data));
if (!data) {
return SDL_OutOfMemory();
}
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
data->pixels = SDL_calloc(1, texture->h * data->pitch);
if (!data->pixels) {
SDL_free(data);
return SDL_OutOfMemory();
}
}
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
if (!renderdata->GL_OES_framebuffer_object_supported) {
SDL_free(data);
return SDL_SetError("GL_OES_framebuffer_object not supported");
}
data->fbo = GLES_GetFBO(renderer->driverdata, texture->w, texture->h);
} else {
data->fbo = NULL;
}
renderdata->glGetError();
renderdata->glEnable(GL_TEXTURE_2D);
renderdata->glGenTextures(1, &data->texture);
result = renderdata->glGetError();
if (result != GL_NO_ERROR) {
SDL_free(data);
return GLES_SetError("glGenTextures()", result);
}
data->type = GL_TEXTURE_2D;
/* no NPOV textures allowed in OpenGL ES (yet) */
texture_w = power_of_2(texture->w);
texture_h = power_of_2(texture->h);
data->texw = (GLfloat) texture->w / texture_w;
data->texh = (GLfloat) texture->h / texture_h;
data->format = format;
data->formattype = type;
scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
renderdata->glBindTexture(data->type, data->texture);
renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER, scaleMode);
renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER, scaleMode);
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
texture_h, 0, format, type, NULL);
renderdata->glDisable(GL_TEXTURE_2D);
renderdata->drawstate.texture = texture;
renderdata->drawstate.texturing = SDL_FALSE;
result = renderdata->glGetError();
if (result != GL_NO_ERROR) {
SDL_free(data);
return GLES_SetError("glTexImage2D()", result);
}
texture->driverdata = data;
return 0;
}
static int
GLES_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
{
GLES_RenderData *renderdata = (GLES_RenderData *) renderer->driverdata;
GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
Uint8 *blob = NULL;
Uint8 *src;
int srcPitch;
int y;
GLES_ActivateRenderer(renderer);
/* Bail out if we're supposed to update an empty rectangle */
if (rect->w <= 0 || rect->h <= 0) {
return 0;
}
/* Reformat the texture data into a tightly packed array */
srcPitch = rect->w * SDL_BYTESPERPIXEL(texture->format);
src = (Uint8 *)pixels;
if (pitch != srcPitch) {
blob = (Uint8 *)SDL_malloc(srcPitch * rect->h);
if (!blob) {
return SDL_OutOfMemory();
}
src = blob;
for (y = 0; y < rect->h; ++y) {
SDL_memcpy(src, pixels, srcPitch);
src += srcPitch;
pixels = (Uint8 *)pixels + pitch;
}
src = blob;
}
/* Create a texture subimage with the supplied data */
renderdata->glGetError();
renderdata->glEnable(data->type);
renderdata->glBindTexture(data->type, data->texture);
renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
renderdata->glTexSubImage2D(data->type,
0,
rect->x,
rect->y,
rect->w,
rect->h,
data->format,
data->formattype,
src);
renderdata->glDisable(data->type);
SDL_free(blob);
renderdata->drawstate.texture = texture;
renderdata->drawstate.texturing = SDL_FALSE;
if (renderdata->glGetError() != GL_NO_ERROR) {
return SDL_SetError("Failed to update texture");
}
return 0;
}
static int
GLES_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch)
{
GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
*pixels =
(void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
rect->x * SDL_BYTESPERPIXEL(texture->format));
*pitch = data->pitch;
return 0;
}
static void
GLES_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
SDL_Rect rect;
/* We do whole texture updates, at least for now */
rect.x = 0;
rect.y = 0;
rect.w = texture->w;
rect.h = texture->h;
GLES_UpdateTexture(renderer, texture, &rect, data->pixels, data->pitch);
}
static void
GLES_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_ScaleMode scaleMode)
{
GLES_RenderData *renderdata = (GLES_RenderData *) renderer->driverdata;
GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
GLenum glScaleMode = (scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
renderdata->glBindTexture(data->type, data->texture);
renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER, glScaleMode);
renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER, glScaleMode);
}
static int
GLES_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
GLES_TextureData *texturedata = NULL;
GLenum status;
if (!data->GL_OES_framebuffer_object_supported) {
return SDL_SetError("Can't enable render target support in this renderer");
}
data->drawstate.viewport_dirty = SDL_TRUE;
if (texture == NULL) {
data->glBindFramebufferOES(GL_FRAMEBUFFER_OES, data->window_framebuffer);
return 0;
}
texturedata = (GLES_TextureData *) texture->driverdata;
data->glBindFramebufferOES(GL_FRAMEBUFFER_OES, texturedata->fbo->FBO);
/* TODO: check if texture pixel format allows this operation */
data->glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, texturedata->type, texturedata->texture, 0);
/* Check FBO status */
status = data->glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES);
if (status != GL_FRAMEBUFFER_COMPLETE_OES) {
return SDL_SetError("glFramebufferTexture2DOES() failed");
}
return 0;
}
static int
GLES_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd)
{
return 0; /* nothing to do in this backend. */
}
static int
GLES_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 2 * sizeof (GLfloat), 0, &cmd->data.draw.first);
int i;
if (!verts) {
return -1;
}
cmd->data.draw.count = count;
for (i = 0; i < count; i++) {
*(verts++) = 0.5f + points[i].x;
*(verts++) = 0.5f + points[i].y;
}
return 0;
}
static int
GLES_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
{
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 8 * sizeof (GLfloat), 0, &cmd->data.draw.first);
int i;
if (!verts) {
return -1;
}
cmd->data.draw.count = count;
for (i = 0; i < count; i++) {
const SDL_FRect *rect = &rects[i];
const GLfloat minx = rect->x;
const GLfloat maxx = rect->x + rect->w;
const GLfloat miny = rect->y;
const GLfloat maxy = rect->y + rect->h;
*(verts++) = minx;
*(verts++) = miny;
*(verts++) = maxx;
*(verts++) = miny;
*(verts++) = minx;
*(verts++) = maxy;
*(verts++) = maxx;
*(verts++) = maxy;
}
return 0;
}
static int
GLES_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect)
{
GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
GLfloat minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 16 * sizeof (GLfloat), 0, &cmd->data.draw.first);
if (!verts) {
return -1;
}
cmd->data.draw.count = 1;
minx = dstrect->x;
miny = dstrect->y;
maxx = dstrect->x + dstrect->w;
maxy = dstrect->y + dstrect->h;
minu = (GLfloat) srcrect->x / texture->w;
minu *= texturedata->texw;
maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
maxu *= texturedata->texw;
minv = (GLfloat) srcrect->y / texture->h;
minv *= texturedata->texh;
maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
maxv *= texturedata->texh;
*(verts++) = minx;
*(verts++) = miny;
*(verts++) = maxx;
*(verts++) = miny;
*(verts++) = minx;
*(verts++) = maxy;
*(verts++) = maxx;
*(verts++) = maxy;
*(verts++) = minu;
*(verts++) = minv;
*(verts++) = maxu;
*(verts++) = minv;
*(verts++) = minu;
*(verts++) = maxv;
*(verts++) = maxu;
*(verts++) = maxv;
return 0;
}
static int
GLES_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
const SDL_Rect * srcquad, const SDL_FRect * dstrect,
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
{
GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
GLfloat minx, miny, maxx, maxy;
GLfloat centerx, centery;
GLfloat minu, maxu, minv, maxv;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 19 * sizeof (GLfloat), 0, &cmd->data.draw.first);
if (!verts) {
return -1;
}
centerx = center->x;
centery = center->y;
if (flip & SDL_FLIP_HORIZONTAL) {
minx = dstrect->w - centerx;
maxx = -centerx;
}
else {
minx = -centerx;
maxx = dstrect->w - centerx;
}
if (flip & SDL_FLIP_VERTICAL) {
miny = dstrect->h - centery;
maxy = -centery;
}
else {
miny = -centery;
maxy = dstrect->h - centery;
}
minu = (GLfloat) srcquad->x / texture->w;
minu *= texturedata->texw;
maxu = (GLfloat) (srcquad->x + srcquad->w) / texture->w;
maxu *= texturedata->texw;
minv = (GLfloat) srcquad->y / texture->h;
minv *= texturedata->texh;
maxv = (GLfloat) (srcquad->y + srcquad->h) / texture->h;
maxv *= texturedata->texh;
cmd->data.draw.count = 1;
*(verts++) = minx;
*(verts++) = miny;
*(verts++) = maxx;
*(verts++) = miny;
*(verts++) = minx;
*(verts++) = maxy;
*(verts++) = maxx;
*(verts++) = maxy;
*(verts++) = minu;
*(verts++) = minv;
*(verts++) = maxu;
*(verts++) = minv;
*(verts++) = minu;
*(verts++) = maxv;
*(verts++) = maxu;
*(verts++) = maxv;
*(verts++) = (GLfloat) dstrect->x + centerx;
*(verts++) = (GLfloat) dstrect->y + centery;
*(verts++) = (GLfloat) angle;
return 0;
}
static void
SetDrawState(GLES_RenderData *data, const SDL_RenderCommand *cmd)
{
const SDL_BlendMode blend = cmd->data.draw.blend;
const Uint8 r = cmd->data.draw.r;
const Uint8 g = cmd->data.draw.g;
const Uint8 b = cmd->data.draw.b;
const Uint8 a = cmd->data.draw.a;
const Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
if (color != data->drawstate.color) {
const GLfloat fr = ((GLfloat) r) * inv255f;
const GLfloat fg = ((GLfloat) g) * inv255f;
const GLfloat fb = ((GLfloat) b) * inv255f;
const GLfloat fa = ((GLfloat) a) * inv255f;
data->glColor4f(fr, fg, fb, fa);
data->drawstate.color = color;
}
if (data->drawstate.viewport_dirty) {
const SDL_Rect *viewport = &data->drawstate.viewport;
const SDL_bool istarget = (data->drawstate.target != NULL);
data->glMatrixMode(GL_PROJECTION);
data->glLoadIdentity();
data->glViewport(viewport->x,
istarget ? viewport->y : (data->drawstate.drawableh - viewport->y - viewport->h),
viewport->w, viewport->h);
if (viewport->w && viewport->h) {
data->glOrthof((GLfloat) 0, (GLfloat) viewport->w,
(GLfloat) (istarget ? 0 : viewport->h),
(GLfloat) (istarget ? viewport->h : 0),
0.0, 1.0);
}
data->glMatrixMode(GL_MODELVIEW);
data->drawstate.viewport_dirty = SDL_FALSE;
}
if (data->drawstate.cliprect_enabled_dirty) {
if (data->drawstate.cliprect_enabled) {
data->glEnable(GL_SCISSOR_TEST);
} else {
data->glDisable(GL_SCISSOR_TEST);
}
data->drawstate.cliprect_enabled_dirty = SDL_FALSE;
}
if (data->drawstate.cliprect_enabled && data->drawstate.cliprect_dirty) {
const SDL_Rect *viewport = &data->drawstate.viewport;
const SDL_Rect *rect = &data->drawstate.cliprect;
const SDL_bool istarget = (data->drawstate.target != NULL);
data->glScissor(viewport->x + rect->x,
istarget ? viewport->y + rect->y : data->drawstate.drawableh - viewport->y - rect->y - rect->h,
rect->w, rect->h);
data->drawstate.cliprect_dirty = SDL_FALSE;
}
if (blend != data->drawstate.blend) {
if (blend == SDL_BLENDMODE_NONE) {
data->glDisable(GL_BLEND);
} else {
data->glEnable(GL_BLEND);
if (data->GL_OES_blend_func_separate_supported) {
data->glBlendFuncSeparateOES(GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blend)),
GetBlendFunc(SDL_GetBlendModeDstColorFactor(blend)),
GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blend)),
GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blend)));
} else {
data->glBlendFunc(GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blend)),
GetBlendFunc(SDL_GetBlendModeDstColorFactor(blend)));
}
if (data->GL_OES_blend_equation_separate_supported) {
data->glBlendEquationSeparateOES(GetBlendEquation(SDL_GetBlendModeColorOperation(blend)),
GetBlendEquation(SDL_GetBlendModeAlphaOperation(blend)));
} else if (data->GL_OES_blend_subtract_supported) {
data->glBlendEquationOES(GetBlendEquation(SDL_GetBlendModeColorOperation(blend)));
}
}
data->drawstate.blend = blend;
}
if ((cmd->data.draw.texture != NULL) != data->drawstate.texturing) {
if (cmd->data.draw.texture == NULL) {
data->glDisable(GL_TEXTURE_2D);
data->glDisableClientState(GL_TEXTURE_COORD_ARRAY);
data->drawstate.texturing = SDL_FALSE;
} else {
data->glEnable(GL_TEXTURE_2D);
data->glEnableClientState(GL_TEXTURE_COORD_ARRAY);
data->drawstate.texturing = SDL_TRUE;
}
}
}
static void
SetCopyState(GLES_RenderData *data, const SDL_RenderCommand *cmd)
{
SDL_Texture *texture = cmd->data.draw.texture;
SetDrawState(data, cmd);
if (texture != data->drawstate.texture) {
GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
data->glBindTexture(GL_TEXTURE_2D, texturedata->texture);
data->drawstate.texture = texture;
}
}
static int
GLES_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
