Renderer backends use SDL_Color instead of int for geometry colors.

main
Alex Szpakowski 2021-12-14 11:02:07 -04:00 committed by Sam Lantinga
parent 086c74556d
commit 3a5e148b13
14 changed files with 106 additions and 83 deletions

View File

@ -545,7 +545,6 @@ QueueCmdFillRects(SDL_Renderer *renderer, const SDL_FRect * rects, const int cou
const int num_indices = 6 * count;
const int size_indices = 4;
int cur_indice = 0;
int color = (renderer->color.r << 0) | (renderer->color.g << 8) | (renderer->color.b << 16) | ((Uint32)renderer->color.a << 24);
for (i = 0; i < count; ++i) {
float minx, miny, maxx, maxy;
@ -574,7 +573,7 @@ QueueCmdFillRects(SDL_Renderer *renderer, const SDL_FRect * rects, const int cou
}
retval = renderer->QueueGeometry(renderer, cmd, NULL,
xy, xy_stride, &color, 0 /* color_stride */, NULL, 0,
xy, xy_stride, &renderer->color, 0 /* color_stride */, NULL, 0,
num_vertices, indices, num_indices, size_indices,
1.0f, 1.0f);
@ -640,7 +639,7 @@ QueueCmdGeometry(SDL_Renderer *renderer, SDL_Texture *texture,
if (cmd != NULL) {
retval = renderer->QueueGeometry(renderer, cmd, texture,
xy, xy_stride,
(const int *)color, color_stride, uv, uv_stride,
color, color_stride, uv, uv_stride,
num_vertices, indices, num_indices, size_indices,
scale_x, scale_y);
if (retval < 0) {

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@ -130,7 +130,7 @@ struct SDL_Renderer
const SDL_Rect * srcquad, const SDL_FRect * dstrect,
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip);
int (*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,
const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
int num_vertices, const void *indices, int num_indices, int size_indices,
float scale_x, float scale_y);

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@ -833,7 +833,7 @@ D3D_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_F
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,
const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
int num_vertices, const void *indices, int num_indices, int size_indices,
float scale_x, float scale_y)
{

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@ -1615,12 +1615,11 @@ D3D11_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL
{
VertexPositionColor *verts = (VertexPositionColor *) SDL_AllocateRenderVertices(renderer, count * sizeof (VertexPositionColor), 0, &cmd->data.draw.first);
int i;
const SDL_Color color = {
.r = cmd->data.draw.r,
.g = cmd->data.draw.g,
.b = cmd->data.draw.b,
.a = cmd->data.draw.a
};
SDL_Color color;
color.r = cmd->data.draw.r;
color.g = cmd->data.draw.g;
color.b = cmd->data.draw.b;
color.a = cmd->data.draw.a;
if (!verts) {
return -1;
@ -1642,7 +1641,7 @@ D3D11_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL
static int
D3D11_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,
const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
int num_vertices, const void *indices, int num_indices, int size_indices,
float scale_x, float scale_y)
{

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@ -1084,8 +1084,14 @@ METAL_QueueSetDrawColor(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
static int
METAL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
const int color = (cmd->data.draw.r << 0) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 16) | ((Uint32)cmd->data.draw.a << 24);
const size_t vertlen = (2 * sizeof (float) + sizeof (int)) * count;
const SDL_Color color = {
cmd->data.draw.r,
cmd->data.draw.g,
cmd->data.draw.b,
cmd->data.draw.a
};
const size_t vertlen = (2 * sizeof (float) + sizeof (SDL_Color)) * count;
float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
if (!verts) {
return -1;
@ -1095,7 +1101,7 @@ METAL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL
for (int i = 0; i < count; i++, points++) {
*(verts++) = points->x;
*(verts++) = points->y;
*((int *)verts++) = color;
*((SDL_Color *)verts++) = color;
}
return 0;
}
@ -1103,12 +1109,16 @@ METAL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL
static int
METAL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
const int color = (cmd->data.draw.r << 0) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 16) | ((Uint32)cmd->data.draw.a << 24);
const SDL_Color color = {
cmd->data.draw.r,
cmd->data.draw.g,
cmd->data.draw.b,
cmd->data.draw.a
};
SDL_assert(count >= 2); /* should have been checked at the higher level. */
const size_t vertlen = (2 * sizeof (float) + sizeof (int)) * count;
const size_t vertlen = (2 * sizeof (float) + sizeof (SDL_Color)) * count;
float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
if (!verts) {
return -1;
@ -1118,7 +1128,7 @@ METAL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
for (int i = 0; i < count; i++, points++) {
*(verts++) = points->x;
*(verts++) = points->y;
*((int *)verts++) = color;
*((SDL_Color *)verts++) = color;
}
/* If the line segment is completely horizontal or vertical,
@ -1148,7 +1158,7 @@ METAL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
static int
METAL_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,
const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
int num_vertices, const void *indices, int num_indices, int size_indices,
float scale_x, float scale_y)
{
@ -1175,12 +1185,11 @@ METAL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
}
float *xy_ = (float *)((char*)xy + j * xy_stride);
int col_ = *(int *)((char*)color + j * color_stride);
*(verts++) = xy_[0] * scale_x;
*(verts++) = xy_[1] * scale_y;
*((int *)verts++) = col_;
*((SDL_Color *)verts++) = *(SDL_Color *)((char*)color + j * color_stride);
if (texture) {
float *uv_ = (float *)((char*)uv + j * uv_stride);

