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https://github.com/libsdl-org/SDL.git
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Add SDL_RenderGeometryRawEx
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parent
eed94cb034
commit
989c55b564
5 changed files with 102 additions and 20 deletions
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@ -2294,6 +2294,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_RenderTexture9GridTiled(SDL_Renderer *rende
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_RenderGeometryRaw
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* \sa SDL_RenderGeometryRawEx
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*/
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extern SDL_DECLSPEC bool SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
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SDL_Texture *texture,
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@ -2326,6 +2327,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_RenderGeometry
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* \sa SDL_RenderGeometryRawEx
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*/
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extern SDL_DECLSPEC bool SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer,
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SDL_Texture *texture,
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@ -2335,6 +2337,45 @@ extern SDL_DECLSPEC bool SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer,
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int num_vertices,
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const void *indices, int num_indices, int size_indices);
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/**
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* Render a list of triangles, optionally using a texture and indices into the
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* vertex arrays which can have up to 4 positional coordinates.
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* Color and alpha modulation is done per vertex.
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* (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
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*
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* \param renderer the rendering context.
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* \param texture (optional) The SDL texture to use.
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* \param pos vertex positions.
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* \param pos_stride byte size to move from one element to the next element.
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* \param pos_len how many vertext position coordinates, must be 2, 3, or 4.
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* \param color vertex colors (as SDL_FColor).
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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 indices into the 'vertices' arrays,
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* if NULL all vertices will be rendered in sequential order.
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* \param num_indices number of indices.
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* \param size_indices index size: 1 (byte), 2 (short), 4 (int).
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \threadsafety This function should only be called on the main thread.
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*
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* \since This function is available since SDL 3.4.0.
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*
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* \sa SDL_RenderGeometry
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* \sa SDL_RenderGeometryRaw
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*/
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extern SDL_DECLSPEC bool SDLCALL SDL_RenderGeometryRawEx(SDL_Renderer *renderer,
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SDL_Texture *texture,
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const float *pos, int pos_stride, Uint8 pos_len,
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const SDL_FColor *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_indices);
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/**
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* Read pixels from the current rendering target.
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*
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@ -589,6 +589,7 @@ static SDL_RenderCommand *PrepQueueCmdDraw(SDL_Renderer *renderer, const SDL_Ren
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if (renderer->gpu_render_state) {
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renderer->gpu_render_state->last_command_generation = renderer->render_command_generation;
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}
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cmd->data.draw.tentatively_named_rendergeometry_position_coordinate_count = 2;
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}
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}
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return cmd;
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@ -722,7 +723,7 @@ static bool QueueCmdCopyEx(SDL_Renderer *renderer, SDL_Texture *texture,
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}
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static bool QueueCmdGeometry(SDL_Renderer *renderer, SDL_Texture *texture,
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const float *xy, int xy_stride,
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const float *pos, int pos_stride, Uint8 pos_len,
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const SDL_FColor *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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@ -734,8 +735,9 @@ static bool QueueCmdGeometry(SDL_Renderer *renderer, SDL_Texture *texture,
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cmd = PrepQueueCmdDraw(renderer, SDL_RENDERCMD_GEOMETRY, texture);
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if (cmd) {
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cmd->data.draw.texture_address_mode = texture_address_mode;
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cmd->data.draw.tentatively_named_rendergeometry_position_coordinate_count = SDL_max(2, SDL_min(4, pos_len));
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result = renderer->QueueGeometry(renderer, cmd, texture,
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xy, xy_stride,
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pos, pos_stride,
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color, color_stride, uv, uv_stride,
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num_vertices, indices, num_indices, size_indices,
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scale_x, scale_y);
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@ -3737,7 +3739,8 @@ bool SDL_RenderLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count
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}
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result = QueueCmdGeometry(renderer, NULL,
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xy, xy_stride, &renderer->color, 0 /* color_stride */, NULL, 0,
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xy, xy_stride, 2,
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&renderer->color, 0 /* color_stride */, NULL, 0,
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num_vertices, indices, num_indices, size_indices,
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1.0f, 1.0f, SDL_TEXTURE_ADDRESS_CLAMP);
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}
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@ -3918,7 +3921,8 @@ static bool SDL_RenderTextureInternal(SDL_Renderer *renderer, SDL_Texture *textu
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xy[7] = maxy;
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result = QueueCmdGeometry(renderer, texture,
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xy, xy_stride, &texture->color, 0 /* color_stride */, uv, uv_stride,
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xy, xy_stride, 2,