size_t i;
if (GLES_ActivateRenderer(renderer) < 0) {
return -1;
}
data->drawstate.target = renderer->target;
if (!renderer->target) {
SDL_GL_GetDrawableSize(renderer->window, &data->drawstate.drawablew, &data->drawstate.drawableh);
}
while (cmd) {
switch (cmd->command) {
case SDL_RENDERCMD_SETDRAWCOLOR: {
break; /* not used in this render backend. */
}
case SDL_RENDERCMD_SETVIEWPORT: {
SDL_Rect *viewport = &data->drawstate.viewport;
if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect)) != 0) {
SDL_memcpy(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect));
data->drawstate.viewport_dirty = SDL_TRUE;
}
break;
}
case SDL_RENDERCMD_SETCLIPRECT: {
const SDL_Rect *rect = &cmd->data.cliprect.rect;
if (data->drawstate.cliprect_enabled != cmd->data.cliprect.enabled) {
data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled;
data->drawstate.cliprect_enabled_dirty = SDL_TRUE;
}
if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof (SDL_Rect)) != 0) {
SDL_memcpy(&data->drawstate.cliprect, rect, sizeof (SDL_Rect));
data->drawstate.cliprect_dirty = SDL_TRUE;
}
break;
}
case SDL_RENDERCMD_CLEAR: {
const Uint8 r = cmd->data.color.r;
const Uint8 g = cmd->data.color.g;
const Uint8 b = cmd->data.color.b;
const Uint8 a = cmd->data.color.a;
const Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
if (color != data->drawstate.clear_color) {
const GLfloat fr = ((GLfloat) r) * inv255f;
const GLfloat fg = ((GLfloat) g) * inv255f;
const GLfloat fb = ((GLfloat) b) * inv255f;
const GLfloat fa = ((GLfloat) a) * inv255f;
data->glClearColor(fr, fg, fb, fa);
data->drawstate.clear_color = color;
}
if (data->drawstate.cliprect_enabled || data->drawstate.cliprect_enabled_dirty) {
data->glDisable(GL_SCISSOR_TEST);
data->drawstate.cliprect_enabled_dirty = data->drawstate.cliprect_enabled;
}
data->glClear(GL_COLOR_BUFFER_BIT);
break;
}
case SDL_RENDERCMD_DRAW_POINTS: {
const size_t count = cmd->data.draw.count;
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
SetDrawState(data, cmd);
data->glVertexPointer(2, GL_FLOAT, 0, verts);
data->glDrawArrays(GL_POINTS, 0, (GLsizei) count);
break;
}
case SDL_RENDERCMD_DRAW_LINES: {
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
const size_t count = cmd->data.draw.count;
SetDrawState(data, cmd);
data->glVertexPointer(2, GL_FLOAT, 0, verts);
if (count > 2 && (verts[0] == verts[(count-1)*2]) && (verts[1] == verts[(count*2)-1])) {
/* GL_LINE_LOOP takes care of the final segment */
data->glDrawArrays(GL_LINE_LOOP, 0, (GLsizei) (count - 1));
} else {
data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) count);
/* We need to close the endpoint of the line */
data->glDrawArrays(GL_POINTS, (GLsizei) (count - 1), 1);
}
break;
}
case SDL_RENDERCMD_FILL_RECTS: {
const size_t count = cmd->data.draw.count;
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
GLsizei offset = 0;
SetDrawState(data, cmd);
data->glVertexPointer(2, GL_FLOAT, 0, verts);
for (i = 0; i < count; ++i, offset += 4) {
data->glDrawArrays(GL_TRIANGLE_STRIP, offset, 4);
}
break;
}
case SDL_RENDERCMD_COPY: {
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
SetCopyState(data, cmd);
data->glVertexPointer(2, GL_FLOAT, 0, verts);
data->glTexCoordPointer(2, GL_FLOAT, 0, verts + 8);
data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
break;
}
case SDL_RENDERCMD_COPY_EX: {
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
const GLfloat translatex = verts[16];
const GLfloat translatey = verts[17];
const GLfloat angle = verts[18];
SetCopyState(data, cmd);
data->glVertexPointer(2, GL_FLOAT, 0, verts);
data->glTexCoordPointer(2, GL_FLOAT, 0, verts + 8);
/* Translate to flip, rotate, translate to position */
data->glPushMatrix();
data->glTranslatef(translatex, translatey, 0.0f);
data->glRotatef(angle, 0.0, 0.0, 1.0);
data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
data->glPopMatrix();
break;
}
case SDL_RENDERCMD_NO_OP:
break;
}
cmd = cmd->next;
}
return 0;
}
static int
GLES_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 pixel_format, void * pixels, int pitch)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
Uint32 temp_format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_ABGR8888;
void *temp_pixels;
int temp_pitch;
Uint8 *src, *dst, *tmp;
int w, h, length, rows;
int status;
GLES_ActivateRenderer(renderer);
temp_pitch = rect->w * SDL_BYTESPERPIXEL(temp_format);
temp_pixels = SDL_malloc(rect->h * temp_pitch);
if (!temp_pixels) {
return SDL_OutOfMemory();
}
SDL_GetRendererOutputSize(renderer, &w, &h);
data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
data->glReadPixels(rect->x, renderer->target ? rect->y : (h-rect->y)-rect->h,
rect->w, rect->h, GL_RGBA, GL_UNSIGNED_BYTE, temp_pixels);
/* Flip the rows to be top-down if necessary */
if (!renderer->target) {
SDL_bool isstack;
length = rect->w * SDL_BYTESPERPIXEL(temp_format);
src = (Uint8*)temp_pixels + (rect->h-1)*temp_pitch;
dst = (Uint8*)temp_pixels;
tmp = SDL_small_alloc(Uint8, length, &isstack);
rows = rect->h / 2;
while (rows--) {
SDL_memcpy(tmp, dst, length);
SDL_memcpy(dst, src, length);
SDL_memcpy(src, tmp, length);
dst += temp_pitch;
src -= temp_pitch;
}
SDL_small_free(tmp, isstack);
}
status = SDL_ConvertPixels(rect->w, rect->h,
temp_format, temp_pixels, temp_pitch,
pixel_format, pixels, pitch);
SDL_free(temp_pixels);
return status;
}
static void
GLES_RenderPresent(SDL_Renderer * renderer)
{
GLES_ActivateRenderer(renderer);
SDL_GL_SwapWindow(renderer->window);
}
static void
GLES_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GLES_RenderData *renderdata = (GLES_RenderData *) renderer->driverdata;
GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
GLES_ActivateRenderer(renderer);
if (renderdata->drawstate.texture == texture) {
renderdata->drawstate.texture = NULL;
}
if (renderdata->drawstate.target == texture) {
renderdata->drawstate.target = NULL;
}
if (!data) {
return;
}
if (data->texture) {
renderdata->glDeleteTextures(1, &data->texture);
}
SDL_free(data->pixels);
SDL_free(data);
texture->driverdata = NULL;
}
static void
GLES_DestroyRenderer(SDL_Renderer * renderer)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
if (data) {
if (data->context) {
while (data->framebuffers) {
GLES_FBOList *nextnode = data->framebuffers->next;
data->glDeleteFramebuffersOES(1, &data->framebuffers->FBO);
SDL_free(data->framebuffers);
data->framebuffers = nextnode;
}
SDL_GL_DeleteContext(data->context);
}
SDL_free(data);
}
SDL_free(renderer);
}
static int GLES_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
GLES_ActivateRenderer(renderer);
data->glEnable(GL_TEXTURE_2D);
data->glBindTexture(texturedata->type, texturedata->texture);
data->drawstate.texture = texture;
data->drawstate.texturing = SDL_TRUE;
if (texw) {
*texw = (float)texturedata->texw;
}
if (texh) {
*texh = (float)texturedata->texh;
}
return 0;
}
static int GLES_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
GLES_ActivateRenderer(renderer);
data->glDisable(texturedata->type);
data->drawstate.texture = NULL;
data->drawstate.texturing = SDL_FALSE;
return 0;
}
static SDL_Renderer *
GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
{
SDL_Renderer *renderer;
GLES_RenderData *data;
GLint value;
Uint32 window_flags;
int profile_mask = 0, major = 0, minor = 0;
SDL_bool changed_window = SDL_FALSE;
SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile_mask);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor);
window_flags = SDL_GetWindowFlags(window);
if (!(window_flags & SDL_WINDOW_OPENGL) ||
profile_mask != SDL_GL_CONTEXT_PROFILE_ES || major != RENDERER_CONTEXT_MAJOR || minor != RENDERER_CONTEXT_MINOR) {
changed_window = SDL_TRUE;
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR);
if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) {
goto error;
}
}
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
if (!renderer) {
SDL_OutOfMemory();
goto error;
}
data = (GLES_RenderData *) SDL_calloc(1, sizeof(*data));
if (!data) {
GLES_DestroyRenderer(renderer);
SDL_OutOfMemory();
goto error;
}
renderer->WindowEvent = GLES_WindowEvent;
renderer->GetOutputSize = GLES_GetOutputSize;
renderer->SupportsBlendMode = GLES_SupportsBlendMode;
renderer->CreateTexture = GLES_CreateTexture;
renderer->UpdateTexture = GLES_UpdateTexture;
renderer->LockTexture = GLES_LockTexture;
renderer->UnlockTexture = GLES_UnlockTexture;
renderer->SetTextureScaleMode = GLES_SetTextureScaleMode;
renderer->SetRenderTarget = GLES_SetRenderTarget;
renderer->QueueSetViewport = GLES_QueueSetViewport;
renderer->QueueSetDrawColor = GLES_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
renderer->QueueDrawPoints = GLES_QueueDrawPoints;
renderer->QueueDrawLines = GLES_QueueDrawPoints; /* lines and points queue vertices the same way. */
renderer->QueueFillRects = GLES_QueueFillRects;
renderer->QueueCopy = GLES_QueueCopy;
renderer->QueueCopyEx = GLES_QueueCopyEx;
renderer->RunCommandQueue = GLES_RunCommandQueue;
renderer->RenderReadPixels = GLES_RenderReadPixels;
renderer->RenderPresent = GLES_RenderPresent;
renderer->DestroyTexture = GLES_DestroyTexture;
renderer->DestroyRenderer = GLES_DestroyRenderer;
renderer->GL_BindTexture = GLES_BindTexture;
renderer->GL_UnbindTexture = GLES_UnbindTexture;
renderer->info = GLES_RenderDriver.info;
renderer->info.flags = SDL_RENDERER_ACCELERATED;
renderer->driverdata = data;
renderer->window = window;
data->context = SDL_GL_CreateContext(window);
if (!data->context) {
GLES_DestroyRenderer(renderer);
goto error;
}
if (SDL_GL_MakeCurrent(window, data->context) < 0) {
GLES_DestroyRenderer(renderer);
goto error;
}
if (GLES_LoadFunctions(data) < 0) {
GLES_DestroyRenderer(renderer);
goto error;
}
if (flags & SDL_RENDERER_PRESENTVSYNC) {
SDL_GL_SetSwapInterval(1);
} else {
SDL_GL_SetSwapInterval(0);
}
if (SDL_GL_GetSwapInterval() > 0) {
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
}
value = 0;
data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
renderer->info.max_texture_width = value;
value = 0;
data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
renderer->info.max_texture_height = value;
/* Android does not report GL_OES_framebuffer_object but the functionality seems to be there anyway */
if (SDL_GL_ExtensionSupported("GL_OES_framebuffer_object") || data->glGenFramebuffersOES) {
data->GL_OES_framebuffer_object_supported = SDL_TRUE;
renderer->info.flags |= SDL_RENDERER_TARGETTEXTURE;
value = 0;
data->glGetIntegerv(GL_FRAMEBUFFER_BINDING_OES, &value);
data->window_framebuffer = (GLuint)value;
}
data->framebuffers = NULL;
if (SDL_GL_ExtensionSupported("GL_OES_blend_func_separate")) {
data->GL_OES_blend_func_separate_supported = SDL_TRUE;
}
if (SDL_GL_ExtensionSupported("GL_OES_blend_equation_separate")) {
data->GL_OES_blend_equation_separate_supported = SDL_TRUE;
}
if (SDL_GL_ExtensionSupported("GL_OES_blend_subtract")) {
data->GL_OES_blend_subtract_supported = SDL_TRUE;
}
/* Set up parameters for rendering */
data->glDisable(GL_DEPTH_TEST);
data->glDisable(GL_CULL_FACE);
data->glMatrixMode(GL_MODELVIEW);
data->glLoadIdentity();
data->glEnableClientState(GL_VERTEX_ARRAY);
data->glDisableClientState(GL_TEXTURE_COORD_ARRAY);
data->glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
data->drawstate.blend = SDL_BLENDMODE_INVALID;
data->drawstate.color = 0xFFFFFFFF;
data->drawstate.clear_color = 0xFFFFFFFF;
return renderer;
error:
if (changed_window) {
/* Uh oh, better try to put it back... */
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile_mask);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor);
SDL_RecreateWindow(window, window_flags);
}
return NULL;
}
SDL_RenderDriver GLES_RenderDriver = {
GLES_CreateRenderer,
{
"opengles",
(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC),
1,
{SDL_PIXELFORMAT_ABGR8888},
0,
0
}
};
#endif /* SDL_VIDEO_RENDER_OGL_ES && !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/render/opengles/SDL_render_gles.c | C | apache-2.0 | 41,464 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
SDL_PROC(void, glActiveTexture, (GLenum))
SDL_PROC(void, glAttachShader, (GLuint, GLuint))
SDL_PROC(void, glBindAttribLocation, (GLuint, GLuint, const char *))
SDL_PROC(void, glBindTexture, (GLenum, GLuint))
SDL_PROC(void, glBlendEquationSeparate, (GLenum, GLenum))
SDL_PROC(void, glBlendFuncSeparate, (GLenum, GLenum, GLenum, GLenum))
