PSP renderer: use colors from 'draw' union (very likely, but un-tested)
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diff --git a/src/render/psp/SDL_render_psp.c b/src/render/psp/SDL_render_psp.c
index eaf2ac7..b2f20f8 100644
--- a/src/render/psp/SDL_render_psp.c
+++ b/src/render/psp/SDL_render_psp.c
@@ -741,10 +741,10 @@ PSP_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
case SDL_RENDERCMD_DRAW_POINTS: {
const size_t count = cmd->data.draw.count;
const VertV *verts = (VertV *) (gpumem + cmd->data.draw.first);
- const Uint8 r = cmd->data.color.r;
- const Uint8 g = cmd->data.color.g;
- const Uint8 b = cmd->data.color.b;
- const Uint8 a = cmd->data.color.a;
+ const Uint8 r = cmd->data.draw.r;
+ const Uint8 g = cmd->data.draw.g;
+ const Uint8 b = cmd->data.draw.b;
+ const Uint8 a = cmd->data.draw.a;
const Uint32 color = ((a << 24) | (b << 16) | (g << 8) | r);
/* !!! FIXME: we could cache draw state like color, texturing, etc */
sceGuColor(color);
@@ -759,10 +759,10 @@ PSP_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
case SDL_RENDERCMD_DRAW_LINES: {
const size_t count = cmd->data.draw.count;
const VertV *verts = (VertV *) (gpumem + cmd->data.draw.first);
- const Uint8 r = cmd->data.color.r;
- const Uint8 g = cmd->data.color.g;
- const Uint8 b = cmd->data.color.b;
- const Uint8 a = cmd->data.color.a;
+ const Uint8 r = cmd->data.draw.r;
+ const Uint8 g = cmd->data.draw.g;
+ const Uint8 b = cmd->data.draw.b;
+ const Uint8 a = cmd->data.draw.a;
const Uint32 color = ((a << 24) | (b << 16) | (g << 8) | r);
/* !!! FIXME: we could cache draw state like color, texturing, etc */
sceGuColor(color);
@@ -777,10 +777,10 @@ PSP_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
case SDL_RENDERCMD_FILL_RECTS: {
const size_t count = cmd->data.draw.count;
const VertV *verts = (VertV *) (gpumem + cmd->data.draw.first);
- const Uint8 r = cmd->data.color.r;
- const Uint8 g = cmd->data.color.g;
- const Uint8 b = cmd->data.color.b;
- const Uint8 a = cmd->data.color.a;
+ const Uint8 r = cmd->data.draw.r;
+ const Uint8 g = cmd->data.draw.g;
+ const Uint8 b = cmd->data.draw.b;
+ const Uint8 a = cmd->data.draw.a;
const Uint32 color = ((a << 24) | (b << 16) | (g << 8) | r);
/* !!! FIXME: we could cache draw state like color, texturing, etc */
sceGuColor(color);