2022-04-12 13:07:18 +01:00
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/*
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2026-01-01 09:39:50 -08:00
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Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
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2023-07-12 09:53:52 -07:00
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Copyright 2022 Collabora Ltd.
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely.
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2022-04-12 13:07:18 +01:00
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*/
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#include "testutils.h"
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Add DOS platform support (DJGPP) (#15377)
* dos: Some initial work.
* dos: Turn off buffer on stdio SDL_IOStreams.
Seeking breaks otherwise. We might be able to just fflush() before or seeking
instead?
* dos: Audio implementation using the Sound Blaster 16.
* dos: remove audio Pump interface.
Turns out DosBox-X was having trouble with the Sound Blaster or something;
standard DosBox works correctly directly from the interrupt handler, and
without doubling the buffer size.
* dos: just dump and restore the stdio buffer when seeking.
This is MUCH faster than just leaving buffering disabled, and also works
around getting bogus reads after an fseek. SDL_LoadWAV on test/sample.wav
no longer takes several seconds to finish, and comes up with the correct
data.
I wonder if we're triggering this in LoadWAV because we're malloc'ing data
between seeks/reads, and it's causing the djgpp transfer buffer to change. Or
maybe the Fat DS trick is confusing it? I don't know, I haven't had time to
debug it, it might just be a legit libc bug in djgpp too, for all I know.
* dos: Protect audio device "thread" iterations when streams are locked.
This uses an old trick we used in SDL 1.2 for MacOS Classic, which did its
audio callback in a hardware interrupt. If the audio is locked when the
interrupt fires, make a note of it and return immediately. When the lock is
released, if the interrupt has been fired, run the audio device iteration
right then.
Since there isn't a big device lock in SDL3 (available to the app, at least),
this keeps a counter of when any SDL_AudioStream is locked, which is probably
good enough.
* dos: Implemented initial video subsystem.
This uses VESA interfaces to manage the display and works with the software
renderer.
Events aren't hooked up yet, so prepare to close DosBox on each run. :)
* dos: Whoops, forgot to add these to revision control. Core and Main support.
* dos: Wired up basic filesystem support.
This gets most of the rendering examples, which use SDL_GetBasePath() to
find textures to load, working.
* dos: Fixed compiler warning.
* dos: Initial mouse support!
* dos: Move interrupt hooking code into core/dos.
* dos: Initial keyboard support!
* dos: Use a simple ring buffer for keyboard events.
Of course Quake 1 solved this better, haha. It's smart: less memory, dirt
simple, and you don't even have to worry about synchronizing with the
interrupt handler, because it's safe for both sides no matter when an
interrupt fires.
* ci: add djgpp job
[sdl-ci-filter djgpp]
[sdl-ci-artifacts]
* dos: Fix build issues after rebase onto current main
- SDL_runapp.c: Add SDL_PLATFORM_DOS to the exclusion list so the
generic
SDL_RunApp() is disabled when the DOS-specific one is compiled.
- SDL.c: Exclude SDL_Gtk_Quit() on DOS. DJGPP defines __unix__ which
sets
SDL_PLATFORM_UNIX, but DOS has no GTK/display server. The GTK source
is not compiled (CMake UNIX is false for DOS) so this was a link
error.
- sdlplatform.cmake: Add DOS case to SDL_DetectCMakePlatform so the
platform is properly detected from CMAKE_SYSTEM_NAME=DOS.
- i586-pc-msdosdjgpp.cmake: Add i386-pc-msdosdjgpp-gcc as a fallback
compiler name, since some DJGPP toolchain builds use the i386 prefix.
* Add 8-bit palette support to DOS VESA driver
* Add VBE page-flipping, state restore, and robust keyboard handling
- Implement double-buffered page-flipping for VBE modes with >1 image
page
- Save and restore full VBE state on video init/quit for clean mode
switching
- Improve DOS keyboard handling: support extended scancodes and Pause
key
- Lock ISR code/data to prevent page faults during interrupts
- Always vsync when blitting in single-buffered modes to reduce tearing
* Refactor Sound Blaster audio mixing to main loop
Move audio mixing out of IRQ handler to main loop for improved
stability and to avoid reentrancy issues. Add SDL_DOS_PumpAudio
function, update DMA buffer handling, and adjust sample rate to 22050
Hz.
Silence stale DMA buffer halves to prevent stutter during load.
* Add DOS timer support and update build config
* Add support for pre-SB16 8-bit mono Sound Blaster audio
Detect SB version and select 8-bit mono or 16-bit stereo mode.
Handle DMA and DSP setup for both SB16 and pre-SB16 hardware.
Add FORCE_SB_8BIT option for testing in DOSBox.