SDL_PROC(void, glClear, (GLbitfield))
SDL_PROC(void, glClearColor, (GLclampf, GLclampf, GLclampf, GLclampf))
SDL_PROC(void, glCompileShader, (GLuint))
SDL_PROC(GLuint, glCreateProgram, (void))
SDL_PROC(GLuint, glCreateShader, (GLenum))
SDL_PROC(void, glDeleteProgram, (GLuint))
SDL_PROC(void, glDeleteShader, (GLuint))
SDL_PROC(void, glDeleteTextures, (GLsizei, const GLuint *))
SDL_PROC(void, glDisable, (GLenum))
SDL_PROC(void, glDisableVertexAttribArray, (GLuint))
SDL_PROC(void, glDrawArrays, (GLenum, GLint, GLsizei))
SDL_PROC(void, glEnable, (GLenum))
SDL_PROC(void, glEnableVertexAttribArray, (GLuint))
SDL_PROC(void, glFinish, (void))
SDL_PROC(void, glGenFramebuffers, (GLsizei, GLuint *))
SDL_PROC(void, glGenTextures, (GLsizei, GLuint *))
SDL_PROC(void, glGetBooleanv, (GLenum, GLboolean *))
SDL_PROC(const GLubyte *, glGetString, (GLenum))
SDL_PROC(GLenum, glGetError, (void))
SDL_PROC(void, glGetIntegerv, (GLenum, GLint *))
SDL_PROC(void, glGetProgramiv, (GLuint, GLenum, GLint *))
SDL_PROC(void, glGetShaderInfoLog, (GLuint, GLsizei, GLsizei *, char *))
SDL_PROC(void, glGetShaderiv, (GLuint, GLenum, GLint *))
SDL_PROC(GLint, glGetUniformLocation, (GLuint, const char *))
SDL_PROC(void, glLinkProgram, (GLuint))
SDL_PROC(void, glPixelStorei, (GLenum, GLint))
SDL_PROC(void, glReadPixels, (GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoid*))
SDL_PROC(void, glScissor, (GLint, GLint, GLsizei, GLsizei))
SDL_PROC(void, glShaderBinary, (GLsizei, const GLuint *, GLenum, const void *, GLsizei))
#if __NACL__
SDL_PROC(void, glShaderSource, (GLuint, GLsizei, const GLchar **, const GLint *))
#else
SDL_PROC(void, glShaderSource, (GLuint, GLsizei, const GLchar* const*, const GLint *))
#endif
SDL_PROC(void, glTexImage2D, (GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const void *))
SDL_PROC(void, glTexParameteri, (GLenum, GLenum, GLint))
SDL_PROC(void, glTexSubImage2D, (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *))
SDL_PROC(void, glUniform1i, (GLint, GLint))
SDL_PROC(void, glUniform4f, (GLint, GLfloat, GLfloat, GLfloat, GLfloat))
SDL_PROC(void, glUniformMatrix4fv, (GLint, GLsizei, GLboolean, const GLfloat *))
SDL_PROC(void, glUseProgram, (GLuint))
SDL_PROC(void, glVertexAttribPointer, (GLuint, GLint, GLenum, GLboolean, GLsizei, const void *))
SDL_PROC(void, glViewport, (GLint, GLint, GLsizei, GLsizei))
SDL_PROC(void, glBindFramebuffer, (GLenum, GLuint))
SDL_PROC(void, glFramebufferTexture2D, (GLenum, GLenum, GLenum, GLuint, GLint))
SDL_PROC(GLenum, glCheckFramebufferStatus, (GLenum))
SDL_PROC(void, glDeleteFramebuffers, (GLsizei, const GLuint *))
SDL_PROC(GLint, glGetAttribLocation, (GLuint, const GLchar *))
SDL_PROC(void, glGetProgramInfoLog, (GLuint, GLsizei, GLsizei*, GLchar*))
SDL_PROC(void, glGenBuffers, (GLsizei, GLuint *))
SDL_PROC(void, glDeleteBuffers, (GLsizei, const GLuint *))
SDL_PROC(void, glBindBuffer, (GLenum, GLuint))
SDL_PROC(void, glBufferData, (GLenum, GLsizeiptr, const GLvoid *, GLenum))
SDL_PROC(void, glBufferSubData, (GLenum, GLintptr, GLsizeiptr, const GLvoid *))
| YifuLiu/AliOS-Things | components/SDL2/src/render/opengles2/SDL_gles2funcs.h | C | apache-2.0 | 4,352 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#if SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED
#include "SDL_assert.h"
#include "SDL_hints.h"
#include "SDL_opengles2.h"
#include "../SDL_sysrender.h"
#include "../../video/SDL_blit.h"
#include "SDL_shaders_gles2.h"
/* To prevent unnecessary window recreation,
* these should match the defaults selected in SDL_GL_ResetAttributes
*/
#define RENDERER_CONTEXT_MAJOR 2
#define RENDERER_CONTEXT_MINOR 0
/* Used to re-create the window with OpenGL ES capability */
extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
/*************************************************************************************************
* Context structures *
*************************************************************************************************/
typedef struct GLES2_FBOList GLES2_FBOList;
struct GLES2_FBOList
{
Uint32 w, h;
GLuint FBO;
GLES2_FBOList *next;
};
typedef struct GLES2_TextureData
{
GLenum texture;
GLenum texture_type;
GLenum pixel_format;
GLenum pixel_type;
void *pixel_data;
int pitch;
/* YUV texture support */
SDL_bool yuv;
SDL_bool nv12;
GLenum texture_v;
GLenum texture_u;
GLES2_FBOList *fbo;
} GLES2_TextureData;
typedef struct GLES2_ShaderCacheEntry
{
GLuint id;
GLES2_ShaderType type;
const GLES2_ShaderInstance *instance;
int references;
struct GLES2_ShaderCacheEntry *prev;
struct GLES2_ShaderCacheEntry *next;
} GLES2_ShaderCacheEntry;
typedef struct GLES2_ShaderCache
{
int count;
GLES2_ShaderCacheEntry *head;
} GLES2_ShaderCache;
typedef struct GLES2_ProgramCacheEntry
{
GLuint id;
GLES2_ShaderCacheEntry *vertex_shader;
GLES2_ShaderCacheEntry *fragment_shader;
GLuint uniform_locations[16];
Uint32 color;
GLfloat projection[4][4];
struct GLES2_ProgramCacheEntry *prev;
struct GLES2_ProgramCacheEntry *next;
} GLES2_ProgramCacheEntry;
typedef struct GLES2_ProgramCache
{
int count;
GLES2_ProgramCacheEntry *head;
GLES2_ProgramCacheEntry *tail;
} GLES2_ProgramCache;
typedef enum
{
GLES2_ATTRIBUTE_POSITION = 0,
GLES2_ATTRIBUTE_TEXCOORD = 1,
GLES2_ATTRIBUTE_ANGLE = 2,
GLES2_ATTRIBUTE_CENTER = 3,
} GLES2_Attribute;
typedef enum
{
GLES2_UNIFORM_PROJECTION,
GLES2_UNIFORM_TEXTURE,
GLES2_UNIFORM_COLOR,
GLES2_UNIFORM_TEXTURE_U,
GLES2_UNIFORM_TEXTURE_V
} GLES2_Uniform;
typedef enum
{
GLES2_IMAGESOURCE_INVALID,
GLES2_IMAGESOURCE_SOLID,
GLES2_IMAGESOURCE_TEXTURE_ABGR,
GLES2_IMAGESOURCE_TEXTURE_ARGB,
GLES2_IMAGESOURCE_TEXTURE_RGB,
GLES2_IMAGESOURCE_TEXTURE_BGR,
GLES2_IMAGESOURCE_TEXTURE_YUV,
GLES2_IMAGESOURCE_TEXTURE_NV12,
GLES2_IMAGESOURCE_TEXTURE_NV21,
GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES
} GLES2_ImageSource;
typedef struct
{
SDL_Rect viewport;
SDL_bool viewport_dirty;
SDL_Texture *texture;
SDL_Texture *target;
SDL_BlendMode blend;
SDL_bool cliprect_enabled_dirty;
SDL_bool cliprect_enabled;
SDL_bool cliprect_dirty;
SDL_Rect cliprect;
SDL_bool texturing;
SDL_bool is_copy_ex;
Uint32 color;
Uint32 clear_color;
int drawablew;
int drawableh;
GLES2_ProgramCacheEntry *program;
GLfloat projection[4][4];
} GLES2_DrawStateCache;
typedef struct GLES2_RenderData
{
SDL_GLContext *context;
SDL_bool debug_enabled;
#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
#include "SDL_gles2funcs.h"
#undef SDL_PROC
GLES2_FBOList *framebuffers;
GLuint window_framebuffer;
int shader_format_count;
GLenum *shader_formats;
GLES2_ShaderCache shader_cache;
GLES2_ProgramCache program_cache;
Uint8 clear_r, clear_g, clear_b, clear_a;
GLuint vertex_buffers[8];
size_t vertex_buffer_size[8];
int current_vertex_buffer;
GLES2_DrawStateCache drawstate;
} GLES2_RenderData;
#define GLES2_MAX_CACHED_PROGRAMS 8
static const float inv255f = 1.0f / 255.0f;
SDL_FORCE_INLINE const char*
GL_TranslateError (GLenum error)
{
#define GL_ERROR_TRANSLATE(e) case e: return #e;
switch (error) {
GL_ERROR_TRANSLATE(GL_INVALID_ENUM)
GL_ERROR_TRANSLATE(GL_INVALID_VALUE)
GL_ERROR_TRANSLATE(GL_INVALID_OPERATION)
GL_ERROR_TRANSLATE(GL_OUT_OF_MEMORY)
GL_ERROR_TRANSLATE(GL_NO_ERROR)
default:
return "UNKNOWN";
}
#undef GL_ERROR_TRANSLATE
}
SDL_FORCE_INLINE void
GL_ClearErrors(SDL_Renderer *renderer)
{
GLES2_RenderData *data = (GLES2_RenderData *) renderer->driverdata;
if (!data->debug_enabled) {
return;
}
while (data->glGetError() != GL_NO_ERROR) {
/* continue; */
}
}
SDL_FORCE_INLINE int
GL_CheckAllErrors (const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function)
{
GLES2_RenderData *data = (GLES2_RenderData *) renderer->driverdata;
int ret = 0;
if (!data->debug_enabled) {
return 0;
}
/* check gl errors (can return multiple errors) */
for (;;) {
GLenum error = data->glGetError();
if (error != GL_NO_ERROR) {
if (prefix == NULL || prefix[0] == '\0') {
prefix = "generic";
}
SDL_SetError("%s: %s (%d): %s %s (0x%X)", prefix, file, line, function, GL_TranslateError(error), error);
ret = -1;
} else {
break;
}
}
return ret;
}
#if 0
#define GL_CheckError(prefix, renderer)
#else
#define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, SDL_FILE, SDL_LINE, SDL_FUNCTION)
#endif
/*************************************************************************************************
* Renderer state APIs *
*************************************************************************************************/
static int GLES2_LoadFunctions(GLES2_RenderData * data)
{
#if SDL_VIDEO_DRIVER_UIKIT
#define __SDL_NOGETPROCADDR__
#elif SDL_VIDEO_DRIVER_ANDROID
#define __SDL_NOGETPROCADDR__
#elif SDL_VIDEO_DRIVER_PANDORA
#define __SDL_NOGETPROCADDR__
#endif
#if defined __SDL_NOGETPROCADDR__
#define SDL_PROC(ret,func,params) data->func=func;
#else
#define SDL_PROC(ret,func,params) \
do { \
data->func = SDL_GL_GetProcAddress(#func); \
if ( ! data->func ) { \
return SDL_SetError("Couldn't load GLES2 function %s: %s", #func, SDL_GetError()); \
} \
} while ( 0 );
#endif /* __SDL_NOGETPROCADDR__ */
#include "SDL_gles2funcs.h"
#undef SDL_PROC
return 0;
}
static GLES2_FBOList *
GLES2_GetFBO(GLES2_RenderData *data, Uint32 w, Uint32 h)
{
GLES2_FBOList *result = data->framebuffers;
while ((result) && ((result->w != w) || (result->h != h)) ) {
result = result->next;
}
if (result == NULL) {
result = SDL_malloc(sizeof(GLES2_FBOList));
result->w = w;
result->h = h;
data->glGenFramebuffers(1, &result->FBO);
result->next = data->framebuffers;
data->framebuffers = result;
}
return result;
}
static int
GLES2_ActivateRenderer(SDL_Renderer * renderer)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
if (SDL_GL_GetCurrentContext() != data->context) {
/* Null out the current program to ensure we set it again */
data->drawstate.program = NULL;
if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) {
return -1;
}
}
GL_ClearErrors(renderer);
return 0;
}
static void
GLES2_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
if (event->event == SDL_WINDOWEVENT_MINIMIZED) {
/* According to Apple documentation, we need to finish drawing NOW! */
data->glFinish();
}
}
static int
GLES2_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
{
SDL_GL_GetDrawableSize(renderer->window, w, h);
return 0;
}
static GLenum GetBlendFunc(SDL_BlendFactor factor)
{
switch (factor) {
case SDL_BLENDFACTOR_ZERO:
return GL_ZERO;
case SDL_BLENDFACTOR_ONE:
return GL_ONE;
case SDL_BLENDFACTOR_SRC_COLOR:
return GL_SRC_COLOR;
case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR:
return GL_ONE_MINUS_SRC_COLOR;
case SDL_BLENDFACTOR_SRC_ALPHA:
return GL_SRC_ALPHA;
case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA:
return GL_ONE_MINUS_SRC_ALPHA;
case SDL_BLENDFACTOR_DST_COLOR:
return GL_DST_COLOR;
case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR:
return GL_ONE_MINUS_DST_COLOR;
case SDL_BLENDFACTOR_DST_ALPHA:
return GL_DST_ALPHA;
case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA:
return GL_ONE_MINUS_DST_ALPHA;
default:
return GL_INVALID_ENUM;
}
}
static GLenum GetBlendEquation(SDL_BlendOperation operation)
{
switch (operation) {
case SDL_BLENDOPERATION_ADD:
return GL_FUNC_ADD;
case SDL_BLENDOPERATION_SUBTRACT:
return GL_FUNC_SUBTRACT;
case SDL_BLENDOPERATION_REV_SUBTRACT:
return GL_FUNC_REVERSE_SUBTRACT;
default:
return GL_INVALID_ENUM;
}
}
static SDL_bool
GLES2_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
{
SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode);
SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
if (GetBlendFunc(srcColorFactor) == GL_INVALID_ENUM ||
GetBlendFunc(srcAlphaFactor) == GL_INVALID_ENUM ||
GetBlendEquation(colorOperation) == GL_INVALID_ENUM ||
GetBlendFunc(dstColorFactor) == GL_INVALID_ENUM ||
GetBlendFunc(dstAlphaFactor) == GL_INVALID_ENUM ||
GetBlendEquation(alphaOperation) == GL_INVALID_ENUM) {
return SDL_FALSE;
}
return SDL_TRUE;
}
static void
GLES2_EvictShader(GLES2_RenderData *data, GLES2_ShaderCacheEntry *entry)
{
/* Unlink the shader from the cache */
if (entry->next) {
entry->next->prev = entry->prev;
}
if (entry->prev) {
entry->prev->next = entry->next;
}
if (data->shader_cache.head == entry) {
data->shader_cache.head = entry->next;
}
--data->shader_cache.count;
/* Deallocate the shader */
data->glDeleteShader(entry->id);
SDL_free(entry);
}
static GLES2_ProgramCacheEntry *
