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https://github.com/libsdl-org/SDL.git
synced 2025-09-05 19:08:12 +00:00
Fixed clamp texture address mode in software renderer
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@@ -5001,6 +5001,22 @@ static bool SDLCALL SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
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}
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}
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// Check if UVs within range
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if (is_quad) {
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const float *uv0_ = (const float *)((const char *)uv + A * color_stride);
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const float *uv1_ = (const float *)((const char *)uv + B * color_stride);
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const float *uv2_ = (const float *)((const char *)uv + C * color_stride);
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const float *uv3_ = (const float *)((const char *)uv + C2 * color_stride);
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if (uv0_[0] >= 0.0f && uv0_[0] <= 1.0f &&
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uv1_[0] >= 0.0f && uv1_[0] <= 1.0f &&
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uv2_[0] >= 0.0f && uv2_[0] <= 1.0f &&
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uv3_[0] >= 0.0f && uv3_[0] <= 1.0f) {
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// ok
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} else {
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is_quad = 0;
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}
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}
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// Start rendering rect
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if (is_quad) {
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SDL_FRect s;
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@@ -149,19 +149,6 @@ static void bounding_rect_fixedpoint(const SDL_Point *a, const SDL_Point *b, con
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r->h = (max_y - min_y) >> FP_BITS;
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}
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// bounding rect of three points
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static void bounding_rect(const SDL_Point *a, const SDL_Point *b, const SDL_Point *c, SDL_Rect *r)
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{
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int min_x = SDL_min(a->x, SDL_min(b->x, c->x));
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int max_x = SDL_max(a->x, SDL_max(b->x, c->x));
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int min_y = SDL_min(a->y, SDL_min(b->y, c->y));
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int max_y = SDL_max(a->y, SDL_max(b->y, c->y));
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r->x = min_x;
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r->y = min_y;
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r->w = (max_x - min_x);
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r->h = (max_y - min_y);
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}
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/* Triangle rendering, using Barycentric coordinates (w0, w1, w2)
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*
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* The cross product isn't computed from scratch at each iteration,
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@@ -186,13 +173,25 @@ static void bounding_rect(const SDL_Point *a, const SDL_Point *b, const SDL_Poin
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#define TRIANGLE_GET_TEXTCOORD \
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int srcx = (int)(((Sint64)w0 * s2s0_x + (Sint64)w1 * s2s1_x + s2_x_area.x) / area); \
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int srcy = (int)(((Sint64)w0 * s2s0_y + (Sint64)w1 * s2s1_y + s2_x_area.y) / area); \
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if (texture_address_mode_u == SDL_TEXTURE_ADDRESS_WRAP) { \
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if (texture_address_mode_u == SDL_TEXTURE_ADDRESS_CLAMP) { \
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if (srcx < 0) { \
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srcx = 0; \
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} else if (srcx >= src_surface->w) { \
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srcx = src_surface->w - 1; \
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} \
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} else if (texture_address_mode_u == SDL_TEXTURE_ADDRESS_WRAP) { \
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srcx %= src_surface->w; \
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if (srcx < 0) { \
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srcx += (src_surface->w - 1); \
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} \
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} \
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if (texture_address_mode_v == SDL_TEXTURE_ADDRESS_WRAP) { \
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if (texture_address_mode_v == SDL_TEXTURE_ADDRESS_CLAMP) { \
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if (srcy < 0) { \
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srcy = 0; \
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} else if (srcy >= src_surface->h) { \
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srcy = src_surface->h - 1; \
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} \
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} else if (texture_address_mode_v == SDL_TEXTURE_ADDRESS_WRAP) { \
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srcy %= src_surface->h; \
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if (srcy < 0) { \
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srcy += (src_surface->h - 1); \
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@@ -543,41 +542,6 @@ bool SDL_SW_BlitTriangle(
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SDL_GetSurfaceBlendMode(src, &blend);
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// TRIANGLE_GET_TEXTCOORD interpolates up to the max values included, so reduce by 1
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if (texture_address_mode_u == SDL_TEXTURE_ADDRESS_CLAMP ||
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texture_address_mode_v == SDL_TEXTURE_ADDRESS_CLAMP) {
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SDL_Rect srcrect;
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bounding_rect(s0, s1, s2, &srcrect);
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if (texture_address_mode_u == SDL_TEXTURE_ADDRESS_CLAMP) {
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int maxx = srcrect.x + srcrect.w;
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if (srcrect.w > 0) {
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if (s0->x == maxx) {
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s0->x--;
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}
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if (s1->x == maxx) {
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s1->x--;
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}
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if (s2->x == maxx) {
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s2->x--;
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}
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}
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}
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if (texture_address_mode_v == SDL_TEXTURE_ADDRESS_CLAMP) {
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int maxy = srcrect.y + srcrect.h;
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if (srcrect.h > 0) {
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if (s0->y == maxy) {
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s0->y--;
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}
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if (s1->y == maxy) {
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s1->y--;
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}
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if (s2->y == maxy) {
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s2->y--;
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}
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}
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}
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}
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if (is_uniform) {
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// SDL_GetSurfaceColorMod(src, &r, &g, &b);
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has_modulation = c0.r != 255 || c0.g != 255 || c0.b != 255 || c0.a != 255;
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