PSP renderer: use colors from 'draw' union (very likely, but un-tested)

This commit is contained in:
Sylvain Becker 2018-12-29 17:59:34 +01:00
parent ebd9efb361
commit 9cdd0dd996
1 changed files with 12 additions and 12 deletions

View File

@ -741,10 +741,10 @@ PSP_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
case SDL_RENDERCMD_DRAW_POINTS: { case SDL_RENDERCMD_DRAW_POINTS: {
const size_t count = cmd->data.draw.count; const size_t count = cmd->data.draw.count;
const VertV *verts = (VertV *) (gpumem + cmd->data.draw.first); const VertV *verts = (VertV *) (gpumem + cmd->data.draw.first);
const Uint8 r = cmd->data.color.r; const Uint8 r = cmd->data.draw.r;
const Uint8 g = cmd->data.color.g; const Uint8 g = cmd->data.draw.g;
const Uint8 b = cmd->data.color.b; const Uint8 b = cmd->data.draw.b;
const Uint8 a = cmd->data.color.a; const Uint8 a = cmd->data.draw.a;
const Uint32 color = ((a << 24) | (b << 16) | (g << 8) | r); const Uint32 color = ((a << 24) | (b << 16) | (g << 8) | r);
/* !!! FIXME: we could cache draw state like color, texturing, etc */ /* !!! FIXME: we could cache draw state like color, texturing, etc */
sceGuColor(color); sceGuColor(color);
@ -759,10 +759,10 @@ PSP_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
case SDL_RENDERCMD_DRAW_LINES: { case SDL_RENDERCMD_DRAW_LINES: {
const size_t count = cmd->data.draw.count; const size_t count = cmd->data.draw.count;
const VertV *verts = (VertV *) (gpumem + cmd->data.draw.first); const VertV *verts = (VertV *) (gpumem + cmd->data.draw.first);
const Uint8 r = cmd->data.color.r; const Uint8 r = cmd->data.draw.r;
const Uint8 g = cmd->data.color.g; const Uint8 g = cmd->data.draw.g;
const Uint8 b = cmd->data.color.b; const Uint8 b = cmd->data.draw.b;
const Uint8 a = cmd->data.color.a; const Uint8 a = cmd->data.draw.a;
const Uint32 color = ((a << 24) | (b << 16) | (g << 8) | r); const Uint32 color = ((a << 24) | (b << 16) | (g << 8) | r);
/* !!! FIXME: we could cache draw state like color, texturing, etc */ /* !!! FIXME: we could cache draw state like color, texturing, etc */
sceGuColor(color); sceGuColor(color);
@ -777,10 +777,10 @@ PSP_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
case SDL_RENDERCMD_FILL_RECTS: { case SDL_RENDERCMD_FILL_RECTS: {
const size_t count = cmd->data.draw.count; const size_t count = cmd->data.draw.count;
const VertV *verts = (VertV *) (gpumem + cmd->data.draw.first); const VertV *verts = (VertV *) (gpumem + cmd->data.draw.first);
const Uint8 r = cmd->data.color.r; const Uint8 r = cmd->data.draw.r;
const Uint8 g = cmd->data.color.g; const Uint8 g = cmd->data.draw.g;
const Uint8 b = cmd->data.color.b; const Uint8 b = cmd->data.draw.b;
const Uint8 a = cmd->data.color.a; const Uint8 a = cmd->data.draw.a;
const Uint32 color = ((a << 24) | (b << 16) | (g << 8) | r); const Uint32 color = ((a << 24) | (b << 16) | (g << 8) | r);
/* !!! FIXME: we could cache draw state like color, texturing, etc */ /* !!! FIXME: we could cache draw state like color, texturing, etc */
sceGuColor(color); sceGuColor(color);