Update METAL backend for SDL_RenderGeometryRaw

This commit is contained in:
Sylvain Becker 2021-04-01 10:37:45 +02:00
parent 61d9e9164f
commit 9f59170743
1 changed files with 26 additions and 11 deletions
src/render/metal

View File

@ -1379,7 +1379,9 @@ METAL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
static int static int
METAL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, METAL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
SDL_Vertex *vertices, int num_vertices, int *indices, int num_indices, float scale_x, float scale_y) const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
int num_vertices, const void *indices, int num_indices, int size_indice,
float scale_x, float scale_y)
{ {
int count = indices ? num_indices : num_vertices; int count = indices ? num_indices : num_vertices;
int sz = 2 + 4 + (texture ? 2 : 0); int sz = 2 + 4 + (texture ? 2 : 0);
@ -1392,22 +1394,35 @@ METAL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
cmd->data.draw.count = count; cmd->data.draw.count = count;
for (int i = 0; i < count; i++) { for (int i = 0; i < count; i++) {
SDL_Vertex *v = &vertices[indices ? indices[i] : i]; int j;
if (size_indice == 4) {
j = ((const Uint32 *)indices)[i];
} else if (size_indice == 2) {
j = ((const Uint16 *)indices)[i];
} else if (size_indice == 1) {
j = ((const Uint8 *)indices)[i];
} else {
j = i;
}
*(verts++) = v->position.x * scale_x; float *xy_ = (float *)((char*)xy + j * xy_stride);
*(verts++) = v->position.y * scale_y; SDL_Color col_ = *(SDL_Color *)((char*)color + j * color_stride);
*(verts++) = v->color.r * inv255f; *(verts++) = xy_[0] * scale_x;
*(verts++) = v->color.g * inv255f; *(verts++) = xy_[1] * scale_y;
*(verts++) = v->color.b * inv255f;
*(verts++) = v->color.a * inv255f; *(verts++) = col_.r * inv255f;
*(verts++) = col_.g * inv255f;
*(verts++) = col_.b * inv255f;
*(verts++) = col_.a * inv255f;
if (texture) { if (texture) {
*(verts++) = v->tex_coord.x; float *uv_ = (float *)((char*)uv + j * uv_stride);
*(verts++) = v->tex_coord.y; *(verts++) = uv_[0];
*(verts++) = uv_[1];
} }
} }
return 0; return 0;
} }