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https://github.com/Ryujinx/SDL.git
synced 2024-12-23 01:55:38 +00:00
Move to SDL_RenderGeometryRaw prototype with separate xy/uv/color pointer parameters
This commit is contained in:
parent
111c70e141
commit
e481261173
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@ -137,17 +137,6 @@ typedef struct SDL_Renderer SDL_Renderer;
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struct SDL_Texture;
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typedef struct SDL_Texture SDL_Texture;
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/**
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* \brief Vertex structure
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*/
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typedef struct SDL_Vertex
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{
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SDL_FPoint position; /**< Vertex position, in SDL_Renderer coordinates */
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SDL_Color color; /**< Vertex color */
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SDL_FPoint tex_coord; /**< Normalized texture coordinates, if needed */
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} SDL_Vertex;
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/* Function prototypes */
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/**
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@ -1453,23 +1442,30 @@ extern DECLSPEC int SDLCALL SDL_RenderCopyExF(SDL_Renderer * renderer,
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const SDL_RendererFlip flip);
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/**
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* \brief Render a list of triangles, optionally using a texture and indices into the vertex array
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* \brief Render a list of triangles, optionally using a texture and indices into the vertex arrays
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* Color and alpha modulation is done per vertex (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
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*
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* \param texture (optional) The SDL texture to use.
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* \param vertices Vertices.
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* \param xy Vertex positions
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* \param xy_stride Byte size to move from one element to the next element
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* \param color Vertex colors (as SDL_Color)
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* \param color_stride Byte size to move from one element to the next element
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* \param uv Vertex normalized texture coordinates
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* \param uv_stride Byte size to move from one element to the next element
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* \param num_vertices Number of vertices.
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* \param indices (optional) An array of integer indices into the 'vertices' array, if NULL all vertices will be rendered in sequential order.
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* \param indices (optional) An array of indices into the 'vertices' arrays, if NULL all vertices will be rendered in sequential order.
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* \param num_indices Number of indices.
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*
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* \sa SDL_Vertex
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* \param size_indice Indice size: 1 (byte), 2 (short), 4 (int)
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*
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* \return 0 on success, or -1 if the operation is not supported
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*/
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extern DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
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extern DECLSPEC int SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer,
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SDL_Texture *texture,
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SDL_Vertex *vertices, int num_vertices,
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int *indices, int num_indices);
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const float *xy, int xy_stride,
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const int *color, int color_stride,
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const float *uv, int uv_stride,
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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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* Read pixels from the current rendering target to an array of pixels.
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@ -818,3 +818,4 @@
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#define SDL_SetTextureUserData SDL_SetTextureUserData_REAL
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#define SDL_GetTextureUserData SDL_GetTextureUserData_REAL
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#define SDL_RenderGeometry SDL_RenderGeometry_REAL
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#define SDL_RenderGeometryRaw SDL_RenderGeometryRaw_REAL
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@ -883,3 +883,4 @@ SDL_DYNAPI_PROC(float,SDL_GameControllerGetSensorDataRate,(SDL_GameController *a
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SDL_DYNAPI_PROC(int,SDL_SetTextureUserData,(SDL_Texture *a, void *b),(a,b),return)
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SDL_DYNAPI_PROC(void*,SDL_GetTextureUserData,(SDL_Texture *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_RenderGeometry,(SDL_Renderer *a, SDL_Texture *b, SDL_Vertex *c, int d, int *e, int f),(a,b,c,d,e,f),return)
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SDL_DYNAPI_PROC(int,SDL_RenderGeometryRaw,(SDL_Renderer *a, SDL_Texture *b, const float *c, int d, const int *e, int f, const float *g, int h, int i, const void *j, int k, int l),(a,b,c,d,e,f,g,h,i,j,k,l),return)
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@ -564,7 +564,12 @@ QueueCmdCopyEx(SDL_Renderer *renderer, SDL_Texture * texture,
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static int
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QueueCmdGeometry(SDL_Renderer *renderer, 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,
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const int *color, int color_stride,
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const float *uv, int uv_stride,
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int num_vertices,
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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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SDL_RenderCommand *cmd;
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int retval = -1;
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@ -574,7 +579,10 @@ QueueCmdGeometry(SDL_Renderer *renderer, SDL_Texture *texture,
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cmd = PrepQueueCmdDrawSolid(renderer, SDL_RENDERCMD_GEOMETRY);
