
This fixes the Texture backend bug that made the program take forever to shut down: The problem was that the font system would try to load a glyph that's 0 pixels wide/tall (likely the space character), which SDL2 didn't like, so it would fail to allocate the texture, causing Backend_CreateSurface, and by extension Backend_CreateGlyph, to return a NULL. Later, upon shutdown, the font system would pass this NULL to Backend_FreeGlyph, causing NULL pointer dereferences that make the program take forever to shut down. Personally, I think passing NULLs to the backend is valid behaviour, so I've added a bunch of sanity checks to make sure they're never dereferenced.
443 lines
12 KiB
C++
443 lines
12 KiB
C++
#include "../Rendering.h"
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#include <stddef.h>
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#include <stdlib.h>
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#include "SDL.h"
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#include "../../WindowsWrapper.h"
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#include "../../Font.h"
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typedef struct Backend_Surface
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{
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BOOL alpha;
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BOOL needs_syncing;
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SDL_Surface *sdl_surface;
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SDL_Texture *texture;
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struct Backend_Surface *next;
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struct Backend_Surface *prev;
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} Backend_Surface;
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typedef struct Backend_Glyph
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{
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Backend_Surface *surface;
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} Backend_Glyph;
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static SDL_Renderer *renderer;
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static SDL_Texture *screen_texture;
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static Backend_Surface *surface_list_head;
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static void FlushSurface(Backend_Surface *surface)
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{
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if (surface->alpha)
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{
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SDL_UpdateTexture(surface->texture, NULL, surface->sdl_surface->pixels, surface->sdl_surface->pitch);
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}
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else
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{
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unsigned char *buffer = (unsigned char*)malloc(surface->sdl_surface->w * surface->sdl_surface->h * 4);
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unsigned char *buffer_pointer = buffer;
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// Convert the SDL_Surface's colour-keyed pixels to RGBA32
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for (int y = 0; y < surface->sdl_surface->h; ++y)
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{
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unsigned char *src_pixel = (unsigned char*)surface->sdl_surface->pixels + (y * surface->sdl_surface->pitch);
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for (int x = 0; x < surface->sdl_surface->w; ++x)
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{
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*buffer_pointer++ = src_pixel[0];
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*buffer_pointer++ = src_pixel[1];
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*buffer_pointer++ = src_pixel[2];
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if (src_pixel[0] == 0 && src_pixel[1] == 0 && src_pixel[2] == 0) // Assumes the colour key will always be #000000 (black)
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*buffer_pointer++ = 0;
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else
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*buffer_pointer++ = 0xFF;
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src_pixel += 3;
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}
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}
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SDL_UpdateTexture(surface->texture, NULL, buffer, surface->sdl_surface->w * 4);
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free(buffer);
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}
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}
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static void RectToSDLRect(const RECT *rect, SDL_Rect *sdl_rect)
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{
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sdl_rect->x = (int)rect->left;
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sdl_rect->y = (int)rect->top;
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sdl_rect->w = (int)(rect->right - rect->left);
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sdl_rect->h = (int)(rect->bottom - rect->top);
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if (sdl_rect->w < 0)
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sdl_rect->w = 0;
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if (sdl_rect->h < 0)
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sdl_rect->h = 0;
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}
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SDL_Window* Backend_CreateWindow(const char *title, int width, int height)
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{
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return SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, 0);
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}
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BOOL Backend_Init(SDL_Window *window)
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{
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renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
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if (renderer == NULL)
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return FALSE;
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int width, height;
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SDL_GetRendererOutputSize(renderer, &width, &height);
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screen_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height);
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SDL_SetRenderTarget(renderer, screen_texture);
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return TRUE;
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}
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void Backend_Deinit(void)
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{
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SDL_DestroyTexture(screen_texture);
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SDL_DestroyRenderer(renderer);
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}
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void Backend_DrawScreen(void)
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{
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SDL_SetRenderTarget(renderer, NULL);
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SDL_RenderCopy(renderer, screen_texture, NULL, NULL);
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SDL_SetRenderTarget(renderer, screen_texture);
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SDL_RenderPresent(renderer);
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}
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static Backend_Surface* CreateSurface(unsigned int width, unsigned int height, BOOL alpha)
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{
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Backend_Surface *surface = (Backend_Surface*)malloc(sizeof(Backend_Surface));
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if (surface == NULL)
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return NULL;
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surface->sdl_surface = SDL_CreateRGBSurfaceWithFormat(0, width, height, 0, alpha ? SDL_PIXELFORMAT_RGBA32 : SDL_PIXELFORMAT_RGB24);
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if (surface->sdl_surface == NULL)
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{
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free(surface);
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return NULL;
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}
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surface->texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height);
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if (surface->texture == NULL)
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{
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SDL_FreeSurface(surface->sdl_surface);
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free(surface);
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return NULL;
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}
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surface->alpha = alpha;
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if (!surface->alpha)
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SDL_SetColorKey(surface->sdl_surface, SDL_TRUE, SDL_MapRGB(surface->sdl_surface->format, 0, 0, 0));