* Add SB Pro stereo support and simplify IRQ handler
* Add DOS joystick driver support
* Improve DOS hardware handling and clarify memory allocation
- Poll Sound Blaster DSP status instead of fixed delay after speaker-on
- Clarify DPMI conventional memory is always locked; update comments
- Document and justify DMA memory allocation strategy
- Free IRET wrapper after restoring interrupt vector to avoid leaks
- Throttle joystick axis polling to ~60 Hz to reduce BIOS timing loop
cost
- Always poll joystick buttons directly for responsiveness
* Query and use mouse sensitivity from INT 33h function 0x1B
* Add support for VESA banked framebuffer modes
Implement banked framebuffer access for VBE 1.2+ modes without LFB.
Detect and initialize banked modes, copy framebuffer data using bank
switching, and blank the framebuffer on mode set. Page-flipping is
disabled in banked mode.
* Add optional vsync to page flipping in DOS VESA driver
* Add cooperative threading support for DOS platform
* Move SoundBlaster audio mixing to SDL audio thread
* Fix DOS platform comments and workarounds for DJGPP support
* Fix SoundBlaster IRQ handling and DMA setup for DOS
- Pass IRQ number to DOS_EndOfInterrupt and handle slave PIC EOI
- Validate DMA channel from BLASTER variable
- Correct DMA page register selection for SB16
- Improve BLASTER variable parsing and error messages
- Unmask/mask IRQs on correct PIC in DOS_HookInterrupt
- Rename SDL_dosjoystick.c to SDL_sysjoystick.c
- Include SDL_main_callbacks.h in SDL_sysmain_runapp.c
- Add include guard to SDL_systhread_c.h
* Add DOS platform options and preseed cache for DJGPP
Disable unsupported SDL features when building for DOS. Add
PreseedDOSCache.cmake to pre-populate CMake cache variables for DJGPP.
* cmake: use a 8.3 naming scheme for tests on DOS
* Apply code style
* Update include/SDL3/SDL_platform_defines.h
Co-authored-by: Anonymous Maarten <madebr@users.noreply.github.com>
* Code review clean up
- Split DOS VESA mode-setting into its own file
- Replace magic numbers with named constants
- Update copyright dates to 2026
- Substract time taken by other threads form delays
* Fix DOS bugs and improve compatibility
- Disable fseeko64 for DJGPP due to broken implementation
- Refactor DOS timer delay to always yield and avoid busy-waiting
- Fix animated cursor rendering in DOS VESA backend
- Always set display mode when creating DOS VESA window
- Work around DJGPP allowing invalid file access in testfile.c
- Bump max threads to 16
- Apply workarounds for threading tests
* Add DOS platform documentation and fix a few issues
- Fix fullscreen default resolution
- Improve best mode matching
- Fix builds on GCC older than 7.0
- Fix text input events
* Fix keyboard mapping of "*"
* Fix running, and existing, under PCem
* Apply suggestions from code review
Co-authored-by: Cameron Cawley <ccawley2011@gmail.com>
* Pre-mix audio in ring buffer and copy to DMA via IRQ thread
* Video fixes and optimizations
* DOS: Fix Intel 740 and VGA compatability
* DOS: Update readme
* DOS: Fix thread ID, get GPU name
* DOS: Cap mouse range
* DOS: Map test resources to 8.3 names
* DOS: Skip unsupported WM color modes
* Fix "windowed" resolution selection
* DOS: Hide INDEX8 modes behind SDL_DOS_ALLOW_INDEX8_MODES
* Remove SDL_HINT_DOS_ALLOW_INDEX8_MODES and order modes logically
* Don't convert cursor if dest is not INDEX8
---------
Co-authored-by: Ryan C. Gordon <icculus@icculus.org>
Co-authored-by: Anonymous Maarten <anonymous.maarten@gmail.com>
Co-authored-by: Cameron Cawley <ccawley2011@gmail.com>
Co-authored-by: Gleb Mazovetskiy <glex.spb@gmail.com>
Co-authored-by: Jay Petacat <jay@jayschwa.net>
Tested-by: Cameron Cawley <ccawley2011@gmail.com>
2026-04-24 01:54:49 +02:00
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#ifdef SDL_PLATFORM_DOS
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static const struct
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{
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const char *longname;
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const char *shortname;
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} names83_map[] = {
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{ "unifont-15.1.05.hex", "UNIFONT.HEX" },
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{ "unifont-15.1.05-license.txt", "UNIFONTL.TXT" },
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{ "physaudiodev.png", "PHYSADEV.PNG" },
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{ "logaudiodev.png", "LOGADEV.PNG" },
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{ "audiofile.png", "AUDIOFIL.PNG" },
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{ "soundboard.png", "SNDBRD.PNG" },
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{ "soundboard_levels.png", "SNDLVL.PNG" },
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{ "trashcan.png", "TRASHCAN.PNG" },
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{ "msdf_font.png", "MSDFFONT.PNG" },
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{ "msdf_font.csv", "MSDFFONT.CSV" },
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{ "gamepad_front.png", "GP_FRONT.PNG" },
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{ "gamepad_back.png", "GP_BACK.PNG" },
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{ "gamepad_face_abxy.png", "GP_FABXY.PNG" },
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{ "gamepad_face_axby.png", "GP_FAXBY.PNG" },
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{ "gamepad_face_bayx.png", "GP_FBAYX.PNG" },
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{ "gamepad_face_sony.png", "GP_FSONY.PNG" },
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{ "gamepad_battery.png", "GP_BATT.PNG" },
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{ "gamepad_battery_unknown.png", "GP_BATTX.PNG" },
