Mac and Linux SDL2 binary snapshots
Edward Rudd
2021-06-15 dec7875a6e23212021e4d9080330a42832dfe02a
source/src/render/SDL_render.c
@@ -1,6 +1,6 @@
/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
  Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
  This software is provided 'as-is', without any express or implied
  warranty.  In no event will the authors be held liable for any damages
@@ -22,33 +22,72 @@
/* The SDL 2D rendering system */
#include "SDL_assert.h"
#include "SDL_hints.h"
#include "SDL_log.h"
#include "SDL_render.h"
#include "SDL_sysrender.h"
#include "software/SDL_render_sw_c.h"
#include "../video/SDL_pixels_c.h"
#if defined(__ANDROID__)
#  include "../core/android/SDL_android.h"
#endif
#define SDL_WINDOWRENDERDATA    "_SDL_WindowRenderData"
#define CHECK_RENDERER_MAGIC(renderer, retval) \
    SDL_assert(renderer && renderer->magic == &renderer_magic); \
    if (!renderer || renderer->magic != &renderer_magic) { \
        SDL_SetError("Invalid renderer"); \
        return retval; \
    }
#define CHECK_TEXTURE_MAGIC(texture, retval) \
    SDL_assert(texture && texture->magic == &texture_magic); \
    if (!texture || texture->magic != &texture_magic) { \
        SDL_SetError("Invalid texture"); \
        return retval; \
    }
/* Predefined blend modes */
#define SDL_COMPOSE_BLENDMODE(srcColorFactor, dstColorFactor, colorOperation, \
                              srcAlphaFactor, dstAlphaFactor, alphaOperation) \
    (SDL_BlendMode)(((Uint32)colorOperation << 0) | \
                    ((Uint32)srcColorFactor << 4) | \
                    ((Uint32)dstColorFactor << 8) | \
                    ((Uint32)alphaOperation << 16) | \
                    ((Uint32)srcAlphaFactor << 20) | \
                    ((Uint32)dstAlphaFactor << 24))
#define SDL_BLENDMODE_NONE_FULL \
    SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ZERO, SDL_BLENDOPERATION_ADD, \
                          SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ZERO, SDL_BLENDOPERATION_ADD)
#define SDL_BLENDMODE_BLEND_FULL \
    SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD, \
                          SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD)
#define SDL_BLENDMODE_ADD_FULL \
    SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD, \
                          SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD)
#define SDL_BLENDMODE_MOD_FULL \
    SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_SRC_COLOR, SDL_BLENDOPERATION_ADD, \
                          SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_ADD)
#define SDL_BLENDMODE_MUL_FULL \
    SDL_COMPOSE_BLENDMODE(SDL_BLENDFACTOR_DST_COLOR, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD, \
                          SDL_BLENDFACTOR_DST_ALPHA, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD)
#if !SDL_RENDER_DISABLED
static const SDL_RenderDriver *render_drivers[] = {
#if SDL_VIDEO_RENDER_D3D
    &D3D_RenderDriver,
#endif
#if SDL_VIDEO_RENDER_D3D11
    &D3D11_RenderDriver,
#endif
#if SDL_VIDEO_RENDER_METAL
    &METAL_RenderDriver,
#endif
#if SDL_VIDEO_RENDER_OGL
    &GL_RenderDriver,
@@ -65,12 +104,447 @@
#if SDL_VIDEO_RENDER_PSP
    &PSP_RenderDriver,
#endif
#if SDL_VIDEO_RENDER_SW
    &SW_RenderDriver
#endif
};
#endif /* !SDL_RENDER_DISABLED */
static char renderer_magic;
static char texture_magic;
static SDL_INLINE void
DebugLogRenderCommands(const SDL_RenderCommand *cmd)
{
#if 0
    unsigned int i = 1;
    SDL_Log("Render commands to flush:");
    while (cmd) {
        switch (cmd->command) {
            case SDL_RENDERCMD_NO_OP:
                SDL_Log(" %u. no-op", i++);
                break;
            case SDL_RENDERCMD_SETVIEWPORT:
                SDL_Log(" %u. set viewport (first=%u, rect={(%d, %d), %dx%d})", i++,
                        (unsigned int) cmd->data.viewport.first,
                        cmd->data.viewport.rect.x, cmd->data.viewport.rect.y,
                        cmd->data.viewport.rect.w, cmd->data.viewport.rect.h);
                break;
            case SDL_RENDERCMD_SETCLIPRECT:
                SDL_Log(" %u. set cliprect (enabled=%s, rect={(%d, %d), %dx%d})", i++,
                        cmd->data.cliprect.enabled ? "true" : "false",
                        cmd->data.cliprect.rect.x, cmd->data.cliprect.rect.y,
                        cmd->data.cliprect.rect.w, cmd->data.cliprect.rect.h);
                break;
            case SDL_RENDERCMD_SETDRAWCOLOR:
                SDL_Log(" %u. set draw color (first=%u, r=%d, g=%d, b=%d, a=%d)", i++,
                        (unsigned int) cmd->data.color.first,
                        (int) cmd->data.color.r, (int) cmd->data.color.g,
                        (int) cmd->data.color.b, (int) cmd->data.color.a);
                break;
            case SDL_RENDERCMD_CLEAR:
                SDL_Log(" %u. clear (first=%u, r=%d, g=%d, b=%d, a=%d)", i++,
                        (unsigned int) cmd->data.color.first,
                        (int) cmd->data.color.r, (int) cmd->data.color.g,
                        (int) cmd->data.color.b, (int) cmd->data.color.a);
                break;
            case SDL_RENDERCMD_DRAW_POINTS:
                SDL_Log(" %u. draw points (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d)", i++,
                        (unsigned int) cmd->data.draw.first,
                        (unsigned int) cmd->data.draw.count,
                        (int) cmd->data.draw.r, (int) cmd->data.draw.g,
                        (int) cmd->data.draw.b, (int) cmd->data.draw.a,
                        (int) cmd->data.draw.blend);
                break;
            case SDL_RENDERCMD_DRAW_LINES:
                SDL_Log(" %u. draw lines (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d)", i++,
                        (unsigned int) cmd->data.draw.first,
                        (unsigned int) cmd->data.draw.count,
                        (int) cmd->data.draw.r, (int) cmd->data.draw.g,
                        (int) cmd->data.draw.b, (int) cmd->data.draw.a,
                        (int) cmd->data.draw.blend);
                break;
            case SDL_RENDERCMD_FILL_RECTS:
                SDL_Log(" %u. fill rects (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d)", i++,
                        (unsigned int) cmd->data.draw.first,
                        (unsigned int) cmd->data.draw.count,
                        (int) cmd->data.draw.r, (int) cmd->data.draw.g,
                        (int) cmd->data.draw.b, (int) cmd->data.draw.a,
                        (int) cmd->data.draw.blend);
                break;
            case SDL_RENDERCMD_COPY:
                SDL_Log(" %u. copy (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d, tex=%p)", i++,
                        (unsigned int) cmd->data.draw.first,
                        (unsigned int) cmd->data.draw.count,
                        (int) cmd->data.draw.r, (int) cmd->data.draw.g,
                        (int) cmd->data.draw.b, (int) cmd->data.draw.a,
                        (int) cmd->data.draw.blend, cmd->data.draw.texture);
                break;
            case SDL_RENDERCMD_COPY_EX:
                SDL_Log(" %u. copyex (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d, tex=%p)", i++,
                        (unsigned int) cmd->data.draw.first,
                        (unsigned int) cmd->data.draw.count,
                        (int) cmd->data.draw.r, (int) cmd->data.draw.g,
                        (int) cmd->data.draw.b, (int) cmd->data.draw.a,
                        (int) cmd->data.draw.blend, cmd->data.draw.texture);
                break;
        }
        cmd = cmd->next;
    }
#endif
}
static int
FlushRenderCommands(SDL_Renderer *renderer)
{
    int retval;
    SDL_assert((renderer->render_commands == NULL) == (renderer->render_commands_tail == NULL));
    if (renderer->render_commands == NULL) {  /* nothing to do! */
        SDL_assert(renderer->vertex_data_used == 0);
        return 0;
    }
    DebugLogRenderCommands(renderer->render_commands);
    retval = renderer->RunCommandQueue(renderer, renderer->render_commands, renderer->vertex_data, renderer->vertex_data_used);
    /* Move the whole render command queue to the unused pool so we can reuse them next time. */
    if (renderer->render_commands_tail != NULL) {
        renderer->render_commands_tail->next = renderer->render_commands_pool;
        renderer->render_commands_pool = renderer->render_commands;
        renderer->render_commands_tail = NULL;
        renderer->render_commands = NULL;
    }
    renderer->vertex_data_used = 0;
    renderer->render_command_generation++;
    renderer->color_queued = SDL_FALSE;
    renderer->viewport_queued = SDL_FALSE;
    renderer->cliprect_queued = SDL_FALSE;
    return retval;
}
static int
FlushRenderCommandsIfTextureNeeded(SDL_Texture *texture)
{
    SDL_Renderer *renderer = texture->renderer;
    if (texture->last_command_generation == renderer->render_command_generation) {
        /* the current command queue depends on this texture, flush the queue now before it changes */
        return FlushRenderCommands(renderer);
    }
    return 0;
}
static SDL_INLINE int
FlushRenderCommandsIfNotBatching(SDL_Renderer *renderer)
{
    return renderer->batching ? 0 : FlushRenderCommands(renderer);
}
int
SDL_RenderFlush(SDL_Renderer * renderer)
{
    return FlushRenderCommands(renderer);
}
void *
SDL_AllocateRenderVertices(SDL_Renderer *renderer, const size_t numbytes, const size_t alignment, size_t *offset)
{
    const size_t needed = renderer->vertex_data_used + numbytes + alignment;
    size_t current_offset = renderer->vertex_data_used;
    size_t aligner = (alignment && ((current_offset & (alignment - 1)) != 0)) ? (alignment - (current_offset & (alignment - 1))) : 0;
    size_t aligned = current_offset + aligner;
    if (renderer->vertex_data_allocation < needed) {
        const size_t current_allocation = renderer->vertex_data ? renderer->vertex_data_allocation : 1024;
        size_t newsize = current_allocation * 2;
        void *ptr;
        while (newsize < needed) {
            newsize *= 2;
        }
        ptr = SDL_realloc(renderer->vertex_data, newsize);
        if (ptr == NULL) {
            SDL_OutOfMemory();
            return NULL;
        }
        renderer->vertex_data = ptr;
        renderer->vertex_data_allocation = newsize;
    }
    if (offset) {
        *offset = aligned;
    }
    renderer->vertex_data_used += aligner + numbytes;
    return ((Uint8 *) renderer->vertex_data) + aligned;
}
static SDL_RenderCommand *
AllocateRenderCommand(SDL_Renderer *renderer)
{
    SDL_RenderCommand *retval = NULL;
    /* !!! FIXME: are there threading limitations in SDL's render API? If not, we need to mutex this. */
    retval = renderer->render_commands_pool;
    if (retval != NULL) {
        renderer->render_commands_pool = retval->next;
        retval->next = NULL;
    } else {
        retval = SDL_calloc(1, sizeof (*retval));
        if (!retval) {
            SDL_OutOfMemory();
            return NULL;
        }
    }
    SDL_assert((renderer->render_commands == NULL) == (renderer->render_commands_tail == NULL));
    if (renderer->render_commands_tail != NULL) {
        renderer->render_commands_tail->next = retval;
    } else {
        renderer->render_commands = retval;
    }