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surface->needs_syncing = FALSE;
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surface->next = surface_list_head;
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surface->prev = NULL;
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surface_list_head = surface;
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if (surface->next)
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surface->next->prev = surface;
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return surface;
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}
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Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height)
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{
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return CreateSurface(width, height, FALSE);
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}
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void Backend_FreeSurface(Backend_Surface *surface)
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{
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if (surface == NULL)
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return;
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if (surface->next)
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surface->next->prev = surface->prev;
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if (surface->prev)
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surface->prev->next = surface->next;
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SDL_DestroyTexture(surface->texture);
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SDL_FreeSurface(surface->sdl_surface);
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free(surface);
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}
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unsigned char* Backend_Lock(Backend_Surface *surface, unsigned int *pitch)
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{
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if (surface == NULL)
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return NULL;
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*pitch = surface->sdl_surface->pitch;
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return (unsigned char*)surface->sdl_surface->pixels;
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}
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void Backend_Unlock(Backend_Surface *surface)
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{
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if (surface == NULL)
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return;
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surface->needs_syncing = TRUE;
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}
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void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
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{
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if (source_surface == NULL || destination_surface == NULL)
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return;
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if (source_surface->needs_syncing)
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{
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FlushSurface(source_surface);
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source_surface->needs_syncing = FALSE;
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}
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SDL_Rect source_rect;
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RectToSDLRect(rect, &source_rect);
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SDL_Rect destination_rect = {x, y, source_rect.w, source_rect.h};
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// Blit the surface
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SDL_SetSurfaceBlendMode(source_surface->sdl_surface, colour_key ? SDL_BLENDMODE_BLEND : SDL_BLENDMODE_NONE);
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SDL_BlitSurface(source_surface->sdl_surface, &source_rect, destination_surface->sdl_surface, &destination_rect);
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// Now blit the texture
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SDL_SetTextureBlendMode(source_surface->texture, colour_key ? SDL_BLENDMODE_BLEND : SDL_BLENDMODE_NONE);
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SDL_SetRenderTarget(renderer, destination_surface->texture);
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SDL_RenderCopy(renderer, source_surface->texture, &source_rect, &destination_rect);
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SDL_SetRenderTarget(renderer, screen_texture);
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}
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void Backend_BlitToScreen(Backend_Surface *source_surface, const RECT *rect, long x, long y, BOOL colour_key)
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{
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if (source_surface == NULL)
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return;
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if (source_surface->needs_syncing)
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{
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FlushSurface(source_surface);
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source_surface->needs_syncing = FALSE;
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}
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SDL_Rect source_rect;
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RectToSDLRect(rect, &source_rect);
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SDL_Rect destination_rect = {x, y, source_rect.w, source_rect.h};
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// Blit the texture
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SDL_SetTextureBlendMode(source_surface->texture, colour_key ? SDL_BLENDMODE_BLEND : SDL_BLENDMODE_NONE);
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SDL_RenderCopy(renderer, source_surface->texture, &source_rect, &destination_rect);
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}
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void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
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{
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if (surface == NULL)
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return;
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SDL_Rect sdl_rect;
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RectToSDLRect(rect, &sdl_rect);
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// Blit the surface
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SDL_FillRect(surface->sdl_surface, &sdl_rect, SDL_MapRGB(surface->sdl_surface->format, red, green, blue));
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// Check colour-key
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if (red == 0 && green == 0 && blue == 0)
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
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else
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SDL_SetRenderDrawColor(renderer, red, green, blue, SDL_ALPHA_OPAQUE);
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// Draw colour
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SDL_SetRenderTarget(renderer, surface->texture);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
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SDL_RenderFillRect(renderer, &sdl_rect);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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SDL_SetRenderTarget(renderer, screen_texture);
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}
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void Backend_ColourFillToScreen(const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
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{
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SDL_Rect sdl_rect;
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RectToSDLRect(rect, &sdl_rect);
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// Draw colour
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SDL_SetRenderDrawColor(renderer, red, green, blue, SDL_ALPHA_OPAQUE);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
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SDL_RenderFillRect(renderer, &sdl_rect);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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}
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void Backend_ScreenToSurface(Backend_Surface *surface, const RECT *rect)
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{
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if (surface == NULL)
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return;
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SDL_Rect sdl_rect;
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RectToSDLRect(rect, &sdl_rect);
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//
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// Copy screen to surface
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//
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// Get renderer size
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int w, h;
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SDL_GetRendererOutputSize(renderer, &w, &h);
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// Get surface of what's currently rendered on screen
