mirror of https://github.com/encounter/SDL.git
Fixed bug #5087: SDL_RenderGeometryRaw() passes colors as int* instead of SDL_Color*
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323ba6c008
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@ -1645,7 +1645,7 @@ extern DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
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extern DECLSPEC int SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer,
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SDL_Texture *texture,
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const float *xy, int xy_stride,
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const int *color, int color_stride,
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const SDL_Color *color, int color_stride,
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const float *uv, int uv_stride,
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int num_vertices,
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const void *indices, int num_indices, int size_indices);
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@ -883,7 +883,7 @@ SDL_DYNAPI_PROC(float,SDL_GameControllerGetSensorDataRate,(SDL_GameController *a
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SDL_DYNAPI_PROC(int,SDL_SetTextureUserData,(SDL_Texture *a, void *b),(a,b),return)
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SDL_DYNAPI_PROC(void*,SDL_GetTextureUserData,(SDL_Texture *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_RenderGeometry,(SDL_Renderer *a, SDL_Texture *b, const SDL_Vertex *c, int d, const int *e, int f),(a,b,c,d,e,f),return)
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SDL_DYNAPI_PROC(int,SDL_RenderGeometryRaw,(SDL_Renderer *a, SDL_Texture *b, const float *c, int d, const int *e, int f, const float *g, int h, int i, const void *j, int k, int l),(a,b,c,d,e,f,g,h,i,j,k,l),return)
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SDL_DYNAPI_PROC(int,SDL_RenderGeometryRaw,(SDL_Renderer *a, SDL_Texture *b, const float *c, int d, const SDL_Color *e, int f, const float *g, int h, int i, const void *j, int k, int l),(a,b,c,d,e,f,g,h,i,j,k,l),return)
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SDL_DYNAPI_PROC(int,SDL_RenderSetVSync,(SDL_Renderer *a, int b),(a,b),return)
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#if !SDL_DYNAPI_PROC_NO_VARARGS
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SDL_DYNAPI_PROC(int,SDL_asprintf,(char **a, SDL_PRINTF_FORMAT_STRING const char *b, ...),(a,b),return)
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@ -628,7 +628,7 @@ QueueCmdCopyEx(SDL_Renderer *renderer, SDL_Texture * texture,
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static int
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QueueCmdGeometry(SDL_Renderer *renderer, SDL_Texture *texture,
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const float *xy, int xy_stride,
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const int *color, int color_stride,
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const SDL_Color *color, int color_stride,
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const float *uv, int uv_stride,
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int num_vertices,
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const void *indices, int num_indices, int size_indices,
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@ -639,7 +639,8 @@ QueueCmdGeometry(SDL_Renderer *renderer, SDL_Texture *texture,
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cmd = PrepQueueCmdDraw(renderer, SDL_RENDERCMD_GEOMETRY, texture);
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if (cmd != NULL) {
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retval = renderer->QueueGeometry(renderer, cmd, texture,
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xy, xy_stride, color, color_stride, uv, uv_stride,
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xy, xy_stride,
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(const int *)color, color_stride, uv, uv_stride,
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num_vertices, indices, num_indices, size_indices,
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scale_x, scale_y);
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if (retval < 0) {
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@ -2648,7 +2649,9 @@ RenderDrawPointsWithRects(SDL_Renderer * renderer,
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frects[i].h = renderer->scale.y;
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}
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retval = QueueCmdFillRects(renderer, frects, count);
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if (count) {
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retval = QueueCmdFillRects(renderer, frects, count);
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}
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SDL_small_free(frects, isstack);
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@ -2720,7 +2723,9 @@ RenderDrawPointsWithRectsF(SDL_Renderer * renderer,
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frects[i].h = renderer->scale.y;
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}
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retval = QueueCmdFillRects(renderer, frects, count);
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if (count) {
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retval = QueueCmdFillRects(renderer, frects, count);
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}
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SDL_small_free(frects, isstack);
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@ -3340,7 +3345,6 @@ SDL_RenderCopyF(SDL_Renderer * renderer, SDL_Texture * texture,
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const int size_indices = 4;
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float minu, minv, maxu, maxv;
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float minx, miny, maxx, maxy;
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int color = (texture->color.r << 0) | (texture->color.g << 8) | (texture->color.b << 16) | ((Uint32)texture->color.a << 24);
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minu = (float) (real_srcrect.x) / (float) texture->w;
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minv = (float) (real_srcrect.y) / (float) texture->h;
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@ -3371,7 +3375,7 @@ SDL_RenderCopyF(SDL_Renderer * renderer, SDL_Texture * texture,
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xy[7] = maxy;
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retval = QueueCmdGeometry(renderer, texture,
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xy, xy_stride, &color, 0 /* color_stride */, uv, uv_stride,
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xy, xy_stride, &texture->color, 0 /* color_stride */, uv, uv_stride,
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num_vertices,
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indices, num_indices, size_indices,
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renderer->scale.x, renderer->scale.y);
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@ -3497,7 +3501,6 @@ SDL_RenderCopyExF(SDL_Renderer * renderer, SDL_Texture * texture,
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const float radian_angle = (float)((M_PI * angle) / 180.0);
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const float s = SDL_sinf(radian_angle);
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const float c = SDL_cosf(radian_angle);
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int color = (texture->color.r << 0) | (texture->color.g << 8) | (texture->color.b << 16) | ((Uint32)texture->color.a << 24);
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minu = (float) (real_srcrect.x) / (float) texture->w;
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minv = (float) (real_srcrect.y) / (float) texture->h;
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@ -3557,7 +3560,7 @@ SDL_RenderCopyExF(SDL_Renderer * renderer, SDL_Texture * texture,
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xy[7] = (s_minx + c_maxy) + centery;
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retval = QueueCmdGeometry(renderer, texture,
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xy, xy_stride, &color, 0 /* color_stride */, uv, uv_stride,
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xy, xy_stride, &texture->color, 0 /* color_stride */, uv, uv_stride,
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num_vertices,
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indices, num_indices, size_indices,
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renderer->scale.x, renderer->scale.y);
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@ -3582,15 +3585,18 @@ SDL_RenderGeometry(SDL_Renderer *renderer,
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const SDL_Vertex *vertices, int num_vertices,
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const int *indices, int num_indices)
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{
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const float *xy = &vertices[0].position.x;
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int xy_stride = sizeof (SDL_Vertex);
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const int *color = (int *)&vertices[0].color.r;
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int color_stride = sizeof (SDL_Vertex);
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const float *uv = &vertices[0].tex_coord.x;
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int uv_stride = sizeof (SDL_Vertex);
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int size_indices = 4;
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return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color, color_stride, uv, uv_stride, num_vertices, indices, num_indices, size_indices);
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if (vertices) {
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const float *xy = &vertices[0].position.x;
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int xy_stride = sizeof (SDL_Vertex);
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const SDL_Color *color = &vertices[0].color;
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int color_stride = sizeof (SDL_Vertex);
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const float *uv = &vertices[0].tex_coord.x;
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int uv_stride = sizeof (SDL_Vertex);
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int size_indices = 4;
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return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color, color_stride, uv, uv_stride, num_vertices, indices, num_indices, size_indices);
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} else {
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return SDL_InvalidParamError("vertices");
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}
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}
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static int
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@ -3599,7 +3605,7 @@ remap_one_indice(
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int k,
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SDL_Texture *texture,
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const float *xy, int xy_stride,
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const int *color, int color_stride,
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const SDL_Color *color, int color_stride,
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const float *uv, int uv_stride)
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{
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const float *xy0_, *xy1_, *uv0_, *uv1_;
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@ -3638,7 +3644,7 @@ remap_indices(
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int k,
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SDL_Texture *texture,
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const float *xy, int xy_stride,
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const int *color, int color_stride,
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const SDL_Color *color, int color_stride,
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const float *uv, int uv_stride)
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{
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int i;
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@ -3661,7 +3667,7 @@ static int SDLCALL
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SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
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SDL_Texture *texture,
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const float *xy, int xy_stride,
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const int *color, int color_stride,
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const SDL_Color *color, int color_stride,
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const float *uv, int uv_stride,
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int num_vertices,
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const void *indices, int num_indices, int size_indices)
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@ -3940,7 +3946,7 @@ int
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SDL_RenderGeometryRaw(SDL_Renderer *renderer,
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SDL_Texture *texture,
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const float *xy, int xy_stride,
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const int *color, int color_stride,
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const SDL_Color *color, int color_stride,
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const float *uv, int uv_stride,
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int num_vertices,
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const void *indices, int num_indices, int size_indices)
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