    renderer->render_commands_tail = retval;
    return retval;
}
static int
QueueCmdSetViewport(SDL_Renderer *renderer)
{
    int retval = 0;
    if (!renderer->viewport_queued || (SDL_memcmp(&renderer->viewport, &renderer->last_queued_viewport, sizeof (SDL_Rect)) != 0)) {
        SDL_RenderCommand *cmd = AllocateRenderCommand(renderer);
        retval = -1;
        if (cmd != NULL) {
            cmd->command = SDL_RENDERCMD_SETVIEWPORT;
            cmd->data.viewport.first = 0;  /* render backend will fill this in. */
            SDL_memcpy(&cmd->data.viewport.rect, &renderer->viewport, sizeof (renderer->viewport));
            retval = renderer->QueueSetViewport(renderer, cmd);
            if (retval < 0) {
                cmd->command = SDL_RENDERCMD_NO_OP;
            } else {
                SDL_memcpy(&renderer->last_queued_viewport, &renderer->viewport, sizeof (SDL_Rect));
                renderer->viewport_queued = SDL_TRUE;
            }
        }
    }
    return retval;
}
static int
QueueCmdSetClipRect(SDL_Renderer *renderer)
{
    int retval = 0;
    if ((!renderer->cliprect_queued) ||
         (renderer->clipping_enabled != renderer->last_queued_cliprect_enabled) ||
         (SDL_memcmp(&renderer->clip_rect, &renderer->last_queued_cliprect, sizeof (SDL_Rect)) != 0)) {
        SDL_RenderCommand *cmd = AllocateRenderCommand(renderer);
        if (cmd == NULL) {
            retval = -1;
        } else {
            cmd->command = SDL_RENDERCMD_SETCLIPRECT;
            cmd->data.cliprect.enabled = renderer->clipping_enabled;
            SDL_memcpy(&cmd->data.cliprect.rect, &renderer->clip_rect, sizeof (cmd->data.cliprect.rect));
            SDL_memcpy(&renderer->last_queued_cliprect, &renderer->clip_rect, sizeof (SDL_Rect));
            renderer->last_queued_cliprect_enabled = renderer->clipping_enabled;
            renderer->cliprect_queued = SDL_TRUE;
        }
    }
    return retval;
}
static int
QueueCmdSetDrawColor(SDL_Renderer *renderer, const Uint8 r, const Uint8 g, const Uint8 b, const Uint8 a)
{
    const Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
    int retval = 0;
    if (!renderer->color_queued || (color != renderer->last_queued_color)) {
        SDL_RenderCommand *cmd = AllocateRenderCommand(renderer);
        retval = -1;
        if (cmd != NULL) {
            cmd->command = SDL_RENDERCMD_SETDRAWCOLOR;
            cmd->data.color.first = 0;  /* render backend will fill this in. */
            cmd->data.color.r = r;
            cmd->data.color.g = g;
            cmd->data.color.b = b;
            cmd->data.color.a = a;
            retval = renderer->QueueSetDrawColor(renderer, cmd);
            if (retval < 0) {
                cmd->command = SDL_RENDERCMD_NO_OP;
            } else {
                renderer->last_queued_color = color;
                renderer->color_queued = SDL_TRUE;
            }
        }
    }
    return retval;
}
static int
QueueCmdClear(SDL_Renderer *renderer)
{
    SDL_RenderCommand *cmd = AllocateRenderCommand(renderer);
    if (cmd == NULL) {
        return -1;
    }
    cmd->command = SDL_RENDERCMD_CLEAR;
    cmd->data.color.first = 0;
    cmd->data.color.r = renderer->r;
    cmd->data.color.g = renderer->g;
    cmd->data.color.b = renderer->b;
    cmd->data.color.a = renderer->a;
    return 0;
}
static int
PrepQueueCmdDraw(SDL_Renderer *renderer, const Uint8 r, const Uint8 g, const Uint8 b, const Uint8 a)
{
    int retval = QueueCmdSetDrawColor(renderer, r, g, b, a);
    /* Set the viewport and clip rect directly before draws, so the backends
     * don't have to worry about that state not being valid at draw time. */
    if (retval == 0 && !renderer->viewport_queued) {
        retval = QueueCmdSetViewport(renderer);
    }
    if (retval == 0 && !renderer->cliprect_queued) {
        retval = QueueCmdSetClipRect(renderer);
    }
    return retval;
}
static SDL_RenderCommand *
PrepQueueCmdDrawSolid(SDL_Renderer *renderer, const SDL_RenderCommandType cmdtype)
{
    /* !!! FIXME: drop this draw if viewport w or h is zero. */
    SDL_RenderCommand *cmd = NULL;
    if (PrepQueueCmdDraw(renderer, renderer->r, renderer->g, renderer->b, renderer->a) == 0) {
        cmd = AllocateRenderCommand(renderer);
        if (cmd != NULL) {
            cmd->command = cmdtype;
            cmd->data.draw.first = 0;  /* render backend will fill this in. */
            cmd->data.draw.count = 0;  /* render backend will fill this in. */
            cmd->data.draw.r = renderer->r;
            cmd->data.draw.g = renderer->g;
            cmd->data.draw.b = renderer->b;
            cmd->data.draw.a = renderer->a;
            cmd->data.draw.blend = renderer->blendMode;
            cmd->data.draw.texture = NULL;  /* no texture. */
        }
    }
    return cmd;
}
static int
QueueCmdDrawPoints(SDL_Renderer *renderer, const SDL_FPoint * points, const int count)
{
    SDL_RenderCommand *cmd = PrepQueueCmdDrawSolid(renderer, SDL_RENDERCMD_DRAW_POINTS);
    int retval = -1;
    if (cmd != NULL) {
        retval = renderer->QueueDrawPoints(renderer, cmd, points, count);
        if (retval < 0) {
            cmd->command = SDL_RENDERCMD_NO_OP;
        }
    }
    return retval;
}
static int
QueueCmdDrawLines(SDL_Renderer *renderer, const SDL_FPoint * points, const int count)
{
    SDL_RenderCommand *cmd = PrepQueueCmdDrawSolid(renderer, SDL_RENDERCMD_DRAW_LINES);
    int retval = -1;
    if (cmd != NULL) {
        retval = renderer->QueueDrawLines(renderer, cmd, points, count);
        if (retval < 0) {
            cmd->command = SDL_RENDERCMD_NO_OP;
        }
    }
    return retval;
}
static int
QueueCmdFillRects(SDL_Renderer *renderer, const SDL_FRect * rects, const int count)
{
    SDL_RenderCommand *cmd = PrepQueueCmdDrawSolid(renderer, SDL_RENDERCMD_FILL_RECTS);
    int retval = -1;
    if (cmd != NULL) {
        retval = renderer->QueueFillRects(renderer, cmd, rects, count);
        if (retval < 0) {
            cmd->command = SDL_RENDERCMD_NO_OP;
        }
    }
    return retval;
}
static SDL_RenderCommand *
PrepQueueCmdDrawTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_RenderCommandType cmdtype)
{
    /* !!! FIXME: drop this draw if viewport w or h is zero. */
    SDL_RenderCommand *cmd = NULL;
    if (PrepQueueCmdDraw(renderer, texture->r, texture->g, texture->b, texture->a) == 0) {
        cmd = AllocateRenderCommand(renderer);
        if (cmd != NULL) {
            cmd->command = cmdtype;
            cmd->data.draw.first = 0;  /* render backend will fill this in. */
            cmd->data.draw.count = 0;  /* render backend will fill this in. */
            cmd->data.draw.r = texture->r;
            cmd->data.draw.g = texture->g;
            cmd->data.draw.b = texture->b;
            cmd->data.draw.a = texture->a;
            cmd->data.draw.blend = texture->blendMode;
            cmd->data.draw.texture = texture;
        }
    }
    return cmd;
}
static int
QueueCmdCopy(SDL_Renderer *renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_FRect * dstrect)
{
    SDL_RenderCommand *cmd = PrepQueueCmdDrawTexture(renderer, texture, SDL_RENDERCMD_COPY);
    int retval = -1;
    if (cmd != NULL) {
        retval = renderer->QueueCopy(renderer, cmd, texture, srcrect, dstrect);
        if (retval < 0) {
            cmd->command = SDL_RENDERCMD_NO_OP;
        }
    }
    return retval;
}
static int
QueueCmdCopyEx(SDL_Renderer *renderer, SDL_Texture * texture,
               const SDL_Rect * srcquad, const SDL_FRect * dstrect,
               const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
{
    SDL_RenderCommand *cmd = PrepQueueCmdDrawTexture(renderer, texture, SDL_RENDERCMD_COPY_EX);
    int retval = -1;
    SDL_assert(renderer->QueueCopyEx != NULL);  /* should have caught at higher level. */
    if (cmd != NULL) {
        retval = renderer->QueueCopyEx(renderer, cmd, texture, srcquad, dstrect, angle, center, flip);
        if (retval < 0) {
            cmd->command = SDL_RENDERCMD_NO_OP;
        }
    }
    return retval;
}
static int UpdateLogicalSize(SDL_Renderer *renderer);
@@ -99,7 +573,17 @@
#endif
}
static int
static void GetWindowViewportValues(SDL_Renderer *renderer, int *logical_w, int *logical_h, SDL_Rect *viewport, SDL_FPoint *scale)
{
    SDL_LockMutex(renderer->target_mutex);
    *logical_w = renderer->target ? renderer->logical_w_backup : renderer->logical_w;
    *logical_h = renderer->target ? renderer->logical_h_backup : renderer->logical_h;
    *viewport = renderer->target ? renderer->viewport_backup : renderer->viewport;
    *scale = renderer->target ? renderer->scale_backup : renderer->scale;
    SDL_UnlockMutex(renderer->target_mutex);
}
static int SDLCALL
SDL_RendererEventWatch(void *userdata, SDL_Event *event)
{
    SDL_Renderer *renderer = (SDL_Renderer *)userdata;
@@ -112,6 +596,12 @@
            }
            if (event->window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
                /* Make sure we're operating on the default render target */
                SDL_Texture *saved_target = SDL_GetRenderTarget(renderer);
                if (saved_target) {
                    SDL_SetRenderTarget(renderer, NULL);
                }
                if (renderer->logical_w) {
                    UpdateLogicalSize(renderer);
                } else {
@@ -134,8 +624,13 @@
                        renderer->viewport.y = 0;
                        renderer->viewport.w = w;
                        renderer->viewport.h = h;
                        renderer->UpdateViewport(renderer);
                        QueueCmdSetViewport(renderer);
                        FlushRenderCommandsIfNotBatching(renderer);
                    }
                }
                if (saved_target) {
                    SDL_SetRenderTarget(renderer, saved_target);
                }
            } else if (event->window.event == SDL_WINDOWEVENT_HIDDEN) {
                renderer->hidden = SDL_TRUE;
@@ -145,38 +640,111 @@
                }
            } else if (event->window.event == SDL_WINDOWEVENT_MINIMIZED) {
                renderer->hidden = SDL_TRUE;
            } else if (event->window.event == SDL_WINDOWEVENT_RESTORED) {
            } else if (event->window.event == SDL_WINDOWEVENT_RESTORED ||
                       event->window.event == SDL_WINDOWEVENT_MAXIMIZED) {
                if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_HIDDEN)) {
                    renderer->hidden = SDL_FALSE;
                }
            }
        }
    } else if (event->type == SDL_MOUSEMOTION) {
        if (renderer->logical_w) {
            event->motion.x -= renderer->viewport.x;
            event->motion.y -= renderer->viewport.y;
            event->motion.x = (int)(event->motion.x / renderer->scale.x);
            event->motion.y = (int)(event->motion.y / renderer->scale.y);
            if (event->motion.xrel > 0) {
                event->motion.xrel = SDL_max(1, (int)(event->motion.xrel / renderer->scale.x));
            } else if (event->motion.xrel < 0) {
                event->motion.xrel = SDL_min(-1, (int)(event->motion.xrel / renderer->scale.x));
            }
            if (event->motion.yrel > 0) {
                event->motion.yrel = SDL_max(1, (int)(event->motion.yrel / renderer->scale.y));
            } else if (event->motion.yrel < 0) {
                event->motion.yrel = SDL_min(-1, (int)(event->motion.yrel / renderer->scale.y));
