Renamed driverdata to internal

This was done to SDL_DisplayMode for consistency with SDL_Surface and gives it a type so we don't have to do casts in SDL code.

I considered switching to an ID and hashing the driver data, etc. but all of that involved a lot of internal code churn and this solution gives us flexibility in how we handle this in the future.

After consideration, I made this renaming global across the project, for consistency.

Fixes https://github.com/libsdl-org/SDL/issues/10198
This commit is contained in:
Sam Lantinga 2024-07-16 11:09:18 -07:00
parent fe183872ee
commit 9ca1792848
138 changed files with 1454 additions and 1456 deletions

View file

@ -173,7 +173,7 @@ static const char *GL_TranslateError(GLenum error)
static void GL_ClearErrors(SDL_Renderer *renderer)
{
GL_RenderData *data = (GL_RenderData *)renderer->driverdata;
GL_RenderData *data = (GL_RenderData *)renderer->internal;
if (!data->debug_enabled) {
return;
@ -198,7 +198,7 @@ static void GL_ClearErrors(SDL_Renderer *renderer)
static int GL_CheckAllErrors(const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function)
{
GL_RenderData *data = (GL_RenderData *)renderer->driverdata;
GL_RenderData *data = (GL_RenderData *)renderer->internal;
int ret = 0;
if (!data->debug_enabled) {
@ -259,7 +259,7 @@ static int GL_LoadFunctions(GL_RenderData *data)
static int GL_ActivateRenderer(SDL_Renderer *renderer)
{
GL_RenderData *data = (GL_RenderData *)renderer->driverdata;
GL_RenderData *data = (GL_RenderData *)renderer->internal;
if (SDL_GL_GetCurrentContext() != data->context) {
if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) {
@ -275,7 +275,7 @@ static int GL_ActivateRenderer(SDL_Renderer *renderer)
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;
GL_RenderData *data = (GL_RenderData *)renderer->internal;
if (type == GL_DEBUG_TYPE_ERROR_ARB) {
/* Record this error */
@ -329,7 +329,7 @@ static void GL_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event)
*/
if (event->type == SDL_EVENT_WINDOW_RESIZED ||
event->type == SDL_EVENT_WINDOW_MOVED) {
GL_RenderData *data = (GL_RenderData *)renderer->driverdata;
GL_RenderData *data = (GL_RenderData *)renderer->internal;
data->drawstate.viewport_dirty = SDL_TRUE;
}
}
@ -441,7 +441,7 @@ static SDL_bool convert_format(Uint32 pixel_format, GLint *internalFormat, GLenu
static int GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props)
{
GL_RenderData *renderdata = (GL_RenderData *)renderer->driverdata;
GL_RenderData *renderdata = (GL_RenderData *)renderer->internal;
const GLenum textype = renderdata->textype;
GL_TextureData *data;
GLint internalFormat;
@ -510,7 +510,7 @@ static int GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_Pr
return -1;
}
}
texture->driverdata = data;
texture->internal = data;
if (renderdata->GL_ARB_texture_non_power_of_two_supported) {
texture_w = texture->w;
@ -692,9 +692,9 @@ static int GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_Pr
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;
GL_RenderData *renderdata = (GL_RenderData *)renderer->internal;
const GLenum textype = renderdata->textype;
GL_TextureData *data = (GL_TextureData *)texture->driverdata;
GL_TextureData *data = (GL_TextureData *)texture->internal;
const int texturebpp = SDL_BYTESPERPIXEL(texture->format);
SDL_assert_release(texturebpp != 0); /* otherwise, division by zero later. */
@ -757,9 +757,9 @@ static int GL_UpdateTextureYUV(SDL_Renderer *renderer, SDL_Texture *texture,
const Uint8 *Uplane, int Upitch,
const Uint8 *Vplane, int Vpitch)
{
GL_RenderData *renderdata = (GL_RenderData *)renderer->driverdata;
GL_RenderData *renderdata = (GL_RenderData *)renderer->internal;
const GLenum textype = renderdata->textype;
GL_TextureData *data = (GL_TextureData *)texture->driverdata;
GL_TextureData *data = (GL_TextureData *)texture->internal;
GL_ActivateRenderer(renderer);
@ -792,9 +792,9 @@ static int GL_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture,
const Uint8 *Yplane, int Ypitch,
const Uint8 *UVplane, int UVpitch)
{
GL_RenderData *renderdata = (GL_RenderData *)renderer->driverdata;
GL_RenderData *renderdata = (GL_RenderData *)renderer->internal;
const GLenum textype = renderdata->textype;
GL_TextureData *data = (GL_TextureData *)texture->driverdata;
GL_TextureData *data = (GL_TextureData *)texture->internal;
GL_ActivateRenderer(renderer);
@ -820,7 +820,7 @@ static int GL_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture,
