early-access version 2281
This commit is contained in:
@@ -27,6 +27,7 @@ SDL_PROC_OES(void, glBlendFuncSeparateOES, (GLenum, GLenum, GLenum, GLenum))
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SDL_PROC(void, glClear, (GLbitfield))
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SDL_PROC(void, glClearColor, (GLclampf, GLclampf, GLclampf, GLclampf))
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SDL_PROC(void, glColor4f, (GLfloat, GLfloat, GLfloat, GLfloat))
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SDL_PROC(void, glColorPointer, (GLint, GLenum, GLsizei, const GLvoid *))
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SDL_PROC(void, glDeleteTextures, (GLsizei, const GLuint *))
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SDL_PROC(void, glDisable, (GLenum))
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SDL_PROC(void, glDisableClientState, (GLenum array))
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@@ -56,10 +57,6 @@ SDL_PROC(void, glViewport, (GLint, GLint, GLsizei, GLsizei))
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SDL_PROC_OES(void, glBindFramebufferOES, (GLenum, GLuint))
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SDL_PROC_OES(void, glFramebufferTexture2DOES, (GLenum, GLenum, GLenum, GLuint, GLint))
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SDL_PROC_OES(GLenum, glCheckFramebufferStatusOES, (GLenum))
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SDL_PROC(void, glPushMatrix, (void))
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SDL_PROC(void, glTranslatef, (GLfloat, GLfloat, GLfloat))
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SDL_PROC(void, glRotatef, (GLfloat, GLfloat, GLfloat, GLfloat))
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SDL_PROC(void, glPopMatrix, (void))
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SDL_PROC_OES(void, glDeleteFramebuffersOES, (GLsizei, const GLuint*))
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/* vi: set ts=4 sw=4 expandtab: */
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355
externals/SDL/src/render/opengles/SDL_render_gles.c
vendored
355
externals/SDL/src/render/opengles/SDL_render_gles.c
vendored
@@ -564,194 +564,98 @@ static int
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GLES_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
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{
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int i;
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GLfloat prevx, prevy;
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const size_t vertlen = (sizeof (GLfloat) * 2) * count;
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
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if (!verts) {
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return -1;
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}
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cmd->data.draw.count = count;
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/* Offset to hit the center of the pixel. */
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for (i = 0; i < count; i++) {
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*(verts++) = 0.5f + points[i].x;
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*(verts++) = 0.5f + points[i].y;
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/* 0.5f offset to hit the center of the pixel. */
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prevx = 0.5f + points->x;
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prevy = 0.5f + points->y;
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*(verts++) = prevx;
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*(verts++) = prevy;
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/* bump the end of each line segment out a quarter of a pixel, to provoke
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the diamond-exit rule. Without this, you won't just drop the last
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pixel of the last line segment, but you might also drop pixels at the
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edge of any given line segment along the way too. */
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for (i = 1; i < count; i++) {
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const GLfloat xstart = prevx;
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const GLfloat ystart = prevy;
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const GLfloat xend = points[i].x + 0.5f; /* 0.5f to hit pixel center. */
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const GLfloat yend = points[i].y + 0.5f;
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/* bump a little in the direction we are moving in. */
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const GLfloat deltax = xend - xstart;
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const GLfloat deltay = yend - ystart;
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const GLfloat angle = SDL_atan2f(deltay, deltax);
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prevx = xend + (SDL_cosf(angle) * 0.25f);
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prevy = yend + (SDL_sinf(angle) * 0.25f);
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*(verts++) = prevx;
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*(verts++) = prevy;
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}
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/* Make the last line segment one pixel longer, to satisfy the
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diamond-exit rule. */
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verts -= 4;
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{
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const GLfloat xstart = verts[0];
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const GLfloat ystart = verts[1];
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const GLfloat xend = verts[2];
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const GLfloat yend = verts[3];
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return 0;
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}
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if (ystart == yend) { /* horizontal line */
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verts[(xend > xstart) ? 2 : 0] += 1.0f;
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} else if (xstart == xend) { /* vertical line */
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verts[(yend > ystart) ? 3 : 1] += 1.0f;
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} else { /* bump a pixel in the direction we are moving in. */
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const GLfloat deltax = xend - xstart;
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const GLfloat deltay = yend - ystart;
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const GLfloat angle = SDL_atan2f(deltay, deltax);
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verts[2] += SDL_cosf(angle);
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verts[3] += SDL_sinf(angle);
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static int
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GLES_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
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int num_vertices, const void *indices, int num_indices, int size_indices,
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float scale_x, float scale_y)
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{
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GLES_TextureData *texturedata = NULL;
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int i;
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int count = indices ? num_indices : num_vertices;
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GLfloat *verts;
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int sz = 2 + 4 + (texture ? 2 : 0);
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verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * sz * sizeof (GLfloat), 0, &cmd->data.draw.first);
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if (!verts) {
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return -1;
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}
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if (texture) {
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texturedata = (GLES_TextureData *) texture->driverdata;
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}
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cmd->data.draw.count = count;
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size_indices = indices ? size_indices : 0;
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for (i = 0; i < count; i++) {
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int j;
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float *xy_;
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SDL_Color col_;
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if (size_indices == 4) {
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j = ((const Uint32 *)indices)[i];
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} else if (size_indices == 2) {
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j = ((const Uint16 *)indices)[i];
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} else if (size_indices == 1) {
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j = ((const Uint8 *)indices)[i];
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} else {
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j = i;
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}
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xy_ = (float *)((char*)xy + j * xy_stride);
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col_ = *(SDL_Color *)((char*)color + j * color_stride);
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*(verts++) = xy_[0] * scale_x;
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*(verts++) = xy_[1] * scale_y;
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*(verts++) = col_.r * inv255f;
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*(verts++) = col_.g * inv255f;
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*(verts++) = col_.b * inv255f;
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*(verts++) = col_.a * inv255f;
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if (texture) {
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float *uv_ = (float *)((char*)uv + j * uv_stride);
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*(verts++) = uv_[0] * texturedata->texw;
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*(verts++) = uv_[1] * texturedata->texh;
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}
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}
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return 0;
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}
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static int
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GLES_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
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{
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 8 * sizeof (GLfloat), 0, &cmd->data.draw.first);
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int i;
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if (!verts) {
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return -1;
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}
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cmd->data.draw.count = count;
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for (i = 0; i < count; i++) {
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const SDL_FRect *rect = &rects[i];
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const GLfloat minx = rect->x;
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const GLfloat maxx = rect->x + rect->w;
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const GLfloat miny = rect->y;
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const GLfloat maxy = rect->y + rect->h;
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*(verts++) = minx;
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*(verts++) = miny;
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*(verts++) = maxx;
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*(verts++) = miny;
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*(verts++) = minx;
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*(verts++) = maxy;
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*(verts++) = maxx;
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*(verts++) = maxy;
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}
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return 0;
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}
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static int
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GLES_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
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const SDL_Rect * srcrect, const SDL_FRect * dstrect)
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{
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GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
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GLfloat minx, miny, maxx, maxy;
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GLfloat minu, maxu, minv, maxv;
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 16 * sizeof (GLfloat), 0, &cmd->data.draw.first);
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if (!verts) {
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return -1;
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}
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cmd->data.draw.count = 1;
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minx = dstrect->x;
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miny = dstrect->y;
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maxx = dstrect->x + dstrect->w;
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maxy = dstrect->y + dstrect->h;
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minu = (GLfloat) srcrect->x / texture->w;
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minu *= texturedata->texw;
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maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
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maxu *= texturedata->texw;
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minv = (GLfloat) srcrect->y / texture->h;
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minv *= texturedata->texh;
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maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
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maxv *= texturedata->texh;
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*(verts++) = minx;
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*(verts++) = miny;
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*(verts++) = maxx;
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*(verts++) = miny;
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*(verts++) = minx;
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*(verts++) = maxy;
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*(verts++) = maxx;
