Update colors in SDL_RenderGeometryRaw() if we're doing interpolation in linear space

Testing: Modified testgeometry to clear the background to 0.5 and then changed the triangle color to 0.5, and verified that they were the same color when using the D3D11 renderer.
This commit is contained in:
Sam Lantinga 2024-01-31 10:48:02 -08:00
parent 77549dc91e
commit 12c31898c1

View file

@ -4030,6 +4030,8 @@ int SDL_RenderGeometryRaw(SDL_Renderer *renderer,
int i;
int retval = 0;
int count = indices ? num_indices : num_vertices;
SDL_bool isstack = SDL_FALSE;
SDL_FColor *updated_colors = NULL;
CHECK_RENDERER_MAGIC(renderer, -1);
@ -4122,6 +4124,24 @@ int SDL_RenderGeometryRaw(SDL_Renderer *renderer,
indices, num_indices, size_indices);
}
/* Transform the colors if necessary */
if (renderer->colorspace_conversion &&
SDL_COLORSPACETRANSFER(renderer->input_colorspace) == SDL_TRANSFER_CHARACTERISTICS_SRGB) {
int num_colors = (color_stride > 0) ? num_vertices : 1;
updated_colors = SDL_small_alloc(SDL_FColor, num_colors, &isstack);
if (!updated_colors) {
return -1;
}
for (i = 0; i < num_colors; ++i) {
updated_colors[i] = *(const SDL_FColor *)(((const Uint8 *)color) + i * color_stride);
SDL_ConvertToLinear(renderer, &updated_colors[i]);
}
color = updated_colors;
if (color_stride > 0) {
color_stride = sizeof(SDL_FColor);
}
}
retval = QueueCmdGeometry(renderer, texture,
xy, xy_stride, color, color_stride, uv, uv_stride,
num_vertices,
@ -4129,6 +4149,10 @@ int SDL_RenderGeometryRaw(SDL_Renderer *renderer,
renderer->view->scale.x,
renderer->view->scale.y);
if (updated_colors) {
SDL_small_free(updated_colors, isstack);
}
return retval;
}