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}
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if (cmd != NULL) {
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retval = renderer->QueueGeometry(renderer, cmd, texture, vertices, num_vertices, indices, num_indices, scale_x, scale_y);
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retval = renderer->QueueGeometry(renderer, cmd, texture,
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xy, xy_stride, color, color_stride, uv, uv_stride,
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num_vertices, indices, num_indices, size_indice,
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scale_x, scale_y);
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if (retval < 0) {
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cmd->command = SDL_RENDERCMD_NO_OP;
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}
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@ -3323,13 +3331,16 @@ SDL_RenderCopyExF(SDL_Renderer * renderer, SDL_Texture * texture,
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}
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int
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SDL_RenderGeometry(SDL_Renderer *renderer,
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SDL_Texture *texture,
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SDL_Vertex *vertices, int num_vertices,
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int *indices, int num_indices)
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SDL_RenderGeometryRaw(SDL_Renderer *renderer,
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SDL_Texture *texture,
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const float *xy, int xy_stride,
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const int *color, int color_stride,
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const float *uv, int uv_stride,
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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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int i;
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int retval;
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int retval = 0;
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int count = indices ? num_indices : num_vertices;
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CHECK_RENDERER_MAGIC(renderer, -1);
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@ -3346,14 +3357,30 @@ SDL_RenderGeometry(SDL_Renderer *renderer,
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}
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}
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if (!vertices) {
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return SDL_InvalidParamError("points");
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if (!xy) {
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return SDL_InvalidParamError("xy");
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}
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if (!color) {
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return SDL_InvalidParamError("color");
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}
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if (texture && !uv) {
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return SDL_InvalidParamError("uv");
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}
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if (count % 3 != 0) {
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return SDL_InvalidParamError(indices ? "num_indices" : "num_vertices");
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}
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if (indices) {
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if (size_indice != 1 && size_indice != 2 && size_indice != 4) {
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return SDL_InvalidParamError("size_indice");
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}
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} else {
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size_indice = 0;
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}
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/* Don't draw while we're hidden */
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if (renderer->hidden) {
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return 0;
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@ -3369,26 +3396,40 @@ SDL_RenderGeometry(SDL_Renderer *renderer,
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if (texture) {
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for (i = 0; i < num_vertices; ++i) {
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if (vertices[i].tex_coord.x < 0.0f || vertices[i].tex_coord.y < 0.0f || vertices[i].tex_coord.x > 1.0f || vertices[i].tex_coord.y > 1.0f) {
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return SDL_SetError("Values of 'vertices' out of bounds");
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const float *uv_ = (const float *)((const char*)uv + i * uv_stride);
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float u = uv_[0];
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float v = uv_[1];
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if (u < 0.0f || v < 0.0f || u > 1.0f || v > 1.0f) {
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return SDL_SetError("Values of 'uv' out of bounds %f %f at %d/%d", u, v, i, num_vertices);
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}
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}
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}
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if (indices) {
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for (i = 0; i < num_indices; ++i) {
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if (indices[i] < 0 || indices[i] >= num_vertices) {
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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 {
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j = ((const Uint8 *)indices)[i];
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}
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if (j < 0 || j >= num_vertices) {
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return SDL_SetError("Values of 'indices' out of bounds");
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}
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}
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}
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if (texture) {
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texture->last_command_generation = renderer->render_command_generation;
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}
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retval = QueueCmdGeometry(renderer, texture, vertices, num_vertices, indices, num_indices, renderer->scale.x, renderer->scale.y);
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retval = QueueCmdGeometry(renderer, texture,
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xy, xy_stride, color, color_stride, uv, uv_stride,
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num_vertices,
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indices, num_indices, size_indice,
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renderer->scale.x, renderer->scale.y);
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return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