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{ "gamepad_battery_wired.png", "GP_BATTW.PNG" },
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{ "gamepad_touchpad.png", "GP_TOUCH.PNG" },
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{ "gamepad_button.png", "GP_BTN.PNG" },
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{ "gamepad_button_small.png", "GP_BTNSM.PNG" },
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{ "gamepad_button_background.png", "GP_BTNBG.PNG" },
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{ "gamepad_axis.png", "GP_AXIS.PNG" },
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{ "gamepad_axis_arrow.png", "GP_AXARW.PNG" },
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{ "gamepad_wired.png", "GP_WIRED.PNG" },
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{ "gamepad_wireless.png", "GP_WLESS.PNG" },
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{ "sdl-test_round.png", "SDLROUND.PNG" },
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{ NULL, NULL }
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};
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static const char *Map83Filename(const char *file)
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{
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int i;
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for (i = 0; names83_map[i].longname; i++) {
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if (SDL_strcasecmp(file, names83_map[i].longname) == 0) {
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return names83_map[i].shortname;
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}
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}
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return file;
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}
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#endif
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2023-02-02 00:21:53 +01:00
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/**
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2022-04-12 13:07:18 +01:00
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* Return the absolute path to def in the SDL_GetBasePath() if possible, or
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* the relative path to def on platforms that don't have a working
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* SDL_GetBasePath(). Free the result with SDL_free.
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*
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* Fails and returns NULL if out of memory.
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*/
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2024-07-27 08:41:06 -07:00
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char *GetNearbyFilename(const char *file)
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2022-04-12 13:07:18 +01:00
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{
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2024-07-13 13:34:46 -04:00
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const char *base = SDL_GetBasePath();
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Add DOS platform support (DJGPP) (#15377)
* dos: Some initial work.
* dos: Turn off buffer on stdio SDL_IOStreams.
Seeking breaks otherwise. We might be able to just fflush() before or seeking
instead?
* dos: Audio implementation using the Sound Blaster 16.
* dos: remove audio Pump interface.
Turns out DosBox-X was having trouble with the Sound Blaster or something;
standard DosBox works correctly directly from the interrupt handler, and
without doubling the buffer size.
* dos: just dump and restore the stdio buffer when seeking.
This is MUCH faster than just leaving buffering disabled, and also works
around getting bogus reads after an fseek. SDL_LoadWAV on test/sample.wav
no longer takes several seconds to finish, and comes up with the correct
data.
I wonder if we're triggering this in LoadWAV because we're malloc'ing data
between seeks/reads, and it's causing the djgpp transfer buffer to change. Or
maybe the Fat DS trick is confusing it? I don't know, I haven't had time to
debug it, it might just be a legit libc bug in djgpp too, for all I know.
* dos: Protect audio device "thread" iterations when streams are locked.
This uses an old trick we used in SDL 1.2 for MacOS Classic, which did its
audio callback in a hardware interrupt. If the audio is locked when the
interrupt fires, make a note of it and return immediately. When the lock is
released, if the interrupt has been fired, run the audio device iteration
right then.
Since there isn't a big device lock in SDL3 (available to the app, at least),
this keeps a counter of when any SDL_AudioStream is locked, which is probably
good enough.
* dos: Implemented initial video subsystem.
This uses VESA interfaces to manage the display and works with the software
renderer.
Events aren't hooked up yet, so prepare to close DosBox on each run. :)
* dos: Whoops, forgot to add these to revision control. Core and Main support.
* dos: Wired up basic filesystem support.
This gets most of the rendering examples, which use SDL_GetBasePath() to
find textures to load, working.
* dos: Fixed compiler warning.
* dos: Initial mouse support!
* dos: Move interrupt hooking code into core/dos.
* dos: Initial keyboard support!
* dos: Use a simple ring buffer for keyboard events.
Of course Quake 1 solved this better, haha. It's smart: less memory, dirt
simple, and you don't even have to worry about synchronizing with the
interrupt handler, because it's safe for both sides no matter when an
interrupt fires.
* ci: add djgpp job
[sdl-ci-filter djgpp]
[sdl-ci-artifacts]
* dos: Fix build issues after rebase onto current main
- SDL_runapp.c: Add SDL_PLATFORM_DOS to the exclusion list so the
generic
SDL_RunApp() is disabled when the DOS-specific one is compiled.
