GLES2 backend: cast with SDL_Vertex and SDL_VertexSolid

This commit is contained in:
Sylvain 2021-12-16 10:52:36 +01:00 committed by Sam Lantinga
parent 4c9966eed6
commit 50d49c63ed
2 changed files with 101 additions and 50 deletions

View File

@ -107,6 +107,13 @@ typedef struct SDL_RenderCommand
} SDL_RenderCommand;
typedef struct SDL_VertexSolid
{
SDL_FPoint position;
SDL_Color color;
} SDL_VertexSolid;
/* Define the SDL renderer structure */
struct SDL_Renderer
{

View File

@ -663,8 +663,7 @@ static int
GLES2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
const size_t vertlen = (2 * sizeof (float) + sizeof (int)) * count;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
SDL_VertexSolid *verts = (SDL_VertexSolid *) SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first);
int i;
SDL_Color color;
color.r = cmd->data.draw.r;
@ -684,9 +683,10 @@ GLES2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL
cmd->data.draw.count = count;
for (i = 0; i < count; i++) {
*(verts++) = 0.5f + points[i].x;
*(verts++) = 0.5f + points[i].y;
*((SDL_Color *)verts++) = color;
verts->position.y = 0.5f + points[i].x;
verts->position.x = 0.5f + points[i].y;
verts->color = color;
verts++;
}
return 0;
@ -698,8 +698,7 @@ GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
int i;
GLfloat prevx, prevy;
const size_t vertlen = ((2 * sizeof (float)) + sizeof (int)) * count;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
SDL_VertexSolid *verts = (SDL_VertexSolid *) SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first);
SDL_Color color;
color.r = cmd->data.draw.r;
color.g = cmd->data.draw.g;
@ -721,9 +720,10 @@ GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
/* 0.5f offset to hit the center of the pixel. */
prevx = 0.5f + points->x;
prevy = 0.5f + points->y;
*(verts++) = prevx;
*(verts++) = prevy;
*((SDL_Color*)verts++) = color;
verts->position.x = prevx;
verts->position.y = prevy;
verts->color = color;
verts++;
/* bump the end of each line segment out a quarter of a pixel, to provoke
the diamond-exit rule. Without this, you won't just drop the last
@ -740,9 +740,10 @@ GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
const GLfloat angle = SDL_atan2f(deltay, deltax);
prevx = xend + (SDL_cosf(angle) * 0.25f);
prevy = yend + (SDL_sinf(angle) * 0.25f);
*(verts++) = prevx;
*(verts++) = prevy;
*((SDL_Color*)verts++) = color;
verts->position.x = prevx;
verts->position.y = prevy;
verts->color = color;
verts++;
}
return 0;
@ -757,48 +758,85 @@ GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
int i;
const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
int count = indices ? num_indices : num_vertices;
const size_t vertlen = (2 * sizeof (float) + sizeof (int) + (texture ? 2 : 0) * sizeof (float)) * count;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
if (!verts) {
return -1;
}
cmd->data.draw.count = count;
size_indices = indices ? size_indices : 0;
for (i = 0; i < count; i++) {
int j;
float *xy_;
SDL_Color col_;
if (size_indices == 4) {
j = ((const Uint32 *)indices)[i];
} else if (size_indices == 2) {
j = ((const Uint16 *)indices)[i];
} else if (size_indices == 1) {
j = ((const Uint8 *)indices)[i];
} else {
j = i;
if (texture) {
SDL_Vertex *verts = (SDL_Vertex *) SDL_AllocateRenderVertices(renderer, count * sizeof (*verts), 0, &cmd->data.draw.first);
if (!verts) {
return -1;
}
xy_ = (float *)((char*)xy + j * xy_stride);
col_ = *(SDL_Color *)((char*)color + j * color_stride);
for (i = 0; i < count; i++) {
int j;
float *xy_;
SDL_Color col_;
