render: Remove the logical presentation render target.

Now we render directly to the window, scaling as appropriate. This fixes some
concerns the render target introduced, like the quality of the final scaled
output, how to step outside of the logical size temporarily to draw some
things sharply at the native resolution, and loss of sub-pixel precision.

Fixes #8736.
This commit is contained in:
Ryan C. Gordon 2024-09-16 13:33:16 -04:00
parent bf7a48cdcc
commit 54459def69
16 changed files with 293 additions and 387 deletions

View file

@ -415,15 +415,15 @@ static SDL_RenderCommand *AllocateRenderCommand(SDL_Renderer *renderer)
static void UpdatePixelViewport(SDL_Renderer *renderer, SDL_RenderViewState *view)
{
view->pixel_viewport.x = (int)SDL_floorf(view->viewport.x * view->scale.x);
view->pixel_viewport.y = (int)SDL_floorf(view->viewport.y * view->scale.y);
view->pixel_viewport.x = (int)SDL_floorf((view->viewport.x * view->current_scale.x) + view->logical_offset.x);
view->pixel_viewport.y = (int)SDL_floorf((view->viewport.y * view->current_scale.y) + view->logical_offset.y);
if (view->viewport.w >= 0) {
view->pixel_viewport.w = (int)SDL_ceilf(view->viewport.w * view->scale.x);
view->pixel_viewport.w = (int)SDL_ceilf(view->viewport.w * view->current_scale.x);
} else {
view->pixel_viewport.w = view->pixel_w;
}
if (view->viewport.h >= 0) {
view->pixel_viewport.h = (int)SDL_ceilf(view->viewport.h * view->scale.y);
view->pixel_viewport.h = (int)SDL_ceilf(view->viewport.h * view->current_scale.y);
} else {
view->pixel_viewport.h = view->pixel_h;
}
@ -431,10 +431,9 @@ static void UpdatePixelViewport(SDL_Renderer *renderer, SDL_RenderViewState *vie
static bool QueueCmdSetViewport(SDL_Renderer *renderer)
{
SDL_Rect viewport;
bool result = true;
viewport = renderer->view->pixel_viewport;
SDL_Rect viewport = renderer->view->pixel_viewport;
if (!renderer->viewport_queued ||
SDL_memcmp(&viewport, &renderer->last_queued_viewport, sizeof(viewport)) != 0) {
@ -459,19 +458,19 @@ static bool QueueCmdSetViewport(SDL_Renderer *renderer)
static void UpdatePixelClipRect(SDL_Renderer *renderer, SDL_RenderViewState *view)
{
view->pixel_clip_rect.x = (int)SDL_floorf(view->clip_rect.x * view->scale.x);
view->pixel_clip_rect.y = (int)SDL_floorf(view->clip_rect.y * view->scale.y);
view->pixel_clip_rect.w = (int)SDL_ceilf(view->clip_rect.w * view->scale.x);
view->pixel_clip_rect.h = (int)SDL_ceilf(view->clip_rect.h * view->scale.y);
const float scale_x = view->current_scale.x;
const float scale_y = view->current_scale.y;
view->pixel_clip_rect.x = (int)SDL_floorf((view->clip_rect.x * scale_x) + view->logical_offset.x);
view->pixel_clip_rect.y = (int)SDL_floorf((view->clip_rect.y * scale_y) + view->logical_offset.y);
view->pixel_clip_rect.w = (int)SDL_ceilf(view->clip_rect.w * scale_x);
view->pixel_clip_rect.h = (int)SDL_ceilf(view->clip_rect.h * scale_y);
}
static bool QueueCmdSetClipRect(SDL_Renderer *renderer)
{
SDL_Rect clip_rect;
bool result = true;
clip_rect = renderer->view->pixel_clip_rect;
SDL_Rect clip_rect = renderer->view->pixel_clip_rect;
if (!renderer->cliprect_queued ||
renderer->view->clipping_enabled != renderer->last_queued_cliprect_enabled ||
SDL_memcmp(&clip_rect, &renderer->last_queued_cliprect, sizeof(clip_rect)) != 0) {
@ -718,7 +717,6 @@ static bool QueueCmdGeometry(SDL_Renderer *renderer, SDL_Texture *texture,
cmd = PrepQueueCmdDraw(renderer, SDL_RENDERCMD_GEOMETRY, texture);
if (cmd) {
cmd->data.draw.texture_address_mode = texture_address_mode;
result = renderer->QueueGeometry(renderer, cmd, texture,
xy, xy_stride,
color, color_stride, uv, uv_stride,
@ -794,7 +792,7 @@ static void UpdateHDRProperties(SDL_Renderer *renderer)
UpdateColorScale(renderer);
}
static bool UpdateLogicalPresentation(SDL_Renderer *renderer);
static void UpdateLogicalPresentation(SDL_Renderer *renderer);
int SDL_GetNumRenderDrivers(void)
@ -835,7 +833,6 @@ static bool SDLCALL SDL_RendererEventWatch(void *userdata, SDL_Event *event)
if (event->type == SDL_EVENT_WINDOW_RESIZED ||
event->type == SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED ||
