Add an "error" label in SDL_CreateRenderer (no op)

This commit is contained in:
Sylvain Becker 2019-06-28 16:14:50 +02:00
parent aa45af7fcb
commit cfed0b7738

View File

@ -839,12 +839,12 @@ SDL_CreateRenderer(SDL_Window * window, int index, Uint32 flags)
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;
}
if (SDL_GetHint(SDL_HINT_RENDER_VSYNC)) {
@ -888,67 +888,74 @@ SDL_CreateRenderer(SDL_Window * window, int index, Uint32 flags)
}
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) {
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;
}
}
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 (!renderer) {
goto error;
}
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;
}
}
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;
error:
return NULL;
#else
SDL_SetError("SDL not built with rendering support");
return NULL;