SDL: Remove QueueDrawLines from METAL

From b88b6b3c23804e5c01326574ba695efe3aa97f4c Mon Sep 17 00:00:00 2001
From: Sylvain <[EMAIL REDACTED]>
Date: Fri, 7 Jan 2022 22:43:12 +0100
Subject: [PATCH] Remove QueueDrawLines from METAL

---
 src/render/metal/SDL_render_metal.m | 59 +++--------------------------
 1 file changed, 5 insertions(+), 54 deletions(-)

diff --git a/src/render/metal/SDL_render_metal.m b/src/render/metal/SDL_render_metal.m
index e093fd4d8bf..742bd313437 100644
--- a/src/render/metal/SDL_render_metal.m
+++ b/src/render/metal/SDL_render_metal.m
@@ -1107,56 +1107,6 @@ - (void)dealloc
     return 0;
 }
 
-static int
-METAL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
-{
-    const SDL_Color color = {
-        cmd->data.draw.r,
-        cmd->data.draw.g,
-        cmd->data.draw.b,
-        cmd->data.draw.a
-    };
-
-    SDL_assert(count >= 2);  /* should have been checked at the higher level. */
-
-    const size_t vertlen = (2 * sizeof (float) + sizeof (SDL_Color)) * count;
-    float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
-    if (!verts) {
-        return -1;
-    }
-    cmd->data.draw.count = count;
-
-    for (int i = 0; i < count; i++, points++) {
-        *(verts++) = points->x;
-        *(verts++) = points->y;
-        *((SDL_Color *)verts++) = color;
-    }
-
-    /* If the line segment is completely horizontal or vertical,
-       make it one pixel longer, to satisfy the diamond-exit rule.
-       We should probably do this for diagonal lines too, but we'd have to
-       do some trigonometry to figure out the correct pixel and generally
-       when we have problems with pixel perfection, it's for straight lines
-       that are missing a pixel that frames something and not arbitrary
-       angles. Maybe !!! FIXME for later, though. */
-
-    points -= 2;  /* update the last line. */
-    verts -= 2 + 1;
-
-    const float xstart = points[0].x;
-    const float ystart = points[0].y;
-    const float xend = points[1].x;
-    const float yend = points[1].y;
-
-    if (ystart == yend) {  /* horizontal line */
-        verts[0] += (xend > xstart) ? 1.0f : -1.0f;
-    } else if (xstart == xend) {  /* vertical line */
-        verts[1] += (yend > ystart) ? 1.0f : -1.0f;
-    }
-
-    return 0;
-}
-
 static int
 METAL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
         const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
@@ -1422,15 +1372,17 @@ - (void)dealloc
                 break;
             }
 
-            case SDL_RENDERCMD_DRAW_POINTS:
-            case SDL_RENDERCMD_DRAW_LINES: {
+            case SDL_RENDERCMD_DRAW_POINTS: {
                 const size_t count = cmd->data.draw.count;
-                const MTLPrimitiveType primtype = (cmd->command == SDL_RENDERCMD_DRAW_POINTS) ? MTLPrimitiveTypePoint : MTLPrimitiveTypeLineStrip;
+                const MTLPrimitiveType primtype = MTLPrimitiveTypePoint;
                 if (SetDrawState(renderer, cmd, SDL_METAL_FRAGMENT_SOLID, CONSTANTS_OFFSET_HALF_PIXEL_TRANSFORM, mtlbufvertex, &statecache)) {
                     [data.mtlcmdencoder drawPrimitives:primtype vertexStart:0 vertexCount:count];
                 }
                 break;
             }
+            
+            case SDL_RENDERCMD_DRAW_LINES: /* unused */
+                break;
 
             case SDL_RENDERCMD_FILL_RECTS: /* unused */
                 break;
@@ -1886,7 +1838,6 @@ in case we want to use it later (recreating the renderer)
     renderer->QueueSetViewport = METAL_QueueSetViewport;
     renderer->QueueSetDrawColor = METAL_QueueSetDrawColor;
     renderer->QueueDrawPoints = METAL_QueueDrawPoints;
-    renderer->QueueDrawLines = METAL_QueueDrawLines;
     renderer->QueueGeometry = METAL_QueueGeometry;
     renderer->RunCommandQueue = METAL_RunCommandQueue;
     renderer->RenderReadPixels = METAL_RenderReadPixels;