mirror of https://github.com/encounter/SDL.git
SDL_Renderer software, D3D11: don't use "renderer->viewport" in back-ends, but use the one from SETVIEWPORT cmd
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a2b13e585c
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7828362da9
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@ -700,7 +700,10 @@ D3D11_GetRotationForCurrentRenderTarget(SDL_Renderer * renderer)
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static int
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D3D11_GetViewportAlignedD3DRect(SDL_Renderer * renderer, const SDL_Rect * sdlRect, D3D11_RECT * outRect, BOOL includeViewportOffset)
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{
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D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
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const int rotation = D3D11_GetRotationForCurrentRenderTarget(renderer);
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const SDL_Rect *viewport = &data->currentViewport;
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switch (rotation) {
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case DXGI_MODE_ROTATION_IDENTITY:
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outRect->left = sdlRect->x;
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@ -708,27 +711,27 @@ D3D11_GetViewportAlignedD3DRect(SDL_Renderer * renderer, const SDL_Rect * sdlRec
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outRect->top = sdlRect->y;
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outRect->bottom = sdlRect->y + sdlRect->h;
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if (includeViewportOffset) {
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outRect->left += renderer->viewport.x;
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outRect->right += renderer->viewport.x;
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outRect->top += renderer->viewport.y;
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outRect->bottom += renderer->viewport.y;
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outRect->left += viewport->x;
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outRect->right += viewport->x;
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outRect->top += viewport->y;
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outRect->bottom += viewport->y;
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}
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break;
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case DXGI_MODE_ROTATION_ROTATE270:
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outRect->left = sdlRect->y;
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outRect->right = sdlRect->y + sdlRect->h;
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outRect->top = renderer->viewport.w - sdlRect->x - sdlRect->w;
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outRect->bottom = renderer->viewport.w - sdlRect->x;
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outRect->top = viewport->w - sdlRect->x - sdlRect->w;
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outRect->bottom = viewport->w - sdlRect->x;
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break;
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case DXGI_MODE_ROTATION_ROTATE180:
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outRect->left = renderer->viewport.w - sdlRect->x - sdlRect->w;
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outRect->right = renderer->viewport.w - sdlRect->x;
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outRect->top = renderer->viewport.h - sdlRect->y - sdlRect->h;
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outRect->bottom = renderer->viewport.h - sdlRect->y;
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outRect->left = viewport->w - sdlRect->x - sdlRect->w;
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outRect->right = viewport->w - sdlRect->x;
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outRect->top = viewport->h - sdlRect->y - sdlRect->h;
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outRect->bottom = viewport->h - sdlRect->y;
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break;
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case DXGI_MODE_ROTATION_ROTATE90:
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outRect->left = renderer->viewport.h - sdlRect->y - sdlRect->h;
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outRect->right = renderer->viewport.h - sdlRect->y;
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outRect->left = viewport->h - sdlRect->y - sdlRect->h;
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outRect->right = viewport->h - sdlRect->y;
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outRect->top = sdlRect->x;
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outRect->bottom = sdlRect->x + sdlRect->h;
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break;
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@ -214,18 +214,9 @@ SW_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FP
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cmd->data.draw.count = count;
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if (renderer->viewport.x || renderer->viewport.y) {
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const int x = renderer->viewport.x;
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const int y = renderer->viewport.y;
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for (i = 0; i < count; i++, verts++, points++) {
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verts->x = (int)(x + points->x);
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verts->y = (int)(y + points->y);
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}
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} else {
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for (i = 0; i < count; i++, verts++, points++) {
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verts->x = (int)points->x;
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verts->y = (int)points->y;
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}
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for (i = 0; i < count; i++, verts++, points++) {
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verts->x = (int)points->x;
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verts->y = (int)points->y;
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}
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return 0;
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@ -243,23 +234,11 @@ SW_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRe
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cmd->data.draw.count = count;
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if (renderer->viewport.x || renderer->viewport.y) {
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const int x = renderer->viewport.x;
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const int y = renderer->viewport.y;
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for (i = 0; i < count; i++, verts++, rects++) {
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verts->x = (int)(x + rects->x);
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verts->y = (int)(y + rects->y);
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verts->w = SDL_max((int)rects->w, 1);
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verts->h = SDL_max((int)rects->h, 1);
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}
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} else {
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for (i = 0; i < count; i++, verts++, rects++) {
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verts->x = (int)rects->x;