GLES2_CacheProgram(GLES2_RenderData *data, GLES2_ShaderCacheEntry *vertex,
GLES2_ShaderCacheEntry *fragment)
{
GLES2_ProgramCacheEntry *entry;
GLES2_ShaderCacheEntry *shaderEntry;
GLint linkSuccessful;
/* Check if we've already cached this program */
entry = data->program_cache.head;
while (entry) {
if (entry->vertex_shader == vertex && entry->fragment_shader == fragment) {
break;
}
entry = entry->next;
}
if (entry) {
if (data->program_cache.head != entry) {
if (entry->next) {
entry->next->prev = entry->prev;
}
if (entry->prev) {
entry->prev->next = entry->next;
}
entry->prev = NULL;
entry->next = data->program_cache.head;
data->program_cache.head->prev = entry;
data->program_cache.head = entry;
}
return entry;
}
/* Create a program cache entry */
entry = (GLES2_ProgramCacheEntry *)SDL_calloc(1, sizeof(GLES2_ProgramCacheEntry));
if (!entry) {
SDL_OutOfMemory();
return NULL;
}
entry->vertex_shader = vertex;
entry->fragment_shader = fragment;
/* Create the program and link it */
entry->id = data->glCreateProgram();
data->glAttachShader(entry->id, vertex->id);
data->glAttachShader(entry->id, fragment->id);
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position");
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_ANGLE, "a_angle");
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_CENTER, "a_center");
data->glLinkProgram(entry->id);
data->glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful);
if (!linkSuccessful) {
data->glDeleteProgram(entry->id);
SDL_free(entry);
SDL_SetError("Failed to link shader program");
return NULL;
}
/* Predetermine locations of uniform variables */
entry->uniform_locations[GLES2_UNIFORM_PROJECTION] =
data->glGetUniformLocation(entry->id, "u_projection");
entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] =
data->glGetUniformLocation(entry->id, "u_texture_v");
entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U] =
data->glGetUniformLocation(entry->id, "u_texture_u");
entry->uniform_locations[GLES2_UNIFORM_TEXTURE] =
data->glGetUniformLocation(entry->id, "u_texture");
entry->uniform_locations[GLES2_UNIFORM_COLOR] =
data->glGetUniformLocation(entry->id, "u_color");
entry->color = 0;
data->glUseProgram(entry->id);
if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] != -1) {
data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V], 2); /* always texture unit 2. */
}
if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U] != -1) {
data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U], 1); /* always texture unit 1. */
}
if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE] != -1) {
data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE], 0); /* always texture unit 0. */
}
if (entry->uniform_locations[GLES2_UNIFORM_PROJECTION] != -1) {
data->glUniformMatrix4fv(entry->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)entry->projection);
}
if (entry->uniform_locations[GLES2_UNIFORM_COLOR] != -1) {
data->glUniform4f(entry->uniform_locations[GLES2_UNIFORM_COLOR], 0.0f, 0.0f, 0.0f, 0.0f);
}
/* Cache the linked program */
if (data->program_cache.head) {
entry->next = data->program_cache.head;
data->program_cache.head->prev = entry;
} else {
data->program_cache.tail = entry;
}
data->program_cache.head = entry;
++data->program_cache.count;
/* Increment the refcount of the shaders we're using */
++vertex->references;
++fragment->references;
/* Evict the last entry from the cache if we exceed the limit */
if (data->program_cache.count > GLES2_MAX_CACHED_PROGRAMS) {
shaderEntry = data->program_cache.tail->vertex_shader;
if (--shaderEntry->references <= 0) {
GLES2_EvictShader(data, shaderEntry);
}
shaderEntry = data->program_cache.tail->fragment_shader;
if (--shaderEntry->references <= 0) {
GLES2_EvictShader(data, shaderEntry);
}
data->glDeleteProgram(data->program_cache.tail->id);
data->program_cache.tail = data->program_cache.tail->prev;
if (data->program_cache.tail != NULL) {
SDL_free(data->program_cache.tail->next);
data->program_cache.tail->next = NULL;
}
--data->program_cache.count;
}
return entry;
}
static GLES2_ShaderCacheEntry *
GLES2_CacheShader(GLES2_RenderData *data, GLES2_ShaderType type)
{
const GLES2_Shader *shader;
const GLES2_ShaderInstance *instance = NULL;
GLES2_ShaderCacheEntry *entry = NULL;
GLint compileSuccessful = GL_FALSE;
int i, j;
/* Find the corresponding shader */
shader = GLES2_GetShader(type);
if (!shader) {
SDL_SetError("No shader matching the requested characteristics was found");
return NULL;
}
/* Find a matching shader instance that's supported on this hardware */
for (i = 0; i < shader->instance_count && !instance; ++i) {
for (j = 0; j < data->shader_format_count && !instance; ++j) {
if (!shader->instances[i]) {
continue;
}
if (shader->instances[i]->format != data->shader_formats[j]) {
continue;
}
instance = shader->instances[i];
}
}
if (!instance) {
SDL_SetError("The specified shader cannot be loaded on the current platform");
return NULL;
}
/* Check if we've already cached this shader */
entry = data->shader_cache.head;
while (entry) {
if (entry->instance == instance) {
break;
}
entry = entry->next;
}
if (entry) {
return entry;
}
/* Create a shader cache entry */
entry = (GLES2_ShaderCacheEntry *)SDL_calloc(1, sizeof(GLES2_ShaderCacheEntry));
if (!entry) {
SDL_OutOfMemory();
return NULL;
}
entry->type = type;
entry->instance = instance;
/* Compile or load the selected shader instance */
entry->id = data->glCreateShader(instance->type);
if (instance->format == (GLenum)-1) {
data->glShaderSource(entry->id, 1, (const char **)(char *)&instance->data, NULL);
data->glCompileShader(entry->id);
data->glGetShaderiv(entry->id, GL_COMPILE_STATUS, &compileSuccessful);
} else {
data->glShaderBinary(1, &entry->id, instance->format, instance->data, instance->length);
compileSuccessful = GL_TRUE;
}
if (!compileSuccessful) {
SDL_bool isstack = SDL_FALSE;
char *info = NULL;
int length = 0;
data->glGetShaderiv(entry->id, GL_INFO_LOG_LENGTH, &length);
if (length > 0) {
info = SDL_small_alloc(char, length, &isstack);
if (info) {
data->glGetShaderInfoLog(entry->id, length, &length, info);
}
}
if (info) {
SDL_SetError("Failed to load the shader: %s", info);
SDL_small_free(info, isstack);
} else {
SDL_SetError("Failed to load the shader");
}
data->glDeleteShader(entry->id);
SDL_free(entry);
return NULL;
}
/* Link the shader entry in at the front of the cache */
if (data->shader_cache.head) {
entry->next = data->shader_cache.head;
data->shader_cache.head->prev = entry;
}
data->shader_cache.head = entry;
++data->shader_cache.count;
return entry;
}
static int
GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, int w, int h)
{
GLES2_ShaderCacheEntry *vertex = NULL;
GLES2_ShaderCacheEntry *fragment = NULL;
GLES2_ShaderType vtype, ftype;
GLES2_ProgramCacheEntry *program;
/* Select an appropriate shader pair for the specified modes */
vtype = GLES2_SHADER_VERTEX_DEFAULT;
switch (source) {
case GLES2_IMAGESOURCE_SOLID:
ftype = GLES2_SHADER_FRAGMENT_SOLID_SRC;
break;
case GLES2_IMAGESOURCE_TEXTURE_ABGR:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC;
break;
case GLES2_IMAGESOURCE_TEXTURE_ARGB:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC;
break;
case GLES2_IMAGESOURCE_TEXTURE_RGB:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC;
break;
case GLES2_IMAGESOURCE_TEXTURE_BGR:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC;
break;
case GLES2_IMAGESOURCE_TEXTURE_YUV:
switch (SDL_GetYUVConversionModeForResolution(w, h)) {
case SDL_YUV_CONVERSION_JPEG:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC;
break;
case SDL_YUV_CONVERSION_BT601:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC;
break;
case SDL_YUV_CONVERSION_BT709:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC;
break;
default:
SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
goto fault;
}
break;
case GLES2_IMAGESOURCE_TEXTURE_NV12:
switch (SDL_GetYUVConversionModeForResolution(w, h)) {
case SDL_YUV_CONVERSION_JPEG:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC;
break;
case SDL_YUV_CONVERSION_BT601:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC;
break;
case SDL_YUV_CONVERSION_BT709:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC;
break;
default:
SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
goto fault;
}
break;
case GLES2_IMAGESOURCE_TEXTURE_NV21:
switch (SDL_GetYUVConversionModeForResolution(w, h)) {
case SDL_YUV_CONVERSION_JPEG:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC;
break;
case SDL_YUV_CONVERSION_BT601:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC;
break;
case SDL_YUV_CONVERSION_BT709:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC;
break;
default:
SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
goto fault;
}
break;
case GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC;
break;
default:
goto fault;
}
/* Load the requested shaders */
vertex = GLES2_CacheShader(data, vtype);
if (!vertex) {
goto fault;
}
fragment = GLES2_CacheShader(data, ftype);
if (!fragment) {
goto fault;
}
/* Check if we need to change programs at all */
if (data->drawstate.program &&
data->drawstate.program->vertex_shader == vertex &&
data->drawstate.program->fragment_shader == fragment) {
return 0;
}
/* Generate a matching program */
program = GLES2_CacheProgram(data, vertex, fragment);
if (!program) {
goto fault;
}
/* Select that program in OpenGL */
data->glUseProgram(program->id);
/* Set the current program */
data->drawstate.program = program;
/* Clean up and return */
return 0;
fault:
if (vertex && vertex->references <= 0) {
GLES2_EvictShader(data, vertex);
}
if (fragment && fragment->references <= 0) {
GLES2_EvictShader(data, fragment);
}
data->drawstate.program = NULL;
return -1;
}
static int
GLES2_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd)
{
return 0; /* nothing to do in this backend. */
}
static int
GLES2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 2 * sizeof (GLfloat), 0, &cmd->data.draw.first);
int i;
if (!verts) {
return -1;
}
cmd->data.draw.count = count;
for (i = 0; i < count; i++) {
*(verts++) = 0.5f + points[i].x;
*(verts++) = 0.5f + points[i].y;
}
return 0;
}
static int
GLES2_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
{
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 8 * sizeof (GLfloat), 0, &cmd->data.draw.first);
int i;
if (!verts) {
return -1;
}
cmd->data.draw.count = count;
for (i = 0; i < count; i++) {
const SDL_FRect *rect = &rects[i];
const GLfloat minx = rect->x;
const GLfloat maxx = rect->x + rect->w;
const GLfloat miny = rect->y;
const GLfloat maxy = rect->y + rect->h;
*(verts++) = minx;
*(verts++) = miny;
*(verts++) = maxx;
*(verts++) = miny;
*(verts++) = minx;
*(verts++) = maxy;
*(verts++) = maxx;
*(verts++) = maxy;
}
return 0;
}
static int
GLES2_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect)
{
GLfloat minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 16 * sizeof (GLfloat), 0, &cmd->data.draw.first);
if (!verts) {
return -1;
}
cmd->data.draw.count = 1;
minx = dstrect->x;
miny = dstrect->y;
maxx = dstrect->x + dstrect->w;
maxy = dstrect->y + dstrect->h;
minu = (GLfloat) srcrect->x / texture->w;
maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
minv = (GLfloat) srcrect->y / texture->h;
maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
*(verts++) = minx;
*(verts++) = miny;
*(verts++) = maxx;
*(verts++) = miny;
*(verts++) = minx;
*(verts++) = maxy;
*(verts++) = maxx;
*(verts++) = maxy;
*(verts++) = minu;
*(verts++) = minv;
*(verts++) = maxu;
*(verts++) = minv;
*(verts++) = minu;
*(verts++) = maxv;
*(verts++) = maxu;
*(verts++) = maxv;
return 0;
}
static int
GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
const SDL_Rect * srcquad, const SDL_FRect * dstrect,
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
{
/* render expects cos value - 1 (see GLES2_VertexSrc_Default_) */
const float radian_angle = (float)(M_PI * (360.0 - angle) / 180.0);
const GLfloat s = (GLfloat) SDL_sin(radian_angle);
const GLfloat c = (GLfloat) SDL_cos(radian_angle) - 1.0f;
const GLfloat centerx = center->x + dstrect->x;
const GLfloat centery = center->y + dstrect->y;
GLfloat minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 32 * sizeof (GLfloat), 0, &cmd->data.draw.first);
if (!verts) {
return -1;
}
if (flip & SDL_FLIP_HORIZONTAL) {