        SDL_Window *window = SDL_GetWindowFromID(event->motion.windowID);
        if (window == renderer->window) {
            int logical_w, logical_h;
            SDL_Rect viewport;
            SDL_FPoint scale;
            GetWindowViewportValues(renderer, &logical_w, &logical_h, &viewport, &scale);
            if (logical_w) {
                event->motion.x -= (int)(viewport.x * renderer->dpi_scale.x);
                event->motion.y -= (int)(viewport.y * renderer->dpi_scale.y);
                event->motion.x = (int)(event->motion.x / (scale.x * renderer->dpi_scale.x));
                event->motion.y = (int)(event->motion.y / (scale.y * renderer->dpi_scale.y));
                if (event->motion.xrel != 0 && renderer->relative_scaling) {
                    float rel = renderer->xrel + event->motion.xrel / (scale.x * renderer->dpi_scale.x);
                    float trunc = SDL_truncf(rel);
                    renderer->xrel = rel - trunc;
                    event->motion.xrel = (Sint32) trunc;
                }
                if (event->motion.yrel != 0 && renderer->relative_scaling) {
                    float rel = renderer->yrel + event->motion.yrel / (scale.y * renderer->dpi_scale.y);
                    float trunc = SDL_truncf(rel);
                    renderer->yrel = rel - trunc;
                    event->motion.yrel = (Sint32) trunc;
                }
            }
        }
    } else if (event->type == SDL_MOUSEBUTTONDOWN ||
               event->type == SDL_MOUSEBUTTONUP) {
        if (renderer->logical_w) {
            event->button.x -= renderer->viewport.x;
            event->button.y -= renderer->viewport.y;
            event->button.x = (int)(event->button.x / renderer->scale.x);
            event->button.y = (int)(event->button.y / renderer->scale.y);
        SDL_Window *window = SDL_GetWindowFromID(event->button.windowID);
        if (window == renderer->window) {
            int logical_w, logical_h;
            SDL_Rect viewport;
            SDL_FPoint scale;
            GetWindowViewportValues(renderer, &logical_w, &logical_h, &viewport, &scale);
            if (logical_w) {
                event->button.x -= (int)(viewport.x * renderer->dpi_scale.x);
                event->button.y -= (int)(viewport.y * renderer->dpi_scale.y);
                event->button.x = (int)(event->button.x / (scale.x * renderer->dpi_scale.x));
                event->button.y = (int)(event->button.y / (scale.y * renderer->dpi_scale.y));
            }
        }
    } else if (event->type == SDL_FINGERDOWN ||
               event->type == SDL_FINGERUP ||
               event->type == SDL_FINGERMOTION) {
        int logical_w, logical_h;
        float physical_w, physical_h;
        SDL_Rect viewport;
        SDL_FPoint scale;
        GetWindowViewportValues(renderer, &logical_w, &logical_h, &viewport, &scale);
        /* !!! FIXME: we probably should drop events that are outside of the
           !!! FIXME: viewport, but we can't do that from an event watcher,
           !!! FIXME: and we would have to track if a touch happened outside
           !!! FIXME: the viewport and then slid into it to insert extra
           !!! FIXME: events, which is a mess, so for now we just clamp these
           !!! FIXME: events to the edge. */
        if (renderer->GetOutputSize) {
            int w, h;
            renderer->GetOutputSize(renderer, &w, &h);
            physical_w = (float) w;
            physical_h = (float) h;
        } else {
            int w, h;
            SDL_GetWindowSize(renderer->window, &w, &h);
            physical_w = ((float) w) * renderer->dpi_scale.x;
            physical_h = ((float) h) * renderer->dpi_scale.y;
        }
        if (physical_w == 0.0f) {  /* nowhere for the touch to go, avoid division by zero and put it dead center. */
            event->tfinger.x = 0.5f;
        } else {
            const float normalized_viewport_x = ((float) viewport.x) / physical_w;
            const float normalized_viewport_w = ((float) viewport.w) / physical_w;
            if (event->tfinger.x <= normalized_viewport_x) {
                event->tfinger.x = 0.0f;  /* to the left of the viewport, clamp to the edge. */
            } else if (event->tfinger.x >= (normalized_viewport_x + normalized_viewport_w)) {
                event->tfinger.x = 1.0f;  /* to the right of the viewport, clamp to the edge. */
            } else {
                event->tfinger.x = (event->tfinger.x - normalized_viewport_x) / normalized_viewport_w;
            }
        }
        if (physical_h == 0.0f) {  /* nowhere for the touch to go, avoid division by zero and put it dead center. */
            event->tfinger.y = 0.5f;
        } else {
            const float normalized_viewport_y = ((float) viewport.y) / physical_h;
            const float normalized_viewport_h = ((float) viewport.h) / physical_h;
            if (event->tfinger.y <= normalized_viewport_y) {
                event->tfinger.y = 0.0f;  /* to the left of the viewport, clamp to the edge. */
            } else if (event->tfinger.y >= (normalized_viewport_y + normalized_viewport_h)) {
                event->tfinger.y = 1.0f;  /* to the right of the viewport, clamp to the edge. */
            } else {
                event->tfinger.y = (event->tfinger.y - normalized_viewport_y) / normalized_viewport_h;
            }
        }
    }
    return 0;
}
@@ -200,30 +768,48 @@
    return 0;
}
static SDL_INLINE
void VerifyDrawQueueFunctions(const SDL_Renderer *renderer)
{
    /* all of these functions are required to be implemented, even as no-ops, so we don't
        have to check that they aren't NULL over and over. */
    SDL_assert(renderer->QueueSetViewport != NULL);
    SDL_assert(renderer->QueueSetDrawColor != NULL);
    SDL_assert(renderer->QueueDrawPoints != NULL);
    SDL_assert(renderer->QueueDrawLines != NULL);
    SDL_assert(renderer->QueueFillRects != NULL);
    SDL_assert(renderer->QueueCopy != NULL);
    SDL_assert(renderer->RunCommandQueue != NULL);
}
SDL_Renderer *
SDL_CreateRenderer(SDL_Window * window, int index, Uint32 flags)
{
#if !SDL_RENDER_DISABLED
    SDL_Renderer *renderer = NULL;
    int n = SDL_GetNumRenderDrivers();
    SDL_bool batching = SDL_TRUE;
    const char *hint;
#if defined(__ANDROID__)
    Android_ActivityMutex_Lock_Running();
#endif
    if (!window) {
        SDL_SetError("Invalid window");
        return NULL;
        goto error;
    }
    if (SDL_GetRenderer(window)) {
        SDL_SetError("Renderer already associated with window");
        return NULL;
        goto error;
    }
    hint = SDL_GetHint(SDL_HINT_RENDER_VSYNC);
    if (hint) {
        if (*hint == '0') {
            flags &= ~SDL_RENDERER_PRESENTVSYNC;
        } else {
    if (SDL_GetHint(SDL_HINT_RENDER_VSYNC)) {
        if (SDL_GetHintBoolean(SDL_HINT_RENDER_VSYNC, SDL_TRUE)) {
            flags |= SDL_RENDERER_PRESENTVSYNC;
        } else {
            flags &= ~SDL_RENDERER_PRESENTVSYNC;
        }
    }
@@ -236,6 +822,9 @@
                if (SDL_strcasecmp(hint, driver->info.name) == 0) {
                    /* Create a new renderer instance */
                    renderer = driver->CreateRenderer(window, flags);
                    if (renderer) {
                        batching = SDL_FALSE;
                    }
                    break;
                }
            }
@@ -257,40 +846,83 @@
        }
        if (index == n) {
            SDL_SetError("Couldn't find matching render driver");
            return NULL;
            goto error;
        }
    } else {
        if (index >= SDL_GetNumRenderDrivers()) {
            SDL_SetError("index must be -1 or in the range of 0 - %d",
                         SDL_GetNumRenderDrivers() - 1);
            return NULL;
            goto error;
        }
        /* Create a new renderer instance */
        renderer = render_drivers[index]->CreateRenderer(window, flags);
        batching = SDL_FALSE;
    }
    if (renderer) {
        renderer->magic = &renderer_magic;
        renderer->window = window;
        renderer->scale.x = 1.0f;
        renderer->scale.y = 1.0f;
    if (!renderer) {
        goto error;
    }
        if (SDL_GetWindowFlags(window) & (SDL_WINDOW_HIDDEN|SDL_WINDOW_MINIMIZED)) {
            renderer->hidden = SDL_TRUE;
        } else {
            renderer->hidden = SDL_FALSE;
    VerifyDrawQueueFunctions(renderer);
    /* let app/user override batching decisions. */
    if (renderer->always_batch) {
        batching = SDL_TRUE;
    } else if (SDL_GetHint(SDL_HINT_RENDER_BATCHING)) {
        batching = SDL_GetHintBoolean(SDL_HINT_RENDER_BATCHING, SDL_TRUE);
    }
    renderer->batching = batching;
    renderer->magic = &renderer_magic;
    renderer->window = window;
    renderer->target_mutex = SDL_CreateMutex();
    renderer->scale.x = 1.0f;
    renderer->scale.y = 1.0f;
    renderer->dpi_scale.x = 1.0f;
    renderer->dpi_scale.y = 1.0f;
    /* new textures start at zero, so we start at 1 so first render doesn't flush by accident. */
    renderer->render_command_generation = 1;
    if (window && renderer->GetOutputSize) {
        int window_w, window_h;
        int output_w, output_h;
        if (renderer->GetOutputSize(renderer, &output_w, &output_h) == 0) {
            SDL_GetWindowSize(renderer->window, &window_w, &window_h);
            renderer->dpi_scale.x = (float)window_w / output_w;
            renderer->dpi_scale.y = (float)window_h / output_h;
        }
        SDL_SetWindowData(window, SDL_WINDOWRENDERDATA, renderer);
        SDL_RenderSetViewport(renderer, NULL);
        SDL_AddEventWatch(SDL_RendererEventWatch, renderer);
        SDL_LogInfo(SDL_LOG_CATEGORY_RENDER,
                    "Created renderer: %s", renderer->info.name);
    }
    renderer->relative_scaling = SDL_GetHintBoolean(SDL_HINT_MOUSE_RELATIVE_SCALING, SDL_TRUE);
    if (SDL_GetWindowFlags(window) & (SDL_WINDOW_HIDDEN|SDL_WINDOW_MINIMIZED)) {
        renderer->hidden = SDL_TRUE;
    } else {
        renderer->hidden = SDL_FALSE;
    }
    SDL_SetWindowData(window, SDL_WINDOWRENDERDATA, renderer);
    SDL_RenderSetViewport(renderer, NULL);
    SDL_AddEventWatch(SDL_RendererEventWatch, renderer);
    SDL_LogInfo(SDL_LOG_CATEGORY_RENDER,
                "Created renderer: %s", renderer->info.name);
#if defined(__ANDROID__)
    Android_ActivityMutex_Unlock();
#endif
    return renderer;
error:
#if defined(__ANDROID__)
    Android_ActivityMutex_Unlock();
#endif
    return NULL;
#else
    SDL_SetError("SDL not built with rendering support");
    return NULL;
@@ -300,15 +932,20 @@
SDL_Renderer *
SDL_CreateSoftwareRenderer(SDL_Surface * surface)
{
#if !SDL_RENDER_DISABLED
#if !SDL_RENDER_DISABLED && SDL_VIDEO_RENDER_SW
    SDL_Renderer *renderer;
    renderer = SW_CreateRendererForSurface(surface);
    if (renderer) {
        VerifyDrawQueueFunctions(renderer);
        renderer->magic = &renderer_magic;
        renderer->target_mutex = SDL_CreateMutex();
        renderer->scale.x = 1.0f;
        renderer->scale.y = 1.0f;
        /* new textures start at zero, so we start at 1 so first render doesn't flush by accident. */
        renderer->render_command_generation = 1;
        SDL_RenderSetViewport(renderer, NULL);
    }
@@ -347,8 +984,26 @@
        SDL_GetWindowSize(renderer->window, w, h);
        return 0;
    } else {
