diff --git a/src/render/SDL_sysrender.h b/src/render/SDL_sysrender.h index 2c49c1525..d3992dd9d 100644 --- a/src/render/SDL_sysrender.h +++ b/src/render/SDL_sysrender.h @@ -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 { diff --git a/src/render/opengles2/SDL_render_gles2.c b/src/render/opengles2/SDL_render_gles2.c index ae495033d..167d8ee6f 100644 --- a/src/render/opengles2/SDL_render_gles2.c +++ b/src/render/opengles2/SDL_render_gles2.c @@ -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); }