event->type == SDL_EVENT_WINDOW_METAL_VIEW_RESIZED) {
UpdateMainViewDimensions(renderer);
UpdateLogicalPresentation(renderer);
} else if (event->type == SDL_EVENT_WINDOW_HIDDEN) {
renderer->hidden = true;
@ -1057,6 +1054,10 @@ SDL_Renderer *SDL_CreateRendererWithProperties(SDL_PropertiesID props)
renderer->main_view.viewport.h = -1;
renderer->main_view.scale.x = 1.0f;
renderer->main_view.scale.y = 1.0f;
renderer->main_view.logical_scale.x = 1.0f;
renderer->main_view.logical_scale.y = 1.0f;
renderer->main_view.current_scale.x = 1.0f;
renderer->main_view.current_scale.y = 1.0f;
renderer->view = &renderer->main_view;
renderer->dpi_scale.x = 1.0f;
renderer->dpi_scale.y = 1.0f;
@ -1387,6 +1388,10 @@ SDL_Texture *SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_Propert
texture->view.viewport.h = -1;
texture->view.scale.x = 1.0f;
texture->view.scale.y = 1.0f;
texture->view.logical_scale.x = 1.0f;
texture->view.logical_scale.y = 1.0f;
texture->view.current_scale.x = 1.0f;
texture->view.current_scale.y = 1.0f;
texture->renderer = renderer;
texture->next = renderer->textures;
if (renderer->textures) {
@ -2485,7 +2490,7 @@ void SDL_UnlockTexture(SDL_Texture *texture)
texture->locked_surface = NULL;
}
static bool SDL_SetRenderTargetInternal(SDL_Renderer *renderer, SDL_Texture *texture)
bool SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
{
// texture == NULL is valid and means reset the target to the window
if (texture) {
@ -2537,46 +2542,35 @@ static bool SDL_SetRenderTargetInternal(SDL_Renderer *renderer, SDL_Texture *tex
return true;
}
bool SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
{
if (!texture && renderer->logical_target) {
return SDL_SetRenderTargetInternal(renderer, renderer->logical_target);
} else {
return SDL_SetRenderTargetInternal(renderer, texture);
}
}
SDL_Texture *SDL_GetRenderTarget(SDL_Renderer *renderer)
{
CHECK_RENDERER_MAGIC(renderer, NULL);
if (renderer->target == renderer->logical_target) {
if (!renderer->target) {
return NULL;
} else {
return (SDL_Texture *)SDL_GetPointerProperty(SDL_GetTextureProperties(renderer->target), SDL_PROP_TEXTURE_PARENT_POINTER, renderer->target);
}
return (SDL_Texture *) SDL_GetPointerProperty(SDL_GetTextureProperties(renderer->target), SDL_PROP_TEXTURE_PARENT_POINTER, renderer->target);
}
static bool UpdateLogicalPresentation(SDL_Renderer *renderer)
static void UpdateLogicalPresentation(SDL_Renderer *renderer)
{
float logical_w = 1.0f, logical_h = 1.0f;
float output_w = (float)renderer->main_view.pixel_w;
float output_h = (float)renderer->main_view.pixel_h;
float want_aspect = 1.0f;
float real_aspect = 1.0f;
float scale;
if (renderer->logical_presentation_mode == SDL_LOGICAL_PRESENTATION_DISABLED) {
// All done!
return true;
renderer->main_view.logical_offset.x = renderer->main_view.logical_offset.y = 0.0f;
renderer->main_view.logical_scale.x = renderer->main_view.logical_scale.y = 1.0f;
renderer->main_view.current_scale.x = renderer->main_view.scale.x; // skip the multiplications against 1.0f.
renderer->main_view.current_scale.y = renderer->main_view.scale.y;
UpdateMainViewDimensions(renderer);
UpdatePixelClipRect(renderer, &renderer->main_view);
return; // All done!
}
if (!SDL_GetTextureSize(renderer->logical_target, &logical_w, &logical_h)) {
goto error;
}
want_aspect = logical_w / logical_h;
real_aspect = output_w / output_h;
int iwidth, iheight;
SDL_GetRenderOutputSize(renderer, &iwidth, &iheight);
const float output_w = (float)iwidth;
const float output_h = (float)iheight;
const float logical_w = renderer->logical_w;
const float logical_h = renderer->logical_h;
const float want_aspect = logical_w / logical_h;
const float real_aspect = output_w / output_h;
renderer->logical_src_rect.x = 0.0f;
renderer->logical_src_rect.y = 0.0f;
@ -2584,6 +2578,7 @@ static bool UpdateLogicalPresentation(SDL_Renderer *renderer)
renderer->logical_src_rect.h = logical_h;
if (renderer->logical_presentation_mode == SDL_LOGICAL_PRESENTATION_INTEGER_SCALE) {
float scale;
if (want_aspect > real_aspect) {
scale = (float)((int)output_w / (int)logical_w); // This an integer division!
