Start abstracting the rendering backend away to make it easier to switch to GPU rendering later
This commit is contained in:
28
src/util.c
28
src/util.c
@@ -202,17 +202,9 @@ akerr_ErrorContext *akgl_render_and_compare(SDL_Texture *t1, SDL_Texture *t2, in
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FAIL_ZERO_BREAK(errctx, t2, AKERR_NULLPOINTER, "NULL texture");
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CATCH(errctx, akgl_heap_next_string(&tmpstring));
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SDL_RenderClear(renderer);
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FAIL_ZERO_BREAK(
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errctx,
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SDL_RenderTexture(
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renderer,
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t1,
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&src,
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&dest),
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AKGL_ERR_SDL,
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"Failed to render test texture");
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s1 = SDL_RenderReadPixels(renderer, &read);
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SDL_RenderClear(renderer.sdl_renderer);
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CATCH(errctx, renderer.draw_texture(&renderer, t1, &src, &dest, 0, NULL, SDL_FLIP_NONE));
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s1 = SDL_RenderReadPixels(renderer.sdl_renderer, &read);
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FAIL_ZERO_BREAK(errctx, s1, AKGL_ERR_SDL, "Failed to read pixels from renderer");
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if ( writeout != NULL ) {
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@@ -226,18 +218,10 @@ akerr_ErrorContext *akgl_render_and_compare(SDL_Texture *t1, SDL_Texture *t2, in
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SDL_GetError());
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}
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SDL_RenderClear(renderer);
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SDL_RenderClear(renderer.sdl_renderer);
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FAIL_ZERO_BREAK(
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errctx,
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SDL_RenderTexture(
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renderer,
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t2,
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&src,
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&dest),
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AKGL_ERR_SDL,
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"Failed to render test texture");
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s2 = SDL_RenderReadPixels(renderer, &read);
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CATCH(errctx, renderer.draw_texture(&renderer, t1, &src, &dest, 0, NULL, SDL_FLIP_NONE));
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s2 = SDL_RenderReadPixels(renderer.sdl_renderer, &read);
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FAIL_ZERO_BREAK(errctx, s2, AKGL_ERR_SDL, "Failed to read pixels from renderer");
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CATCH(errctx, akgl_compare_sdl_surfaces(s1, s2));
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