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Added the hint SDL_HINT_RENDER_LINE_METHOD to select the line rendering method
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@ -1059,6 +1059,19 @@ extern "C" {
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*/
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#define SDL_HINT_RENDER_BATCHING "SDL_RENDER_BATCHING"
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/**
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* \brief A variable controlling how the 2D render API renders lines
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*
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* This variable can be set to the following values:
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* "0" - Use the default line drawing method (Bresenham's line algorithm as of SDL 2.0.20)
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* "1" - Use the driver point API using Bresenham's line algorithm (correct, draws many points)
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* "2" - Use the driver line API (occasionally misses line endpoints based on hardware driver quirks, was the default before 2.0.20)
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* "3" - Use the driver geometry API (correct, draws thicker diagonal lines)
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*
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* This variable should be set when the renderer is created.
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*/
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#define SDL_HINT_RENDER_LINE_METHOD "SDL_RENDER_LINE_METHOD"
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/**
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* \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer.
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*
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@ -896,6 +896,26 @@ void VerifyDrawQueueFunctions(const SDL_Renderer *renderer)
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SDL_assert(renderer->RunCommandQueue != NULL);
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}
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static SDL_RenderLineMethod SDL_GetRenderLineMethod()
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{
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const char *hint = SDL_GetHint(SDL_HINT_RENDER_LINE_METHOD);
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int method = 0;
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if (hint) {
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method = SDL_atoi(hint);
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}
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switch (method) {
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case 1:
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return SDL_RENDERLINEMETHOD_POINTS;
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case 2:
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return SDL_RENDERLINEMETHOD_LINES;
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case 3:
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return SDL_RENDERLINEMETHOD_GEOMETRY;
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default:
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return SDL_RENDERLINEMETHOD_POINTS;
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}
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}
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SDL_Renderer *
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SDL_CreateRenderer(SDL_Window * window, int index, Uint32 flags)
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{
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@ -1011,6 +1031,8 @@ SDL_CreateRenderer(SDL_Window * window, int index, Uint32 flags)
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renderer->relative_scaling = SDL_GetHintBoolean(SDL_HINT_MOUSE_RELATIVE_SCALING, SDL_TRUE);
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renderer->line_method = SDL_GetRenderLineMethod();
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if (SDL_GetWindowFlags(window) & (SDL_WINDOW_HIDDEN|SDL_WINDOW_MINIMIZED)) {
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renderer->hidden = SDL_TRUE;
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} else {
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@ -1062,6 +1084,9 @@ SDL_CreateSoftwareRenderer(SDL_Surface * surface)
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/* new textures start at zero, so we start at 1 so first render doesn't flush by accident. */
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renderer->render_command_generation = 1;
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/* Software renderer always uses line method, for speed */
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renderer->line_method = SDL_RENDERLINEMETHOD_LINES;
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SDL_RenderSetViewport(renderer, NULL);
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}
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return renderer;
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@ -2794,6 +2819,10 @@ static int plotLineLow(SDL_Renderer *renderer, float x0, float y0, float x1, flo
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SDL_FPoint *points = SDL_small_alloc(SDL_FPoint, count, &isstack);
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SDL_FPoint *tmp = points;
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if (!points) {
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return SDL_OutOfMemory();
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}
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if (dy < 0) {
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yi = -1;
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dy = -dy;
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@ -2837,6 +2866,10 @@ static int plotLineHigh(SDL_Renderer *renderer, float x0, float y0, float x1, fl
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SDL_FPoint *points = SDL_small_alloc(SDL_FPoint, count, &isstack);
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SDL_FPoint *tmp = points;
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if (!points) {
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return SDL_OutOfMemory();
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}
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if (dx < 0) {
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xi = -1;
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dx = -dx;
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@ -2999,8 +3032,6 @@ SDL_RenderDrawLinesF(SDL_Renderer * renderer,
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const SDL_FPoint * points, int count)
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{
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int retval = 0;
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int use_renderpoints;
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int use_rendergeometry;
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CHECK_RENDERER_MAGIC(renderer, -1);
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@ -3018,12 +3049,9 @@ SDL_RenderDrawLinesF(SDL_Renderer * renderer,
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}
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#endif
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use_renderpoints = 1;
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use_rendergeometry = 1;
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if (use_renderpoints) {
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if (renderer->line_method == SDL_RENDERLINEMETHOD_POINTS) {
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retval = RenderDrawLinesWithRectsF(renderer, points, count);
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} else if (use_rendergeometry) {
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} else if (renderer->line_method == SDL_RENDERLINEMETHOD_GEOMETRY) {
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SDL_bool isstack1;
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SDL_bool isstack2;
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const float scale_x = renderer->scale.x;
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@ -114,6 +114,14 @@ typedef struct SDL_VertexSolid
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} SDL_VertexSolid;
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typedef enum
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{
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SDL_RENDERLINEMETHOD_POINTS,
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SDL_RENDERLINEMETHOD_LINES,
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SDL_RENDERLINEMETHOD_GEOMETRY,
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} SDL_RenderLineMethod;
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/* Define the SDL renderer structure */
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struct SDL_Renderer
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{
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@ -214,6 +222,9 @@ struct SDL_Renderer
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/* Whether or not to scale relative mouse motion */
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SDL_bool relative_scaling;
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/* The method of drawing lines */
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SDL_RenderLineMethod line_method;
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/* Remainder from scaled relative motion */
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float xrel;
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float yrel;
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