} else {
@ -2609,7 +2604,7 @@ static bool UpdateLogicalPresentation(SDL_Renderer *renderer)
} else if (want_aspect > real_aspect) {
if (renderer->logical_presentation_mode == SDL_LOGICAL_PRESENTATION_LETTERBOX) {
// We want a wider aspect ratio than is available - letterbox it
scale = output_w / logical_w;
const float scale = output_w / logical_w;
renderer->logical_dst_rect.x = 0.0f;
renderer->logical_dst_rect.w = output_w;
renderer->logical_dst_rect.h = SDL_floorf(logical_h * scale);
@ -2619,7 +2614,7 @@ static bool UpdateLogicalPresentation(SDL_Renderer *renderer)
zoom so logical height matches the real height
and the width will grow off the screen
*/
scale = output_h / logical_h;
const float scale = output_h / logical_h;
renderer->logical_dst_rect.y = 0.0f;
renderer->logical_dst_rect.h = output_h;
renderer->logical_dst_rect.w = SDL_floorf(logical_w * scale);
@ -2628,7 +2623,7 @@ static bool UpdateLogicalPresentation(SDL_Renderer *renderer)
} else {
if (renderer->logical_presentation_mode == SDL_LOGICAL_PRESENTATION_LETTERBOX) {
// We want a narrower aspect ratio than is available - use side-bars
scale = output_h / logical_h;
const float scale = output_h / logical_h;
renderer->logical_dst_rect.y = 0.0f;
renderer->logical_dst_rect.h = output_h;
renderer->logical_dst_rect.w = SDL_floorf(logical_w * scale);
@ -2638,7 +2633,7 @@ static bool UpdateLogicalPresentation(SDL_Renderer *renderer)
zoom so logical width matches the real width
and the height will grow off the screen
*/
scale = output_w / logical_w;
const float scale = output_w / logical_w;
renderer->logical_dst_rect.x = 0.0f;
renderer->logical_dst_rect.w = output_w;
renderer->logical_dst_rect.h = SDL_floorf(logical_h * scale);
@ -2646,97 +2641,48 @@ static bool UpdateLogicalPresentation(SDL_Renderer *renderer)
}
}
SDL_SetTextureScaleMode(renderer->logical_target, renderer->logical_scale_mode);
renderer->main_view.logical_scale.x = (logical_w != 0.0f) ? renderer->logical_dst_rect.w / logical_w : 0.0f;
renderer->main_view.logical_scale.y = (logical_h != 0.0f) ? renderer->logical_dst_rect.h / logical_h : 0.0f;
renderer->main_view.current_scale.x = renderer->main_view.scale.x * renderer->main_view.logical_scale.x;
renderer->main_view.current_scale.y = renderer->main_view.scale.y * renderer->main_view.logical_scale.y;
renderer->main_view.logical_offset.x = renderer->logical_dst_rect.x;
renderer->main_view.logical_offset.y = renderer->logical_dst_rect.y;
if (!renderer->target) {
SDL_SetRenderTarget(renderer, renderer->logical_target);
}
return true;
error:
SDL_SetRenderLogicalPresentation(renderer, 0, 0, SDL_LOGICAL_PRESENTATION_DISABLED, SDL_SCALEMODE_NEAREST);
return false;
UpdateMainViewDimensions(renderer); // this will replace pixel_w and pixel_h while making sure the dpi_scale is right.
renderer->main_view.pixel_w = (int) renderer->logical_dst_rect.w;
renderer->main_view.pixel_h = (int) renderer->logical_dst_rect.h;
UpdatePixelViewport(renderer, &renderer->main_view);
UpdatePixelClipRect(renderer, &renderer->main_view);
}
bool SDL_SetRenderLogicalPresentation(SDL_Renderer *renderer, int w, int h, SDL_RendererLogicalPresentation mode, SDL_ScaleMode scale_mode)
bool SDL_SetRenderLogicalPresentation(SDL_Renderer *renderer, int w, int h, SDL_RendererLogicalPresentation mode)
{
CHECK_RENDERER_MAGIC(renderer, false);
if (mode == SDL_LOGICAL_PRESENTATION_DISABLED) {
if (renderer->logical_target) {
SDL_DestroyTexture(renderer->logical_target);
}
} else {
if (renderer->logical_target) {
SDL_PropertiesID props = SDL_GetTextureProperties(renderer->logical_target);
