mirror of https://github.com/encounter/SDL.git
SDL_Renderer simplifications:
- Factorize PrepQueueCmdDraw{,DrawTexture,Solid) into one single function - Change SDL_Texture/Renderer r,g,b,a Uint8 into an SDL_Color, so that it can be passed directly to RenderGeometry - Don't automatically queue a SET_DRAW_COLOR cmd for RenderGeometry (and update GLES2 renderer)
This commit is contained in:
parent
23e252bfc5
commit
502e9c3b45
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@ -394,9 +394,9 @@ QueueCmdSetClipRect(SDL_Renderer *renderer)
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}
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static int
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QueueCmdSetDrawColor(SDL_Renderer *renderer, const Uint8 r, const Uint8 g, const Uint8 b, const Uint8 a)
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QueueCmdSetDrawColor(SDL_Renderer *renderer, SDL_Color *col)
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{
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const Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
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const Uint32 color = ((col->a << 24) | (col->r << 16) | (col->g << 8) | col->b);
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int retval = 0;
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if (!renderer->color_queued || (color != renderer->last_queued_color)) {
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@ -406,10 +406,10 @@ QueueCmdSetDrawColor(SDL_Renderer *renderer, const Uint8 r, const Uint8 g, const
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if (cmd != NULL) {
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cmd->command = SDL_RENDERCMD_SETDRAWCOLOR;
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cmd->data.color.first = 0; /* render backend will fill this in. */
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cmd->data.color.r = r;
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cmd->data.color.g = g;
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cmd->data.color.b = b;
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cmd->data.color.a = a;
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cmd->data.color.r = col->r;
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cmd->data.color.g = col->g;
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cmd->data.color.b = col->b;
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cmd->data.color.a = col->a;
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retval = renderer->QueueSetDrawColor(renderer, cmd);
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if (retval < 0) {
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cmd->command = SDL_RENDERCMD_NO_OP;
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@ -432,17 +432,33 @@ QueueCmdClear(SDL_Renderer *renderer)
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cmd->command = SDL_RENDERCMD_CLEAR;
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cmd->data.color.first = 0;
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cmd->data.color.r = renderer->r;
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cmd->data.color.g = renderer->g;
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cmd->data.color.b = renderer->b;
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cmd->data.color.a = renderer->a;
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cmd->data.color.r = renderer->color.r;
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cmd->data.color.g = renderer->color.g;
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cmd->data.color.b = renderer->color.b;
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cmd->data.color.a = renderer->color.a;
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return 0;
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}
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static int
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PrepQueueCmdDraw(SDL_Renderer *renderer, const Uint8 r, const Uint8 g, const Uint8 b, const Uint8 a)
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static SDL_RenderCommand *
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PrepQueueCmdDraw(SDL_Renderer *renderer, const SDL_RenderCommandType cmdtype, SDL_Texture *texture)
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{
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int retval = QueueCmdSetDrawColor(renderer, r, g, b, a);
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SDL_RenderCommand *cmd = NULL;
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int retval = 0;
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SDL_Color *color;
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SDL_BlendMode blendMode;
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if (texture) {
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color = &texture->color;
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blendMode = texture->blendMode;
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} else {
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color = &renderer->color;
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blendMode = renderer->blendMode;
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}
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if (cmdtype != SDL_RENDERCMD_GEOMETRY) {
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/* !!! FIXME: drop this draw if viewport w or h is zero. */
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retval = QueueCmdSetDrawColor(renderer, color);
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}
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/* Set the viewport and clip rect directly before draws, so the backends
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* don't have to worry about that state not being valid at draw time. */
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@ -452,26 +468,19 @@ PrepQueueCmdDraw(SDL_Renderer *renderer, const Uint8 r, const Uint8 g, const Uin
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if (retval == 0 && !renderer->cliprect_queued) {
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retval = QueueCmdSetClipRect(renderer);
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}
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return retval;
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}
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static SDL_RenderCommand *
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PrepQueueCmdDrawSolid(SDL_Renderer *renderer, const SDL_RenderCommandType cmdtype)
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{
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/* !!! FIXME: drop this draw if viewport w or h is zero. */
