mirror of https://github.com/encounter/SDL.git
Re-enable line drawing path in render drivers
This is still used for scaled line drawing in RenderDrawLinesWithRects()
This commit is contained in:
parent
dca281e810
commit
18e4d9fed1
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@ -1207,8 +1207,30 @@ 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_DRAW_LINES: /* unused */
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case SDL_RENDERCMD_DRAW_LINES: {
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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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const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first);
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/* DirectX 9 has the same line rasterization semantics as GDI,
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so we need to close the endpoint of the line with a second draw call. */
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const SDL_bool close_endpoint = ((count == 2) || (verts[0].x != verts[count-1].x) || (verts[0].y != verts[count-1].y));
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SetDrawState(data, cmd);
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if (vbo) {
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IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_LINESTRIP, (UINT) (first / sizeof (Vertex)), (UINT) (count - 1));
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if (close_endpoint) {
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IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_POINTLIST, (UINT) ((first / sizeof (Vertex)) + (count - 1)), 1);
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}
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} else {
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IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_LINESTRIP, (UINT) (count - 1), verts, sizeof (Vertex));
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if (close_endpoint) {
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IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, 1, &verts[count-1], sizeof (Vertex));
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}
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}
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break;
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}
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case SDL_RENDERCMD_FILL_RECTS: /* unused */
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break;
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@ -1545,6 +1567,7 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->QueueSetViewport = D3D_QueueSetViewport;
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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->QueueGeometry = D3D_QueueGeometry;
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renderer->RunCommandQueue = D3D_RunCommandQueue;
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renderer->RenderReadPixels = D3D_RenderReadPixels;
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@ -2122,8 +2122,18 @@ D3D11_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
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break;
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}
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case SDL_RENDERCMD_DRAW_LINES: /* unused */
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case SDL_RENDERCMD_DRAW_LINES: {
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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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const size_t start = first / sizeof (VertexPositionColor);
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const VertexPositionColor *verts = (VertexPositionColor *) (((Uint8 *) vertices) + first);
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D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[SHADER_SOLID], 0, NULL, NULL, NULL);
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D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, start, count);
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if (verts[0].pos.x != verts[count - 1].pos.x || verts[0].pos.y != verts[count - 1].pos.y) {
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D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, start + (count-1), 1);
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}
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break;
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}
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case SDL_RENDERCMD_FILL_RECTS: /* unused */
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break;
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@ -2376,6 +2386,7 @@ D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->QueueSetViewport = D3D11_QueueSetViewport;
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renderer->QueueSetDrawColor = D3D11_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
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renderer->QueueDrawPoints = D3D11_QueueDrawPoints;
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renderer->QueueDrawLines = D3D11_QueueDrawPoints; /* lines and points queue vertices the same way. */
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renderer->QueueGeometry = D3D11_QueueGeometry;
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renderer->RunCommandQueue = D3D11_RunCommandQueue;
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renderer->RenderReadPixels = D3D11_RenderReadPixels;
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@ -1107,6 +1107,56 @@ METAL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL
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return 0;
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}
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static int
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METAL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
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{
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const SDL_Color color = {
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cmd->data.draw.r,
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cmd->data.draw.g,
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cmd->data.draw.b,
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cmd->data.draw.a
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};
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SDL_assert(count >= 2); /* should have been checked at the higher level. */
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const size_t vertlen = (2 * sizeof (float) + sizeof (SDL_Color)) * count;
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float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
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if (!verts) {
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return -1;
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}
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cmd->data.draw.count = count;
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for (int i = 0; i < count; i++, points++) {
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*(verts++) = points->x;
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*(verts++) = points->y;
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*((SDL_Color *)verts++) = color;
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}
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/* If the line segment is completely horizontal or vertical,
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make it one pixel longer, to satisfy the diamond-exit rule.
