From 1ebef0732aa5cc18b990dcb735e99396fae27de5 Mon Sep 17 00:00:00 2001 From: Sylvain Date: Tue, 16 Mar 2021 15:15:43 +0100 Subject: [PATCH] Add D3D11 implementation (not yet tested) --- src/render/direct3d11/SDL_render_d3d11.c | 55 ++++++++++++++++++++++++ 1 file changed, 55 insertions(+) diff --git a/src/render/direct3d11/SDL_render_d3d11.c b/src/render/direct3d11/SDL_render_d3d11.c index 016ffc661..12834d6fc 100644 --- a/src/render/direct3d11/SDL_render_d3d11.c +++ b/src/render/direct3d11/SDL_render_d3d11.c @@ -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;