SDL_Renderer simplifications: - Factorize PrepQueueCmdDraw{,DrawTexture,Solid) into one single function - Change SDL_Texture/Renderer r,g,b,a Uint8 into an SDL_Color, so that it can be passed directly to RenderGeometry - Don't automatically queue a SET_DRAW_COLOR cmd for RenderGeometry (and update GLES2 renderer)
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diff --git a/src/render/SDL_render.c b/src/render/SDL_render.c
index 00cab91..a3ffd08 100644
--- a/src/render/SDL_render.c
+++ b/src/render/SDL_render.c
@@ -394,9 +394,9 @@ QueueCmdSetClipRect(SDL_Renderer *renderer)
}
static int
-QueueCmdSetDrawColor(SDL_Renderer *renderer, const Uint8 r, const Uint8 g, const Uint8 b, const Uint8 a)
+QueueCmdSetDrawColor(SDL_Renderer *renderer, SDL_Color *col)
{
- const Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
+ const Uint32 color = ((col->a << 24) | (col->r << 16) | (col->g << 8) | col->b);
int retval = 0;
if (!renderer->color_queued || (color != renderer->last_queued_color)) {
@@ -406,10 +406,10 @@ QueueCmdSetDrawColor(SDL_Renderer *renderer, const Uint8 r, const Uint8 g, const
if (cmd != NULL) {
cmd->command = SDL_RENDERCMD_SETDRAWCOLOR;
cmd->data.color.first = 0; /* render backend will fill this in. */
- cmd->data.color.r = r;
- cmd->data.color.g = g;
- cmd->data.color.b = b;
- cmd->data.color.a = a;
+ cmd->data.color.r = col->r;
+ cmd->data.color.g = col->g;
+ cmd->data.color.b = col->b;
+ cmd->data.color.a = col->a;
retval = renderer->QueueSetDrawColor(renderer, cmd);
if (retval < 0) {
cmd->command = SDL_RENDERCMD_NO_OP;
@@ -432,17 +432,33 @@ QueueCmdClear(SDL_Renderer *renderer)
cmd->command = SDL_RENDERCMD_CLEAR;
cmd->data.color.first = 0;
- cmd->data.color.r = renderer->r;
- cmd->data.color.g = renderer->g;
- cmd->data.color.b = renderer->b;
- cmd->data.color.a = renderer->a;
+ cmd->data.color.r = renderer->color.r;
+ cmd->data.color.g = renderer->color.g;
+ cmd->data.color.b = renderer->color.b;
+ cmd->data.color.a = renderer->color.a;
return 0;
}
-static int
-PrepQueueCmdDraw(SDL_Renderer *renderer, const Uint8 r, const Uint8 g, const Uint8 b, const Uint8 a)
+static SDL_RenderCommand *
+PrepQueueCmdDraw(SDL_Renderer *renderer, const SDL_RenderCommandType cmdtype, SDL_Texture *texture)
{
- int retval = QueueCmdSetDrawColor(renderer, r, g, b, a);
+ SDL_RenderCommand *cmd = NULL;
+ int retval = 0;
+ SDL_Color *color;
+ SDL_BlendMode blendMode;
+
+ if (texture) {
+ color = &texture->color;
+ blendMode = texture->blendMode;
+ } else {
+ color = &renderer->color;
+ blendMode = renderer->blendMode;
+ }
+
+ if (cmdtype != SDL_RENDERCMD_GEOMETRY) {
+ /* !!! FIXME: drop this draw if viewport w or h is zero. */
+ retval = QueueCmdSetDrawColor(renderer, color);
+ }
/* Set the viewport and clip rect directly before draws, so the backends
* don't have to worry about that state not being valid at draw time. */
@@ -452,26 +468,19 @@ PrepQueueCmdDraw(SDL_Renderer *renderer, const Uint8 r, const Uint8 g, const Uin
if (retval == 0 && !renderer->cliprect_queued) {
retval = QueueCmdSetClipRect(renderer);
}
- return retval;
-}
-static SDL_RenderCommand *
-PrepQueueCmdDrawSolid(SDL_Renderer *renderer, const SDL_RenderCommandType cmdtype)
-{
- /* !!! FIXME: drop this draw if viewport w or h is zero. */
- SDL_RenderCommand *cmd = NULL;
- if (PrepQueueCmdDraw(renderer, renderer->r, renderer->g, renderer->b, renderer->a) == 0) {
+ if (retval == 0) {
cmd = AllocateRenderCommand(renderer);
if (cmd != NULL) {
cmd->command = cmdtype;
cmd->data.draw.first = 0; /* render backend will fill this in. */
cmd->data.draw.count = 0; /* render backend will fill this in. */
- cmd->data.draw.r = renderer->r;
- cmd->data.draw.g = renderer->g;
- cmd->data.draw.b = renderer->b;
- cmd->data.draw.a = renderer->a;
- cmd->data.draw.blend = renderer->blendMode;
- cmd->data.draw.texture = NULL; /* no texture. */
+ cmd->data.draw.r = color->r;
+ cmd->data.draw.g = color->g;
+ cmd->data.draw.b = color->b;
+ cmd->data.draw.a = color->a;
+ cmd->data.draw.blend = blendMode;
+ cmd->data.draw.texture = texture;
}
}
return cmd;
@@ -480,7 +489,7 @@ PrepQueueCmdDrawSolid(SDL_Renderer *renderer, const SDL_RenderCommandType cmdtyp
static int
QueueCmdDrawPoints(SDL_Renderer *renderer, const SDL_FPoint * points, const int count)
{
- SDL_RenderCommand *cmd = PrepQueueCmdDrawSolid(renderer, SDL_RENDERCMD_DRAW_POINTS);
+ SDL_RenderCommand *cmd = PrepQueueCmdDraw(renderer, SDL_RENDERCMD_DRAW_POINTS, NULL);
int retval = -1;
if (cmd != NULL) {
retval = renderer->QueueDrawPoints(renderer, cmd, points, count);
@@ -494,7 +503,7 @@ QueueCmdDrawPoints(SDL_Renderer *renderer, const SDL_FPoint * points, const int
static int
QueueCmdDrawLines(SDL_Renderer *renderer, const SDL_FPoint * points, const int count)
{
- SDL_RenderCommand *cmd = PrepQueueCmdDrawSolid(renderer, SDL_RENDERCMD_DRAW_LINES);
+ SDL_RenderCommand *cmd = PrepQueueCmdDraw(renderer, SDL_RENDERCMD_DRAW_LINES, NULL);
int retval = -1;
if (cmd != NULL) {
retval = renderer->QueueDrawLines(renderer, cmd, points, count);
@@ -512,7 +521,7 @@ QueueCmdFillRects(SDL_Renderer *renderer, const SDL_FRect * rects, const int cou
int retval = -1;
int use_geometry = renderer->QueueGeometry && ! (renderer->info.flags & SDL_RENDERER_SOFTWARE);
- cmd = PrepQueueCmdDrawSolid(renderer, (use_geometry ? SDL_RENDERCMD_GEOMETRY : SDL_RENDERCMD_FILL_RECTS));
+ cmd = PrepQueueCmdDraw(renderer, (use_geometry ? SDL_RENDERCMD_GEOMETRY : SDL_RENDERCMD_FILL_RECTS), NULL);
if (cmd != NULL) {
if (use_geometry) {
@@ -525,16 +534,12 @@ QueueCmdFillRects(SDL_Renderer *renderer, const SDL_FRect * rects, const int cou
int i;
float *ptr_xy = xy;
int *ptr_indices = indices;
- SDL_Color col;
const int xy_stride = 2 * sizeof (float);
- const int color_stride = 0;
const int num_vertices = 4 * count;
const int num_indices = 6 * count;
const int size_indices = 4;
int cur_indice = 0;
- SDL_GetRenderDrawColor(renderer, &col.r, &col.g, &col.b, &col.a);
-
for (i = 0; i < count; ++i) {
float minx, miny, maxx, maxy;
@@ -562,7 +567,7 @@ QueueCmdFillRects(SDL_Renderer *renderer, const SDL_FRect * rects, const int cou
}
retval = renderer->QueueGeometry(renderer, cmd, NULL,
- xy, xy_stride, &col, color_stride, NULL, 0,
+ xy, xy_stride, (int *) &renderer->color, 0 /* color_stride */, NULL, 0,
num_vertices, indices, num_indices, size_indices,
1.0f, 1.0f);
@@ -583,32 +588,10 @@ QueueCmdFillRects(SDL_Renderer *renderer, const SDL_FRect * rects, const int cou
return retval;
}
-static SDL_RenderCommand *
-PrepQueueCmdDrawTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_RenderCommandType cmdtype)
-{
- /* !!! FIXME: drop this draw if viewport w or h is zero. */
- SDL_RenderCommand *cmd = NULL;
- if (PrepQueueCmdDraw(renderer, texture->r, texture->g, texture->b, texture->a) == 0) {
- cmd = AllocateRenderCommand(renderer);
- if (cmd != NULL) {
- cmd->command = cmdtype;
- cmd->data.draw.first = 0; /* render backend will fill this in. */
- cmd->data.draw.count = 0; /* render backend will fill this in. */
- cmd->data.draw.r = texture->r;
- cmd->data.draw.g = texture->g;
- cmd->data.draw.b = texture->b;
- cmd->data.draw.a = texture->a;
- cmd->data.draw.blend = texture->blendMode;
- cmd->data.draw.texture = texture;
- }
- }
- return cmd;
-}
-
static int
QueueCmdCopy(SDL_Renderer *renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_FRect * dstrect)
{
- SDL_RenderCommand *cmd = PrepQueueCmdDrawTexture(renderer, texture, SDL_RENDERCMD_COPY);
+ SDL_RenderCommand *cmd = PrepQueueCmdDraw(renderer, SDL_RENDERCMD_COPY, texture);
int retval = -1;
if (cmd != NULL) {
retval = renderer->QueueCopy(renderer, cmd, texture, srcrect, dstrect);
@@ -624,7 +607,7 @@ QueueCmdCopyEx(SDL_Renderer *renderer, SDL_Texture * texture,
const SDL_Rect * srcquad, const SDL_FRect * dstrect,
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
{
- SDL_RenderCommand *cmd = PrepQueueCmdDrawTexture(renderer, texture, SDL_RENDERCMD_COPY_EX);
+ SDL_RenderCommand *cmd = PrepQueueCmdDraw(renderer, SDL_RENDERCMD_COPY_EX, texture);
int retval = -1;
SDL_assert(renderer->QueueCopyEx != NULL); /* should have caught at higher level. */
if (cmd != NULL) {
@@ -647,11 +630,7 @@ QueueCmdGeometry(SDL_Renderer *renderer, SDL_Texture *texture,
{
SDL_RenderCommand *cmd;
int retval = -1;
- if (texture) {
- cmd = PrepQueueCmdDrawTexture(renderer, texture, SDL_RENDERCMD_GEOMETRY);
- } else {
- cmd = PrepQueueCmdDrawSolid(renderer, SDL_RENDERCMD_GEOMETRY);
- }
+ cmd = PrepQueueCmdDraw(renderer, SDL_RENDERCMD_GEOMETRY, texture);
if (cmd != NULL) {
retval = renderer->QueueGeometry(renderer, cmd, texture,
xy, xy_stride, color, color_stride, uv, uv_stride,
@@ -1232,10 +1211,10 @@ SDL_CreateTexture(SDL_Renderer * renderer, Uint32 format, int access, int w, int
texture->access = access;
texture->w = w;
texture->h = h;
- texture->r = 255;
- texture->g = 255;
- texture->b = 255;
- texture->a = 255;
+ texture->color.r = 255;
+ texture->color.g = 255;
+ texture->color.b = 255;
+ texture->color.a = 255;
texture->scaleMode = SDL_GetScaleMode();
texture->renderer = renderer;
texture->next = renderer->textures;
@@ -1490,9 +1469,9 @@ SDL_SetTextureColorMod(SDL_Texture * texture, Uint8 r, Uint8 g, Uint8 b)
} else {
texture->modMode &= ~SDL_TEXTUREMODULATE_COLOR;
}
- texture->r = r;
- texture->g = g;
- texture->b = b;
+ texture->color.r = r;
+ texture->color.g = g;
+ texture->color.b = b;
if (texture->native) {
return SDL_SetTextureColorMod(texture->native, r, g, b);
}
@@ -1506,13 +1485,13 @@ SDL_GetTextureColorMod(SDL_Texture * texture, Uint8 * r, Uint8 * g,
CHECK_TEXTURE_MAGIC(texture, -1);
if (r) {
- *r = texture->r;
+ *r = texture->color.r;
}
if (g) {
- *g = texture->g;
+ *g = texture->color.g;
}
if (b) {
- *b = texture->b;
+ *b = texture->color.b;
}
return 0;
}
@@ -1527,7 +1506,7 @@ SDL_SetTextureAlphaMod(SDL_Texture * texture, Uint8 alpha)
} else {
texture->modMode &= ~SDL_TEXTUREMODULATE_ALPHA;
}
- texture->a = alpha;
+ texture->color.a = alpha;
if (texture->native) {
return SDL_SetTextureAlphaMod(texture->native, alpha);
}
@@ -1540,7 +1519,7 @@ SDL_GetTextureAlphaMod(SDL_Texture * texture, Uint8 * alpha)
CHECK_TEXTURE_MAGIC(texture, -1);
if (alpha) {
- *alpha = texture->a;
+ *alpha = texture->color.a;
}
return 0;
}
@@ -2519,10 +2498,10 @@ SDL_SetRenderDrawColor(SDL_Renderer * renderer,
{
CHECK_RENDERER_MAGIC(renderer, -1);
- renderer->r = r;
- renderer->g = g;
- renderer->b = b;
- renderer->a = a;
+ renderer->color.r = r;
+ renderer->color.g = g;
+ renderer->color.b = b;
+ renderer->color.a = a;
return 0;
}
@@ -2533,16 +2512,16 @@ SDL_GetRenderDrawColor(SDL_Renderer * renderer,
CHECK_RENDERER_MAGIC(renderer, -1);
if (r) {
- *r = renderer->r;
+ *r = renderer->color.r;
}
if (g) {
- *g = renderer->g;
+ *g = renderer->color.g;
}
if (b) {
- *b = renderer->b;
+ *b = renderer->color.b;
}
if (a) {
- *a = renderer->a;
+ *a = renderer->color.a;
}
return 0;
}
@@ -3312,8 +3291,6 @@ SDL_RenderCopyF(SDL_Renderer * renderer, SDL_Texture * texture,
if (renderer->QueueGeometry && renderer->QueueCopy == NULL) {
float xy[8];
const int xy_stride = 2 * sizeof (float);
- SDL_Color color;
- const int color_stride = 0;
float uv[8];
const int uv_stride = 2 * sizeof (float);
const int num_vertices = 4;
@@ -3323,9 +3300,6 @@ SDL_RenderCopyF(SDL_Renderer * renderer, SDL_Texture * texture,
float minu, minv, maxu, maxv;
float minx, miny, maxx, maxy;
- SDL_GetTextureColorMod(texture, &color.r, &color.g, &color.b);
- SDL_GetTextureAlphaMod(texture, &color.a);
-
minu = (float) (real_srcrect.x) / (float) texture->w;
minv = (float) (real_srcrect.y) / (float) texture->h;
maxu = (float) (real_srcrect.x + real_srcrect.w) / (float) texture->w;
@@ -3355,7 +3329,7 @@ SDL_RenderCopyF(SDL_Renderer * renderer, SDL_Texture * texture,
xy[7] = maxy;
retval = QueueCmdGeometry(renderer, texture,
- xy, xy_stride, (int *)&color, color_stride, uv, uv_stride,
+ xy, xy_stride, (int *)&texture->color, 0 /* color_stride */, uv, uv_stride,
num_vertices,
indices, num_indices, size_indices,
renderer->scale.x, renderer->scale.y);
@@ -3462,8 +3436,6 @@ SDL_RenderCopyExF(SDL_Renderer * renderer, SDL_Texture * texture,
if (renderer->QueueGeometry && renderer->QueueCopyEx == NULL) {
float xy[8];
const int xy_stride = 2 * sizeof (float);
- SDL_Color color;
- const int color_stride = 0;
float uv[8];
const int uv_stride = 2 * sizeof (float);
const int num_vertices = 4;
@@ -3481,9 +3453,6 @@ SDL_RenderCopyExF(SDL_Renderer * renderer, SDL_Texture * texture,
const float s = SDL_sin(radian_angle);
const float c = SDL_cos(radian_angle);
- SDL_GetTextureColorMod(texture, &color.r, &color.g, &color.b);
- SDL_GetTextureAlphaMod(texture, &color.a);
-
minu = (float) (real_srcrect.x) / (float) texture->w;
minv = (float) (real_srcrect.y) / (float) texture->h;
maxu = (float) (real_srcrect.x + real_srcrect.w) / (float) texture->w;
