Fixed changing palettes while rendering is in flight

This commit is contained in:
Sam Lantinga
2025-09-27 09:45:03 -07:00
parent 0b4b254a53
commit 264b436dba
4 changed files with 152 additions and 26 deletions

View File

@@ -12,6 +12,7 @@
/* Simple program: Move N sprites around on the screen as fast as possible */
#include <SDL3/SDL.h>
#include <SDL3/SDL_test_memory.h>
#include <SDL3/SDL_main.h>
#ifdef SDL_PLATFORM_EMSCRIPTEN
@@ -284,12 +285,26 @@ static const SDL_Color Palette[256] = {
static SDL_Renderer *renderer;
static SDL_Palette *palette;
static SDL_Texture *texture;
static SDL_Texture *black_texture;
static SDL_Texture *white_texture;
static SDL_Texture *black_texture1;
static SDL_Texture *black_texture2;
static SDL_Texture *white_texture1;
static SDL_Texture *white_texture2;
static int palettePos = 0;
static int paletteDir = -1;
static bool done;
static SDL_Texture *CreateTexture(const void *pixels, int pitch)
{
SDL_Texture *tex = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_INDEX8, SDL_TEXTUREACCESS_STATIC, 256, 1);
if (!tex) {
return NULL;
}
SDL_SetTextureBlendMode(tex, SDL_BLENDMODE_NONE);
SDL_UpdateTexture(tex, NULL, pixels, pitch);
SDL_SetTexturePalette(tex, palette);
return tex;
}
static bool CreateTextures()
{
Uint8 data[256];
@@ -304,26 +319,30 @@ static bool CreateTextures()
data[i] = i;
}
texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_INDEX8, SDL_TEXTUREACCESS_STATIC, 256, 1);
texture = CreateTexture(data, SDL_arraysize(data));
if (!texture) {
return false;
}
SDL_UpdateTexture(texture, NULL, data, SDL_arraysize(data));
SDL_SetTexturePalette(texture, palette);
black_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_INDEX8, SDL_TEXTUREACCESS_STATIC, 1, 1);
if (!black_texture) {
black_texture1 = CreateTexture(data, SDL_arraysize(data));
if (!black_texture1) {
return false;
}
SDL_UpdateTexture(black_texture, NULL, data, SDL_arraysize(data));
SDL_SetTexturePalette(black_texture, palette);
white_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_INDEX8, SDL_TEXTUREACCESS_STATIC, 1, 1);
if (!white_texture) {
black_texture2 = CreateTexture(data, SDL_arraysize(data));
if (!black_texture2) {
return false;
}
white_texture1 = CreateTexture(data, SDL_arraysize(data));
if (!white_texture1) {
return false;
}
white_texture2 = CreateTexture(data, SDL_arraysize(data));
if (!white_texture2) {
return false;
}
SDL_UpdateTexture(white_texture, NULL, data, SDL_arraysize(data));
SDL_SetTexturePalette(white_texture, palette);
return true;
}
@@ -343,9 +362,11 @@ static void UpdatePalette(int pos)
static void loop(void)
{
SDL_Event event;
SDL_FRect src = { 0.0f, 0.0f, 1.0f, 1.0f };
SDL_FRect src = { 1.0f, 0.0f, 1.0f, 1.0f };
SDL_FRect dst1 = { 0.0f, 0.0f, 32.0f, 32.0f };
SDL_FRect dst2 = { WINDOW_WIDTH - 32.0f, 0.0f, 32.0f, 32.0f };
SDL_FRect dst2 = { 0.0f, WINDOW_HEIGHT - 32.0f, 32.0f, 32.0f };
SDL_FRect dst3 = { WINDOW_WIDTH - 32.0f, 0.0f, 32.0f, 32.0f };
SDL_FRect dst4 = { WINDOW_WIDTH - 32.0f, WINDOW_HEIGHT - 32.0f, 32.0f, 32.0f };
const SDL_Color black = { 0, 0, 0, SDL_ALPHA_OPAQUE };
const SDL_Color white = { 255, 255, 255, SDL_ALPHA_OPAQUE };
@@ -390,10 +411,18 @@ static void loop(void)
/* Draw one square with black, and one square with white
* This tests changing palette colors within a single frame
*/
SDL_SetPaletteColors(palette, &black, 0, 1);
SDL_RenderTexture(renderer, black_texture, &src, &dst1);
SDL_SetPaletteColors(palette, &white, 0, 1);
SDL_RenderTexture(renderer, white_texture, &src, &dst2);
SDL_SetPaletteColors(palette, &black, 1, 1);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
SDL_RenderDebugText(renderer, dst1.x + 32.0f + 2.0f, dst1.y + 12, "Black");
SDL_RenderTexture(renderer, black_texture1, &src, &dst1);
SDL_RenderDebugText(renderer, dst2.x + 32.0f + 2.0f, dst2.y + 12, "Black");
SDL_RenderTexture(renderer, black_texture2, &src, &dst2);
SDL_SetPaletteColors(palette, &white, 1, 1);
SDL_SetRenderDrawColor(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE);
SDL_RenderDebugText(renderer, dst3.x - 40.0f - 2.0f, dst3.y + 12, "White");
SDL_RenderTexture(renderer, white_texture1, &src, &dst3);
SDL_RenderDebugText(renderer, dst4.x - 40.0f - 2.0f, dst4.y + 12, "White");
SDL_RenderTexture(renderer, white_texture2, &src, &dst4);
SDL_RenderPresent(renderer);
SDL_Delay(10);
@@ -410,6 +439,8 @@ int main(int argc, char *argv[])
SDL_Window *window = NULL;
int return_code = -1;
SDLTest_TrackAllocations();
if (argc > 1) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "USAGE: %s", argv[0]);
return_code = 1;
@@ -444,5 +475,6 @@ quit:
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
SDLTest_LogAllocations();
return return_code;
}