SDL_Renderer software, D3D11: don't use "renderer->viewport" in back-ends, but use the one from SETVIEWPORT cmd

This commit is contained in:
Sylvain 2021-11-24 16:45:06 +01:00 committed by Sylvain Becker
parent a2b13e585c
commit 7828362da9
2 changed files with 106 additions and 63 deletions

View File

@ -700,7 +700,10 @@ D3D11_GetRotationForCurrentRenderTarget(SDL_Renderer * renderer)
static int
D3D11_GetViewportAlignedD3DRect(SDL_Renderer * renderer, const SDL_Rect * sdlRect, D3D11_RECT * outRect, BOOL includeViewportOffset)
{
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
const int rotation = D3D11_GetRotationForCurrentRenderTarget(renderer);
const SDL_Rect *viewport = &data->currentViewport;
switch (rotation) {
case DXGI_MODE_ROTATION_IDENTITY:
outRect->left = sdlRect->x;
@ -708,27 +711,27 @@ D3D11_GetViewportAlignedD3DRect(SDL_Renderer * renderer, const SDL_Rect * sdlRec
outRect->top = sdlRect->y;
outRect->bottom = sdlRect->y + sdlRect->h;
if (includeViewportOffset) {
outRect->left += renderer->viewport.x;
outRect->right += renderer->viewport.x;
outRect->top += renderer->viewport.y;
outRect->bottom += renderer->viewport.y;
outRect->left += viewport->x;
outRect->right += viewport->x;
outRect->top += viewport->y;
outRect->bottom += viewport->y;
}
break;
case DXGI_MODE_ROTATION_ROTATE270:
outRect->left = sdlRect->y;
outRect->right = sdlRect->y + sdlRect->h;
outRect->top = renderer->viewport.w - sdlRect->x - sdlRect->w;
outRect->bottom = renderer->viewport.w - sdlRect->x;
outRect->top = viewport->w - sdlRect->x - sdlRect->w;
outRect->bottom = viewport->w - sdlRect->x;
break;
case DXGI_MODE_ROTATION_ROTATE180:
outRect->left = renderer->viewport.w - sdlRect->x - sdlRect->w;
outRect->right = renderer->viewport.w - sdlRect->x;
outRect->top = renderer->viewport.h - sdlRect->y - sdlRect->h;
outRect->bottom = renderer->viewport.h - sdlRect->y;
outRect->left = viewport->w - sdlRect->x - sdlRect->w;
outRect->right = viewport->w - sdlRect->x;
outRect->top = viewport->h - sdlRect->y - sdlRect->h;
outRect->bottom = viewport->h - sdlRect->y;
break;
case DXGI_MODE_ROTATION_ROTATE90:
outRect->left = renderer->viewport.h - sdlRect->y - sdlRect->h;
outRect->right = renderer->viewport.h - sdlRect->y;
outRect->left = viewport->h - sdlRect->y - sdlRect->h;
outRect->right = viewport->h - sdlRect->y;
outRect->top = sdlRect->x;
outRect->bottom = sdlRect->x + sdlRect->h;
break;