if (!props) {
goto error;
}
int existing_w = (int)SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_WIDTH_NUMBER, 0);
int existing_h = (int)SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_HEIGHT_NUMBER, 0);
if (w != existing_w || h != existing_h) {
SDL_DestroyTexture(renderer->logical_target);
}
}
if (!renderer->logical_target) {
renderer->logical_target = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_UNKNOWN, SDL_TEXTUREACCESS_TARGET, w, h);
if (!renderer->logical_target) {
goto error;
}
SDL_SetTextureBlendMode(renderer->logical_target, SDL_BLENDMODE_NONE);
}
}
renderer->logical_presentation_mode = mode;
renderer->logical_scale_mode = scale_mode;
renderer->logical_w = w;
renderer->logical_h = h;
return UpdateLogicalPresentation(renderer);
UpdateLogicalPresentation(renderer);
error:
SDL_SetRenderLogicalPresentation(renderer, 0, 0, SDL_LOGICAL_PRESENTATION_DISABLED, SDL_SCALEMODE_NEAREST);
return false;
return true;
}
bool SDL_GetRenderLogicalPresentation(SDL_Renderer *renderer, int *w, int *h, SDL_RendererLogicalPresentation *mode, SDL_ScaleMode *scale_mode)
bool SDL_GetRenderLogicalPresentation(SDL_Renderer *renderer, int *w, int *h, SDL_RendererLogicalPresentation *mode)
{
if (w) {
*w = 0;
}
if (h) {
*h = 0;
}
if (mode) {
*mode = SDL_LOGICAL_PRESENTATION_DISABLED;
}
if (scale_mode) {
*scale_mode = SDL_SCALEMODE_NEAREST;
}
#define SETVAL(ptr, val) if (ptr) { *ptr = val; }
SETVAL(w, 0);
SETVAL(h, 0);
SETVAL(mode, SDL_LOGICAL_PRESENTATION_DISABLED);
CHECK_RENDERER_MAGIC(renderer, false);
if (renderer->logical_target) {
SDL_PropertiesID props = SDL_GetTextureProperties(renderer->logical_target);
if (!props) {
return false;
}
SETVAL(w, renderer->logical_w);
SETVAL(h, renderer->logical_h);
SETVAL(mode, renderer->logical_presentation_mode);
if (w) {
*w = (int)SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_WIDTH_NUMBER, 0);
}
if (h) {
*h = (int)SDL_GetNumberProperty(props, SDL_PROP_TEXTURE_HEIGHT_NUMBER, 0);
}
}
if (mode) {
*mode = renderer->logical_presentation_mode;
}
if (scale_mode) {
*scale_mode = renderer->logical_scale_mode;
}
#undef SETVAL
return true;
}
@ -2814,17 +2760,48 @@ static void SDL_RenderLogicalBorders(SDL_Renderer *renderer)
static void SDL_RenderLogicalPresentation(SDL_Renderer *renderer)
{
SDL_assert(renderer->target == NULL);
SDL_SetRenderViewport(renderer, NULL);
SDL_SetRenderClipRect(renderer, NULL);
SDL_SetRenderScale(renderer, 1.0f, 1.0f);
SDL_RenderLogicalBorders(renderer);
SDL_RenderTexture(renderer, renderer->logical_target, &renderer->logical_src_rect, &renderer->logical_dst_rect);
const SDL_RendererLogicalPresentation mode = renderer->logical_presentation_mode;
if (mode == SDL_LOGICAL_PRESENTATION_LETTERBOX) {
// save off some state we're going to trample.
SDL_assert(renderer->view == &renderer->main_view);
SDL_RenderViewState *view = &renderer->main_view;
const int logical_w = renderer->logical_w;
const int logical_h = renderer->logical_h;
const float scale_x = view->scale.x;
const float scale_y = view->scale.y;
const bool clipping_enabled = view->clipping_enabled;
SDL_Rect orig_viewport, orig_cliprect;
SDL_copyp(&orig_viewport, &view->viewport);
if (clipping_enabled) {
SDL_copyp(&orig_cliprect, &view->clip_rect);
}
// trample some state.
SDL_SetRenderLogicalPresentation(renderer, logical_w, logical_h, SDL_LOGICAL_PRESENTATION_DISABLED);
SDL_SetRenderViewport(renderer, NULL);
if (clipping_enabled) {
SDL_SetRenderClipRect(renderer, NULL);
}
SDL_SetRenderScale(renderer, 1.0f, 1.0f);
// draw the borders.
SDL_RenderLogicalBorders(renderer);
// now set everything back.