- SDL.c: Exclude SDL_Gtk_Quit() on DOS. DJGPP defines __unix__ which
sets
SDL_PLATFORM_UNIX, but DOS has no GTK/display server. The GTK source
is not compiled (CMake UNIX is false for DOS) so this was a link
error.
- sdlplatform.cmake: Add DOS case to SDL_DetectCMakePlatform so the
platform is properly detected from CMAKE_SYSTEM_NAME=DOS.
- i586-pc-msdosdjgpp.cmake: Add i386-pc-msdosdjgpp-gcc as a fallback
compiler name, since some DJGPP toolchain builds use the i386 prefix.
* Add 8-bit palette support to DOS VESA driver
* Add VBE page-flipping, state restore, and robust keyboard handling
- Implement double-buffered page-flipping for VBE modes with >1 image
page
- Save and restore full VBE state on video init/quit for clean mode
switching
- Improve DOS keyboard handling: support extended scancodes and Pause
key
- Lock ISR code/data to prevent page faults during interrupts
- Always vsync when blitting in single-buffered modes to reduce tearing
* Refactor Sound Blaster audio mixing to main loop
Move audio mixing out of IRQ handler to main loop for improved
stability and to avoid reentrancy issues. Add SDL_DOS_PumpAudio
function, update DMA buffer handling, and adjust sample rate to 22050
Hz.
Silence stale DMA buffer halves to prevent stutter during load.
* Add DOS timer support and update build config
* Add support for pre-SB16 8-bit mono Sound Blaster audio
Detect SB version and select 8-bit mono or 16-bit stereo mode.
Handle DMA and DSP setup for both SB16 and pre-SB16 hardware.
Add FORCE_SB_8BIT option for testing in DOSBox.
* Add SB Pro stereo support and simplify IRQ handler
* Add DOS joystick driver support
* Improve DOS hardware handling and clarify memory allocation
- Poll Sound Blaster DSP status instead of fixed delay after speaker-on
- Clarify DPMI conventional memory is always locked; update comments
- Document and justify DMA memory allocation strategy
- Free IRET wrapper after restoring interrupt vector to avoid leaks
- Throttle joystick axis polling to ~60 Hz to reduce BIOS timing loop
cost
- Always poll joystick buttons directly for responsiveness
* Query and use mouse sensitivity from INT 33h function 0x1B
* Add support for VESA banked framebuffer modes
Implement banked framebuffer access for VBE 1.2+ modes without LFB.
Detect and initialize banked modes, copy framebuffer data using bank
switching, and blank the framebuffer on mode set. Page-flipping is
disabled in banked mode.
* Add optional vsync to page flipping in DOS VESA driver
* Add cooperative threading support for DOS platform
* Move SoundBlaster audio mixing to SDL audio thread
* Fix DOS platform comments and workarounds for DJGPP support
* Fix SoundBlaster IRQ handling and DMA setup for DOS
- Pass IRQ number to DOS_EndOfInterrupt and handle slave PIC EOI
- Validate DMA channel from BLASTER variable
- Correct DMA page register selection for SB16
- Improve BLASTER variable parsing and error messages
- Unmask/mask IRQs on correct PIC in DOS_HookInterrupt
- Rename SDL_dosjoystick.c to SDL_sysjoystick.c
- Include SDL_main_callbacks.h in SDL_sysmain_runapp.c
- Add include guard to SDL_systhread_c.h
* Add DOS platform options and preseed cache for DJGPP
Disable unsupported SDL features when building for DOS. Add
PreseedDOSCache.cmake to pre-populate CMake cache variables for DJGPP.
