Renamed driverdata to internal

This was done to SDL_DisplayMode for consistency with SDL_Surface and gives it a type so we don't have to do casts in SDL code.

I considered switching to an ID and hashing the driver data, etc. but all of that involved a lot of internal code churn and this solution gives us flexibility in how we handle this in the future.

After consideration, I made this renaming global across the project, for consistency.

Fixes https://github.com/libsdl-org/SDL/issues/10198
This commit is contained in:
Sam Lantinga
2024-07-16 11:09:18 -07:00
parent fe183872ee
commit 9ca1792848
138 changed files with 1454 additions and 1456 deletions

View File

@@ -53,7 +53,7 @@ typedef struct
static SDL_Surface *SW_ActivateRenderer(SDL_Renderer *renderer)
{
SW_RenderData *data = (SW_RenderData *)renderer->driverdata;
SW_RenderData *data = (SW_RenderData *)renderer->internal;
if (!data->surface) {
data->surface = data->window;
@@ -69,7 +69,7 @@ static SDL_Surface *SW_ActivateRenderer(SDL_Renderer *renderer)
static void SW_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event)
{
SW_RenderData *data = (SW_RenderData *)renderer->driverdata;
SW_RenderData *data = (SW_RenderData *)renderer->internal;
if (event->type == SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED) {
data->surface = NULL;
@@ -79,7 +79,7 @@ static void SW_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event)
static int SW_GetOutputSize(SDL_Renderer *renderer, int *w, int *h)
{
SW_RenderData *data = (SW_RenderData *)renderer->driverdata;
SW_RenderData *data = (SW_RenderData *)renderer->internal;
if (data->surface) {
if (w) {
@@ -107,7 +107,7 @@ static int SW_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_Pr
if (!SDL_SurfaceValid(surface)) {
return SDL_SetError("Cannot create surface");
}
texture->driverdata = surface;
texture->internal = surface;
r = (Uint8)SDL_roundf(SDL_clamp(texture->color.r, 0.0f, 1.0f) * 255.0f);
g = (Uint8)SDL_roundf(SDL_clamp(texture->color.g, 0.0f, 1.0f) * 255.0f);
b = (Uint8)SDL_roundf(SDL_clamp(texture->color.b, 0.0f, 1.0f) * 255.0f);
@@ -129,7 +129,7 @@ static int SW_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_Pr
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;
SDL_Surface *surface = (SDL_Surface *)texture->internal;
Uint8 *src, *dst;
int row;
size_t length;
@@ -156,7 +156,7 @@ static int SW_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture,
static int SW_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture,
const SDL_Rect *rect, void **pixels, int *pitch)
{
SDL_Surface *surface = (SDL_Surface *)texture->driverdata;
SDL_Surface *surface = (SDL_Surface *)texture->internal;
*pixels =
(void *)((Uint8 *)surface->pixels + rect->y * surface->pitch +
@@ -175,10 +175,10 @@ static void SW_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture,
static int SW_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
{
SW_RenderData *data = (SW_RenderData *)renderer->driverdata;
SW_RenderData *data = (SW_RenderData *)renderer->internal;
if (texture) {
data->surface = (SDL_Surface *)texture->driverdata;
data->surface = (SDL_Surface *)texture->internal;
} else {
data->surface = data->window;
}
@@ -317,7 +317,7 @@ static int SW_RenderCopyEx(SDL_Renderer *renderer, SDL_Surface *surface, SDL_Tex
const SDL_Rect *srcrect, const SDL_Rect *final_rect,
const double angle, const SDL_FPoint *center, const SDL_FlipMode flip, float scale_x, float scale_y)
{
SDL_Surface *src = (SDL_Surface *)texture->driverdata;
SDL_Surface *src = (SDL_Surface *)texture->internal;
SDL_Rect tmp_rect;
SDL_Surface *src_clone, *src_rotated, *src_scaled;
SDL_Surface *mask = NULL, *mask_rotated = NULL;
@@ -624,7 +624,7 @@ static void PrepTextureForCopy(const SDL_RenderCommand *cmd, SW_DrawStateCache *
const Uint8 a = drawstate->color.a;
const SDL_BlendMode blend = cmd->data.draw.blend;
SDL_Texture *texture = cmd->data.draw.texture;
SDL_Surface *surface = (SDL_Surface *)texture->driverdata;
SDL_Surface *surface = (SDL_Surface *)texture->internal;
const SDL_bool colormod = ((r & g & b) != 0xFF);
const SDL_bool alphamod = (a != 0xFF);
const SDL_bool blending = ((blend == SDL_BLENDMODE_ADD) || (blend == SDL_BLENDMODE_MOD) || (blend == SDL_BLENDMODE_MUL));
@@ -812,7 +812,7 @@ static int SW_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, vo
const SDL_Rect *srcrect = verts;
SDL_Rect *dstrect = verts + 1;
SDL_Texture *texture = cmd->data.draw.texture;
SDL_Surface *src = (SDL_Surface *)texture->driverdata;
SDL_Surface *src = (SDL_Surface *)texture->internal;
SetDrawState(surface, &drawstate);
@@ -900,7 +900,7 @@ static int SW_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, vo
SetDrawState(surface, &drawstate);
if (texture) {
SDL_Surface *src = (SDL_Surface *)texture->driverdata;
SDL_Surface *src = (SDL_Surface *)texture->internal;
GeometryCopyData *ptr = (GeometryCopyData *)verts;
@@ -996,7 +996,7 @@ static int SW_RenderPresent(SDL_Renderer *renderer)
static void SW_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
SDL_Surface *surface = (SDL_Surface *)texture->driverdata;
SDL_Surface *surface = (SDL_Surface *)texture->internal;
SDL_DestroySurface(surface);
}
@@ -1004,7 +1004,7 @@ static void SW_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
static void SW_DestroyRenderer(SDL_Renderer *renderer)
{
SDL_Window *window = renderer->window;
SW_RenderData *data = (SW_RenderData *)renderer->driverdata;
SW_RenderData *data = (SW_RenderData *)renderer->internal;
if (window) {
SDL_DestroyWindowSurface(window);
@@ -1147,7 +1147,7 @@ int SW_CreateRendererForSurface(SDL_Renderer *renderer, SDL_Surface *surface, SD
renderer->RenderPresent = SW_RenderPresent;
renderer->DestroyTexture = SW_DestroyTexture;
renderer->DestroyRenderer = SW_DestroyRenderer;
renderer->driverdata = data;
renderer->internal = data;
SW_InvalidateCachedState(renderer);
renderer->name = SW_RenderDriver.name;