renderer->logical_presentation_mode = mode;
SDL_SetRenderViewport(renderer, &orig_viewport);
if (clipping_enabled) {
SDL_SetRenderClipRect(renderer, &orig_cliprect);
}
SDL_SetRenderScale(renderer, scale_x, scale_y);
SDL_SetRenderLogicalPresentation(renderer, logical_w, logical_h, mode);
}
}
bool SDL_RenderCoordinatesFromWindow(SDL_Renderer *renderer, float window_x, float window_y, float *x, float *y)
{
SDL_RenderViewState *view;
float render_x, render_y;
CHECK_RENDERER_MAGIC(renderer, false);
@ -2834,22 +2811,13 @@ bool SDL_RenderCoordinatesFromWindow(SDL_Renderer *renderer, float window_x, flo
render_y = window_y * renderer->dpi_scale.y;
// Convert from pixels within the window to pixels within the view
if (renderer->logical_target) {
if (renderer->logical_presentation_mode != SDL_LOGICAL_PRESENTATION_DISABLED) {
const SDL_FRect *src = &renderer->logical_src_rect;
const SDL_FRect *dst = &renderer->logical_dst_rect;
render_x = ((render_x - dst->x) * src->w) / dst->w;
render_y = ((render_y - dst->y) * src->h) / dst->h;
}
// Convert from pixels within the view to render coordinates
if (renderer->logical_target) {
view = &renderer->logical_target->view;
} else {
view = &renderer->main_view;
}
render_x = (render_x / view->scale.x) - view->viewport.x;
render_y = (render_y / view->scale.y) - view->viewport.y;
if (x) {
*x = render_x;
}
@ -2861,21 +2829,10 @@ bool SDL_RenderCoordinatesFromWindow(SDL_Renderer *renderer, float window_x, flo
bool SDL_RenderCoordinatesToWindow(SDL_Renderer *renderer, float x, float y, float *window_x, float *window_y)
{
SDL_RenderViewState *view;
CHECK_RENDERER_MAGIC(renderer, false);
// Convert from render coordinates to pixels within the view
if (renderer->logical_target) {
view = &renderer->logical_target->view;
} else {
view = &renderer->main_view;
}
x = (view->viewport.x + x) * view->scale.x;
y = (view->viewport.y + y) * view->scale.y;
// Convert from pixels within the view to pixels within the window
if (renderer->logical_target) {
// Convert from render coordinates to pixels within the window
if (renderer->logical_presentation_mode != SDL_LOGICAL_PRESENTATION_DISABLED) {
const SDL_FRect *src = &renderer->logical_src_rect;
const SDL_FRect *dst = &renderer->logical_dst_rect;
x = dst->x + ((x * dst->w) / src->w);
@ -2905,49 +2862,31 @@ bool SDL_ConvertEventToRenderCoordinates(SDL_Renderer *renderer, SDL_Event *even
SDL_RenderCoordinatesFromWindow(renderer, event->motion.x, event->motion.y, &event->motion.x, &event->motion.y);
if (event->motion.xrel != 0.0f) {
SDL_RenderViewState *view;
// Convert from window coordinates to pixels within the window
float scale = renderer->dpi_scale.x;
// Convert from pixels within the window to pixels within the view
if (renderer->logical_target) {
if (renderer->logical_presentation_mode != SDL_LOGICAL_PRESENTATION_DISABLED) {
const SDL_FRect *src = &renderer->logical_src_rect;
const SDL_FRect *dst = &renderer->logical_dst_rect;
scale = (scale * src->w) / dst->w;
}
// Convert from pixels within the view to render coordinates
if (renderer->logical_target) {
view = &renderer->logical_target->view;
} else {
view = &renderer->main_view;
}
scale = (scale / view->scale.x);
event->motion.xrel *= scale;
}
if (event->motion.yrel != 0.0f) {
SDL_RenderViewState *view;
// Convert from window coordinates to pixels within the window
float scale = renderer->dpi_scale.y;
// Convert from pixels within the window to pixels within the view
if (renderer->logical_target) {
if (renderer->logical_presentation_mode != SDL_LOGICAL_PRESENTATION_DISABLED) {
const SDL_FRect *src = &renderer->logical_src_rect;
const SDL_FRect *dst = &renderer->logical_dst_rect;
scale = (scale * src->h) / dst->h;
}
// Convert from pixels within the view to render coordinates
if (renderer->logical_target) {
view = &renderer->logical_target->view;
} else {
view = &renderer->main_view;
}
scale = (scale / view->scale.y);
event->motion.yrel *= scale;
}
}
@ -2993,6 +2932,7 @@ bool SDL_SetRenderViewport(SDL_Renderer *renderer, const SDL_Rect *rect)
CHECK_RENDERER_MAGIC(renderer, false);
if (rect) {
// !!! FIXME: fail if rect->w or rect->h are negative (we use this to mean "the whole viewport").
SDL_copyp(&renderer->view->viewport, rect);
} else {
renderer->view->viewport.x = 0;
@ -3014,17 +2954,18 @@ bool SDL_GetRenderViewport(SDL_Renderer *renderer, SDL_Rect *rect)
CHECK_RENDERER_MAGIC(renderer, false);
if (rect) {
rect->x = renderer->view->viewport.x;
rect->y = renderer->view->viewport.y;
if (renderer->view->viewport.w >= 0) {
rect->w = renderer->view->viewport.w;
