OpenGL: remove RenderCopy and RenderCopyEx from back-end

This commit is contained in:
Sylvain 2021-09-20 16:33:49 +02:00 committed by Ryan C. Gordon
parent b92056bbea
commit d192515428
1 changed files with 2 additions and 162 deletions

View File

@ -1001,108 +1001,6 @@ GL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRe
return 0;
}
static int
GL_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect)
{
GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
GLfloat minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 8 * sizeof (GLfloat), 0, &cmd->data.draw.first);
if (!verts) {
return -1;
}
cmd->data.draw.count = 1;
minx = dstrect->x;
miny = dstrect->y;
maxx = dstrect->x + dstrect->w;
maxy = dstrect->y + dstrect->h;
minu = (GLfloat) srcrect->x / texture->w;
minu *= texturedata->texw;
maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
maxu *= texturedata->texw;
minv = (GLfloat) srcrect->y / texture->h;
minv *= texturedata->texh;
maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
maxv *= texturedata->texh;
cmd->data.draw.count = 1;
*(verts++) = minx;
*(verts++) = miny;
*(verts++) = maxx;
*(verts++) = maxy;
*(verts++) = minu;
*(verts++) = maxu;
*(verts++) = minv;
*(verts++) = maxv;
return 0;
}
static int
GL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect,
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
{
GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
GLfloat minx, miny, maxx, maxy;
GLfloat centerx, centery;
GLfloat minu, maxu, minv, maxv;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 11 * sizeof (GLfloat), 0, &cmd->data.draw.first);
if (!verts) {
return -1;
}
centerx = center->x;
centery = center->y;
if (flip & SDL_FLIP_HORIZONTAL) {
minx = dstrect->w - centerx;
maxx = -centerx;
}
else {
minx = -centerx;
maxx = dstrect->w - centerx;
}
if (flip & SDL_FLIP_VERTICAL) {
miny = dstrect->h - centery;
maxy = -centery;
}
else {
miny = -centery;
maxy = dstrect->h - centery;
}
minu = (GLfloat) srcrect->x / texture->w;
minu *= texturedata->texw;
maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
maxu *= texturedata->texw;
minv = (GLfloat) srcrect->y / texture->h;
minv *= texturedata->texh;
maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
maxv *= texturedata->texh;
cmd->data.draw.count = 1;
*(verts++) = minx;
*(verts++) = miny;
*(verts++) = maxx;
*(verts++) = maxy;
*(verts++) = minu;
*(verts++) = maxu;
*(verts++) = minv;
*(verts++) = maxv;
*(verts++) = (GLfloat) dstrect->x + centerx;
*(verts++) = (GLfloat) dstrect->y + centery;
*(verts++) = (GLfloat) angle;
return 0;
}
#if SDL_HAVE_RENDER_GEOMETRY
static int
GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
@ -1160,7 +1058,6 @@ GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
}
return 0;
}
#endif
static void
SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader shader)
@ -1395,65 +1292,13 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
break;
}
case SDL_RENDERCMD_COPY: {
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
const GLfloat minx = verts[0];
const GLfloat miny = verts[1];
const GLfloat maxx = verts[2];
const GLfloat maxy = verts[3];
const GLfloat minu = verts[4];
const GLfloat maxu = verts[5];
const GLfloat minv = verts[6];
const GLfloat maxv = verts[7];
SetCopyState(data, cmd);
data->glBegin(GL_TRIANGLE_STRIP);
data->glTexCoord2f(minu, minv);
data->glVertex2f(minx, miny);
data->glTexCoord2f(maxu, minv);
data->glVertex2f(maxx, miny);
data->glTexCoord2f(minu, maxv);
data->glVertex2f(minx, maxy);
data->glTexCoord2f(maxu, maxv);
data->glVertex2f(maxx, maxy);
data->glEnd();
case SDL_RENDERCMD_COPY: /* unused */
break;
}
case SDL_RENDERCMD_COPY_EX: {
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
const GLfloat minx = verts[0];
const GLfloat miny = verts[1];
const GLfloat maxx = verts[2];
const GLfloat maxy = verts[3];
const GLfloat minu = verts[4];
const GLfloat maxu = verts[5];
const GLfloat minv = verts[6];
const GLfloat maxv = verts[7];
const GLfloat translatex = verts[8];
const GLfloat translatey = verts[9];
const GLdouble angle = verts[10];
SetCopyState(data, cmd);
/* Translate to flip, rotate, translate to position */
data->glPushMatrix();
data->glTranslatef(translatex, translatey, 0.0f);
data->glRotated(angle, 0.0, 0.0, 1.0);
data->glBegin(GL_TRIANGLE_STRIP);
data->glTexCoord2f(minu, minv);
data->glVertex2f(minx, miny);
data->glTexCoord2f(maxu, minv);
data->glVertex2f(maxx, miny);
data->glTexCoord2f(minu, maxv);
data->glVertex2f(minx, maxy);
data->glTexCoord2f(maxu, maxv);
data->glVertex2f(maxx, maxy);
data->glEnd();
data->glPopMatrix();
case SDL_RENDERCMD_COPY_EX: /* unused */
break;
}
case SDL_RENDERCMD_GEOMETRY: {
#if SDL_HAVE_RENDER_GEOMETRY
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
SDL_Texture *texture = cmd->data.draw.texture;
const size_t count = cmd->data.draw.count;
@ -1491,7 +1336,6 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
data->glEnd();
data->glColor4f(currentColor[0], currentColor[1], currentColor[2], currentColor[3]);
}
#endif
break;
}
@ -1833,11 +1677,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->QueueDrawPoints = GL_QueueDrawPoints;
renderer->QueueDrawLines = GL_QueueDrawLines;
renderer->QueueFillRects = GL_QueueFillRects;
renderer->QueueCopy = GL_QueueCopy;
renderer->QueueCopyEx = GL_QueueCopyEx;
#if SDL_HAVE_RENDER_GEOMETRY
renderer->QueueGeometry = GL_QueueGeometry;
#endif
renderer->RunCommandQueue = GL_RunCommandQueue;
renderer->RenderReadPixels = GL_RenderReadPixels;
renderer->RenderPresent = GL_RenderPresent;