Add D3D11 implementation (not yet tested)

This commit is contained in:
Sylvain 2021-03-16 15:15:43 +01:00 committed by Sylvain Becker
parent 3ee511d71c
commit 1ebef0732a
1 changed files with 55 additions and 0 deletions

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@ -1865,6 +1865,44 @@ D3D11_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
return 0;
}
static int
GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
SDL_Vertex *vertices, int num_vertices, int *indices, int num_indices, float scale_x, float scale_y)
{
int i;
int count = indices ? num_indices : num_vertices;
VertexPositionColor *verts = (VertexPositionColor *) SDL_AllocateRenderVertices(renderer, count * sizeof (VertexPositionColor), 0, &cmd->data.draw.first);
if (!verts) {
return -1;
}
cmd->data.draw.count = count;
for (i = 0; i < count; i++) {
SDL_Vertex *v = &vertices[indices ? indices[i] : i];
verts->pos.x = v->position.x * scale_x;
verts->pos.y = v->position.y * scale_y;
verts->pos.z = 0.0f;
verts->color.r = v->color.r / 255.0f;
verts->color.g = v->color.g / 255.0f;
verts->color.b = v->color.b / 255.0f;
verts->color.a = v->color.a / 255.0f;
if (texture) {
verts->tex.x = v->tex_coord.x / texture->w;
verts->tex.y = v->tex_coord.y / texture->h;
} else {
verts->tex.x = 0.0f;
verts->tex.y = 0.0f;
}
verts += 1;
}
return 0;
}
static int
D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
@ -2347,6 +2385,22 @@ D3D11_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
break;
}
case SDL_RENDERCMD_GEOMETRY: {
SDL_Texture *texture = cmd->data.draw.texture;
const size_t count = cmd->data.draw.count;
const size_t first = cmd->data.draw.first;
const size_t start = first / sizeof (VertexPositionColor);
if (texture) {
D3D11_SetCopyState(renderer, cmd, NULL);
} else {
D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[SHADER_SOLID], 0, NULL, NULL, NULL);
}
D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, start, count);
break;
}
case SDL_RENDERCMD_NO_OP:
break;
}
@ -2562,6 +2616,7 @@ D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->QueueFillRects = D3D11_QueueFillRects;
renderer->QueueCopy = D3D11_QueueCopy;
renderer->QueueCopyEx = D3D11_QueueCopyEx;
renderer->QueueGeometry = D3D11_QueueGeometry;
renderer->RunCommandQueue = D3D11_RunCommandQueue;
renderer->RenderReadPixels = D3D11_RenderReadPixels;
renderer->RenderPresent = D3D11_RenderPresent;