|
@@ -1865,6 +1865,44 @@ D3D11_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
|
|
|
return 0;
|
|
|
}
|
|
|
|
|
|
+static int
|
|
|
+GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
|
|
|
+ SDL_Vertex *vertices, int num_vertices, int *indices, int num_indices, float scale_x, float scale_y)
|
|
|
+{
|
|
|
+ int i;
|
|
|
+ int count = indices ? num_indices : num_vertices;
|
|
|
+ VertexPositionColor *verts = (VertexPositionColor *) SDL_AllocateRenderVertices(renderer, count * sizeof (VertexPositionColor), 0, &cmd->data.draw.first);
|
|
|
+
|
|
|
+ if (!verts) {
|
|
|
+ return -1;
|
|
|
+ }
|
|
|
+
|
|
|
+ cmd->data.draw.count = count;
|
|
|
+
|
|
|
+ for (i = 0; i < count; i++) {
|
|
|
+ SDL_Vertex *v = &vertices[indices ? indices[i] : i];
|
|
|
+
|
|
|
+ verts->pos.x = v->position.x * scale_x;
|
|
|
+ verts->pos.y = v->position.y * scale_y;
|
|
|
+ verts->pos.z = 0.0f;
|
|
|
+ verts->color.r = v->color.r / 255.0f;
|
|
|
+ verts->color.g = v->color.g / 255.0f;
|
|
|
+ verts->color.b = v->color.b / 255.0f;
|
|
|
+ verts->color.a = v->color.a / 255.0f;
|
|
|
+
|
|
|
+ if (texture) {
|
|
|
+ verts->tex.x = v->tex_coord.x / texture->w;
|
|
|
+ verts->tex.y = v->tex_coord.y / texture->h;
|
|
|
+ } else {
|
|
|
+ verts->tex.x = 0.0f;
|
|
|
+ verts->tex.y = 0.0f;
|
|
|
+ }
|
|
|
+
|
|
|
+ verts += 1;
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
|
|
|
static int
|
|
|
D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
|
|
@@ -2347,6 +2385,22 @@ D3D11_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
|
|
|
break;
|
|
|
}
|
|
|
|
|
|
+ case SDL_RENDERCMD_GEOMETRY: {
|
|
|
+ SDL_Texture *texture = cmd->data.draw.texture;
|
|
|
+ const size_t count = cmd->data.draw.count;
|
|
|
+ const size_t first = cmd->data.draw.first;
|
|
|
+ const size_t start = first / sizeof (VertexPositionColor);
|
|
|
+
|
|
|
+ if (texture) {
|
|
|
+ D3D11_SetCopyState(renderer, cmd, NULL);
|
|
|
+ } else {
|
|
|
+ D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[SHADER_SOLID], 0, NULL, NULL, NULL);
|
|
|
+ }
|
|
|
+
|
|
|
+ D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, start, count);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+
|
|
|
case SDL_RENDERCMD_NO_OP:
|
|
|
break;
|
|
|
}
|
|
@@ -2562,6 +2616,7 @@ D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
|
|
|
renderer->QueueFillRects = D3D11_QueueFillRects;
|
|
|
renderer->QueueCopy = D3D11_QueueCopy;
|
|
|
renderer->QueueCopyEx = D3D11_QueueCopyEx;
|
|
|
+ renderer->QueueGeometry = D3D11_QueueGeometry;
|
|
|
renderer->RunCommandQueue = D3D11_RunCommandQueue;
|
|
|
renderer->RenderReadPixels = D3D11_RenderReadPixels;
|
|
|
renderer->RenderPresent = D3D11_RenderPresent;
|