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&texture->color, 0 /* color_stride */, uv, uv_stride,
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num_vertices, indices, num_indices, size_indices,
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scale_x, scale_y, SDL_TEXTURE_ADDRESS_CLAMP);
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} else {
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@ -4079,7 +4083,7 @@ bool SDL_RenderTextureAffine(SDL_Renderer *renderer, SDL_Texture *texture,
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result = QueueCmdGeometry(
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renderer, texture,
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xy, xy_stride,
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xy, xy_stride, 2,
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&texture->color, 0 /* color_stride */,
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uv, uv_stride,
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num_vertices, indices, num_indices, size_indices,
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@ -4231,7 +4235,8 @@ bool SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
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xy[7] = (s_minx + c_maxy) + centery;
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result = QueueCmdGeometry(renderer, texture,
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xy, xy_stride, &texture->color, 0 /* color_stride */, uv, uv_stride,
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xy, xy_stride, 2,
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&texture->color, 0 /* color_stride */, uv, uv_stride,
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num_vertices, indices, num_indices, size_indices,
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scale_x, scale_y, SDL_TEXTURE_ADDRESS_CLAMP);
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} else {
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@ -4283,7 +4288,8 @@ static bool SDL_RenderTextureTiled_Wrap(SDL_Renderer *renderer, SDL_Texture *tex
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const SDL_RenderViewState *view = renderer->view;
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return QueueCmdGeometry(renderer, texture,
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xy, xy_stride, &texture->color, 0 /* color_stride */, uv, uv_stride,
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xy, xy_stride, 2,
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&texture->color, 0 /* color_stride */, uv, uv_stride,
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num_vertices, indices, num_indices, size_indices,
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view->current_scale.x, view->current_scale.y, SDL_TEXTURE_ADDRESS_WRAP);
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}
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@ -5030,7 +5036,8 @@ static bool SDLCALL SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
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SDL_Log("Triangle %d %d %d - is_uniform:%d is_rectangle:%d", prev[0], prev[1], prev[2], is_uniform, is_rectangle);
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#endif
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result = QueueCmdGeometry(renderer, texture,
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xy, xy_stride, color, color_stride, uv, uv_stride,
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xy, xy_stride, 2,
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color, color_stride, uv, uv_stride,
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num_vertices, prev, 3, 4,
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scale_x, scale_y, SDL_TEXTURE_ADDRESS_CLAMP);
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if (!result) {
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@ -5050,7 +5057,8 @@ static bool SDLCALL SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
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SDL_Log("Last triangle %d %d %d", prev[0], prev[1], prev[2]);
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#endif
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result = QueueCmdGeometry(renderer, texture,
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xy, xy_stride, color, color_stride, uv, uv_stride,
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xy, xy_stride, 2,
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color, color_stride, uv, uv_stride,
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num_vertices, prev, 3, 4,
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scale_x, scale_y, SDL_TEXTURE_ADDRESS_CLAMP);
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if (!result) {
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@ -5074,6 +5082,22 @@ bool SDL_RenderGeometryRaw(SDL_Renderer *renderer,
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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_indices)
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{
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return SDL_RenderGeometryRawEx(renderer, texture,
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xy, xy_stride, 2,
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color, color_stride,
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uv, uv_stride,
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num_vertices,
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indices, num_indices, size_indices);
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}
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bool SDL_RenderGeometryRawEx(SDL_Renderer *renderer,
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SDL_Texture *texture,
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const float *xy, int xy_stride, Uint8 pos_len,
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const SDL_FColor *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_indices)
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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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@ -5177,7 +5201,8 @@ bool SDL_RenderGeometryRaw(SDL_Renderer *renderer,
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const SDL_RenderViewState *view = renderer->view;
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return QueueCmdGeometry(renderer, texture,
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xy, xy_stride, color, color_stride, uv, uv_stride,
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xy, xy_stride, pos_len,
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color, color_stride, uv, uv_stride,
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num_vertices, indices, num_indices, size_indices,
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view->current_scale.x, view->current_scale.y,
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texture_address_mode);
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@ -189,6 +189,7 @@ typedef struct SDL_RenderCommand
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SDL_ScaleMode texture_scale_mode;
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SDL_TextureAddressMode texture_address_mode;
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SDL_GPURenderState *gpu_render_state;
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Uint8 tentatively_named_rendergeometry_position_coordinate_count;
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} draw;
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struct
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{
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@ -108,7 +108,7 @@ SDL_PROC_UNUSED(void, glCullFace, (GLenum mode))
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SDL_PROC_UNUSED(void, glDeleteLists, (GLuint list, GLsizei range))
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SDL_PROC(void, glDeleteTextures, (GLsizei n, const GLuint *textures))
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SDL_PROC(void, glDepthFunc, (GLenum func))
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SDL_PROC_UNUSED(void, glDepthMask, (GLboolean flag))
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SDL_PROC(void, glDepthMask, (GLboolean flag))
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SDL_PROC_UNUSED(void, glDepthRange, (GLclampd zNear, GLclampd zFar))