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SDL_RenderCommand *cmd = NULL;
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if (PrepQueueCmdDraw(renderer, renderer->r, renderer->g, renderer->b, renderer->a) == 0) {
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if (retval == 0) {
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cmd = AllocateRenderCommand(renderer);
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if (cmd != NULL) {
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cmd->command = cmdtype;
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cmd->data.draw.first = 0; /* render backend will fill this in. */
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cmd->data.draw.count = 0; /* render backend will fill this in. */
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cmd->data.draw.r = renderer->r;
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cmd->data.draw.g = renderer->g;
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cmd->data.draw.b = renderer->b;
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cmd->data.draw.a = renderer->a;
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cmd->data.draw.blend = renderer->blendMode;
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cmd->data.draw.texture = NULL; /* no texture. */
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cmd->data.draw.r = color->r;
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cmd->data.draw.g = color->g;
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cmd->data.draw.b = color->b;
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cmd->data.draw.a = color->a;
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cmd->data.draw.blend = blendMode;
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cmd->data.draw.texture = texture;
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}
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}
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return cmd;
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@ -480,7 +489,7 @@ PrepQueueCmdDrawSolid(SDL_Renderer *renderer, const SDL_RenderCommandType cmdtyp
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static int
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QueueCmdDrawPoints(SDL_Renderer *renderer, const SDL_FPoint * points, const int count)
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{
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SDL_RenderCommand *cmd = PrepQueueCmdDrawSolid(renderer, SDL_RENDERCMD_DRAW_POINTS);
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SDL_RenderCommand *cmd = PrepQueueCmdDraw(renderer, SDL_RENDERCMD_DRAW_POINTS, NULL);
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int retval = -1;
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if (cmd != NULL) {
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retval = renderer->QueueDrawPoints(renderer, cmd, points, count);
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@ -494,7 +503,7 @@ QueueCmdDrawPoints(SDL_Renderer *renderer, const SDL_FPoint * points, const int
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static int
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QueueCmdDrawLines(SDL_Renderer *renderer, const SDL_FPoint * points, const int count)
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{
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SDL_RenderCommand *cmd = PrepQueueCmdDrawSolid(renderer, SDL_RENDERCMD_DRAW_LINES);
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SDL_RenderCommand *cmd = PrepQueueCmdDraw(renderer, SDL_RENDERCMD_DRAW_LINES, NULL);
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int retval = -1;
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if (cmd != NULL) {
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retval = renderer->QueueDrawLines(renderer, cmd, points, count);
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@ -512,7 +521,7 @@ QueueCmdFillRects(SDL_Renderer *renderer, const SDL_FRect * rects, const int cou
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int retval = -1;
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int use_geometry = renderer->QueueGeometry && ! (renderer->info.flags & SDL_RENDERER_SOFTWARE);
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cmd = PrepQueueCmdDrawSolid(renderer, (use_geometry ? SDL_RENDERCMD_GEOMETRY : SDL_RENDERCMD_FILL_RECTS));
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cmd = PrepQueueCmdDraw(renderer, (use_geometry ? SDL_RENDERCMD_GEOMETRY : SDL_RENDERCMD_FILL_RECTS), NULL);
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if (cmd != NULL) {
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if (use_geometry) {
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@ -525,16 +534,12 @@ QueueCmdFillRects(SDL_Renderer *renderer, const SDL_FRect * rects, const int cou
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int i;
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float *ptr_xy = xy;
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int *ptr_indices = indices;
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SDL_Color col;
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const int xy_stride = 2 * sizeof (float);
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const int color_stride = 0;
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const int num_vertices = 4 * count;
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const int num_indices = 6 * count;
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const int size_indices = 4;
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int cur_indice = 0;
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SDL_GetRenderDrawColor(renderer, &col.r, &col.g, &col.b, &col.a);
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for (i = 0; i < count; ++i) {
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float minx, miny, maxx, maxy;
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@ -562,7 +567,7 @@ QueueCmdFillRects(SDL_Renderer *renderer, const SDL_FRect * rects, const int cou
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}
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retval = renderer->QueueGeometry(renderer, cmd, NULL,
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xy, xy_stride, &col, color_stride, NULL, 0,
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xy, xy_stride, (int *) &renderer->color, 0 /* color_stride */, NULL, 0,
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num_vertices, indices, num_indices, size_indices,
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1.0f, 1.0f);
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@ -583,32 +588,10 @@ QueueCmdFillRects(SDL_Renderer *renderer, const SDL_FRect * rects, const int cou
