Fixed bug 4914 - Expose SDL_ScaleMode and add SDL_SetTextureScaleMode/SDL_GetTextureScaleMode

Konrad

This was something rather trivial to add, but asked at least several times before (I did google about it as well).

It should be possible to dynamically change scaling mode of the texture. It is actually trivial task, but until now it was only possible with a hint before creating a texture.

I needed it for my game as well, so I took the liberty of writing it myself.

This patch adds following functions:

SDL_SetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode scaleMode);
SDL_GetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode *scaleMode);

That way you can change texture scaling on the fly.
This commit is contained in:
Sam Lantinga
2019-12-22 13:39:44 -08:00
parent f0cee3edec
commit 5e19e66c73
14 changed files with 212 additions and 7 deletions

View File

@@ -1388,6 +1388,33 @@ SDL_GetTextureBlendMode(SDL_Texture * texture, SDL_BlendMode *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;
}
static int
SDL_UpdateTextureYUV(SDL_Texture * texture, const SDL_Rect * rect,
const void *pixels, int pitch)

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@@ -32,13 +32,6 @@
typedef struct SDL_RenderDriver SDL_RenderDriver;
typedef enum
{
SDL_ScaleModeNearest,
SDL_ScaleModeLinear,
SDL_ScaleModeBest
} SDL_ScaleMode;
/* Define the SDL texture structure */
struct SDL_Texture
{
@@ -146,6 +139,7 @@ struct SDL_Renderer
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);

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@@ -722,6 +722,18 @@ D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
}
}
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)
{
@@ -1704,6 +1716,7 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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. */

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@@ -1523,6 +1523,18 @@ D3D11_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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)
{
@@ -2498,6 +2510,7 @@ D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
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. */

View File

@@ -946,6 +946,18 @@ METAL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
texturedata.hasdata = YES;
}}
static void
METAL_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_ScaleMode scaleMode)
{ @autoreleasepool {
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 {
@@ -1763,6 +1775,7 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
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;

View File

@@ -768,6 +768,43 @@ GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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->glEnable(textype);
renderdata->glBindTexture(textype, data->texture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
renderdata->glDisable(textype);
if (texture->format == SDL_PIXELFORMAT_YV12 ||
texture->format == SDL_PIXELFORMAT_IYUV) {
renderdata->glEnable(textype);
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);
renderdata->glDisable(textype);
}
if (texture->format == SDL_PIXELFORMAT_NV12 ||
texture->format == SDL_PIXELFORMAT_NV21) {
renderdata->glEnable(textype);
renderdata->glBindTexture(textype, data->utexture);
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
renderdata->glDisable(textype);
}
}
static int
GL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
{
@@ -1577,6 +1614,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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. */

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@@ -492,6 +492,19 @@ GLES_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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;
const GLenum textype = renderdata->textype;
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)
{
@@ -1141,6 +1154,7 @@ GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
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. */

View File

@@ -1743,6 +1743,36 @@ GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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)
{
@@ -2064,6 +2094,7 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
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. */

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@@ -428,6 +428,12 @@ PSP_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
PSP_UpdateTexture(renderer, texture, &rect, psp_texture->data, psp_texture->pitch);
}
static void
PSP_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_ScaleMode scaleMode)
{
/* Nothing to do because TextureActivate takes care of it */
}
static int
PSP_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
{
@@ -938,6 +944,7 @@ PSP_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->UpdateTexture = PSP_UpdateTexture;
renderer->LockTexture = PSP_LockTexture;
renderer->UnlockTexture = PSP_UnlockTexture;
renderer->SetTextureScaleMode = PSP_SetTextureScaleMode;
renderer->SetRenderTarget = PSP_SetRenderTarget;
renderer->QueueSetViewport = PSP_QueueSetViewport;
renderer->QueueSetDrawColor = PSP_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */

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@@ -179,6 +179,11 @@ SW_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
}
static void
SW_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_ScaleMode scaleMode)
{
}
static int
SW_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
{
@@ -830,6 +835,7 @@ SW_CreateRendererForSurface(SDL_Surface * surface)
renderer->UpdateTexture = SW_UpdateTexture;
renderer->LockTexture = SW_LockTexture;
renderer->UnlockTexture = SW_UnlockTexture;
renderer->SetTextureScaleMode = SW_SetTextureScaleMode;
renderer->SetRenderTarget = SW_SetRenderTarget;
renderer->QueueSetViewport = SW_QueueSetViewport;
renderer->QueueSetDrawColor = SW_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */