Update D3D11 for SDL_RenderGeometryRaw
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diff --git a/src/render/direct3d11/SDL_render_d3d11.c b/src/render/direct3d11/SDL_render_d3d11.c
index f85a1ca..a813698 100644
--- a/src/render/direct3d11/SDL_render_d3d11.c
+++ b/src/render/direct3d11/SDL_render_d3d11.c
@@ -1867,7 +1867,9 @@ D3D11_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
static int
D3D11_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)
+ const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
+ int num_vertices, const void *indices, int num_indices, int size_indice,
+ float scale_x, float scale_y)
{
int i;
int count = indices ? num_indices : num_vertices;
@@ -1880,19 +1882,35 @@ D3D11_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
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;
+ int j;
+ if (size_indice == 4) {
+ j = ((const Uint32 *)indices)[i];
+ }
+ else if (size_indice == 2) {
+ j = ((const Uint16 *)indices)[i];
+ }
+ else if (size_indice == 1) {
+ j = ((const Uint8 *)indices)[i];
+ }
+ else {
+ j = i;
+ }
+
+ float *xy_ = (float *)((char*)xy + j * xy_stride);
+ SDL_Color col_ = *(SDL_Color *)((char*)color + j * color_stride);
+
+ verts->pos.x = xy_[0] * scale_x;
+ verts->pos.y = xy_[1] * scale_y;
verts->pos.z = 0.0f;
- verts->color.x = v->color.r / 255.0f;
- verts->color.y = v->color.g / 255.0f;
- verts->color.z = v->color.b / 255.0f;
- verts->color.w = v->color.a / 255.0f;
+ verts->color.x = col_.r / 255.0f;
+ verts->color.y = col_.g / 255.0f;
+ verts->color.z = col_.b / 255.0f;
+ verts->color.w = col_.a / 255.0f;
if (texture) {
- verts->tex.x = v->tex_coord.x;
- verts->tex.y = v->tex_coord.y;
+ float *uv_ = (float *)((char*)uv + j * uv_stride);
+ verts->tex.x = uv_[0];
+ verts->tex.y = uv_[1];
} else {
verts->tex.x = 0.0f;
verts->tex.y = 0.0f;
@@ -1903,7 +1921,6 @@ D3D11_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
return 0;
}
-
static int
D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
const void * vertexData, size_t dataSizeInBytes)