minx = dstrect->x + dstrect->w;
maxx = dstrect->x;
} else {
minx = dstrect->x;
maxx = dstrect->x + dstrect->w;
}
if (flip & SDL_FLIP_VERTICAL) {
miny = dstrect->y + dstrect->h;
maxy = dstrect->y;
} else {
miny = dstrect->y;
maxy = dstrect->y + dstrect->h;
}
minu = ((GLfloat) srcquad->x) / ((GLfloat) texture->w);
maxu = ((GLfloat) (srcquad->x + srcquad->w)) / ((GLfloat) texture->w);
minv = ((GLfloat) srcquad->y) / ((GLfloat) texture->h);
maxv = ((GLfloat) (srcquad->y + srcquad->h)) / ((GLfloat) texture->h);
cmd->data.draw.count = 1;
*(verts++) = minx;
*(verts++) = miny;
*(verts++) = maxx;
*(verts++) = miny;
*(verts++) = minx;
*(verts++) = maxy;
*(verts++) = maxx;
*(verts++) = maxy;
*(verts++) = minu;
*(verts++) = minv;
*(verts++) = maxu;
*(verts++) = minv;
*(verts++) = minu;
*(verts++) = maxv;
*(verts++) = maxu;
*(verts++) = maxv;
*(verts++) = s;
*(verts++) = c;
*(verts++) = s;
*(verts++) = c;
*(verts++) = s;
*(verts++) = c;
*(verts++) = s;
*(verts++) = c;
*(verts++) = centerx;
*(verts++) = centery;
*(verts++) = centerx;
*(verts++) = centery;
*(verts++) = centerx;
*(verts++) = centery;
*(verts++) = centerx;
*(verts++) = centery;
return 0;
}
static int
SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_ImageSource imgsrc)
{
const SDL_bool was_copy_ex = data->drawstate.is_copy_ex;
const SDL_bool is_copy_ex = (cmd->command == SDL_RENDERCMD_COPY_EX);
SDL_Texture *texture = cmd->data.draw.texture;
const SDL_BlendMode blend = cmd->data.draw.blend;
GLES2_ProgramCacheEntry *program;
SDL_assert((texture != NULL) == (imgsrc != GLES2_IMAGESOURCE_SOLID));
if (data->drawstate.viewport_dirty) {
const SDL_Rect *viewport = &data->drawstate.viewport;
data->glViewport(viewport->x,
data->drawstate.target ? viewport->y : (data->drawstate.drawableh - viewport->y - viewport->h),
viewport->w, viewport->h);
if (viewport->w && viewport->h) {
data->drawstate.projection[0][0] = 2.0f / viewport->w;
data->drawstate.projection[1][1] = (data->drawstate.target ? 2.0f : -2.0f) / viewport->h;
data->drawstate.projection[3][1] = data->drawstate.target ? -1.0f : 1.0f;
}
data->drawstate.viewport_dirty = SDL_FALSE;
}
if (data->drawstate.cliprect_enabled_dirty) {
if (!data->drawstate.cliprect_enabled) {
data->glDisable(GL_SCISSOR_TEST);
} else {
data->glEnable(GL_SCISSOR_TEST);
}
data->drawstate.cliprect_enabled_dirty = SDL_FALSE;
}
if (data->drawstate.cliprect_enabled && data->drawstate.cliprect_dirty) {
const SDL_Rect *viewport = &data->drawstate.viewport;
const SDL_Rect *rect = &data->drawstate.cliprect;
data->glScissor(viewport->x + rect->x,
data->drawstate.target ? viewport->y + rect->y : data->drawstate.drawableh - viewport->y - rect->y - rect->h,
rect->w, rect->h);
data->drawstate.cliprect_dirty = SDL_FALSE;
}
if (texture != data->drawstate.texture) {
if ((texture != NULL) != data->drawstate.texturing) {
if (texture == NULL) {
data->glDisableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_TEXCOORD);
data->drawstate.texturing = SDL_FALSE;
} else {
data->glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_TEXCOORD);
data->drawstate.texturing = SDL_TRUE;
}
}
if (texture) {
GLES2_TextureData *tdata = (GLES2_TextureData *) texture->driverdata;
if (tdata->yuv) {
data->glActiveTexture(GL_TEXTURE2);
data->glBindTexture(tdata->texture_type, tdata->texture_v);
data->glActiveTexture(GL_TEXTURE1);
data->glBindTexture(tdata->texture_type, tdata->texture_u);
data->glActiveTexture(GL_TEXTURE0);
} else if (tdata->nv12) {
data->glActiveTexture(GL_TEXTURE1);
data->glBindTexture(tdata->texture_type, tdata->texture_u);
data->glActiveTexture(GL_TEXTURE0);
}
data->glBindTexture(tdata->texture_type, tdata->texture);
}
data->drawstate.texture = texture;
}
if (texture) {
data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (cmd->data.draw.first + (sizeof (GLfloat) * 8)));
}
if (GLES2_SelectProgram(data, imgsrc, texture ? texture->w : 0, texture ? texture->h : 0) < 0) {
return -1;
}
program = data->drawstate.program;
if (program->uniform_locations[GLES2_UNIFORM_PROJECTION] != -1) {
if (SDL_memcmp(program->projection, data->drawstate.projection, sizeof (data->drawstate.projection)) != 0) {
data->glUniformMatrix4fv(program->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)data->drawstate.projection);
SDL_memcpy(program->projection, data->drawstate.projection, sizeof (data->drawstate.projection));
}
}
if (program->uniform_locations[GLES2_UNIFORM_COLOR] != -1) {
if (data->drawstate.color != program->color) {
const Uint8 r = (data->drawstate.color >> 16) & 0xFF;
const Uint8 g = (data->drawstate.color >> 8) & 0xFF;
const Uint8 b = (data->drawstate.color >> 0) & 0xFF;
const Uint8 a = (data->drawstate.color >> 24) & 0xFF;
data->glUniform4f(program->uniform_locations[GLES2_UNIFORM_COLOR], r * inv255f, g * inv255f, b * inv255f, a * inv255f);
program->color = data->drawstate.color;
}
}
if (blend != data->drawstate.blend) {
if (blend == SDL_BLENDMODE_NONE) {
data->glDisable(GL_BLEND);
} else {
data->glEnable(GL_BLEND);
data->glBlendFuncSeparate(GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blend)),
GetBlendFunc(SDL_GetBlendModeDstColorFactor(blend)),
GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blend)),
GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blend)));
data->glBlendEquationSeparate(GetBlendEquation(SDL_GetBlendModeColorOperation(blend)),
GetBlendEquation(SDL_GetBlendModeAlphaOperation(blend)));
}
data->drawstate.blend = blend;
}
/* all drawing commands use this */
data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) cmd->data.draw.first);
if (is_copy_ex != was_copy_ex) {
if (is_copy_ex) {
data->glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_ANGLE);
data->glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_CENTER);
} else {
data->glDisableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_ANGLE);
data->glDisableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_CENTER);
}
data->drawstate.is_copy_ex = is_copy_ex;
}
if (is_copy_ex) {
data->glVertexAttribPointer(GLES2_ATTRIBUTE_ANGLE, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (cmd->data.draw.first + (sizeof (GLfloat) * 16)));
data->glVertexAttribPointer(GLES2_ATTRIBUTE_CENTER, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (cmd->data.draw.first + (sizeof (GLfloat) * 24)));
}
return 0;
}
static int
SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd)
{
GLES2_RenderData *data = (GLES2_RenderData *) renderer->driverdata;
GLES2_ImageSource sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
SDL_Texture *texture = cmd->data.draw.texture;
/* Pick an appropriate shader */
if (renderer->target) {
/* Check if we need to do color mapping between the source and render target textures */
if (renderer->target->format != texture->format) {
switch (texture->format) {
case SDL_PIXELFORMAT_ARGB8888:
switch (renderer->target->format) {
case SDL_PIXELFORMAT_ABGR8888:
case SDL_PIXELFORMAT_BGR888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
break;
case SDL_PIXELFORMAT_RGB888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
break;
}
break;
case SDL_PIXELFORMAT_ABGR8888:
switch (renderer->target->format) {
case SDL_PIXELFORMAT_ARGB8888:
case SDL_PIXELFORMAT_RGB888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
break;
case SDL_PIXELFORMAT_BGR888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
break;
}
break;
case SDL_PIXELFORMAT_RGB888:
switch (renderer->target->format) {
case SDL_PIXELFORMAT_ABGR8888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
break;
case SDL_PIXELFORMAT_ARGB8888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
break;
case SDL_PIXELFORMAT_BGR888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
break;
}
break;
case SDL_PIXELFORMAT_BGR888:
switch (renderer->target->format) {
case SDL_PIXELFORMAT_ABGR8888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
break;
case SDL_PIXELFORMAT_ARGB8888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB;
break;
case SDL_PIXELFORMAT_RGB888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
break;
}
break;
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_YV12:
sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV;
break;
case SDL_PIXELFORMAT_NV12:
sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12;
break;
case SDL_PIXELFORMAT_NV21:
sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21;
break;
case SDL_PIXELFORMAT_EXTERNAL_OES:
sourceType = GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES;
break;
default:
return SDL_SetError("Unsupported texture format");
}
} else {
sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; /* Texture formats match, use the non color mapping shader (even if the formats are not ABGR) */
}
} else {
switch (texture->format) {
case SDL_PIXELFORMAT_ARGB8888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
break;
case SDL_PIXELFORMAT_ABGR8888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
break;
case SDL_PIXELFORMAT_RGB888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB;
break;
case SDL_PIXELFORMAT_BGR888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
break;
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_YV12:
sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV;
break;
case SDL_PIXELFORMAT_NV12:
sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12;
break;
case SDL_PIXELFORMAT_NV21:
sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21;
break;
case SDL_PIXELFORMAT_EXTERNAL_OES:
sourceType = GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES;
break;
default:
return SDL_SetError("Unsupported texture format");
}
}
return SetDrawState(data, cmd, sourceType);
}
static int
GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
{
GLES2_RenderData *data = (GLES2_RenderData *) renderer->driverdata;
const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
const int vboidx = data->current_vertex_buffer;
const GLuint vbo = data->vertex_buffers[vboidx];
size_t i;
if (GLES2_ActivateRenderer(renderer) < 0) {
return -1;
}
data->drawstate.target = renderer->target;
if (!data->drawstate.target) {
SDL_GL_GetDrawableSize(renderer->window, &data->drawstate.drawablew, &data->drawstate.drawableh);
}
/* upload the new VBO data for this set of commands. */
data->glBindBuffer(GL_ARRAY_BUFFER, vbo);
if (data->vertex_buffer_size[vboidx] < vertsize) {
data->glBufferData(GL_ARRAY_BUFFER, vertsize, vertices, GL_STREAM_DRAW);
data->vertex_buffer_size[vboidx] = vertsize;
} else {
data->glBufferSubData(GL_ARRAY_BUFFER, 0, vertsize, vertices);
}
/* cycle through a few VBOs so the GL has some time with the data before we replace it. */
data->current_vertex_buffer++;
if (data->current_vertex_buffer >= SDL_arraysize(data->vertex_buffers)) {
data->current_vertex_buffer = 0;
}
while (cmd) {
switch (cmd->command) {
case SDL_RENDERCMD_SETDRAWCOLOR: {
const Uint8 r = colorswap ? cmd->data.color.b : cmd->data.color.r;
const Uint8 g = cmd->data.color.g;
const Uint8 b = colorswap ? cmd->data.color.r : cmd->data.color.b;
const Uint8 a = cmd->data.color.a;
data->drawstate.color = ((a << 24) | (r << 16) | (g << 8) | b);
break;
}
case SDL_RENDERCMD_SETVIEWPORT: {
SDL_Rect *viewport = &data->drawstate.viewport;
if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect)) != 0) {
SDL_memcpy(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect));
data->drawstate.viewport_dirty = SDL_TRUE;
}
break;
}
case SDL_RENDERCMD_SETCLIPRECT: {
const SDL_Rect *rect = &cmd->data.cliprect.rect;
if (data->drawstate.cliprect_enabled != cmd->data.cliprect.enabled) {
data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled;
data->drawstate.cliprect_enabled_dirty = SDL_TRUE;
}
if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof (SDL_Rect)) != 0) {
SDL_memcpy(&data->drawstate.cliprect, rect, sizeof (SDL_Rect));
data->drawstate.cliprect_dirty = SDL_TRUE;
}
break;
}
case SDL_RENDERCMD_CLEAR: {
const Uint8 r = colorswap ? cmd->data.color.b : cmd->data.color.r;
const Uint8 g = cmd->data.color.g;
const Uint8 b = colorswap ? cmd->data.color.r : cmd->data.color.b;
const Uint8 a = cmd->data.color.a;
const Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
if (color != data->drawstate.clear_color) {
const GLfloat fr = ((GLfloat) r) * inv255f;
const GLfloat fg = ((GLfloat) g) * inv255f;
const GLfloat fb = ((GLfloat) b) * inv255f;