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return retval;
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}
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static SDL_RenderCommand *
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PrepQueueCmdDrawTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_RenderCommandType cmdtype)
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{
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/* !!! FIXME: drop this draw if viewport w or h is zero. */
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SDL_RenderCommand *cmd = NULL;
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if (PrepQueueCmdDraw(renderer, texture->r, texture->g, texture->b, texture->a) == 0) {
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cmd = AllocateRenderCommand(renderer);
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if (cmd != NULL) {
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cmd->command = cmdtype;
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cmd->data.draw.first = 0; /* render backend will fill this in. */
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cmd->data.draw.count = 0; /* render backend will fill this in. */
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cmd->data.draw.r = texture->r;
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cmd->data.draw.g = texture->g;
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cmd->data.draw.b = texture->b;
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cmd->data.draw.a = texture->a;
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cmd->data.draw.blend = texture->blendMode;
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cmd->data.draw.texture = texture;
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}
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}
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return cmd;
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}
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static int
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QueueCmdCopy(SDL_Renderer *renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_FRect * dstrect)
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{
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SDL_RenderCommand *cmd = PrepQueueCmdDrawTexture(renderer, texture, SDL_RENDERCMD_COPY);
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SDL_RenderCommand *cmd = PrepQueueCmdDraw(renderer, SDL_RENDERCMD_COPY, texture);
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int retval = -1;
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if (cmd != NULL) {
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retval = renderer->QueueCopy(renderer, cmd, texture, srcrect, dstrect);
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@ -624,7 +607,7 @@ QueueCmdCopyEx(SDL_Renderer *renderer, SDL_Texture * texture,
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const SDL_Rect * srcquad, const SDL_FRect * dstrect,
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const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
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{
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SDL_RenderCommand *cmd = PrepQueueCmdDrawTexture(renderer, texture, SDL_RENDERCMD_COPY_EX);
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SDL_RenderCommand *cmd = PrepQueueCmdDraw(renderer, SDL_RENDERCMD_COPY_EX, texture);
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int retval = -1;
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SDL_assert(renderer->QueueCopyEx != NULL); /* should have caught at higher level. */
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if (cmd != NULL) {
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@ -647,11 +630,7 @@ QueueCmdGeometry(SDL_Renderer *renderer, SDL_Texture *texture,
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{
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SDL_RenderCommand *cmd;
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int retval = -1;
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if (texture) {
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cmd = PrepQueueCmdDrawTexture(renderer, texture, SDL_RENDERCMD_GEOMETRY);
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} else {
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cmd = PrepQueueCmdDrawSolid(renderer, SDL_RENDERCMD_GEOMETRY);
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}
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cmd = PrepQueueCmdDraw(renderer, SDL_RENDERCMD_GEOMETRY, texture);
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if (cmd != NULL) {
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retval = renderer->QueueGeometry(renderer, cmd, texture,
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xy, xy_stride, color, color_stride, uv, uv_stride,
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@ -1232,10 +1211,10 @@ SDL_CreateTexture(SDL_Renderer * renderer, Uint32 format, int access, int w, int
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texture->access = access;
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texture->w = w;
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texture->h = h;
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texture->r = 255;
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texture->g = 255;
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texture->b = 255;
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texture->a = 255;
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texture->color.r = 255;
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texture->color.g = 255;
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texture->color.b = 255;
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texture->color.a = 255;
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texture->scaleMode = SDL_GetScaleMode();
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texture->renderer = renderer;
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texture->next = renderer->textures;
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@ -1490,9 +1469,9 @@ SDL_SetTextureColorMod(SDL_Texture * texture, Uint8 r, Uint8 g, Uint8 b)
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} else {
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texture->modMode &= ~SDL_TEXTUREMODULATE_COLOR;
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}
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texture->r = r;
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texture->g = g;
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texture->b = b;