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verts->y = (int)rects->y;
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verts->w = SDL_max((int)rects->w, 1);
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verts->h = SDL_max((int)rects->h, 1);
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}
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for (i = 0; i < count; i++, verts++, rects++) {
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verts->x = (int)rects->x;
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verts->y = (int)rects->y;
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verts->w = SDL_max((int)rects->w, 1);
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verts->h = SDL_max((int)rects->h, 1);
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}
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return 0;
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@ -280,13 +259,8 @@ SW_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * text
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SDL_memcpy(verts, srcrect, sizeof (SDL_Rect));
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verts++;
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if (renderer->viewport.x || renderer->viewport.y) {
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verts->x = (int)(renderer->viewport.x + dstrect->x);
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verts->y = (int)(renderer->viewport.y + dstrect->y);
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} else {
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verts->x = (int)dstrect->x;
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verts->y = (int)dstrect->y;
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}
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verts->x = (int)dstrect->x;
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verts->y = (int)dstrect->y;
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verts->w = (int)dstrect->w;
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verts->h = (int)dstrect->h;
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@ -317,13 +291,8 @@ SW_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * te
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SDL_memcpy(&verts->srcrect, srcrect, sizeof (SDL_Rect));
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if (renderer->viewport.x || renderer->viewport.y) {
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verts->dstrect.x = (int)(renderer->viewport.x + dstrect->x);
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verts->dstrect.y = (int)(renderer->viewport.y + dstrect->y);
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} else {
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verts->dstrect.x = (int)dstrect->x;
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verts->dstrect.y = (int)dstrect->y;
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}
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verts->dstrect.x = (int)dstrect->x;
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verts->dstrect.y = (int)dstrect->y;
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verts->dstrect.w = (int)dstrect->w;
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verts->dstrect.h = (int)dstrect->h;
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verts->angle = angle;
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@ -618,8 +587,8 @@ SW_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
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ptr->src.x = (int)(uv_[0] * texture->w);
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ptr->src.y = (int)(uv_[1] * texture->h);
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ptr->dst.x = (int)(xy_[0] * scale_x + renderer->viewport.x);
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ptr->dst.y = (int)(xy_[1] * scale_y + renderer->viewport.y);
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ptr->dst.x = (int)(xy_[0] * scale_x);
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ptr->dst.y = (int)(xy_[1] * scale_y);
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trianglepoint_2_fixedpoint(&ptr->dst);
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ptr->color = col_;
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@ -646,8 +615,8 @@ SW_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
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xy_ = (float *)((char*)xy + j * xy_stride);
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col_ = *(SDL_Color *)((char*)color + j * color_stride);
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ptr->dst.x = (int)(xy_[0] * scale_x + renderer->viewport.x);
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ptr->dst.y = (int)(xy_[1] * scale_y + renderer->viewport.y);
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ptr->dst.x = (int)(xy_[0] * scale_x);
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ptr->dst.y = (int)(xy_[1] * scale_y);
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trianglepoint_2_fixedpoint(&ptr->dst);
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ptr->color = col_;
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@ -755,9 +724,19 @@ SW_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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const Uint8 b = cmd->data.draw.b;
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const Uint8 a = cmd->data.draw.a;
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const int count = (int) cmd->data.draw.count;
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const SDL_Point *verts = (SDL_Point *) (((Uint8 *) vertices) + cmd->data.draw.first);
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SDL_Point *verts = (SDL_Point *) (((Uint8 *) vertices) + cmd->data.draw.first);
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const SDL_BlendMode blend = cmd->data.draw.blend;
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SetDrawState(surface, &drawstate);
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/* Apply viewport */
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if (drawstate.viewport->x || drawstate.viewport->y) {
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int i;
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for (i = 0; i < count; i++) {
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verts[i].x += drawstate.viewport->x;
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verts[i].y += drawstate.viewport->y;
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}
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}
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if (blend == SDL_BLENDMODE_NONE) {
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SDL_DrawPoints(surface, verts, count, SDL_MapRGBA(surface->format, r, g, b, a));
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} else {
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@ -772,9 +751,19 @@ SW_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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const Uint8 b = cmd->data.draw.b;
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const Uint8 a = cmd->data.draw.a;
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const int count = (int) cmd->data.draw.count;
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const SDL_Point *verts = (SDL_Point *) (((Uint8 *) vertices) + cmd->data.draw.first);
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SDL_Point *verts = (SDL_Point *) (((Uint8 *) vertices) + cmd->data.draw.first);
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const SDL_BlendMode blend = cmd->data.draw.blend;
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SetDrawState(surface, &drawstate);
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/* Apply viewport */
