SDL2来源分析3:渲染(SDL_Renderer)
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SDL源代碼分析系列文章上市:
SDL2源碼分析1:初始化(SDL_Init())
SDL2源碼分析2:窗體(SDL_Window)
SDL2源碼分析3:渲染器(SDL_Renderer)
SDL2源碼分析4:紋理(SDL_Texture)
SDL2源碼分析5:更新紋理(SDL_UpdateTexture())
SDL2源碼分析6:拷貝到渲染器(SDL_RenderCopy())
SDL2源碼分析7:顯示(SDL_RenderPresent())
SDL2源碼分析8:視頻顯示總結
=====================================================
上一篇文章分析了SDL中創建窗體的函數SDL_CreateWindow()。這篇文章繼續分析SDL的源碼。
本文分析SDL的渲染器(SDL_Renderer)。
SDL播放視頻的代碼流程例如以下所看到的。
初始化:
SDL_Init(): 初始化SDL。
SDL_CreateWindow(): 創建窗體(Window)。
SDL_CreateRenderer(): 基于窗體創建渲染器(Render)。
SDL_CreateTexture(): 創建紋理(Texture)。
循環渲染數據:
SDL_UpdateTexture(): 設置紋理的數據。
SDL_RenderCopy(): 紋理復制給渲染器。SDL_RenderPresent(): 顯示。
上篇文章分析了該流程中的第2個函數SDL_CreateWindow()。
本文繼續分析該流程中的第3個函數SDL_CreateRenderer()。
SDL_Renderer
SDL_Renderer結構體定義了一個SDL2中的渲染器。假設直接使用SDL2編譯好的SDK的話。是看不到它的內部結構的。
有關它的定義在頭文件里僅僅有一行代碼。例如以下所看到的。
/** * rief A structure representing rendering state */ struct SDL_Renderer; typedef struct SDL_Renderer SDL_Renderer;
在源碼project中能夠看到SDL_Renderer的定義,位于renderSDL_sysrender.h文件里。
它的定義例如以下。
/* Define the SDL renderer structure */
struct SDL_Renderer
{
    const void *magic;
    void (*WindowEvent) (SDL_Renderer * renderer, const SDL_WindowEvent *event);
    int (*GetOutputSize) (SDL_Renderer * renderer, int *w, int *h);
    int (*CreateTexture) (SDL_Renderer * renderer, SDL_Texture * texture);
    int (*SetTextureColorMod) (SDL_Renderer * renderer,
                               SDL_Texture * texture);
    int (*SetTextureAlphaMod) (SDL_Renderer * renderer,
                               SDL_Texture * texture);
    int (*SetTextureBlendMode) (SDL_Renderer * renderer,
                                SDL_Texture * texture);
    int (*UpdateTexture) (SDL_Renderer * renderer, SDL_Texture * texture,
                          const SDL_Rect * rect, const void *pixels,
                          int pitch);
    int (*UpdateTextureYUV) (SDL_Renderer * renderer, SDL_Texture * texture,
                            const SDL_Rect * rect,
                            const Uint8 *Yplane, int Ypitch,
                            const Uint8 *Uplane, int Upitch,
                            const Uint8 *Vplane, int Vpitch);
    int (*LockTexture) (SDL_Renderer * renderer, SDL_Texture * texture,
                        const SDL_Rect * rect, void **pixels, int *pitch);
    void (*UnlockTexture) (SDL_Renderer * renderer, SDL_Texture * texture);
    int (*SetRenderTarget) (SDL_Renderer * renderer, SDL_Texture * texture);
    int (*UpdateViewport) (SDL_Renderer * renderer);
    int (*UpdateClipRect) (SDL_Renderer * renderer);
    int (*RenderClear) (SDL_Renderer * renderer);
    int (*RenderDrawPoints) (SDL_Renderer * renderer, const SDL_FPoint * points,
                             int count);
    int (*RenderDrawLines) (SDL_Renderer * renderer, const SDL_FPoint * points,
                            int count);
    int (*RenderFillRects) (SDL_Renderer * renderer, const SDL_FRect * rects,
                            int count);
    int (*RenderCopy) (SDL_Renderer * renderer, SDL_Texture * texture,
                       const SDL_Rect * srcrect, const SDL_FRect * dstrect);
    int (*RenderCopyEx) (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);
    int (*RenderReadPixels) (SDL_Renderer * renderer, const SDL_Rect * rect,
                             Uint32 format, void * pixels, int pitch);
    void (*RenderPresent) (SDL_Renderer * renderer);
    void (*DestroyTexture) (SDL_Renderer * renderer, SDL_Texture * texture);
    void (*DestroyRenderer) (SDL_Renderer * renderer);
    int (*GL_BindTexture) (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh);
    int (*GL_UnbindTexture) (SDL_Renderer * renderer, SDL_Texture *texture);
    /* The current renderer info */
    SDL_RendererInfo info;
    /* The window associated with the renderer */
    SDL_Window *window;
    SDL_bool hidden;
    /* The logical resolution for rendering */
    int logical_w;
    int logical_h;
    int logical_w_backup;
    int logical_h_backup;
    /* The drawable area within the window */
    SDL_Rect viewport;
    SDL_Rect viewport_backup;
    /* The clip rectangle within the window */
    SDL_Rect clip_rect;
    SDL_Rect clip_rect_backup;
    /* The render output coordinate scale */
    SDL_FPoint scale;
    SDL_FPoint scale_backup;
    /* The list of textures */
    SDL_Texture *textures;
    SDL_Texture *target;
    Uint8 r, g, b, a;                   /**< Color for drawing operations values */
    SDL_BlendMode blendMode;            /**< The drawing blend mode */
    void *driverdata;
};
通過代碼能夠看出當中包括了一個“渲染器”應該包括的各種屬性。
這個結構體中的各個變量還沒有深入研究,暫不具體分析。
以下來看看怎樣創建這個SDL_Renderer。
SDL_CreateRenderer()
函數簡單介紹
SDL中使用SDL_CreateRenderer()基于窗體創建渲染器。SDL_CreateRenderer()原型例如以下。
SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window * window,
                                               int index, Uint32 flags);
參數含義例如以下。
window : 渲染的目標窗體。
index :打算初始化的渲染設備的索引。
設置“-1”則初始化默認的渲染設備。
flags :支持以下值(位于SDL_RendererFlags定義中)
SDL_RENDERER_SOFTWARE :使用軟件渲染
SDL_RENDERER_ACCELERATED :使用硬件加速
SDL_RENDERER_PRESENTVSYNC:和顯示器的刷新率同步
SDL_RENDERER_TARGETTEXTURE :不太懂
返回創建完畢的渲染器的ID。假設創建失敗則返回NULL。
函數調用關系圖
SDL_CreateRenderer()關鍵函數的調用關系能夠用下圖表示。
上述圖片不太清晰,相冊里面上傳了一份原始的大圖片:
http://my.csdn.net/leixiaohua1020/album/detail/1793385
打開上述相冊里面的圖片,右鍵選擇“另存為”就可以保存原始圖片。
源碼分析
SDL_CreateRenderer()的源碼位于renderSDL_render.c中,例如以下所看到的。
SDL_Renderer * SDL_CreateRenderer(SDL_Window * window, int index, Uint32 flags)
{
#if !SDL_RENDER_DISABLED
    SDL_Renderer *renderer = NULL;
    int n = SDL_GetNumRenderDrivers();
    const char *hint;
    if (!window) {
        SDL_SetError("Invalid window");
        return NULL;
    }
    if (SDL_GetRenderer(window)) {
        SDL_SetError("Renderer already associated with window");
        return NULL;
    }
    hint = SDL_GetHint(SDL_HINT_RENDER_VSYNC);
    if (hint) {
        if (*hint == '0') {
            flags &= ~SDL_RENDERER_PRESENTVSYNC;
        } else {
            flags |= SDL_RENDERER_PRESENTVSYNC;
        }
    }
    if (index < 0) {
