Use geometry to implement FillRects
parent
b0eef52fe1
commit
37c39d5cb4
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@ -508,14 +508,76 @@ QueueCmdDrawLines(SDL_Renderer *renderer, const SDL_FPoint * points, const int c
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static int
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QueueCmdFillRects(SDL_Renderer *renderer, const SDL_FRect * rects, const int count)
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{
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SDL_RenderCommand *cmd = PrepQueueCmdDrawSolid(renderer, SDL_RENDERCMD_FILL_RECTS);
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SDL_RenderCommand *cmd;
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int retval = -1;
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int use_geometry = renderer->QueueGeometry && ! (renderer->info.flags & SDL_RENDERER_SOFTWARE);
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cmd = PrepQueueCmdDrawSolid(renderer, (use_geometry ? SDL_RENDERCMD_GEOMETRY : SDL_RENDERCMD_FILL_RECTS));
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if (cmd != NULL) {
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if (use_geometry) {
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SDL_bool isstack1;
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SDL_bool isstack2;
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float *xy = SDL_small_alloc(float, 4 * 2 * count, &isstack1);
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int *indices = SDL_small_alloc(int, 6 * count, &isstack2);
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if (xy && indices) {
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int i;
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float *ptr_xy = xy;
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int *ptr_indices = indices;
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SDL_Color col;
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const int xy_stride = 2 * sizeof (float);
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const int color_stride = 0;
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const int num_vertices = 4 * count;
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const int num_indices = 6 * count;
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const int size_indices = 4;
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SDL_GetRenderDrawColor(renderer, &col.r, &col.g, &col.b, &col.a);
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for (i = 0; i < count; ++i) {
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float minx, miny, maxx, maxy;
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minx = rects[i].x;
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miny = rects[i].y;
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maxx = rects[i].x + rects[i].w;
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maxy = rects[i].y + rects[i].h;
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*ptr_xy++ = minx;
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*ptr_xy++ = miny;
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*ptr_xy++ = maxx;
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*ptr_xy++ = miny;
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*ptr_xy++ = maxx;
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*ptr_xy++ = maxy;
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*ptr_xy++ = minx;
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*ptr_xy++ = maxy;
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*ptr_indices++ = 0;
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*ptr_indices++ = 1;
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*ptr_indices++ = 2;
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*ptr_indices++ = 0;
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*ptr_indices++ = 2;
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*ptr_indices++ = 3;
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}
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retval = renderer->QueueGeometry(renderer, cmd, NULL,
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xy, xy_stride, &col, color_stride, NULL, 0,
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num_vertices, indices, num_indices, size_indices,
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1.0f, 1.0f);
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if (retval < 0) {
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cmd->command = SDL_RENDERCMD_NO_OP;
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}
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SDL_small_free(xy, isstack1);
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SDL_small_free(indices, isstack2);
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}
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} else {
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retval = renderer->QueueFillRects(renderer, cmd, rects, count);
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if (retval < 0) {
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cmd->command = SDL_RENDERCMD_NO_OP;
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}
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}
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}
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return retval;
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}
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