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https://github.com/libsdl-org/SDL.git
synced 2025-10-17 23:31:45 +00:00
Use C99 bool internally in SDL
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@@ -129,7 +129,7 @@ typedef struct
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const float *YCbCr_matrix;
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#if SDL_HAVE_YUV
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// YV12 texture support
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SDL_bool yuv;
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bool yuv;
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ID3D12Resource *mainTextureU;
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D3D12_CPU_DESCRIPTOR_HANDLE mainTextureResourceViewU;
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D3D12_RESOURCE_STATES mainResourceStateU;
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@@ -140,7 +140,7 @@ typedef struct
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SIZE_T mainSRVIndexV;
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// NV12 texture support
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SDL_bool nv12;
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bool nv12;
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D3D12_CPU_DESCRIPTOR_HANDLE mainTextureResourceViewNV;
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SIZE_T mainSRVIndexNV;
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@@ -198,7 +198,7 @@ typedef struct
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UINT syncInterval;
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UINT presentFlags;
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DXGI_FORMAT renderTargetFormat;
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SDL_bool pixelSizeChanged;
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bool pixelSizeChanged;
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// Descriptor heaps
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ID3D12DescriptorHeap *rtvDescriptorHeap;
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@@ -245,15 +245,15 @@ typedef struct
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D3D12_CPU_DESCRIPTOR_HANDLE currentRenderTargetView;
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D3D12_CPU_DESCRIPTOR_HANDLE currentShaderResource;
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D3D12_CPU_DESCRIPTOR_HANDLE currentSampler;
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SDL_bool cliprectDirty;
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SDL_bool currentCliprectEnabled;
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bool cliprectDirty;
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bool currentCliprectEnabled;
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SDL_Rect currentCliprect;
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SDL_Rect currentViewport;
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int currentViewportRotation;
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SDL_bool viewportDirty;
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bool viewportDirty;
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Float4X4 identity;
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int currentVertexBuffer;
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SDL_bool issueBatch;
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bool issueBatch;
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} D3D12_RenderData;
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// Define D3D GUIDs here so we don't have to include uuid.lib.
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@@ -529,9 +529,9 @@ static void D3D12_ResetCommandList(D3D12_RenderData *data)
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ID3D12GraphicsCommandList2_Reset(data->commandList, commandAllocator, NULL);
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data->currentPipelineState = NULL;
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data->currentVertexBuffer = 0;
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data->issueBatch = SDL_FALSE;
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data->cliprectDirty = SDL_TRUE;
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data->viewportDirty = SDL_TRUE;
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data->issueBatch = false;
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data->cliprectDirty = true;
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data->viewportDirty = true;
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data->currentRenderTargetView.ptr = 0;
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// FIXME should we also clear currentSampler.ptr and currentRenderTargetView.ptr ? (and use D3D12_InvalidateCachedState() instead)
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@@ -774,7 +774,7 @@ static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer)
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HRESULT result = S_OK;
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UINT creationFlags = 0;
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int i;
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SDL_bool createDebug;
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bool createDebug;
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D3D12_COMMAND_QUEUE_DESC queueDesc;
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D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc;
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@@ -782,7 +782,7 @@ static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer)
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ID3D12DescriptorHeap *rootDescriptorHeaps[2];
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// See if we need debug interfaces
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createDebug = SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D11_DEBUG, SDL_FALSE);
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createDebug = SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D11_DEBUG, false);
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#ifdef SDL_PLATFORM_GDK
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CreateEventExFunc = CreateEventExW;
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@@ -1473,7 +1473,7 @@ static HRESULT D3D12_CreateWindowSizeDependentResources(SDL_Renderer *renderer)
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D3D12_RESOURCE_STATE_PRESENT,
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D3D12_RESOURCE_STATE_RENDER_TARGET);
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data->viewportDirty = SDL_TRUE;
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data->viewportDirty = true;
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#if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)
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D3D12_XBOX_StartFrame(data->d3dDevice, &data->frameToken);
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@@ -1497,11 +1497,11 @@ static void D3D12_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *eve
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D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal;
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if (event->type == SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED) {
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data->pixelSizeChanged = SDL_TRUE;
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data->pixelSizeChanged = true;
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}
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}
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static SDL_bool D3D12_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode)
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static bool D3D12_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode)
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{
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SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
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SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
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@@ -1514,9 +1514,9 @@ static SDL_bool D3D12_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode bl
