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expikr 2025-06-22 02:24:22 +00:00 committed by GitHub
commit 5732bb403e
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5 changed files with 147 additions and 20 deletions

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@ -2351,6 +2351,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_RenderTexture9GridTiled(SDL_Renderer *rende
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_RenderGeometryRaw
* \sa SDL_RenderGeometryEx
* \sa SDL_SetRenderTextureAddressMode
*/
extern SDL_DECLSPEC bool SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
@ -2384,6 +2385,7 @@ extern SDL_DECLSPEC bool SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_RenderGeometry
* \sa SDL_RenderGeometryEx
* \sa SDL_SetRenderTextureAddressMode
*/
extern SDL_DECLSPEC bool SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer,
@ -2395,6 +2397,52 @@ extern SDL_DECLSPEC bool SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer,
const void *indices, int num_indices, int size_indices);
/**
* Argument struct for SDL_RenderGeometryEx.
*
* \since This struct is available since SDL 3.4.0.
*/
typedef struct SDL_RenderGeometryEx_Arg
{
size_t arg_size; /**< the size of this struct, must be set with sizeof() */
int ver_len; /**< number of vertices. */
const void *map; /**< (optional) An array of indices into the 'vertices' arrays, if NULL all vertices will be rendered in sequential order. */
int map_size; /**< index size: 1 (byte), 2 (short), 4 (int). */
int map_len; /**< number of indices. */
const float *pos; /**< vertex positions. */
int pos_stride; /**< byte size to move from one element to the next element. */
int pos_len; /**< how many vertext position coordinates, must be 2, 3, or 4. */
const SDL_FColor *col; /**< vertex colors (as SDL_FColor). */
int col_stride; /**< byte size to move from one element to the next element. */
const float *tex; /**< vertex normalized texture coordinates. */
int tex_stride; /**< byte size to move from one element to the next element. */
} SDL_RenderGeometryEx_Arg;
/**
* Render a list of triangles, optionally using a texture and indices into the
* vertex arrays which can have up to 4 positional coordinates.
* Color and alpha modulation is done per vertex.
* (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
*
* \param renderer the rendering context.
* \param texture (optional) The SDL texture to use.
* \param arg pointer to an SDL_RenderGeometryEx_Arg struct of vertex info.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.4.0.
*
* \sa SDL_RenderGeometry
* \sa SDL_RenderGeometryRaw
*/
extern SDL_DECLSPEC bool SDLCALL SDL_RenderGeometryEx(SDL_Renderer *renderer,
SDL_Texture *texture, const SDL_RenderGeometryEx_Arg *arg);
/*
* Set the texture addressing mode used in SDL_RenderGeometry().
*
* \param renderer the rendering context.

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@ -593,6 +593,7 @@ static SDL_RenderCommand *PrepQueueCmdDraw(SDL_Renderer *renderer, const SDL_Ren
if (renderer->gpu_render_state) {
renderer->gpu_render_state->last_command_generation = renderer->render_command_generation;
}
cmd->data.draw.tentatively_named_rendergeometry_position_coordinate_count = 2;
}
}
return cmd;
@ -726,7 +727,7 @@ static bool QueueCmdCopyEx(SDL_Renderer *renderer, SDL_Texture *texture,
}
static bool QueueCmdGeometry(SDL_Renderer *renderer, SDL_Texture *texture,
const float *xy, int xy_stride,
const float *pos, int pos_stride, Uint8 pos_len,