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texture->color.r = r;
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texture->color.g = g;
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texture->color.b = b;
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if (texture->native) {
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return SDL_SetTextureColorMod(texture->native, r, g, b);
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}
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@ -1506,13 +1485,13 @@ SDL_GetTextureColorMod(SDL_Texture * texture, Uint8 * r, Uint8 * g,
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CHECK_TEXTURE_MAGIC(texture, -1);
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if (r) {
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*r = texture->r;
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*r = texture->color.r;
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}
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if (g) {
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*g = texture->g;
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*g = texture->color.g;
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}
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if (b) {
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*b = texture->b;
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*b = texture->color.b;
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}
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return 0;
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}
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@ -1527,7 +1506,7 @@ SDL_SetTextureAlphaMod(SDL_Texture * texture, Uint8 alpha)
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} else {
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texture->modMode &= ~SDL_TEXTUREMODULATE_ALPHA;
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}
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texture->a = alpha;
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texture->color.a = alpha;
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if (texture->native) {
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return SDL_SetTextureAlphaMod(texture->native, alpha);
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}
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@ -1540,7 +1519,7 @@ SDL_GetTextureAlphaMod(SDL_Texture * texture, Uint8 * alpha)
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CHECK_TEXTURE_MAGIC(texture, -1);
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if (alpha) {
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*alpha = texture->a;
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*alpha = texture->color.a;
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}
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return 0;
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}
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@ -2519,10 +2498,10 @@ SDL_SetRenderDrawColor(SDL_Renderer * renderer,
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{
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CHECK_RENDERER_MAGIC(renderer, -1);
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renderer->r = r;
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renderer->g = g;
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renderer->b = b;
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renderer->a = a;
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renderer->color.r = r;
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renderer->color.g = g;
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renderer->color.b = b;
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renderer->color.a = a;
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return 0;
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}
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@ -2533,16 +2512,16 @@ SDL_GetRenderDrawColor(SDL_Renderer * renderer,
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CHECK_RENDERER_MAGIC(renderer, -1);
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if (r) {
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*r = renderer->r;
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*r = renderer->color.r;
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}
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if (g) {
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*g = renderer->g;
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*g = renderer->color.g;
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}
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if (b) {
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*b = renderer->b;
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*b = renderer->color.b;
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}
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if (a) {
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*a = renderer->a;
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*a = renderer->color.a;
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}
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return 0;
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}
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@ -3312,8 +3291,6 @@ SDL_RenderCopyF(SDL_Renderer * renderer, SDL_Texture * texture,
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if (renderer->QueueGeometry && renderer->QueueCopy == NULL) {
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float xy[8];
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const int xy_stride = 2 * sizeof (float);
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SDL_Color color;
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const int color_stride = 0;
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float uv[8];
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const int uv_stride = 2 * sizeof (float);
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const int num_vertices = 4;
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@ -3323,9 +3300,6 @@ SDL_RenderCopyF(SDL_Renderer * renderer, SDL_Texture * texture,
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float minu, minv, maxu, maxv;
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float minx, miny, maxx, maxy;
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SDL_GetTextureColorMod(texture, &color.r, &color.g, &color.b);
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SDL_GetTextureAlphaMod(texture, &color.a);
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minu = (float) (real_srcrect.x) / (float) texture->w;