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!GetBlendEquation(colorOperation) ||
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!GetBlendFunc(dstColorFactor) || !GetBlendFunc(dstAlphaFactor) ||
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!GetBlendEquation(alphaOperation)) {
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return SDL_FALSE;
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return false;
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}
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return SDL_TRUE;
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return true;
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}
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static SIZE_T D3D12_GetAvailableSRVIndex(SDL_Renderer *renderer)
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@@ -1634,7 +1634,7 @@ static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL
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#if SDL_HAVE_YUV
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if (texture->format == SDL_PIXELFORMAT_YV12 ||
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texture->format == SDL_PIXELFORMAT_IYUV) {
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textureData->yuv = SDL_TRUE;
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textureData->yuv = true;
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textureDesc.Width = (textureDesc.Width + 1) / 2;
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textureDesc.Height = (textureDesc.Height + 1) / 2;
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@@ -1688,7 +1688,7 @@ static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL
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texture->format == SDL_PIXELFORMAT_P010) {
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int bits_per_pixel;
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textureData->nv12 = SDL_TRUE;
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textureData->nv12 = true;
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switch (texture->format) {
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case SDL_PIXELFORMAT_P010:
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@@ -2297,7 +2297,7 @@ static int D3D12_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
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VertexPositionColor *verts = (VertexPositionColor *)SDL_AllocateRenderVertices(renderer, count * sizeof(VertexPositionColor), 0, &cmd->data.draw.first);
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int i;
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SDL_FColor color = cmd->data.draw.color;
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SDL_bool convert_color = SDL_RenderingLinearSpace(renderer);
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bool convert_color = SDL_RenderingLinearSpace(renderer);
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if (!verts) {
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return -1;
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@@ -2329,7 +2329,7 @@ static int D3D12_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, S
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int i;
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int count = indices ? num_indices : num_vertices;
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VertexPositionColor *verts = (VertexPositionColor *)SDL_AllocateRenderVertices(renderer, count * sizeof(VertexPositionColor), 0, &cmd->data.draw.first);
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SDL_bool convert_color = SDL_RenderingLinearSpace(renderer);
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bool convert_color = SDL_RenderingLinearSpace(renderer);
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D3D12_TextureData *textureData = texture ? (D3D12_TextureData *)texture->internal : NULL;
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float u_scale = textureData ? (float)texture->w / textureData->w : 0.0f;
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float v_scale = textureData ? (float)texture->h / textureData->h : 0.0f;
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@@ -2421,7 +2421,7 @@ static int D3D12_UpdateVertexBuffer(SDL_Renderer *renderer,
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rendererData->currentVertexBuffer++;
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if (rendererData->currentVertexBuffer >= SDL_D3D12_NUM_VERTEX_BUFFERS) {
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rendererData->currentVertexBuffer = 0;
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rendererData->issueBatch = SDL_TRUE;
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rendererData->issueBatch = true;
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}
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return S_OK;
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@@ -2513,7 +2513,7 @@ static int D3D12_UpdateViewport(SDL_Renderer *renderer)
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// SDL_Log("%s: D3D viewport = {%f,%f,%f,%f}\n", __FUNCTION__, d3dviewport.TopLeftX, d3dviewport.TopLeftY, d3dviewport.Width, d3dviewport.Height);
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ID3D12GraphicsCommandList_RSSetViewports(data->commandList, 1, &d3dviewport);
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data->viewportDirty = SDL_FALSE;
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data->viewportDirty = false;
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return 0;
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}
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@@ -2590,7 +2590,7 @@ static int D3D12_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *c
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const Float4X4 *newmatrix = matrix ? matrix : &rendererData->identity;
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D3D12_CPU_DESCRIPTOR_HANDLE renderTargetView = D3D12_GetCurrentRenderTargetView(renderer);
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const SDL_BlendMode blendMode = cmd->data.draw.blend;
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SDL_bool updateSubresource = SDL_FALSE;
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bool updateSubresource = false;
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int i;
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D3D12_CPU_DESCRIPTOR_HANDLE firstShaderResource;
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DXGI_FORMAT rtvFormat = rendererData->renderTargetFormat;
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@@ -2640,7 +2640,7 @@ static int D3D12_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *c
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ID3D12GraphicsCommandList2_SetGraphicsRootSignature(rendererData->commandList,
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rendererData->rootSignatures[D3D12_GetRootSignatureType(currentPipelineState->shader)]);
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// When we change these we will need to re-upload the constant buffer and reset any descriptors
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updateSubresource = SDL_TRUE;
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updateSubresource = true;
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rendererData->currentSampler.ptr = 0;
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rendererData->currentShaderResource.ptr = 0;
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rendererData->currentPipelineState = currentPipelineState;
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@@ -2654,7 +2654,7 @@ static int D3D12_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *c
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if (rendererData->viewportDirty) {
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if (D3D12_UpdateViewport(renderer) == 0) {
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// vertexShaderConstantsData.projectionAndView has changed
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updateSubresource = SDL_TRUE;
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updateSubresource = true;
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}