const GLfloat fa = ((GLfloat) a) * inv255f;
data->glClearColor(fr, fg, fb, fa);
data->drawstate.clear_color = color;
}
if (data->drawstate.cliprect_enabled || data->drawstate.cliprect_enabled_dirty) {
data->glDisable(GL_SCISSOR_TEST);
data->drawstate.cliprect_enabled_dirty = data->drawstate.cliprect_enabled;
}
data->glClear(GL_COLOR_BUFFER_BIT);
break;
}
case SDL_RENDERCMD_DRAW_POINTS: {
if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID) == 0) {
data->glDrawArrays(GL_POINTS, 0, (GLsizei) cmd->data.draw.count);
}
break;
}
case SDL_RENDERCMD_DRAW_LINES: {
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
const size_t count = cmd->data.draw.count;
if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID) == 0) {
if (count > 2 && (verts[0] == verts[(count-1)*2]) && (verts[1] == verts[(count*2)-1])) {
/* GL_LINE_LOOP takes care of the final segment */
data->glDrawArrays(GL_LINE_LOOP, 0, (GLsizei) (count - 1));
} else {
data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) count);
/* We need to close the endpoint of the line */
data->glDrawArrays(GL_POINTS, (GLsizei) (count - 1), 1);
}
}
break;
}
case SDL_RENDERCMD_FILL_RECTS: {
const size_t count = cmd->data.draw.count;
size_t offset = 0;
if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID) == 0) {
for (i = 0; i < count; ++i, offset += 4) {
data->glDrawArrays(GL_TRIANGLE_STRIP, (GLsizei) offset, 4);
}
}
break;
}
case SDL_RENDERCMD_COPY:
case SDL_RENDERCMD_COPY_EX: {
if (SetCopyState(renderer, cmd) == 0) {
data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
break;
}
case SDL_RENDERCMD_NO_OP:
break;
}
cmd = cmd->next;
}
return GL_CheckError("", renderer);
}
static void
GLES2_DestroyRenderer(SDL_Renderer *renderer)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
/* Deallocate everything */
if (data) {
GLES2_ActivateRenderer(renderer);
{
GLES2_ShaderCacheEntry *entry;
GLES2_ShaderCacheEntry *next;
entry = data->shader_cache.head;
while (entry) {
data->glDeleteShader(entry->id);
next = entry->next;
SDL_free(entry);
entry = next;
}
}
{
GLES2_ProgramCacheEntry *entry;
GLES2_ProgramCacheEntry *next;
entry = data->program_cache.head;
while (entry) {
data->glDeleteProgram(entry->id);
next = entry->next;
SDL_free(entry);
entry = next;
}
}
if (data->context) {
while (data->framebuffers) {
GLES2_FBOList *nextnode = data->framebuffers->next;
data->glDeleteFramebuffers(1, &data->framebuffers->FBO);
GL_CheckError("", renderer);
SDL_free(data->framebuffers);
data->framebuffers = nextnode;
}
data->glDeleteBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers);
GL_CheckError("", renderer);
SDL_GL_DeleteContext(data->context);
}
SDL_free(data->shader_formats);
SDL_free(data);
}
SDL_free(renderer);
}
static int
GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
GLES2_RenderData *renderdata = (GLES2_RenderData *)renderer->driverdata;
GLES2_TextureData *data;
GLenum format;
GLenum type;
GLenum scaleMode;
GLES2_ActivateRenderer(renderer);
renderdata->drawstate.texture = NULL; /* we trash this state. */
/* Determine the corresponding GLES texture format params */
switch (texture->format)
{
case SDL_PIXELFORMAT_ARGB8888:
case SDL_PIXELFORMAT_ABGR8888:
case SDL_PIXELFORMAT_RGB888:
case SDL_PIXELFORMAT_BGR888:
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
break;
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_NV12:
case SDL_PIXELFORMAT_NV21:
format = GL_LUMINANCE;
type = GL_UNSIGNED_BYTE;
break;
#ifdef GL_TEXTURE_EXTERNAL_OES
case SDL_PIXELFORMAT_EXTERNAL_OES:
format = GL_NONE;
type = GL_NONE;
break;
#endif
default:
return SDL_SetError("Texture format not supported");
}
if (texture->format == SDL_PIXELFORMAT_EXTERNAL_OES &&
texture->access != SDL_TEXTUREACCESS_STATIC) {
return SDL_SetError("Unsupported texture access for SDL_PIXELFORMAT_EXTERNAL_OES");
}
/* Allocate a texture struct */
data = (GLES2_TextureData *)SDL_calloc(1, sizeof(GLES2_TextureData));
if (!data) {
return SDL_OutOfMemory();
}
data->texture = 0;
#ifdef GL_TEXTURE_EXTERNAL_OES
data->texture_type = (texture->format == SDL_PIXELFORMAT_EXTERNAL_OES) ? GL_TEXTURE_EXTERNAL_OES : GL_TEXTURE_2D;
#else
data->texture_type = GL_TEXTURE_2D;
#endif
data->pixel_format = format;
data->pixel_type = type;
data->yuv = ((texture->format == SDL_PIXELFORMAT_IYUV) || (texture->format == SDL_PIXELFORMAT_YV12));
data->nv12 = ((texture->format == SDL_PIXELFORMAT_NV12) || (texture->format == SDL_PIXELFORMAT_NV21));
data->texture_u = 0;
data->texture_v = 0;
scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
/* Allocate a blob for image renderdata */
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
size_t size;
data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
size = texture->h * data->pitch;
if (data->yuv) {
/* Need to add size for the U and V planes */
size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
} else if (data->nv12) {
/* Need to add size for the U/V plane */
size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
}
data->pixel_data = SDL_calloc(1, size);
if (!data->pixel_data) {
SDL_free(data);
return SDL_OutOfMemory();
}
}
/* Allocate the texture */
GL_CheckError("", renderer);
if (data->yuv) {
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);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL);
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);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL);
if (GL_CheckError("glTexImage2D()", renderer) < 0) {
return -1;
}
} else if (data->nv12) {
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);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
renderdata->glTexImage2D(data->texture_type, 0, GL_LUMINANCE_ALPHA, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
if (GL_CheckError("glTexImage2D()", renderer) < 0) {
return -1;
}
}
renderdata->glGenTextures(1, &data->texture);
if (GL_CheckError("glGenTexures()", renderer) < 0) {
return -1;
}
texture->driverdata = data;
renderdata->glActiveTexture(GL_TEXTURE0);
renderdata->glBindTexture(data->texture_type, data->texture);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (texture->format != SDL_PIXELFORMAT_EXTERNAL_OES) {
renderdata->glTexImage2D(data->texture_type, 0, format, texture->w, texture->h, 0, format, type, NULL);
if (GL_CheckError("glTexImage2D()", renderer) < 0) {
return -1;
}
}
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
data->fbo = GLES2_GetFBO(renderer->driverdata, texture->w, texture->h);
} else {
data->fbo = NULL;
}
return GL_CheckError("", renderer);
}
static int
GLES2_TexSubImage2D(GLES2_RenderData *data, GLenum target, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels, GLint pitch, GLint bpp)
{
Uint8 *blob = NULL;
Uint8 *src;
int src_pitch;
int y;
if ((width == 0) || (height == 0) || (bpp == 0)) {
return 0; /* nothing to do */
}
/* Reformat the texture data into a tightly packed array */
src_pitch = width * bpp;
src = (Uint8 *)pixels;
if (pitch != src_pitch) {
blob = (Uint8 *)SDL_malloc(src_pitch * height);
if (!blob) {
return SDL_OutOfMemory();
}
src = blob;
for (y = 0; y < height; ++y)
{
SDL_memcpy(src, pixels, src_pitch);
src += src_pitch;
pixels = (Uint8 *)pixels + pitch;
}
src = blob;
}
data->glTexSubImage2D(target, 0, xoffset, yoffset, width, height, format, type, src);
if (blob) {
SDL_free(blob);
}
return 0;
}
static int
GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
const void *pixels, int pitch)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
GLES2_ActivateRenderer(renderer);
/* Bail out if we're supposed to update an empty rectangle */
if (rect->w <= 0 || rect->h <= 0) {
return 0;
}
data->drawstate.texture = NULL; /* we trash this state. */
/* Create a texture subimage with the supplied data */
data->glBindTexture(tdata->texture_type, tdata->texture);
GLES2_TexSubImage2D(data, tdata->texture_type,
rect->x,
rect->y,
rect->w,
rect->h,
tdata->pixel_format,
tdata->pixel_type,
pixels, pitch, SDL_BYTESPERPIXEL(texture->format));
if (tdata->yuv) {
/* Skip to the correct offset into the next texture */
pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
if (texture->format == SDL_PIXELFORMAT_YV12) {
data->glBindTexture(tdata->texture_type, tdata->texture_v);
} else {
data->glBindTexture(tdata->texture_type, tdata->texture_u);
}
GLES2_TexSubImage2D(data, tdata->texture_type,
rect->x / 2,
rect->y / 2,
(rect->w + 1) / 2,
(rect->h + 1) / 2,
tdata->pixel_format,
tdata->pixel_type,
pixels, (pitch + 1) / 2, 1);
/* Skip to the correct offset into the next texture */
pixels = (const void*)((const Uint8*)pixels + ((rect->h + 1) / 2) * ((pitch + 1)/2));
if (texture->format == SDL_PIXELFORMAT_YV12) {
data->glBindTexture(tdata->texture_type, tdata->texture_u);
} else {
data->glBindTexture(tdata->texture_type, tdata->texture_v);
}
GLES2_TexSubImage2D(data, tdata->texture_type,
rect->x / 2,
rect->y / 2,
(rect->w + 1) / 2,
(rect->h + 1) / 2,
tdata->pixel_format,
tdata->pixel_type,
pixels, (pitch + 1) / 2, 1);
} else if (tdata->nv12) {
/* Skip to the correct offset into the next texture */
pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
data->glBindTexture(tdata->texture_type, tdata->texture_u);
GLES2_TexSubImage2D(data, tdata->texture_type,
rect->x / 2,
rect->y / 2,
(rect->w + 1) / 2,
(rect->h + 1) / 2,
GL_LUMINANCE_ALPHA,
GL_UNSIGNED_BYTE,
pixels, 2 * ((pitch + 1) / 2), 2);
}
return GL_CheckError("glTexSubImage2D()", renderer);
}
static int
GLES2_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *Uplane, int Upitch,
const Uint8 *Vplane, int Vpitch)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
GLES2_ActivateRenderer(renderer);
/* Bail out if we're supposed to update an empty rectangle */
if (rect->w <= 0 || rect->h <= 0) {
return 0;
}
data->drawstate.texture = NULL; /* we trash this state. */
data->glBindTexture(tdata->texture_type, tdata->texture_v);
GLES2_TexSubImage2D(data, tdata->texture_type,
rect->x / 2,
rect->y / 2,
(rect->w + 1) / 2,
(rect->h + 1) / 2,
tdata->pixel_format,
tdata->pixel_type,
Vplane, Vpitch, 1);
data->glBindTexture(tdata->texture_type, tdata->texture_u);
GLES2_TexSubImage2D(data, tdata->texture_type,
rect->x / 2,
rect->y / 2,
(rect->w + 1) / 2,
(rect->h + 1) / 2,
tdata->pixel_format,
tdata->pixel_type,
Uplane, Upitch, 1);
data->glBindTexture(tdata->texture_type, tdata->texture);
GLES2_TexSubImage2D(data, tdata->texture_type,
rect->x,
rect->y,
rect->w,
rect->h,
tdata->pixel_format,
tdata->pixel_type,
Yplane, Ypitch, 1);
return GL_CheckError("glTexSubImage2D()", renderer);
}
static int
GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
void **pixels, int *pitch)
{
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
/* Retrieve the buffer/pitch for the specified region */
*pixels = (Uint8 *)tdata->pixel_data +
(tdata->pitch * rect->y) +
(rect->x * SDL_BYTESPERPIXEL(texture->format));
*pitch = tdata->pitch;
return 0;
}
static void
GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
SDL_Rect rect;
/* We do whole texture updates, at least for now */
rect.x = 0;
rect.y = 0;
rect.w = texture->w;
rect.h = texture->h;
GLES2_UpdateTexture(renderer, texture, &rect, tdata->pixel_data, tdata->pitch);
}
static void
GLES2_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_ScaleMode scaleMode)
{
GLES2_RenderData *renderdata = (GLES2_RenderData *) renderer->driverdata;
GLES2_TextureData *data = (GLES2_TextureData *) texture->driverdata;
GLenum glScaleMode = (scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
if (data->yuv) {
renderdata->glActiveTexture(GL_TEXTURE2);
renderdata->glBindTexture(data->texture_type, data->texture_v);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
renderdata->glActiveTexture(GL_TEXTURE1);
renderdata->glBindTexture(data->texture_type, data->texture_u);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
} else if (data->nv12) {
renderdata->glActiveTexture(GL_TEXTURE1);
renderdata->glBindTexture(data->texture_type, data->texture_u);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
}
renderdata->glActiveTexture(GL_TEXTURE0);
renderdata->glBindTexture(data->texture_type, data->texture);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
}
static int
GLES2_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
{
GLES2_RenderData *data = (GLES2_RenderData *) renderer->driverdata;
GLES2_TextureData *texturedata = NULL;
GLenum status;
data->drawstate.viewport_dirty = SDL_TRUE;