        hint = SDL_GetHint(SDL_HINT_RENDER_DRIVER);
        if (hint) {
            for (index = 0; index < n; ++index) {
                const SDL_RenderDriver *driver = render_drivers[index];
                if (SDL_strcasecmp(hint, driver->info.name) == 0) {
                    /* Create a new renderer instance */
                    renderer = driver->CreateRenderer(window, flags);
                    break;
                }
            }
        }
        if (!renderer) {
            for (index = 0; index < n; ++index) {
                const SDL_RenderDriver *driver = render_drivers[index];
                if ((driver->info.flags & flags) == flags) {
                    /* Create a new renderer instance */
                    renderer = driver->CreateRenderer(window, flags);
                    if (renderer) {
                        /* Yay, we got one! */
                        break;
                    }
                }
            }
        }
        if (index == n) {
            SDL_SetError("Couldn't find matching render driver");
            return NULL;
        }
    } else {
        if (index >= SDL_GetNumRenderDrivers()) {
            SDL_SetError("index must be -1 or in the range of 0 - %d",
                         SDL_GetNumRenderDrivers() - 1);
            return NULL;
        }
        /* Create a new renderer instance */
        renderer = render_drivers[index]->CreateRenderer(window, flags);
    }
    if (renderer) {
        renderer->magic = &renderer_magic;
        renderer->window = window;
        renderer->scale.x = 1.0f;
        renderer->scale.y = 1.0f;
        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);
    }
    return renderer;
#else
    SDL_SetError("SDL not built with rendering support");
    return NULL;
#endif
}
SDL_CreateRenderer()中最重要的一個函數就是它調用了SDL_RenderDriver的CreateRenderer()方法。通過該方法能夠創建一個渲染器。
環繞著這種方法,包括了一些初始化工作以及一些收尾工作。
以下針對這個最核心的函數進行分析。
我們首先來看一下SDL_RenderDriver這個結構體。從字面的意思能夠看出它代表了“渲染器的驅動程序”。
這個結構體的定義例如以下。
/* Define the SDL render driver structure */
struct SDL_RenderDriver
{
    SDL_Renderer *(*CreateRenderer) (SDL_Window * window, Uint32 flags);
    /* Info about the renderer capabilities */
    SDL_RendererInfo info;
};
從代碼中能夠看出,這個結構體的成員比較簡單。包括了一個函數指針CreateRenderer()和一個存儲信息的SDL_RendererInfo類型的結構體info。CreateRenderer()是用于創建渲染器的函數,而SDL_RendererInfo則包括了該結構體的一些信息。能夠看一下SDL_RendererInfo的定義。
/**
 *  rief Information on the capabilities of a render driver or context.
 */
typedef struct SDL_RendererInfo
{
    const char *name;           /**< The name of the renderer */
    Uint32 flags;               /**< Supported ::SDL_RendererFlags */
    Uint32 num_texture_formats; /**< The number of available texture formats */
    Uint32 texture_formats[16]; /**< The available texture formats */
    int max_texture_width;      /**< The maximimum texture width */
    int max_texture_height;     /**< The maximimum texture height */
} SDL_RendererInfo;
在SDL中有一個全局的SDL_RenderDriver類型的靜態數組render_drivers,當中存儲了SDL支持的全部渲染器。
該數組定義例如以下。
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_OGL
    &GL_RenderDriver,
#endif
#if SDL_VIDEO_RENDER_OGL_ES2
    &GLES2_RenderDriver,
#endif
#if SDL_VIDEO_RENDER_OGL_ES
    &GLES_RenderDriver,
#endif
#if SDL_VIDEO_RENDER_DIRECTFB
    &DirectFB_RenderDriver,
#endif
#if SDL_VIDEO_RENDER_PSP
    &PSP_RenderDriver,
#endif
    &SW_RenderDriver
};
從render_drivers數組的定義能夠看出,當中包括了Direct3D,OpenGL。OpenGL ES等各種渲染器的驅動程序。
我們能夠選擇幾個看一下。
比如Direct3D的渲染器驅動程序D3D_RenderDriver的定義例如以下(位于renderdirect3dSDL_render_d3d.c)。
SDL_RenderDriver D3D_RenderDriver = {
    D3D_CreateRenderer,
    {
     "direct3d",
     (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
     1,
     {SDL_PIXELFORMAT_ARGB8888},
     0,
     0}
};
能夠看出創建Direct3D渲染器的函數是D3D_CreateRenderer()。
OpenGL的渲染器驅動程序GL_RenderDriver的定義例如以下(位于renderopenglSDL_render_gl.c)。
SDL_RenderDriver GL_RenderDriver = {
    GL_CreateRenderer,
    {
     "opengl",
     (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
     1,
     {SDL_PIXELFORMAT_ARGB8888},
     0,
     0}
};
能夠看出創建OpenGL渲染器的函數是GL_CreateRenderer()。
軟件渲染器驅動程序SW_RenderDriver的定義例如以下(位于rendersoftwareSDL_render_sw.c)。
SDL_RenderDriver SW_RenderDriver = {
    SW_CreateRenderer,
    {
     "software",
     SDL_RENDERER_SOFTWARE | SDL_RENDERER_TARGETTEXTURE,
     8,
     {
      SDL_PIXELFORMAT_RGB555,
      SDL_PIXELFORMAT_RGB565,
      SDL_PIXELFORMAT_RGB888,
      SDL_PIXELFORMAT_BGR888,
      SDL_PIXELFORMAT_ARGB8888,
      SDL_PIXELFORMAT_RGBA8888,
      SDL_PIXELFORMAT_ABGR8888,
      SDL_PIXELFORMAT_BGRA8888
     },
     0,
     0}
};
能夠看出創建軟件渲染器的函數是SW_CreateRenderer ()。
有關SDL_RenderDriver這個結構體就不再多說了。以下分別看一下Direct3D,OpenGL,Software這三種最常見的渲染器的創建方法。
1. Direct3D
Direct3D 的渲染器在創建函數是D3D_CreateRenderer()。該函數位于renderdirect3dSDL_render_d3d.c文件里。首先看一下它的代碼。
SDL_Renderer * D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
{
    SDL_Renderer *renderer;
    D3D_RenderData *data;
    SDL_SysWMinfo windowinfo;
    HRESULT result;
    const char *hint;
    D3DPRESENT_PARAMETERS pparams;
    IDirect3DSwapChain9 *chain;
    D3DCAPS9 caps;
    DWORD device_flags;
    Uint32 window_flags;
    int w, h;
    SDL_DisplayMode fullscreen_mode;
    int displayIndex;
    renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
    if (!renderer) {
        SDL_OutOfMemory();
        return NULL;
    }
    data = (D3D_RenderData *) SDL_calloc(1, sizeof(*data));
    if (!data) {
        SDL_free(renderer);
        SDL_OutOfMemory();
        return NULL;
    }
    if (!D3D_LoadDLL(&data->d3dDLL, &data->d3d)) {
        SDL_free(renderer);
        SDL_free(data);
        SDL_SetError("Unable to create Direct3D interface");
        return NULL;
    }
    renderer->WindowEvent = D3D_WindowEvent;
    renderer->CreateTexture = D3D_CreateTexture;
    renderer->UpdateTexture = D3D_UpdateTexture;
    renderer->UpdateTextureYUV = D3D_UpdateTextureYUV;
    renderer->LockTexture = D3D_LockTexture;
    renderer->UnlockTexture = D3D_UnlockTexture;
    renderer->SetRenderTarget = D3D_SetRenderTarget;
    renderer->UpdateViewport = D3D_UpdateViewport;
    renderer->UpdateClipRect = D3D_UpdateClipRect;
    renderer->RenderClear = D3D_RenderClear;
    renderer->RenderDrawPoints = D3D_RenderDrawPoints;
    renderer->RenderDrawLines = D3D_RenderDrawLines;
    renderer->RenderFillRects = D3D_RenderFillRects;
    renderer->RenderCopy = D3D_RenderCopy;
    renderer->RenderCopyEx = D3D_RenderCopyEx;
    renderer->RenderReadPixels = D3D_RenderReadPixels;
    renderer->RenderPresent = D3D_RenderPresent;
    renderer->DestroyTexture = D3D_DestroyTexture;
    renderer->DestroyRenderer = D3D_DestroyRenderer;
    renderer->info = D3D_RenderDriver.info;
    renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
    renderer->driverdata = data;
    SDL_VERSION(&windowinfo.version);
    SDL_GetWindowWMInfo(window, &windowinfo);
    window_flags = SDL_GetWindowFlags(window);
    SDL_GetWindowSize(window, &w, &h);
    SDL_GetWindowDisplayMode(window, &fullscreen_mode);
    SDL_zero(pparams);
    pparams.hDeviceWindow = windowinfo.info.win.window;
    pparams.BackBufferWidth = w;
    pparams.BackBufferHeight = h;
    if (window_flags & SDL_WINDOW_FULLSCREEN) {
        pparams.BackBufferFormat =
            PixelFormatToD3DFMT(fullscreen_mode.format);
    } else {
        pparams.BackBufferFormat = D3DFMT_UNKNOWN;
    }
    pparams.BackBufferCount = 1;
    pparams.SwapEffect = D3DSWAPEFFECT_DISCARD;
    if (window_flags & SDL_WINDOW_FULLSCREEN) {
        if ((window_flags & SDL_WINDOW_FULLSCREEN_DESKTOP) == SDL_WINDOW_FULLSCREEN_DESKTOP)  {
            pparams.Windowed = TRUE;
            pparams.FullScreen_RefreshRateInHz = 0;
        } else {
            pparams.Windowed = FALSE;
            pparams.FullScreen_RefreshRateInHz = fullscreen_mode.refresh_rate;
        }
    } else {
        pparams.Windowed = TRUE;
        pparams.FullScreen_RefreshRateInHz = 0;
    }
    if (flags & SDL_RENDERER_PRESENTVSYNC) {
        pparams.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
    } else {
        pparams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
    }
    /* Get the adapter for the display that the window is on */
    displayIndex = SDL_GetWindowDisplayIndex(window);
    data->adapter = SDL_Direct3D9GetAdapterIndex(displayIndex);
    IDirect3D9_GetDeviceCaps(data->d3d, data->adapter, D3DDEVTYPE_HAL, &caps);
    device_flags = D3DCREATE_FPU_PRESERVE;
    if (caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) {
        device_flags |= D3DCREATE_HARDWARE_VERTEXPROCESSING;
    } else {
        device_flags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
    }
    hint = SDL_GetHint(SDL_HINT_RENDER_DIRECT3D_THREADSAFE);
    if (hint && SDL_atoi(hint)) {
        device_flags |= D3DCREATE_MULTITHREADED;
    }
    result = IDirect3D9_CreateDevice(data->d3d, data->adapter,
                                     D3DDEVTYPE_HAL,
                                     pparams.hDeviceWindow,
                                     device_flags,
                                     &pparams, &data->device);
    if (FAILED(result)) {
        D3D_DestroyRenderer(renderer);
        D3D_SetError("CreateDevice()", result);
        return NULL;
    }
    /* Get presentation parameters to fill info */
    result = IDirect3DDevice9_GetSwapChain(data->device, 0, &chain);
    if (FAILED(result)) {
        D3D_DestroyRenderer(renderer);
        D3D_SetError("GetSwapChain()", result);
        return NULL;
    }
    result = IDirect3DSwapChain9_GetPresentParameters(chain, &pparams);
    if (FAILED(result)) {
        IDirect3DSwapChain9_Release(chain);
        D3D_DestroyRenderer(renderer);
        D3D_SetError("GetPresentParameters()", result);
        return NULL;
    }
    IDirect3DSwapChain9_Release(chain);
    if (pparams.PresentationInterval == D3DPRESENT_INTERVAL_ONE) {
        renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
    }
    data->pparams = pparams;
    IDirect3DDevice9_GetDeviceCaps(data->device, &caps);
    renderer->info.max_texture_width = caps.MaxTextureWidth;
    renderer->info.max_texture_height = caps.MaxTextureHeight;
    if (caps.NumSimultaneousRTs >= 2) {
        renderer->info.flags |= SDL_RENDERER_TARGETTEXTURE;
    }
    if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_SEPARATEALPHABLEND) {
        data->enableSeparateAlphaBlend = SDL_TRUE;
    }
    /* Store the default render target */
    IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget );
    data->currentRenderTarget = NULL;
    /* Set up parameters for rendering */
    D3D_InitRenderState(data);
    if (caps.MaxSimultaneousTextures >= 3)
    {
#ifdef ASSEMBLE_SHADER
        /* This shader was created by running the following HLSL through the fxc compiler
           and then tuning the generated assembly.
           fxc /T fx_4_0 /O3 /Gfa /Fc yuv.fxc yuv.fx
           --- yuv.fx ---
           Texture2D g_txY;
           Texture2D g_txU;
           Texture2D g_txV;
           SamplerState samLinear
           {
               Filter = ANISOTROPIC;
               AddressU = Clamp;
               AddressV = Clamp;
               MaxAnisotropy = 1;
           };
           struct VS_OUTPUT
           {
                float2 TextureUV  : TEXCOORD0;
           };
           struct PS_OUTPUT
           {
                float4 RGBAColor : SV_Target;
           };
           PS_OUTPUT YUV420( VS_OUTPUT In ) 
           {
               const float3 offset = {-0.0625, -0.5, -0.5};
               const float3 Rcoeff = {1.164,  0.000,  1.596};
               const float3 Gcoeff = {1.164, -0.391, -0.813};
               const float3 Bcoeff = {1.164,  2.018,  0.000};
               PS_OUTPUT Output;
               float2 TextureUV = In.TextureUV;
               float3 yuv;
               yuv.x = g_txY.Sample( samLinear, TextureUV ).r;
               yuv.y = g_txU.Sample( samLinear, TextureUV ).r;
               yuv.z = g_txV.Sample( samLinear, TextureUV ).r;
               yuv += offset;
               Output.RGBAColor.r = dot(yuv, Rcoeff);
               Output.RGBAColor.g = dot(yuv, Gcoeff);
               Output.RGBAColor.b = dot(yuv, Bcoeff);
               Output.RGBAColor.a = 1.0f;
               return Output;
           }
           technique10 RenderYUV420
           {
               pass P0
               {
                    SetPixelShader( CompileShader( ps_4_0_level_9_0, YUV420() ) );
               }
           }
        */
        const char *shader_text =
            "ps_2_0
"
            "def c0, -0.0625, -0.5, -0.5, 1
"
            "def c1, 1.16400003, 0, 1.59599996, 0
"
            "def c2, 1.16400003, -0.391000003, -0.813000023, 0
"
            "def c3, 1.16400003, 2.01799989, 0, 0
"
            "dcl t0.xy
"
            "dcl v0.xyzw
"
            "dcl_2d s0
"
            "dcl_2d s1
"
            "dcl_2d s2
"
            "texld r0, t0, s0
"
            "texld r1, t0, s1
"
            "texld r2, t0, s2
"
            "mov r0.y, r1.x
"
            "mov r0.z, r2.x
"
            "add r0.xyz, r0, c0
"
            "dp3 r1.x, r0, c1
"
            "dp3 r1.y, r0, c2
"
            "dp2add r1.z, r0, c3, c3.z
"   /* Logically this is "dp3 r1.z, r0, c3" but the optimizer did its magic */
            "mov r1.w, c0.w
"
            "mul r0, r1, v0
"              /* Not in the HLSL, multiply by vertex color */
            "mov oC0, r0
"
        ;
        LPD3DXBUFFER pCode;
        LPD3DXBUFFER pErrorMsgs;
        LPDWORD shader_data = NULL;
        DWORD   shader_size = 0;
        result = D3DXAssembleShader(shader_text, SDL_strlen(shader_text), NULL, NULL, 0, &pCode, &pErrorMsgs);
        if (!FAILED(result)) {
            shader_data = (DWORD*)pCode->lpVtbl->GetBufferPointer(pCode);
            shader_size = pCode->lpVtbl->GetBufferSize(pCode);
            PrintShaderData(shader_data, shader_size);
        } else {
            const char *error = (const char *)pErrorMsgs->lpVtbl->GetBufferPointer(pErrorMsgs);
            SDL_SetError("Couldn't assemble shader: %s", error);
        }
#else
        const DWORD shader_data[] = {
            0xffff0200, 0x05000051, 0xa00f0000, 0xbd800000, 0xbf000000, 0xbf000000,
            0x3f800000, 0x05000051, 0xa00f0001, 0x3f94fdf4, 0x00000000, 0x3fcc49ba,
            0x00000000, 0x05000051, 0xa00f0002, 0x3f94fdf4, 0xbec83127, 0xbf5020c5,
            0x00000000, 0x05000051, 0xa00f0003, 0x3f94fdf4, 0x400126e9, 0x00000000,
            0x00000000, 0x0200001f, 0x80000000, 0xb0030000, 0x0200001f, 0x80000000,
            0x900f0000, 0x0200001f, 0x90000000, 0xa00f0800, 0x0200001f, 0x90000000,
            0xa00f0801, 0x0200001f, 0x90000000, 0xa00f0802, 0x03000042, 0x800f0000,
            0xb0e40000, 0xa0e40800, 0x03000042, 0x800f0001, 0xb0e40000, 0xa0e40801,
            0x03000042, 0x800f0002, 0xb0e40000, 0xa0e40802, 0x02000001, 0x80020000,
            0x80000001, 0x02000001, 0x80040000, 0x80000002, 0x03000002, 0x80070000,
            0x80e40000, 0xa0e40000, 0x03000008, 0x80010001, 0x80e40000, 0xa0e40001,
            0x03000008, 0x80020001, 0x80e40000, 0xa0e40002, 0x0400005a, 0x80040001,
            0x80e40000, 0xa0e40003, 0xa0aa0003, 0x02000001, 0x80080001, 0xa0ff0000,
            0x03000005, 0x800f0000, 0x80e40001, 0x90e40000, 0x02000001, 0x800f0800,
            0x80e40000, 0x0000ffff
        };
#endif
        if (shader_data != NULL) {
            result = IDirect3DDevice9_CreatePixelShader(data->device, shader_data, &data->ps_yuv);
            if (!FAILED(result)) {
                renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
                renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
            } else {
                D3D_SetError("CreatePixelShader()", result);
            }
        }
    }
    return renderer;
}
D3D_CreateRenderer()這個函數的代碼非常長。在這里提取它最重點的幾個進行簡單的分析。
PS:因為這個函數中包括了大量的Direct3D的API。這方面假設不熟悉的話。能夠參考以下兩篇文章:
《最簡單的視音頻播放演示樣例3:Direct3D播放YUV,RGB(通過Surface)》
《最簡單的視音頻播放演示樣例4:Direct3D播放RGB(通過Texture)》
(1)	為SDL_Renderer分配內存
這一步比較簡單。直接使用SDL_calloc()分配內存就能夠了。
SDL_calloc()實際上就是calloc()。這一點在前面的文章中已經敘述,在這里不再反復。
(2)	載入Direct3D
載入Direct3D通過函數D3D_LoadDLL()完畢。
調用該函數能夠得到一個IDirect3D9類型的接口。IDirect3D9接口能夠用于完畢D3D興許的初始化工作。
D3D_LoadDLL()函數的代碼例如以下。
SDL_bool D3D_LoadDLL( void **pD3DDLL, IDirect3D9 **pDirect3D9Interface )
{
	*pD3DDLL = SDL_LoadObject("D3D9.DLL");
	if (*pD3DDLL) {
		IDirect3D9 *(WINAPI * D3DCreate) (UINT SDKVersion);
		D3DCreate =
			(IDirect3D9 * (WINAPI *) (UINT)) SDL_LoadFunction(*pD3DDLL,
			"Direct3DCreate9");
		if (D3DCreate) {
			*pDirect3D9Interface = D3DCreate(D3D_SDK_VERSION);
		}
		if (!*pDirect3D9Interface) {
			SDL_UnloadObject(*pD3DDLL);
			*pD3DDLL = NULL;
			return SDL_FALSE;
		}
		return SDL_TRUE;
	} else {
		*pDirect3D9Interface = NULL;
		return SDL_FALSE;
	}
}
從代碼中能夠看出,該函數載入了一個“D3D9.DLL”的Dll。而且調用了當中的Direct3DCreate9()方法。
(3) 渲染器接口函數賦值
SDL_Render結構體中有一系列的函數指針,包括了有關渲染器的各種功能。SDL通過調用這些函數指針就能夠調用渲染器相應的功能。這是SDL支持多種渲染器的一個重要特點。代碼例如以下所看到的。
    renderer->WindowEvent = D3D_WindowEvent;
    renderer->CreateTexture = D3D_CreateTexture;
    renderer->UpdateTexture = D3D_UpdateTexture;
    renderer->UpdateTextureYUV = D3D_UpdateTextureYUV;
    renderer->LockTexture = D3D_LockTexture;
    renderer->UnlockTexture = D3D_UnlockTexture;
    renderer->SetRenderTarget = D3D_SetRenderTarget;
    renderer->UpdateViewport = D3D_UpdateViewport;
    renderer->UpdateClipRect = D3D_UpdateClipRect;
    renderer->RenderClear = D3D_RenderClear;
    renderer->RenderDrawPoints = D3D_RenderDrawPoints;
    renderer->RenderDrawLines = D3D_RenderDrawLines;
    renderer->RenderFillRects = D3D_RenderFillRects;
    renderer->RenderCopy = D3D_RenderCopy;
    renderer->RenderCopyEx = D3D_RenderCopyEx;
    renderer->RenderReadPixels = D3D_RenderReadPixels;
    renderer->RenderPresent = D3D_RenderPresent;
    renderer->DestroyTexture = D3D_DestroyTexture;
    renderer->DestroyRenderer = D3D_DestroyRenderer;
(4) 創建Device
創建Direct3D的Device通過IDirect3D9_CreateDevice()函數來實現。這一方面的知識不再敘述,能夠參考Direct3D創建Device的相關的文章。
(5) 設置渲染狀態
設置渲染狀態在函數D3D_InitRenderState()中完畢。該部分的知識也不再詳述,能夠參考Direct3D相關的渲染教程。貼出D3D_InitRenderState()的代碼。
static void D3D_InitRenderState(D3D_RenderData *data)
{
    D3DMATRIX matrix;