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}
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@@ -2665,7 +2665,7 @@ static int D3D12_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *c
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return -1;
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}
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ID3D12GraphicsCommandList2_RSSetScissorRects(rendererData->commandList, 1, &scissorRect);
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rendererData->cliprectDirty = SDL_FALSE;
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rendererData->cliprectDirty = false;
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}
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if (numShaderResources > 0) {
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@@ -2702,7 +2702,7 @@ static int D3D12_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *c
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rendererData->currentSampler = *sampler;
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}
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if (updateSubresource == SDL_TRUE || SDL_memcmp(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof(*newmatrix)) != 0) {
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if (updateSubresource == true || SDL_memcmp(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof(*newmatrix)) != 0) {
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SDL_memcpy(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof(*newmatrix));
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ID3D12GraphicsCommandList2_SetGraphicsRoot32BitConstants(rendererData->commandList,
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0,
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@@ -2716,7 +2716,7 @@ static int D3D12_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *c
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shader_constants = &solid_constants;
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}
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if (updateSubresource == SDL_TRUE ||
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if (updateSubresource == true ||
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SDL_memcmp(shader_constants, ¤tPipelineState->shader_constants, sizeof(*shader_constants)) != 0) {
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ID3D12GraphicsCommandList2_SetGraphicsRoot32BitConstants(rendererData->commandList,
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1,
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@@ -2816,8 +2816,8 @@ static void D3D12_InvalidateCachedState(SDL_Renderer *renderer)
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data->currentRenderTargetView.ptr = 0;
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data->currentShaderResource.ptr = 0;
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data->currentSampler.ptr = 0;
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data->cliprectDirty = SDL_TRUE;
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data->viewportDirty = SDL_TRUE;
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data->cliprectDirty = true;
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data->viewportDirty = true;
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}
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static int D3D12_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
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@@ -2827,12 +2827,12 @@ static int D3D12_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
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if (rendererData->pixelSizeChanged) {
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D3D12_UpdateForWindowSizeChange(renderer);
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rendererData->pixelSizeChanged = SDL_FALSE;
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rendererData->pixelSizeChanged = false;
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}
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if (rendererData->currentViewportRotation != viewportRotation) {
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rendererData->currentViewportRotation = viewportRotation;
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rendererData->viewportDirty = SDL_TRUE;
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rendererData->viewportDirty = true;
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}
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if (D3D12_UpdateVertexBuffer(renderer, vertices, vertsize) < 0) {
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@@ -2851,8 +2851,8 @@ static int D3D12_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
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SDL_Rect *viewport = &rendererData->currentViewport;
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if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof(cmd->data.viewport.rect)) != 0) {
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SDL_copyp(viewport, &cmd->data.viewport.rect);
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rendererData->viewportDirty = SDL_TRUE;
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rendererData->cliprectDirty = SDL_TRUE;
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rendererData->viewportDirty = true;
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rendererData->cliprectDirty = true;
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}
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break;
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}
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@@ -2863,7 +2863,7 @@ static int D3D12_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
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SDL_Rect viewport_cliprect;
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if (rendererData->currentCliprectEnabled != cmd->data.cliprect.enabled) {
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rendererData->currentCliprectEnabled = cmd->data.cliprect.enabled;
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rendererData->cliprectDirty = SDL_TRUE;
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rendererData->cliprectDirty = true;
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}
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if (!rendererData->currentCliprectEnabled) {
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/* If the clip rect is disabled, then the scissor rect should be the whole viewport,
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@@ -2876,7 +2876,7 @@ static int D3D12_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
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}
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if (SDL_memcmp(&rendererData->currentCliprect, rect, sizeof(*rect)) != 0) {
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SDL_copyp(&rendererData->currentCliprect, rect);
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rendererData->cliprectDirty = SDL_TRUE;
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rendererData->cliprectDirty = true;
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}
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break;
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}
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@@ -2884,7 +2884,7 @@ static int D3D12_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
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case SDL_RENDERCMD_CLEAR:
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{
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D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = D3D12_GetCurrentRenderTargetView(renderer);
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SDL_bool convert_color = SDL_RenderingLinearSpace(renderer);
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bool convert_color = SDL_RenderingLinearSpace(renderer);
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SDL_FColor color = cmd->data.color.color;
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if (convert_color) {
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SDL_ConvertToLinear(&color);
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