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