const SDL_RenderViewState *view = renderer->view;
rect->x = view->viewport.x;
rect->y = view->viewport.y;
if (view->viewport.w >= 0) {
rect->w = view->viewport.w;
} else {
rect->w = (int)SDL_ceilf(renderer->view->pixel_w / renderer->view->scale.x);
rect->w = (int)SDL_ceilf(view->pixel_w / view->current_scale.x);
}
if (renderer->view->viewport.h >= 0) {
rect->h = renderer->view->viewport.h;
rect->h = view->viewport.h;
} else {
rect->h = (int)SDL_ceilf(renderer->view->pixel_h / renderer->view->scale.y);
rect->h = (int)SDL_ceilf(view->pixel_h / view->current_scale.y);
}
}
return true;
@ -3043,17 +2984,23 @@ bool SDL_RenderViewportSet(SDL_Renderer *renderer)
static void GetRenderViewportSize(SDL_Renderer *renderer, SDL_FRect *rect)
{
const SDL_RenderViewState *view = renderer->view;
const float scale_x = view->current_scale.x;
const float scale_y = view->current_scale.y;
rect->x = 0.0f;
rect->y = 0.0f;
if (renderer->view->viewport.w >= 0) {
rect->w = (float)renderer->view->viewport.w;
if (view->viewport.w >= 0) {
rect->w = (float)view->viewport.w / scale_x;
} else {
rect->w = renderer->view->pixel_w / renderer->view->scale.x;
rect->w = view->pixel_w / scale_x;
}
if (renderer->view->viewport.h >= 0) {
rect->h = (float)renderer->view->viewport.h;
if (view->viewport.h >= 0) {
rect->h = (float)view->viewport.h / scale_y;
} else {
rect->h = renderer->view->pixel_h / renderer->view->scale.y;
rect->h = view->pixel_h / scale_y;
}
}
@ -3153,6 +3100,8 @@ bool SDL_SetRenderScale(SDL_Renderer *renderer, float scaleX, float scaleY)
renderer->view->scale.x = scaleX;
renderer->view->scale.y = scaleY;
renderer->view->current_scale.x = scaleX * renderer->view->logical_scale.x;
renderer->view->current_scale.y = scaleY * renderer->view->logical_scale.y;
UpdatePixelViewport(renderer, renderer->view);
UpdatePixelClipRect(renderer, renderer->view);
@ -3362,11 +3311,13 @@ static bool RenderPointsWithRects(SDL_Renderer *renderer, const SDL_FPoint *fpoi
return false;
}
const float scale_x = renderer->view->current_scale.x;
const float scale_y = renderer->view->current_scale.y;
for (i = 0; i < count; ++i) {
frects[i].x = fpoints[i].x * renderer->view->scale.x;
frects[i].y = fpoints[i].y * renderer->view->scale.y;
frects[i].w = renderer->view->scale.x;
frects[i].h = renderer->view->scale.y;
frects[i].x = fpoints[i].x * scale_x;
frects[i].y = fpoints[i].y * scale_y;
frects[i].w = scale_x;
frects[i].h = scale_y;
}
result = QueueCmdFillRects(renderer, frects, count);
@ -3396,7 +3347,7 @@ bool SDL_RenderPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int coun
}
#endif
if (renderer->view->scale.x != 1.0f || renderer->view->scale.y != 1.0f) {
if ((renderer->view->current_scale.x != 1.0f) || (renderer->view->current_scale.y != 1.0f)) {
result = RenderPointsWithRects(renderer, points, count);
} else {
result = QueueCmdDrawPoints(renderer, points, count);
@ -3498,7 +3449,7 @@ static bool RenderLineBresenham(SDL_Renderer *renderer, int x1, int y1, int x2,
}
}
if (renderer->view->scale.x != 1.0f || renderer->view->scale.y != 1.0f) {
if ((renderer->view->current_scale.x != 1.0f) || (renderer->view->current_scale.y != 1.0f)) {
result = RenderPointsWithRects(renderer, points, numpixels);
} else {
result = QueueCmdDrawPoints(renderer, points, numpixels);
@ -3509,11 +3460,10 @@ static bool RenderLineBresenham(SDL_Renderer *renderer, int x1, int y1, int x2,
return result;
}
static bool RenderLinesWithRectsF(SDL_Renderer *renderer,
const SDL_FPoint *points, const int count)
static bool RenderLinesWithRectsF(SDL_Renderer *renderer, const SDL_FPoint *points, const int count)
{
const float scale_x = renderer->view->scale.x;
const float scale_y = renderer->view->scale.y;
const float scale_x = renderer->view->current_scale.x;
const float scale_y = renderer->view->current_scale.y;
SDL_FRect *frect;
SDL_FRect *frects;
int i, nrects = 0;
@ -3600,13 +3550,13 @@ bool SDL_RenderLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count
}
#endif
if (renderer->line_method == SDL_RENDERLINEMETHOD_POINTS) {
result = RenderLinesWithRectsF(renderer, points, count);
} else if (renderer->line_method == SDL_RENDERLINEMETHOD_GEOMETRY) {
const bool islogical = ((renderer->logical_presentation_mode != SDL_LOGICAL_PRESENTATION_DISABLED) && (renderer->view == &renderer->main_view));
if (islogical || (renderer->line_method == SDL_RENDERLINEMETHOD_GEOMETRY)) {
const float scale_x = renderer->view->current_scale.x;
const float scale_y = renderer->view->current_scale.y;
bool isstack1;
bool isstack2;
const float scale_x = renderer->view->scale.x;
