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https://github.com/shadps4-emu/ext-SDL.git
synced 2024-11-23 18:19:40 +00:00
Removed SDL_RenderGeometryRawFloat()
After discussion with @ocornut, SDL_RenderGeometryRaw() will take floating point colors and conversion from 8-bit color can happen on the application side. We can always add an 8-bit color fast path in the future if we need it on handheld platforms. If you need code to do this in your application, you can use the following: int SDL_RenderGeometryRaw8BitColor(SDL_Renderer *renderer, SDL_Texture *texture, const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride, int num_vertices, const void *indices, int num_indices, int size_indices) { int i, retval, isstack; const Uint8 *color2 = (const Uint8 *)color; SDL_FColor *color3; if (num_vertices <= 0) { return SDL_InvalidParamError("num_vertices"); } if (!color) { return SDL_InvalidParamError("color"); } color3 = (SDL_FColor *)SDL_small_alloc(SDL_FColor, num_vertices, &isstack); if (!color3) { return -1; } for (i = 0; i < num_vertices; ++i) { color3[i].r = color->r / 255.0f; color3[i].g = color->g / 255.0f; color3[i].b = color->b / 255.0f; color3[i].a = color->a / 255.0f; color2 += color_stride; color = (const SDL_Color *)color2; } retval = SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color3, sizeof(*color3), uv, uv_stride, num_vertices, indices, num_indices, size_indices); SDL_small_free(color3, isstack); return retval; } Fixes https://github.com/libsdl-org/SDL/issues/9009
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@ -1886,7 +1886,7 @@ extern SDL_DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
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* \param texture (optional) The SDL texture to use.
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* \param xy vertex positions.
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* \param xy_stride byte size to move from one element to the next element.
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* \param color vertex colors (as SDL_Color).
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* \param color vertex colors (as SDL_FColor).
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* \param color_stride byte size to move from one element to the next element.
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* \param uv vertex normalized texture coordinates.
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* \param uv_stride byte size to move from one element to the next element.
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@ -1903,40 +1903,6 @@ extern SDL_DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
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* \sa SDL_RenderGeometry
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*/
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extern SDL_DECLSPEC int SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer,
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SDL_Texture *texture,
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const float *xy, int xy_stride,
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const SDL_Color *color, int color_stride,
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const float *uv, int uv_stride,
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int num_vertices,
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const void *indices, int num_indices, int size_indices);
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/**
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* Render a list of triangles, optionally using a texture and indices into the
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* vertex arrays Color and alpha modulation is done per vertex
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* (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
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*
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* \param renderer the rendering context.
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* \param texture (optional) The SDL texture to use.
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* \param xy vertex positions.
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* \param xy_stride byte size to move from one element to the next element.
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* \param color vertex colors (as SDL_FColor).
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* \param color_stride byte size to move from one element to the next element.
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* \param uv vertex normalized texture coordinates.
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* \param uv_stride byte size to move from one element to the next element.
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* \param num_vertices number of vertices.
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* \param indices (optional) An array of indices into the 'vertices' arrays,
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* if NULL all vertices will be rendered in sequential order.
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* \param num_indices number of indices.
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* \param size_indices index size: 1 (byte), 2 (short), 4 (int).
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* \returns 0 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_RenderGeometry
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* \sa SDL_RenderGeometryRaw
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*/
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extern SDL_DECLSPEC int SDLCALL SDL_RenderGeometryRawFloat(SDL_Renderer *renderer,
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SDL_Texture *texture,
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const float *xy, int xy_stride,
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const SDL_FColor *color, int color_stride,
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@ -645,7 +645,6 @@ SDL3_0.0.0 {
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SDL_RenderFillRects;
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SDL_RenderGeometry;
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SDL_RenderGeometryRaw;
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SDL_RenderGeometryRawFloat;
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SDL_RenderLine;
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SDL_RenderLines;
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SDL_RenderPoint;
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@ -670,7 +670,6 @@
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#define SDL_RenderFillRects SDL_RenderFillRects_REAL
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#define SDL_RenderGeometry SDL_RenderGeometry_REAL
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#define SDL_RenderGeometryRaw SDL_RenderGeometryRaw_REAL
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#define SDL_RenderGeometryRawFloat SDL_RenderGeometryRawFloat_REAL
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#define SDL_RenderLine SDL_RenderLine_REAL
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#define SDL_RenderLines SDL_RenderLines_REAL
