diff --git a/src/render/SDL_render.c b/src/render/SDL_render.c index 77c0c6ed2..e8021a00c 100644 --- a/src/render/SDL_render.c +++ b/src/render/SDL_render.c @@ -3424,6 +3424,7 @@ remap_indices( return k; } +#define DEBUG_SW_RENDER_GEOMETRY 0 /* For the software renderer, try to reinterpret triangles as SDL_Rect */ static int SDLCALL SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer, @@ -3437,7 +3438,6 @@ SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer, int i; int retval = 0; int count = indices ? num_indices : num_vertices; - const int debug = 0; int prev[3]; /* Previous triangle vertex indices */ int texw = 0, texh = 0; SDL_BlendMode blendMode = SDL_BLENDMODE_NONE; @@ -3456,8 +3456,10 @@ SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer, for (i = 0; i < count; i += 3) { int k0, k1, k2; /* Current triangle indices */ int is_quad = 1; +#if DEBUG_SW_RENDER_GEOMETRY int is_uniform = 1; int is_rectangle = 1; +#endif int A = -1; /* Top left vertex */ int B = -1; /* Bottom right vertex */ int C = -1; /* Third vertex of current triangle */ @@ -3575,7 +3577,9 @@ SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer, /* ok */ } else { is_quad = 0; +#if DEBUG_SW_RENDER_GEOMETRY is_rectangle = 0; +#endif } xy2_ = (const float *)((const char*)xy + C2 * xy_stride); @@ -3586,7 +3590,9 @@ SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer, /* ok */ } else { is_quad = 0; +#if DEBUG_SW_RENDER_GEOMETRY is_rectangle = 0; +#endif } } @@ -3600,7 +3606,9 @@ SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer, /* ok */ } else { is_quad = 0; +#if DEBUG_SW_RENDER_GEOMETRY is_uniform = 0; +#endif } } @@ -3633,34 +3641,30 @@ SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer, SDL_SetTextureAlphaMod(texture, col0_.a); SDL_SetTextureColorMod(texture, col0_.r, col0_.g, col0_.b); SDL_RenderCopyF(renderer, texture, &s, &d); - - if (debug) { - SDL_Log("Rect-COPY: RGB %d %d %d - Alpha:%d - texture=%p: src=(%d,%d, %d x %d) dst (%f, %f, %f x %f)", col0_.r, col0_.g, col0_.b, col0_.a, - (void *)texture, s.x, s.y, s.w, s.h, d.x, d.y, d.w, d.h); - } +#if DEBUG_SW_RENDER_GEOMETRY + SDL_Log("Rect-COPY: RGB %d %d %d - Alpha:%d - texture=%p: src=(%d,%d, %d x %d) dst (%f, %f, %f x %f)", col0_.r, col0_.g, col0_.b, col0_.a, + (void *)texture, s.x, s.y, s.w, s.h, d.x, d.y, d.w, d.h); +#endif } else if (d.w != 0.0f && d.h != 0.0f) { /* Rect, no texture */ SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND); SDL_SetRenderDrawColor(renderer, col0_.r, col0_.g, col0_.b, col0_.a); SDL_RenderFillRectF(renderer, &d); - - if (debug) { - SDL_Log("Rect-FILL: RGB %d %d %d - Alpha:%d - texture=%p: src=(%d,%d, %d x %d) dst (%f, %f, %f x %f)", col0_.r, col0_.g, col0_.b, col0_.a, - (void *)texture, s.x, s.y, s.w, s.h, d.x, d.y, d.w, d.h); - } +#if DEBUG_SW_RENDER_GEOMETRY + SDL_Log("Rect-FILL: RGB %d %d %d - Alpha:%d - texture=%p: src=(%d,%d, %d x %d) dst (%f, %f, %f x %f)", col0_.r, col0_.g, col0_.b, col0_.a, + (void *)texture, s.x, s.y, s.w, s.h, d.x, d.y, d.w, d.h); } else { - if (debug) { - SDL_Log("Rect-DISMISS: RGB %d %d %d - Alpha:%d - texture=%p: src=(%d,%d, %d x %d) dst (%f, %f, %f x %f)", col0_.r, col0_.g, col0_.b, col0_.a, - (void *)texture, s.x, s.y, s.w, s.h, d.x, d.y, d.w, d.h); - } + SDL_Log("Rect-DISMISS: RGB %d %d %d - Alpha:%d - texture=%p: src=(%d,%d, %d x %d) dst (%f, %f, %f x %f)", col0_.r, col0_.g, col0_.b, col0_.a, + (void *)texture, s.x, s.y, s.w, s.h, d.x, d.y, d.w, d.h); +#endif } prev[0] = -1; } else { /* Render triangles */ if (prev[0] != -1) { - if (debug) { - SDL_Log("Triangle %d %d %d - is_uniform:%d is_rectangle:%d", prev[0], prev[1], prev[2], is_uniform, is_rectangle); - } +#if DEBUG_SW_RENDER_GEOMETRY + SDL_Log("Triangle %d %d %d - is_uniform:%d is_rectangle:%d", prev[0], prev[1], prev[2], is_uniform, is_rectangle); +#endif retval = QueueCmdGeometry(renderer, texture, xy, xy_stride, color, color_stride, uv, uv_stride, num_vertices, prev, 3, 4, renderer->scale.x, renderer->scale.y); @@ -3679,9 +3683,9 @@ SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer, if (prev[0] != -1) { /* flush the last triangle */ - if (debug) { - SDL_Log("Last triangle %d %d %d", prev[0], prev[1], prev[2]); - } +#if DEBUG_SW_RENDER_GEOMETRY + SDL_Log("Last triangle %d %d %d", prev[0], prev[1], prev[2]); +#endif retval = QueueCmdGeometry(renderer, texture, xy, xy_stride, color, color_stride, uv, uv_stride, num_vertices, prev, 3, 4, renderer->scale.x, renderer->scale.y);