View File

@ -214,18 +214,9 @@ SW_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FP
cmd->data.draw.count = count;
if (renderer->viewport.x || renderer->viewport.y) {
const int x = renderer->viewport.x;
const int y = renderer->viewport.y;
for (i = 0; i < count; i++, verts++, points++) {
verts->x = (int)(x + points->x);
verts->y = (int)(y + points->y);
}
} else {
for (i = 0; i < count; i++, verts++, points++) {
verts->x = (int)points->x;
verts->y = (int)points->y;
}
for (i = 0; i < count; i++, verts++, points++) {
verts->x = (int)points->x;
verts->y = (int)points->y;
}
return 0;
@ -243,23 +234,11 @@ SW_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRe
cmd->data.draw.count = count;
if (renderer->viewport.x || renderer->viewport.y) {
const int x = renderer->viewport.x;
const int y = renderer->viewport.y;
for (i = 0; i < count; i++, verts++, rects++) {
verts->x = (int)(x + rects->x);
verts->y = (int)(y + rects->y);
verts->w = SDL_max((int)rects->w, 1);
verts->h = SDL_max((int)rects->h, 1);
}
} else {
for (i = 0; i < count; i++, verts++, rects++) {
verts->x = (int)rects->x;
verts->y = (int)rects->y;
verts->w = SDL_max((int)rects->w, 1);
verts->h = SDL_max((int)rects->h, 1);
}
for (i = 0; i < count; i++, verts++, rects++) {
verts->x = (int)rects->x;
verts->y = (int)rects->y;
verts->w = SDL_max((int)rects->w, 1);
verts->h = SDL_max((int)rects->h, 1);
}
return 0;
@ -280,13 +259,8 @@ SW_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * text
SDL_memcpy(verts, srcrect, sizeof (SDL_Rect));
verts++;
if (renderer->viewport.x || renderer->viewport.y) {
verts->x = (int)(renderer->viewport.x + dstrect->x);
verts->y = (int)(renderer->viewport.y + dstrect->y);
} else {
verts->x = (int)dstrect->x;
verts->y = (int)dstrect->y;
}
verts->x = (int)dstrect->x;
verts->y = (int)dstrect->y;
verts->w = (int)dstrect->w;
verts->h = (int)dstrect->h;
@ -317,13 +291,8 @@ SW_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * te
SDL_memcpy(&verts->srcrect, srcrect, sizeof (SDL_Rect));
if (renderer->viewport.x || renderer->viewport.y) {
verts->dstrect.x = (int)(renderer->viewport.x + dstrect->x);
verts->dstrect.y = (int)(renderer->viewport.y + dstrect->y);
} else {
verts->dstrect.x = (int)dstrect->x;
verts->dstrect.y = (int)dstrect->y;
}
verts->dstrect.x = (int)dstrect->x;
verts->dstrect.y = (int)dstrect->y;
verts->dstrect.w = (int)dstrect->w;
verts->dstrect.h = (int)dstrect->h;
verts->angle = angle;
@ -618,8 +587,8 @@ SW_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
ptr->src.x = (int)(uv_[0] * texture->w);
ptr->src.y = (int)(uv_[1] * texture->h);
ptr->dst.x = (int)(xy_[0] * scale_x + renderer->viewport.x);
ptr->dst.y = (int)(xy_[1] * scale_y + renderer->viewport.y);
ptr->dst.x = (int)(xy_[0] * scale_x);
ptr->dst.y = (int)(xy_[1] * scale_y);
trianglepoint_2_fixedpoint(&ptr->dst);
ptr->color = col_;
@ -646,8 +615,8 @@ SW_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
xy_ = (float *)((char*)xy + j * xy_stride);
col_ = *(SDL_Color *)((char*)color + j * color_stride);
ptr->dst.x = (int)(xy_[0] * scale_x + renderer->viewport.x);
ptr->dst.y = (int)(xy_[1] * scale_y + renderer->viewport.y);
ptr->dst.x = (int)(xy_[0] * scale_x);
ptr->dst.y = (int)(xy_[1] * scale_y);
trianglepoint_2_fixedpoint(&ptr->dst);
ptr->color = col_;
@ -755,9 +724,19 @@ SW_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
const Uint8 b = cmd->data.draw.b;
const Uint8 a = cmd->data.draw.a;
const int count = (int) cmd->data.draw.count;
const SDL_Point *verts = (SDL_Point *) (((Uint8 *) vertices) + cmd->data.draw.first);
SDL_Point *verts = (SDL_Point *) (((Uint8 *) vertices) + cmd->data.draw.first);
const SDL_BlendMode blend = cmd->data.draw.blend;
SetDrawState(surface, &drawstate);
/* Apply viewport */
if (drawstate.viewport->x || drawstate.viewport->y) {
int i;
for (i = 0; i < count; i++) {