* cmake: use a 8.3 naming scheme for tests on DOS
* Apply code style
* Update include/SDL3/SDL_platform_defines.h
Co-authored-by: Anonymous Maarten <madebr@users.noreply.github.com>
* Code review clean up
- Split DOS VESA mode-setting into its own file
- Replace magic numbers with named constants
- Update copyright dates to 2026
- Substract time taken by other threads form delays
* Fix DOS bugs and improve compatibility
- Disable fseeko64 for DJGPP due to broken implementation
- Refactor DOS timer delay to always yield and avoid busy-waiting
- Fix animated cursor rendering in DOS VESA backend
- Always set display mode when creating DOS VESA window
- Work around DJGPP allowing invalid file access in testfile.c
- Bump max threads to 16
- Apply workarounds for threading tests
* Add DOS platform documentation and fix a few issues
- Fix fullscreen default resolution
- Improve best mode matching
- Fix builds on GCC older than 7.0
- Fix text input events
* Fix keyboard mapping of "*"
* Fix running, and existing, under PCem
* Apply suggestions from code review
Co-authored-by: Cameron Cawley <ccawley2011@gmail.com>
* Pre-mix audio in ring buffer and copy to DMA via IRQ thread
* Video fixes and optimizations
* DOS: Fix Intel 740 and VGA compatability
* DOS: Update readme
* DOS: Fix thread ID, get GPU name
* DOS: Cap mouse range
* DOS: Map test resources to 8.3 names
* DOS: Skip unsupported WM color modes
* Fix "windowed" resolution selection
* DOS: Hide INDEX8 modes behind SDL_DOS_ALLOW_INDEX8_MODES
* Remove SDL_HINT_DOS_ALLOW_INDEX8_MODES and order modes logically
* Don't convert cursor if dest is not INDEX8
---------
Co-authored-by: Ryan C. Gordon <icculus@icculus.org>
Co-authored-by: Anonymous Maarten <anonymous.maarten@gmail.com>
Co-authored-by: Cameron Cawley <ccawley2011@gmail.com>
Co-authored-by: Gleb Mazovetskiy <glex.spb@gmail.com>
Co-authored-by: Jay Petacat <jay@jayschwa.net>
Tested-by: Cameron Cawley <ccawley2011@gmail.com>
2026-04-24 01:54:49 +02:00
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#ifdef SDL_PLATFORM_DOS
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file = Map83Filename(file);
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#endif
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2022-04-12 13:07:18 +01:00
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char *path;
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2023-11-09 22:29:15 +01:00
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if (base) {
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2024-03-14 19:32:50 -04:00
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SDL_IOStream *rw;
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2022-04-12 13:07:18 +01:00
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2024-07-27 08:41:06 -07:00
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if (SDL_asprintf(&path, "%s%s", base, file) < 0) {
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2022-04-12 13:07:18 +01:00
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return NULL;
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}
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2024-03-14 19:32:50 -04:00
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rw = SDL_IOFromFile(path, "rb");
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2022-05-18 09:59:12 -07:00
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if (rw) {
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2024-03-14 19:32:50 -04:00
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SDL_CloseIO(rw);
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2022-05-18 09:59:12 -07:00
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return path;
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2022-05-18 17:23:26 +02:00
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}
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2022-05-18 09:59:12 -07:00
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/* Couldn't find the file in the base path */
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SDL_free(path);
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2022-04-12 13:07:18 +01:00
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}
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error: SDL's allocators now call SDL_OutOfMemory on error.
This means the allocator's caller doesn't need to use SDL_OutOfMemory directly
if the allocation fails.
This applies to the usual allocators: SDL_malloc, SDL_calloc, SDL_realloc
(all of these regardless of if the app supplied a custom allocator or we're
using system malloc() or an internal copy of dlmalloc under the hood),
SDL_aligned_alloc, SDL_small_alloc, SDL_strdup, SDL_asprintf, SDL_wcsdup...
probably others. If it returns something you can pass to SDL_free, it should
work.
The caller might still need to use SDL_OutOfMemory if something that wasn't
SDL allocated the memory: operator new in C++ code, Objective-C's alloc
message, win32 GlobalAlloc, etc.
Fixes #8642.
2023-11-30 00:14:27 -05:00
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return SDL_strdup(file);
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2022-04-12 13:07:18 +01:00
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}
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2023-02-02 00:21:53 +01:00
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/**
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2022-04-12 13:07:18 +01:00
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* If user_specified is non-NULL, return a copy of it. Free with SDL_free.
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*
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* Otherwise, return the absolute path to def in the SDL_GetBasePath() if
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* possible, or the relative path to def on platforms that don't have a
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* working SDL_GetBasePath(). Free the result with SDL_free.
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*
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* Fails and returns NULL if out of memory.
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*/
|
2024-07-27 08:41:06 -07:00
|
|
|
char *GetResourceFilename(const char *user_specified, const char *def)
|
2022-04-12 13:07:18 +01:00
|
|
|
{
|
2023-11-09 22:29:15 +01:00
|
|
|
if (user_specified) {
|
error: SDL's allocators now call SDL_OutOfMemory on error.
This means the allocator's caller doesn't need to use SDL_OutOfMemory directly
if the allocation fails.
This applies to the usual allocators: SDL_malloc, SDL_calloc, SDL_realloc
(all of these regardless of if the app supplied a custom allocator or we're
using system malloc() or an internal copy of dlmalloc under the hood),
SDL_aligned_alloc, SDL_small_alloc, SDL_strdup, SDL_asprintf, SDL_wcsdup...
probably others. If it returns something you can pass to SDL_free, it should
work.
The caller might still need to use SDL_OutOfMemory if something that wasn't
SDL allocated the memory: operator new in C++ code, Objective-C's alloc
message, win32 GlobalAlloc, etc.
Fixes #8642.
2023-11-30 00:14:27 -05:00
|
|
|
return SDL_strdup(user_specified);
|
2022-04-12 13:07:18 +01:00
|
|
|
}
|
Add DOS platform support (DJGPP) (#15377)
* dos: Some initial work.