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}
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@ -131,7 +131,9 @@ struct SDL_Renderer
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const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip);
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int (*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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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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@ -1054,7 +1054,9 @@ GL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * te
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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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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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GL_TextureData *texturedata = NULL;
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int i;
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@ -1074,19 +1076,32 @@ GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
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cmd->data.draw.count = count;
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for (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 * texturedata->texw;
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*(verts++) = v->tex_coord.y * texturedata->texh;
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float *uv_ = (float *)((char*)uv + j * uv_stride);
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*(verts++) = uv_[0] * texturedata->texw;
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*(verts++) = uv_[1] * texturedata->texh;
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}
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}
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return 0;
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@ -960,7 +960,9 @@ GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
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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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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 i;
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const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
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@ -976,20 +978,35 @@ GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
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cmd->data.draw.count = count;
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for (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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*(verts++) = (colorswap ? v->color.b : v->color.r) * inv255f;
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*(verts++) = v->color.g * inv255f;
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*(verts++) = (colorswap ? v->color.r : v->color.b) * inv255f;
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*(verts++) = v->color.a * inv255f;
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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++) = xy_[0] * scale_x;
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*(verts++) = xy_[1] * scale_y;
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*(verts++) = (colorswap ? col_.b : col_.r) * inv255f;
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*(verts++) = col_.g * inv255f;
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*(verts++) = (colorswap ? col_.r : 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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@ -577,7 +577,9 @@ typedef struct GeometryCopyData
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static int
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SW_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 i;
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int count = indices ? num_indices : num_vertices;
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@ -594,16 +596,30 @@ SW_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
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if (texture) {
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GeometryCopyData *ptr = (GeometryCopyData *) verts;
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for (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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ptr->src.x = v->tex_coord.x * texture->w;
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ptr->src.y = v->tex_coord.y * texture->h;
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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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ptr->dst.x = v->position.x * scale_x + renderer->viewport.x;
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ptr->dst.y = v->position.y * scale_y + renderer->viewport.y;
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float *uv_ = (float *)((char*)uv + j * uv_stride);
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ptr->src.x = uv_[0] * texture->w;
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ptr->src.y = uv_[1] * texture->h;
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ptr->dst.x = xy_[0] * scale_x + renderer->viewport.x;
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ptr->dst.y = xy_[1] * scale_y + renderer->viewport.y;
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trianglepoint_2_fixedpoint(&ptr->dst);
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ptr->color = v->color;
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ptr->color = col_;
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ptr++;
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}
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@ -611,18 +627,29 @@ SW_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
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GeometryFillData *ptr = (GeometryFillData *) verts;
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for (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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ptr->dst.x = v->position.x * scale_x + renderer->viewport.x;
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ptr->dst.y = v->position.y * scale_y + renderer->viewport.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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ptr->dst.x = xy_[0] * scale_x + renderer->viewport.x;
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ptr->dst.y = xy_[1] * scale_y + renderer->viewport.y;
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trianglepoint_2_fixedpoint(&ptr->dst);
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ptr->color = v->color;
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ptr->color = col_;
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ptr++;
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}
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}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -700,7 +727,7 @@ SW_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
|
|||
}
|
||||
|
||||
case SDL_RENDERCMD_SETCLIPRECT: {
|
||||
drawstate.cliprect = cmd->data.cliprect.enabled ? &cmd->data.cliprect.rect : NULL;
|
||||
drawstate.cliprect = cmd->data.cliprect.enabled ? &cmd->data.cliprect.rect : NULL;
|
||||
drawstate.surface_cliprect_dirty = SDL_TRUE;
|
||||
break;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue