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@@ -3424,6 +3424,7 @@ remap_indices(
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return k;
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}
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+#define DEBUG_SW_RENDER_GEOMETRY 0
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/* For the software renderer, try to reinterpret triangles as SDL_Rect */
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static int SDLCALL
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SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
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@@ -3437,7 +3438,6 @@ SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
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int i;
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int retval = 0;
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int count = indices ? num_indices : num_vertices;
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- const int debug = 0;
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int prev[3]; /* Previous triangle vertex indices */
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int texw = 0, texh = 0;
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SDL_BlendMode blendMode = SDL_BLENDMODE_NONE;
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@@ -3456,8 +3456,10 @@ SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
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for (i = 0; i < count; i += 3) {
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int k0, k1, k2; /* Current triangle indices */
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int is_quad = 1;
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+#if DEBUG_SW_RENDER_GEOMETRY
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int is_uniform = 1;
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int is_rectangle = 1;
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+#endif
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int A = -1; /* Top left vertex */
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int B = -1; /* Bottom right vertex */
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int C = -1; /* Third vertex of current triangle */
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@@ -3575,7 +3577,9 @@ SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
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/* ok */
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} else {
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is_quad = 0;
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+#if DEBUG_SW_RENDER_GEOMETRY
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is_rectangle = 0;
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+#endif
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}
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xy2_ = (const float *)((const char*)xy + C2 * xy_stride);
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@@ -3586,7 +3590,9 @@ SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
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/* ok */
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} else {
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is_quad = 0;
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+#if DEBUG_SW_RENDER_GEOMETRY
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is_rectangle = 0;
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+#endif
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}
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}
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@@ -3600,7 +3606,9 @@ SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
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/* ok */
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} else {
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is_quad = 0;
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+#if DEBUG_SW_RENDER_GEOMETRY
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is_uniform = 0;
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+#endif
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}
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}
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@@ -3633,34 +3641,30 @@ SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
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SDL_SetTextureAlphaMod(texture, col0_.a);
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SDL_SetTextureColorMod(texture, col0_.r, col0_.g, col0_.b);
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SDL_RenderCopyF(renderer, texture, &s, &d);
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-
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- if (debug) {
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- SDL_Log("Rect-COPY: RGB %d %d %d - Alpha:%d - texture=%p: src=(%d,%d, %d x %d) dst (%f, %f, %f x %f)", col0_.r, col0_.g, col0_.b, col0_.a,
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- (void *)texture, s.x, s.y, s.w, s.h, d.x, d.y, d.w, d.h);
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- }
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+#if DEBUG_SW_RENDER_GEOMETRY
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+ SDL_Log("Rect-COPY: RGB %d %d %d - Alpha:%d - texture=%p: src=(%d,%d, %d x %d) dst (%f, %f, %f x %f)", col0_.r, col0_.g, col0_.b, col0_.a,
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+ (void *)texture, s.x, s.y, s.w, s.h, d.x, d.y, d.w, d.h);
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+#endif
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} else if (d.w != 0.0f && d.h != 0.0f) { /* Rect, no texture */
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(renderer, col0_.r, col0_.g, col0_.b, col0_.a);
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SDL_RenderFillRectF(renderer, &d);
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-
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- if (debug) {
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- SDL_Log("Rect-FILL: RGB %d %d %d - Alpha:%d - texture=%p: src=(%d,%d, %d x %d) dst (%f, %f, %f x %f)", col0_.r, col0_.g, col0_.b, col0_.a,
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- (void *)texture, s.x, s.y, s.w, s.h, d.x, d.y, d.w, d.h);
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- }
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+#if DEBUG_SW_RENDER_GEOMETRY
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+ SDL_Log("Rect-FILL: RGB %d %d %d - Alpha:%d - texture=%p: src=(%d,%d, %d x %d) dst (%f, %f, %f x %f)", col0_.r, col0_.g, col0_.b, col0_.a,
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+ (void *)texture, s.x, s.y, s.w, s.h, d.x, d.y, d.w, d.h);
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} else {
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- if (debug) {
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- SDL_Log("Rect-DISMISS: RGB %d %d %d - Alpha:%d - texture=%p: src=(%d,%d, %d x %d) dst (%f, %f, %f x %f)", col0_.r, col0_.g, col0_.b, col0_.a,
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- (void *)texture, s.x, s.y, s.w, s.h, d.x, d.y, d.w, d.h);
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- }
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+ SDL_Log("Rect-DISMISS: RGB %d %d %d - Alpha:%d - texture=%p: src=(%d,%d, %d x %d) dst (%f, %f, %f x %f)", col0_.r, col0_.g, col0_.b, col0_.a,
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+ (void *)texture, s.x, s.y, s.w, s.h, d.x, d.y, d.w, d.h);
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+#endif
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}
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prev[0] = -1;
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} else {
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/* Render triangles */
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if (prev[0] != -1) {
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- if (debug) {
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- SDL_Log("Triangle %d %d %d - is_uniform:%d is_rectangle:%d", prev[0], prev[1], prev[2], is_uniform, is_rectangle);
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- }
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+#if DEBUG_SW_RENDER_GEOMETRY
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+ SDL_Log("Triangle %d %d %d - is_uniform:%d is_rectangle:%d", prev[0], prev[1], prev[2], is_uniform, is_rectangle);
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+#endif
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retval = QueueCmdGeometry(renderer, texture,
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xy, xy_stride, color, color_stride, uv, uv_stride,
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num_vertices, prev, 3, 4, renderer->scale.x, renderer->scale.y);
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@@ -3679,9 +3683,9 @@ SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
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if (prev[0] != -1) {
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/* flush the last triangle */
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- if (debug) {
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- SDL_Log("Last triangle %d %d %d", prev[0], prev[1], prev[2]);
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- }
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+#if DEBUG_SW_RENDER_GEOMETRY
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+ SDL_Log("Last triangle %d %d %d", prev[0], prev[1], prev[2]);
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+#endif
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retval = QueueCmdGeometry(renderer, texture,
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xy, xy_stride, color, color_stride, uv, uv_stride,
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num_vertices, prev, 3, 4, renderer->scale.x, renderer->scale.y);
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