const SDL_FColor *color, int color_stride,
const float *uv, int uv_stride,
int num_vertices,
@ -738,10 +739,11 @@ static bool QueueCmdGeometry(SDL_Renderer *renderer, SDL_Texture *texture,
bool result = false;
cmd = PrepQueueCmdDraw(renderer, SDL_RENDERCMD_GEOMETRY, texture);
if (cmd) {
cmd->data.draw.tentatively_named_rendergeometry_position_coordinate_count = SDL_max(2, SDL_min(4, pos_len));
cmd->data.draw.texture_address_mode_u = texture_address_mode_u;
cmd->data.draw.texture_address_mode_v = texture_address_mode_v;
result = renderer->QueueGeometry(renderer, cmd, texture,
xy, xy_stride,
pos, pos_stride,
color, color_stride, uv, uv_stride,
num_vertices, indices, num_indices, size_indices,
scale_x, scale_y);
@ -3776,7 +3778,8 @@ bool SDL_RenderLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count
}
result = QueueCmdGeometry(renderer, NULL,
xy, xy_stride, &renderer->color, 0 /* color_stride */, NULL, 0,
xy, xy_stride, 2,
&renderer->color, 0 /* color_stride */, NULL, 0,
num_vertices, indices, num_indices, size_indices,
1.0f, 1.0f, SDL_TEXTURE_ADDRESS_CLAMP, SDL_TEXTURE_ADDRESS_CLAMP);
}
@ -3957,7 +3960,8 @@ static bool SDL_RenderTextureInternal(SDL_Renderer *renderer, SDL_Texture *textu
xy[7] = maxy;
result = QueueCmdGeometry(renderer, texture,
xy, xy_stride, &texture->color, 0 /* color_stride */, uv, uv_stride,
xy, xy_stride, 2,
&texture->color, 0 /* color_stride */, uv, uv_stride,
num_vertices, indices, num_indices, size_indices,
scale_x, scale_y, SDL_TEXTURE_ADDRESS_CLAMP, SDL_TEXTURE_ADDRESS_CLAMP);
} else {
@ -4117,7 +4121,7 @@ bool SDL_RenderTextureAffine(SDL_Renderer *renderer, SDL_Texture *texture,
result = QueueCmdGeometry(
renderer, texture,
xy, xy_stride,
xy, xy_stride, 2,
&texture->color, 0 /* color_stride */,
uv, uv_stride,
num_vertices, indices, num_indices, size_indices,
@ -4269,7 +4273,8 @@ bool SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
xy[7] = (s_minx + c_maxy) + centery;
result = QueueCmdGeometry(renderer, texture,
xy, xy_stride, &texture->color, 0 /* color_stride */, uv, uv_stride,
xy, xy_stride, 2,
&texture->color, 0 /* color_stride */, uv, uv_stride,
num_vertices, indices, num_indices, size_indices,
scale_x, scale_y, SDL_TEXTURE_ADDRESS_CLAMP, SDL_TEXTURE_ADDRESS_CLAMP);
} else {
@ -4321,7 +4326,8 @@ static bool SDL_RenderTextureTiled_Wrap(SDL_Renderer *renderer, SDL_Texture *tex
const SDL_RenderViewState *view = renderer->view;
return QueueCmdGeometry(renderer, texture,
xy, xy_stride, &texture->color, 0 /* color_stride */, uv, uv_stride,
xy, xy_stride, 2,
&texture->color, 0 /* color_stride */, uv, uv_stride,
num_vertices, indices, num_indices, size_indices,
view->current_scale.x, view->current_scale.y,
SDL_TEXTURE_ADDRESS_WRAP, SDL_TEXTURE_ADDRESS_WRAP);
@ -5069,7 +5075,8 @@ static bool SDLCALL SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
SDL_Log("Triangle %d %d %d - is_uniform:%d is_rectangle:%d", prev[0], prev[1], prev[2], is_uniform, is_rectangle);
#endif
result = QueueCmdGeometry(renderer, texture,
xy, xy_stride, color, color_stride, uv, uv_stride,
xy, xy_stride, 2,
color, color_stride, uv, uv_stride,
num_vertices, prev, 3, 4,
scale_x, scale_y, SDL_TEXTURE_ADDRESS_CLAMP, SDL_TEXTURE_ADDRESS_CLAMP);
if (!result) {
@ -5089,7 +5096,8 @@ static bool SDLCALL SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
SDL_Log("Last triangle %d %d %d", prev[0], prev[1], prev[2]);
#endif
result = QueueCmdGeometry(renderer, texture,