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minv = (float) (real_srcrect.y) / (float) texture->h;
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maxu = (float) (real_srcrect.x + real_srcrect.w) / (float) texture->w;
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@ -3355,7 +3329,7 @@ SDL_RenderCopyF(SDL_Renderer * renderer, SDL_Texture * texture,
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xy[7] = maxy;
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retval = QueueCmdGeometry(renderer, texture,
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xy, xy_stride, (int *)&color, color_stride, uv, uv_stride,
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xy, xy_stride, (int *)&texture->color, 0 /* color_stride */, uv, uv_stride,
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num_vertices,
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indices, num_indices, size_indices,
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renderer->scale.x, renderer->scale.y);
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@ -3462,8 +3436,6 @@ SDL_RenderCopyExF(SDL_Renderer * renderer, SDL_Texture * texture,
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if (renderer->QueueGeometry && renderer->QueueCopyEx == NULL) {
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float xy[8];
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const int xy_stride = 2 * sizeof (float);
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SDL_Color color;
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const int color_stride = 0;
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float uv[8];
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const int uv_stride = 2 * sizeof (float);
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const int num_vertices = 4;
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@ -3481,9 +3453,6 @@ SDL_RenderCopyExF(SDL_Renderer * renderer, SDL_Texture * texture,
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const float s = SDL_sin(radian_angle);
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const float c = SDL_cos(radian_angle);
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SDL_GetTextureColorMod(texture, &color.r, &color.g, &color.b);
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SDL_GetTextureAlphaMod(texture, &color.a);
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minu = (float) (real_srcrect.x) / (float) texture->w;
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minv = (float) (real_srcrect.y) / (float) texture->h;
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maxu = (float) (real_srcrect.x + real_srcrect.w) / (float) texture->w;
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@ -3542,7 +3511,7 @@ SDL_RenderCopyExF(SDL_Renderer * renderer, SDL_Texture * texture,
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xy[7] = (s_minx + c_maxy) + centery;
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retval = QueueCmdGeometry(renderer, texture,
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xy, xy_stride, (int *)&color, color_stride, uv, uv_stride,
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xy, xy_stride, (int *)&texture->color, 0 /* color_stride */, uv, uv_stride,
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num_vertices,
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indices, num_indices, size_indices,
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renderer->scale.x, renderer->scale.y);
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@ -43,7 +43,7 @@ struct SDL_Texture
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int modMode; /**< The texture modulation mode */
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SDL_BlendMode blendMode; /**< The texture blend mode */
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SDL_ScaleMode scaleMode; /**< The texture scale mode */
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Uint8 r, g, b, a; /**< Texture modulation values */
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SDL_Color color; /**< Texture modulation values */
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SDL_Renderer *renderer;
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@ -216,7 +216,7 @@ struct SDL_Renderer
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SDL_Texture *target;
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SDL_mutex *target_mutex;
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Uint8 r, g, b, a; /**< Color for drawing operations values */
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SDL_Color color; /**< Color for drawing operations values */
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SDL_BlendMode blendMode; /**< The drawing blend mode */
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SDL_bool always_batch;
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@ -1032,7 +1032,6 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
|
|||
const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
|
||||
const int vboidx = data->current_vertex_buffer;
|
||||
const GLuint vbo = data->vertex_buffers[vboidx];
|
||||
size_t i;
|
||||
|
||||
if (GLES2_ActivateRenderer(renderer) < 0) {
|
||||
return -1;
|
||||
|
@ -1142,10 +1141,7 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
|
|||
while (nextcmd != NULL) {
|
||||
const SDL_RenderCommandType nextcmdtype = nextcmd->command;
|
||||
if (nextcmdtype != thiscmdtype) {
|
||||
/* SETDRAWCOLOR commands are safe because copy color is set in the vbo per-vertex. */
|
||||
if ((nextcmdtype != SDL_RENDERCMD_SETDRAWCOLOR) && (nextcmdtype != SDL_RENDERCMD_NO_OP)) {
|
||||
break; /* can't go any further on this draw call, different render command up next. */
|
||||
}
|
||||
break; /* can't go any further on this draw call, different render command up next. */
|
||||
} else if (nextcmd->data.draw.texture != thistexture || nextcmd->data.draw.blend != thisblend) {
|
||||
break; /* can't go any further on this draw call, different texture/blendmode copy up next. */
|
||||
} else {
|
||||
|
|
|
@ -117,9 +117,8 @@ SW_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
|||
texture->driverdata =
|
||||
SDL_CreateRGBSurface(0, texture->w, texture->h, bpp, Rmask, Gmask,
|
||||
Bmask, Amask);
|
||||
SDL_SetSurfaceColorMod(texture->driverdata, texture->r, texture->g,
|
||||
texture->b);
|
||||
SDL_SetSurfaceAlphaMod(texture->driverdata, texture->a);
|
||||
SDL_SetSurfaceColorMod(texture->driverdata, texture->color.r, texture->color.g, texture->color.b);
|
||||
SDL_SetSurfaceAlphaMod(texture->driverdata, texture->color.a);
|
||||
SDL_SetSurfaceBlendMode(texture->driverdata, texture->blendMode);
|
||||
|
||||
/* Only RLE encode textures without an alpha channel since the RLE coder
|
||||
|
|
Loading…
Reference in New Issue