mirror of https://github.com/encounter/SDL.git
Direct3D: remove RenderCopy and RenderCopyEx from back-end
This commit is contained in:
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1fe7e3616b
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ab758398af
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@ -51,7 +51,6 @@ typedef struct
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SDL_bool cliprect_enabled_dirty;
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SDL_bool cliprect_enabled_dirty;
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SDL_Rect cliprect;
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SDL_Rect cliprect;
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SDL_bool cliprect_dirty;
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SDL_bool cliprect_dirty;
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SDL_bool is_copy_ex;
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LPDIRECT3DPIXELSHADER9 shader;
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LPDIRECT3DPIXELSHADER9 shader;
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} D3D_DrawStateCache;
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} D3D_DrawStateCache;
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@ -878,149 +877,6 @@ D3D_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FR
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return 0;
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return 0;
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}
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}
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static int
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D3D_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
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const SDL_Rect * srcrect, const SDL_FRect * dstrect)
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{
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const DWORD color = D3DCOLOR_ARGB(cmd->data.draw.a, cmd->data.draw.r, cmd->data.draw.g, cmd->data.draw.b);
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float minx, miny, maxx, maxy;
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float minu, maxu, minv, maxv;
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const size_t vertslen = sizeof (Vertex) * 4;
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Vertex *verts = (Vertex *) SDL_AllocateRenderVertices(renderer, vertslen, 0, &cmd->data.draw.first);
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if (!verts) {
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return -1;
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}
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cmd->data.draw.count = 1;
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minx = dstrect->x - 0.5f;
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miny = dstrect->y - 0.5f;
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maxx = dstrect->x + dstrect->w - 0.5f;
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maxy = dstrect->y + dstrect->h - 0.5f;
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minu = (float) srcrect->x / texture->w;
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maxu = (float) (srcrect->x + srcrect->w) / texture->w;
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minv = (float) srcrect->y / texture->h;
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maxv = (float) (srcrect->y + srcrect->h) / texture->h;
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verts->x = minx;
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verts->y = miny;
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verts->z = 0.0f;
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verts->color = color;
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verts->u = minu;
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verts->v = minv;
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verts++;
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verts->x = maxx;
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verts->y = miny;
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verts->z = 0.0f;
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verts->color = color;
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verts->u = maxu;
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verts->v = minv;
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verts++;
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verts->x = maxx;
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verts->y = maxy;
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verts->z = 0.0f;
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verts->color = color;
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verts->u = maxu;
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verts->v = maxv;
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verts++;
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verts->x = minx;
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verts->y = maxy;
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verts->z = 0.0f;
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verts->color = color;
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verts->u = minu;
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verts->v = maxv;
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verts++;
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return 0;
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}
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static int
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D3D_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
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const SDL_Rect * srcquad, const SDL_FRect * dstrect,
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const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
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{
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const DWORD color = D3DCOLOR_ARGB(cmd->data.draw.a, cmd->data.draw.r, cmd->data.draw.g, cmd->data.draw.b);
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float minx, miny, maxx, maxy;
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float minu, maxu, minv, maxv;
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const size_t vertslen = sizeof (Vertex) * 5;
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Vertex *verts = (Vertex *) SDL_AllocateRenderVertices(renderer, vertslen, 0, &cmd->data.draw.first);
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if (!verts) {
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return -1;
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}
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cmd->data.draw.count = 1;
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minx = -center->x;
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maxx = dstrect->w - center->x;
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miny = -center->y;
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maxy = dstrect->h - center->y;
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if (flip & SDL_FLIP_HORIZONTAL) {
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minu = (float) (srcquad->x + srcquad->w) / texture->w;
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maxu = (float) srcquad->x / texture->w;
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} else {
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minu = (float) srcquad->x / texture->w;
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maxu = (float) (srcquad->x + srcquad->w) / texture->w;
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}
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if (flip & SDL_FLIP_VERTICAL) {
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minv = (float) (srcquad->y + srcquad->h) / texture->h;
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maxv = (float) srcquad->y / texture->h;