        /* This should never happen */
        SDL_assert(0 && "This should never happen");
        return SDL_SetError("Renderer doesn't support querying output size");
    }
}
static SDL_bool
IsSupportedBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
{
    switch (blendMode)
    {
    /* These are required to be supported by all renderers */
    case SDL_BLENDMODE_NONE:
    case SDL_BLENDMODE_BLEND:
    case SDL_BLENDMODE_ADD:
    case SDL_BLENDMODE_MOD:
    case SDL_BLENDMODE_MUL:
        return SDL_TRUE;
    default:
        return renderer->SupportsBlendMode && renderer->SupportsBlendMode(renderer, blendMode);
    }
}
@@ -391,6 +1046,22 @@
    return renderer->info.texture_formats[0];
}
static SDL_ScaleMode SDL_GetScaleMode(void)
{
    const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY);
    if (!hint || SDL_strcasecmp(hint, "nearest") == 0) {
        return SDL_ScaleModeNearest;
    } else if (SDL_strcasecmp(hint, "linear") == 0) {
        return SDL_ScaleModeLinear;
    } else if (SDL_strcasecmp(hint, "best") == 0) {
        return SDL_ScaleModeBest;
    } else {
        return (SDL_ScaleMode)SDL_atoi(hint);
    }
}
SDL_Texture *
SDL_CreateTexture(SDL_Renderer * renderer, Uint32 format, int access, int w, int h)
{
@@ -400,6 +1071,10 @@
    if (!format) {
        format = renderer->info.texture_formats[0];
    }
    if (SDL_BYTESPERPIXEL(format) == 0) {
        SDL_SetError("Invalid texture format");
        return NULL;
    }
    if (SDL_ISPIXELFORMAT_INDEXED(format)) {
        SDL_SetError("Palettized textures are not supported");
@@ -428,6 +1103,7 @@
    texture->g = 255;
    texture->b = 255;
    texture->a = 255;
    texture->scaleMode = SDL_GetScaleMode();
    texture->renderer = renderer;
    texture->next = renderer->textures;
    if (renderer->textures) {
@@ -438,7 +1114,7 @@
    if (IsSupportedFormat(renderer, format)) {
        if (renderer->CreateTexture(renderer, texture) < 0) {
            SDL_DestroyTexture(texture);
            return 0;
            return NULL;
        }
    } else {
        texture->native = SDL_CreateTexture(renderer,
@@ -463,7 +1139,11 @@
        renderer->textures = texture;
        if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
#if SDL_HAVE_YUV
            texture->yuv = SDL_SW_CreateYUVTexture(format, w, h);
#else
            SDL_SetError("SDL not built with YUV support");
#endif
            if (!texture->yuv) {
                SDL_DestroyTexture(texture);
                return NULL;
@@ -486,8 +1166,9 @@
{
    const SDL_PixelFormat *fmt;
    SDL_bool needAlpha;
    Uint32 i;
    Uint32 format;
    SDL_bool direct_update;
    int i;
    Uint32 format = SDL_PIXELFORMAT_UNKNOWN;
    SDL_Texture *texture;
    CHECK_RENDERER_MAGIC(renderer, NULL);
@@ -499,17 +1180,58 @@
    /* See what the best texture format is */
    fmt = surface->format;
    if (fmt->Amask || SDL_GetColorKey(surface, NULL) == 0) {
    if (fmt->Amask || SDL_HasColorKey(surface)) {
        needAlpha = SDL_TRUE;
    } else {
        needAlpha = SDL_FALSE;
    }
    format = renderer->info.texture_formats[0];
    for (i = 0; i < renderer->info.num_texture_formats; ++i) {
        if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
            SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == needAlpha) {
            format = renderer->info.texture_formats[i];
            break;
    /* If Palette contains alpha values, promotes to alpha format */
    if (fmt->palette) {
        SDL_bool is_opaque, has_alpha_channel;
        SDL_DetectPalette(fmt->palette, &is_opaque, &has_alpha_channel);
        if (!is_opaque) {
            needAlpha = SDL_TRUE;
        }
    }
    /* Try to have the best pixel format for the texture */
    /* No alpha, but a colorkey => promote to alpha */
    if (!fmt->Amask && SDL_HasColorKey(surface)) {
        if (fmt->format == SDL_PIXELFORMAT_RGB888) {
            for (i = 0; i < (int)renderer->info.num_texture_formats; ++i) {
                if (renderer->info.texture_formats[i] == SDL_PIXELFORMAT_ARGB8888) {
                    format = SDL_PIXELFORMAT_ARGB8888;
                    break;
                }
            }
        } else if (fmt->format == SDL_PIXELFORMAT_BGR888) {
            for (i = 0; i < (int)renderer->info.num_texture_formats; ++i) {
                if (renderer->info.texture_formats[i] == SDL_PIXELFORMAT_ABGR8888) {
                    format = SDL_PIXELFORMAT_ABGR8888;
                    break;
                }
            }
        }
    } else {
        /* Exact match would be fine */
        for (i = 0; i < (int)renderer->info.num_texture_formats; ++i) {
            if (renderer->info.texture_formats[i] == fmt->format) {
                format = fmt->format;
                break;
            }
        }
    }
    /* Fallback, choose a valid pixel format */
    if (format == SDL_PIXELFORMAT_UNKNOWN) {
        format = renderer->info.texture_formats[0];
        for (i = 0; i < (int)renderer->info.num_texture_formats; ++i) {
            if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
                    SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == needAlpha) {
                format = renderer->info.texture_formats[i];
                break;
            }
        }
    }
@@ -520,6 +1242,20 @@
    }
    if (format == surface->format->format) {
        if (surface->format->Amask && SDL_HasColorKey(surface)) {
            /* Surface and Renderer formats are identicals.
             * Intermediate conversion is needed to convert color key to alpha (SDL_ConvertColorkeyToAlpha()). */
            direct_update = SDL_FALSE;
        } else {
            /* Update Texture directly */
            direct_update = SDL_TRUE;
        }
    } else {
        /* Surface and Renderer formats are differents, it needs an intermediate conversion. */
        direct_update = SDL_FALSE;
    }
    if (direct_update) {
        if (SDL_MUSTLOCK(surface)) {
            SDL_LockSurface(surface);
            SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
@@ -533,6 +1269,10 @@
        /* Set up a destination surface for the texture update */
        dst_fmt = SDL_AllocFormat(format);
        if (!dst_fmt) {
           SDL_DestroyTexture(texture);
           return NULL;
        }
        temp = SDL_ConvertSurface(surface, dst_fmt, 0);
        SDL_FreeFormat(dst_fmt);
        if (temp) {
@@ -554,7 +1294,7 @@
        SDL_GetSurfaceAlphaMod(surface, &a);
        SDL_SetTextureAlphaMod(texture, a);
        if (SDL_GetColorKey(surface, NULL) == 0) {
        if (SDL_HasColorKey(surface)) {
            /* We converted to a texture with alpha format */
            SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
        } else {
@@ -589,11 +1329,8 @@
int
SDL_SetTextureColorMod(SDL_Texture * texture, Uint8 r, Uint8 g, Uint8 b)
{
    SDL_Renderer *renderer;
    CHECK_TEXTURE_MAGIC(texture, -1);
    renderer = texture->renderer;
    if (r < 255 || g < 255 || b < 255) {
        texture->modMode |= SDL_TEXTUREMODULATE_COLOR;
    } else {
@@ -604,11 +1341,8 @@
    texture->b = b;
    if (texture->native) {
        return SDL_SetTextureColorMod(texture->native, r, g, b);
    } else if (renderer->SetTextureColorMod) {
        return renderer->SetTextureColorMod(renderer, texture);
    } else {
        return 0;
    }
    return 0;
}
int
@@ -632,11 +1366,8 @@
int
SDL_SetTextureAlphaMod(SDL_Texture * texture, Uint8 alpha)
{
    SDL_Renderer *renderer;
    CHECK_TEXTURE_MAGIC(texture, -1);
    renderer = texture->renderer;
    if (alpha < 255) {
        texture->modMode |= SDL_TEXTUREMODULATE_ALPHA;
    } else {
@@ -645,11 +1376,8 @@
    texture->a = alpha;
    if (texture->native) {
        return SDL_SetTextureAlphaMod(texture->native, alpha);
    } else if (renderer->SetTextureAlphaMod) {
        return renderer->SetTextureAlphaMod(renderer, texture);
    } else {
        return 0;
    }
    return 0;
}
int
@@ -671,14 +1399,14 @@
    CHECK_TEXTURE_MAGIC(texture, -1);
    renderer = texture->renderer;
    if (!IsSupportedBlendMode(renderer, blendMode)) {
        return SDL_Unsupported();
    }
    texture->blendMode = blendMode;
    if (texture->native) {
        return SDL_SetTextureBlendMode(texture->native, blendMode);
    } else if (renderer->SetTextureBlendMode) {
        return renderer->SetTextureBlendMode(renderer, texture);
    } else {
        return 0;
    }
    return 0;
}
int
@@ -692,6 +1420,34 @@
    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;
}
#if SDL_HAVE_YUV
static int
SDL_UpdateTextureYUV(SDL_Texture * texture, const SDL_Rect * rect,
                     const void *pixels, int pitch)
@@ -711,8 +1467,8 @@
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
        /* We can lock the texture and copy to it */
        void *native_pixels;
        int native_pitch;
        void *native_pixels = NULL;
        int native_pitch = 0;
        if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
            return -1;
@@ -722,21 +1478,22 @@
        SDL_UnlockTexture(native);
    } else {
        /* Use a temporary buffer for updating */
        void *temp_pixels;
        int temp_pitch;
        temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
        temp_pixels = SDL_malloc(rect->h * temp_pitch);
        if (!temp_pixels) {
            return SDL_OutOfMemory();
        const int temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
        const size_t alloclen = rect->h * temp_pitch;
        if (alloclen > 0) {
            void *temp_pixels = SDL_malloc(alloclen);
            if (!temp_pixels) {
                return SDL_OutOfMemory();
            }
            SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
                                rect->w, rect->h, temp_pixels, temp_pitch);
            SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
            SDL_free(temp_pixels);
        }
        SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
                            rect->w, rect->h, temp_pixels, temp_pitch);
        SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
        SDL_free(temp_pixels);
    }
    return 0;
}
#endif /* SDL_HAVE_YUV */
static int
SDL_UpdateTextureNative(SDL_Texture * texture, const SDL_Rect * rect,
@@ -744,10 +1501,14 @@
{
    SDL_Texture *native = texture->native;
    if (!rect->w || !rect->h) {
        return 0;  /* nothing to do. */
    }
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
        /* We can lock the texture and copy to it */
        void *native_pixels;
        int native_pitch;
        void *native_pixels = NULL;
        int native_pitch = 0;
        if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
            return -1;
@@ -758,19 +1519,19 @@
        SDL_UnlockTexture(native);
    } else {
        /* Use a temporary buffer for updating */
        void *temp_pixels;
        int temp_pitch;
        temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
        temp_pixels = SDL_malloc(rect->h * temp_pitch);
        if (!temp_pixels) {
            return SDL_OutOfMemory();
        const int temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
        const size_t alloclen = rect->h * temp_pitch;
        if (alloclen > 0) {
            void *temp_pixels = SDL_malloc(alloclen);
            if (!temp_pixels) {
                return SDL_OutOfMemory();
            }