xy, xy_stride, color, color_stride, uv, uv_stride,
xy, xy_stride, 2,
color, color_stride, uv, uv_stride,
num_vertices, prev, 3, 4,
scale_x, scale_y, SDL_TEXTURE_ADDRESS_CLAMP, SDL_TEXTURE_ADDRESS_CLAMP);
if (!result) {
@ -5114,6 +5122,60 @@ bool SDL_RenderGeometryRaw(SDL_Renderer *renderer,
int num_vertices,
const void *indices, int num_indices, int size_indices)
{
SDL_RenderGeometryEx_Arg arg;
arg.arg_size = sizeof(SDL_RenderGeometryEx_Arg);
arg.pos = xy;
arg.pos_stride = xy_stride;
arg.pos_len = 2;
arg.col = color;
arg.col_stride = color_stride;
arg.tex = uv;
arg.tex_stride = uv_stride;
arg.ver_len = num_vertices;
arg.map = indices;
arg.map_len = num_indices;
arg.map_size = size_indices;
return SDL_RenderGeometryEx(renderer, texture, &arg);
}
bool SDL_RenderGeometryEx(SDL_Renderer *renderer,
SDL_Texture *texture,
const SDL_RenderGeometryEx_Arg *arg)
{
if (!arg) {
return false;
}
const float *xy;
int xy_stride;
int pos_len;
const SDL_FColor *color;
int color_stride;
const float *uv;
int uv_stride;
int num_vertices;
const void *indices;
int num_indices;
int size_indices;
if (arg->arg_size < sizeof(SDL_RenderGeometryEx_Arg)) {
// older ABI with fewer arguments, set fallback values
return false; // placeholder for now
} else {
xy = arg->pos;
xy_stride = arg->pos_stride;
pos_len = arg->pos_len;
color = arg->col;
color_stride = arg->col_stride;
uv = arg->tex;
uv_stride = arg->tex_stride;
num_vertices = arg->ver_len;
indices = arg->map;
num_indices = arg->map_len;
size_indices = arg->map_size;
}
int i;
int count = indices ? num_indices : num_vertices;
SDL_TextureAddressMode texture_address_mode_u;
@ -5239,7 +5301,8 @@ bool SDL_RenderGeometryRaw(SDL_Renderer *renderer,
const SDL_RenderViewState *view = renderer->view;
return QueueCmdGeometry(renderer, texture,
xy, xy_stride, color, color_stride, uv, uv_stride,
xy, xy_stride, pos_len,
color, color_stride, uv, uv_stride,
num_vertices, indices, num_indices, size_indices,
view->current_scale.x, view->current_scale.y,
texture_address_mode_u, texture_address_mode_v);

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@ -182,6 +182,7 @@ typedef struct SDL_RenderCommand
SDL_TextureAddressMode texture_address_mode_u;
SDL_TextureAddressMode texture_address_mode_v;
SDL_GPURenderState *gpu_render_state;
Uint8 tentatively_named_rendergeometry_position_coordinate_count;
} draw;
struct
{

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@ -108,7 +108,7 @@ SDL_PROC_UNUSED(void, glCullFace, (GLenum mode))
SDL_PROC_UNUSED(void, glDeleteLists, (GLuint list, GLsizei range))
SDL_PROC(void, glDeleteTextures, (GLsizei n, const GLuint *textures))
SDL_PROC(void, glDepthFunc, (GLenum func))
SDL_PROC_UNUSED(void, glDepthMask, (GLboolean flag))
SDL_PROC(void, glDepthMask, (GLboolean flag))
SDL_PROC_UNUSED(void, glDepthRange, (GLclampd zNear, GLclampd zFar))
SDL_PROC(void, glDisable, (GLenum cap))
SDL_PROC(void, glDisableClientState, (GLenum array))

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@ -923,8 +923,9 @@ static bool GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL
int i;
int count = indices ? num_indices : num_vertices;
GLfloat *verts;
size_t sz = 2 * sizeof(GLfloat) + 4 * sizeof(GLfloat) + (texture ? 2 : 0) * sizeof(GLfloat);
size_t sz = 4 * sizeof(GLfloat) + 4 * sizeof(GLfloat) + (texture ? 2 : 0) * sizeof(GLfloat);
const float color_scale = cmd->data.draw.color_scale;
Uint8 pos_len = cmd->data.draw.tentatively_named_rendergeometry_position_coordinate_count;
