From 904b9ecddcd9702a95cb5d43cc46ab4d72718980 Mon Sep 17 00:00:00 2001
From: Sylvain <[EMAIL REDACTED]>
Date: Mon, 20 Sep 2021 16:33:49 +0200
Subject: [PATCH] OpenGL: remove RenderCopy and RenderCopyEx from back-end
---
src/render/opengl/SDL_render_gl.c | 164 +-----------------------------
1 file changed, 2 insertions(+), 162 deletions(-)
diff --git a/src/render/opengl/SDL_render_gl.c b/src/render/opengl/SDL_render_gl.c
index 23a905dbe7..00ea2266ac 100644
--- a/src/render/opengl/SDL_render_gl.c
+++ b/src/render/opengl/SDL_render_gl.c
@@ -949,108 +949,6 @@ GL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRe
return 0;
}
-static int
-GL_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
- const SDL_Rect * srcrect, const SDL_FRect * dstrect)
-{
- GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
- GLfloat minx, miny, maxx, maxy;
- GLfloat minu, maxu, minv, maxv;
- GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 8 * sizeof (GLfloat), 0, &cmd->data.draw.first);
-
- if (!verts) {
- return -1;
- }
-
- cmd->data.draw.count = 1;
-
- minx = dstrect->x;
- miny = dstrect->y;
- maxx = dstrect->x + dstrect->w;
- maxy = dstrect->y + dstrect->h;
-
- minu = (GLfloat) srcrect->x / texture->w;
- minu *= texturedata->texw;
- maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
- maxu *= texturedata->texw;
- minv = (GLfloat) srcrect->y / texture->h;
- minv *= texturedata->texh;
- maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
- maxv *= texturedata->texh;
-
- cmd->data.draw.count = 1;
- *(verts++) = minx;
- *(verts++) = miny;
- *(verts++) = maxx;
- *(verts++) = maxy;
- *(verts++) = minu;
- *(verts++) = maxu;
- *(verts++) = minv;
- *(verts++) = maxv;
- return 0;
-}
-
-static int
-GL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
- const SDL_Rect * srcrect, const SDL_FRect * dstrect,
- const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
-{
- GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
- GLfloat minx, miny, maxx, maxy;
- GLfloat centerx, centery;
- GLfloat minu, maxu, minv, maxv;
- GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 11 * sizeof (GLfloat), 0, &cmd->data.draw.first);
-
- if (!verts) {
- return -1;
- }
-
- centerx = center->x;
- centery = center->y;
-
- if (flip & SDL_FLIP_HORIZONTAL) {
- minx = dstrect->w - centerx;
- maxx = -centerx;
- }
- else {
- minx = -centerx;
- maxx = dstrect->w - centerx;
- }
-
- if (flip & SDL_FLIP_VERTICAL) {
- miny = dstrect->h - centery;
- maxy = -centery;
- }
- else {
- miny = -centery;
- maxy = dstrect->h - centery;
- }
-
- minu = (GLfloat) srcrect->x / texture->w;
- minu *= texturedata->texw;
- maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
- maxu *= texturedata->texw;
- minv = (GLfloat) srcrect->y / texture->h;
- minv *= texturedata->texh;
- maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
- maxv *= texturedata->texh;
-
- cmd->data.draw.count = 1;
- *(verts++) = minx;
- *(verts++) = miny;
- *(verts++) = maxx;
- *(verts++) = maxy;
- *(verts++) = minu;
- *(verts++) = maxu;
- *(verts++) = minv;
- *(verts++) = maxv;
- *(verts++) = (GLfloat) dstrect->x + centerx;
- *(verts++) = (GLfloat) dstrect->y + centery;
- *(verts++) = (GLfloat) angle;
- return 0;
-}
-
-#if SDL_HAVE_RENDER_GEOMETRY
static int
GL_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,
@@ -1108,7 +1006,6 @@ GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
}
return 0;
}
-#endif
static void
SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader shader)
@@ -1389,65 +1286,13 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
break;
}
- case SDL_RENDERCMD_COPY: {
- const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
- const GLfloat minx = verts[0];
- const GLfloat miny = verts[1];
- const GLfloat maxx = verts[2];
- const GLfloat maxy = verts[3];
- const GLfloat minu = verts[4];
- const GLfloat maxu = verts[5];
- const GLfloat minv = verts[6];
- const GLfloat maxv = verts[7];
- SetCopyState(data, cmd);
- data->glBegin(GL_TRIANGLE_STRIP);
- data->glTexCoord2f(minu, minv);
- data->glVertex2f(minx, miny);
- data->glTexCoord2f(maxu, minv);
- data->glVertex2f(maxx, miny);
- data->glTexCoord2f(minu, maxv);
- data->glVertex2f(minx, maxy);
- data->glTexCoord2f(maxu, maxv);
- data->glVertex2f(maxx, maxy);
- data->glEnd();
+ case SDL_RENDERCMD_COPY: /* unused */
break;
- }
- case SDL_RENDERCMD_COPY_EX: {
- const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
- const GLfloat minx = verts[0];
- const GLfloat miny = verts[1];
- const GLfloat maxx = verts[2];
- const GLfloat maxy = verts[3];
- const GLfloat minu = verts[4];
- const GLfloat maxu = verts[5];
- const GLfloat minv = verts[6];
- const GLfloat maxv = verts[7];
- const GLfloat translatex = verts[8];
- const GLfloat translatey = verts[9];
- const GLdouble angle = verts[10];
- SetCopyState(data, cmd);
-
- /* Translate to flip, rotate, translate to position */
- data->glPushMatrix();
- data->glTranslatef(translatex, translatey, 0.0f);
- data->glRotated(angle, 0.0, 0.0, 1.0);
- data->glBegin(GL_TRIANGLE_STRIP);
- data->glTexCoord2f(minu, minv);
- data->glVertex2f(minx, miny);
- data->glTexCoord2f(maxu, minv);
- data->glVertex2f(maxx, miny);
- data->glTexCoord2f(minu, maxv);
- data->glVertex2f(minx, maxy);
- data->glTexCoord2f(maxu, maxv);
- data->glVertex2f(maxx, maxy);
- data->glEnd();
- data->glPopMatrix();
+ case SDL_RENDERCMD_COPY_EX: /* unused */
break;
- }
case SDL_RENDERCMD_GEOMETRY: {
-#if SDL_HAVE_RENDER_GEOMETRY
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
SDL_Texture *texture = cmd->data.draw.texture;
const size_t count = cmd->data.draw.count;
@@ -1485,7 +1330,6 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
data->glEnd();
data->glColor4f(currentColor[0], currentColor[1], currentColor[2], currentColor[3]);
}
-#endif
break;
}
@@ -1801,11 +1645,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->QueueDrawPoints = GL_QueueDrawPoints;
renderer->QueueDrawLines = GL_QueueDrawLines;
renderer->QueueFillRects = GL_QueueFillRects;
- renderer->QueueCopy = GL_QueueCopy;
- renderer->QueueCopyEx = GL_QueueCopyEx;
-#if SDL_HAVE_RENDER_GEOMETRY
renderer->QueueGeometry = GL_QueueGeometry;
-#endif
renderer->RunCommandQueue = GL_RunCommandQueue;
renderer->RenderReadPixels = GL_RenderReadPixels;
renderer->RenderPresent = GL_RenderPresent;