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@ -981,7 +981,7 @@ GL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPo
static int
GL_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,
const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
int num_vertices, const void *indices, int num_indices, int size_indices,
float scale_x, float scale_y)
{

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@ -603,7 +603,7 @@ GLES_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_F
static int
GLES_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,
const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
int num_vertices, const void *indices, int num_indices, int size_indices,
float scale_x, float scale_y)
{

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@ -663,26 +663,30 @@ static int
GLES2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
int color;
const size_t vertlen = (2 * sizeof (float) + sizeof (int)) * count;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
int i;
SDL_Color color;
color.r = cmd->data.draw.r;
color.g = cmd->data.draw.g;
color.b = cmd->data.draw.b;
color.a = cmd->data.draw.a;
if (!verts) {
return -1;
}
if (colorswap == 0) {
color = (cmd->data.draw.r << 0) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 16) | ((Uint32)cmd->data.draw.a << 24);
} else {
color = (cmd->data.draw.r << 16) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 0) | ((Uint32)cmd->data.draw.a << 24);
if (colorswap) {
Uint8 r = color.r;
color.r = color.b;
color.b = r;
}
cmd->data.draw.count = count;
for (i = 0; i < count; i++) {
*(verts++) = 0.5f + points[i].x;
*(verts++) = 0.5f + points[i].y;
*((int *)verts++) = color;
*((SDL_Color *)verts++) = color;
}
return 0;
@ -692,19 +696,24 @@ static int
GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
int color;
int i;
GLfloat prevx, prevy;
const size_t vertlen = ((2 * sizeof (float)) + sizeof (int)) * count;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
SDL_Color color;
color.r = cmd->data.draw.r;
color.g = cmd->data.draw.g;
color.b = cmd->data.draw.b;
color.a = cmd->data.draw.a;
if (!verts) {
return -1;
}
if (colorswap == 0) {
color = (cmd->data.draw.r << 0) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 16) | ((Uint32)cmd->data.draw.a << 24);
} else {
color = (cmd->data.draw.r << 16) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 0) | ((Uint32)cmd->data.draw.a << 24);
if (colorswap) {
Uint8 r = color.r;
color.r = color.b;
color.b = r;
}
cmd->data.draw.count = count;
@ -714,7 +723,7 @@ GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
prevy = 0.5f + points->y;
*(verts++) = prevx;
*(verts++) = prevy;
*((int *)verts++) = color;
*((SDL_Color*)verts++) = color;
/* bump the end of each line segment out a quarter of a pixel, to provoke
the diamond-exit rule. Without this, you won't just drop the last
@ -733,7 +742,7 @@ GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
prevy = yend + (SDL_sinf(angle) * 0.25f);
*(verts++) = prevx;
*(verts++) = prevy;
*((int *)verts++) = color;
*((SDL_Color*)verts++) = color;
}
return 0;
@ -741,7 +750,7 @@ GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
static int
GLES2_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,
const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
int num_vertices, const void *indices, int num_indices, int size_indices,
float scale_x, float scale_y)
{
@ -761,7 +770,7 @@ GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
for (i = 0; i < count; i++) {
int j;
float *xy_;
int col_;
SDL_Color col_;
if (size_indices == 4) {
j = ((const Uint32 *)indices)[i];
} else if (size_indices == 2) {
@ -773,23 +782,19 @@ GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
}
xy_ = (float *)((char*)xy + j * xy_stride);
col_ = *(int *)((char*)color + j * color_stride);
col_ = *(SDL_Color *)((char*)color + j * color_stride);
*(verts++) = xy_[0] * scale_x;
*(verts++) = xy_[1] * scale_y;
if (colorswap == 0) {
*((int *)verts++) = col_;
} else {
Uint8 r, g, b, a;
r = (col_ >> 0) & 0xff;
g = (col_ >> 8) & 0xff;
b = (col_ >> 16) & 0xff;
a = (col_ >> 24) & 0xff;
col_ = (r << 16) | (g << 8) | (b << 0) | ((Uint32)a << 24);
*((int *)verts++) = col_;
if (colorswap) {
Uint8 r = col_.r;
col_.r = col_.b;
col_.b = r;
}
*((SDL_Color *)verts++) = col_;
if (texture) {
float *uv_ = (float *)((char*)uv + j * uv_stride);
*(verts++) = uv_[0];

