diff --git a/src/render/direct3d/SDL_render_d3d.c b/src/render/direct3d/SDL_render_d3d.c index 00a025529..6fea41ceb 100644 --- a/src/render/direct3d/SDL_render_d3d.c +++ b/src/render/direct3d/SDL_render_d3d.c @@ -51,7 +51,6 @@ typedef struct SDL_bool cliprect_enabled_dirty; SDL_Rect cliprect; SDL_bool cliprect_dirty; - SDL_bool is_copy_ex; LPDIRECT3DPIXELSHADER9 shader; } D3D_DrawStateCache; @@ -878,149 +877,6 @@ D3D_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FR return 0; } -static int -D3D_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture, - const SDL_Rect * srcrect, const SDL_FRect * dstrect) -{ - const DWORD color = D3DCOLOR_ARGB(cmd->data.draw.a, cmd->data.draw.r, cmd->data.draw.g, cmd->data.draw.b); - float minx, miny, maxx, maxy; - float minu, maxu, minv, maxv; - const size_t vertslen = sizeof (Vertex) * 4; - Vertex *verts = (Vertex *) SDL_AllocateRenderVertices(renderer, vertslen, 0, &cmd->data.draw.first); - - if (!verts) { - return -1; - } - - cmd->data.draw.count = 1; - - minx = dstrect->x - 0.5f; - miny = dstrect->y - 0.5f; - maxx = dstrect->x + dstrect->w - 0.5f; - maxy = dstrect->y + dstrect->h - 0.5f; - - minu = (float) srcrect->x / texture->w; - maxu = (float) (srcrect->x + srcrect->w) / texture->w; - minv = (float) srcrect->y / texture->h; - maxv = (float) (srcrect->y + srcrect->h) / texture->h; - - verts->x = minx; - verts->y = miny; - verts->z = 0.0f; - verts->color = color; - verts->u = minu; - verts->v = minv; - verts++; - - verts->x = maxx; - verts->y = miny; - verts->z = 0.0f; - verts->color = color; - verts->u = maxu; - verts->v = minv; - verts++; - - verts->x = maxx; - verts->y = maxy; - verts->z = 0.0f; - verts->color = color; - verts->u = maxu; - verts->v = maxv; - verts++; - - verts->x = minx; - verts->y = maxy; - verts->z = 0.0f; - verts->color = color; - verts->u = minu; - verts->v = maxv; - verts++; - - return 0; -} - -static int -D3D_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture, - const SDL_Rect * srcquad, const SDL_FRect * dstrect, - const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip) -{ - const DWORD color = D3DCOLOR_ARGB(cmd->data.draw.a, cmd->data.draw.r, cmd->data.draw.g, cmd->data.draw.b); - float minx, miny, maxx, maxy; - float minu, maxu, minv, maxv; - const size_t vertslen = sizeof (Vertex) * 5; - Vertex *verts = (Vertex *) SDL_AllocateRenderVertices(renderer, vertslen, 0, &cmd->data.draw.first); - - if (!verts) { - return -1; - } - - cmd->data.draw.count = 1; - - minx = -center->x; - maxx = dstrect->w - center->x; - miny = -center->y; - maxy = dstrect->h - center->y; - - if (flip & SDL_FLIP_HORIZONTAL) { - minu = (float) (srcquad->x + srcquad->w) / texture->w; - maxu = (float) srcquad->x / texture->w; - } else { - minu = (float) srcquad->x / texture->w; - maxu = (float) (srcquad->x + srcquad->w) / texture->w; - } - - if (flip & SDL_FLIP_VERTICAL) { - minv = (float) (srcquad->y + srcquad->h) / texture->h; - maxv = (float) srcquad->y / texture->h; - } else { - minv = (float) srcquad->y / texture->h; - maxv = (float) (srcquad->y + srcquad->h) / texture->h; - } - - verts->x = minx; - verts->y = miny; - verts->z = 0.0f; - verts->color = color; - verts->u = minu; - verts->v = minv; - verts++; - - verts->x = maxx; - verts->y = miny; - verts->z = 0.0f; - verts->color = color; - verts->u = maxu; - verts->v = minv; - verts++; - - verts->x = maxx; - verts->y = maxy; - verts->z = 0.0f; - verts->color = color; - verts->u = maxu; - verts->v = maxv; - verts++; - - verts->x = minx; - verts->y = maxy; - verts->z = 0.0f; - verts->color = color; - verts->u = minu; - verts->v = maxv; - verts++; - - verts->x = dstrect->x + center->x - 0.5f; /* X translation */ - verts->y = dstrect->y + center->y - 0.5f; /* Y translation */ - verts->z = (float)(M_PI * (float) angle / 180.0f); /* rotation */ - verts->color = 0; - verts->u = 0.0f; - verts->v = 0.0f; - verts++; - - return 0; -} - -#if SDL_HAVE_RENDER_GEOMETRY static int D3D_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride, @@ -1073,7 +929,6 @@ D3D_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *t } return 0; } -#endif static int UpdateDirtyTexture(IDirect3DDevice9 *device, D3D_TextureRep *texture) @@ -1174,8 +1029,6 @@ SetupTextureState(D3D_RenderData *data, SDL_Texture * texture, LPDIRECT3DPIXELSH static int SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd) { - const SDL_bool was_copy_ex = data->drawstate.is_copy_ex; - const SDL_bool is_copy_ex = (cmd->command == SDL_RENDERCMD_COPY_EX); SDL_Texture *texture = cmd->data.draw.texture; const SDL_BlendMode blend = cmd->data.draw.blend; @@ -1234,14 +1087,6 @@ SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd) data->drawstate.blend = blend; } - if (is_copy_ex != was_copy_ex) { - if (!is_copy_ex) { /* SDL_RENDERCMD_COPY_EX will set this, we only want to reset it here if necessary. */ - const Float4X4 d3dmatrix = MatrixIdentity(); - IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*) &d3dmatrix); - } - data->drawstate.is_copy_ex = is_copy_ex; - } - if (data->drawstate.viewport_dirty) { const SDL_Rect *viewport = &data->drawstate.viewport; const D3DVIEWPORT9 d3dviewport = { viewport->x, viewport->y, viewport->w, viewport->h, 0.0f, 1.0f }; @@ -1450,46 +1295,13 @@ D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti break; } - case SDL_RENDERCMD_COPY: { - const size_t count = cmd->data.draw.count; - const size_t first = cmd->data.draw.first; - SetDrawState(data, cmd); - if (vbo) { - size_t offset = 0; - for (i = 0; i < count; ++i, offset += 4) { - IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_TRIANGLEFAN, (UINT) ((first / sizeof (Vertex)) + offset), 2); - } - } else { - const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first); - for (i = 0; i < count; ++i, verts += 4) { - IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2, verts, sizeof (Vertex)); - } - } + case SDL_RENDERCMD_COPY: /* unused */ break; - } - case SDL_RENDERCMD_COPY_EX: { - const size_t first = cmd->data.draw.first; - const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first); - const Vertex *transvert = verts + 4; - const float translatex = transvert->x; - const float translatey = transvert->y; - const float rotation = transvert->z; - const Float4X4 d3dmatrix = MatrixMultiply(MatrixRotationZ(rotation), MatrixTranslation(translatex, translatey, 0)); - SetDrawState(data, cmd); - - IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)&d3dmatrix); - - if (vbo) { - IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_TRIANGLEFAN, (UINT) (first / sizeof (Vertex)), 2); - } else { - IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2, verts, sizeof (Vertex)); - } + case SDL_RENDERCMD_COPY_EX: /* unused */ break; - } case SDL_RENDERCMD_GEOMETRY: { -#if SDL_HAVE_RENDER_GEOMETRY const size_t count = cmd->data.draw.count; const size_t first = cmd->data.draw.first; SetDrawState(data, cmd); @@ -1499,7 +1311,6 @@ D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti const Vertex* verts = (Vertex*)(((Uint8*)vertices) + first); IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLELIST, (UINT) count / 3, verts, sizeof(Vertex)); } -#endif break; } @@ -1730,7 +1541,6 @@ D3D_Reset(SDL_Renderer * renderer) data->drawstate.texture = NULL; data->drawstate.shader = NULL; data->drawstate.blend = SDL_BLENDMODE_INVALID; - data->drawstate.is_copy_ex = SDL_FALSE; IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)&d3dmatrix); /* Let the application know that render targets were reset */ @@ -1813,11 +1623,7 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags) renderer->QueueDrawPoints = D3D_QueueDrawPoints; renderer->QueueDrawLines = D3D_QueueDrawPoints; /* lines and points queue vertices the same way. */ renderer->QueueFillRects = D3D_QueueFillRects; - renderer->QueueCopy = D3D_QueueCopy; - renderer->QueueCopyEx = D3D_QueueCopyEx; -#if SDL_HAVE_RENDER_GEOMETRY renderer->QueueGeometry = D3D_QueueGeometry; -#endif renderer->RunCommandQueue = D3D_RunCommandQueue; renderer->RenderReadPixels = D3D_RenderReadPixels; renderer->RenderPresent = D3D_RenderPresent;