    IDirect3DDevice9 *device = data->device;
    IDirect3DDevice9_SetVertexShader(device, NULL);
    IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1);
    IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
    IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
    IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
    /* Enable color modulation by diffuse color */
    IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP,
                                          D3DTOP_MODULATE);
    IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1,
                                          D3DTA_TEXTURE);
    IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2,
                                          D3DTA_DIFFUSE);
    /* Enable alpha modulation by diffuse alpha */
    IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAOP,
                                          D3DTOP_MODULATE);
    IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1,
                                          D3DTA_TEXTURE);
    IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG2,
                                          D3DTA_DIFFUSE);
    /* Enable separate alpha blend function, if possible */
    if (data->enableSeparateAlphaBlend) {
        IDirect3DDevice9_SetRenderState(device, D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
    }
    /* Disable second texture stage, since we're done */
    IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP,
                                          D3DTOP_DISABLE);
    IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_ALPHAOP,
                                          D3DTOP_DISABLE);
    /* Set an identity world and view matrix */
    matrix.m[0][0] = 1.0f;
    matrix.m[0][1] = 0.0f;
    matrix.m[0][2] = 0.0f;
    matrix.m[0][3] = 0.0f;
    matrix.m[1][0] = 0.0f;
    matrix.m[1][1] = 1.0f;
    matrix.m[1][2] = 0.0f;
    matrix.m[1][3] = 0.0f;
    matrix.m[2][0] = 0.0f;
    matrix.m[2][1] = 0.0f;
    matrix.m[2][2] = 1.0f;
    matrix.m[2][3] = 0.0f;
    matrix.m[3][0] = 0.0f;
    matrix.m[3][1] = 0.0f;
    matrix.m[3][2] = 0.0f;
    matrix.m[3][3] = 1.0f;
    IDirect3DDevice9_SetTransform(device, D3DTS_WORLD, &matrix);
    IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, &matrix);
    /* Reset our current scale mode */
    SDL_memset(data->scaleMode, 0xFF, sizeof(data->scaleMode));
    /* Start the render with beginScene */
    data->beginScene = SDL_TRUE;
}
(6) 創建Shader
創建Shader通過函數IDirect3DDevice9_CreatePixelShader()完畢。
完畢以上步驟之后,Direct3D的渲染器就創建完畢了。
2. OpenGL
OpenGL 的渲染器在創建函數是GL_CreateRenderer()。該函數位于renderopenglSDL_render_gl.c文件里。首先看一下它的代碼。
PS:當中用到了OpenGL的非常多API。假設對OpenGL的API還不熟悉的話,能夠參考文章:
《最簡單的視音頻播放演示樣例6:OpenGL播放YUV420P(通過Texture,使用Shader)》
SDL_Renderer * GL_CreateRenderer(SDL_Window * window, Uint32 flags)
{
    SDL_Renderer *renderer;
    GL_RenderData *data;
    const char *hint;
    GLint value;
    Uint32 window_flags;
    int profile_mask, major, minor;
    SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile_mask);
    SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major);
    SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor);
    
    window_flags = SDL_GetWindowFlags(window);
    if (!(window_flags & SDL_WINDOW_OPENGL) ||
        profile_mask == SDL_GL_CONTEXT_PROFILE_ES || major != RENDERER_CONTEXT_MAJOR || minor != RENDERER_CONTEXT_MINOR) {
        
        SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, 0);
        SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR);
        SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR);
        if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) {
            /* Uh oh, better try to put it back... */
            SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile_mask);
            SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major);
            SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor);
            SDL_RecreateWindow(window, window_flags);
            return NULL;
        }
    }
    renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
    if (!renderer) {
        SDL_OutOfMemory();
        return NULL;
    }
    data = (GL_RenderData *) SDL_calloc(1, sizeof(*data));
    if (!data) {
        GL_DestroyRenderer(renderer);
        SDL_OutOfMemory();
        return NULL;
    }
    renderer->WindowEvent = GL_WindowEvent;
    renderer->GetOutputSize = GL_GetOutputSize;
    renderer->CreateTexture = GL_CreateTexture;
    renderer->UpdateTexture = GL_UpdateTexture;
    renderer->UpdateTextureYUV = GL_UpdateTextureYUV;
    renderer->LockTexture = GL_LockTexture;
    renderer->UnlockTexture = GL_UnlockTexture;
    renderer->SetRenderTarget = GL_SetRenderTarget;
    renderer->UpdateViewport = GL_UpdateViewport;
    renderer->UpdateClipRect = GL_UpdateClipRect;
    renderer->RenderClear = GL_RenderClear;
    renderer->RenderDrawPoints = GL_RenderDrawPoints;
    renderer->RenderDrawLines = GL_RenderDrawLines;
    renderer->RenderFillRects = GL_RenderFillRects;
    renderer->RenderCopy = GL_RenderCopy;
    renderer->RenderCopyEx = GL_RenderCopyEx;
    renderer->RenderReadPixels = GL_RenderReadPixels;
    renderer->RenderPresent = GL_RenderPresent;
    renderer->DestroyTexture = GL_DestroyTexture;
    renderer->DestroyRenderer = GL_DestroyRenderer;
    renderer->GL_BindTexture = GL_BindTexture;
    renderer->GL_UnbindTexture = GL_UnbindTexture;
    renderer->info = GL_RenderDriver.info;
    renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
    renderer->driverdata = data;
    renderer->window = window;
    data->context = SDL_GL_CreateContext(window);
    if (!data->context) {
        GL_DestroyRenderer(renderer);
        return NULL;
    }
    if (SDL_GL_MakeCurrent(window, data->context) < 0) {
        GL_DestroyRenderer(renderer);
        return NULL;
    }
    if (GL_LoadFunctions(data) < 0) {
        GL_DestroyRenderer(renderer);
        return NULL;
    }
#ifdef __MACOSX__
    /* Enable multi-threaded rendering */
    /* Disabled until Ryan finishes his VBO/PBO code...
