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https://github.com/libsdl-org/SDL.git
synced 2025-09-18 09:18:14 +00:00
Renderer backends use SDL_Color instead of int for geometry colors.
This commit is contained in:

committed by
Sam Lantinga

parent
086c74556d
commit
3a5e148b13
@@ -663,26 +663,30 @@ static int
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GLES2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
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{
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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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int color;
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const size_t vertlen = (2 * sizeof (float) + sizeof (int)) * count;
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
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int i;
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SDL_Color color;
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color.r = cmd->data.draw.r;
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color.g = cmd->data.draw.g;
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color.b = cmd->data.draw.b;
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color.a = cmd->data.draw.a;
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if (!verts) {
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return -1;
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}
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if (colorswap == 0) {
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color = (cmd->data.draw.r << 0) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 16) | ((Uint32)cmd->data.draw.a << 24);
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} else {
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color = (cmd->data.draw.r << 16) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 0) | ((Uint32)cmd->data.draw.a << 24);
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if (colorswap) {
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Uint8 r = color.r;
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color.r = color.b;
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color.b = r;
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}
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cmd->data.draw.count = count;
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for (i = 0; i < count; i++) {
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*(verts++) = 0.5f + points[i].x;
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*(verts++) = 0.5f + points[i].y;
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*((int *)verts++) = color;
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*((SDL_Color *)verts++) = color;
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}
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return 0;
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@@ -692,19 +696,24 @@ static int
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GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
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{
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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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int color;
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int i;
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GLfloat prevx, prevy;
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const size_t vertlen = ((2 * sizeof (float)) + sizeof (int)) * count;
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
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SDL_Color color;
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color.r = cmd->data.draw.r;
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color.g = cmd->data.draw.g;
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color.b = cmd->data.draw.b;
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color.a = cmd->data.draw.a;
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if (!verts) {
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return -1;
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}
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if (colorswap == 0) {
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color = (cmd->data.draw.r << 0) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 16) | ((Uint32)cmd->data.draw.a << 24);
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} else {
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color = (cmd->data.draw.r << 16) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 0) | ((Uint32)cmd->data.draw.a << 24);
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if (colorswap) {
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Uint8 r = color.r;
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color.r = color.b;
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color.b = r;
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}
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cmd->data.draw.count = count;
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@@ -714,7 +723,7 @@ GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
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prevy = 0.5f + points->y;
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*(verts++) = prevx;
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*(verts++) = prevy;
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*((int *)verts++) = color;
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*((SDL_Color*)verts++) = color;
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/* bump the end of each line segment out a quarter of a pixel, to provoke
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the diamond-exit rule. Without this, you won't just drop the last
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@@ -733,7 +742,7 @@ GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
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prevy = yend + (SDL_sinf(angle) * 0.25f);
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*(verts++) = prevx;
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*(verts++) = prevy;
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*((int *)verts++) = color;
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*((SDL_Color*)verts++) = color;
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}
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return 0;
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@@ -741,7 +750,7 @@ GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
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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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const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
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const float *xy, int xy_stride, const SDL_Color *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_indices,
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float scale_x, float scale_y)
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{
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@@ -761,7 +770,7 @@ GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
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for (i = 0; i < count; i++) {
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int j;
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float *xy_;
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int col_;
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SDL_Color col_;
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if (size_indices == 4) {
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j = ((const Uint32 *)indices)[i];
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} else if (size_indices == 2) {
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@@ -773,23 +782,19 @@ GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
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}
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xy_ = (float *)((char*)xy + j * xy_stride);
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col_ = *(int *)((char*)color + j * color_stride);
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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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if (colorswap == 0) {
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*((int *)verts++) = col_;
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} else {
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Uint8 r, g, b, a;
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r = (col_ >> 0) & 0xff;
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g = (col_ >> 8) & 0xff;
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b = (col_ >> 16) & 0xff;
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a = (col_ >> 24) & 0xff;
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col_ = (r << 16) | (g << 8) | (b << 0) | ((Uint32)a << 24);
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*((int *)verts++) = col_;
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if (colorswap) {
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Uint8 r = col_.r;
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col_.r = col_.b;
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col_.b = r;
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}
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*((SDL_Color *)verts++) = col_;
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if (texture) {
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float *uv_ = (float *)((char*)uv + j * uv_stride);
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*(verts++) = uv_[0];
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