float *uv_;
if (size_indices == 4) {
j = ((const Uint32 *)indices)[i];
} else if (size_indices == 2) {
j = ((const Uint16 *)indices)[i];
} else if (size_indices == 1) {
j = ((const Uint8 *)indices)[i];
} else {
j = i;
}
*(verts++) = xy_[0] * scale_x;
*(verts++) = xy_[1] * scale_y;
xy_ = (float *)((char*)xy + j * xy_stride);
col_ = *(SDL_Color *)((char*)color + j * color_stride);
uv_ = (float *)((char*)uv + j * uv_stride);
if (colorswap) {
Uint8 r = col_.r;
col_.r = col_.b;
col_.b = r;
verts->position.x = xy_[0] * scale_x;
verts->position.y = xy_[1] * scale_y;
if (colorswap) {
Uint8 r = col_.r;
col_.r = col_.b;
col_.b = r;
}
verts->color = col_;
verts->tex_coord.x = uv_[0];
verts->tex_coord.y = uv_[1];
verts++;
}
*((SDL_Color *)verts++) = col_;
} else {
SDL_VertexSolid *verts = (SDL_VertexSolid *) SDL_AllocateRenderVertices(renderer, count * sizeof (*verts), 0, &cmd->data.draw.first);
if (!verts) {
return -1;
}
if (texture) {
float *uv_ = (float *)((char*)uv + j * uv_stride);
*(verts++) = uv_[0];
*(verts++) = uv_[1];
for (i = 0; i < count; i++) {
int j;
float *xy_;
SDL_Color col_;
if (size_indices == 4) {
j = ((const Uint32 *)indices)[i];
} else if (size_indices == 2) {
j = ((const Uint16 *)indices)[i];
} else if (size_indices == 1) {
j = ((const Uint8 *)indices)[i];
} else {
j = i;
}
xy_ = (float *)((char*)xy + j * xy_stride);
col_ = *(SDL_Color *)((char*)color + j * color_stride);
verts->position.x = xy_[0] * scale_x;
verts->position.y = xy_[1] * scale_y;
if (colorswap) {
Uint8 r = col_.r;
col_.r = col_.b;
col_.b = r;
}
verts->color = col_;
verts++;
}
}
@ -811,7 +849,7 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
SDL_Texture *texture = cmd->data.draw.texture;
const SDL_BlendMode blend = cmd->data.draw.blend;
GLES2_ProgramCacheEntry *program;
int stride = sizeof (GLfloat) * 2 /* position */ + sizeof (int) /* color */;
int stride;
SDL_assert((texture != NULL) == (imgsrc != GLES2_IMAGESOURCE_SOLID));
@ -882,11 +920,14 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
}
if (texture) {
stride += sizeof (GLfloat) * 2; /* tex coord */
stride = sizeof(SDL_Vertex);
} else {
stride = sizeof(SDL_VertexSolid);
}
if (texture) {
data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) (uintptr_t) (cmd->data.draw.first + sizeof (GLfloat) * (2 + 1)));
SDL_Vertex *verts = (SDL_Vertex *) (cmd->data.draw.first);
data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *)&verts->tex_coord);
}
if (GLES2_SelectProgram(data, imgsrc, texture ? texture->w : 0, texture ? texture->h : 0) < 0) {
@ -918,8 +959,11 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
}
/* all drawing commands use this */
data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) (uintptr_t) cmd->data.draw.first);
data->glVertexAttribPointer(GLES2_ATTRIBUTE_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE /* Normalized */, stride, (const GLvoid *) (uintptr_t) (cmd->data.draw.first + sizeof (GLfloat) * 2));
{
SDL_VertexSolid *verts = (SDL_VertexSolid *) (cmd->data.draw.first);
data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) &verts->position);
data->glVertexAttribPointer(GLES2_ATTRIBUTE_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE /* Normalized */, stride, (const GLvoid *) &verts->color);
}
return 0;
}
@ -1206,7 +1250,7 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
if (ret == 0) {
int op = GL_TRIANGLES; /* SDL_RENDERCMD_GEOMETRY */
if (thiscmdtype == SDL_RENDERCMD_DRAW_POINTS) {
op = GL_POINTS;
op = GL_POINTS;
}
data->glDrawArrays(op, 0, (GLsizei) count);
}