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;
GL_TextureData *data = (GL_TextureData *)texture->internal;
data->locked_rect = *rect;
*pixels =
@ -832,7 +832,7 @@ static int GL_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture,
static void GL_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
GL_TextureData *data = (GL_TextureData *)texture->driverdata;
GL_TextureData *data = (GL_TextureData *)texture->internal;
const SDL_Rect *rect;
void *pixels;
@ -845,9 +845,9 @@ static void GL_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
static void GL_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode)
{
GL_RenderData *renderdata = (GL_RenderData *)renderer->driverdata;
GL_RenderData *renderdata = (GL_RenderData *)renderer->internal;
const GLenum textype = renderdata->textype;
GL_TextureData *data = (GL_TextureData *)texture->driverdata;
GL_TextureData *data = (GL_TextureData *)texture->internal;
GLenum glScaleMode = (scaleMode == SDL_SCALEMODE_NEAREST) ? GL_NEAREST : GL_LINEAR;
renderdata->glBindTexture(textype, data->texture);
@ -877,7 +877,7 @@ static void GL_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture,
static int GL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
{
GL_RenderData *data = (GL_RenderData *)renderer->driverdata;
GL_RenderData *data = (GL_RenderData *)renderer->internal;
GL_TextureData *texturedata;
GLenum status;
@ -894,7 +894,7 @@ static int GL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
return 0;
}
texturedata = (GL_TextureData *)texture->driverdata;
texturedata = (GL_TextureData *)texture->internal;
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);
@ -990,7 +990,7 @@ static int GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_
}
if (texture) {
texturedata = (GL_TextureData *)texture->driverdata;
texturedata = (GL_TextureData *)texture->internal;
}
cmd->data.draw.count = count;
@ -1144,7 +1144,7 @@ static int SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const
static int SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd)
{
SDL_Texture *texture = cmd->data.draw.texture;
const GL_TextureData *texturedata = (GL_TextureData *)texture->driverdata;
const GL_TextureData *texturedata = (GL_TextureData *)texture->internal;
SetDrawState(data, cmd, texturedata->shader, texturedata->shader_params);
@ -1182,7 +1182,7 @@ static int SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd)
static void GL_InvalidateCachedState(SDL_Renderer *renderer)
{
GL_DrawStateCache *cache = &((GL_RenderData *)renderer->driverdata)->drawstate;
GL_DrawStateCache *cache = &((GL_RenderData *)renderer->internal)->drawstate;
cache->viewport_dirty = SDL_TRUE;
cache->texture = NULL;
cache->drawablew = 0;
@ -1202,7 +1202,7 @@ static void GL_InvalidateCachedState(SDL_Renderer *renderer)
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;
GL_RenderData *data = (GL_RenderData *)renderer->internal;
if (GL_ActivateRenderer(renderer) < 0) {
return -1;
@ -1449,7 +1449,7 @@ static int GL_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, vo
static SDL_Surface *GL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect)
{
GL_RenderData *data = (GL_RenderData *)renderer->driverdata;
GL_RenderData *data = (GL_RenderData *)renderer->internal;
SDL_PixelFormat format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_ARGB8888;
GLint internalFormat;
GLenum targetFormat, type;
@ -1510,8 +1510,8 @@ static int GL_RenderPresent(SDL_Renderer *renderer)
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_RenderData *renderdata = (GL_RenderData *)renderer->internal;
GL_TextureData *data = (GL_TextureData *)texture->internal;
GL_ActivateRenderer(renderer);
@ -1545,12 +1545,12 @@ static void GL_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
#endif
SDL_free(data->pixels);
SDL_free(data);
texture->driverdata = NULL;
texture->internal = NULL;
}
static void GL_DestroyRenderer(SDL_Renderer *renderer)
{
GL_RenderData *data = (GL_RenderData *)renderer->driverdata;
GL_RenderData *data = (GL_RenderData *)renderer->internal;
if (data) {
if (data->context) {
@ -1671,7 +1671,7 @@ static int GL_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_Pro
renderer->DestroyTexture = GL_DestroyTexture;
renderer->DestroyRenderer = GL_DestroyRenderer;
renderer->SetVSync = GL_SetVSync;
renderer->driverdata = data;
renderer->internal = data;
GL_InvalidateCachedState(renderer);
renderer->window = window;