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We should probably do this for diagonal lines too, but we'd have to
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do some trigonometry to figure out the correct pixel and generally
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when we have problems with pixel perfection, it's for straight lines
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that are missing a pixel that frames something and not arbitrary
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angles. Maybe !!! FIXME for later, though. */
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points -= 2; /* update the last line. */
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verts -= 2 + 1;
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const float xstart = points[0].x;
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const float ystart = points[0].y;
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const float xend = points[1].x;
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const float yend = points[1].y;
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if (ystart == yend) { /* horizontal line */
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verts[0] += (xend > xstart) ? 1.0f : -1.0f;
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} else if (xstart == xend) { /* vertical line */
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verts[1] += (yend > ystart) ? 1.0f : -1.0f;
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}
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return 0;
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}
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static int
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METAL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
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@ -1372,17 +1422,15 @@ METAL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
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break;
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}
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case SDL_RENDERCMD_DRAW_POINTS: {
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case SDL_RENDERCMD_DRAW_POINTS:
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case SDL_RENDERCMD_DRAW_LINES: {
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const size_t count = cmd->data.draw.count;
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const MTLPrimitiveType primtype = MTLPrimitiveTypePoint;
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const MTLPrimitiveType primtype = (cmd->command == SDL_RENDERCMD_DRAW_POINTS) ? MTLPrimitiveTypePoint : MTLPrimitiveTypeLineStrip;
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if (SetDrawState(renderer, cmd, SDL_METAL_FRAGMENT_SOLID, CONSTANTS_OFFSET_HALF_PIXEL_TRANSFORM, mtlbufvertex, &statecache)) {
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[data.mtlcmdencoder drawPrimitives:primtype vertexStart:0 vertexCount:count];
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}
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break;
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}
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case SDL_RENDERCMD_DRAW_LINES: /* unused */
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break;
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case SDL_RENDERCMD_FILL_RECTS: /* unused */
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break;
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@ -1838,6 +1886,7 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->QueueSetViewport = METAL_QueueSetViewport;
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renderer->QueueSetDrawColor = METAL_QueueSetDrawColor;
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renderer->QueueDrawPoints = METAL_QueueDrawPoints;
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renderer->QueueDrawLines = METAL_QueueDrawLines;
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renderer->QueueGeometry = METAL_QueueGeometry;
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renderer->RunCommandQueue = METAL_RunCommandQueue;
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renderer->RenderReadPixels = METAL_RenderReadPixels;
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@ -941,6 +941,47 @@ GL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FP
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return 0;
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}
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static int
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GL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
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{
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int i;
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GLfloat prevx, prevy;
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const size_t vertlen = (sizeof (GLfloat) * 2) * count;
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
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if (!verts) {
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return -1;
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}
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cmd->data.draw.count = count;
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/* 0.5f offset to hit the center of the pixel. */
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prevx = 0.5f + points->x;
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prevy = 0.5f + points->y;
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*(verts++) = prevx;
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*(verts++) = prevy;
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/* bump the end of each line segment out a quarter of a pixel, to provoke
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the diamond-exit rule. Without this, you won't just drop the last
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pixel of the last line segment, but you might also drop pixels at the
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edge of any given line segment along the way too. */
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for (i = 1; i < count; i++) {
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const GLfloat xstart = prevx;
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const GLfloat ystart = prevy;
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const GLfloat xend = points[i].x + 0.5f; /* 0.5f to hit pixel center. */
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const GLfloat yend = points[i].y + 0.5f;
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/* bump a little in the direction we are moving in. */
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const GLfloat deltax = xend - xstart;
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const GLfloat deltay = yend - ystart;
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const GLfloat angle = SDL_atan2f(deltay, deltax);
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prevx = xend + (SDL_cosf(angle) * 0.25f);
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prevy = yend + (SDL_sinf(angle) * 0.25f);
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*(verts++) = prevx;
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*(verts++) = prevy;
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}
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return 0;
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}
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static int
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GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
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}
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vertex_array = cmd->command == SDL_RENDERCMD_DRAW_POINTS
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|| cmd->command == SDL_RENDERCMD_DRAW_LINES
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|| cmd->command == SDL_RENDERCMD_GEOMETRY;