       CGLEnable(CGLGetCurrentContext(), kCGLCEMPEngine);
     */
#endif
    if (flags & SDL_RENDERER_PRESENTVSYNC) {
        SDL_GL_SetSwapInterval(1);
    } else {
        SDL_GL_SetSwapInterval(0);
    }
    if (SDL_GL_GetSwapInterval() > 0) {
        renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
    }
    /* Check for debug output support */
    if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_FLAGS, &value) == 0 &&
        (value & SDL_GL_CONTEXT_DEBUG_FLAG)) {
        data->debug_enabled = SDL_TRUE;
    }
    if (data->debug_enabled && SDL_GL_ExtensionSupported("GL_ARB_debug_output")) {
        PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARBFunc = (PFNGLDEBUGMESSAGECALLBACKARBPROC) SDL_GL_GetProcAddress("glDebugMessageCallbackARB");
        data->GL_ARB_debug_output_supported = SDL_TRUE;
        data->glGetPointerv(GL_DEBUG_CALLBACK_FUNCTION_ARB, (GLvoid **)&data->next_error_callback);
        data->glGetPointerv(GL_DEBUG_CALLBACK_USER_PARAM_ARB, &data->next_error_userparam);
        glDebugMessageCallbackARBFunc(GL_HandleDebugMessage, renderer);
        /* Make sure our callback is called when errors actually happen */
        data->glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
    }
    if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle")
        || SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) {
        data->GL_ARB_texture_rectangle_supported = SDL_TRUE;
        data->glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB, &value);
        renderer->info.max_texture_width = value;
        renderer->info.max_texture_height = value;
    } else {
        data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
        renderer->info.max_texture_width = value;
        renderer->info.max_texture_height = value;
    }
    /* Check for multitexture support */
    if (SDL_GL_ExtensionSupported("GL_ARB_multitexture")) {
        data->glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC) SDL_GL_GetProcAddress("glActiveTextureARB");
        if (data->glActiveTextureARB) {
            data->GL_ARB_multitexture_supported = SDL_TRUE;
            data->glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &data->num_texture_units);
        }
    }
    /* Check for shader support */
    hint = SDL_GetHint(SDL_HINT_RENDER_OPENGL_SHADERS);
    if (!hint || *hint != '0') {
        data->shaders = GL_CreateShaderContext();
    }
    SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL shaders: %s",
                data->shaders ? "ENABLED" : "DISABLED");
    /* We support YV12 textures using 3 textures and a shader */
    if (data->shaders && data->num_texture_units >= 3) {
        renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
        renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
    }
#ifdef __MACOSX__
    renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_UYVY;
#endif
    if (SDL_GL_ExtensionSupported("GL_EXT_framebuffer_object")) {
        data->GL_EXT_framebuffer_object_supported = SDL_TRUE;
        data->glGenFramebuffersEXT = (PFNGLGENFRAMEBUFFERSEXTPROC)
            SDL_GL_GetProcAddress("glGenFramebuffersEXT");
        data->glDeleteFramebuffersEXT = (PFNGLDELETEFRAMEBUFFERSEXTPROC)
            SDL_GL_GetProcAddress("glDeleteFramebuffersEXT");
        data->glFramebufferTexture2DEXT = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)
            SDL_GL_GetProcAddress("glFramebufferTexture2DEXT");
        data->glBindFramebufferEXT = (PFNGLBINDFRAMEBUFFEREXTPROC)
            SDL_GL_GetProcAddress("glBindFramebufferEXT");
        data->glCheckFramebufferStatusEXT = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)
            SDL_GL_GetProcAddress("glCheckFramebufferStatusEXT");
        renderer->info.flags |= SDL_RENDERER_TARGETTEXTURE;
    }
    data->framebuffers = NULL;
    /* Set up parameters for rendering */
    GL_ResetState(renderer);
    return renderer;
}
GL_CreateRenderer()這個函數的代碼非常長。
在這里提取它最重點的幾個進行簡單的分析。
(1) 為SDL_Renderer分配內存
這一步比較簡單。
直接使用SDL_calloc()分配內存就能夠了。
(2) 渲染器接口函數賦值
SDL_Render結構體中有一系列的函數指針,包括了有關渲染器的各種功能。這一點在Direct3D的時候已經提過。不再反復。
代碼例如以下。
    renderer->WindowEvent = GL_WindowEvent;
    renderer->GetOutputSize = GL_GetOutputSize;
    renderer->CreateTexture = GL_CreateTexture;
    renderer->UpdateTexture = GL_UpdateTexture;
    renderer->UpdateTextureYUV = GL_UpdateTextureYUV;
    renderer->LockTexture = GL_LockTexture;
    renderer->UnlockTexture = GL_UnlockTexture;
    renderer->SetRenderTarget = GL_SetRenderTarget;
    renderer->UpdateViewport = GL_UpdateViewport;
    renderer->UpdateClipRect = GL_UpdateClipRect;
    renderer->RenderClear = GL_RenderClear;
    renderer->RenderDrawPoints = GL_RenderDrawPoints;
    renderer->RenderDrawLines = GL_RenderDrawLines;
    renderer->RenderFillRects = GL_RenderFillRects;
    renderer->RenderCopy = GL_RenderCopy;
    renderer->RenderCopyEx = GL_RenderCopyEx;
    renderer->RenderReadPixels = GL_RenderReadPixels;
    renderer->RenderPresent = GL_RenderPresent;
    renderer->DestroyTexture = GL_DestroyTexture;
    renderer->DestroyRenderer = GL_DestroyRenderer;
    renderer->GL_BindTexture = GL_BindTexture;
    renderer->GL_UnbindTexture = GL_UnbindTexture;
(3)	初始化OpenGL
初始化OpenGL各種變量,包括SDL_GL_CreateContext(),SDL_GL_MakeCurrent(),GL_LoadFunctions()等函數。這一部分還沒有具體分析。
(4) 初始化Shader
對Shader的初始化在函數GL_CreateShaderContext()中完畢。
GL_CreateShaderContext()的代碼例如以下(位于renderopenglSDL_shaders_gl.c)。
GL_ShaderContext * GL_CreateShaderContext()
{
    GL_ShaderContext *ctx;
    SDL_bool shaders_supported;
    int i;
    ctx = (GL_ShaderContext *)SDL_calloc(1, sizeof(*ctx));
    if (!ctx) {
        return NULL;
    }
    if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle")
        || SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) {
        ctx->GL_ARB_texture_rectangle_supported = SDL_TRUE;
    }
    /* Check for shader support */
    shaders_supported = SDL_FALSE;
    if (SDL_GL_ExtensionSupported("GL_ARB_shader_objects") &&
        SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") &&
        SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") &&
        SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) {
        ctx->glGetError = (GLenum (*)(void)) SDL_GL_GetProcAddress("glGetError");
        ctx->glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) SDL_GL_GetProcAddress("glAttachObjectARB");
        ctx->glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) SDL_GL_GetProcAddress("glCompileShaderARB");
        ctx->glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glCreateProgramObjectARB");
        ctx->glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) SDL_GL_GetProcAddress("glCreateShaderObjectARB");
        ctx->glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC) SDL_GL_GetProcAddress("glDeleteObjectARB");
        ctx->glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC) SDL_GL_GetProcAddress("glGetInfoLogARB");
        ctx->glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC) SDL_GL_GetProcAddress("glGetObjectParameterivARB");
        ctx->glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) SDL_GL_GetProcAddress("glGetUniformLocationARB");
        ctx->glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) SDL_GL_GetProcAddress("glLinkProgramARB");
