Add Direct3D9 implementation (not tested)
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@ -1020,6 +1020,58 @@ D3D_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * t
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return 0;
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}
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static int
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D3D_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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int num_vertices, const void *indices, int num_indices, int size_indice,
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float scale_x, float scale_y)
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{
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int i;
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int count = indices ? num_indices : num_vertices;
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Vertex *verts = (Vertex *) SDL_AllocateRenderVertices(renderer, count * sizeof (Vertex), 0, &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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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_indice == 4) {
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j = ((const Uint32 *)indices)[i];
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} else if (size_indice == 2) {
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j = ((const Uint16 *)indices)[i];
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} else if (size_indice == 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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verts->x = xy_[0] * scale_x;
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verts->y = xy_[1] * scale_y;
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verts->z = 0.0f;
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verts->color = D3DCOLOR_ARGB(col_.a, col_.r, col_.g, col_.b);
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if (texture) {
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float *uv_ = (float *)((char*)uv + j * uv_stride);
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verts->u = uv_[0];
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verts->v = uv_[1];
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} else {
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verts->u = 0.0f;
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verts->v = 0.0f;
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}
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verts += 1;
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}
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return 0;
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}
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static int
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UpdateDirtyTexture(IDirect3DDevice9 *device, D3D_TextureRep *texture)
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{
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@ -1432,6 +1484,19 @@ D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
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}
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break;
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}
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case SDL_RENDERCMD_GEOMETRY: {
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const size_t count = cmd->data.draw.count;
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const size_t first = cmd->data.draw.first;
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SetDrawState(data, cmd);
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if (vbo) {
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IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_TRIANGLELIST, (UINT) (first / sizeof (Vertex)), count);
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} else {
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const Vertex* verts = (Vertex*)(((Uint8*)vertices) + first);
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IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLELIST, count, verts, sizeof(Vertex));
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}
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break;
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}
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case SDL_RENDERCMD_NO_OP:
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break;
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@ -1727,6 +1792,7 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->QueueFillRects = D3D_QueueFillRects;
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renderer->QueueCopy = D3D_QueueCopy;
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renderer->QueueCopyEx = D3D_QueueCopyEx;
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renderer->QueueGeometry = D3D_QueueGeometry;
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renderer->RunCommandQueue = D3D_RunCommandQueue;
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renderer->RenderReadPixels = D3D_RenderReadPixels;
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renderer->RenderPresent = D3D_RenderPresent;
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