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Metal: remove RenderCopy and RenderCopyEx from back-end
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1bsyl committed Sep 20, 2021
1 parent fb0a3fc commit d3655ea
Showing 1 changed file with 2 additions and 144 deletions.
146 changes: 2 additions & 144 deletions src/render/metal/SDL_render_metal.m
Original file line number Diff line number Diff line change
Expand Up @@ -1191,134 +1191,6 @@ - (void)dealloc
return 0;
}

static int
METAL_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect)
{
const float texw = (float) texture->w;
const float texh = (float) texture->h;
const int color = (cmd->data.draw.r << 0) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 16) | (cmd->data.draw.a << 24);
// !!! FIXME: use an index buffer
const size_t vertlen = 4 * (2 * sizeof (float) + sizeof (int) + 2 * sizeof (float));
float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
if (!verts) {
return -1;
}

cmd->data.draw.count = 1;

/* Interleaved positions and texture coordinates */
*(verts++) = dstrect->x;
*(verts++) = dstrect->y + dstrect->h;
*((int *)verts++) = color;
*(verts++) = normtex(srcrect->x, texw);
*(verts++) = normtex(srcrect->y + srcrect->h, texh);

*(verts++) = dstrect->x;
*(verts++) = dstrect->y;
*((int *)verts++) = color;
*(verts++) = normtex(srcrect->x, texw);
*(verts++) = normtex(srcrect->y, texh);

*(verts++) = dstrect->x + dstrect->w;
*(verts++) = dstrect->y + dstrect->h;
*((int *)verts++) = color;
*(verts++) = normtex(srcrect->x + srcrect->w, texw);
*(verts++) = normtex(srcrect->y + srcrect->h, texh);

*(verts++) = dstrect->x + dstrect->w;
*(verts++) = dstrect->y;
*((int *)verts++) = color;
*(verts++) = normtex(srcrect->x + srcrect->w, texw);
*(verts++) = normtex(srcrect->y, texh);

return 0;
}

static int
METAL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
const SDL_Rect * srcquad, const SDL_FRect * dstrect,
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
{
const int color = (cmd->data.draw.r << 0) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 16) | (cmd->data.draw.a << 24);
const float texw = (float) texture->w;
const float texh = (float) texture->h;
const float rads = (float)(M_PI * (float) angle / 180.0f);
const float c = cosf(rads), s = sinf(rads);
float minu, maxu, minv, maxv;
const size_t vertlen = 16 * sizeof (float) + 4 * (2 * sizeof (float) + sizeof (int) + 2 * sizeof (float));
float *verts;

// cheat and store this offset in (count) because it needs to be aligned in ways other fields don't and we aren't using count otherwise.
verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, CONSTANT_ALIGN(16), &cmd->data.draw.count);
if (!verts) {
return -1;
}

// transform matrix
SDL_memset(verts, '\0', sizeof (*verts) * 16);
verts[10] = verts[15] = 1.0f;
// rotation
verts[0] = c;
verts[1] = s;
verts[4] = -s;
verts[5] = c;

// translation
verts[12] = dstrect->x + center->x;
verts[13] = dstrect->y + center->y;

// rest of the vertices don't need the aggressive alignment. Pack them in.
verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
if (!verts) {
return -1;
}

minu = normtex(srcquad->x, texw);
maxu = normtex(srcquad->x + srcquad->w, texw);
minv = normtex(srcquad->y, texh);
maxv = normtex(srcquad->y + srcquad->h, texh);

if (flip & SDL_FLIP_HORIZONTAL) {
float tmp = maxu;
maxu = minu;
minu = tmp;
}
if (flip & SDL_FLIP_VERTICAL) {
float tmp = maxv;
maxv = minv;
minv = tmp;
}

/* Interleaved positions and texture coordinates */
*(verts++) = -center->x;
*(verts++) = dstrect->h - center->y;
*((int *)verts++) = color;
*(verts++) = minu;
*(verts++) = maxv;

*(verts++) = -center->x;
*(verts++) = -center->y;
*((int *)verts++) = color;
*(verts++) = minu;
*(verts++) = minv;

*(verts++) = dstrect->w - center->x;
*(verts++) = dstrect->h - center->y;
*((int *)verts++) = color;
*(verts++) = maxu;
*(verts++) = maxv;

*(verts++) = dstrect->w - center->x;
*(verts++) = -center->y;
*((int *)verts++) = color;
*(verts++) = maxu;
*(verts++) = minv;

return 0;
}

#if SDL_HAVE_RENDER_GEOMETRY
static int
METAL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
Expand Down Expand Up @@ -1364,7 +1236,6 @@ - (void)dealloc

return 0;
}
#endif

typedef struct
{
Expand Down Expand Up @@ -1611,21 +1482,13 @@ - (void)dealloc
break;
}

case SDL_RENDERCMD_COPY: {
SetCopyState(renderer, cmd, CONSTANTS_OFFSET_IDENTITY, mtlbufvertex, &statecache);
[data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
case SDL_RENDERCMD_COPY: /* unused */
break;
}

case SDL_RENDERCMD_COPY_EX: {
SetCopyState(renderer, cmd, CONSTANTS_OFFSET_INVALID, mtlbufvertex, &statecache);
[data.mtlcmdencoder setVertexBuffer:mtlbufvertex offset:cmd->data.draw.count atIndex:3]; // transform
[data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
case SDL_RENDERCMD_COPY_EX: /* unused */
break;
}

case SDL_RENDERCMD_GEOMETRY: {
#if SDL_HAVE_RENDER_GEOMETRY
const size_t count = cmd->data.draw.count;
SDL_Texture *texture = cmd->data.draw.texture;

Expand All @@ -1636,7 +1499,6 @@ - (void)dealloc
SetDrawState(renderer, cmd, SDL_METAL_FRAGMENT_SOLID, CONSTANTS_OFFSET_IDENTITY, mtlbufvertex, &statecache);
[data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangle vertexStart:0 vertexCount:count];
}
#endif
break;
}

Expand Down Expand Up @@ -2020,11 +1882,7 @@ - (void)dealloc
renderer->QueueDrawPoints = METAL_QueueDrawPoints;
renderer->QueueDrawLines = METAL_QueueDrawLines;
renderer->QueueFillRects = METAL_QueueFillRects;
renderer->QueueCopy = METAL_QueueCopy;
renderer->QueueCopyEx = METAL_QueueCopyEx;
#if SDL_HAVE_RENDER_GEOMETRY
renderer->QueueGeometry = METAL_QueueGeometry;
#endif
renderer->RunCommandQueue = METAL_RunCommandQueue;
renderer->RenderReadPixels = METAL_RenderReadPixels;
renderer->RenderPresent = METAL_RenderPresent;
Expand Down

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