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Remove FillRects from back-end, where RenderGeometry can be used
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@@ -1145,52 +1145,6 @@ METAL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
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return 0;
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}
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static int
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METAL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
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{
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const int color = (cmd->data.draw.r << 0) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 16) | (cmd->data.draw.a << 24);
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const size_t vertlen = 4 * (2 * sizeof (float) + sizeof (int)) * count;
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float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
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if (!verts) {
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return -1;
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}
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cmd->data.draw.count = count;
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/* Quads in the following vertex order (matches the quad index buffer):
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* 1---3
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* | \ |
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* 0---2
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*/
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for (int i = 0; i < count; i++, rects++) {
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if ((rects->w <= 0.0f) || (rects->h <= 0.0f)) {
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cmd->data.draw.count--;
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} else {
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*(verts++) = rects->x;
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*(verts++) = rects->y + rects->h;
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*((int *)verts++) = color;
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*(verts++) = rects->x;
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*(verts++) = rects->y;
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*((int *)verts++) = color;
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*(verts++) = rects->x + rects->w;
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*(verts++) = rects->y + rects->h;
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*((int *)verts++) = color;
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*(verts++) = rects->x + rects->w;
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*(verts++) = rects->y;
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*((int *)verts++) = color;
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}
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}
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if (cmd->data.draw.count == 0) {
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cmd->command = SDL_RENDERCMD_NO_OP; // nothing to do, just skip this one later.
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}
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return 0;
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}
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static int
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METAL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
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@@ -1459,33 +1413,13 @@ METAL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
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break;
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}
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case SDL_RENDERCMD_FILL_RECTS: {
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const size_t count = cmd->data.draw.count;
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const size_t maxcount = UINT16_MAX / 4;
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SetDrawState(renderer, cmd, SDL_METAL_FRAGMENT_SOLID, CONSTANTS_OFFSET_IDENTITY, mtlbufvertex, &statecache);
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if (count == 1) {
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[data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
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} else {
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/* Our index buffer has 16 bit indices, so we can only draw
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* 65k vertices (16k rects) at a time. */
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for (size_t i = 0; i < count; i += maxcount) {
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/* Set the vertex buffer offset for our current positions.
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* The vertex buffer itself was bound in SetDrawState. */
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[data.mtlcmdencoder setVertexBufferOffset:cmd->data.draw.first + i*sizeof(float)*8 atIndex:0];
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[data.mtlcmdencoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
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indexCount:SDL_min(maxcount, count - i) * 6
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indexType:MTLIndexTypeUInt16
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indexBuffer:data.mtlbufquadindices
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indexBufferOffset:0];
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}
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}
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case SDL_RENDERCMD_FILL_RECTS: /* unused */
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break;
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}
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case SDL_RENDERCMD_COPY: /* unused */
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break;
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case SDL_RENDERCMD_COPY_EX: /* unused */
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case SDL_RENDERCMD_COPY_EX: /* unused */
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break;
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case SDL_RENDERCMD_GEOMETRY: {
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@@ -1881,7 +1815,6 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->QueueSetDrawColor = METAL_QueueSetDrawColor;
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renderer->QueueDrawPoints = METAL_QueueDrawPoints;
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renderer->QueueDrawLines = METAL_QueueDrawLines;
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renderer->QueueFillRects = METAL_QueueFillRects;
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renderer->QueueGeometry = METAL_QueueGeometry;
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renderer->RunCommandQueue = METAL_RunCommandQueue;
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renderer->RenderReadPixels = METAL_RenderReadPixels;
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