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SDL源码分析系列文章列表:
SDL2源码分析5:更新纹理(SDL_UpdateTexture())
SDL2源码分析6:拷贝到渲染器(SDL_RenderCopy())
SDL2源码分析7:显示(SDL_RenderPresent())
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上一篇文章分析了SDL的创建纹理函数SDL_CreateTexture()。这篇文章继续分析SDL的源码。本文分析SDL更新纹理数据函数SDL_UpdateTexture()。
SDL播放视频的代码流程例如以下所看到的。
初始化:
SDL_Init(): 初始化SDL。循环渲染数据:
SDL_CreateWindow(): 创建窗体(Window)。
SDL_CreateRenderer(): 基于窗体创建渲染器(Render)。
SDL_CreateTexture(): 创建纹理(Texture)。
SDL_UpdateTexture(): 设置纹理的数据。上篇文章分析了该流程中的第4个函数SDL_CreateTexture()。本文继续分析该流程中的第5个函数SDL_UpdateTexture()。
SDL_RenderCopy(): 纹理复制给渲染器。
SDL_RenderPresent(): 显示。
SDL_UpdateTexture()
函数简单介绍
SDL使用SDL_UpdateTexture()设置纹理的像素数据。SDL_UpdateTexture()的原型例如以下。
int SDLCALL SDL_UpdateTexture(SDL_Texture * texture, const SDL_Rect * rect, const void *pixels, int pitch);
參数的含义例如以下。
texture:目标纹理。
rect:更新像素的矩形区域。设置为NULL的时候更新整个区域。
pixels:像素数据。
pitch:一行像素数据的字节数。
成功的话返回0,失败的话返回-1。
函数调用关系图
上面的图片不太清晰。更清晰的图片上传到了相冊里面:
http://my.csdn.net/leixiaohua1020/album/detail/1793769
源码分析
SDL_UpdateTexture()的源码位于renderSDL_render.c中。例如以下所看到的。
int 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); if (!pixels) { return SDL_InvalidParamError("pixels"); } if (!pitch) { return SDL_InvalidParamError("pitch"); } if (!rect) { full_rect.x = 0; full_rect.y = 0; full_rect.w = texture->w; full_rect.h = texture->h; rect = &full_rect; } if (texture->yuv) { return SDL_UpdateTextureYUV(texture, rect, pixels, pitch); } else if (texture->native) { return SDL_UpdateTextureNative(texture, rect, pixels, pitch); } else { renderer = texture->renderer; return renderer->UpdateTexture(renderer, texture, rect, pixels, pitch); } }
从源码中能够看出,SDL_UpdateTexture()的大致流程例如以下。
1. 检查输入參数的合理性。比如像素格式是否支持,宽和高是否小于等于0等等。
2. 假设是一些特殊的格式,进行一定的处理:
a) 假设输入的像素数据是YUV格式的,则会调用SDL_UpdateTextureYUV()进行处理。3. 调用SDL_Render的UpdateTexture()方法更新纹理。这一步是整个函数的核心。
b) 假设输入的像素数据的像素格式不是渲染器支持的格式,则会调用SDL_UpdateTextureNative()进行处理。
以下我们具体看一下几种不同的渲染器的UpdateTexture ()的方法。
1. Direct3D
Direct3D 渲染器中相应UpdateTexture ()的函数是D3D_UpdateTexture(),它的源码例如以下所看到的(位于renderdirect3dSDL_render_d3d.c)。static int D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, const void *pixels, int pitch) { D3D_TextureData *data = (D3D_TextureData *) texture->driverdata; SDL_bool full_texture = SDL_FALSE; #ifdef USE_DYNAMIC_TEXTURE if (texture->access == SDL_TEXTUREACCESS_STREAMING && rect->x == 0 && rect->y == 0 && rect->w == texture->w && rect->h == texture->h) { full_texture = SDL_TRUE; } #endif if (!data) { SDL_SetError("Texture is not currently available"); return -1; } if (D3D_UpdateTextureInternal(data->texture, texture->format, full_texture, rect->x, rect->y, rect->w, rect->h, pixels, pitch) < 0) { return -1; } if (data->yuv) { /* Skip to the correct offset into the next texture */ pixels = (const void*)((const Uint8*)pixels + rect->h * pitch); if (D3D_UpdateTextureInternal(texture->format == SDL_PIXELFORMAT_YV12 ? data->vtexture : data->utexture, texture->format, full_texture, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, pixels, pitch / 2) < 0) { return -1; } /* Skip to the correct offset into the next texture */ pixels = (const void*)((const Uint8*)pixels + (rect->h * pitch)/4); if (D3D_UpdateTextureInternal(texture->format == SDL_PIXELFORMAT_YV12 ?data->utexture : data->vtexture, texture->format, full_texture, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, pixels, pitch / 2) < 0) { return -1; } } return 0; }
从代码中能够看出,该函数调用了D3D_UpdateTextureInternal()函数。在这里须要注意,假设输入像素格式是YUV。就会使用3个纹理,对于多出的那2个纹理会单独进行处理。调用的函数D3D_UpdateTextureInternal()代码例如以下。
