mirror of https://github.com/libsdl-org/SDL
DirectFB: add partial support for RenderGeometry
allow to fill triangles with color or texture but only uniform vertex color is handled (not per vertex color)
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7def81cf42
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@ -615,6 +615,64 @@ DirectFB_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const
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return 0;
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}
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static int
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DirectFB_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_indices,
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float scale_x, float scale_y)
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{
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DirectFB_TextureData *texturedata = NULL;
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int i;
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int count = indices ? num_indices : num_vertices;
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float *verts;
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int sz = 2 + 4 + (texture ? 2 : 0);
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verts = (float *) SDL_AllocateRenderVertices(renderer, count * sz * sizeof (float), 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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if (texture) {
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texturedata = (DirectFB_TextureData *) texture->driverdata;
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}
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cmd->data.draw.count = count;
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size_indices = indices ? size_indices : 0;
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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_indices == 4) {
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j = ((const Uint32 *)indices)[i];
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} else if (size_indices == 2) {
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j = ((const Uint16 *)indices)[i];
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} else if (size_indices == 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++) = xy_[0] * scale_x;
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*(verts++) = xy_[1] * scale_y;
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*(verts++) = col_.r;
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*(verts++) = col_.g;
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*(verts++) = col_.b;
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*(verts++) = col_.a;
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if (texture) {
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float *uv_ = (float *)((char*)uv + j * uv_stride);
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*(verts++) = uv_[0];
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*(verts++) = uv_[1];
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}
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}
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return 0;
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}
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static int
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DirectFB_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
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{
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@ -814,6 +872,144 @@ DirectFB_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *
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break;
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}
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case SDL_RENDERCMD_GEOMETRY: {
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const float *verts = (float *) (((Uint8 *) vertices) + cmd->data.draw.first);
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SDL_Texture *texture = cmd->data.draw.texture;
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const size_t count = cmd->data.draw.count;
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Uint8 save_r = cmd->data.draw.r;
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Uint8 save_g = cmd->data.draw.g;
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Uint8 save_b = cmd->data.draw.b;
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Uint8 save_a = cmd->data.draw.a;
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int j;
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for (j = 0; j < count; j += 3)
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{
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float x1, y1, r1, g1, b1, a1, u1, v1;
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float x2, y2, r2, g2, b2, a2, u2, v2;
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float x3, y3, r3, g3, b3, a3, u3, v3;
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x1 = *(verts++);
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y1 = *(verts++);
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r1 = *(verts++);
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g1 = *(verts++);
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b1 = *(verts++);
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a1 = *(verts++);
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if (texture) {
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u1 = *(verts++);
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v1 = *(verts++);
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}
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x2 = *(verts++);
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y2 = *(verts++);
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r2 = *(verts++);
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g2 = *(verts++);
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b2 = *(verts++);
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a2 = *(verts++);
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if (texture) {
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u2 = *(verts++);
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v2 = *(verts++);
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}
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x3 = *(verts++);
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y3 = *(verts++);
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r3 = *(verts++);
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g3 = *(verts++);
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b3 = *(verts++);
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a3 = *(verts++);
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if (texture) {
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u3 = *(verts++);
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v3 = *(verts++);
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}
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if (texture) {
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DFBVertex vertices[3];
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DirectFB_TextureData *texturedata = (DirectFB_TextureData *) texture->driverdata;
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DFBSurfaceBlittingFlags flags = 0;
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int r = (r1 + r2 + r3) / 3;
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int g = (g1 + g2 + g3) / 3;
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int b = (b1 + b2 + b3) / 3;
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int a = (a1 + a2 + a3) / 3;
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if (texturedata->isDirty) {
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const SDL_Rect rect = { 0, 0, texture->w, texture->h };
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DirectFB_UpdateTexture(renderer, texture, &rect, texturedata->pixels, texturedata->pitch);
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}
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if (a != 0xFF) {
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flags |= DSBLIT_BLEND_COLORALPHA;
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}
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if ((r & g & b) != 0xFF) {
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flags |= DSBLIT_COLORIZE;
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}
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destsurf->SetColor(destsurf, r, g, b, a);
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/* ???? flags |= DSBLIT_SRC_PREMULTCOLOR; */
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SetBlendMode(data, texture->blendMode, texturedata);
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destsurf->SetBlittingFlags(destsurf, data->blitFlags | flags);
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#if (DFB_VERSION_ATLEAST(1,2,0))
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destsurf->SetRenderOptions(destsurf, texturedata->render_options);
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#endif
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vertices[0].x = x1;
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vertices[0].y = y1;
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vertices[0].z = 0;
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vertices[0].w = 0;
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vertices[0].s = u1;
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vertices[0].t = v1;
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vertices[1].x = x2;
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vertices[1].y = y2;
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vertices[1].z = 0;
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vertices[1].w = 0;
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vertices[1].s = u2;
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vertices[1].t = v2;
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vertices[2].x = x3;
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vertices[2].y = y3;
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vertices[2].z = 0;
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vertices[2].w = 0;
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vertices[2].s = u3;
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vertices[2].t = v3;
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destsurf->TextureTriangles(destsurf, texturedata->surface, vertices, NULL, 3, DTTF_LIST);
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} else {
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DFBTriangle tris;
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tris.x1 = x1;
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tris.y1 = y1;
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tris.x2 = x2;
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tris.y2 = y2;
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tris.x3 = x3;
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tris.y3 = y3;
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cmd->data.draw.r = (r1 + r2 + r3) / 3;
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cmd->data.draw.g = (g1 + g2 + g3) / 3;
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cmd->data.draw.b = (b1 + b2 + b3) / 3;
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cmd->data.draw.a = (a1 + a2 + a3) / 3;
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PrepareDraw(renderer, cmd);
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destsurf->FillTriangles(destsurf, &tris, 1);
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}
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}
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cmd->data.draw.r = save_r;
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cmd->data.draw.g = save_g;
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cmd->data.draw.b = save_b;
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cmd->data.draw.a = save_a;
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break;
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}
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case SDL_RENDERCMD_COPY_EX:
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break; /* unsupported */
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@ -984,6 +1180,7 @@ DirectFB_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->QueueSetDrawColor = DirectFB_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
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renderer->QueueDrawPoints = DirectFB_QueueDrawPoints;
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renderer->QueueDrawLines = DirectFB_QueueDrawPoints; /* lines and points queue vertices the same way. */
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renderer->QueueGeometry = DirectFB_QueueGeometry;
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renderer->QueueFillRects = DirectFB_QueueFillRects;
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renderer->QueueCopy = DirectFB_QueueCopy;
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renderer->QueueCopyEx = DirectFB_QueueCopyEx;
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