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Remove FillRects from back-end, where RenderGeometry can be used
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@@ -831,52 +831,6 @@ D3D_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_F
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return 0;
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}
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static int
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D3D_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
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{
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const DWORD color = D3DCOLOR_ARGB(cmd->data.draw.a, cmd->data.draw.r, cmd->data.draw.g, cmd->data.draw.b);
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const size_t vertslen = count * sizeof (Vertex) * 4;
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Vertex *verts = (Vertex *) SDL_AllocateRenderVertices(renderer, vertslen, 0, &cmd->data.draw.first);
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int i;
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if (!verts) {
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return -1;
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}
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SDL_memset(verts, '\0', vertslen);
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cmd->data.draw.count = count;
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for (i = 0; i < count; i++) {
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const SDL_FRect *rect = &rects[i];
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const float minx = rect->x;
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const float maxx = rect->x + rect->w;
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const float miny = rect->y;
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const float maxy = rect->y + rect->h;
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verts->x = minx;
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verts->y = miny;
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verts->color = color;
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verts++;
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verts->x = maxx;
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verts->y = miny;
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verts->color = color;
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verts++;
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verts->x = maxx;
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verts->y = maxy;
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verts->color = color;
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verts++;
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verts->x = minx;
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verts->y = maxy;
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verts->color = color;
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verts++;
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}
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return 0;
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}
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static int
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D3D_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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@@ -1277,23 +1231,8 @@ D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
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break;
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}
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case SDL_RENDERCMD_FILL_RECTS: {
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const size_t count = cmd->data.draw.count;
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const size_t first = cmd->data.draw.first;
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SetDrawState(data, cmd);
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if (vbo) {
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size_t offset = 0;
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for (i = 0; i < count; ++i, offset += 4) {
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IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_TRIANGLEFAN, (UINT) ((first / sizeof (Vertex)) + offset), 2);
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}
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} else {
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const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first);
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for (i = 0; i < count; ++i, verts += 4) {
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IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2, verts, sizeof (Vertex));
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}
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}
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case SDL_RENDERCMD_FILL_RECTS: /* unused */
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break;
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}
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case SDL_RENDERCMD_COPY: /* unused */
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break;
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@@ -1622,7 +1561,6 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->QueueSetDrawColor = D3D_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
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renderer->QueueDrawPoints = D3D_QueueDrawPoints;
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renderer->QueueDrawLines = D3D_QueueDrawPoints; /* lines and points queue vertices the same way. */
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renderer->QueueFillRects = D3D_QueueFillRects;
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renderer->QueueGeometry = D3D_QueueGeometry;
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renderer->RunCommandQueue = D3D_RunCommandQueue;
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renderer->RenderReadPixels = D3D_RenderReadPixels;
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