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#define SDL_RenderPoint SDL_RenderPoint_REAL
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@ -680,8 +680,7 @@ SDL_DYNAPI_PROC(int,SDL_RenderCoordinatesToWindow,(SDL_Renderer *a, float b, flo
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SDL_DYNAPI_PROC(int,SDL_RenderFillRect,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_RenderFillRects,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_RenderGeometry,(SDL_Renderer *a, SDL_Texture *b, const SDL_Vertex *c, int d, const int *e, int f),(a,b,c,d,e,f),return)
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SDL_DYNAPI_PROC(int,SDL_RenderGeometryRaw,(SDL_Renderer *a, SDL_Texture *b, const float *c, int d, const SDL_Color *e, int f, const float *g, int h, int i, const void *j, int k, int l),(a,b,c,d,e,f,g,h,i,j,k,l),return)
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SDL_DYNAPI_PROC(int,SDL_RenderGeometryRawFloat,(SDL_Renderer *a, SDL_Texture *b, const float *c, int d, const SDL_FColor *e, int f, const float *g, int h, int i, const void *j, int k, int l),(a,b,c,d,e,f,g,h,i,j,k,l),return)
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SDL_DYNAPI_PROC(int,SDL_RenderGeometryRaw,(SDL_Renderer *a, SDL_Texture *b, const float *c, int d, const SDL_FColor *e, int f, const float *g, int h, int i, const void *j, int k, int l),(a,b,c,d,e,f,g,h,i,j,k,l),return)
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SDL_DYNAPI_PROC(int,SDL_RenderLine,(SDL_Renderer *a, float b, float c, float d, float e),(a,b,c,d,e),return)
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SDL_DYNAPI_PROC(int,SDL_RenderLines,(SDL_Renderer *a, const SDL_FPoint *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(int,SDL_RenderPoint,(SDL_Renderer *a, float b, float c),(a,b,c),return)
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@ -3849,7 +3849,7 @@ int SDL_RenderGeometry(SDL_Renderer *renderer,
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const float *uv = &vertices->tex_coord.x;
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int uv_stride = sizeof(SDL_Vertex);
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int size_indices = 4;
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return SDL_RenderGeometryRawFloat(renderer, texture, xy, xy_stride, color, color_stride, uv, uv_stride, num_vertices, indices, num_indices, size_indices);
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return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color, color_stride, uv, uv_stride, num_vertices, indices, num_indices, size_indices);
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} else {
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return SDL_InvalidParamError("vertices");
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}
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@ -4226,7 +4226,7 @@ end:
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}
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#endif /* SDL_VIDEO_RENDER_SW */
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int SDL_RenderGeometryRawFloat(SDL_Renderer *renderer,
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int SDL_RenderGeometryRaw(SDL_Renderer *renderer,
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SDL_Texture *texture,
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const float *xy, int xy_stride,
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const SDL_FColor *color, int color_stride,
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@ -4338,40 +4338,6 @@ int SDL_RenderGeometryRawFloat(SDL_Renderer *renderer,
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renderer->view->scale.y);
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}
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int SDL_RenderGeometryRaw(SDL_Renderer *renderer, SDL_Texture *texture, const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride, int num_vertices, const void *indices, int num_indices, int size_indices)
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{
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int i, retval, isstack;
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const Uint8 *color2 = (const Uint8 *)color;
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SDL_FColor *color3;
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if (num_vertices <= 0) {
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return SDL_InvalidParamError("num_vertices");
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}
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if (!color) {
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return SDL_InvalidParamError("color");
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}
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color3 = (SDL_FColor *)SDL_small_alloc(SDL_FColor, num_vertices, &isstack);
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if (!color3) {
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return -1;
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}
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for (i = 0; i < num_vertices; ++i) {
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color3[i].r = color->r / 255.0f;
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color3[i].g = color->g / 255.0f;
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color3[i].b = color->b / 255.0f;
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color3[i].a = color->a / 255.0f;
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color2 += color_stride;
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color = (const SDL_Color *)color2;
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}
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retval = SDL_RenderGeometryRawFloat(renderer, texture, xy, xy_stride, color3, sizeof(*color3), uv, uv_stride, num_vertices, indices, num_indices, size_indices);
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SDL_small_free(color3, isstack);
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return retval;
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}
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SDL_Surface *SDL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect)
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{
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SDL_Rect real_rect;
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@ -388,7 +388,7 @@ static void DrawGradient(float x, float y, float width, float height, float star
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color[2] = max_color;
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color[3] = min_color;
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SDL_RenderGeometryRawFloat(renderer, NULL, xy, xy_stride, color, color_stride, NULL, 0, num_vertices, indices, num_indices, size_indices);
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SDL_RenderGeometryRaw(renderer, NULL, xy, xy_stride, color, color_stride, NULL, 0, num_vertices, indices, num_indices, size_indices);
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}
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static void RenderGradientDrawing(void)
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