diff --git a/src/render/direct3d11/SDL_render_d3d11.c b/src/render/direct3d11/SDL_render_d3d11.c index ffae92f5f..c03a2d051 100644 --- a/src/render/direct3d11/SDL_render_d3d11.c +++ b/src/render/direct3d11/SDL_render_d3d11.c @@ -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; diff --git a/src/render/software/SDL_render_sw.c b/src/render/software/SDL_render_sw.c index e8136a2f4..6ce921a04 100644 --- a/src/render/software/SDL_render_sw.c +++ b/src/render/software/SDL_render_sw.c @@ -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, ©data->srcrect, ©data->dstrect, copydata->angle, ©data->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); }