const float scale_y = renderer->view->scale.y;
float *xy = SDL_small_alloc(float, 4 * 2 * count, &isstack1);
int *indices = SDL_small_alloc(int,
(4) * 3 * (count - 1) + (2) * 3 * (count), &isstack2);
@ -3722,7 +3672,9 @@ bool SDL_RenderLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count
SDL_small_free(xy, isstack1);
SDL_small_free(indices, isstack2);
} else if (renderer->view->scale.x != 1.0f || renderer->view->scale.y != 1.0f) {
} else if (renderer->line_method == SDL_RENDERLINEMETHOD_POINTS) {
result = RenderLinesWithRectsF(renderer, points, count);
} else if (renderer->view->scale.x != 1.0f || renderer->view->scale.y != 1.0f) { /* we checked for logical scale elsewhere. */
result = RenderLinesWithRectsF(renderer, points, count);
} else {
result = QueueCmdDrawLines(renderer, points, count);
@ -3826,11 +3778,14 @@ bool SDL_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int cou
if (!frects) {
return false;
}
const float scale_x = renderer->view->current_scale.x;
const float scale_y = renderer->view->current_scale.y;
for (i = 0; i < count; ++i) {
frects[i].x = rects[i].x * renderer->view->scale.x;
frects[i].y = rects[i].y * renderer->view->scale.y;
frects[i].w = rects[i].w * renderer->view->scale.x;
frects[i].h = rects[i].h * renderer->view->scale.y;
frects[i].x = rects[i].x * scale_x;
frects[i].y = rects[i].y * scale_y;
frects[i].w = rects[i].w * scale_x;
frects[i].h = rects[i].h * scale_y;
}
result = QueueCmdFillRects(renderer, frects, count);
@ -3842,8 +3797,10 @@ bool SDL_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int cou
static bool SDL_RenderTextureInternal(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect)
{
const float scale_x = renderer->view->current_scale.x;
const float scale_y = renderer->view->current_scale.y;
const bool use_rendergeometry = (!renderer->QueueCopy);
bool result;
bool use_rendergeometry = (!renderer->QueueCopy);
if (use_rendergeometry) {
float xy[8];
@ -3887,18 +3844,10 @@ static bool SDL_RenderTextureInternal(SDL_Renderer *renderer, SDL_Texture *textu
result = QueueCmdGeometry(renderer, texture,
xy, xy_stride, &texture->color, 0 /* color_stride */, uv, uv_stride,
num_vertices,
indices, num_indices, size_indices,
renderer->view->scale.x,
renderer->view->scale.y, SDL_TEXTURE_ADDRESS_CLAMP);
num_vertices, indices, num_indices, size_indices,
scale_x, scale_y, SDL_TEXTURE_ADDRESS_CLAMP);
} else {
SDL_FRect rect;
rect.x = dstrect->x * renderer->view->scale.x;
rect.y = dstrect->y * renderer->view->scale.y;
rect.w = dstrect->w * renderer->view->scale.x;
rect.h = dstrect->h * renderer->view->scale.y;
const SDL_FRect rect = { dstrect->x * scale_x, dstrect->y * scale_y, dstrect->w * scale_x, dstrect->h * scale_y };
result = QueueCmdCopy(renderer, texture, srcrect, &rect);
}
return result;
@ -3958,7 +3907,6 @@ bool SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
SDL_FRect real_dstrect;
SDL_FPoint real_center;
bool result;
int use_rendergeometry;
if (flip == SDL_FLIP_NONE && (int)(angle / 360) == angle / 360) { // fast path when we don't need rotation or flipping
return SDL_RenderTexture(renderer, texture, srcrect, dstrect);
@ -3981,8 +3929,6 @@ bool SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
}
#endif
use_rendergeometry = (!renderer->QueueCopyEx);
real_srcrect.x = 0.0f;
real_srcrect.y = 0.0f;
real_srcrect.w = (float)texture->w;
@ -4013,6 +3959,10 @@ bool SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
texture->last_command_generation = renderer->render_command_generation;
const float scale_x = renderer->view->current_scale.x;
const float scale_y = renderer->view->current_scale.y;
const bool use_rendergeometry = (!renderer->QueueCopyEx);
if (use_rendergeometry) {
float xy[8];
const int xy_stride = 2 * sizeof(float);
@ -4092,15 +4042,10 @@ bool SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
result = QueueCmdGeometry(renderer, texture,
xy, xy_stride, &texture->color, 0 /* color_stride */, uv, uv_stride,
num_vertices,
indices, num_indices, size_indices,
renderer->view->scale.x,
renderer->view->scale.y, SDL_TEXTURE_ADDRESS_CLAMP);
num_vertices, indices, num_indices, size_indices,
scale_x, scale_y, SDL_TEXTURE_ADDRESS_CLAMP);
} else {
result = QueueCmdCopyEx(renderer, texture, &real_srcrect, &real_dstrect, angle, &real_center, flip,
renderer->view->scale.x,
renderer->view->scale.y);
result = QueueCmdCopyEx(renderer, texture, &real_srcrect, &real_dstrect, angle, &real_center, flip, scale_x, scale_y);
}
return result;
}
@ -4148,10 +4093,8 @@ static bool SDL_RenderTextureTiled_Wrap(SDL_Renderer *renderer, SDL_Texture *tex
