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authorRyan C. Gordon <icculus@icculus.org>2018-10-31 15:03:41 -0400
committerRyan C. Gordon <icculus@icculus.org>2018-10-31 15:03:41 -0400
commitd8c11a112cbb30e1bd433ca8423faf83d3889de2 (patch)
tree3ea5e35a632398e54872f860b3a74a063be0b060 /include
parentb3ffbe64440ac62068eee70890cf65239857bea1 (diff)
parent48f849039637b543aba06a9baf61b2b549c85df4 (diff)
Merge SDL-ryan-batching-renderer branch to default.
Diffstat (limited to 'include')
-rw-r--r--include/SDL_hints.h25
-rw-r--r--include/SDL_rect.h30
-rw-r--r--include/SDL_render.h167
3 files changed, 220 insertions, 2 deletions
diff --git a/include/SDL_hints.h b/include/SDL_hints.h
index 4ee72e97d6..b000ee90c3 100644
--- a/include/SDL_hints.h
+++ b/include/SDL_hints.h
@@ -1044,6 +1044,31 @@ extern "C" {
#define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY"
/**
+ * \brief A variable controlling whether the 2D render API is compatible or efficient.
+ *
+ * This variable can be set to the following values:
+ *
+ * "0" - Don't use batching to make rendering more efficient.
+ * "1" - Use batching, but might cause problems if app makes its own direct OpenGL calls.
+ *
+ * Up to SDL 2.0.9, the render API would draw immediately when requested. Now
+ * it batches up draw requests and sends them all to the GPU only when forced
+ * to (during SDL_RenderPresent, when changing render targets, by updating a
+ * texture that the batch needs, etc). This is significantly more efficient,
+ * but it can cause problems for apps that expect to render on top of the
+ * render API's output. As such, SDL will disable batching if a specific
+ * render backend is requested (since this might indicate that the app is
+ * planning to use the underlying graphics API directly). This hint can
+ * be used to explicitly request batching in this instance. It is a contract
+ * that you will either never use the underlying graphics API directly, or
+ * if you do, you will call SDL_RenderFlush() before you do so any current
+ * batch goes to the GPU before your work begins. Not following this contract
+ * will result in undefined behavior.
+ */
+#define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING"
+
+
+/**
* \brief An enumeration of hint priorities
*/
typedef enum
diff --git a/include/SDL_rect.h b/include/SDL_rect.h
index 543bb61869..986764cd69 100644
--- a/include/SDL_rect.h
+++ b/include/SDL_rect.h
@@ -40,7 +40,7 @@ extern "C" {
#endif
/**
- * \brief The structure that defines a point
+ * \brief The structure that defines a point (integer)
*
* \sa SDL_EnclosePoints
* \sa SDL_PointInRect
@@ -52,7 +52,20 @@ typedef struct SDL_Point
} SDL_Point;
/**
- * \brief A rectangle, with the origin at the upper left.
+ * \brief The structure that defines a point (floating point)
+ *
+ * \sa SDL_EnclosePoints
+ * \sa SDL_PointInRect
+ */
+typedef struct SDL_FPoint
+{
+ float x;
+ float y;
+} SDL_FPoint;
+
+
+/**
+ * \brief A rectangle, with the origin at the upper left (integer).
*
* \sa SDL_RectEmpty
* \sa SDL_RectEquals
@@ -67,6 +80,19 @@ typedef struct SDL_Rect
int w, h;
} SDL_Rect;
+
+/**
+ * \brief A rectangle, with the origin at the upper left (floating point).
+ */
+typedef struct SDL_FRect
+{
+ float x;
+ float y;
+ float w;
+ float h;
+} SDL_FRect;
+
+
/**
* \brief Returns true if point resides inside a rectangle.
*/
diff --git a/include/SDL_render.h b/include/SDL_render.h
index d336192974..738b7392a6 100644
--- a/include/SDL_render.h
+++ b/include/SDL_render.h
@@ -835,6 +835,148 @@ extern DECLSPEC int SDLCALL SDL_RenderCopyEx(SDL_Renderer * renderer,
const SDL_Point *center,
const SDL_RendererFlip flip);
+
+/**
+ * \brief Draw a point on the current rendering target.
+ *
+ * \param renderer The renderer which should draw a point.
+ * \param x The x coordinate of the point.
+ * \param y The y coordinate of the point.
+ *
+ * \return 0 on success, or -1 on error
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawPointF(SDL_Renderer * renderer,
+ float x, float y);
+
+/**
+ * \brief Draw multiple points on the current rendering target.
+ *
+ * \param renderer The renderer which should draw multiple points.
+ * \param points The points to draw
+ * \param count The number of points to draw
+ *
+ * \return 0 on success, or -1 on error
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawPointsF(SDL_Renderer * renderer,
+ const SDL_FPoint * points,
+ int count);
+
+/**
+ * \brief Draw a line on the current rendering target.
+ *
+ * \param renderer The renderer which should draw a line.
+ * \param x1 The x coordinate of the start point.
+ * \param y1 The y coordinate of the start point.
+ * \param x2 The x coordinate of the end point.
+ * \param y2 The y coordinate of the end point.
+ *
+ * \return 0 on success, or -1 on error
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawLineF(SDL_Renderer * renderer,
+ float x1, float y1, float x2, float y2);
+
+/**
+ * \brief Draw a series of connected lines on the current rendering target.
+ *
+ * \param renderer The renderer which should draw multiple lines.