            SDL_ConvertPixels(rect->w, rect->h,
                              texture->format, pixels, pitch,
                              native->format, temp_pixels, temp_pitch);
            SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
            SDL_free(temp_pixels);
        }
        SDL_ConvertPixels(rect->w, rect->h,
                          texture->format, pixels, pitch,
                          native->format, temp_pixels, temp_pitch);
        SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
        SDL_free(temp_pixels);
    }
    return 0;
}
@@ -779,7 +1540,6 @@
SDL_UpdateTexture(SDL_Texture * texture, const SDL_Rect * rect,
                  const void *pixels, int pitch)
{
    SDL_Renderer *renderer;
    SDL_Rect full_rect;
    CHECK_TEXTURE_MAGIC(texture, -1);
@@ -799,16 +1559,24 @@
        rect = &full_rect;
    }
    if (texture->yuv) {
    if ((rect->w == 0) || (rect->h == 0)) {
        return 0;  /* nothing to do. */
#if SDL_HAVE_YUV
    } else if (texture->yuv) {
        return SDL_UpdateTextureYUV(texture, rect, pixels, pitch);
#endif
    } else if (texture->native) {
        return SDL_UpdateTextureNative(texture, rect, pixels, pitch);
    } else {
        renderer = texture->renderer;
        SDL_Renderer *renderer = texture->renderer;
        if (FlushRenderCommandsIfTextureNeeded(texture) < 0) {
            return -1;
        }
        return renderer->UpdateTexture(renderer, texture, rect, pixels, pitch);
    }
}
#if SDL_HAVE_YUV
static int
SDL_UpdateTextureYUVPlanar(SDL_Texture * texture, const SDL_Rect * rect,
                           const Uint8 *Yplane, int Ypitch,
@@ -828,10 +1596,14 @@
    full_rect.h = texture->h;
    rect = &full_rect;
    if (!rect->w || !rect->h) {
        return 0;  /* nothing to do. */
    }
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
        /* We can lock the texture and copy to it */
        void *native_pixels;
        int native_pitch;
        void *native_pixels = NULL;
        int native_pitch = 0;
        if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
            return -1;
@@ -841,27 +1613,29 @@
        SDL_UnlockTexture(native);
    } else {
        /* Use a temporary buffer for updating */
        void *temp_pixels;
        int temp_pitch;
        temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
        temp_pixels = SDL_malloc(rect->h * temp_pitch);
        if (!temp_pixels) {
            return SDL_OutOfMemory();
        const int temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
        const size_t alloclen = rect->h * temp_pitch;
        if (alloclen > 0) {
            void *temp_pixels = SDL_malloc(alloclen);
            if (!temp_pixels) {
                return SDL_OutOfMemory();
            }
            SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
                                rect->w, rect->h, temp_pixels, temp_pitch);
            SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
            SDL_free(temp_pixels);
        }
        SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
                            rect->w, rect->h, temp_pixels, temp_pitch);
        SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
        SDL_free(temp_pixels);
    }
    return 0;
}
#endif /* SDL_HAVE_YUV */
int SDL_UpdateYUVTexture(SDL_Texture * texture, const SDL_Rect * rect,
                         const Uint8 *Yplane, int Ypitch,
                         const Uint8 *Uplane, int Upitch,
                         const Uint8 *Vplane, int Vpitch)
{
#if SDL_HAVE_YUV
    SDL_Renderer *renderer;
    SDL_Rect full_rect;
@@ -899,26 +1673,38 @@
        rect = &full_rect;
    }
    if (!rect->w || !rect->h) {
        return 0;  /* nothing to do. */
    }
    if (texture->yuv) {
        return SDL_UpdateTextureYUVPlanar(texture, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch);
    } else {
        SDL_assert(!texture->native);
        renderer = texture->renderer;
        SDL_assert(renderer->UpdateTextureYUV);
      if (renderer->UpdateTextureYUV) {
         return renderer->UpdateTextureYUV(renderer, texture, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch);
      } else {
         return SDL_Unsupported();
      }
   }
        if (renderer->UpdateTextureYUV) {
            if (FlushRenderCommandsIfTextureNeeded(texture) < 0) {
                return -1;
            }
            return renderer->UpdateTextureYUV(renderer, texture, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch);
        } else {
            return SDL_Unsupported();
        }
    }
#else
    return -1;
#endif
}
#if SDL_HAVE_YUV
static int
SDL_LockTextureYUV(SDL_Texture * texture, const SDL_Rect * rect,
                   void **pixels, int *pitch)
{
    return SDL_SW_LockYUVTexture(texture->yuv, rect, pixels, pitch);
}
#endif /* SDL_HAVE_YUV */
static int
SDL_LockTextureNative(SDL_Texture * texture, const SDL_Rect * rect,
@@ -936,7 +1722,6 @@
SDL_LockTexture(SDL_Texture * texture, const SDL_Rect * rect,
                void **pixels, int *pitch)
{
    SDL_Renderer *renderer;
    SDL_Rect full_rect;
    CHECK_TEXTURE_MAGIC(texture, -1);
@@ -953,22 +1738,70 @@
        rect = &full_rect;
    }
#if SDL_HAVE_YUV
    if (texture->yuv) {
        if (FlushRenderCommandsIfTextureNeeded(texture) < 0) {
            return -1;
        }
        return SDL_LockTextureYUV(texture, rect, pixels, pitch);
    } else if (texture->native) {
    } else
#endif
    if (texture->native) {
        /* Calls a real SDL_LockTexture/SDL_UnlockTexture on unlock, flushing then. */
        return SDL_LockTextureNative(texture, rect, pixels, pitch);
    } else {
        renderer = texture->renderer;
        SDL_Renderer *renderer = texture->renderer;
        if (FlushRenderCommandsIfTextureNeeded(texture) < 0) {
            return -1;
        }
        return renderer->LockTexture(renderer, texture, rect, pixels, pitch);
    }
}
int
SDL_LockTextureToSurface(SDL_Texture *texture, const SDL_Rect *rect,
                         SDL_Surface **surface)
{
    SDL_Rect real_rect;
    void *pixels = NULL;
    int pitch = 0; /* fix static analysis */
    int ret;
    if (texture == NULL || surface == NULL) {
        return -1;
    }
    real_rect.x = 0;
    real_rect.y = 0;
    real_rect.w = texture->w;
    real_rect.h = texture->h;
    if (rect) {
        SDL_IntersectRect(rect, &real_rect, &real_rect);
    }
    ret = SDL_LockTexture(texture, &real_rect, &pixels, &pitch);
    if (ret < 0) {
        return ret;
    }
    texture->locked_surface = SDL_CreateRGBSurfaceWithFormatFrom(pixels, real_rect.w, real_rect.h, 0, pitch, texture->format);
    if (texture->locked_surface == NULL) {
        SDL_UnlockTexture(texture);
        return -1;
    }
    *surface = texture->locked_surface;
    return 0;
}
#if SDL_HAVE_YUV
static void
SDL_UnlockTextureYUV(SDL_Texture * texture)
{
    SDL_Texture *native = texture->native;
    void *native_pixels;
    int native_pitch;
    void *native_pixels = NULL;
    int native_pitch = 0;
    SDL_Rect rect;
    rect.x = 0;
@@ -983,13 +1816,14 @@
                        rect.w, rect.h, native_pixels, native_pitch);
    SDL_UnlockTexture(native);
}
#endif /* SDL_HAVE_YUV */
static void
SDL_UnlockTextureNative(SDL_Texture * texture)
{
    SDL_Texture *native = texture->native;
    void *native_pixels;
    int native_pitch;
    void *native_pixels = NULL;
    int native_pitch = 0;
    const SDL_Rect *rect = &texture->locked_rect;
    const void* pixels = (void *) ((Uint8 *) texture->pixels +
                        rect->y * texture->pitch +
@@ -1008,21 +1842,25 @@
void
SDL_UnlockTexture(SDL_Texture * texture)
{
    SDL_Renderer *renderer;
    CHECK_TEXTURE_MAGIC(texture, );
    if (texture->access != SDL_TEXTUREACCESS_STREAMING) {
        return;
    }
#if SDL_HAVE_YUV
    if (texture->yuv) {
        SDL_UnlockTextureYUV(texture);
    } else if (texture->native) {
    } else
#endif
    if (texture->native) {
        SDL_UnlockTextureNative(texture);
    } else {
        renderer = texture->renderer;
        SDL_Renderer *renderer = texture->renderer;
        renderer->UnlockTexture(renderer, texture);
    }
    SDL_FreeSurface(texture->locked_surface);
    texture->locked_surface = NULL;
}
SDL_bool
@@ -1040,10 +1878,6 @@
    if (!SDL_RenderTargetSupported(renderer)) {
        return SDL_Unsupported();
    }
    if (texture == renderer->target) {
        /* Nothing to do! */
        return 0;
    }
    /* texture == NULL is valid and means reset the target to the window */
    if (texture) {
@@ -1060,10 +1894,20 @@
        }
    }
    if (texture == renderer->target) {
        /* Nothing to do! */
        return 0;
    }
    FlushRenderCommands(renderer);  /* time to send everything to the GPU! */
    SDL_LockMutex(renderer->target_mutex);
    if (texture && !renderer->target) {
        /* Make a backup of the viewport */
        renderer->viewport_backup = renderer->viewport;
        renderer->clip_rect_backup = renderer->clip_rect;
        renderer->clipping_enabled_backup = renderer->clipping_enabled;
        renderer->scale_backup = renderer->scale;
        renderer->logical_w_backup = renderer->logical_w;
        renderer->logical_h_backup = renderer->logical_h;
@@ -1071,6 +1915,7 @@
    renderer->target = texture;
    if (renderer->SetRenderTarget(renderer, texture) < 0) {
        SDL_UnlockMutex(renderer->target_mutex);
        return -1;
    }
@@ -1079,6 +1924,8 @@
        renderer->viewport.y = 0;
        renderer->viewport.w = texture->w;
        renderer->viewport.h = texture->h;
        SDL_zero(renderer->clip_rect);
        renderer->clipping_enabled = SDL_FALSE;
        renderer->scale.x = 1.0f;
        renderer->scale.y = 1.0f;
        renderer->logical_w = texture->w;
@@ -1086,19 +1933,23 @@
    } else {
        renderer->viewport = renderer->viewport_backup;
        renderer->clip_rect = renderer->clip_rect_backup;
        renderer->clipping_enabled = renderer->clipping_enabled_backup;
        renderer->scale = renderer->scale_backup;
        renderer->logical_w = renderer->logical_w_backup;
        renderer->logical_h = renderer->logical_h_backup;
    }
    if (renderer->UpdateViewport(renderer) < 0) {
    SDL_UnlockMutex(renderer->target_mutex);
    if (QueueCmdSetViewport(renderer) < 0) {
        return -1;
    }
    if (renderer->UpdateClipRect(renderer) < 0) {
    if (QueueCmdSetClipRect(renderer) < 0) {
        return -1;
    }
    /* All set! */
    return 0;
    return FlushRenderCommandsIfNotBatching(renderer);
}
SDL_Texture *
@@ -1110,14 +1961,38 @@
static int
UpdateLogicalSize(SDL_Renderer *renderer)
{
    int w, h;
    int w = 1, h = 1;
    float want_aspect;
    float real_aspect;
    float scale;
    SDL_Rect viewport;
    /* 0 is for letterbox, 1 is for overscan */
    int scale_policy = 0;
    const char *hint;
    if (!renderer->logical_w || !renderer->logical_h) {
        return 0;
    }
    if (SDL_GetRendererOutputSize(renderer, &w, &h) < 0) {
        return -1;
    }
    hint = SDL_GetHint(SDL_HINT_RENDER_LOGICAL_SIZE_MODE);
    if (hint && (*hint == '1' || SDL_strcasecmp(hint, "overscan") == 0))  {
#if SDL_VIDEO_RENDER_D3D
        SDL_bool overscan_supported = SDL_TRUE;
        /* Unfortunately, Direct3D 9 doesn't support negative viewport numbers
           which the overscan implementation relies on.