        ctx->glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) SDL_GL_GetProcAddress("glShaderSourceARB");
        ctx->glUniform1iARB = (PFNGLUNIFORM1IARBPROC) SDL_GL_GetProcAddress("glUniform1iARB");
        ctx->glUniform1fARB = (PFNGLUNIFORM1FARBPROC) SDL_GL_GetProcAddress("glUniform1fARB");
        ctx->glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glUseProgramObjectARB");
        if (ctx->glGetError &&
            ctx->glAttachObjectARB &&
            ctx->glCompileShaderARB &&
            ctx->glCreateProgramObjectARB &&
            ctx->glCreateShaderObjectARB &&
            ctx->glDeleteObjectARB &&
            ctx->glGetInfoLogARB &&
            ctx->glGetObjectParameterivARB &&
            ctx->glGetUniformLocationARB &&
            ctx->glLinkProgramARB &&
            ctx->glShaderSourceARB &&
            ctx->glUniform1iARB &&
            ctx->glUniform1fARB &&
            ctx->glUseProgramObjectARB) {
            shaders_supported = SDL_TRUE;
        }
    }
    if (!shaders_supported) {
        SDL_free(ctx);
        return NULL;
    }
    /* Compile all the shaders */
    for (i = 0; i < NUM_SHADERS; ++i) {
        if (!CompileShaderProgram(ctx, i, &ctx->shaders[i])) {
            GL_DestroyShaderContext(ctx);
            return NULL;
        }
    }
    /* We're done! */
    return ctx;
}
上述代碼主要完畢了以下兩步:
第一步,初始化GL_ShaderContext。GL_ShaderContext中包括了OpenGL的Shader方面用到的各種接口函數。GL_ShaderContext定義例如以下。
struct GL_ShaderContext
{
    GLenum (*glGetError)(void);
    PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
    PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
    PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
    PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
    PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
    PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
    PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
    PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
    PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
    PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
    PFNGLUNIFORM1IARBPROC glUniform1iARB;
    PFNGLUNIFORM1FARBPROC glUniform1fARB;
    PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
    SDL_bool GL_ARB_texture_rectangle_supported;
    GL_ShaderData shaders[NUM_SHADERS];
};
看這個結構體的定義會給人一種非常混亂的感覺。
不用去理會那些大串的大寫字母,僅僅要知道這個結構體是函數的接口的“合集”就能夠了。
從函數的名稱中我們能夠看出有編譯Shader的glCreateShaderObject(),glShaderSource(),glCompileShader()等;以及編譯Program的glCreateProgramObject()。glAttachObject (),glLinkProgram(),glUseProgramObject ()等等。
GL_CreateShaderContext()函數中創建了一個GL_ShaderContext并對當中的接口函數進行了賦值。
第二步,編譯Shader程序。該功能在CompileShaderProgram()函數中完畢。
CompileShaderProgram()的函數代碼例如以下所看到的。
static SDL_bool CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_ShaderData *data)
{
    const int num_tmus_bound = 4;
    const char *vert_defines = "";
    const char *frag_defines = "";
    int i;
    GLint location;
    if (index == SHADER_NONE) {
        return SDL_TRUE;
    }
    ctx->glGetError();
    /* Make sure we use the correct sampler type for our texture type */
    if (ctx->GL_ARB_texture_rectangle_supported) {
        frag_defines =
"#define sampler2D sampler2DRect
"
"#define texture2D texture2DRect
";
    }
    /* Create one program object to rule them all */
    data->program = ctx->glCreateProgramObjectARB();
    /* Create the vertex shader */
    data->vert_shader = ctx->glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
    if (!CompileShader(ctx, data->vert_shader, vert_defines, shader_source[index][0])) {
        return SDL_FALSE;
    }
    /* Create the fragment shader */
    data->frag_shader = ctx->glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
    if (!CompileShader(ctx, data->frag_shader, frag_defines, shader_source[index][1])) {
        return SDL_FALSE;
    }
    /* ... and in the darkness bind them */
    ctx->glAttachObjectARB(data->program, data->vert_shader);
    ctx->glAttachObjectARB(data->program, data->frag_shader);
    ctx->glLinkProgramARB(data->program);
    /* Set up some uniform variables */
    ctx->glUseProgramObjectARB(data->program);
    for (i = 0; i < num_tmus_bound; ++i) {
        char tex_name[10];
        SDL_snprintf(tex_name, SDL_arraysize(tex_name), "tex%d", i);
        location = ctx->glGetUniformLocationARB(data->program, tex_name);
        if (location >= 0) {
            ctx->glUniform1iARB(location, i);
        }
    }
    ctx->glUseProgramObjectARB(0);
    return (ctx->glGetError() == GL_NO_ERROR);
}
從代碼中能夠看出。這個函數調用了GL_ShaderContext中用于初始化Shader以及Program的各個函數。有關初始化的流程不再細說,能夠參考相關的文章。
在該函數中,調用了CompileShader()專門用于初始化Shader。
該函數被調用了兩次,分別用于初始化vertex shader和fragment shader。
CompileShader()的代碼例如以下。
static SDL_bool CompileShader(GL_ShaderContext *ctx, GLhandleARB shader, const char *defines, const char *source)
{
    GLint status;
    const char *sources[2];
    sources[0] = defines;
    sources[1] = source;
    ctx->glShaderSourceARB(shader, SDL_arraysize(sources), sources, NULL);
    ctx->glCompileShaderARB(shader);
    ctx->glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
    if (status == 0) {
        GLint length;
        char *info;
        ctx->glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
        info = SDL_stack_alloc(char, length+1);
        ctx->glGetInfoLogARB(shader, length, NULL, info);
        SDL_LogError(SDL_LOG_CATEGORY_RENDER,
            "Failed to compile shader:
%s%s
%s", defines, source, info);
#ifdef DEBUG_SHADERS
        fprintf(stderr,
            "Failed to compile shader:
%s%s
%s", defines, source, info);
#endif
        SDL_stack_free(info);
        return SDL_FALSE;
    } else {
        return SDL_TRUE;
    }
}
從代碼中能夠看出,該函數調用glShaderSource()。glCompileShader()。glGetObjectParameteriv()這幾個函數初始化一個Shader。
Shader的代碼位于一個名稱為shader_source的char型二維數組里。源碼例如以下所看到的。
數組中每一個元素代表一個Shader的代碼,每一個Shader的代碼包括兩個部分:vertex shader代碼(相應元素[0])以及fragment shader代碼(相應元素[1])。
/*
 * NOTE: Always use sampler2D, etc here. We'll #define them to the
 *  texture_rectangle versions if we choose to use that extension.
 */
static const char *shader_source[NUM_SHADERS][2] =
{
    /* SHADER_NONE */
    { NULL, NULL },
    /* SHADER_SOLID */
    {
        /* vertex shader */
"varying vec4 v_color;
"
"
"
"void main()
"
"{
"
"    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
"
"    v_color = gl_Color;
"
"}",
        /* fragment shader */
"varying vec4 v_color;
"
"
"
"void main()
"
"{
"
"    gl_FragColor = v_color;
"
"}"
    },
    /* SHADER_RGB */
    {
        /* vertex shader */
"varying vec4 v_color;
"
"varying vec2 v_texCoord;
"
"
"
"void main()
"
"{
"
"    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
"
"    v_color = gl_Color;
"
"    v_texCoord = vec2(gl_MultiTexCoord0);
"
"}",
        /* fragment shader */
"varying vec4 v_color;
"
"varying vec2 v_texCoord;
"
"uniform sampler2D tex0;
"
"
"
"void main()
"
"{
"
"    gl_FragColor = texture2D(tex0, v_texCoord) * v_color;
"
"}"
    },
    /* SHADER_YV12 */
    {
        /* vertex shader */
"varying vec4 v_color;
"
"varying vec2 v_texCoord;
"
"
"
"void main()
"
"{
"
"    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
"
"    v_color = gl_Color;
"
"    v_texCoord = vec2(gl_MultiTexCoord0);
"
"}",
        /* fragment shader */
