Fixed bug #5087: SDL_RenderGeometryRaw() passes colors as int* instead of SDL_Color*

This commit is contained in:
Sylvain 2021-12-14 10:31:55 +01:00
parent 323ba6c008
commit b7885abc44
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GPG Key ID: 5F87E02E5BC0939E
3 changed files with 29 additions and 23 deletions

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