* dos: Turn off buffer on stdio SDL_IOStreams.
Seeking breaks otherwise. We might be able to just fflush() before or seeking
instead?
* dos: Audio implementation using the Sound Blaster 16.
* dos: remove audio Pump interface.
Turns out DosBox-X was having trouble with the Sound Blaster or something;
standard DosBox works correctly directly from the interrupt handler, and
without doubling the buffer size.
* dos: just dump and restore the stdio buffer when seeking.
This is MUCH faster than just leaving buffering disabled, and also works
around getting bogus reads after an fseek. SDL_LoadWAV on test/sample.wav
no longer takes several seconds to finish, and comes up with the correct
data.
I wonder if we're triggering this in LoadWAV because we're malloc'ing data
between seeks/reads, and it's causing the djgpp transfer buffer to change. Or
maybe the Fat DS trick is confusing it? I don't know, I haven't had time to
debug it, it might just be a legit libc bug in djgpp too, for all I know.
* dos: Protect audio device "thread" iterations when streams are locked.
This uses an old trick we used in SDL 1.2 for MacOS Classic, which did its
audio callback in a hardware interrupt. If the audio is locked when the
interrupt fires, make a note of it and return immediately. When the lock is
released, if the interrupt has been fired, run the audio device iteration
right then.
Since there isn't a big device lock in SDL3 (available to the app, at least),
this keeps a counter of when any SDL_AudioStream is locked, which is probably
good enough.
* dos: Implemented initial video subsystem.
This uses VESA interfaces to manage the display and works with the software
renderer.
Events aren't hooked up yet, so prepare to close DosBox on each run. :)
* dos: Whoops, forgot to add these to revision control. Core and Main support.
* dos: Wired up basic filesystem support.
This gets most of the rendering examples, which use SDL_GetBasePath() to
find textures to load, working.
* dos: Fixed compiler warning.
* dos: Initial mouse support!
* dos: Move interrupt hooking code into core/dos.
* dos: Initial keyboard support!
* dos: Use a simple ring buffer for keyboard events.
Of course Quake 1 solved this better, haha. It's smart: less memory, dirt
simple, and you don't even have to worry about synchronizing with the
interrupt handler, because it's safe for both sides no matter when an
interrupt fires.
* ci: add djgpp job
[sdl-ci-filter djgpp]
[sdl-ci-artifacts]
* dos: Fix build issues after rebase onto current main
- SDL_runapp.c: Add SDL_PLATFORM_DOS to the exclusion list so the
generic
SDL_RunApp() is disabled when the DOS-specific one is compiled.
- SDL.c: Exclude SDL_Gtk_Quit() on DOS. DJGPP defines __unix__ which
sets
SDL_PLATFORM_UNIX, but DOS has no GTK/display server. The GTK source
is not compiled (CMake UNIX is false for DOS) so this was a link
error.
- sdlplatform.cmake: Add DOS case to SDL_DetectCMakePlatform so the
platform is properly detected from CMAKE_SYSTEM_NAME=DOS.
- i586-pc-msdosdjgpp.cmake: Add i386-pc-msdosdjgpp-gcc as a fallback
compiler name, since some DJGPP toolchain builds use the i386 prefix.
* Add 8-bit palette support to DOS VESA driver
* Add VBE page-flipping, state restore, and robust keyboard handling
- Implement double-buffered page-flipping for VBE modes with >1 image
page
- Save and restore full VBE state on video init/quit for clean mode
switching
- Improve DOS keyboard handling: support extended scancodes and Pause
key
- Lock ISR code/data to prevent page faults during interrupts
- Always vsync when blitting in single-buffered modes to reduce tearing
* Refactor Sound Blaster audio mixing to main loop
Move audio mixing out of IRQ handler to main loop for improved
stability and to avoid reentrancy issues. Add SDL_DOS_PumpAudio
function, update DMA buffer handling, and adjust sample rate to 22050
Hz.
Silence stale DMA buffer halves to prevent stutter during load.
* Add DOS timer support and update build config
* Add support for pre-SB16 8-bit mono Sound Blaster audio
Detect SB version and select 8-bit mono or 16-bit stereo mode.
Handle DMA and DSP setup for both SB16 and pre-SB16 hardware.
Add FORCE_SB_8BIT option for testing in DOSBox.
* Add SB Pro stereo support and simplify IRQ handler
* Add DOS joystick driver support
* Improve DOS hardware handling and clarify memory allocation
- Poll Sound Blaster DSP status instead of fixed delay after speaker-on
- Clarify DPMI conventional memory is always locked; update comments
- Document and justify DMA memory allocation strategy
- Free IRET wrapper after restoring interrupt vector to avoid leaks
- Throttle joystick axis polling to ~60 Hz to reduce BIOS timing loop
cost
- Always poll joystick buttons directly for responsiveness
* Query and use mouse sensitivity from INT 33h function 0x1B
* Add support for VESA banked framebuffer modes
Implement banked framebuffer access for VBE 1.2+ modes without LFB.