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*(verts++) = maxy;
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*(verts++) = minu;
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*(verts++) = minv;
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*(verts++) = maxu;
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*(verts++) = minv;
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*(verts++) = minu;
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*(verts++) = maxv;
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*(verts++) = maxu;
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*(verts++) = maxv;
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return 0;
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}
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static int
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GLES_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
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const SDL_Rect * srcquad, const SDL_FRect * dstrect,
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const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
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{
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GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
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GLfloat minx, miny, maxx, maxy;
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GLfloat centerx, centery;
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GLfloat minu, maxu, minv, maxv;
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 19 * sizeof (GLfloat), 0, &cmd->data.draw.first);
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if (!verts) {
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return -1;
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}
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centerx = center->x;
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centery = center->y;
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if (flip & SDL_FLIP_HORIZONTAL) {
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minx = dstrect->w - centerx;
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maxx = -centerx;
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}
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else {
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minx = -centerx;
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maxx = dstrect->w - centerx;
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}
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if (flip & SDL_FLIP_VERTICAL) {
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miny = dstrect->h - centery;
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maxy = -centery;
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}
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else {
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miny = -centery;
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maxy = dstrect->h - centery;
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}
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minu = (GLfloat) srcquad->x / texture->w;
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minu *= texturedata->texw;
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maxu = (GLfloat) (srcquad->x + srcquad->w) / texture->w;
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maxu *= texturedata->texw;
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minv = (GLfloat) srcquad->y / texture->h;
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minv *= texturedata->texh;
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maxv = (GLfloat) (srcquad->y + srcquad->h) / texture->h;
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maxv *= texturedata->texh;
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cmd->data.draw.count = 1;
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*(verts++) = minx;
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*(verts++) = miny;
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*(verts++) = maxx;
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*(verts++) = miny;
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*(verts++) = minx;
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*(verts++) = maxy;
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*(verts++) = maxx;
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*(verts++) = maxy;
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*(verts++) = minu;
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*(verts++) = minv;
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*(verts++) = maxu;
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*(verts++) = minv;
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*(verts++) = minu;
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*(verts++) = maxv;
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*(verts++) = maxu;
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*(verts++) = maxv;
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*(verts++) = (GLfloat) dstrect->x + centerx;
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*(verts++) = (GLfloat) dstrect->y + centery;
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*(verts++) = (GLfloat) angle;
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return 0;
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}
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@@ -763,7 +667,7 @@ SetDrawState(GLES_RenderData *data, const SDL_RenderCommand *cmd)
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const Uint8 g = cmd->data.draw.g;
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const Uint8 b = cmd->data.draw.b;
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const Uint8 a = cmd->data.draw.a;
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const Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
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const Uint32 color = (((Uint32)a << 24) | (r << 16) | (g << 8) | b);
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if (color != data->drawstate.color) {
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const GLfloat fr = ((GLfloat) r) * inv255f;
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@@ -865,7 +769,6 @@ static int
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GLES_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
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{
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GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
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size_t i;
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if (GLES_ActivateRenderer(renderer) < 0) {
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return -1;
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@@ -874,7 +777,15 @@ GLES_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vert
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data->drawstate.target = renderer->target;
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if (!renderer->target) {
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SDL_GL_GetDrawableSize(renderer->window, &data->drawstate.drawablew, &data->drawstate.drawableh);
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int w, h;
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SDL_GL_GetDrawableSize(renderer->window, &w, &h);
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if ((w != data->drawstate.drawablew) || (h != data->drawstate.drawableh)) {
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data->drawstate.viewport_dirty = SDL_TRUE; // if the window dimensions changed, invalidate the current viewport, etc.