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color_array = cmd->command == SDL_RENDERCMD_GEOMETRY;
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texture_array = cmd->data.draw.texture != NULL;
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break;
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}
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case SDL_RENDERCMD_DRAW_LINES: /* unused */
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case SDL_RENDERCMD_DRAW_LINES: {
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const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
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const size_t count = cmd->data.draw.count;
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SDL_assert(count >= 2);
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SetDrawState(data, cmd, SHADER_SOLID);
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/* SetDrawState handles glEnableClientState. */
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data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, verts);
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data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) count);
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break;
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}
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case SDL_RENDERCMD_FILL_RECTS: /* unused */
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break;
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renderer->QueueSetViewport = GL_QueueSetViewport;
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renderer->QueueSetDrawColor = GL_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
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renderer->QueueDrawPoints = GL_QueueDrawPoints;
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renderer->QueueDrawLines = GL_QueueDrawLines;
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renderer->QueueGeometry = GL_QueueGeometry;
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renderer->RunCommandQueue = GL_RunCommandQueue;
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renderer->RenderReadPixels = GL_RenderReadPixels;
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@ -560,6 +560,47 @@ GLES_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
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return 0;
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}
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static int
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GLES_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
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{
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int i;
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GLfloat prevx, prevy;
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const size_t vertlen = (sizeof (GLfloat) * 2) * count;
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
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if (!verts) {
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return -1;
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}
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cmd->data.draw.count = count;
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/* 0.5f offset to hit the center of the pixel. */
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prevx = 0.5f + points->x;
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prevy = 0.5f + points->y;
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*(verts++) = prevx;
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*(verts++) = prevy;
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/* bump the end of each line segment out a quarter of a pixel, to provoke
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the diamond-exit rule. Without this, you won't just drop the last
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pixel of the last line segment, but you might also drop pixels at the
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edge of any given line segment along the way too. */
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for (i = 1; i < count; i++) {
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const GLfloat xstart = prevx;
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const GLfloat ystart = prevy;
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const GLfloat xend = points[i].x + 0.5f; /* 0.5f to hit pixel center. */
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const GLfloat yend = points[i].y + 0.5f;
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/* bump a little in the direction we are moving in. */
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const GLfloat deltax = xend - xstart;
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const GLfloat deltay = yend - ystart;
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const GLfloat angle = SDL_atan2f(deltay, deltax);
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prevx = xend + (SDL_cosf(angle) * 0.25f);
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prevy = yend + (SDL_sinf(angle) * 0.25f);
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*(verts++) = prevx;
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*(verts++) = prevy;
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}
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return 0;
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}
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static int
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GLES_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
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@ -809,8 +850,15 @@ GLES_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vert
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break;
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}
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case SDL_RENDERCMD_DRAW_LINES: /* unused */
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break;
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case SDL_RENDERCMD_DRAW_LINES: {
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const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
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const size_t count = cmd->data.draw.count;
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SDL_assert(count >= 2);
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SetDrawState(data, cmd);
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data->glVertexPointer(2, GL_FLOAT, 0, verts);
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data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) count);
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break;
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}
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case SDL_RENDERCMD_FILL_RECTS: /* unused */
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break;
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@ -1074,6 +1122,7 @@ GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->QueueSetViewport = GLES_QueueSetViewport;
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renderer->QueueSetDrawColor = GLES_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
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renderer->QueueDrawPoints = GLES_QueueDrawPoints;
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renderer->QueueDrawLines = GLES_QueueDrawLines;
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renderer->QueueGeometry = GLES_QueueGeometry;
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renderer->RunCommandQueue = GLES_RunCommandQueue;
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renderer->RenderReadPixels = GLES_RenderReadPixels;
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@ -692,6 +692,63 @@ GLES2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL
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return 0;
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}
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static int
