Remove FillRects from back-end, where RenderGeometry can be used

This commit is contained in:
Sylvain
2021-09-25 11:31:18 +02:00
committed by Ryan C. Gordon
parent 70b10c753d
commit f02ad2820f
5 changed files with 7 additions and 281 deletions

View File

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