Make texture scale mode a part of the 2D renderer draw state

Also added texture addressing mode support to the PSP and Vita renderers (untested)

Fixes https://github.com/libsdl-org/SDL/issues/12461

(cherry picked from commit cb099ebd4f)
This commit is contained in:
Sam Lantinga
2025-03-05 18:56:59 -08:00
parent 550bdc658a
commit b32cd4f84b
19 changed files with 477 additions and 302 deletions

View File

@@ -335,11 +335,6 @@ static void GPU_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
GPU_UpdateTexture(renderer, texture, rect, pixels, data->pitch);
}
static void GPU_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scale_mode)
{
// nothing to do in this backend.
}
static bool GPU_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
{
GPU_RenderData *data = (GPU_RenderData *)renderer->internal;
@@ -494,8 +489,7 @@ static void PushUniforms(GPU_RenderData *data, SDL_RenderCommand *cmd)
SDL_PushGPUVertexUniformData(data->state.command_buffer, 0, &uniforms, sizeof(uniforms));
}
static SDL_GPUSampler **SamplerPointer(
GPU_RenderData *data, SDL_TextureAddressMode address_mode, SDL_ScaleMode scale_mode)
static SDL_GPUSampler **SamplerPointer(GPU_RenderData *data, SDL_TextureAddressMode address_mode, SDL_ScaleMode scale_mode)
{
return &data->samplers[scale_mode][address_mode - 1];
}
@@ -575,7 +569,7 @@ static void Draw(
if (tdata) {
SDL_GPUTextureSamplerBinding sampler_bind;
SDL_zero(sampler_bind);
sampler_bind.sampler = *SamplerPointer(data, cmd->data.draw.texture_address_mode, cmd->data.draw.texture->scaleMode);
sampler_bind.sampler = *SamplerPointer(data, cmd->data.draw.texture_address_mode, cmd->data.draw.texture_scale_mode);
sampler_bind.texture = tdata->texture;
SDL_BindGPUFragmentSamplers(pass, 0, &sampler_bind, 1);
}
@@ -785,6 +779,8 @@ static bool GPU_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
same texture, we can combine them all into a single draw call. */
SDL_Texture *thistexture = cmd->data.draw.texture;
SDL_BlendMode thisblend = cmd->data.draw.blend;
SDL_ScaleMode thisscalemode = cmd->data.draw.texture_scale_mode;
SDL_TextureAddressMode thisaddressmode = cmd->data.draw.texture_address_mode;
const SDL_RenderCommandType thiscmdtype = cmd->command;
SDL_RenderCommand *finalcmd = cmd;
SDL_RenderCommand *nextcmd = cmd->next;
@@ -795,7 +791,10 @@ static bool GPU_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
const SDL_RenderCommandType nextcmdtype = nextcmd->command;
if (nextcmdtype != thiscmdtype) {
break; // can't go any further on this draw call, different render command up next.
} else if (nextcmd->data.draw.texture != thistexture || nextcmd->data.draw.blend != thisblend) {
} else if (nextcmd->data.draw.texture != thistexture ||
nextcmd->data.draw.texture_scale_mode != thisscalemode ||
nextcmd->data.draw.texture_address_mode != thisaddressmode ||
nextcmd->data.draw.blend != thisblend) {
// FIXME should we check address mode too?
break; // can't go any further on this draw call, different texture/blendmode copy up next.
} else {
@@ -1176,7 +1175,6 @@ static bool GPU_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P
renderer->UpdateTexture = GPU_UpdateTexture;
renderer->LockTexture = GPU_LockTexture;
renderer->UnlockTexture = GPU_UnlockTexture;
renderer->SetTextureScaleMode = GPU_SetTextureScaleMode;
renderer->SetRenderTarget = GPU_SetRenderTarget;
renderer->QueueSetViewport = GPU_QueueNoOp;
renderer->QueueSetDrawColor = GPU_QueueNoOp;