"varying vec4 v_color;
"
"varying vec2 v_texCoord;
"
"uniform sampler2D tex0; // Y 
"
"uniform sampler2D tex1; // U 
"
"uniform sampler2D tex2; // V 
"
"
"
"// YUV offset 
"
"const vec3 offset = vec3(-0.0625, -0.5, -0.5);
"
"
"
"// RGB coefficients 
"
"const vec3 Rcoeff = vec3(1.164,  0.000,  1.596);
"
"const vec3 Gcoeff = vec3(1.164, -0.391, -0.813);
"
"const vec3 Bcoeff = vec3(1.164,  2.018,  0.000);
"
"
"
"void main()
"
"{
"
"    vec2 tcoord;
"
"    vec3 yuv, rgb;
"
"
"
"    // Get the Y value 
"
"    tcoord = v_texCoord;
"
"    yuv.x = texture2D(tex0, tcoord).r;
"
"
"
"    // Get the U and V values 
"
"    tcoord *= 0.5;
"
"    yuv.y = texture2D(tex1, tcoord).r;
"
"    yuv.z = texture2D(tex2, tcoord).r;
"
"
"
"    // Do the color transform 
"
"    yuv += offset;
"
"    rgb.r = dot(yuv, Rcoeff);
"
"    rgb.g = dot(yuv, Gcoeff);
"
"    rgb.b = dot(yuv, Bcoeff);
"
"
"
"    // That was easy. :) 
"
"    gl_FragColor = vec4(rgb, 1.0) * v_color;
"
"}"
    },
};
有關OpenGL的渲染器的初始化代碼臨時分析到這里。
3. Software
Software的渲染器在創建函數是SW_CreateRenderer()。該函數位于rendersoftwareSDL_render_sw.c文件里。首先看一下它的代碼。
SDL_Renderer * SW_CreateRenderer(SDL_Window * window, Uint32 flags)
{
    SDL_Surface *surface;
    surface = SDL_GetWindowSurface(window);
    if (!surface) {
        return NULL;
    }
    return SW_CreateRendererForSurface(surface);
}
從代碼中能夠看出,SW_CreateRenderer()調用了2個函數:SDL_GetWindowSurface()和SW_CreateRendererForSurface()。SDL_GetWindowSurface()用于創建一個Surface;SW_CreateRendererForSurface()基于Surface創建一個Renderer。
以下分別看一下這2個函數的代碼。
SDL_GetWindowSurface()的代碼例如以下所看到的(位于videoSDL_video.c)。
SDL_Surface * SDL_GetWindowSurface(SDL_Window * window)
{
    CHECK_WINDOW_MAGIC(window, NULL);
    if (!window->surface_valid) {
        if (window->surface) {
            window->surface->flags &= ~SDL_DONTFREE;
            SDL_FreeSurface(window->surface);
        }
        window->surface = SDL_CreateWindowFramebuffer(window);
        if (window->surface) {
            window->surface_valid = SDL_TRUE;
            window->surface->flags |= SDL_DONTFREE;
        }
    }
    return window->surface;
}
當中調用了一個函數SDL_CreateWindowFramebuffer()??匆幌略摵瘮档拇a。
static SDL_Surface * SDL_CreateWindowFramebuffer(SDL_Window * window)
{
    Uint32 format;
    void *pixels;
    int pitch;
    int bpp;
    Uint32 Rmask, Gmask, Bmask, Amask;
    if (!_this->CreateWindowFramebuffer || !_this->UpdateWindowFramebuffer) {
        return NULL;
    }
    if (_this->CreateWindowFramebuffer(_this, window, &format, &pixels, &pitch) < 0) {
        return NULL;
    }
    if (!SDL_PixelFormatEnumToMasks(format, &bpp, &Rmask, &Gmask, &Bmask, &Amask)) {
        return NULL;
    }
    return SDL_CreateRGBSurfaceFrom(pixels, window->w, window->h, bpp, pitch, Rmask, Gmask, Bmask, Amask);
}
該函數中調用了SDL_VideoDevice中的一個函數CreateWindowFramebuffer()。
我們以“Windows視頻驅動”為例,看看CreateWindowFramebuffer()中的代碼。在“Windows視頻驅動”下,CreateWindowFramebuffer()相應的函數是WIN_CreateWindowFramebuffer()。
以下看一下該函數的代碼。
int WIN_CreateWindowFramebuffer(_THIS, SDL_Window * window, Uint32 * format, void ** pixels, int *pitch)
{
    SDL_WindowData *data = (SDL_WindowData *) window->driverdata;
    size_t size;
    LPBITMAPINFO info;
    HBITMAP hbm;
    /* Free the old framebuffer surface */
    if (data->mdc) {
        DeleteDC(data->mdc);
    }
    if (data->hbm) {
        DeleteObject(data->hbm);
    }
    /* Find out the format of the screen */
    size = sizeof(BITMAPINFOHEADER) + 256 * sizeof (RGBQUAD);
    info = (LPBITMAPINFO)SDL_stack_alloc(Uint8, size);
    SDL_memset(info, 0, size);
    info->bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
    /* The second call to GetDIBits() fills in the bitfields */
    hbm = CreateCompatibleBitmap(data->hdc, 1, 1);
    GetDIBits(data->hdc, hbm, 0, 0, NULL, info, DIB_RGB_COLORS);
    GetDIBits(data->hdc, hbm, 0, 0, NULL, info, DIB_RGB_COLORS);
    DeleteObject(hbm);
    *format = SDL_PIXELFORMAT_UNKNOWN;
    if (info->bmiHeader.biCompression == BI_BITFIELDS) {
        int bpp;
        Uint32 *masks;
        bpp = info->bmiHeader.biPlanes * info->bmiHeader.biBitCount;
        masks = (Uint32*)((Uint8*)info + info->bmiHeader.biSize);
        *format = SDL_MasksToPixelFormatEnum(bpp, masks[0], masks[1], masks[2], 0);
    }
    if (*format == SDL_PIXELFORMAT_UNKNOWN)
    {
        /* We'll use RGB format for now */
        *format = SDL_PIXELFORMAT_RGB888;
        /* Create a new one */
        SDL_memset(info, 0, size);
        info->bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
        info->bmiHeader.biPlanes = 1;
        info->bmiHeader.biBitCount = 32;
        info->bmiHeader.biCompression = BI_RGB;
    }
    /* Fill in the size information */
    *pitch = (((window->w * SDL_BYTESPERPIXEL(*format)) + 3) & ~3);
    info->bmiHeader.biWidth = window->w;
    info->bmiHeader.biHeight = -window->h;  /* negative for topdown bitmap */
    info->bmiHeader.biSizeImage = window->h * (*pitch);
    data->mdc = CreateCompatibleDC(data->hdc);
    data->hbm = CreateDIBSection(data->hdc, info, DIB_RGB_COLORS, pixels, NULL, 0);
    SDL_stack_free(info);
    if (!data->hbm) {
        return WIN_SetError("Unable to create DIB");
    }
    SelectObject(data->mdc, data->hbm);
    return 0;
}
從代碼中能夠看出,該函數調用了Win32的API函數CreateCompatibleBitmap(),CreateCompatibleDC()等一系列方法創建了“Surface”。
SDL_GetWindowSurface()函數到此分析完畢,如今回過頭來再看SW_CreateRenderer ()的還有一個函數SW_CreateRendererForSurface()。
該函數的代碼例如以下。
SDL_Renderer * SW_CreateRendererForSurface(SDL_Surface * surface)
{
    SDL_Renderer *renderer;
    SW_RenderData *data;
    if (!surface) {
        SDL_SetError("Can't create renderer for NULL surface");
        return NULL;
    }
    renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
    if (!renderer) {
        SDL_OutOfMemory();
        return NULL;
    }
    data = (SW_RenderData *) SDL_calloc(1, sizeof(*data));
    if (!data) {
        SW_DestroyRenderer(renderer);
        SDL_OutOfMemory();
        return NULL;
    }
    data->surface = surface;
    renderer->WindowEvent = SW_WindowEvent;
    renderer->GetOutputSize = SW_GetOutputSize;
    renderer->CreateTexture = SW_CreateTexture;
    renderer->SetTextureColorMod = SW_SetTextureColorMod;
    renderer->SetTextureAlphaMod = SW_SetTextureAlphaMod;
    renderer->SetTextureBlendMode = SW_SetTextureBlendMode;
    renderer->UpdateTexture = SW_UpdateTexture;
    renderer->LockTexture = SW_LockTexture;
    renderer->UnlockTexture = SW_UnlockTexture;
    renderer->SetRenderTarget = SW_SetRenderTarget;
    renderer->UpdateViewport = SW_UpdateViewport;
    renderer->UpdateClipRect = SW_UpdateClipRect;
    renderer->RenderClear = SW_RenderClear;
    renderer->RenderDrawPoints = SW_RenderDrawPoints;
    renderer->RenderDrawLines = SW_RenderDrawLines;
    renderer->RenderFillRects = SW_RenderFillRects;
    renderer->RenderCopy = SW_RenderCopy;
    renderer->RenderCopyEx = SW_RenderCopyEx;
    renderer->RenderReadPixels = SW_RenderReadPixels;
    renderer->RenderPresent = SW_RenderPresent;
    renderer->DestroyTexture = SW_DestroyTexture;
    renderer->DestroyRenderer = SW_DestroyRenderer;
    renderer->info = SW_RenderDriver.info;
    renderer->driverdata = data;
    SW_ActivateRenderer(renderer);
    return renderer;
}
與前面的函數一樣,該函數完畢了SDL_Renderer結構體中函數指針的賦值。
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