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SDL_PROC(void, glDisable, (GLenum cap))
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SDL_PROC(void, glDisableClientState, (GLenum array))
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@ -921,8 +921,9 @@ static bool GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL
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int i;
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int count = indices ? num_indices : num_vertices;
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GLfloat *verts;
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size_t sz = 2 * sizeof(GLfloat) + 4 * sizeof(GLfloat) + (texture ? 2 : 0) * sizeof(GLfloat);
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size_t sz = 4 * sizeof(GLfloat) + 4 * sizeof(GLfloat) + (texture ? 2 : 0) * sizeof(GLfloat);
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const float color_scale = cmd->data.draw.color_scale;
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Uint8 pos_len = cmd->data.draw.tentatively_named_rendergeometry_position_coordinate_count;
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verts = (GLfloat *)SDL_AllocateRenderVertices(renderer, count * sz, 0, &cmd->data.draw.first);
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if (!verts) {
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@ -954,6 +955,8 @@ static bool GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL
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*(verts++) = xy_[0] * scale_x;
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*(verts++) = xy_[1] * scale_y;
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*(verts++) = pos_len > 2 ? xy_[2] : 0;
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*(verts++) = pos_len > 3 ? xy_[3] : 1;
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col_ = (SDL_FColor *)((char *)color + j * color_stride);
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*(verts++) = col_->r * color_scale;
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@ -976,6 +979,9 @@ static bool SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, cons
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bool vertex_array;
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bool color_array;
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bool texture_array;
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bool isCmdRenderGeometry = (cmd->command == SDL_RENDERCMD_GEOMETRY);
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bool isCmdDrawPoints = (cmd->command == SDL_RENDERCMD_DRAW_POINTS);
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bool isCmdDrawLines = (cmd->command == SDL_RENDERCMD_DRAW_LINES);
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if (data->drawstate.viewport_dirty) {
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const bool istarget = data->drawstate.target != NULL;
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@ -1004,6 +1010,14 @@ static bool SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, cons
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data->drawstate.cliprect_enabled_dirty = false;
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}
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if (isCmdRenderGeometry && cmd->data.draw.tentatively_named_rendergeometry_position_coordinate_count > 2) {
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data->glEnable(GL_DEPTH_TEST);
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data->glDepthMask(GL_TRUE);
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} else {
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data->glDisable(GL_DEPTH_TEST);
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data->glDepthMask(GL_FALSE);
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}
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if (data->drawstate.cliprect_enabled && data->drawstate.cliprect_dirty) {
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const SDL_Rect *viewport = &data->drawstate.viewport;
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const SDL_Rect *rect = &data->drawstate.cliprect;
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@ -1045,8 +1059,8 @@ static bool SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, cons
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data->drawstate.texturing_dirty = false;
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}
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vertex_array = cmd->command == SDL_RENDERCMD_DRAW_POINTS || cmd->command == SDL_RENDERCMD_DRAW_LINES || cmd->command == SDL_RENDERCMD_GEOMETRY;
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color_array = cmd->command == SDL_RENDERCMD_GEOMETRY;
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vertex_array = isCmdDrawPoints || isCmdDrawLines || isCmdRenderGeometry;
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color_array = isCmdRenderGeometry;
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texture_array = cmd->data.draw.texture != NULL;
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if (vertex_array != data->drawstate.vertex_array) {
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@ -1345,7 +1359,7 @@ static bool GL_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
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data->drawstate.cliprect_enabled_dirty = data->drawstate.cliprect_enabled;
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}
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data->glClear(GL_COLOR_BUFFER_BIT);
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data->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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break;
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}
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@ -1411,6 +1425,7 @@ static bool GL_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
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SDL_RenderCommand *finalcmd = cmd;
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SDL_RenderCommand *nextcmd = cmd->next;
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size_t count = cmd->data.draw.count;
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Uint8 pos_len = cmd->data.draw.tentatively_named_rendergeometry_position_coordinate_count;
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int ret;
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while (nextcmd) {
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const SDL_RenderCommandType nextcmdtype = nextcmd->command;
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@ -1447,12 +1462,12 @@ static bool GL_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
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} else {
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// SetDrawState handles glEnableClientState.
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if (thistexture) {
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data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 8, verts + 0);
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data->glColorPointer(4, GL_FLOAT, sizeof(float) * 8, verts + 2);
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data->glTexCoordPointer(2, GL_FLOAT, sizeof(float) * 8, verts + 6);
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data->glVertexPointer(pos_len, GL_FLOAT, sizeof(float) * 10, verts + 0);
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data->glColorPointer(4, GL_FLOAT, sizeof(float) * 10, verts + 4);
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data->glTexCoordPointer(2, GL_FLOAT, sizeof(float) * 10, verts + 8);
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} else {
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data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 6, verts + 0);
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data->glColorPointer(4, GL_FLOAT, sizeof(float) * 6, verts + 2);
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data->glVertexPointer(pos_len, GL_FLOAT, sizeof(float) * 8, verts + 0);
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data->glColorPointer(4, GL_FLOAT, sizeof(float) * 8, verts + 4);
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}
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}
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