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Update METAL backend for SDL_RenderGeometryRaw
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@ -1379,7 +1379,9 @@ METAL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
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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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SDL_Vertex *vertices, int num_vertices, int *indices, int num_indices, float scale_x, float scale_y)
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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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{
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int count = indices ? num_indices : num_vertices;
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int sz = 2 + 4 + (texture ? 2 : 0);
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@ -1392,22 +1394,35 @@ METAL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
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cmd->data.draw.count = count;
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for (int i = 0; i < count; i++) {
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SDL_Vertex *v = &vertices[indices ? indices[i] : i];
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int j;
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if (size_indice == 4) {
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j = ((const Uint32 *)indices)[i];
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} else if (size_indice == 2) {
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j = ((const Uint16 *)indices)[i];
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} else if (size_indice == 1) {
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j = ((const Uint8 *)indices)[i];
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} else {
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j = i;
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}
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*(verts++) = v->position.x * scale_x;
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*(verts++) = v->position.y * scale_y;
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float *xy_ = (float *)((char*)xy + j * xy_stride);
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SDL_Color col_ = *(SDL_Color *)((char*)color + j * color_stride);
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*(verts++) = v->color.r * inv255f;
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*(verts++) = v->color.g * inv255f;
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*(verts++) = v->color.b * inv255f;
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*(verts++) = v->color.a * inv255f;
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*(verts++) = xy_[0] * scale_x;
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*(verts++) = xy_[1] * scale_y;
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*(verts++) = col_.r * inv255f;
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*(verts++) = col_.g * inv255f;
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*(verts++) = col_.b * inv255f;
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*(verts++) = col_.a * inv255f;
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if (texture) {
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*(verts++) = v->tex_coord.x;
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*(verts++) = v->tex_coord.y;
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float *uv_ = (float *)((char*)uv + j * uv_stride);
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*(verts++) = uv_[0];
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*(verts++) = uv_[1];
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}
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}
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return 0;
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}
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