if (texture == NULL) {
data->glBindFramebuffer(GL_FRAMEBUFFER, data->window_framebuffer);
} else {
texturedata = (GLES2_TextureData *) texture->driverdata;
data->glBindFramebuffer(GL_FRAMEBUFFER, texturedata->fbo->FBO);
/* TODO: check if texture pixel format allows this operation */
data->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texturedata->texture_type, texturedata->texture, 0);
/* Check FBO status */
status = data->glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
return SDL_SetError("glFramebufferTexture2D() failed");
}
}
return 0;
}
static void
GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
GLES2_ActivateRenderer(renderer);
if (data->drawstate.texture == texture) {
data->drawstate.texture = NULL;
}
if (data->drawstate.target == texture) {
data->drawstate.target = NULL;
}
/* Destroy the texture */
if (tdata) {
data->glDeleteTextures(1, &tdata->texture);
if (tdata->texture_v) {
data->glDeleteTextures(1, &tdata->texture_v);
}
if (tdata->texture_u) {
data->glDeleteTextures(1, &tdata->texture_u);
}
SDL_free(tdata->pixel_data);
SDL_free(tdata);
texture->driverdata = NULL;
}
}
static int
GLES2_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 pixel_format, void * pixels, int pitch)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
Uint32 temp_format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_ABGR8888;
size_t buflen;
void *temp_pixels;
int temp_pitch;
Uint8 *src, *dst, *tmp;
int w, h, length, rows;
int status;
temp_pitch = rect->w * SDL_BYTESPERPIXEL(temp_format);
buflen = rect->h * temp_pitch;
if (buflen == 0) {
return 0; /* nothing to do. */
}
temp_pixels = SDL_malloc(buflen);
if (!temp_pixels) {
return SDL_OutOfMemory();
}
SDL_GetRendererOutputSize(renderer, &w, &h);
data->glReadPixels(rect->x, renderer->target ? rect->y : (h-rect->y)-rect->h,
rect->w, rect->h, GL_RGBA, GL_UNSIGNED_BYTE, temp_pixels);
if (GL_CheckError("glReadPixels()", renderer) < 0) {
return -1;
}
/* Flip the rows to be top-down if necessary */
if (!renderer->target) {
SDL_bool isstack;
length = rect->w * SDL_BYTESPERPIXEL(temp_format);
src = (Uint8*)temp_pixels + (rect->h-1)*temp_pitch;
dst = (Uint8*)temp_pixels;
tmp = SDL_small_alloc(Uint8, length, &isstack);
rows = rect->h / 2;
while (rows--) {
SDL_memcpy(tmp, dst, length);
SDL_memcpy(dst, src, length);
SDL_memcpy(src, tmp, length);
dst += temp_pitch;
src -= temp_pitch;
}
SDL_small_free(tmp, isstack);
}
status = SDL_ConvertPixels(rect->w, rect->h,
temp_format, temp_pixels, temp_pitch,
pixel_format, pixels, pitch);
SDL_free(temp_pixels);
return status;
}
static void
GLES2_RenderPresent(SDL_Renderer *renderer)
{
/* Tell the video driver to swap buffers */
SDL_GL_SwapWindow(renderer->window);
}
/*************************************************************************************************
* Bind/unbinding of textures
*************************************************************************************************/
static int GLES2_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh);
static int GLES2_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture);
static int GLES2_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
GLES2_TextureData *texturedata = (GLES2_TextureData *)texture->driverdata;
GLES2_ActivateRenderer(renderer);
data->glBindTexture(texturedata->texture_type, texturedata->texture);
data->drawstate.texture = texture;
if (texw) {
*texw = 1.0;
}
if (texh) {
*texh = 1.0;
}
return 0;
}
static int GLES2_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
GLES2_TextureData *texturedata = (GLES2_TextureData *)texture->driverdata;
GLES2_ActivateRenderer(renderer);
data->glBindTexture(texturedata->texture_type, 0);
data->drawstate.texture = NULL;
return 0;
}
/*************************************************************************************************
* Renderer instantiation *
*************************************************************************************************/
#ifdef ZUNE_HD
#define GL_NVIDIA_PLATFORM_BINARY_NV 0x890B
#endif
static SDL_Renderer *
GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
{
SDL_Renderer *renderer;
GLES2_RenderData *data;
GLint nFormats;
#ifndef ZUNE_HD
GLboolean hasCompiler;
#endif
Uint32 window_flags = 0; /* -Wconditional-uninitialized */
GLint window_framebuffer;
GLint value;
int profile_mask = 0, major = 0, minor = 0;
SDL_bool changed_window = SDL_FALSE;
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile_mask) < 0) {
goto error;
}
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major) < 0) {
goto error;
}
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor) < 0) {
goto error;
}
window_flags = SDL_GetWindowFlags(window);
/* OpenGL ES 3.0 is a superset of OpenGL ES 2.0 */
if (!(window_flags & SDL_WINDOW_OPENGL) ||
profile_mask != SDL_GL_CONTEXT_PROFILE_ES || major < RENDERER_CONTEXT_MAJOR) {
changed_window = SDL_TRUE;
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR);
if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) {
goto error;
}
}
/* Create the renderer struct */
renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(SDL_Renderer));
if (!renderer) {
SDL_OutOfMemory();
goto error;
}
data = (GLES2_RenderData *)SDL_calloc(1, sizeof(GLES2_RenderData));
if (!data) {
SDL_free(renderer);
SDL_OutOfMemory();
goto error;
}
renderer->info = GLES2_RenderDriver.info;
renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
renderer->driverdata = data;
renderer->window = window;
/* Create an OpenGL ES 2.0 context */
data->context = SDL_GL_CreateContext(window);
if (!data->context) {
SDL_free(renderer);
SDL_free(data);
goto error;
}
if (SDL_GL_MakeCurrent(window, data->context) < 0) {
SDL_GL_DeleteContext(data->context);
SDL_free(renderer);
SDL_free(data);
goto error;
}
if (GLES2_LoadFunctions(data) < 0) {
SDL_GL_DeleteContext(data->context);
SDL_free(renderer);
SDL_free(data);
goto error;
}
#if __WINRT__
/* DLudwig, 2013-11-29: ANGLE for WinRT doesn't seem to work unless VSync
* is turned on. Not doing so will freeze the screen's contents to that
* of the first drawn frame.
*/
flags |= SDL_RENDERER_PRESENTVSYNC;
#endif
if (flags & SDL_RENDERER_PRESENTVSYNC) {
SDL_GL_SetSwapInterval(1);
} else {
SDL_GL_SetSwapInterval(0);
}
if (SDL_GL_GetSwapInterval() > 0) {
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
}
/* Check for debug output support */
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_FLAGS, &value) == 0 &&
(value & SDL_GL_CONTEXT_DEBUG_FLAG)) {
data->debug_enabled = SDL_TRUE;
}
value = 0;
data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
renderer->info.max_texture_width = value;
value = 0;
data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
renderer->info.max_texture_height = value;
/* Determine supported shader formats */
/* HACK: glGetInteger is broken on the Zune HD's compositor, so we just hardcode this */
#ifdef ZUNE_HD
nFormats = 1;
#else /* !ZUNE_HD */
data->glGetIntegerv(GL_NUM_SHADER_BINARY_FORMATS, &nFormats);
data->glGetBooleanv(GL_SHADER_COMPILER, &hasCompiler);
if (hasCompiler) {
++nFormats;
}
#endif /* ZUNE_HD */
data->shader_formats = (GLenum *)SDL_calloc(nFormats, sizeof(GLenum));
if (!data->shader_formats) {
GLES2_DestroyRenderer(renderer);
SDL_OutOfMemory();
goto error;
}
data->shader_format_count = nFormats;
#ifdef ZUNE_HD
data->shader_formats[0] = GL_NVIDIA_PLATFORM_BINARY_NV;
#else /* !ZUNE_HD */
data->glGetIntegerv(GL_SHADER_BINARY_FORMATS, (GLint *)data->shader_formats);
if (hasCompiler) {
data->shader_formats[nFormats - 1] = (GLenum)-1;
}
#endif /* ZUNE_HD */
/* we keep a few of these and cycle through them, so data can live for a few frames. */
data->glGenBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers);
data->framebuffers = NULL;
data->glGetIntegerv(GL_FRAMEBUFFER_BINDING, &window_framebuffer);
data->window_framebuffer = (GLuint)window_framebuffer;
/* Populate the function pointers for the module */
renderer->WindowEvent = GLES2_WindowEvent;
renderer->GetOutputSize = GLES2_GetOutputSize;
renderer->SupportsBlendMode = GLES2_SupportsBlendMode;
renderer->CreateTexture = GLES2_CreateTexture;
renderer->UpdateTexture = GLES2_UpdateTexture;
renderer->UpdateTextureYUV = GLES2_UpdateTextureYUV;
renderer->LockTexture = GLES2_LockTexture;
renderer->UnlockTexture = GLES2_UnlockTexture;
renderer->SetTextureScaleMode = GLES2_SetTextureScaleMode;
renderer->SetRenderTarget = GLES2_SetRenderTarget;
renderer->QueueSetViewport = GLES2_QueueSetViewport;
renderer->QueueSetDrawColor = GLES2_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
renderer->QueueDrawPoints = GLES2_QueueDrawPoints;
renderer->QueueDrawLines = GLES2_QueueDrawPoints; /* lines and points queue vertices the same way. */
renderer->QueueFillRects = GLES2_QueueFillRects;
renderer->QueueCopy = GLES2_QueueCopy;
renderer->QueueCopyEx = GLES2_QueueCopyEx;
renderer->RunCommandQueue = GLES2_RunCommandQueue;
renderer->RenderReadPixels = GLES2_RenderReadPixels;
renderer->RenderPresent = GLES2_RenderPresent;
renderer->DestroyTexture = GLES2_DestroyTexture;
renderer->DestroyRenderer = GLES2_DestroyRenderer;
renderer->GL_BindTexture = GLES2_BindTexture;
renderer->GL_UnbindTexture = GLES2_UnbindTexture;
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV12;
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV21;
#ifdef GL_TEXTURE_EXTERNAL_OES
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_EXTERNAL_OES;
#endif
/* Set up parameters for rendering */
data->glActiveTexture(GL_TEXTURE0);
data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
data->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
data->glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
data->drawstate.blend = SDL_BLENDMODE_INVALID;
data->drawstate.color = 0xFFFFFFFF;
data->drawstate.clear_color = 0xFFFFFFFF;
data->drawstate.projection[3][0] = -1.0f;
data->drawstate.projection[3][3] = 1.0f;
GL_CheckError("", renderer);
return renderer;
error:
if (changed_window) {
/* Uh oh, better try to put it back... */
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile_mask);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor);
SDL_RecreateWindow(window, window_flags);
}
return NULL;
}
SDL_RenderDriver GLES2_RenderDriver = {
GLES2_CreateRenderer,
{
"opengles2",
(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
4,
{
SDL_PIXELFORMAT_ARGB8888,
SDL_PIXELFORMAT_ABGR8888,
SDL_PIXELFORMAT_RGB888,
SDL_PIXELFORMAT_BGR888
},
0,
0
}
};
#endif /* SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/render/opengles2/SDL_render_gles2.c | C | apache-2.0 | 76,057 |
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#if SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED
#include "SDL_video.h"
#include "SDL_opengles2.h"
#include "SDL_shaders_gles2.h"
#include "SDL_stdinc.h"
/*************************************************************************************************
* Vertex/fragment shader source *
*************************************************************************************************/
/* Notes on a_angle:
* It is a vector containing sin and cos for rotation matrix
* To get correct rotation for most cases when a_angle is disabled cos
value is decremented by 1.0 to get proper output with 0.0 which is
default value
*/
static const Uint8 GLES2_VertexSrc_Default_[] = " \
uniform mat4 u_projection; \
attribute vec2 a_position; \
attribute vec2 a_texCoord; \
attribute vec2 a_angle; \
attribute vec2 a_center; \
varying vec2 v_texCoord; \
\
void main() \
{ \
float s = a_angle[0]; \
float c = a_angle[1] + 1.0; \
mat2 rotationMatrix = mat2(c, -s, s, c); \
vec2 position = rotationMatrix * (a_position - a_center) + a_center; \
v_texCoord = a_texCoord; \
gl_Position = u_projection * vec4(position, 0.0, 1.0);\
gl_PointSize = 1.0; \
} \
";
static const Uint8 GLES2_FragmentSrc_SolidSrc_[] = " \
precision mediump float; \
uniform vec4 u_color; \
\
void main() \
{ \
gl_FragColor = u_color; \
} \
";
static const Uint8 GLES2_FragmentSrc_TextureABGRSrc_[] = " \
precision mediump float; \
uniform sampler2D u_texture; \
uniform vec4 u_color; \
varying vec2 v_texCoord; \
\
void main() \
{ \
gl_FragColor = texture2D(u_texture, v_texCoord); \
gl_FragColor *= u_color; \
} \
";
/* ARGB to ABGR conversion */
static const Uint8 GLES2_FragmentSrc_TextureARGBSrc_[] = " \
precision mediump float; \