Detect and initialize banked modes, copy framebuffer data using bank
switching, and blank the framebuffer on mode set. Page-flipping is
disabled in banked mode.
* Add optional vsync to page flipping in DOS VESA driver
* Add cooperative threading support for DOS platform
* Move SoundBlaster audio mixing to SDL audio thread
* Fix DOS platform comments and workarounds for DJGPP support
* Fix SoundBlaster IRQ handling and DMA setup for DOS
- Pass IRQ number to DOS_EndOfInterrupt and handle slave PIC EOI
- Validate DMA channel from BLASTER variable
- Correct DMA page register selection for SB16
- Improve BLASTER variable parsing and error messages
- Unmask/mask IRQs on correct PIC in DOS_HookInterrupt
- Rename SDL_dosjoystick.c to SDL_sysjoystick.c
- Include SDL_main_callbacks.h in SDL_sysmain_runapp.c
- Add include guard to SDL_systhread_c.h
* Add DOS platform options and preseed cache for DJGPP
Disable unsupported SDL features when building for DOS. Add
PreseedDOSCache.cmake to pre-populate CMake cache variables for DJGPP.
* cmake: use a 8.3 naming scheme for tests on DOS
* Apply code style
* Update include/SDL3/SDL_platform_defines.h
Co-authored-by: Anonymous Maarten <madebr@users.noreply.github.com>
* Code review clean up
- Split DOS VESA mode-setting into its own file
- Replace magic numbers with named constants
- Update copyright dates to 2026
- Substract time taken by other threads form delays
* Fix DOS bugs and improve compatibility
- Disable fseeko64 for DJGPP due to broken implementation
- Refactor DOS timer delay to always yield and avoid busy-waiting
- Fix animated cursor rendering in DOS VESA backend
- Always set display mode when creating DOS VESA window
- Work around DJGPP allowing invalid file access in testfile.c
- Bump max threads to 16
- Apply workarounds for threading tests
* Add DOS platform documentation and fix a few issues
- Fix fullscreen default resolution
- Improve best mode matching
- Fix builds on GCC older than 7.0
- Fix text input events
* Fix keyboard mapping of "*"
* Fix running, and existing, under PCem
* Apply suggestions from code review
Co-authored-by: Cameron Cawley <ccawley2011@gmail.com>
* Pre-mix audio in ring buffer and copy to DMA via IRQ thread
* Video fixes and optimizations
* DOS: Fix Intel 740 and VGA compatability
* DOS: Update readme
* DOS: Fix thread ID, get GPU name
* DOS: Cap mouse range
* DOS: Map test resources to 8.3 names
* DOS: Skip unsupported WM color modes
* Fix "windowed" resolution selection
* DOS: Hide INDEX8 modes behind SDL_DOS_ALLOW_INDEX8_MODES
* Remove SDL_HINT_DOS_ALLOW_INDEX8_MODES and order modes logically
* Don't convert cursor if dest is not INDEX8
---------
Co-authored-by: Ryan C. Gordon <icculus@icculus.org>
Co-authored-by: Anonymous Maarten <anonymous.maarten@gmail.com>
Co-authored-by: Cameron Cawley <ccawley2011@gmail.com>
Co-authored-by: Gleb Mazovetskiy <glex.spb@gmail.com>
Co-authored-by: Jay Petacat <jay@jayschwa.net>
Tested-by: Cameron Cawley <ccawley2011@gmail.com>
2026-04-24 01:54:49 +02:00
|
|
|
#ifdef SDL_PLATFORM_DOS
|
|
|
|
|
def = Map83Filename(def);
|
|
|
|
|
#endif
|
error: SDL's allocators now call SDL_OutOfMemory on error.
This means the allocator's caller doesn't need to use SDL_OutOfMemory directly
if the allocation fails.
This applies to the usual allocators: SDL_malloc, SDL_calloc, SDL_realloc
(all of these regardless of if the app supplied a custom allocator or we're
using system malloc() or an internal copy of dlmalloc under the hood),
SDL_aligned_alloc, SDL_small_alloc, SDL_strdup, SDL_asprintf, SDL_wcsdup...
probably others. If it returns something you can pass to SDL_free, it should
work.
The caller might still need to use SDL_OutOfMemory if something that wasn't
SDL allocated the memory: operator new in C++ code, Objective-C's alloc
message, win32 GlobalAlloc, etc.
Fixes #8642.