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@ -112,16 +112,16 @@ typedef struct
typedef struct
{
int col;
float x, y, z;
SDL_Color col;
float x, y, z;
} VertCV;
typedef struct
{
float u, v;
int col;
float x, y, z;
float u, v;
SDL_Color col;
float x, y, z;
} VertTCV;
#define PI 3.14159265358979f
@ -492,7 +492,7 @@ PSP_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_F
static int
PSP_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,
const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
int num_vertices, const void *indices, int num_indices, int size_indices,
float scale_x, float scale_y)
{
@ -512,7 +512,7 @@ PSP_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *t
for (i = 0; i < count; i++) {
int j;
float *xy_;
int col_;
SDL_Color col_;
if (size_indices == 4) {
j = ((const Uint32 *)indices)[i];
} else if (size_indices == 2) {
@ -524,7 +524,7 @@ PSP_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *t
}
xy_ = (float *)((char*)xy + j * xy_stride);
col_ = *(int *)((char*)color + j * color_stride);
col_ = *(SDL_Color *)((char*)color + j * color_stride);
verts->x = xy_[0] * scale_x;
verts->y = xy_[1] * scale_y;
@ -545,7 +545,7 @@ PSP_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *t
for (i = 0; i < count; i++) {
int j;
float *xy_;
int col_;
SDL_Color col_;
float *uv_;
if (size_indices == 4) {
@ -559,7 +559,7 @@ PSP_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *t
}
xy_ = (float *)((char*)xy + j * xy_stride);
col_ = *(int *)((char*)color + j * color_stride);
col_ = *(SDL_Color *)((char*)color + j * color_stride);
uv_ = (float *)((char*)uv + j * uv_stride);
verts->x = xy_[0] * scale_x;

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@ -545,7 +545,7 @@ typedef struct GeometryCopyData
static int
SW_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,
const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
int num_vertices, const void *indices, int num_indices, int size_indices,
float scale_x, float scale_y)
{