@@ -3542,7 +3511,7 @@ SDL_RenderCopyExF(SDL_Renderer * renderer, SDL_Texture * texture,
xy[7] = (s_minx + c_maxy) + centery;
retval = QueueCmdGeometry(renderer, texture,
- xy, xy_stride, (int *)&color, color_stride, uv, uv_stride,
+ xy, xy_stride, (int *)&texture->color, 0 /* color_stride */, uv, uv_stride,
num_vertices,
indices, num_indices, size_indices,
renderer->scale.x, renderer->scale.y);
diff --git a/src/render/SDL_sysrender.h b/src/render/SDL_sysrender.h
index a8ed019..dfee484 100644
--- a/src/render/SDL_sysrender.h
+++ b/src/render/SDL_sysrender.h
@@ -43,7 +43,7 @@ struct SDL_Texture
int modMode; /**< The texture modulation mode */
SDL_BlendMode blendMode; /**< The texture blend mode */
SDL_ScaleMode scaleMode; /**< The texture scale mode */
- Uint8 r, g, b, a; /**< Texture modulation values */
+ SDL_Color color; /**< Texture modulation values */
SDL_Renderer *renderer;
@@ -216,7 +216,7 @@ struct SDL_Renderer
SDL_Texture *target;
SDL_mutex *target_mutex;
- Uint8 r, g, b, a; /**< Color for drawing operations values */
+ SDL_Color color; /**< Color for drawing operations values */
SDL_BlendMode blendMode; /**< The drawing blend mode */
SDL_bool always_batch;
diff --git a/src/render/opengles2/SDL_render_gles2.c b/src/render/opengles2/SDL_render_gles2.c
index 57cf6a9..972f11f 100644
--- a/src/render/opengles2/SDL_render_gles2.c
+++ b/src/render/opengles2/SDL_render_gles2.c
@@ -1032,7 +1032,6 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
const int vboidx = data->current_vertex_buffer;
const GLuint vbo = data->vertex_buffers[vboidx];
- size_t i;
if (GLES2_ActivateRenderer(renderer) < 0) {
return -1;
@@ -1142,10 +1141,7 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
while (nextcmd != NULL) {
const SDL_RenderCommandType nextcmdtype = nextcmd->command;
if (nextcmdtype != thiscmdtype) {
- /* SETDRAWCOLOR commands are safe because copy color is set in the vbo per-vertex. */
- if ((nextcmdtype != SDL_RENDERCMD_SETDRAWCOLOR) && (nextcmdtype != SDL_RENDERCMD_NO_OP)) {
- break; /* can't go any further on this draw call, different render command up next. */
- }
+ break; /* can't go any further on this draw call, different render command up next. */
} else if (nextcmd->data.draw.texture != thistexture || nextcmd->data.draw.blend != thisblend) {
break; /* can't go any further on this draw call, different texture/blendmode copy up next. */
} else {
diff --git a/src/render/software/SDL_render_sw.c b/src/render/software/SDL_render_sw.c
index 029b387..e8136a2 100644
--- a/src/render/software/SDL_render_sw.c
+++ b/src/render/software/SDL_render_sw.c
@@ -117,9 +117,8 @@ SW_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
texture->driverdata =
SDL_CreateRGBSurface(0, texture->w, texture->h, bpp, Rmask, Gmask,
Bmask, Amask);
- SDL_SetSurfaceColorMod(texture->driverdata, texture->r, texture->g,
- texture->b);
- SDL_SetSurfaceAlphaMod(texture->driverdata, texture->a);
+ SDL_SetSurfaceColorMod(texture->driverdata, texture->color.r, texture->color.g, texture->color.b);
+ SDL_SetSurfaceAlphaMod(texture->driverdata, texture->color.a);
SDL_SetSurfaceBlendMode(texture->driverdata, texture->blendMode);
/* Only RLE encode textures without an alpha channel since the RLE coder