verts[i].x += drawstate.viewport->x;
verts[i].y += drawstate.viewport->y;
}
}
if (blend == SDL_BLENDMODE_NONE) {
SDL_DrawPoints(surface, verts, count, SDL_MapRGBA(surface->format, r, g, b, a));
} else {
@ -772,9 +751,19 @@ SW_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
const Uint8 b = cmd->data.draw.b;
const Uint8 a = cmd->data.draw.a;
const int count = (int) cmd->data.draw.count;
const SDL_Point *verts = (SDL_Point *) (((Uint8 *) vertices) + cmd->data.draw.first);
SDL_Point *verts = (SDL_Point *) (((Uint8 *) vertices) + cmd->data.draw.first);
const SDL_BlendMode blend = cmd->data.draw.blend;
SetDrawState(surface, &drawstate);
/* Apply viewport */
if (drawstate.viewport->x || drawstate.viewport->y) {
int i;
for (i = 0; i < count; i++) {
verts[i].x += drawstate.viewport->x;
verts[i].y += drawstate.viewport->y;
}
}
if (blend == SDL_BLENDMODE_NONE) {
SDL_DrawLines(surface, verts, count, SDL_MapRGBA(surface->format, r, g, b, a));
} else {
@ -789,9 +778,19 @@ SW_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
const Uint8 b = cmd->data.draw.b;
const Uint8 a = cmd->data.draw.a;
const int count = (int) cmd->data.draw.count;
const SDL_Rect *verts = (SDL_Rect *) (((Uint8 *) vertices) + cmd->data.draw.first);
SDL_Rect *verts = (SDL_Rect *) (((Uint8 *) vertices) + cmd->data.draw.first);
const SDL_BlendMode blend = cmd->data.draw.blend;
SetDrawState(surface, &drawstate);
/* Apply viewport */
if (drawstate.viewport->x || drawstate.viewport->y) {
int i;
for (i = 0; i < count; i++) {
verts[i].x += drawstate.viewport->x;
verts[i].y += drawstate.viewport->y;
}
}
if (blend == SDL_BLENDMODE_NONE) {
SDL_FillRects(surface, verts, count, SDL_MapRGBA(surface->format, r, g, b, a));
} else {
@ -811,6 +810,12 @@ SW_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
PrepTextureForCopy(cmd);
/* Apply viewport */
if (drawstate.viewport->x || drawstate.viewport->y) {
dstrect->x += drawstate.viewport->x;
dstrect->y += drawstate.viewport->y;
}
if ( srcrect->w == dstrect->w && srcrect->h == dstrect->h ) {
SDL_BlitSurface(src, srcrect, surface, dstrect);
} else {
@ -824,9 +829,16 @@ SW_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
}
case SDL_RENDERCMD_COPY_EX: {
const CopyExData *copydata = (CopyExData *) (((Uint8 *) vertices) + cmd->data.draw.first);
CopyExData *copydata = (CopyExData *) (((Uint8 *) vertices) + cmd->data.draw.first);
SetDrawState(surface, &drawstate);
PrepTextureForCopy(cmd);
/* Apply viewport */
if (drawstate.viewport->x || drawstate.viewport->y) {
copydata->dstrect.x += drawstate.viewport->x;
copydata->dstrect.y += drawstate.viewport->y;
}
SW_RenderCopyEx(renderer, surface, cmd->data.draw.texture, &copydata->srcrect,
&copydata->dstrect, copydata->angle, &copydata->center, copydata->flip);
break;
@ -847,6 +859,20 @@ SW_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
GeometryCopyData *ptr = (GeometryCopyData *) verts;
PrepTextureForCopy(cmd);
/* Apply viewport */
if (drawstate.viewport->x || drawstate.viewport->y) {
int i;
SDL_Point vp;
vp.x = drawstate.viewport->x;
vp.y = drawstate.viewport->y;
trianglepoint_2_fixedpoint(&vp);
for (i = 0; i < count; i++) {
ptr[i].dst.x += vp.x;
ptr[i].dst.y += vp.y;
}
}
for (i = 0; i < count; i += 3, ptr += 3) {
SDL_SW_BlitTriangle(
src,
@ -857,6 +883,20 @@ SW_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
}
} else {
GeometryFillData *ptr = (GeometryFillData *) verts;
/* Apply viewport */
if (drawstate.viewport->x || drawstate.viewport->y) {
int i;
SDL_Point vp;
vp.x = drawstate.viewport->x;
vp.y = drawstate.viewport->y;
trianglepoint_2_fixedpoint(&vp);
for (i = 0; i < count; i++) {
ptr[i].dst.x += vp.x;
ptr[i].dst.y += vp.y;
}
}
for (i = 0; i < count; i += 3, ptr += 3) {
SDL_SW_FillTriangle(surface, &(ptr[0].dst), &(ptr[1].dst), &(ptr[2].dst), blend, ptr[0].color, ptr[1].color, ptr[2].color);
}