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@@ -35,6 +35,11 @@
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/* turn black GS Screen */
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#define GS_BLACK GS_SETREG_RGBA(0x00, 0x00, 0x00, 0x80)
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+typedef struct clear_vertex {
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+ float x;
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+ float y;
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+} clear_vertex;
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+
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typedef struct texture_vertex {
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float x;
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float y;
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@@ -209,6 +214,22 @@ PS2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_F
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static int
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PS2_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
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{
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+ SDL_Rect *verts = (SDL_Rect *) SDL_AllocateRenderVertices(renderer, count * sizeof (SDL_Rect), 4, &cmd->data.draw.first);
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+ int i;
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+
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+ if (!verts) {
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+ return -1;
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+ }
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+
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+ cmd->data.draw.count = count;
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+
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+ for (i = 0; i < count; i++, verts++, rects++) {
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+ verts->x = (int)rects->x;
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+ verts->y = (int)rects->y;
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+ verts->w = rects->w + 0.5f;
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+ verts->h = rects->h + 0.5f;
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+ }
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+
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return 0;
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}
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@@ -424,6 +445,35 @@ PS2_RenderGeometry(SDL_Renderer *renderer, void *vertices, SDL_RenderCommand *cm
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return 0;
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}
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+int
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+PS2_FillRects(SDL_Renderer *renderer, void *vertices, SDL_RenderCommand * cmd)
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+{
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+ PS2_RenderData *data = (PS2_RenderData *)renderer->driverdata;
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+ const SDL_Rect* rect;
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+ uint64_t color;
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+ int i;
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+
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+ const size_t count = cmd->data.draw.count;
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+
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+ const uint8_t ColorR = cmd->data.draw.r >> 1;
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+ const uint8_t ColorG = cmd->data.draw.g >> 1;
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+ const uint8_t ColorB = cmd->data.draw.b >> 1;
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+ const uint8_t ColorA = cmd->data.draw.a >> 1;
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+
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+ color = GS_SETREG_RGBAQ(ColorR, ColorG, ColorB, ColorA, 0x00);
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+
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+ SDL_Rect *rects = (SDL_Rect *) (vertices + cmd->data.draw.first);
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+
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+ for (i = 0; i < count; i++) {
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+ rect = &rects[i];
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+ gsKit_prim_sprite(data->gsGlobal, rect->x, rect->y, rect->w, rect->h, 0, color);
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+
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+ }
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+
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+ /* We're done! */
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+ return 0;
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+}
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+
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static int
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PS2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
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{
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@@ -437,8 +487,10 @@ PS2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
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PS2_RenderClear(renderer, cmd);
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break;
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}
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- case SDL_RENDERCMD_FILL_RECTS: /* unused */
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+ case SDL_RENDERCMD_FILL_RECTS: {
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+ PS2_FillRects(renderer, vertices, cmd);
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break;
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+ }
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case SDL_RENDERCMD_COPY: /* unused */
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break;
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