mirror of https://github.com/encounter/SDL.git
Add GeometryQueue
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@ -34,6 +34,20 @@
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/* turn black GS Screen */
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#define GS_BLACK GS_SETREG_RGBA(0x00, 0x00, 0x00, 0x80)
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typedef struct texture_vertex {
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float x;
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float y;
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float u;
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float v;
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SDL_Color color;
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} texture_vertex;
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typedef struct color_vertex {
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float x;
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float y;
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SDL_Color color;
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} color_vertex;
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typedef struct
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{
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GSGLOBAL *gsGlobal;
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@ -104,8 +118,6 @@ PS2_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
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static int
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PS2_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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int bpp;
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Uint32 Rmask, Gmask, Bmask, Amask;
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GSTEXTURE* ps2_tex = (GSTEXTURE*) SDL_calloc(1, sizeof(GSTEXTURE));
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PS2_RenderData *data = (PS2_RenderData *) renderer->driverdata;
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@ -206,9 +218,99 @@ PS2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *t
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int num_vertices, const void *indices, int num_indices, int size_indices,
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float scale_x, float scale_y)
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{
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PS2_RenderData *data = (PS2_RenderData *) renderer->driverdata;
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int i;
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int count = indices ? num_indices : num_vertices;
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cmd->data.draw.count = count;
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size_indices = indices ? size_indices : 0;
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if (texture) {
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GSTEXTURE* ps2_tex = (GSTEXTURE*) texture->driverdata;
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texture_vertex *vertices;
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vertices = (texture_vertex *)SDL_AllocateRenderVertices(renderer,
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count * sizeof(texture_vertex),
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4,
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&cmd->data.draw.first);
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if (!vertices) {
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return -1;
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}
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for (i = 0; i < count; i++) {
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int j;
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float *xy_;
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float *uv_;
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SDL_Color col_;
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if (size_indices == 4) {
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j = ((const Uint32 *)indices)[i];
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} else if (size_indices == 2) {
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j = ((const Uint16 *)indices)[i];
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} else if (size_indices == 1) {
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j = ((const Uint8 *)indices)[i];
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} else {
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j = i;
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}
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xy_ = (float *)((char*)xy + j * xy_stride);
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col_ = *(SDL_Color *)((char*)color + j * color_stride);
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uv_ = (float *)((char*)uv + j * uv_stride);
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vertices[i].x = xy_[0] * scale_x;
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vertices[i].y = xy_[1] * scale_y;
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vertices[i].u = uv_[0];
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vertices[i].v = uv_[1];
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vertices[i].color = col_;
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vertices++;
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}
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} else {
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color_vertex *vertices;
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vertices = (color_vertex *)SDL_AllocateRenderVertices(renderer,
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count * sizeof(color_vertex),
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4,
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&cmd->data.draw.first);
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if (!vertices) {
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return -1;
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}
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for (i = 0; i < count; i++) {
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int j;
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float *xy_;
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SDL_Color col_;
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if (size_indices == 4) {
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j = ((const Uint32 *)indices)[i];
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} else if (size_indices == 2) {
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j = ((const Uint16 *)indices)[i];
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} else if (size_indices == 1) {
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j = ((const Uint8 *)indices)[i];
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} else {
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j = i;
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}
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xy_ = (float *)((char*)xy + j * xy_stride);
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col_ = *(SDL_Color *)((char*)color + j * color_stride);
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vertices[i].x = xy_[0] * scale_x;
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vertices[i].y = xy_[1] * scale_y;
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vertices[i].color = col_;
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vertices++;
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}
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}
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return 0;
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}
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static int
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PS2_RenderSetDrawColor(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
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{
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