Direct3D11: remove RenderCopy and RenderCopyEx from back-end

This commit is contained in:
Sylvain 2021-09-20 16:57:21 +02:00 committed by Ryan C. Gordon
parent ab758398af
commit 73f4ab4c13

View file

@ -1698,174 +1698,6 @@ D3D11_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
return 0; return 0;
} }
static int
D3D11_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect)
{
VertexPositionColor *verts = (VertexPositionColor *) SDL_AllocateRenderVertices(renderer, 4 * sizeof (VertexPositionColor), 0, &cmd->data.draw.first);
const float r = (float)(cmd->data.draw.r / 255.0f);
const float g = (float)(cmd->data.draw.g / 255.0f);
const float b = (float)(cmd->data.draw.b / 255.0f);
const float a = (float)(cmd->data.draw.a / 255.0f);
const float minu = (float) srcrect->x / texture->w;
const float maxu = (float) (srcrect->x + srcrect->w) / texture->w;
const float minv = (float) srcrect->y / texture->h;
const float maxv = (float) (srcrect->y + srcrect->h) / texture->h;
if (!verts) {
return -1;
}
cmd->data.draw.count = 1;
verts->pos.x = dstrect->x;
verts->pos.y = dstrect->y;
verts->pos.z = 0.0f;
verts->tex.x = minu;
verts->tex.y = minv;
verts->color.x = r;
verts->color.y = g;
verts->color.z = b;
verts->color.w = a;
verts++;
verts->pos.x = dstrect->x;
verts->pos.y = dstrect->y + dstrect->h;
verts->pos.z = 0.0f;
verts->tex.x = minu;
verts->tex.y = maxv;
verts->color.x = r;
verts->color.y = g;
verts->color.z = b;
verts->color.w = a;
verts++;
verts->pos.x = dstrect->x + dstrect->w;
verts->pos.y = dstrect->y;
verts->pos.z = 0.0f;
verts->tex.x = maxu;
verts->tex.y = minv;
verts->color.x = r;
verts->color.y = g;
verts->color.z = b;
verts->color.w = a;
verts++;
verts->pos.x = dstrect->x + dstrect->w;
verts->pos.y = dstrect->y + dstrect->h;
verts->pos.z = 0.0f;
verts->tex.x = maxu;
verts->tex.y = maxv;
verts->color.x = r;
verts->color.y = g;
verts->color.z = b;
verts->color.w = a;
verts++;
return 0;
}
static int
D3D11_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect,
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
{
VertexPositionColor *verts = (VertexPositionColor *) SDL_AllocateRenderVertices(renderer, 5 * sizeof (VertexPositionColor), 0, &cmd->data.draw.first);
const float r = (float)(cmd->data.draw.r / 255.0f);
const float g = (float)(cmd->data.draw.g / 255.0f);
const float b = (float)(cmd->data.draw.b / 255.0f);
const float a = (float)(cmd->data.draw.a / 255.0f);
float minx, miny, maxx, maxy;
float minu, maxu, minv, maxv;
if (!verts) {
return -1;
}
cmd->data.draw.count = 1;
minx = -center->x;
maxx = dstrect->w - center->x;
miny = -center->y;
maxy = dstrect->h - center->y;
if (flip & SDL_FLIP_HORIZONTAL) {
minu = (float) (srcrect->x + srcrect->w) / texture->w;
maxu = (float) srcrect->x / texture->w;
} else {
minu = (float) srcrect->x / texture->w;
maxu = (float) (srcrect->x + srcrect->w) / texture->w;
}
if (flip & SDL_FLIP_VERTICAL) {
minv = (float) (srcrect->y + srcrect->h) / texture->h;
maxv = (float) srcrect->y / texture->h;
} else {
minv = (float) srcrect->y / texture->h;
maxv = (float) (srcrect->y + srcrect->h) / texture->h;
}
verts->pos.x = minx;
verts->pos.y = miny;
verts->pos.z = 0.0f;
verts->color.x = r;
verts->color.y = g;
verts->color.z = b;
verts->color.w = a;
verts->tex.x = minu;
verts->tex.y = minv;
verts++;
verts->pos.x = minx;
verts->pos.y = maxy;
verts->pos.z = 0.0f;
verts->color.x = r;
verts->color.y = g;
verts->color.z = b;
verts->color.w = a;
verts->tex.x = minu;
verts->tex.y = maxv;
verts++;
verts->pos.x = maxx;
verts->pos.y = miny;
verts->pos.z = 0.0f;
verts->color.x = r;
verts->color.y = g;
verts->color.z = b;
verts->color.w = a;
verts->tex.x = maxu;
verts->tex.y = minv;
verts++;