        */
        if (SDL_strcasecmp(SDL_GetCurrentVideoDriver(), "direct3d") == 0) {
            overscan_supported = SDL_FALSE;
        }
        if (overscan_supported) {
            scale_policy = 1;
        }
#else
        scale_policy = 1;
#endif
    }
    want_aspect = (float)renderer->logical_w / renderer->logical_h;
@@ -1126,26 +2001,64 @@
    /* Clear the scale because we're setting viewport in output coordinates */
    SDL_RenderSetScale(renderer, 1.0f, 1.0f);
    if (SDL_fabs(want_aspect-real_aspect) < 0.0001) {
    if (renderer->integer_scale) {
        if (want_aspect > real_aspect) {
            scale = (float)(w / renderer->logical_w);
        } else {
            scale = (float)(h / renderer->logical_h);
        }
        viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
        viewport.x = (w - viewport.w) / 2;
        viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
        viewport.y = (h - viewport.h) / 2;
        SDL_RenderSetViewport(renderer, &viewport);
    } else if (SDL_fabs(want_aspect-real_aspect) < 0.0001) {
        /* The aspect ratios are the same, just scale appropriately */
        scale = (float)w / renderer->logical_w;
        SDL_RenderSetViewport(renderer, NULL);
    } else if (want_aspect > real_aspect) {
        /* We want a wider aspect ratio than is available - letterbox it */
        scale = (float)w / renderer->logical_w;
        viewport.x = 0;
        viewport.w = w;
        viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
        viewport.y = (h - viewport.h) / 2;
        SDL_RenderSetViewport(renderer, &viewport);
        if (scale_policy == 1) {
            /* We want a wider aspect ratio than is available -
             zoom so logical height matches the real height
             and the width will grow off the screen
             */
            scale = (float)h / renderer->logical_h;
            viewport.y = 0;
            viewport.h = h;
            viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
            viewport.x = (w - viewport.w) / 2;
            SDL_RenderSetViewport(renderer, &viewport);
        } else {
            /* We want a wider aspect ratio than is available - letterbox it */
            scale = (float)w / renderer->logical_w;
            viewport.x = 0;
            viewport.w = w;
            viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
            viewport.y = (h - viewport.h) / 2;
            SDL_RenderSetViewport(renderer, &viewport);
        }
    } else {
        /* We want a narrower aspect ratio than is available - use side-bars */
        scale = (float)h / renderer->logical_h;
        viewport.y = 0;
        viewport.h = h;
        viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
        viewport.x = (w - viewport.w) / 2;
        SDL_RenderSetViewport(renderer, &viewport);
        if (scale_policy == 1) {
            /* We want a narrower aspect ratio than is available -
             zoom so logical width matches the real width
             and the height will grow off the screen
             */
            scale = (float)w / renderer->logical_w;
            viewport.x = 0;
            viewport.w = w;
            viewport.h = (int)SDL_ceil(renderer->logical_h * scale);
            viewport.y = (h - viewport.h) / 2;
            SDL_RenderSetViewport(renderer, &viewport);
        } else {
            /* We want a narrower aspect ratio than is available - use side-bars */
             scale = (float)h / renderer->logical_h;
             viewport.y = 0;
             viewport.h = h;
             viewport.w = (int)SDL_ceil(renderer->logical_w * scale);
             viewport.x = (w - viewport.w) / 2;
             SDL_RenderSetViewport(renderer, &viewport);
        }
    }
    /* Set the new scale */
@@ -1188,8 +2101,27 @@
}
int
SDL_RenderSetIntegerScale(SDL_Renderer * renderer, SDL_bool enable)
{
    CHECK_RENDERER_MAGIC(renderer, -1);
    renderer->integer_scale = enable;
    return UpdateLogicalSize(renderer);
}
SDL_bool
SDLCALL SDL_RenderGetIntegerScale(SDL_Renderer * renderer)
{
    CHECK_RENDERER_MAGIC(renderer, SDL_FALSE);
    return renderer->integer_scale;
}
int
SDL_RenderSetViewport(SDL_Renderer * renderer, const SDL_Rect * rect)
{
    int retval;
    CHECK_RENDERER_MAGIC(renderer, -1);
    if (rect) {
@@ -1204,7 +2136,8 @@
            return -1;
        }
    }
    return renderer->UpdateViewport(renderer);
    retval = QueueCmdSetViewport(renderer);
    return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
void
@@ -1223,17 +2156,22 @@
int
SDL_RenderSetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect)
{
    int retval;
    CHECK_RENDERER_MAGIC(renderer, -1)
    if (rect) {
        renderer->clipping_enabled = SDL_TRUE;
        renderer->clip_rect.x = (int)SDL_floor(rect->x * renderer->scale.x);
        renderer->clip_rect.y = (int)SDL_floor(rect->y * renderer->scale.y);
        renderer->clip_rect.w = (int)SDL_ceil(rect->w * renderer->scale.x);
        renderer->clip_rect.h = (int)SDL_ceil(rect->h * renderer->scale.y);
    } else {
        renderer->clipping_enabled = SDL_FALSE;
        SDL_zero(renderer->clip_rect);
    }
    return renderer->UpdateClipRect(renderer);
    retval = QueueCmdSetClipRect(renderer);
    return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
void
@@ -1247,6 +2185,13 @@
        rect->w = (int)(renderer->clip_rect.w / renderer->scale.x);
        rect->h = (int)(renderer->clip_rect.h / renderer->scale.y);
    }
}
SDL_bool
SDL_RenderIsClipEnabled(SDL_Renderer * renderer)
{
    CHECK_RENDERER_MAGIC(renderer, SDL_FALSE)
    return renderer->clipping_enabled;
}
int
@@ -1311,6 +2256,9 @@
{
    CHECK_RENDERER_MAGIC(renderer, -1);
    if (!IsSupportedBlendMode(renderer, blendMode)) {
        return SDL_Unsupported();
    }
    renderer->blendMode = blendMode;
    return 0;
}
@@ -1327,37 +2275,47 @@
int
SDL_RenderClear(SDL_Renderer * renderer)
{
    int retval;
    CHECK_RENDERER_MAGIC(renderer, -1);
    /* Don't draw while we're hidden */
    if (renderer->hidden) {
        return 0;
    }
    return renderer->RenderClear(renderer);
    retval = QueueCmdClear(renderer);
    return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
/* !!! FIXME: delete all the duplicate code for the integer versions in 2.1,
   !!! FIXME:  making the floating point versions the only available APIs. */
int
SDL_RenderDrawPoint(SDL_Renderer * renderer, int x, int y)
{
    SDL_Point point;
    SDL_FPoint fpoint;
    fpoint.x = (float) x;
    fpoint.y = (float) y;
    return SDL_RenderDrawPointsF(renderer, &fpoint, 1);
}
    point.x = x;
    point.y = y;
    return SDL_RenderDrawPoints(renderer, &point, 1);
int
SDL_RenderDrawPointF(SDL_Renderer * renderer, float x, float y)
{
    SDL_FPoint fpoint;
    fpoint.x = x;
    fpoint.y = y;
    return SDL_RenderDrawPointsF(renderer, &fpoint, 1);
}
static int
RenderDrawPointsWithRects(SDL_Renderer * renderer,
                     const SDL_Point * points, int count)
                          const SDL_Point * points, const int count)
{
    SDL_FRect *frects;
    int retval = -1;
    SDL_bool isstack;
    SDL_FRect *frects = SDL_small_alloc(SDL_FRect, count, &isstack);
    int i;
    int status;
    frects = SDL_stack_alloc(SDL_FRect, count);
    if (!frects) {
        return SDL_OutOfMemory();
    }
    for (i = 0; i < count; ++i) {
        frects[i].x = points[i].x * renderer->scale.x;
        frects[i].y = points[i].y * renderer->scale.y;
@@ -1365,11 +2323,11 @@
        frects[i].h = renderer->scale.y;
    }
    status = renderer->RenderFillRects(renderer, frects, count);
    retval = QueueCmdFillRects(renderer, frects, count);
    SDL_stack_free(frects);
    SDL_small_free(frects, isstack);
    return status;
    return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
int
@@ -1378,7 +2336,8 @@
{
    SDL_FPoint *fpoints;
    int i;
    int status;
    int retval;
    SDL_bool isstack;
    CHECK_RENDERER_MAGIC(renderer, -1);
@@ -1388,6 +2347,7 @@
    if (count < 1) {
        return 0;
    }
    /* Don't draw while we're hidden */
    if (renderer->hidden) {
        return 0;
@@ -1397,7 +2357,7 @@
        return RenderDrawPointsWithRects(renderer, points, count);
    }
    fpoints = SDL_stack_alloc(SDL_FPoint, count);
    fpoints = SDL_small_alloc(SDL_FPoint, count, &isstack);
    if (!fpoints) {
        return SDL_OutOfMemory();
    }
@@ -1406,46 +2366,125 @@
        fpoints[i].y = points[i].y * renderer->scale.y;
    }
    status = renderer->RenderDrawPoints(renderer, fpoints, count);
    retval = QueueCmdDrawPoints(renderer, fpoints, count);
    SDL_stack_free(fpoints);
    SDL_small_free(fpoints, isstack);
    return status;
    return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
static int
RenderDrawPointsWithRectsF(SDL_Renderer * renderer,
                           const SDL_FPoint * fpoints, const int count)
{
    int retval = -1;
    SDL_bool isstack;
    SDL_FRect *frects = SDL_small_alloc(SDL_FRect, count, &isstack);
    int i;
    if (!frects) {
        return SDL_OutOfMemory();
    }
    for (i = 0; i < count; ++i) {
        frects[i].x = fpoints[i].x * renderer->scale.x;
        frects[i].y = fpoints[i].y * renderer->scale.y;
        frects[i].w = renderer->scale.x;
        frects[i].h = renderer->scale.y;
    }
    retval = QueueCmdFillRects(renderer, frects, count);
    SDL_small_free(frects, isstack);
    return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
int
SDL_RenderDrawPointsF(SDL_Renderer * renderer,
                      const SDL_FPoint * points, int count)
{
    SDL_FPoint *fpoints;
    int i;
    int retval;
    SDL_bool isstack;
    CHECK_RENDERER_MAGIC(renderer, -1);
    if (!points) {
        return SDL_SetError("SDL_RenderDrawFPoints(): Passed NULL points");
    }
    if (count < 1) {
        return 0;
    }
    /* Don't draw while we're hidden */
    if (renderer->hidden) {
        return 0;
    }
    if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
        return RenderDrawPointsWithRectsF(renderer, points, count);
    }
    fpoints = SDL_small_alloc(SDL_FPoint, count, &isstack);
    if (!fpoints) {
        return SDL_OutOfMemory();
    }
    for (i = 0; i < count; ++i) {
        fpoints[i].x = points[i].x * renderer->scale.x;
        fpoints[i].y = points[i].y * renderer->scale.y;
    }
    retval = QueueCmdDrawPoints(renderer, fpoints, count);
    SDL_small_free(fpoints, isstack);
    return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
int
SDL_RenderDrawLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2)
{
    SDL_Point points[2];
    SDL_FPoint points[2];
    points[0].x = (float) x1;
    points[0].y = (float) y1;
    points[1].x = (float) x2;
    points[1].y = (float) y2;
    return SDL_RenderDrawLinesF(renderer, points, 2);
}
int
SDL_RenderDrawLineF(SDL_Renderer * renderer, float x1, float y1, float x2, float y2)
{
    SDL_FPoint points[2];
    points[0].x = x1;
    points[0].y = y1;
    points[1].x = x2;
    points[1].y = y2;
    return SDL_RenderDrawLines(renderer, points, 2);
    return SDL_RenderDrawLinesF(renderer, points, 2);
}
static int
RenderDrawLinesWithRects(SDL_Renderer * renderer,
                     const SDL_Point * points, int count)
                     const SDL_Point * points, const int count)
{
    SDL_FRect *frect;
    SDL_FRect *frects;
    SDL_FPoint fpoints[2];
    int i, nrects;
    int status;
    int i, nrects = 0;
    int retval = 0;
    SDL_bool isstack;
    frects = SDL_stack_alloc(SDL_FRect, count-1);
    frects = SDL_small_alloc(SDL_FRect, count-1, &isstack);
    if (!frects) {
        return SDL_OutOfMemory();
    }
    status = 0;
    nrects = 0;
    for (i = 0; i < count-1; ++i) {
        if (points[i].x == points[i+1].x) {
            int minY = SDL_min(points[i].y, points[i+1].y);
            int maxY = SDL_max(points[i].y, points[i+1].y);
            const int minY = SDL_min(points[i].y, points[i+1].y);
            const int maxY = SDL_max(points[i].y, points[i+1].y);
            frect = &frects[nrects++];
            frect->x = points[i].x * renderer->scale.x;
