OpenGLES2: remove FillRects, since it's can be done with RenderGeometry

This commit is contained in:
Sylvain 2021-09-24 09:38:25 +02:00 committed by Ryan C. Gordon
parent 37c39d5cb4
commit f0cdc1d0f6

View file

@ -731,50 +731,6 @@ GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
return 0;
}
static int
GLES2_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
{
const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
int color;
const size_t vertlen = 4 * (2 * sizeof (float) + sizeof (int)) * count;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
int i;
if (!verts) {
return -1;
}
if (colorswap == 0) {
color = (cmd->data.draw.r << 0) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 16) | (cmd->data.draw.a << 24);
} else {
color = (cmd->data.draw.r << 16) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 0) | (cmd->data.draw.a << 24);
}
cmd->data.draw.count = count;
for (i = 0; i < count; i++) {
const SDL_FRect *rect = &rects[i];
const GLfloat minx = rect->x;
const GLfloat maxx = rect->x + rect->w;
const GLfloat miny = rect->y;
const GLfloat maxy = rect->y + rect->h;
*(verts++) = minx;
*(verts++) = miny;
*((int *)verts++) = color;
*(verts++) = maxx;
*(verts++) = miny;
*((int *)verts++) = color;
*(verts++) = minx;
*(verts++) = maxy;
*((int *)verts++) = color;
*(verts++) = maxx;
*(verts++) = maxy;
*((int *)verts++) = color;
}
return 0;
}
static int
GLES2_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,
@ -1178,16 +1134,8 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
break;
}
case SDL_RENDERCMD_FILL_RECTS: {
const size_t count = cmd->data.draw.count;
size_t offset = 0;
if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID) == 0) {
for (i = 0; i < count; ++i, offset += 4) {
data->glDrawArrays(GL_TRIANGLE_STRIP, (GLsizei) offset, 4);
}
}
case SDL_RENDERCMD_FILL_RECTS: /* unused */
break;
}
case SDL_RENDERCMD_COPY: /* unused */
break;
@ -2046,7 +1994,6 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
renderer->QueueSetDrawColor = GLES2_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
renderer->QueueDrawPoints = GLES2_QueueDrawPoints;
renderer->QueueDrawLines = GLES2_QueueDrawLines;
renderer->QueueFillRects = GLES2_QueueFillRects;
renderer->QueueGeometry = GLES2_QueueGeometry;
renderer->RunCommandQueue = GLES2_RunCommandQueue;
renderer->RenderReadPixels = GLES2_RenderReadPixels;