mirror of
https://github.com/Ryujinx/SDL.git
synced 2024-12-23 14:05:39 +00:00
Add SDL_HAVE_RENDER_GEOMETRY to compile or not with RenderGeometry support
This commit is contained in:
parent
b9bd9da78f
commit
47db47c1cc
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@ -116,6 +116,12 @@
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#define SDL_HAVE_YUV !SDL_LEAN_AND_MEAN
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#endif
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/* SDL Renderer
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- SDL_RenderGeometry() */
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#ifndef SDL_HAVE_RENDER_GEOMETRY
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#define SDL_HAVE_RENDER_GEOMETRY !SDL_LEAN_AND_MEAN
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#endif
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#include "SDL_assert.h"
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#include "SDL_log.h"
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@ -572,6 +572,7 @@ QueueCmdCopyEx(SDL_Renderer *renderer, SDL_Texture * texture,
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return retval;
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}
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#if SDL_HAVE_RENDER_GEOMETRY
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static int
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QueueCmdGeometry(SDL_Renderer *renderer, SDL_Texture *texture,
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const float *xy, int xy_stride,
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@ -599,6 +600,7 @@ QueueCmdGeometry(SDL_Renderer *renderer, SDL_Texture *texture,
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}
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return retval;
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}
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#endif
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static int UpdateLogicalSize(SDL_Renderer *renderer);
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@ -3359,6 +3361,7 @@ SDL_RenderGeometry(SDL_Renderer *renderer,
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return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color, color_stride, uv, uv_stride, num_vertices, indices, num_indices, size_indice);
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}
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#if SDL_HAVE_RENDER_GEOMETRY
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static int
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remap_one_indice(
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int prev,
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@ -3696,6 +3699,7 @@ end:
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return retval;
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}
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#endif
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int
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SDL_RenderGeometryRaw(SDL_Renderer *renderer,
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@ -3706,6 +3710,7 @@ SDL_RenderGeometryRaw(SDL_Renderer *renderer,
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int num_vertices,
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const void *indices, int num_indices, int size_indice)
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{
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#if SDL_HAVE_RENDER_GEOMETRY
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int i;
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int retval = 0;
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int count = indices ? num_indices : num_vertices;
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@ -3806,8 +3811,12 @@ SDL_RenderGeometryRaw(SDL_Renderer *renderer,
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renderer->scale.x, renderer->scale.y);
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return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
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#else
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return SDL_SetError("SDL not built with RenderGeometry support");
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#endif
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}
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int
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SDL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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Uint32 format, void * pixels, int pitch)
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@ -129,11 +129,12 @@ struct SDL_Renderer
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int (*QueueCopyEx) (SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
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const SDL_Rect * srcquad, const SDL_FRect * dstrect,
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const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip);
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#if SDL_HAVE_RENDER_GEOMETRY
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int (*QueueGeometry) (SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
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int num_vertices, const void *indices, int num_indices, int size_indice,
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float scale_x, float scale_y);
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#endif
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int (*RunCommandQueue) (SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize);
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int (*UpdateTexture) (SDL_Renderer * renderer, SDL_Texture * texture,
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@ -1020,6 +1020,7 @@ D3D_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * t
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return 0;
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}
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#if SDL_HAVE_RENDER_GEOMETRY
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static int
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D3D_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
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@ -1071,6 +1072,7 @@ D3D_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *t
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}
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return 0;
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}
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#endif
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static int
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UpdateDirtyTexture(IDirect3DDevice9 *device, D3D_TextureRep *texture)
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@ -1486,6 +1488,7 @@ D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
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}
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case SDL_RENDERCMD_GEOMETRY: {
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#if SDL_HAVE_RENDER_GEOMETRY
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const size_t count = cmd->data.draw.count;
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const size_t first = cmd->data.draw.first;
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SetDrawState(data, cmd);
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@ -1495,6 +1498,7 @@ D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
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const Vertex* verts = (Vertex*)(((Uint8*)vertices) + first);
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IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLELIST, (UINT) count, verts, sizeof(Vertex));
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}
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#endif
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break;
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}
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@ -1792,7 +1796,9 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->QueueFillRects = D3D_QueueFillRects;
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renderer->QueueCopy = D3D_QueueCopy;
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renderer->QueueCopyEx = D3D_QueueCopyEx;
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#if SDL_HAVE_RENDER_GEOMETRY
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renderer->QueueGeometry = D3D_QueueGeometry;
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#endif
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renderer->RunCommandQueue = D3D_RunCommandQueue;
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renderer->RenderReadPixels = D3D_RenderReadPixels;
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renderer->RenderPresent = D3D_RenderPresent;
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@ -1865,6 +1865,7 @@ D3D11_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
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return 0;
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}
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#if SDL_HAVE_RENDER_GEOMETRY
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static int
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D3D11_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
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@ -1919,6 +1920,7 @@ D3D11_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
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}
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return 0;
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}
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#endif
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static int
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D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
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@ -2402,6 +2404,7 @@ D3D11_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
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}
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case SDL_RENDERCMD_GEOMETRY: {
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#if SDL_HAVE_RENDER_GEOMETRY
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SDL_Texture *texture = cmd->data.draw.texture;
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const size_t count = cmd->data.draw.count;
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const size_t first = cmd->data.draw.first;
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}
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D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, start, count);
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#endif
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break;
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}
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@ -2632,7 +2636,9 @@ D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->QueueFillRects = D3D11_QueueFillRects;
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renderer->QueueCopy = D3D11_QueueCopy;
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renderer->QueueCopyEx = D3D11_QueueCopyEx;
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#if SDL_HAVE_RENDER_GEOMETRY
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renderer->QueueGeometry = D3D11_QueueGeometry;
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#endif
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renderer->RunCommandQueue = D3D11_RunCommandQueue;
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renderer->RenderReadPixels = D3D11_RenderReadPixels;
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renderer->RenderPresent = D3D11_RenderPresent;
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@ -1318,6 +1318,7 @@ METAL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
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return 0;
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}
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#if SDL_HAVE_RENDER_GEOMETRY
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static int
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METAL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
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return 0;
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}
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#endif
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typedef struct
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{
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}
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case SDL_RENDERCMD_GEOMETRY: {
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#if SDL_HAVE_RENDER_GEOMETRY
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const size_t count = cmd->data.draw.count;
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SDL_Texture *texture = cmd->data.draw.texture;
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SetDrawState(renderer, cmd, SDL_METAL_FRAGMENT_SOLID, CONSTANTS_OFFSET_IDENTITY, mtlbufvertex, &statecache);
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[data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangle vertexStart:0 vertexCount:count];
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}
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#endif
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break;
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}
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@ -1997,7 +2001,9 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->QueueFillRects = METAL_QueueFillRects;
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renderer->QueueCopy = METAL_QueueCopy;
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renderer->QueueCopyEx = METAL_QueueCopyEx;
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#if SDL_HAVE_RENDER_GEOMETRY
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renderer->QueueGeometry = METAL_QueueGeometry;
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#endif
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renderer->RunCommandQueue = METAL_RunCommandQueue;
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renderer->RenderReadPixels = METAL_RenderReadPixels;
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renderer->RenderPresent = METAL_RenderPresent;
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@ -1051,6 +1051,7 @@ GL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * te
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return 0;
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}
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#if SDL_HAVE_RENDER_GEOMETRY
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static int
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GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
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}
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return 0;
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}
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#endif
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static void
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SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader shader)
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}
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case SDL_RENDERCMD_GEOMETRY: {
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#if SDL_HAVE_RENDER_GEOMETRY
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const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
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SDL_Texture *texture = cmd->data.draw.texture;
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const size_t count = cmd->data.draw.count;
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data->glEnd();
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data->glColor4f(currentColor[0], currentColor[1], currentColor[2], currentColor[3]);
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}
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#endif
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break;
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}
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renderer->QueueFillRects = GL_QueueFillRects;
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renderer->QueueCopy = GL_QueueCopy;
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renderer->QueueCopyEx = GL_QueueCopyEx;
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#if SDL_HAVE_RENDER_GEOMETRY
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renderer->QueueGeometry = GL_QueueGeometry;
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#endif
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renderer->RunCommandQueue = GL_RunCommandQueue;
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renderer->RenderReadPixels = GL_RenderReadPixels;
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renderer->RenderPresent = GL_RenderPresent;
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return 0;
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}
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#if SDL_HAVE_RENDER_GEOMETRY
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static int
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GLES_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
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}
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return 0;
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}
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#endif
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static void
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SetDrawState(GLES_RenderData *data, const SDL_RenderCommand *cmd)
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}
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case SDL_RENDERCMD_GEOMETRY: {
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#if SDL_HAVE_RENDER_GEOMETRY
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const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
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SDL_Texture *texture = cmd->data.draw.texture;
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const size_t count = cmd->data.draw.count;
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data->glDrawArrays(GL_TRIANGLES, 0, (GLsizei) count);
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data->glDisableClientState(GL_COLOR_ARRAY);
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#endif
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break;
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}
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renderer->QueueFillRects = GLES_QueueFillRects;
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renderer->QueueCopy = GLES_QueueCopy;
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renderer->QueueCopyEx = GLES_QueueCopyEx;
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#if SDL_HAVE_RENDER_GEOMETRY
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renderer->QueueGeometry = GLES_QueueGeometry;
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#endif
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renderer->RunCommandQueue = GLES_RunCommandQueue;
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renderer->RenderReadPixels = GLES_RenderReadPixels;
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renderer->RenderPresent = GLES_RenderPresent;
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@ -937,6 +937,7 @@ GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
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return 0;
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}
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#if SDL_HAVE_RENDER_GEOMETRY
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static int
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GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
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return 0;
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}
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#endif
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static int
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SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_ImageSource imgsrc)
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}
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case SDL_RENDERCMD_GEOMETRY: {
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#if SDL_HAVE_RENDER_GEOMETRY
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SDL_Texture *texture = cmd->data.draw.texture;
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const size_t count = cmd->data.draw.count;
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int ret;
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if (ret == 0) {
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data->glDrawArrays(GL_TRIANGLES, 0, (GLsizei) count);
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}
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#endif
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break;
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}
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renderer->QueueFillRects = GLES2_QueueFillRects;
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renderer->QueueCopy = GLES2_QueueCopy;
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renderer->QueueCopyEx = GLES2_QueueCopyEx;
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#if SDL_HAVE_RENDER_GEOMETRY
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renderer->QueueGeometry = GLES2_QueueGeometry;
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#endif
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renderer->RunCommandQueue = GLES2_RunCommandQueue;
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renderer->RenderReadPixels = GLES2_RenderReadPixels;
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renderer->RenderPresent = GLES2_RenderPresent;
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@ -562,6 +562,7 @@ SW_RenderCopyEx(SDL_Renderer * renderer, SDL_Surface *surface, SDL_Texture * tex
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}
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#if SDL_HAVE_RENDER_GEOMETRY
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typedef struct GeometryFillData
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{
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SDL_Point dst;
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}
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return 0;
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}
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#endif
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static void
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PrepTextureForCopy(const SDL_RenderCommand *cmd)
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}
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case SDL_RENDERCMD_GEOMETRY: {
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#if SDL_HAVE_RENDER_GEOMETRY
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int i;
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SDL_Rect *verts = (SDL_Rect *) (((Uint8 *) vertices) + cmd->data.draw.first);
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const int count = (int) cmd->data.draw.count;
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SDL_SW_FillTriangle(surface, &(ptr[0].dst), &(ptr[1].dst), &(ptr[2].dst), blend, ptr[0].color, ptr[1].color, ptr[2].color);
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}
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}
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#endif
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break;
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}
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renderer->QueueFillRects = SW_QueueFillRects;
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renderer->QueueCopy = SW_QueueCopy;
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renderer->QueueCopyEx = SW_QueueCopyEx;
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#if SDL_HAVE_RENDER_GEOMETRY
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renderer->QueueGeometry = SW_QueueGeometry;
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#endif
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renderer->RunCommandQueue = SW_RunCommandQueue;
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renderer->RenderReadPixels = SW_RenderReadPixels;
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renderer->RenderPresent = SW_RenderPresent;
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@ -20,7 +20,7 @@
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*/
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#include "../../SDL_internal.h"
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#if SDL_VIDEO_RENDER_SW && !SDL_RENDER_DISABLED
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#if SDL_VIDEO_RENDER_SW && !SDL_RENDER_DISABLED && SDL_HAVE_RENDER_GEOMETRY
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#include "SDL_surface.h"
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#include "SDL_triangle.h"
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