static int D3D_UpdateTextureInternal(IDirect3DTexture9 *texture, Uint32 format, SDL_bool full_texture, int x, int y, int w, int h, const void *pixels, int pitch) { RECT d3drect; D3DLOCKED_RECT locked; const Uint8 *src; Uint8 *dst; int row, length; HRESULT result; if (full_texture) { result = IDirect3DTexture9_LockRect(texture, 0, &locked, NULL, D3DLOCK_DISCARD); } else { d3drect.left = x; d3drect.right = x + w; d3drect.top = y; d3drect.bottom = y + h; result = IDirect3DTexture9_LockRect(texture, 0, &locked, &d3drect, 0); } if (FAILED(result)) { return D3D_SetError("LockRect()", result); } src = (const Uint8 *)pixels; dst = locked.pBits; length = w * SDL_BYTESPERPIXEL(format); if (length == pitch && length == locked.Pitch) { SDL_memcpy(dst, src, length*h); } else { if (length > pitch) { length = pitch; } if (length > locked.Pitch) { length = locked.Pitch; } for (row = 0; row < h; ++row) { SDL_memcpy(dst, src, length); src += pitch; dst += locked.Pitch; } } IDirect3DTexture9_UnlockRect(texture, 0); return 0; }
从代码中能够看出,该函数首先调用IDirect3DTexture9_LockRect()锁定纹理。然后使用SDL_memcpy()将新的像素数据拷贝至纹理(SDL_memcpy()实际上就是memcpy()), 最后使用IDirect3DTexture9_UnlockRect()解锁纹理。
2. OpenGL
OpenGL渲染器中相应UpdateTexture()的函数是GL_UpdateTexture()。它的源码例如以下所看到的(位于renderopenglSDL_render_gl.c)。static int GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, const void *pixels, int pitch) { GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata; GL_TextureData *data = (GL_TextureData *) texture->driverdata; GL_ActivateRenderer(renderer); renderdata->glEnable(data->type); renderdata->glBindTexture(data->type, data->texture); renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, (pitch / SDL_BYTESPERPIXEL(texture->format))); renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w, rect->h, data->format, data->formattype, pixels); if (data->yuv) { renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, (pitch / 2)); /* Skip to the correct offset into the next texture */ pixels = (const void*)((const Uint8*)pixels + rect->h * pitch); if (texture->format == SDL_PIXELFORMAT_YV12) { renderdata->glBindTexture(data->type, data->vtexture); } else { renderdata->glBindTexture(data->type, data->utexture); } renderdata->glTexSubImage2D(data->type, 0, rect->x/2, rect->y/2, rect->w/2, rect->h/2, data->format, data->formattype, pixels); /* Skip to the correct offset into the next texture */ pixels = (const void*)((const Uint8*)pixels + (rect->h * pitch)/4); if (texture->format == SDL_PIXELFORMAT_YV12) { renderdata->glBindTexture(data->type, data->utexture); } else { renderdata->glBindTexture(data->type, data->vtexture); } renderdata->glTexSubImage2D(data->type, 0, rect->x/2, rect->y/2, rect->w/2, rect->h/2, data->format, data->formattype, pixels); } renderdata->glDisable(data->type); return GL_CheckError("glTexSubImage2D()", renderer); }
从代码中能够看出。该函数调用了OpenGL的API函数glBindTexture (),glTexSubImage2D()等更新了一个纹理。
在这里有一点须要注意,假设输入像素格式是YUV,就会使用3个纹理,对于多出的那2个纹理会单独进行处理。
3. Software
Software渲染器中相应UpdateTexture()的函数是SW_UpdateTexture()。它的源码例如以下所看到的(位于rendersoftwareSDL_render_sw.c)。static int SW_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, const void *pixels, int pitch) { SDL_Surface *surface = (SDL_Surface *) texture->driverdata; Uint8 *src, *dst; int row; size_t length; if(SDL_MUSTLOCK(surface)) SDL_LockSurface(surface); src = (Uint8 *) pixels; dst = (Uint8 *) surface->pixels + rect->y * surface->pitch + rect->x * surface->format->BytesPerPixel; length = rect->w * surface->format->BytesPerPixel; for (row = 0; row < rect->h; ++row) { SDL_memcpy(dst, src, length); src += pitch; dst += surface->pitch; } if(SDL_MUSTLOCK(surface)) SDL_UnlockSurface(surface); return 0; }
该函数的源码还没有具体分析。当中最关键的函数要数SDL_memcpy()了,正是这个函数更新了纹理的像素数据。可是Software渲染器纹理改动的时候是否须要Lock()和Unlock()呢?这一点一直也没太搞清。