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@ -83,7 +83,7 @@ static int VITA_GXM_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *c
static int
VITA_GXM_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,
const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
int num_vertices, const void *indices, int num_indices, int size_indices,
float scale_x, float scale_y);
@ -442,11 +442,10 @@ VITA_GXM_QueueSetDrawColor(SDL_Renderer * renderer, SDL_RenderCommand *cmd)
{
VITA_GXM_RenderData *data = (VITA_GXM_RenderData *) renderer->driverdata;
const Uint8 r = cmd->data.color.r;
const Uint8 g = cmd->data.color.g;
const Uint8 b = cmd->data.color.b;
const Uint8 a = cmd->data.color.a;
data->drawstate.color = (((Uint32)a << 24) | (b << 16) | (g << 8) | r);
data->drawstate.color.r = cmd->data.color.r;
data->drawstate.color.g = cmd->data.color.g;
data->drawstate.color.b = cmd->data.color.b;
data->drawstate.color.a = cmd->data.color.a;
return 0;
}
@ -456,7 +455,7 @@ VITA_GXM_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const
{
VITA_GXM_RenderData *data = (VITA_GXM_RenderData *) renderer->driverdata;
int color = data->drawstate.color;
SDL_Color color = data->drawstate.color;
color_vertex *vertex = (color_vertex *)pool_malloc(
data,
@ -480,7 +479,7 @@ static int
VITA_GXM_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
VITA_GXM_RenderData *data = (VITA_GXM_RenderData *) renderer->driverdata;
int color = data->drawstate.color;
SDL_Color color = data->drawstate.color;
color_vertex *vertex = (color_vertex *)pool_malloc(
data,
@ -506,7 +505,7 @@ VITA_GXM_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const S
static int
VITA_GXM_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,
const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
int num_vertices, const void *indices, int num_indices, int size_indices,
float scale_x, float scale_y)
{
@ -533,7 +532,7 @@ VITA_GXM_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Textu
int j;
float *xy_;
float *uv_;
int col_;
SDL_Color col_;
if (size_indices == 4) {
j = ((const Uint32 *)indices)[i];
} else if (size_indices == 2) {
@ -545,7 +544,7 @@ VITA_GXM_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Textu
}
xy_ = (float *)((char*)xy + j * xy_stride);
col_ = *(int *)((char*)color + j * color_stride);
col_ = *(SDL_Color *)((char*)color + j * color_stride);
uv_ = (float *)((char*)uv + j * uv_stride);
vertices[i].x = xy_[0] * scale_x;
@ -572,7 +571,7 @@ VITA_GXM_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Textu
for (i = 0; i < count; i++) {
int j;
float *xy_;
int col_;
SDL_Color col_;
if (size_indices == 4) {
j = ((const Uint32 *)indices)[i];
} else if (size_indices == 2) {
@ -584,7 +583,7 @@ VITA_GXM_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Textu
}
xy_ = (float *)((char*)xy + j * xy_stride);
col_ = *(int *)((char*)color + j * color_stride);
col_ = *(SDL_Color *)((char*)color + j * color_stride);
vertices[i].x = xy_[0] * scale_x;
vertices[i].y = xy_[1] * scale_y;

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@ -216,19 +216,31 @@ set_stencil_mask(VITA_GXM_RenderData *data, float x, float y, float w, float h)
vertices[0].x = x;
vertices[0].y = y;
vertices[0].color = 0;
vertices[0].color.r = 0;
vertices[0].color.g = 0;
vertices[0].color.b = 0;
vertices[0].color.a = 0;
vertices[1].x = x + w;
vertices[1].y = y;
vertices[1].color = 0;
vertices[1].color.r = 0;
vertices[1].color.g = 0;
vertices[1].color.b = 0;
vertices[1].color.a = 0;
vertices[2].x = x;
vertices[2].y = y + h;
vertices[2].color = 0;
vertices[2].color.r = 0;
vertices[2].color.g = 0;
vertices[2].color.b = 0;
vertices[2].color.a = 0;
vertices[3].x = x + w;
vertices[3].y = y + h;
vertices[3].color = 0;
vertices[3].color.r = 0;
vertices[3].color.g = 0;
vertices[3].color.b = 0;
vertices[3].color.a = 0;
data->drawstate.fragment_program = data->colorFragmentProgram;
data->drawstate.vertex_program = data->colorVertexProgram;

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@ -61,7 +61,7 @@ typedef struct clear_vertex {
typedef struct color_vertex {
float x;
float y;
unsigned int color;
SDL_Color color;
} color_vertex;
typedef struct texture_vertex {
@ -69,7 +69,7 @@ typedef struct texture_vertex {
float y;
float u;
float v;
unsigned int color;
SDL_Color color;
} texture_vertex;
typedef struct gxm_texture {
@ -100,7 +100,7 @@ typedef struct
SDL_bool viewport_dirty;
SDL_Texture *texture;
SDL_Texture *target;
Uint32 color;
SDL_Color color;
SceGxmFragmentProgram *fragment_program;
SceGxmVertexProgram *vertex_program;
int last_command;
@ -110,7 +110,7 @@ typedef struct
SDL_bool cliprect_dirty;
SDL_Rect cliprect;
SDL_bool texturing;
Uint32 clear_color;
SDL_Color clear_color;
int drawablew;
int drawableh;
} gxm_drawstate_cache;

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@ -633,7 +633,7 @@ DirectFB_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const
static int
DirectFB_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,
const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
int num_vertices, const void *indices, int num_indices, int size_indices,
float scale_x, float scale_y)
{