verts = (GLfloat *)SDL_AllocateRenderVertices(renderer, count * sz, 0, &cmd->data.draw.first);
if (!verts) {
@ -956,6 +957,8 @@ static bool GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL
*(verts++) = xy_[0] * scale_x;
*(verts++) = xy_[1] * scale_y;
*(verts++) = pos_len > 2 ? xy_[2] : 0;
*(verts++) = pos_len > 3 ? xy_[3] : 1;
col_ = (SDL_FColor *)((char *)color + j * color_stride);
*(verts++) = col_->r * color_scale;
@ -978,6 +981,9 @@ static bool SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, cons
bool vertex_array;
bool color_array;
bool texture_array;
bool isCmdRenderGeometry = (cmd->command == SDL_RENDERCMD_GEOMETRY);
bool isCmdDrawPoints = (cmd->command == SDL_RENDERCMD_DRAW_POINTS);
bool isCmdDrawLines = (cmd->command == SDL_RENDERCMD_DRAW_LINES);
if (data->drawstate.viewport_dirty) {
const bool istarget = data->drawstate.target != NULL;
@ -1006,6 +1012,14 @@ static bool SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, cons
data->drawstate.cliprect_enabled_dirty = false;
}
if (isCmdRenderGeometry && cmd->data.draw.tentatively_named_rendergeometry_position_coordinate_count > 2) {
data->glEnable(GL_DEPTH_TEST);
data->glDepthMask(GL_TRUE);
} else {
data->glDisable(GL_DEPTH_TEST);
data->glDepthMask(GL_FALSE);
}
if (data->drawstate.cliprect_enabled && data->drawstate.cliprect_dirty) {
const SDL_Rect *viewport = &data->drawstate.viewport;
const SDL_Rect *rect = &data->drawstate.cliprect;
@ -1047,8 +1061,8 @@ static bool SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, cons
data->drawstate.texturing_dirty = false;
}
vertex_array = cmd->command == SDL_RENDERCMD_DRAW_POINTS || cmd->command == SDL_RENDERCMD_DRAW_LINES || cmd->command == SDL_RENDERCMD_GEOMETRY;
color_array = cmd->command == SDL_RENDERCMD_GEOMETRY;
vertex_array = isCmdDrawPoints || isCmdDrawLines || isCmdRenderGeometry;
color_array = isCmdRenderGeometry;
texture_array = cmd->data.draw.texture != NULL;
if (vertex_array != data->drawstate.vertex_array) {
@ -1343,7 +1357,7 @@ static bool GL_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
data->drawstate.cliprect_enabled_dirty = data->drawstate.cliprect_enabled;
}
data->glClear(GL_COLOR_BUFFER_BIT);
data->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
break;
}
@ -1410,6 +1424,7 @@ static bool GL_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
SDL_RenderCommand *finalcmd = cmd;
SDL_RenderCommand *nextcmd = cmd->next;
size_t count = cmd->data.draw.count;
Uint8 pos_len = cmd->data.draw.tentatively_named_rendergeometry_position_coordinate_count;
int ret;
while (nextcmd) {
const SDL_RenderCommandType nextcmdtype = nextcmd->command;
@ -1447,12 +1462,12 @@ static bool GL_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
} else {
// SetDrawState handles glEnableClientState.
if (thistexture) {
data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 8, verts + 0);
data->glColorPointer(4, GL_FLOAT, sizeof(float) * 8, verts + 2);
data->glTexCoordPointer(2, GL_FLOAT, sizeof(float) * 8, verts + 6);
data->glVertexPointer(pos_len, GL_FLOAT, sizeof(float) * 10, verts + 0);
data->glColorPointer(4, GL_FLOAT, sizeof(float) * 10, verts + 4);
data->glTexCoordPointer(2, GL_FLOAT, sizeof(float) * 10, verts + 8);
} else {
data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 6, verts + 0);
data->glColorPointer(4, GL_FLOAT, sizeof(float) * 6, verts + 2);
data->glVertexPointer(pos_len, GL_FLOAT, sizeof(float) * 8, verts + 0);
data->glColorPointer(4, GL_FLOAT, sizeof(float) * 8, verts + 4);
}
}