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if (drawstate.viewport->x || drawstate.viewport->y) {
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int i;
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for (i = 0; i < count; i++) {
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verts[i].x += drawstate.viewport->x;
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verts[i].y += drawstate.viewport->y;
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}
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}
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if (blend == SDL_BLENDMODE_NONE) {
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SDL_DrawLines(surface, verts, count, SDL_MapRGBA(surface->format, r, g, b, a));
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} else {
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@ -789,9 +778,19 @@ SW_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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const Uint8 b = cmd->data.draw.b;
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const Uint8 a = cmd->data.draw.a;
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const int count = (int) cmd->data.draw.count;
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const SDL_Rect *verts = (SDL_Rect *) (((Uint8 *) vertices) + cmd->data.draw.first);
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SDL_Rect *verts = (SDL_Rect *) (((Uint8 *) vertices) + cmd->data.draw.first);
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const SDL_BlendMode blend = cmd->data.draw.blend;
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SetDrawState(surface, &drawstate);
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/* Apply viewport */
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if (drawstate.viewport->x || drawstate.viewport->y) {
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int i;
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for (i = 0; i < count; i++) {
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verts[i].x += drawstate.viewport->x;
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verts[i].y += drawstate.viewport->y;
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}
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}
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if (blend == SDL_BLENDMODE_NONE) {
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SDL_FillRects(surface, verts, count, SDL_MapRGBA(surface->format, r, g, b, a));
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} else {
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@ -811,6 +810,12 @@ SW_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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PrepTextureForCopy(cmd);
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/* Apply viewport */
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if (drawstate.viewport->x || drawstate.viewport->y) {
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dstrect->x += drawstate.viewport->x;
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dstrect->y += drawstate.viewport->y;
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}
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if ( srcrect->w == dstrect->w && srcrect->h == dstrect->h ) {
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SDL_BlitSurface(src, srcrect, surface, dstrect);
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} else {
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@ -824,9 +829,16 @@ SW_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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}
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case SDL_RENDERCMD_COPY_EX: {
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const CopyExData *copydata = (CopyExData *) (((Uint8 *) vertices) + cmd->data.draw.first);
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CopyExData *copydata = (CopyExData *) (((Uint8 *) vertices) + cmd->data.draw.first);
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SetDrawState(surface, &drawstate);
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PrepTextureForCopy(cmd);
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/* Apply viewport */
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if (drawstate.viewport->x || drawstate.viewport->y) {
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copydata->dstrect.x += drawstate.viewport->x;
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copydata->dstrect.y += drawstate.viewport->y;
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}
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SW_RenderCopyEx(renderer, surface, cmd->data.draw.texture, ©data->srcrect,
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©data->dstrect, copydata->angle, ©data->center, copydata->flip);
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break;
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@ -847,6 +859,20 @@ SW_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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GeometryCopyData *ptr = (GeometryCopyData *) verts;
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PrepTextureForCopy(cmd);
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/* Apply viewport */
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if (drawstate.viewport->x || drawstate.viewport->y) {
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int i;
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SDL_Point vp;
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vp.x = drawstate.viewport->x;
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vp.y = drawstate.viewport->y;
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trianglepoint_2_fixedpoint(&vp);
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for (i = 0; i < count; i++) {
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ptr[i].dst.x += vp.x;
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ptr[i].dst.y += vp.y;
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}
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}
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for (i = 0; i < count; i += 3, ptr += 3) {
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SDL_SW_BlitTriangle(
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src,
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}
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} else {
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GeometryFillData *ptr = (GeometryFillData *) verts;
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/* Apply viewport */
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if (drawstate.viewport->x || drawstate.viewport->y) {
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int i;
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SDL_Point vp;
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vp.x = drawstate.viewport->x;
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vp.y = drawstate.viewport->y;
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trianglepoint_2_fixedpoint(&vp);
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for (i = 0; i < count; i++) {
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ptr[i].dst.x += vp.x;
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ptr[i].dst.y += vp.y;
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}
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}
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for (i = 0; i < count; i += 3, ptr += 3) {
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SDL_SW_FillTriangle(surface, &(ptr[0].dst), &(ptr[1].dst), &(ptr[2].dst), blend, ptr[0].color, ptr[1].color, ptr[2].color);
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}
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