@@ -1453,8 +2492,8 @@
            frect->w = renderer->scale.x;
            frect->h = (maxY - minY + 1) * renderer->scale.y;
        } else if (points[i].y == points[i+1].y) {
            int minX = SDL_min(points[i].x, points[i+1].x);
            int maxX = SDL_max(points[i].x, points[i+1].x);
            const int minX = SDL_min(points[i].x, points[i+1].x);
            const int maxX = SDL_max(points[i].x, points[i+1].x);
            frect = &frects[nrects++];
            frect->x = minX * renderer->scale.x;
@@ -1467,18 +2506,73 @@
            fpoints[0].y = points[i].y * renderer->scale.y;
            fpoints[1].x = points[i+1].x * renderer->scale.x;
            fpoints[1].y = points[i+1].y * renderer->scale.y;
            status += renderer->RenderDrawLines(renderer, fpoints, 2);
            retval += QueueCmdDrawLines(renderer, fpoints, 2);
        }
    }
    status += renderer->RenderFillRects(renderer, frects, nrects);
    retval += QueueCmdFillRects(renderer, frects, nrects);
    SDL_stack_free(frects);
    SDL_small_free(frects, isstack);
    if (status < 0) {
        status = -1;
    if (retval < 0) {
        retval = -1;
    }
    return status;
    return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
static int
RenderDrawLinesWithRectsF(SDL_Renderer * renderer,
                          const SDL_FPoint * points, const int count)
{
    SDL_FRect *frect;
    SDL_FRect *frects;
    SDL_FPoint fpoints[2];
    int i, nrects = 0;
    int retval = 0;
    SDL_bool isstack;
    frects = SDL_small_alloc(SDL_FRect, count-1, &isstack);
    if (!frects) {
        return SDL_OutOfMemory();
    }
    for (i = 0; i < count-1; ++i) {
        if (points[i].x == points[i+1].x) {
            const int minY = (int)SDL_min(points[i].y, points[i+1].y);
            const int maxY = (int)SDL_max(points[i].y, points[i+1].y);
            frect = &frects[nrects++];
            frect->x = points[i].x * renderer->scale.x;
            frect->y = minY * renderer->scale.y;
            frect->w = renderer->scale.x;
            frect->h = (maxY - minY + 1) * renderer->scale.y;
        } else if (points[i].y == points[i+1].y) {
            const int minX = (int)SDL_min(points[i].x, points[i+1].x);
            const int maxX = (int)SDL_max(points[i].x, points[i+1].x);
            frect = &frects[nrects++];
            frect->x = minX * renderer->scale.x;
            frect->y = points[i].y * renderer->scale.y;
            frect->w = (maxX - minX + 1) * renderer->scale.x;
            frect->h = renderer->scale.y;
        } else {
            /* FIXME: We can't use a rect for this line... */
            fpoints[0].x = points[i].x * renderer->scale.x;
            fpoints[0].y = points[i].y * renderer->scale.y;
            fpoints[1].x = points[i+1].x * renderer->scale.x;
            fpoints[1].y = points[i+1].y * renderer->scale.y;
            retval += QueueCmdDrawLines(renderer, fpoints, 2);
        }
    }
    retval += QueueCmdFillRects(renderer, frects, nrects);
    SDL_small_free(frects, isstack);
    if (retval < 0) {
        retval = -1;
    }
    return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
int
@@ -1487,7 +2581,8 @@
{
    SDL_FPoint *fpoints;
    int i;
    int status;
    int retval;
    SDL_bool isstack;
    CHECK_RENDERER_MAGIC(renderer, -1);
@@ -1497,6 +2592,7 @@
    if (count < 2) {
        return 0;
    }
    /* Don't draw while we're hidden */
    if (renderer->hidden) {
        return 0;
@@ -1506,7 +2602,7 @@
        return RenderDrawLinesWithRects(renderer, points, count);
    }
    fpoints = SDL_stack_alloc(SDL_FPoint, count);
    fpoints = SDL_small_alloc(SDL_FPoint, count, &isstack);
    if (!fpoints) {
        return SDL_OutOfMemory();
    }
@@ -1515,27 +2611,90 @@
        fpoints[i].y = points[i].y * renderer->scale.y;
    }
    status = renderer->RenderDrawLines(renderer, fpoints, count);
    retval = QueueCmdDrawLines(renderer, fpoints, count);
    SDL_stack_free(fpoints);
    SDL_small_free(fpoints, isstack);
    return status;
    return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
int
SDL_RenderDrawLinesF(SDL_Renderer * renderer,
                     const SDL_FPoint * points, int count)
{
    SDL_FPoint *fpoints;
    int i;
    int retval;
    SDL_bool isstack;
    CHECK_RENDERER_MAGIC(renderer, -1);
    if (!points) {
        return SDL_SetError("SDL_RenderDrawLines(): Passed NULL points");
    }
    if (count < 2) {
        return 0;
    }
    /* Don't draw while we're hidden */
    if (renderer->hidden) {
        return 0;
    }
    if (renderer->scale.x != 1.0f || renderer->scale.y != 1.0f) {
        return RenderDrawLinesWithRectsF(renderer, points, count);
    }
    fpoints = SDL_small_alloc(SDL_FPoint, count, &isstack);
    if (!fpoints) {
        return SDL_OutOfMemory();
    }
    for (i = 0; i < count; ++i) {
        fpoints[i].x = points[i].x * renderer->scale.x;
        fpoints[i].y = points[i].y * renderer->scale.y;
    }
    retval = QueueCmdDrawLines(renderer, fpoints, count);
    SDL_small_free(fpoints, isstack);
    return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
int
SDL_RenderDrawRect(SDL_Renderer * renderer, const SDL_Rect * rect)
{
    SDL_Rect full_rect;
    SDL_Point points[5];
    SDL_FRect frect;
    SDL_FRect *prect = NULL;
    if (rect) {
        frect.x = (float) rect->x;
        frect.y = (float) rect->y;
        frect.w = (float) rect->w;
        frect.h = (float) rect->h;
        prect = &frect;
    }
    return SDL_RenderDrawRectF(renderer, prect);
}
int
SDL_RenderDrawRectF(SDL_Renderer * renderer, const SDL_FRect * rect)
{
    SDL_FRect frect;
    SDL_FPoint points[5];
    CHECK_RENDERER_MAGIC(renderer, -1);
    /* If 'rect' == NULL, then outline the whole surface */
    if (!rect) {
        SDL_RenderGetViewport(renderer, &full_rect);
        full_rect.x = 0;
        full_rect.y = 0;
        rect = &full_rect;
        SDL_Rect r;
        SDL_RenderGetViewport(renderer, &r);
        frect.x = 0.0f;
        frect.y = 0.0f;
        frect.w = (float) r.w;
        frect.h = (float) r.h;
        rect = &frect;
    }
    points[0].x = rect->x;
@@ -1548,7 +2707,7 @@
    points[3].y = rect->y+rect->h-1;
    points[4].x = rect->x;
    points[4].y = rect->y;
    return SDL_RenderDrawLines(renderer, points, 5);
    return SDL_RenderDrawLinesF(renderer, points, 5);
}
int
@@ -1570,6 +2729,7 @@
    if (renderer->hidden) {
        return 0;
    }
    for (i = 0; i < count; ++i) {
        if (SDL_RenderDrawRect(renderer, &rects[i]) < 0) {
            return -1;
@@ -1579,20 +2739,77 @@
}
int
SDL_RenderDrawRectsF(SDL_Renderer * renderer,
                     const SDL_FRect * rects, int count)
{
    int i;
    CHECK_RENDERER_MAGIC(renderer, -1);
    if (!rects) {
        return SDL_SetError("SDL_RenderDrawRects(): Passed NULL rects");
    }
    if (count < 1) {
        return 0;
    }
    /* Don't draw while we're hidden */
    if (renderer->hidden) {
        return 0;
    }
    for (i = 0; i < count; ++i) {
        if (SDL_RenderDrawRectF(renderer, &rects[i]) < 0) {
            return -1;
        }
    }
    return 0;
}
int
SDL_RenderFillRect(SDL_Renderer * renderer, const SDL_Rect * rect)
{
    SDL_Rect full_rect = { 0, 0, 0, 0 };
    SDL_FRect frect;
    CHECK_RENDERER_MAGIC(renderer, -1);
    /* If 'rect' == NULL, then outline the whole surface */
    if (rect) {
        frect.x = (float) rect->x;
        frect.y = (float) rect->y;
        frect.w = (float) rect->w;
        frect.h = (float) rect->h;
    } else {
        SDL_Rect r;
        SDL_zero(r);
        SDL_RenderGetViewport(renderer, &r);
        frect.x = 0.0f;
        frect.y = 0.0f;
        frect.w = (float) r.w;
        frect.h = (float) r.h;
    }
    return SDL_RenderFillRectsF(renderer, &frect, 1);
}
int
SDL_RenderFillRectF(SDL_Renderer * renderer, const SDL_FRect * rect)
{
    SDL_FRect frect;
    CHECK_RENDERER_MAGIC(renderer, -1);
    /* If 'rect' == NULL, then outline the whole surface */
    if (!rect) {
        SDL_RenderGetViewport(renderer, &full_rect);
        full_rect.x = 0;
        full_rect.y = 0;
        rect = &full_rect;
        SDL_Rect r;
        SDL_zero(r);
        SDL_RenderGetViewport(renderer, &r);
        frect.x = 0.0f;
        frect.y = 0.0f;
        frect.w = (float) r.w;
        frect.h = (float) r.h;
        rect = &frect;
    }
    return SDL_RenderFillRects(renderer, rect, 1);
    return SDL_RenderFillRectsF(renderer, rect, 1);
}
int
@@ -1601,7 +2818,8 @@
{
    SDL_FRect *frects;
    int i;
    int status;
    int retval;
    SDL_bool isstack;
    CHECK_RENDERER_MAGIC(renderer, -1);
@@ -1611,12 +2829,13 @@
    if (count < 1) {
        return 0;
    }
    /* Don't draw while we're hidden */
    if (renderer->hidden) {
        return 0;
    }
    frects = SDL_stack_alloc(SDL_FRect, count);
    frects = SDL_small_alloc(SDL_FRect, count, &isstack);
    if (!frects) {
        return SDL_OutOfMemory();
    }
@@ -1627,26 +2846,143 @@
        frects[i].h = rects[i].h * renderer->scale.y;
    }
    status = renderer->RenderFillRects(renderer, frects, count);
    retval = QueueCmdFillRects(renderer, frects, count);
    SDL_stack_free(frects);
    SDL_small_free(frects, isstack);
    return status;
    return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
int
SDL_RenderFillRectsF(SDL_Renderer * renderer,
                     const SDL_FRect * rects, int count)
{
    SDL_FRect *frects;
    int i;
    int retval;
    SDL_bool isstack;
    CHECK_RENDERER_MAGIC(renderer, -1);
    if (!rects) {
        return SDL_SetError("SDL_RenderFillFRects(): Passed NULL rects");
    }
    if (count < 1) {
        return 0;
    }
    /* Don't draw while we're hidden */
    if (renderer->hidden) {
        return 0;
    }
    frects = SDL_small_alloc(SDL_FRect, count, &isstack);
    if (!frects) {
        return SDL_OutOfMemory();
    }
    for (i = 0; i < count; ++i) {
        frects[i].x = rects[i].x * renderer->scale.x;
        frects[i].y = rects[i].y * renderer->scale.y;
        frects[i].w = rects[i].w * renderer->scale.x;
        frects[i].h = rects[i].h * renderer->scale.y;
    }
    retval = QueueCmdFillRects(renderer, frects, count);
    SDL_small_free(frects, isstack);
    return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
/* !!! FIXME: move this to a public API if we want to do float versions of all of these later */
SDL_FORCE_INLINE SDL_bool SDL_FRectEmpty(const SDL_FRect *r)
{
    return ((!r) || (r->w <= 0.0f) || (r->h <= 0.0f)) ? SDL_TRUE : SDL_FALSE;
}
/* !!! FIXME: move this to a public API if we want to do float versions of all of these later */
static SDL_bool
SDL_HasIntersectionF(const SDL_FRect * A, const SDL_FRect * B)
{
    float Amin, Amax, Bmin, Bmax;
    if (!A) {
        SDL_InvalidParamError("A");
        return SDL_FALSE;
    }
    if (!B) {
        SDL_InvalidParamError("B");
        return SDL_FALSE;
    }
    /* Special cases for empty rects */
    if (SDL_FRectEmpty(A) || SDL_FRectEmpty(B)) {
        return SDL_FALSE;
    }
    /* Horizontal intersection */
    Amin = A->x;
    Amax = Amin + A->w;
    Bmin = B->x;
    Bmax = Bmin + B->w;
    if (Bmin > Amin)
        Amin = Bmin;
    if (Bmax < Amax)
        Amax = Bmax;
    if (Amax <= Amin)
        return SDL_FALSE;
    /* Vertical intersection */
    Amin = A->y;
    Amax = Amin + A->h;
    Bmin = B->y;
    Bmax = Bmin + B->h;
    if (Bmin > Amin)
        Amin = Bmin;
    if (Bmax < Amax)
        Amax = Bmax;
    if (Amax <= Amin)
        return SDL_FALSE;
    return SDL_TRUE;
}
int
SDL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
               const SDL_Rect * srcrect, const SDL_Rect * dstrect)
{
    SDL_Rect real_srcrect = { 0, 0, 0, 0 };
    SDL_Rect real_dstrect = { 0, 0, 0, 0 };
    SDL_FRect frect;
    SDL_FRect dstfrect;
    SDL_FRect *pdstfrect = NULL;
    if (dstrect) {
        dstfrect.x = (float) dstrect->x;
        dstfrect.y = (float) dstrect->y;
        dstfrect.w = (float) dstrect->w;
        dstfrect.h = (float) dstrect->h;
        pdstfrect = &dstfrect;
    }