verts->pos.x = maxx;
verts->pos.y = maxy;
verts->pos.z = 0.0f;
verts->color.x = r;
verts->color.y = g;
verts->color.z = b;
verts->color.w = a;
verts->tex.x = maxu;
verts->tex.y = maxv;
verts++;
verts->pos.x = dstrect->x + center->x; /* X translation */
verts->pos.y = dstrect->y + center->y; /* Y translation */
verts->pos.z = (float)(M_PI * (float) angle / 180.0f); /* rotation */
verts->color.x = 0;
verts->color.y = 0;
verts->color.z = 0;
verts->color.w = 0;
verts->tex.x = 0.0f;
verts->tex.y = 0.0f;
verts++;
return 0;
}
#if SDL_HAVE_RENDER_GEOMETRY
static int static int
D3D11_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, D3D11_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride, const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
@ -1921,7 +1753,6 @@ D3D11_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
} }
return 0; return 0;
} }
#endif
static int static int
D3D11_UpdateVertexBuffer(SDL_Renderer *renderer, D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
@ -2382,30 +2213,13 @@ D3D11_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
break; break;
} }
case SDL_RENDERCMD_COPY: { case SDL_RENDERCMD_COPY: /* unsued */
const size_t first = cmd->data.draw.first;
const size_t start = first / sizeof (VertexPositionColor);
D3D11_SetCopyState(renderer, cmd, NULL);
D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, start, 4);
break; break;
}
case SDL_RENDERCMD_COPY_EX: { case SDL_RENDERCMD_COPY_EX: /* unused */
const size_t first = cmd->data.draw.first;
const size_t start = first / sizeof (VertexPositionColor);
const VertexPositionColor *verts = (VertexPositionColor *) (((Uint8 *) vertices) + first);
const VertexPositionColor *transvert = verts + 4;
const float translatex = transvert->pos.x;
const float translatey = transvert->pos.y;
const float rotation = transvert->pos.z;
const Float4X4 matrix = MatrixMultiply(MatrixRotationZ(rotation), MatrixTranslation(translatex, translatey, 0));
D3D11_SetCopyState(renderer, cmd, &matrix);
D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, start, 4);
break; break;
}
case SDL_RENDERCMD_GEOMETRY: { case SDL_RENDERCMD_GEOMETRY: {
#if SDL_HAVE_RENDER_GEOMETRY
SDL_Texture *texture = cmd->data.draw.texture; SDL_Texture *texture = cmd->data.draw.texture;
const size_t count = cmd->data.draw.count; const size_t count = cmd->data.draw.count;
const size_t first = cmd->data.draw.first; const size_t first = cmd->data.draw.first;
@ -2418,7 +2232,6 @@ D3D11_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
} }
D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, start, count); D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, start, count);
#endif
break; break;
} }
@ -2650,11 +2463,7 @@ D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->QueueDrawPoints = D3D11_QueueDrawPoints; renderer->QueueDrawPoints = D3D11_QueueDrawPoints;
renderer->QueueDrawLines = D3D11_QueueDrawPoints; /* lines and points queue vertices the same way. */ renderer->QueueDrawLines = D3D11_QueueDrawPoints; /* lines and points queue vertices the same way. */
renderer->QueueFillRects = D3D11_QueueFillRects; renderer->QueueFillRects = D3D11_QueueFillRects;
renderer->QueueCopy = D3D11_QueueCopy;
renderer->QueueCopyEx = D3D11_QueueCopyEx;
#if SDL_HAVE_RENDER_GEOMETRY
renderer->QueueGeometry = D3D11_QueueGeometry; renderer->QueueGeometry = D3D11_QueueGeometry;
#endif
renderer->RunCommandQueue = D3D11_RunCommandQueue; renderer->RunCommandQueue = D3D11_RunCommandQueue;
renderer->RenderReadPixels = D3D11_RenderReadPixels; renderer->RenderReadPixels = D3D11_RenderReadPixels;
renderer->RenderPresent = D3D11_RenderPresent; renderer->RenderPresent = D3D11_RenderPresent;