Add an "error" label in SDL_CreateRenderer (no op)
parent
aa45af7fcb
commit
cfed0b7738
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@ -839,12 +839,12 @@ SDL_CreateRenderer(SDL_Window * window, int index, Uint32 flags)
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if (!window) {
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SDL_SetError("Invalid window");
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return NULL;
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goto error;
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}
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if (SDL_GetRenderer(window)) {
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SDL_SetError("Renderer already associated with window");
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return NULL;
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goto error;
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}
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if (SDL_GetHint(SDL_HINT_RENDER_VSYNC)) {
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@ -888,67 +888,74 @@ SDL_CreateRenderer(SDL_Window * window, int index, Uint32 flags)
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}
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if (index == n) {
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SDL_SetError("Couldn't find matching render driver");
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return NULL;
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goto error;
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}
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} else {
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if (index >= SDL_GetNumRenderDrivers()) {
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SDL_SetError("index must be -1 or in the range of 0 - %d",
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SDL_GetNumRenderDrivers() - 1);
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return NULL;
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goto error;
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}
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/* Create a new renderer instance */
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renderer = render_drivers[index]->CreateRenderer(window, flags);
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batching = SDL_FALSE;
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}
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if (renderer) {
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VerifyDrawQueueFunctions(renderer);
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/* let app/user override batching decisions. */
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if (renderer->always_batch) {
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batching = SDL_TRUE;
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} else if (SDL_GetHint(SDL_HINT_RENDER_BATCHING)) {
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batching = SDL_GetHintBoolean(SDL_HINT_RENDER_BATCHING, SDL_TRUE);
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}
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renderer->batching = batching;
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renderer->magic = &renderer_magic;
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renderer->window = window;
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renderer->target_mutex = SDL_CreateMutex();
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renderer->scale.x = 1.0f;
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renderer->scale.y = 1.0f;
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renderer->dpi_scale.x = 1.0f;
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renderer->dpi_scale.y = 1.0f;
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/* new textures start at zero, so we start at 1 so first render doesn't flush by accident. */
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renderer->render_command_generation = 1;
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if (window && renderer->GetOutputSize) {
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int window_w, window_h;
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int output_w, output_h;
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if (renderer->GetOutputSize(renderer, &output_w, &output_h) == 0) {
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SDL_GetWindowSize(renderer->window, &window_w, &window_h);
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renderer->dpi_scale.x = (float)window_w / output_w;
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renderer->dpi_scale.y = (float)window_h / output_h;
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}
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}
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if (SDL_GetWindowFlags(window) & (SDL_WINDOW_HIDDEN|SDL_WINDOW_MINIMIZED)) {
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renderer->hidden = SDL_TRUE;
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} else {
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renderer->hidden = SDL_FALSE;
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}
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SDL_SetWindowData(window, SDL_WINDOWRENDERDATA, renderer);
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SDL_RenderSetViewport(renderer, NULL);
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SDL_AddEventWatch(SDL_RendererEventWatch, renderer);
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SDL_LogInfo(SDL_LOG_CATEGORY_RENDER,
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"Created renderer: %s", renderer->info.name);
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if (!renderer) {
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goto error;
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}
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VerifyDrawQueueFunctions(renderer);
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/* let app/user override batching decisions. */
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if (renderer->always_batch) {
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batching = SDL_TRUE;
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} else if (SDL_GetHint(SDL_HINT_RENDER_BATCHING)) {
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batching = SDL_GetHintBoolean(SDL_HINT_RENDER_BATCHING, SDL_TRUE);
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}
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renderer->batching = batching;
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renderer->magic = &renderer_magic;
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renderer->window = window;
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renderer->target_mutex = SDL_CreateMutex();
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renderer->scale.x = 1.0f;
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renderer->scale.y = 1.0f;
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renderer->dpi_scale.x = 1.0f;
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renderer->dpi_scale.y = 1.0f;
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/* new textures start at zero, so we start at 1 so first render doesn't flush by accident. */
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renderer->render_command_generation = 1;
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if (window && renderer->GetOutputSize) {
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int window_w, window_h;
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int output_w, output_h;
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if (renderer->GetOutputSize(renderer, &output_w, &output_h) == 0) {
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SDL_GetWindowSize(renderer->window, &window_w, &window_h);
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renderer->dpi_scale.x = (float)window_w / output_w;
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renderer->dpi_scale.y = (float)window_h / output_h;
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}
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}
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if (SDL_GetWindowFlags(window) & (SDL_WINDOW_HIDDEN|SDL_WINDOW_MINIMIZED)) {
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renderer->hidden = SDL_TRUE;
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} else {
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renderer->hidden = SDL_FALSE;
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}
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SDL_SetWindowData(window, SDL_WINDOWRENDERDATA, renderer);
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SDL_RenderSetViewport(renderer, NULL);
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SDL_AddEventWatch(SDL_RendererEventWatch, renderer);
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SDL_LogInfo(SDL_LOG_CATEGORY_RENDER,
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"Created renderer: %s", renderer->info.name);
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return renderer;
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error:
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return NULL;
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#else
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SDL_SetError("SDL not built with rendering support");
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return NULL;
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