SDL: Implement FillRect

From df6ebc25620725f345d89424f251cd7599ab647f Mon Sep 17 00:00:00 2001
From: Daniel Santos <[EMAIL REDACTED]>
Date: Thu, 7 Jul 2022 14:10:37 -0300
Subject: [PATCH] Implement FillRect

---
 src/render/ps2/SDL_render_ps2.c | 54 ++++++++++++++++++++++++++++++++-
 1 file changed, 53 insertions(+), 1 deletion(-)

diff --git a/src/render/ps2/SDL_render_ps2.c b/src/render/ps2/SDL_render_ps2.c
index 8eb5f2358f3..7d10080120e 100644
--- a/src/render/ps2/SDL_render_ps2.c
+++ b/src/render/ps2/SDL_render_ps2.c
@@ -35,6 +35,11 @@
 /* turn black GS Screen */
 #define GS_BLACK GS_SETREG_RGBA(0x00, 0x00, 0x00, 0x80)
 
+typedef struct clear_vertex {
+    float x;
+    float y;
+} clear_vertex;
+
 typedef struct texture_vertex {
     float x;
     float y;
@@ -209,6 +214,22 @@ PS2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_F
 static int
 PS2_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
 {
+    SDL_Rect *verts = (SDL_Rect *) SDL_AllocateRenderVertices(renderer, count * sizeof (SDL_Rect), 4, &cmd->data.draw.first);
+    int i;
+
+    if (!verts) {
+        return -1;
+    }
+
+    cmd->data.draw.count = count;
+
+    for (i = 0; i < count; i++, verts++, rects++) {
+        verts->x = (int)rects->x;
+        verts->y = (int)rects->y;
+        verts->w = rects->w + 0.5f;
+        verts->h = rects->h + 0.5f;
+    }
+
     return 0;
 }
 
@@ -424,6 +445,35 @@ PS2_RenderGeometry(SDL_Renderer *renderer, void *vertices, SDL_RenderCommand *cm
     return 0;
 }
 
+int
+PS2_FillRects(SDL_Renderer *renderer, void *vertices, SDL_RenderCommand * cmd)
+{
+    PS2_RenderData *data = (PS2_RenderData *)renderer->driverdata;
+    const SDL_Rect* rect;
+    uint64_t color;
+    int i;
+
+    const size_t count = cmd->data.draw.count;
+
+   const uint8_t ColorR = cmd->data.draw.r >> 1;
+   const uint8_t ColorG = cmd->data.draw.g >> 1;
+   const uint8_t ColorB = cmd->data.draw.b >> 1;
+   const uint8_t ColorA = cmd->data.draw.a >> 1;
+
+    color = GS_SETREG_RGBAQ(ColorR, ColorG, ColorB, ColorA, 0x00);
+
+    SDL_Rect *rects = (SDL_Rect *) (vertices + cmd->data.draw.first);
+
+    for (i = 0; i < count; i++) {
+        rect = &rects[i];
+        gsKit_prim_sprite(data->gsGlobal, rect->x, rect->y, rect->w, rect->h, 0, color);
+
+    }
+
+    /* We're done! */
+    return 0;
+}
+
 static int
 PS2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
 {
@@ -437,8 +487,10 @@ PS2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
                 PS2_RenderClear(renderer, cmd);
                 break;
             }
-            case SDL_RENDERCMD_FILL_RECTS: /* unused */
+            case SDL_RENDERCMD_FILL_RECTS: {
+                PS2_FillRects(renderer, vertices, cmd);
                 break;
+            }
 
             case SDL_RENDERCMD_COPY: /* unused */
                 break;