+ * \param points The points along the lines
+ * \param count The number of points, drawing count-1 lines
+ *
+ * \return 0 on success, or -1 on error
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawLinesF(SDL_Renderer * renderer,
+ const SDL_FPoint * points,
+ int count);
+
+/**
+ * \brief Draw a rectangle on the current rendering target.
+ *
+ * \param renderer The renderer which should draw a rectangle.
+ * \param rect A pointer to the destination rectangle, or NULL to outline the entire rendering target.
+ *
+ * \return 0 on success, or -1 on error
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawRectF(SDL_Renderer * renderer,
+ const SDL_FRect * rect);
+
+/**
+ * \brief Draw some number of rectangles on the current rendering target.
+ *
+ * \param renderer The renderer which should draw multiple rectangles.
+ * \param rects A pointer to an array of destination rectangles.
+ * \param count The number of rectangles.
+ *
+ * \return 0 on success, or -1 on error
+ */
+extern DECLSPEC int SDLCALL SDL_RenderDrawRectsF(SDL_Renderer * renderer,
+ const SDL_FRect * rects,
+ int count);
+
+/**
+ * \brief Fill a rectangle on the current rendering target with the drawing color.
+ *
+ * \param renderer The renderer which should fill a rectangle.
+ * \param rect A pointer to the destination rectangle, or NULL for the entire
+ * rendering target.
+ *
+ * \return 0 on success, or -1 on error
+ */
+extern DECLSPEC int SDLCALL SDL_RenderFillRectF(SDL_Renderer * renderer,
+ const SDL_FRect * rect);
+
+/**
+ * \brief Fill some number of rectangles on the current rendering target with the drawing color.
+ *
+ * \param renderer The renderer which should fill multiple rectangles.
+ * \param rects A pointer to an array of destination rectangles.
+ * \param count The number of rectangles.
+ *
+ * \return 0 on success, or -1 on error
+ */
+extern DECLSPEC int SDLCALL SDL_RenderFillRectsF(SDL_Renderer * renderer,
+ const SDL_FRect * rects,
+ int count);
+
+/**
+ * \brief Copy a portion of the texture to the current rendering target.
+ *
+ * \param renderer The renderer which should copy parts of a texture.
+ * \param texture The source texture.
+ * \param srcrect A pointer to the source rectangle, or NULL for the entire
+ * texture.
+ * \param dstrect A pointer to the destination rectangle, or NULL for the
+ * entire rendering target.
+ *
+ * \return 0 on success, or -1 on error
+ */
+extern DECLSPEC int SDLCALL SDL_RenderCopyF(SDL_Renderer * renderer,
+ SDL_Texture * texture,
+ const SDL_Rect * srcrect,
+ const SDL_FRect * dstrect);
+
+/**
+ * \brief Copy a portion of the source texture to the current rendering target, rotating it by angle around the given center
+ *
+ * \param renderer The renderer which should copy parts of a texture.
+ * \param texture The source texture.
+ * \param srcrect A pointer to the source rectangle, or NULL for the entire
+ * texture.
+ * \param dstrect A pointer to the destination rectangle, or NULL for the
+ * entire rendering target.
+ * \param angle An angle in degrees that indicates the rotation that will be applied to dstrect, rotating it in a clockwise direction
+ * \param center A pointer to a point indicating the point around which dstrect will be rotated (if NULL, rotation will be done around dstrect.w/2, dstrect.h/2).
+ * \param flip An SDL_RendererFlip value stating which flipping actions should be performed on the texture
+ *
+ * \return 0 on success, or -1 on error
+ */
+extern DECLSPEC int SDLCALL SDL_RenderCopyExF(SDL_Renderer * renderer,
+ SDL_Texture * texture,
+ const SDL_Rect * srcrect,
+ const SDL_FRect * dstrect,
+ const double angle,
+ const SDL_FPoint *center,
+ const SDL_RendererFlip flip);
+
/**
* \brief Read pixels from the current rendering target.
*
@@ -876,6 +1018,31 @@ extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture * texture);
*/
extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer * renderer);
+/**
+ * \brief Force the rendering context to flush any pending commands to the
+ * underlying rendering API.
+ *
+ * You do not need to (and in fact, shouldn't) call this function unless
+ * you are planning to call into OpenGL/Direct3D/Metal/whatever directly
+ * in addition to using an SDL_Renderer.
+ *
+ * This is for a very-specific case: if you are using SDL's render API,
+ * you asked for a specific renderer backend (OpenGL, Direct3D, etc),
+ * you set SDL_HINT_RENDER_BATCHING to "1", and you plan to make
+ * OpenGL/D3D/whatever calls in addition to SDL render API calls. If all of
+ * this applies, you should call SDL_RenderFlush() between calls to SDL's
+ * render API and the low-level API you're using in cooperation.
+ *
+ * In all other cases, you can ignore this function. This is only here to
+ * get maximum performance out of a specific situation. In all other cases,
+ * SDL will do the right thing, perhaps at a performance loss.
+ *
+ * This function is first available in SDL 2.0.10, and is not needed in
+ * 2.0.9 and earlier, as earlier versions did not queue rendering commands
+ * at all, instead flushing them to the OS immediately.
+ */
+extern DECLSPEC int SDLCALL SDL_RenderFlush(SDL_Renderer * renderer);
+
/**
* \brief Bind the texture to the current OpenGL/ES/ES2 context for use with