direct3d11: Fixed incorrect texture coordinates (thanks, Martin!).
Fixes Bugzilla #4860.
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c8a2ef863e
commit
7b08eb481d
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@ -1728,82 +1728,88 @@ D3D11_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
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float minx, miny, maxx, maxy;
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float minu, maxu, minv, maxv;
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if (flip & SDL_FLIP_HORIZONTAL) {
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minu = (float) srcrect->x / texture->w;
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maxu = (float) (srcrect->x + srcrect->w) / texture->w;
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} else {
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minu = (float) (srcrect->x + srcrect->w) / texture->w;
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maxu = (float) srcrect->x / texture->w;
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if (!verts) {
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return -1;
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}
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if (flip & SDL_FLIP_VERTICAL) {
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minv = (float) srcrect->y / texture->h;
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maxv = (float) (srcrect->y + srcrect->h) / texture->h;
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} else {
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minv = (float) (srcrect->y + srcrect->h) / texture->h;
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maxv = (float) srcrect->y / texture->h;
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}
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cmd->data.draw.count = 1;
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minx = -center->x;
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maxx = dstrect->w - center->x;
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miny = -center->y;
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maxy = dstrect->h - center->y;
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cmd->data.draw.count = 1;
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if (flip & SDL_FLIP_HORIZONTAL) {
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minu = (float) (srcrect->x + srcrect->w) / texture->w;
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maxu = (float) srcrect->x / texture->w;
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} else {
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minu = (float) srcrect->x / texture->w;
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maxu = (float) (srcrect->x + srcrect->w) / texture->w;
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}
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if (flip & SDL_FLIP_VERTICAL) {
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minv = (float) (srcrect->y + srcrect->h) / texture->h;
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maxv = (float) srcrect->y / texture->h;
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} else {
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minv = (float) srcrect->y / texture->h;
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maxv = (float) (srcrect->y + srcrect->h) / texture->h;
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}
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verts->pos.x = minx;
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verts->pos.y = miny;
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verts->pos.z = 0.0f;
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verts->tex.x = minu;
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verts->tex.y = minv;
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verts->color.x = r;
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verts->color.y = g;
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verts->color.z = b;
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verts->color.w = a;
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verts->tex.x = minu;
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verts->tex.y = minv;
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verts++;
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verts->pos.x = minx;
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verts->pos.y = maxy;
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verts->pos.z = 0.0f;
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verts->tex.x = minu;
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verts->tex.y = maxv;
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verts->color.x = r;
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verts->color.y = g;
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verts->color.z = b;
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verts->color.w = a;
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verts->tex.x = minu;
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verts->tex.y = maxv;
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verts++;
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verts->pos.x = maxx;
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verts->pos.y = miny;
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verts->pos.z = 0.0f;
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verts->tex.x = maxu;
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verts->tex.y = minv;
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verts->color.x = r;
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verts->color.y = g;
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verts->color.z = b;
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verts->color.w = a;
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verts->tex.x = maxu;
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verts->tex.y = minv;
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verts++;
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verts->pos.x = maxx;
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verts->pos.y = maxy;
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verts->pos.z = 0.0f;
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verts->tex.x = maxu;
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verts->tex.y = maxv;
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verts->color.x = r;
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verts->color.y = g;
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verts->color.z = b;
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verts->color.w = a;
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verts->tex.x = maxu;
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verts->tex.y = maxv;
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verts++;
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verts->pos.x = dstrect->x + center->x; /* X translation */
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verts->pos.y = dstrect->y + center->y; /* Y translation */
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verts->pos.z = (float)(M_PI * (float) angle / 180.0f); /* rotation */
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verts->tex.x = 0.0f;
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verts->tex.y = 0.0f;
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verts->color.x = 0;
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verts->color.y = 0;
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verts->color.z = 0;
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verts->color.w = 0;
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verts->tex.x = 0.0f;
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verts->tex.y = 0.0f;
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verts++;
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return 0;
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