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} else {
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minv = (float) srcquad->y / texture->h;
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maxv = (float) (srcquad->y + srcquad->h) / texture->h;
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}
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verts->x = minx;
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verts->y = miny;
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verts->z = 0.0f;
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verts->color = color;
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verts->u = minu;
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verts->v = minv;
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verts++;
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verts->x = maxx;
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verts->y = miny;
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verts->z = 0.0f;
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verts->color = color;
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verts->u = maxu;
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verts->v = minv;
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verts++;
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verts->x = maxx;
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verts->y = maxy;
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verts->z = 0.0f;
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verts->color = color;
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verts->u = maxu;
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verts->v = maxv;
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verts++;
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verts->x = minx;
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verts->y = maxy;
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verts->z = 0.0f;
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verts->color = color;
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verts->u = minu;
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verts->v = maxv;
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verts++;
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verts->x = dstrect->x + center->x - 0.5f; /* X translation */
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verts->y = dstrect->y + center->y - 0.5f; /* Y translation */
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verts->z = (float)(M_PI * (float) angle / 180.0f); /* rotation */
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verts->color = 0;
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verts->u = 0.0f;
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verts->v = 0.0f;
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verts++;
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return 0;
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}
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#if SDL_HAVE_RENDER_GEOMETRY
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static int
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static int
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D3D_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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D3D_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
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const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
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@ -1073,7 +929,6 @@ D3D_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *t
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}
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}
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return 0;
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return 0;
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}
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}
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#endif
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static int
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static int
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UpdateDirtyTexture(IDirect3DDevice9 *device, D3D_TextureRep *texture)
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UpdateDirtyTexture(IDirect3DDevice9 *device, D3D_TextureRep *texture)
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@ -1174,8 +1029,6 @@ SetupTextureState(D3D_RenderData *data, SDL_Texture * texture, LPDIRECT3DPIXELSH
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static int
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static int
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SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd)
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SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd)
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{
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{
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const SDL_bool was_copy_ex = data->drawstate.is_copy_ex;
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const SDL_bool is_copy_ex = (cmd->command == SDL_RENDERCMD_COPY_EX);
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SDL_Texture *texture = cmd->data.draw.texture;
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SDL_Texture *texture = cmd->data.draw.texture;
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const SDL_BlendMode blend = cmd->data.draw.blend;
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const SDL_BlendMode blend = cmd->data.draw.blend;
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@ -1234,14 +1087,6 @@ SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd)
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data->drawstate.blend = blend;
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data->drawstate.blend = blend;
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}
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}
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if (is_copy_ex != was_copy_ex) {
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if (!is_copy_ex) { /* SDL_RENDERCMD_COPY_EX will set this, we only want to reset it here if necessary. */
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const Float4X4 d3dmatrix = MatrixIdentity();
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IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*) &d3dmatrix);
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}
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data->drawstate.is_copy_ex = is_copy_ex;
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}
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if (data->drawstate.viewport_dirty) {
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if (data->drawstate.viewport_dirty) {
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const SDL_Rect *viewport = &data->drawstate.viewport;
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const SDL_Rect *viewport = &data->drawstate.viewport;
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const D3DVIEWPORT9 d3dviewport = { viewport->x, viewport->y, viewport->w, viewport->h, 0.0f, 1.0f };
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const D3DVIEWPORT9 d3dviewport = { viewport->x, viewport->y, viewport->w, viewport->h, 0.0f, 1.0f };
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@ -1450,46 +1295,13 @@ D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
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break;
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break;
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}
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}
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case SDL_RENDERCMD_COPY: {
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case SDL_RENDERCMD_COPY: /* unused */