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GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
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{
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const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
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int i;
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GLfloat prevx, prevy;
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SDL_VertexSolid *verts = (SDL_VertexSolid *) SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first);
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SDL_Color color;
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color.r = cmd->data.draw.r;
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color.g = cmd->data.draw.g;
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color.b = cmd->data.draw.b;
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color.a = cmd->data.draw.a;
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if (!verts) {
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return -1;
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}
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if (colorswap) {
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Uint8 r = color.r;
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color.r = color.b;
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color.b = r;
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}
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cmd->data.draw.count = count;
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/* 0.5f offset to hit the center of the pixel. */
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prevx = 0.5f + points->x;
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prevy = 0.5f + points->y;
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verts->position.x = prevx;
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verts->position.y = prevy;
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verts->color = color;
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verts++;
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/* bump the end of each line segment out a quarter of a pixel, to provoke
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the diamond-exit rule. Without this, you won't just drop the last
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pixel of the last line segment, but you might also drop pixels at the
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edge of any given line segment along the way too. */
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for (i = 1; i < count; i++) {
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const GLfloat xstart = prevx;
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const GLfloat ystart = prevy;
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const GLfloat xend = points[i].x + 0.5f; /* 0.5f to hit pixel center. */
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const GLfloat yend = points[i].y + 0.5f;
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/* bump a little in the direction we are moving in. */
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const GLfloat deltax = xend - xstart;
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const GLfloat deltay = yend - ystart;
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const GLfloat angle = SDL_atan2f(deltay, deltax);
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prevx = xend + (SDL_cosf(angle) * 0.25f);
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prevy = yend + (SDL_sinf(angle) * 0.25f);
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verts->position.x = prevx;
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verts->position.y = prevy;
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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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GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
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@ -1126,8 +1183,39 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
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case SDL_RENDERCMD_COPY_EX: /* unused */
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break;
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case SDL_RENDERCMD_DRAW_LINES: /* unused */
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case SDL_RENDERCMD_DRAW_LINES: {
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if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID) == 0) {
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size_t count = cmd->data.draw.count;
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||||
if (count > 2) {
|
||||
/* joined lines cannot be grouped */
|
||||
data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)count);
|
||||
} else {
|
||||
/* let's group non joined lines */
|
||||
SDL_RenderCommand *finalcmd = cmd;
|
||||
SDL_RenderCommand *nextcmd = cmd->next;
|
||||
SDL_BlendMode thisblend = cmd->data.draw.blend;
|
||||
|
||||
while (nextcmd != NULL) {
|
||||
const SDL_RenderCommandType nextcmdtype = nextcmd->command;
|
||||
if (nextcmdtype != SDL_RENDERCMD_DRAW_LINES) {
|
||||
break; /* can't go any further on this draw call, different render command up next. */
|
||||
} else if (nextcmd->data.draw.count != 2) {
|
||||
break; /* can't go any further on this draw call, those are joined lines */
|
||||
} else if (nextcmd->data.draw.blend != thisblend) {
|
||||
break; /* can't go any further on this draw call, different blendmode copy up next. */
|
||||
} else {
|
||||
finalcmd = nextcmd; /* we can combine copy operations here. Mark this one as the furthest okay command. */
|
||||
count += cmd->data.draw.count;
|
||||
}
|
||||
nextcmd = nextcmd->next;
|
||||
}
|
||||
|
||||
data->glDrawArrays(GL_LINES, 0, (GLsizei)count);
|
||||
cmd = finalcmd; /* skip any copy commands we just combined in here. */
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case SDL_RENDERCMD_DRAW_POINTS:
|
||||
case SDL_RENDERCMD_GEOMETRY: {
|
||||
|
@ -2007,6 +2095,7 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
|
|||
renderer->QueueSetViewport = GLES2_QueueSetViewport;
|
||||
renderer->QueueSetDrawColor = GLES2_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
|
||||
renderer->QueueDrawPoints = GLES2_QueueDrawPoints;
|
||||
renderer->QueueDrawLines = GLES2_QueueDrawLines;
|
||||
renderer->QueueGeometry = GLES2_QueueGeometry;
|
||||
renderer->RunCommandQueue = GLES2_RunCommandQueue;
|
||||
renderer->RenderReadPixels = GLES2_RenderReadPixels;
|
||||
|
|
|
@ -1120,8 +1120,23 @@ PSP_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
|
|||
break;
|
||||
}
|
||||
|
||||
case SDL_RENDERCMD_DRAW_LINES: /* unused */
|
||||
case SDL_RENDERCMD_DRAW_LINES: {
|
||||
const size_t count = cmd->data.draw.count;
|
||||
const VertV *verts = (VertV *) (gpumem + cmd->data.draw.first);
|
||||
const Uint8 r = cmd->data.draw.r;
|
||||
const Uint8 g = cmd->data.draw.g;
|
||||
const Uint8 b = cmd->data.draw.b;
|
||||
const Uint8 a = cmd->data.draw.a;
|
||||
PSP_BlendState state = {
|
||||
.color = GU_RGBA(r,g,b,a),
|
||||
.texture = NULL,
|
||||
.mode = cmd->data.draw.blend,
|
||||
.shadeModel = GU_FLAT
|
||||
};
|
||||
PSP_SetBlendState(data, &state);
|
||||
sceGuDrawArray(GU_LINE_STRIP, GU_VERTEX_32BITF|GU_TRANSFORM_2D, count, 0, verts);
|
||||
break;
|
||||
}
|
||||
|
||||
case SDL_RENDERCMD_FILL_RECTS: {
|
||||
const size_t count = cmd->data.draw.count;
|
||||
|
@ -1324,6 +1339,7 @@ PSP_CreateRenderer(SDL_Window * window, Uint32 flags)
|
|||
renderer->QueueSetViewport = PSP_QueueSetViewport;
|
||||
renderer->QueueSetDrawColor = PSP_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
|
||||
renderer->QueueDrawPoints = PSP_QueueDrawPoints;
|
||||
renderer->QueueDrawLines = PSP_QueueDrawPoints; /* lines and points queue vertices the same way. */
|
||||
renderer->QueueGeometry = PSP_QueueGeometry;
|
||||
renderer->QueueFillRects = PSP_QueueFillRects;
|
||||
renderer->QueueCopy = PSP_QueueCopy;
|
||||
|
|
Loading…
Reference in New Issue