2023-11-30 00:14:27 -05:00
|
|
|
return GetNearbyFilename(def);
|
2022-04-12 13:07:18 +01:00
|
|
|
}
|
|
|
|
|
|
2023-02-02 00:21:53 +01:00
|
|
|
/**
|
2025-10-06 11:45:48 -07:00
|
|
|
* Load the .png file whose name is file, from the SDL_GetBasePath() if
|
2022-04-12 13:07:18 +01:00
|
|
|
* possible or the current working directory if not.
|
|
|
|
|
*
|
|
|
|
|
* If transparent is true, set the transparent colour from the top left pixel.
|
|
|
|
|
*
|
|
|
|
|
* If width_out is non-NULL, set it to the texture width.
|
|
|
|
|
*
|
|
|
|
|
* If height_out is non-NULL, set it to the texture height.
|
|
|
|
|
*/
|
2025-03-14 10:38:11 -07:00
|
|
|
SDL_Texture *LoadTexture(SDL_Renderer *renderer, const char *file, bool transparent)
|
2022-04-12 13:07:18 +01:00
|
|
|
{
|
|
|
|
|
SDL_Surface *temp = NULL;
|
|
|
|
|
SDL_Texture *texture = NULL;
|
|
|
|
|
char *path;
|
|
|
|
|
|
|
|
|
|
path = GetNearbyFilename(file);
|
|
|
|
|
|
2023-11-09 22:29:15 +01:00
|
|
|
if (path) {
|
2022-04-12 13:07:18 +01:00
|
|
|
file = path;
|
|
|
|
|
}
|
|
|
|
|
|
2025-11-13 23:50:37 +01:00
|
|
|
temp = SDL_LoadSurface(file);
|
2023-11-09 22:29:15 +01:00
|
|
|
if (!temp) {
|
2022-04-12 13:07:18 +01:00
|
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
|
|
|
|
|
} else {
|
|
|
|
|
/* Set transparent pixel as the pixel at (0,0) */
|
|
|
|
|
if (transparent) {
|
2024-07-08 14:59:18 -07:00
|
|
|
if (SDL_GetSurfacePalette(temp)) {
|
|
|
|
|
const Uint8 bpp = SDL_BITSPERPIXEL(temp->format);
|
2023-11-17 14:10:32 +00:00
|
|
|
const Uint8 mask = (1 << bpp) - 1;
|
2024-07-08 14:59:18 -07:00
|
|
|
if (SDL_PIXELORDER(temp->format) == SDL_BITMAPORDER_4321)
|
2024-09-18 07:52:28 -07:00
|
|
|
SDL_SetSurfaceColorKey(temp, true, (*(Uint8 *)temp->pixels) & mask);
|
2023-11-17 14:10:32 +00:00
|
|
|
else
|
2024-09-18 07:52:28 -07:00
|
|
|
SDL_SetSurfaceColorKey(temp, true, ((*(Uint8 *)temp->pixels) >> (8 - bpp)) & mask);
|
2022-04-12 13:07:18 +01:00
|
|
|
} else {
|
2024-07-08 14:59:18 -07:00
|
|
|
switch (SDL_BITSPERPIXEL(temp->format)) {
|
2022-04-12 13:07:18 +01:00
|
|
|
case 15:
|
2024-09-18 07:52:28 -07:00
|
|
|
SDL_SetSurfaceColorKey(temp, true,
|
2022-11-30 12:51:59 -08:00
|
|
|
(*(Uint16 *)temp->pixels) & 0x00007FFF);
|
2022-04-12 13:07:18 +01:00
|
|
|
break;
|
|
|
|
|
case 16:
|
2024-09-18 07:52:28 -07:00
|
|
|
SDL_SetSurfaceColorKey(temp, true, *(Uint16 *)temp->pixels);
|
2022-04-12 13:07:18 +01:00
|
|
|
break;
|
|
|
|
|
case 24:
|
2024-09-18 07:52:28 -07:00
|
|
|
SDL_SetSurfaceColorKey(temp, true,
|
2022-11-30 12:51:59 -08:00
|
|
|
(*(Uint32 *)temp->pixels) & 0x00FFFFFF);
|
2022-04-12 13:07:18 +01:00
|
|
|
break;
|
|
|
|
|
case 32:
|
2024-09-18 07:52:28 -07:00
|
|
|
SDL_SetSurfaceColorKey(temp, true, *(Uint32 *)temp->pixels);
|
2022-04-12 13:07:18 +01:00
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
texture = SDL_CreateTextureFromSurface(renderer, temp);
|
2023-11-09 22:29:15 +01:00
|
|
|
if (!texture) {
|
2025-01-22 12:59:57 -08:00
|
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s", SDL_GetError());
|
2022-04-12 13:07:18 +01:00
|
|
|
}
|
|
|
|
|
}
|
2022-12-27 06:36:39 -08:00
|
|
|
SDL_DestroySurface(temp);
|
2025-10-19 11:07:48 +02:00
|
|
|
SDL_free(path);
|
2022-04-12 13:07:18 +01:00
|
|
|
return texture;
|
|
|
|
|
}
|