return QueueCmdGeometry(renderer, texture,
xy, xy_stride, &texture->color, 0 /* color_stride */, uv, uv_stride,
num_vertices,
indices, num_indices, size_indices,
renderer->view->scale.x,
renderer->view->scale.y, SDL_TEXTURE_ADDRESS_WRAP);
num_vertices, indices, num_indices, size_indices,
renderer->view->current_scale.x, renderer->view->current_scale.y, SDL_TEXTURE_ADDRESS_WRAP);
}
static bool SDL_RenderTextureTiled_Iterate(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float scale, const SDL_FRect *dstrect)
@ -4503,6 +4446,8 @@ static bool SDLCALL SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
float texw = 0.0f, texh = 0.0f;
SDL_BlendMode blendMode = SDL_BLENDMODE_NONE;
float r = 0, g = 0, b = 0, a = 0;
const float scale_x = renderer->view->current_scale.x;
const float scale_y = renderer->view->current_scale.y;
// Save
SDL_GetRenderDrawBlendMode(renderer, &blendMode);
@ -4759,8 +4704,7 @@ static bool SDLCALL SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
result = QueueCmdGeometry(renderer, texture,
xy, xy_stride, color, color_stride, uv, uv_stride,
num_vertices, prev, 3, 4,
renderer->view->scale.x,
renderer->view->scale.y, SDL_TEXTURE_ADDRESS_CLAMP);
scale_x, scale_y, SDL_TEXTURE_ADDRESS_CLAMP);
if (!result) {
goto end;
}
@ -4780,8 +4724,7 @@ static bool SDLCALL SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
result = QueueCmdGeometry(renderer, texture,
xy, xy_stride, color, color_stride, uv, uv_stride,
num_vertices, prev, 3, 4,
renderer->view->scale.x,
renderer->view->scale.y, SDL_TEXTURE_ADDRESS_CLAMP);
scale_x, scale_y, SDL_TEXTURE_ADDRESS_CLAMP);
if (!result) {
goto end;
}
@ -4905,18 +4848,14 @@ bool SDL_RenderGeometryRaw(SDL_Renderer *renderer,
#endif
return QueueCmdGeometry(renderer, texture,
xy, xy_stride, color, color_stride, uv, uv_stride,
num_vertices,
indices, num_indices, size_indices,
renderer->view->scale.x,
renderer->view->scale.y, texture_address_mode);
xy, xy_stride, color, color_stride, uv, uv_stride,
num_vertices, indices, num_indices, size_indices,
renderer->view->current_scale.x, renderer->view->current_scale.y,
texture_address_mode);
}
SDL_Surface *SDL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect)
{
SDL_Rect real_rect;
SDL_Surface *surface;
CHECK_RENDERER_MAGIC(renderer, NULL);
if (!renderer->RenderReadPixels) {
@ -4926,7 +4865,7 @@ SDL_Surface *SDL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect)
FlushRenderCommands(renderer); // we need to render before we read the results.
real_rect = renderer->view->pixel_viewport;
SDL_Rect real_rect = renderer->view->pixel_viewport;
if (rect) {
if (!SDL_GetRectIntersection(rect, &real_rect, &real_rect)) {
@ -4934,7 +4873,7 @@ SDL_Surface *SDL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect)
}
}
surface = renderer->RenderReadPixels(renderer, &real_rect);
SDL_Surface *surface = renderer->RenderReadPixels(renderer, &real_rect);
if (surface) {
SDL_PropertiesID props = SDL_GetSurfaceProperties(surface);
@ -5008,11 +4947,13 @@ bool SDL_RenderPresent(SDL_Renderer *renderer)
CHECK_RENDERER_MAGIC(renderer, false);
if (renderer->logical_target) {
SDL_SetRenderTargetInternal(renderer, NULL);
SDL_RenderLogicalPresentation(renderer);
// !!! FIXME: fail if using a render target? Or just implicitly set the render target to NULL now?
if (renderer->view != &renderer->main_view) {
return SDL_SetError("Cannot present a render target");
}
SDL_RenderLogicalPresentation(renderer);
if (renderer->transparent_window) {
SDL_RenderApplyWindowShape(renderer);
}
@ -5029,10 +4970,6 @@ bool SDL_RenderPresent(SDL_Renderer *renderer)
presented = false;
}
if (renderer->logical_target) {
SDL_SetRenderTargetInternal(renderer, renderer->logical_target);
}
if (renderer->simulate_vsync ||
(!presented && renderer->wanted_vsync)) {
SDL_SimulateRenderVSync(renderer);
@ -5053,22 +4990,12 @@ static bool SDL_DestroyTextureInternal(SDL_Texture *texture, bool is_destroying)
// Renderer get destroyed, avoid to queue more commands
} else {
if (texture == renderer->target) {
SDL_SetRenderTargetInternal(renderer, NULL); // implies command queue flush
if (texture == renderer->logical_target) {
// Complete any logical presentation
SDL_RenderLogicalPresentation(renderer);
FlushRenderCommands(renderer);
}
SDL_SetRenderTarget(renderer, NULL); // implies command queue flush
} else {
FlushRenderCommandsIfTextureNeeded(texture);
}
}
if (texture == renderer->logical_target) {
renderer->logical_target = NULL;
}
SDL_SetObjectValid(texture, SDL_OBJECT_TYPE_TEXTURE, false);
if (texture->next) {