uniform sampler2D u_texture; \
uniform vec4 u_color; \
varying vec2 v_texCoord; \
\
void main() \
{ \
vec4 abgr = texture2D(u_texture, v_texCoord); \
gl_FragColor = abgr; \
gl_FragColor.r = abgr.b; \
gl_FragColor.b = abgr.r; \
gl_FragColor *= u_color; \
} \
";
/* RGB to ABGR conversion */
static const Uint8 GLES2_FragmentSrc_TextureRGBSrc_[] = " \
precision mediump float; \
uniform sampler2D u_texture; \
uniform vec4 u_color; \
varying vec2 v_texCoord; \
\
void main() \
{ \
vec4 abgr = texture2D(u_texture, v_texCoord); \
gl_FragColor = abgr; \
gl_FragColor.r = abgr.b; \
gl_FragColor.b = abgr.r; \
gl_FragColor.a = 1.0; \
gl_FragColor *= u_color; \
} \
";
/* BGR to ABGR conversion */
static const Uint8 GLES2_FragmentSrc_TextureBGRSrc_[] = " \
precision mediump float; \
uniform sampler2D u_texture; \
uniform vec4 u_color; \
varying vec2 v_texCoord; \
\
void main() \
{ \
vec4 abgr = texture2D(u_texture, v_texCoord); \
gl_FragColor = abgr; \
gl_FragColor.a = 1.0; \
gl_FragColor *= u_color; \
} \
";
#define JPEG_SHADER_CONSTANTS \
"// YUV offset \n" \
"const vec3 offset = vec3(0, -0.501960814, -0.501960814);\n" \
"\n" \
"// RGB coefficients \n" \
"const mat3 matrix = mat3( 1, 1, 1,\n" \
" 0, -0.3441, 1.772,\n" \
" 1.402, -0.7141, 0);\n" \
#define BT601_SHADER_CONSTANTS \
"// YUV offset \n" \
"const vec3 offset = vec3(-0.0627451017, -0.501960814, -0.501960814);\n" \
"\n" \
"// RGB coefficients \n" \
"const mat3 matrix = mat3( 1.1644, 1.1644, 1.1644,\n" \
" 0, -0.3918, 2.0172,\n" \
" 1.596, -0.813, 0);\n" \
#define BT709_SHADER_CONSTANTS \
"// YUV offset \n" \
"const vec3 offset = vec3(-0.0627451017, -0.501960814, -0.501960814);\n" \
"\n" \
"// RGB coefficients \n" \
"const mat3 matrix = mat3( 1.1644, 1.1644, 1.1644,\n" \
" 0, -0.2132, 2.1124,\n" \
" 1.7927, -0.5329, 0);\n" \
#define YUV_SHADER_PROLOGUE \
"precision mediump float;\n" \
"uniform sampler2D u_texture;\n" \
"uniform sampler2D u_texture_u;\n" \
"uniform sampler2D u_texture_v;\n" \
"uniform vec4 u_color;\n" \
"varying vec2 v_texCoord;\n" \
"\n" \
#define YUV_SHADER_BODY \
"\n" \
"void main()\n" \
"{\n" \
" mediump vec3 yuv;\n" \
" lowp vec3 rgb;\n" \
"\n" \
" // Get the YUV values \n" \
" yuv.x = texture2D(u_texture, v_texCoord).r;\n" \
" yuv.y = texture2D(u_texture_u, v_texCoord).r;\n" \
" yuv.z = texture2D(u_texture_v, v_texCoord).r;\n" \
"\n" \
" // Do the color transform \n" \
" yuv += offset;\n" \
" rgb = matrix * yuv;\n" \
"\n" \
" // That was easy. :) \n" \
" gl_FragColor = vec4(rgb, 1);\n" \
" gl_FragColor *= u_color;\n" \
"}" \
#define NV12_SHADER_BODY \
"\n" \
"void main()\n" \
"{\n" \
" mediump vec3 yuv;\n" \
" lowp vec3 rgb;\n" \
"\n" \
" // Get the YUV values \n" \
" yuv.x = texture2D(u_texture, v_texCoord).r;\n" \
" yuv.yz = texture2D(u_texture_u, v_texCoord).ra;\n" \
"\n" \
" // Do the color transform \n" \
" yuv += offset;\n" \
" rgb = matrix * yuv;\n" \
"\n" \
" // That was easy. :) \n" \
" gl_FragColor = vec4(rgb, 1);\n" \
" gl_FragColor *= u_color;\n" \
"}" \
#define NV21_SHADER_BODY \
"\n" \
"void main()\n" \
"{\n" \
" mediump vec3 yuv;\n" \
" lowp vec3 rgb;\n" \
"\n" \
" // Get the YUV values \n" \
" yuv.x = texture2D(u_texture, v_texCoord).r;\n" \
" yuv.yz = texture2D(u_texture_u, v_texCoord).ar;\n" \
"\n" \
" // Do the color transform \n" \
" yuv += offset;\n" \
" rgb = matrix * yuv;\n" \
"\n" \
" // That was easy. :) \n" \
" gl_FragColor = vec4(rgb, 1);\n" \
" gl_FragColor *= u_color;\n" \
"}" \
/* YUV to ABGR conversion */
static const Uint8 GLES2_FragmentSrc_TextureYUVJPEGSrc_[] = \
YUV_SHADER_PROLOGUE \
JPEG_SHADER_CONSTANTS \
YUV_SHADER_BODY \
;
static const Uint8 GLES2_FragmentSrc_TextureYUVBT601Src_[] = \
YUV_SHADER_PROLOGUE \
BT601_SHADER_CONSTANTS \
YUV_SHADER_BODY \
;
static const Uint8 GLES2_FragmentSrc_TextureYUVBT709Src_[] = \
YUV_SHADER_PROLOGUE \
BT709_SHADER_CONSTANTS \
YUV_SHADER_BODY \
;
/* NV12 to ABGR conversion */
static const Uint8 GLES2_FragmentSrc_TextureNV12JPEGSrc_[] = \
YUV_SHADER_PROLOGUE \
JPEG_SHADER_CONSTANTS \
NV12_SHADER_BODY \
;
static const Uint8 GLES2_FragmentSrc_TextureNV12BT601Src_[] = \
YUV_SHADER_PROLOGUE \
BT601_SHADER_CONSTANTS \
NV12_SHADER_BODY \
;
static const Uint8 GLES2_FragmentSrc_TextureNV12BT709Src_[] = \
YUV_SHADER_PROLOGUE \
BT709_SHADER_CONSTANTS \
NV12_SHADER_BODY \
;
/* NV21 to ABGR conversion */
static const Uint8 GLES2_FragmentSrc_TextureNV21JPEGSrc_[] = \
YUV_SHADER_PROLOGUE \
JPEG_SHADER_CONSTANTS \
NV21_SHADER_BODY \
;
static const Uint8 GLES2_FragmentSrc_TextureNV21BT601Src_[] = \
YUV_SHADER_PROLOGUE \
BT601_SHADER_CONSTANTS \
NV21_SHADER_BODY \
;
static const Uint8 GLES2_FragmentSrc_TextureNV21BT709Src_[] = \
YUV_SHADER_PROLOGUE \
BT709_SHADER_CONSTANTS \
NV21_SHADER_BODY \
;
/* Custom Android video format texture */
static const Uint8 GLES2_FragmentSrc_TextureExternalOESSrc_[] = " \
#extension GL_OES_EGL_image_external : require\n\
precision mediump float; \
uniform samplerExternalOES u_texture; \
uniform vec4 u_color; \
varying vec2 v_texCoord; \
\
void main() \
{ \
gl_FragColor = texture2D(u_texture, v_texCoord); \
gl_FragColor *= u_color; \
} \
";
static const GLES2_ShaderInstance GLES2_VertexSrc_Default = {
GL_VERTEX_SHADER,
GLES2_SOURCE_SHADER,
sizeof(GLES2_VertexSrc_Default_),
GLES2_VertexSrc_Default_
};
static const GLES2_ShaderInstance GLES2_FragmentSrc_SolidSrc = {
GL_FRAGMENT_SHADER,
GLES2_SOURCE_SHADER,
sizeof(GLES2_FragmentSrc_SolidSrc_),
GLES2_FragmentSrc_SolidSrc_
};
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureABGRSrc = {
GL_FRAGMENT_SHADER,
GLES2_SOURCE_SHADER,
sizeof(GLES2_FragmentSrc_TextureABGRSrc_),
GLES2_FragmentSrc_TextureABGRSrc_
};
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureARGBSrc = {
GL_FRAGMENT_SHADER,
GLES2_SOURCE_SHADER,
sizeof(GLES2_FragmentSrc_TextureARGBSrc_),
GLES2_FragmentSrc_TextureARGBSrc_
};
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureRGBSrc = {
GL_FRAGMENT_SHADER,
GLES2_SOURCE_SHADER,
sizeof(GLES2_FragmentSrc_TextureRGBSrc_),
GLES2_FragmentSrc_TextureRGBSrc_
};
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureBGRSrc = {
GL_FRAGMENT_SHADER,
GLES2_SOURCE_SHADER,
sizeof(GLES2_FragmentSrc_TextureBGRSrc_),
GLES2_FragmentSrc_TextureBGRSrc_
};
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVJPEGSrc = {
GL_FRAGMENT_SHADER,
GLES2_SOURCE_SHADER,
sizeof(GLES2_FragmentSrc_TextureYUVJPEGSrc_),
GLES2_FragmentSrc_TextureYUVJPEGSrc_
};
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVBT601Src = {
GL_FRAGMENT_SHADER,
GLES2_SOURCE_SHADER,
sizeof(GLES2_FragmentSrc_TextureYUVBT601Src_),
GLES2_FragmentSrc_TextureYUVBT601Src_
};
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVBT709Src = {
GL_FRAGMENT_SHADER,
GLES2_SOURCE_SHADER,
sizeof(GLES2_FragmentSrc_TextureYUVBT709Src_),
GLES2_FragmentSrc_TextureYUVBT709Src_
};
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12JPEGSrc = {
GL_FRAGMENT_SHADER,
GLES2_SOURCE_SHADER,
sizeof(GLES2_FragmentSrc_TextureNV12JPEGSrc_),
GLES2_FragmentSrc_TextureNV12JPEGSrc_
};
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12BT601Src = {
GL_FRAGMENT_SHADER,
GLES2_SOURCE_SHADER,
sizeof(GLES2_FragmentSrc_TextureNV12BT601Src_),
GLES2_FragmentSrc_TextureNV12BT601Src_
};
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21BT709Src = {
GL_FRAGMENT_SHADER,
GLES2_SOURCE_SHADER,
sizeof(GLES2_FragmentSrc_TextureNV21BT709Src_),
GLES2_FragmentSrc_TextureNV21BT709Src_
};
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21JPEGSrc = {
GL_FRAGMENT_SHADER,
GLES2_SOURCE_SHADER,
sizeof(GLES2_FragmentSrc_TextureNV21JPEGSrc_),
GLES2_FragmentSrc_TextureNV21JPEGSrc_
};
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21BT601Src = {
GL_FRAGMENT_SHADER,
GLES2_SOURCE_SHADER,
sizeof(GLES2_FragmentSrc_TextureNV21BT601Src_),
GLES2_FragmentSrc_TextureNV21BT601Src_
};
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12BT709Src = {
GL_FRAGMENT_SHADER,
GLES2_SOURCE_SHADER,
sizeof(GLES2_FragmentSrc_TextureNV12BT709Src_),
GLES2_FragmentSrc_TextureNV12BT709Src_
};
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureExternalOESSrc = {
GL_FRAGMENT_SHADER,
GLES2_SOURCE_SHADER,
sizeof(GLES2_FragmentSrc_TextureExternalOESSrc_),
GLES2_FragmentSrc_TextureExternalOESSrc_
};
/*************************************************************************************************
* Vertex/fragment shader definitions *
*************************************************************************************************/
static GLES2_Shader GLES2_VertexShader_Default = {
1,
{
&GLES2_VertexSrc_Default
}
};
static GLES2_Shader GLES2_FragmentShader_SolidSrc = {
1,
{
&GLES2_FragmentSrc_SolidSrc
}
};
static GLES2_Shader GLES2_FragmentShader_TextureABGRSrc = {
1,
{
&GLES2_FragmentSrc_TextureABGRSrc
}
};
static GLES2_Shader GLES2_FragmentShader_TextureARGBSrc = {
1,
{
&GLES2_FragmentSrc_TextureARGBSrc
}
};
static GLES2_Shader GLES2_FragmentShader_TextureRGBSrc = {
1,
{
&GLES2_FragmentSrc_TextureRGBSrc
}
};
static GLES2_Shader GLES2_FragmentShader_TextureBGRSrc = {
1,
{
&GLES2_FragmentSrc_TextureBGRSrc
}
};
static GLES2_Shader GLES2_FragmentShader_TextureYUVJPEGSrc = {
1,
{
&GLES2_FragmentSrc_TextureYUVJPEGSrc
}
};
static GLES2_Shader GLES2_FragmentShader_TextureYUVBT601Src = {
1,
{
&GLES2_FragmentSrc_TextureYUVBT601Src
}
};
static GLES2_Shader GLES2_FragmentShader_TextureYUVBT709Src = {
1,
{
&GLES2_FragmentSrc_TextureYUVBT709Src
}
};
static GLES2_Shader GLES2_FragmentShader_TextureNV12JPEGSrc = {
1,
{
&GLES2_FragmentSrc_TextureNV12JPEGSrc
}
};
static GLES2_Shader GLES2_FragmentShader_TextureNV12BT601Src = {
1,
{
&GLES2_FragmentSrc_TextureNV12BT601Src
}
};
static GLES2_Shader GLES2_FragmentShader_TextureNV12BT709Src = {
1,
{
&GLES2_FragmentSrc_TextureNV12BT709Src
}
};
static GLES2_Shader GLES2_FragmentShader_TextureNV21JPEGSrc = {
1,
{
&GLES2_FragmentSrc_TextureNV21JPEGSrc
}
};
static GLES2_Shader GLES2_FragmentShader_TextureNV21BT601Src = {
1,
{
&GLES2_FragmentSrc_TextureNV21BT601Src
}
};
static GLES2_Shader GLES2_FragmentShader_TextureNV21BT709Src = {
1,
{
&GLES2_FragmentSrc_TextureNV21BT709Src
}
};
static GLES2_Shader GLES2_FragmentShader_TextureExternalOESSrc = {
1,
{
&GLES2_FragmentSrc_TextureExternalOESSrc
}
};
/*************************************************************************************************
* Shader selector *
*************************************************************************************************/
const GLES2_Shader *GLES2_GetShader(GLES2_ShaderType type)
{
switch (type) {
case GLES2_SHADER_VERTEX_DEFAULT:
return &GLES2_VertexShader_Default;
case GLES2_SHADER_FRAGMENT_SOLID_SRC:
return &GLES2_FragmentShader_SolidSrc;
case GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC:
return &GLES2_FragmentShader_TextureABGRSrc;
case GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC:
return &GLES2_FragmentShader_TextureARGBSrc;
case GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC:
return &GLES2_FragmentShader_TextureRGBSrc;
case GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC:
return &GLES2_FragmentShader_TextureBGRSrc;
case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC:
return &GLES2_FragmentShader_TextureYUVJPEGSrc;
case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC:
return &GLES2_FragmentShader_TextureYUVBT601Src;
case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC:
return &GLES2_FragmentShader_TextureYUVBT709Src;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC:
return &GLES2_FragmentShader_TextureNV12JPEGSrc;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC:
return &GLES2_FragmentShader_TextureNV12BT601Src;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC:
return &GLES2_FragmentShader_TextureNV12BT709Src;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC:
return &GLES2_FragmentShader_TextureNV21JPEGSrc;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC:
return &GLES2_FragmentShader_TextureNV21BT601Src;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC:
return &GLES2_FragmentShader_TextureNV21BT709Src;
case GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC:
return &GLES2_FragmentShader_TextureExternalOESSrc;
default:
return NULL;
}
}
#endif /* SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */
| YifuLiu/AliOS-Things | components/SDL2/src/render/opengles2/SDL_shaders_gles2.c | C | apache-2.0 | 20,031 |