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data->drawstate.cliprect_dirty = SDL_TRUE;
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data->drawstate.drawablew = w;
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data->drawstate.drawableh = h;
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}
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}
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while (cmd) {
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@@ -910,7 +821,7 @@ GLES_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vert
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const Uint8 g = cmd->data.color.g;
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const Uint8 b = cmd->data.color.b;
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const Uint8 a = cmd->data.color.a;
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const Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
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||||
const Uint32 color = (((Uint32)a << 24) | (r << 16) | (g << 8) | b);
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||||
if (color != data->drawstate.clear_color) {
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const GLfloat fr = ((GLfloat) r) * inv255f;
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const GLfloat fg = ((GLfloat) g) * inv255f;
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@@ -949,42 +860,38 @@ GLES_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vert
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break;
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}
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||||
case SDL_RENDERCMD_FILL_RECTS: {
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case SDL_RENDERCMD_FILL_RECTS: /* unused */
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||||
break;
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||||
case SDL_RENDERCMD_COPY: /* unused */
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break;
|
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case SDL_RENDERCMD_COPY_EX: /* unused */
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||||
break;
|
||||
|
||||
case SDL_RENDERCMD_GEOMETRY: {
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||||
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
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SDL_Texture *texture = cmd->data.draw.texture;
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||||
const size_t count = cmd->data.draw.count;
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||||
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
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GLsizei offset = 0;
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||||
SetDrawState(data, cmd);
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||||
data->glVertexPointer(2, GL_FLOAT, 0, verts);
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||||
for (i = 0; i < count; ++i, offset += 4) {
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||||
data->glDrawArrays(GL_TRIANGLE_STRIP, offset, 4);
|
||||
int stride = (2 + 4 + (texture ? 2 : 0)) * sizeof (float);
|
||||
|
||||
if (texture) {
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||||
SetCopyState(data, cmd);
|
||||
} else {
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||||
SetDrawState(data, cmd);
|
||||
}
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||||
break;
|
||||
}
|
||||
|
||||
case SDL_RENDERCMD_COPY: {
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||||
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
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||||
SetCopyState(data, cmd);
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||||
data->glVertexPointer(2, GL_FLOAT, 0, verts);
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||||
data->glTexCoordPointer(2, GL_FLOAT, 0, verts + 8);
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||||
data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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||||
break;
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||||
}
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||||
data->glEnableClientState(GL_COLOR_ARRAY);
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||||
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||||
case SDL_RENDERCMD_COPY_EX: {
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const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
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||||
const GLfloat translatex = verts[16];
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||||
const GLfloat translatey = verts[17];
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||||
const GLfloat angle = verts[18];
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SetCopyState(data, cmd);
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data->glVertexPointer(2, GL_FLOAT, 0, verts);
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||||
data->glTexCoordPointer(2, GL_FLOAT, 0, verts + 8);
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||||
data->glVertexPointer(2, GL_FLOAT, stride, verts);
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||||
data->glColorPointer(4, GL_FLOAT, stride, verts + 2);
|
||||
if (texture) {
|
||||
data->glTexCoordPointer(2, GL_FLOAT, stride, verts + 2 + 4);
|
||||
}
|
||||
|
||||
/* Translate to flip, rotate, translate to position */
|
||||
data->glPushMatrix();
|
||||
data->glTranslatef(translatex, translatey, 0.0f);
|
||||
data->glRotatef(angle, 0.0, 0.0, 1.0);
|
||||
data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
data->glPopMatrix();
|
||||
data->glDrawArrays(GL_TRIANGLES, 0, (GLsizei) count);
|
||||
|
||||
data->glDisableClientState(GL_COLOR_ARRAY);
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -1141,6 +1048,27 @@ static int GLES_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture)
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int
|
||||
GLES_SetVSync(SDL_Renderer * renderer, const int vsync)
|
||||
{
|
||||
int retval;
|
||||
if (vsync) {
|
||||
retval = SDL_GL_SetSwapInterval(1);
|
||||
} else {
|
||||
retval = SDL_GL_SetSwapInterval(0);
|
||||
}
|
||||
if (retval != 0) {
|
||||
return retval;
|
||||
}
|
||||
if (SDL_GL_GetSwapInterval() > 0) {
|
||||
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
|
||||
} else {
|
||||
renderer->info.flags &= ~SDL_RENDERER_PRESENTVSYNC;
|
||||
}
|
||||
return retval;
|
||||
}
|
||||
|
||||
|
||||
static SDL_Renderer *
|
||||
GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
|
||||
{
|
||||
@@ -1195,14 +1123,13 @@ GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
|
||||
renderer->QueueSetDrawColor = GLES_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
|
||||
renderer->QueueDrawPoints = GLES_QueueDrawPoints;
|
||||
renderer->QueueDrawLines = GLES_QueueDrawLines;
|
||||
renderer->QueueFillRects = GLES_QueueFillRects;
|
||||
renderer->QueueCopy = GLES_QueueCopy;
|
||||
renderer->QueueCopyEx = GLES_QueueCopyEx;
|
||||
renderer->QueueGeometry = GLES_QueueGeometry;
|
||||
renderer->RunCommandQueue = GLES_RunCommandQueue;
|
||||
renderer->RenderReadPixels = GLES_RenderReadPixels;
|
||||
renderer->RenderPresent = GLES_RenderPresent;
|
||||
renderer->DestroyTexture = GLES_DestroyTexture;
|
||||
renderer->DestroyRenderer = GLES_DestroyRenderer;
|
||||
renderer->SetVSync = GLES_SetVSync;
|
||||
renderer->GL_BindTexture = GLES_BindTexture;
|
||||
renderer->GL_UnbindTexture = GLES_UnbindTexture;
|
||||
renderer->info = GLES_RenderDriver.info;
|
||||
|
Reference in New Issue
Block a user