    return SDL_RenderCopyF(renderer, texture, srcrect, pdstfrect);
}
int
SDL_RenderCopyF(SDL_Renderer * renderer, SDL_Texture * texture,
                const SDL_Rect * srcrect, const SDL_FRect * dstrect)
{
    SDL_Rect real_srcrect;
    SDL_FRect real_dstrect;
    SDL_Rect r;
    int retval;
    CHECK_RENDERER_MAGIC(renderer, -1);
    CHECK_TEXTURE_MAGIC(texture, -1);
    if (renderer != texture->renderer) {
        return SDL_SetError("Texture was not created with this renderer");
    }
    /* Don't draw while we're hidden */
    if (renderer->hidden) {
        return 0;
    }
    real_srcrect.x = 0;
@@ -1659,11 +2995,14 @@
        }
    }
    SDL_RenderGetViewport(renderer, &real_dstrect);
    real_dstrect.x = 0;
    real_dstrect.y = 0;
    SDL_zero(r);
    SDL_RenderGetViewport(renderer, &r);
    real_dstrect.x = 0.0f;
    real_dstrect.y = 0.0f;
    real_dstrect.w = (float) r.w;
    real_dstrect.h = (float) r.h;
    if (dstrect) {
        if (!SDL_HasIntersection(dstrect, &real_dstrect)) {
        if (!SDL_HasIntersectionF(dstrect, &real_dstrect)) {
            return 0;
        }
        real_dstrect = *dstrect;
@@ -1673,30 +3012,57 @@
        texture = texture->native;
    }
    /* Don't draw while we're hidden */
    if (renderer->hidden) {
        return 0;
    }
    real_dstrect.x *= renderer->scale.x;
    real_dstrect.y *= renderer->scale.y;
    real_dstrect.w *= renderer->scale.x;
    real_dstrect.h *= renderer->scale.y;
    frect.x = real_dstrect.x * renderer->scale.x;
    frect.y = real_dstrect.y * renderer->scale.y;
    frect.w = real_dstrect.w * renderer->scale.x;
    frect.h = real_dstrect.h * renderer->scale.y;
    texture->last_command_generation = renderer->render_command_generation;
    return renderer->RenderCopy(renderer, texture, &real_srcrect, &frect);
    retval = QueueCmdCopy(renderer, texture, &real_srcrect, &real_dstrect);
    return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
int
SDL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
               const SDL_Rect * srcrect, const SDL_Rect * dstrect,
               const double angle, const SDL_Point *center, const SDL_RendererFlip flip)
{
    SDL_Rect real_srcrect = { 0, 0, 0, 0 };
    SDL_Rect real_dstrect = { 0, 0, 0, 0 };
    SDL_Point real_center;
    SDL_FRect frect;
    SDL_FRect dstfrect;
    SDL_FRect *pdstfrect = NULL;
    SDL_FPoint fcenter;
    SDL_FPoint *pfcenter = NULL;
    if (dstrect) {
        dstfrect.x = (float) dstrect->x;
        dstfrect.y = (float) dstrect->y;
        dstfrect.w = (float) dstrect->w;
        dstfrect.h = (float) dstrect->h;
        pdstfrect = &dstfrect;
    }
    if (center) {
        fcenter.x = (float) center->x;
        fcenter.y = (float) center->y;
        pfcenter = &fcenter;
    }
    return SDL_RenderCopyExF(renderer, texture, srcrect, pdstfrect, angle, pfcenter, flip);
}
int
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)
{
    SDL_Rect real_srcrect;
    SDL_FRect real_dstrect;
    SDL_FPoint real_center;
    int retval;
    if (flip == SDL_FLIP_NONE && (int)(angle/360) == angle/360) { /* fast path when we don't need rotation or flipping */
        return SDL_RenderCopyF(renderer, texture, srcrect, dstrect);
    }
    CHECK_RENDERER_MAGIC(renderer, -1);
    CHECK_TEXTURE_MAGIC(texture, -1);
@@ -1704,8 +3070,13 @@
    if (renderer != texture->renderer) {
        return SDL_SetError("Texture was not created with this renderer");
    }
    if (!renderer->RenderCopyEx) {
    if (!renderer->QueueCopyEx) {
        return SDL_SetError("Renderer does not support RenderCopyEx");
    }
    /* Don't draw while we're hidden */
    if (renderer->hidden) {
        return 0;
    }
    real_srcrect.x = 0;
@@ -1722,30 +3093,38 @@
    if (dstrect) {
        real_dstrect = *dstrect;
    } else {
        SDL_RenderGetViewport(renderer, &real_dstrect);
        real_dstrect.x = 0;
        real_dstrect.y = 0;
        SDL_Rect r;
        SDL_zero(r);
        SDL_RenderGetViewport(renderer, &r);
        real_dstrect.x = 0.0f;
        real_dstrect.y = 0.0f;
        real_dstrect.w = (float) r.w;
        real_dstrect.h = (float) r.h;
    }
    if (texture->native) {
        texture = texture->native;
    }
    if(center) real_center = *center;
    else {
        real_center.x = real_dstrect.w/2;
        real_center.y = real_dstrect.h/2;
    if (center) {
        real_center = *center;
    } else {
        real_center.x = real_dstrect.w / 2.0f;
        real_center.y = real_dstrect.h / 2.0f;
    }
    frect.x = real_dstrect.x * renderer->scale.x;
    frect.y = real_dstrect.y * renderer->scale.y;
    frect.w = real_dstrect.w * renderer->scale.x;
    frect.h = real_dstrect.h * renderer->scale.y;
    real_dstrect.x *= renderer->scale.x;
    real_dstrect.y *= renderer->scale.y;
    real_dstrect.w *= renderer->scale.x;
    real_dstrect.h *= renderer->scale.y;
    fcenter.x = real_center.x * renderer->scale.x;
    fcenter.y = real_center.y * renderer->scale.y;
    real_center.x *= renderer->scale.x;
    real_center.y *= renderer->scale.y;
    return renderer->RenderCopyEx(renderer, texture, &real_srcrect, &frect, angle, &fcenter, flip);
    texture->last_command_generation = renderer->render_command_generation;
    retval = QueueCmdCopyEx(renderer, texture, &real_srcrect, &real_dstrect, angle, &real_center, flip);
    return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
int
@@ -1759,6 +3138,8 @@
    if (!renderer->RenderReadPixels) {
        return SDL_Unsupported();
    }
    FlushRenderCommands(renderer);  /* we need to render before we read the results. */
    if (!format) {
        format = SDL_GetWindowPixelFormat(renderer->window);
@@ -1790,7 +3171,9 @@
{
    CHECK_RENDERER_MAGIC(renderer, );
    /* Don't draw while we're hidden */
    FlushRenderCommands(renderer);  /* time to send everything to the GPU! */
    /* Don't present while we're hidden */
    if (renderer->hidden) {
        return;
    }
@@ -1806,7 +3189,9 @@
    renderer = texture->renderer;
    if (texture == renderer->target) {
        SDL_SetRenderTarget(renderer, NULL);
        SDL_SetRenderTarget(renderer, NULL);  /* implies command queue flush */
    } else {
        FlushRenderCommandsIfTextureNeeded(texture);
    }
    texture->magic = NULL;
@@ -1823,25 +3208,54 @@
    if (texture->native) {
        SDL_DestroyTexture(texture->native);
    }
#if SDL_HAVE_YUV
    if (texture->yuv) {
        SDL_SW_DestroyYUVTexture(texture->yuv);
    }
#endif
    SDL_free(texture->pixels);
    renderer->DestroyTexture(renderer, texture);
    SDL_FreeSurface(texture->locked_surface);
    texture->locked_surface = NULL;
    SDL_free(texture);
}
void
SDL_DestroyRenderer(SDL_Renderer * renderer)
{
    SDL_RenderCommand *cmd;
    CHECK_RENDERER_MAGIC(renderer, );
    SDL_DelEventWatch(SDL_RendererEventWatch, renderer);
    if (renderer->render_commands_tail != NULL) {
        renderer->render_commands_tail->next = renderer->render_commands_pool;
        cmd = renderer->render_commands;
    } else {
        cmd = renderer->render_commands_pool;
    }
    renderer->render_commands_pool = NULL;
    renderer->render_commands_tail = NULL;
    renderer->render_commands = NULL;
    while (cmd != NULL) {
        SDL_RenderCommand *next = cmd->next;
        SDL_free(cmd);
        cmd = next;
    }
    SDL_free(renderer->vertex_data);
    /* Free existing textures for this renderer */
    while (renderer->textures) {
        SDL_Texture *tex = renderer->textures; (void) tex;
        SDL_DestroyTexture(renderer->textures);
        SDL_assert(tex != renderer->textures);  /* satisfy static analysis. */
    }
    if (renderer->window) {
@@ -1850,6 +3264,10 @@
    /* It's no longer magical... */
    renderer->magic = NULL;
    /* Free the target mutex */
    SDL_DestroyMutex(renderer->target_mutex);
    renderer->target_mutex = NULL;
    /* Free the renderer instance */
    renderer->DestroyRenderer(renderer);
@@ -1864,6 +3282,7 @@
    if (texture->native) {
        return SDL_GL_BindTexture(texture->native, texw, texh);
    } else if (renderer && renderer->GL_BindTexture) {
        FlushRenderCommandsIfTextureNeeded(texture);  /* in case the app is going to mess with it. */
        return renderer->GL_BindTexture(renderer, texture, texw, texh);
    } else {
        return SDL_Unsupported();
@@ -1879,10 +3298,130 @@
    if (texture->native) {
        return SDL_GL_UnbindTexture(texture->native);
    } else if (renderer && renderer->GL_UnbindTexture) {
        FlushRenderCommandsIfTextureNeeded(texture);  /* in case the app messed with it. */
        return renderer->GL_UnbindTexture(renderer, texture);
    }
    return SDL_Unsupported();
}
void *
SDL_RenderGetMetalLayer(SDL_Renderer * renderer)
{
    CHECK_RENDERER_MAGIC(renderer, NULL);
    if (renderer->GetMetalLayer) {
        FlushRenderCommands(renderer);  /* in case the app is going to mess with it. */
        return renderer->GetMetalLayer(renderer);
    }
    return NULL;
}
void *
SDL_RenderGetMetalCommandEncoder(SDL_Renderer * renderer)
{
    CHECK_RENDERER_MAGIC(renderer, NULL);
    if (renderer->GetMetalCommandEncoder) {
        FlushRenderCommands(renderer);  /* in case the app is going to mess with it. */
        return renderer->GetMetalCommandEncoder(renderer);
    }
    return NULL;
}
static SDL_BlendMode
SDL_GetShortBlendMode(SDL_BlendMode blendMode)
{
    if (blendMode == SDL_BLENDMODE_NONE_FULL) {
        return SDL_BLENDMODE_NONE;
    }
    if (blendMode == SDL_BLENDMODE_BLEND_FULL) {
        return SDL_BLENDMODE_BLEND;
    }
    if (blendMode == SDL_BLENDMODE_ADD_FULL) {
        return SDL_BLENDMODE_ADD;
    }
    if (blendMode == SDL_BLENDMODE_MOD_FULL) {
        return SDL_BLENDMODE_MOD;
    }
    if (blendMode == SDL_BLENDMODE_MUL_FULL) {
        return SDL_BLENDMODE_MUL;
    }
    return blendMode;
}
static SDL_BlendMode
SDL_GetLongBlendMode(SDL_BlendMode blendMode)
{
    if (blendMode == SDL_BLENDMODE_NONE) {
        return SDL_BLENDMODE_NONE_FULL;
    }
    if (blendMode == SDL_BLENDMODE_BLEND) {
        return SDL_BLENDMODE_BLEND_FULL;
    }
    if (blendMode == SDL_BLENDMODE_ADD) {
        return SDL_BLENDMODE_ADD_FULL;
    }
    if (blendMode == SDL_BLENDMODE_MOD) {
        return SDL_BLENDMODE_MOD_FULL;
    }
    if (blendMode == SDL_BLENDMODE_MUL) {
        return SDL_BLENDMODE_MUL_FULL;
    }
    return blendMode;
}
SDL_BlendMode
SDL_ComposeCustomBlendMode(SDL_BlendFactor srcColorFactor, SDL_BlendFactor dstColorFactor,
                           SDL_BlendOperation colorOperation,
                           SDL_BlendFactor srcAlphaFactor, SDL_BlendFactor dstAlphaFactor,
                           SDL_BlendOperation alphaOperation)
{
    SDL_BlendMode blendMode = SDL_COMPOSE_BLENDMODE(srcColorFactor, dstColorFactor, colorOperation,
                                                    srcAlphaFactor, dstAlphaFactor, alphaOperation);
    return SDL_GetShortBlendMode(blendMode);
}
SDL_BlendFactor
SDL_GetBlendModeSrcColorFactor(SDL_BlendMode blendMode)
{
    blendMode = SDL_GetLongBlendMode(blendMode);
    return (SDL_BlendFactor)(((Uint32)blendMode >> 4) & 0xF);
}
SDL_BlendFactor
SDL_GetBlendModeDstColorFactor(SDL_BlendMode blendMode)
{
    blendMode = SDL_GetLongBlendMode(blendMode);
    return (SDL_BlendFactor)(((Uint32)blendMode >> 8) & 0xF);
}
SDL_BlendOperation
SDL_GetBlendModeColorOperation(SDL_BlendMode blendMode)
{
    blendMode = SDL_GetLongBlendMode(blendMode);
    return (SDL_BlendOperation)(((Uint32)blendMode >> 0) & 0xF);
}
SDL_BlendFactor
SDL_GetBlendModeSrcAlphaFactor(SDL_BlendMode blendMode)
{
    blendMode = SDL_GetLongBlendMode(blendMode);
    return (SDL_BlendFactor)(((Uint32)blendMode >> 20) & 0xF);
}
SDL_BlendFactor
SDL_GetBlendModeDstAlphaFactor(SDL_BlendMode blendMode)
{
    blendMode = SDL_GetLongBlendMode(blendMode);
    return (SDL_BlendFactor)(((Uint32)blendMode >> 24) & 0xF);
}
SDL_BlendOperation
SDL_GetBlendModeAlphaOperation(SDL_BlendMode blendMode)
{
    blendMode = SDL_GetLongBlendMode(blendMode);
    return (SDL_BlendOperation)(((Uint32)blendMode >> 16) & 0xF);
}
/* vi: set ts=4 sw=4 expandtab: */