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SDL_Surface *screen_surface = SDL_CreateRGBSurfaceWithFormat(0, w, h, 0, SDL_PIXELFORMAT_RGB24);
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SDL_RenderReadPixels(renderer, NULL, SDL_PIXELFORMAT_RGB24, screen_surface->pixels, screen_surface->pitch);
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// Copy to specified surface
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SDL_BlitSurface(screen_surface, &sdl_rect, surface->sdl_surface, &sdl_rect);
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// Cleanup
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SDL_FreeSurface(screen_surface);
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//
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// Copy screen to texture
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//
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SDL_SetRenderTarget(renderer, surface->texture);
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SDL_RenderCopy(renderer, screen_texture, &sdl_rect, &sdl_rect);
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SDL_SetRenderTarget(renderer, screen_texture);
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}
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BOOL Backend_SupportsSubpixelGlyph(void)
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{
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return FALSE; // SDL_Textures don't have per-component alpha
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}
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Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch, unsigned short total_greys, unsigned char pixel_mode)
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{
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Backend_Glyph *glyph = (Backend_Glyph*)malloc(sizeof(Backend_Glyph));
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if (glyph == NULL)
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return NULL;
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glyph->surface = CreateSurface(width, height, TRUE);
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if (glyph->surface == NULL)
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{
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free(glyph);
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return NULL;
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}
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unsigned int surface_pitch;
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unsigned char *surface_pixels = Backend_Lock(glyph->surface, &surface_pitch);
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switch (pixel_mode)
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{
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// FONT_PIXEL_MODE_LCD is unsupported
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case FONT_PIXEL_MODE_GRAY:
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for (unsigned int y = 0; y < height; ++y)
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{
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const unsigned char *source_pointer = pixels + y * pitch;
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unsigned char *destination_pointer = surface_pixels + y * surface_pitch;
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for (unsigned int x = 0; x < width; ++x)
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{
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*destination_pointer++ = 0xFF;
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*destination_pointer++ = 0xFF;
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*destination_pointer++ = 0xFF;
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*destination_pointer++ = (unsigned char)(pow((double)*source_pointer++ / (total_greys - 1), 1.0 / 1.8) * 255.0);
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}
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}
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break;
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case FONT_PIXEL_MODE_MONO:
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for (unsigned int y = 0; y < height; ++y)
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{
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const unsigned char *source_pointer = pixels + y * pitch;
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unsigned char *destination_pointer = surface_pixels + y * surface_pitch;
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for (unsigned int x = 0; x < width; ++x)
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{
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*destination_pointer++ = 0xFF;
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*destination_pointer++ = 0xFF;
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*destination_pointer++ = 0xFF;
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*destination_pointer++ = *source_pointer++ ? 0xFF : 0;
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}
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}
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break;
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}
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Backend_Unlock(glyph->surface);
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return glyph;
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}
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void Backend_UnloadGlyph(Backend_Glyph *glyph)
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{
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if (glyph == NULL)
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return;
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Backend_FreeSurface(glyph->surface);
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free(glyph);
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}
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void Backend_DrawGlyph(Backend_Surface *surface, Backend_Glyph *glyph, long x, long y, const unsigned char *colours)
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{
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// This is actually slightly imperfect: the SDL_Texture side of things uses alpha, not a colour-key,
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// so the bug where the font is blended with the colour key doesn't occur. SDL_Textures don't support
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// colour-keys, so the next best thing is relying on the software fallback, but I don't like the idea
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// of uploading textures to the GPU every time a glyph is drawn.
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if (glyph == NULL || surface == NULL)
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return;
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RECT rect;
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rect.left = 0;
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rect.top = 0;
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rect.right = glyph->surface->sdl_surface->w;
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rect.bottom = glyph->surface->sdl_surface->h;
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SDL_SetSurfaceColorMod(glyph->surface->sdl_surface, colours[0], colours[1], colours[2]);
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SDL_SetTextureColorMod(glyph->surface->texture, colours[0], colours[1], colours[2]);
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Backend_Blit(glyph->surface, &rect, surface, x, y, TRUE);
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}
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void Backend_DrawGlyphToScreen(Backend_Glyph *glyph, long x, long y, const unsigned char *colours)
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{
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if (glyph == NULL)
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return;
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RECT rect;
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rect.left = 0;
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rect.top = 0;
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rect.right = glyph->surface->sdl_surface->w;
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rect.bottom = glyph->surface->sdl_surface->h;
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SDL_SetSurfaceColorMod(glyph->surface->sdl_surface, colours[0], colours[1], colours[2]);
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SDL_SetTextureColorMod(glyph->surface->texture, colours[0], colours[1], colours[2]);
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Backend_BlitToScreen(glyph->surface, &rect, x, y, TRUE);
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}
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void Backend_HandleDeviceLoss(void)
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{
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// All of our textures have been lost, so regenerate them
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for (Backend_Surface *surface = surface_list_head; surface != NULL; surface = surface->next)
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surface->needs_syncing = TRUE;
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}
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void Backend_HandleWindowResize(void)
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{
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// No problem for us
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}
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