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const size_t count = cmd->data.draw.count;
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const size_t first = cmd->data.draw.first;
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SetDrawState(data, cmd);
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if (vbo) {
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size_t offset = 0;
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for (i = 0; i < count; ++i, offset += 4) {
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IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_TRIANGLEFAN, (UINT) ((first / sizeof (Vertex)) + offset), 2);
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}
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} else {
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const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first);
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for (i = 0; i < count; ++i, verts += 4) {
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IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2, verts, sizeof (Vertex));
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}
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}
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break;
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break;
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}
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case SDL_RENDERCMD_COPY_EX: {
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case SDL_RENDERCMD_COPY_EX: /* unused */
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const size_t first = cmd->data.draw.first;
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const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first);
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const Vertex *transvert = verts + 4;
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const float translatex = transvert->x;
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const float translatey = transvert->y;
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const float rotation = transvert->z;
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const Float4X4 d3dmatrix = MatrixMultiply(MatrixRotationZ(rotation), MatrixTranslation(translatex, translatey, 0));
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SetDrawState(data, cmd);
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IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)&d3dmatrix);
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if (vbo) {
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IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_TRIANGLEFAN, (UINT) (first / sizeof (Vertex)), 2);
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} else {
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IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2, verts, sizeof (Vertex));
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}
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break;
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break;
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}
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case SDL_RENDERCMD_GEOMETRY: {
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case SDL_RENDERCMD_GEOMETRY: {
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#if SDL_HAVE_RENDER_GEOMETRY
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const size_t count = cmd->data.draw.count;
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const size_t count = cmd->data.draw.count;
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const size_t first = cmd->data.draw.first;
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const size_t first = cmd->data.draw.first;
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SetDrawState(data, cmd);
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SetDrawState(data, cmd);
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const Vertex* verts = (Vertex*)(((Uint8*)vertices) + first);
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const Vertex* verts = (Vertex*)(((Uint8*)vertices) + first);
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IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLELIST, (UINT) count / 3, verts, sizeof(Vertex));
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IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLELIST, (UINT) count / 3, verts, sizeof(Vertex));
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}
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}
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#endif
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break;
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break;
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}
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}
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@ -1730,7 +1541,6 @@ D3D_Reset(SDL_Renderer * renderer)
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data->drawstate.texture = NULL;
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data->drawstate.texture = NULL;
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data->drawstate.shader = NULL;
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data->drawstate.shader = NULL;
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data->drawstate.blend = SDL_BLENDMODE_INVALID;
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data->drawstate.blend = SDL_BLENDMODE_INVALID;
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data->drawstate.is_copy_ex = SDL_FALSE;
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IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)&d3dmatrix);
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IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)&d3dmatrix);
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/* Let the application know that render targets were reset */
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/* Let the application know that render targets were reset */
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@ -1813,11 +1623,7 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->QueueDrawPoints = D3D_QueueDrawPoints;
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renderer->QueueDrawPoints = D3D_QueueDrawPoints;
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renderer->QueueDrawLines = D3D_QueueDrawPoints; /* lines and points queue vertices the same way. */
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renderer->QueueDrawLines = D3D_QueueDrawPoints; /* lines and points queue vertices the same way. */
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renderer->QueueFillRects = D3D_QueueFillRects;
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renderer->QueueFillRects = D3D_QueueFillRects;
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renderer->QueueCopy = D3D_QueueCopy;
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renderer->QueueCopyEx = D3D_QueueCopyEx;
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#if SDL_HAVE_RENDER_GEOMETRY
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renderer->QueueGeometry = D3D_QueueGeometry;
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renderer->QueueGeometry = D3D_QueueGeometry;
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#endif
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renderer->RunCommandQueue = D3D_RunCommandQueue;
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renderer->RunCommandQueue = D3D_RunCommandQueue;
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renderer->RenderReadPixels = D3D_RenderReadPixels;
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renderer->RenderReadPixels = D3D_RenderReadPixels;
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renderer->RenderPresent = D3D_RenderPresent;
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renderer->RenderPresent = D3D_RenderPresent;
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