render: allow render targets to use logical presentation.

Fixes https://github.com/libsdl-org/sdl2-compat/issues/279
This commit is contained in:
Ryan C. Gordon 2025-02-27 17:28:47 -05:00
parent 281f0fae1c
commit 35e8cf8ee6
3 changed files with 296 additions and 219 deletions

View file

@ -472,17 +472,18 @@ static bool QueueCmdSetClipRect(SDL_Renderer *renderer)
{
bool result = true;
SDL_Rect clip_rect = renderer->view->pixel_clip_rect;
const SDL_RenderViewState *view = renderer->view;
SDL_Rect clip_rect = view->pixel_clip_rect;
if (!renderer->cliprect_queued ||
renderer->view->clipping_enabled != renderer->last_queued_cliprect_enabled ||
view->clipping_enabled != renderer->last_queued_cliprect_enabled ||
SDL_memcmp(&clip_rect, &renderer->last_queued_cliprect, sizeof(clip_rect)) != 0) {
SDL_RenderCommand *cmd = AllocateRenderCommand(renderer);
if (cmd) {
cmd->command = SDL_RENDERCMD_SETCLIPRECT;
cmd->data.cliprect.enabled = renderer->view->clipping_enabled;
cmd->data.cliprect.enabled = view->clipping_enabled;
SDL_copyp(&cmd->data.cliprect.rect, &clip_rect);
SDL_copyp(&renderer->last_queued_cliprect, &clip_rect);
renderer->last_queued_cliprect_enabled = renderer->view->clipping_enabled;
renderer->last_queued_cliprect_enabled = view->clipping_enabled;
renderer->cliprect_queued = true;
} else {
result = false;
@ -737,9 +738,9 @@ static void UpdateMainViewDimensions(SDL_Renderer *renderer)
if (renderer->window) {
SDL_GetWindowSize(renderer->window, &window_w, &window_h);
}
SDL_GetRenderOutputSize(renderer, &renderer->output_pixel_w, &renderer->output_pixel_h);
renderer->main_view.pixel_w = renderer->output_pixel_w;
renderer->main_view.pixel_h = renderer->output_pixel_h;
SDL_GetRenderOutputSize(renderer, &renderer->main_view.pixel_w, &renderer->main_view.pixel_h);
if (window_w > 0 && window_h > 0) {
renderer->dpi_scale.x = (float)renderer->main_view.pixel_w / window_w;
renderer->dpi_scale.y = (float)renderer->main_view.pixel_h / window_h;
@ -833,7 +834,10 @@ static bool SDL_RendererEventWatch(void *userdata, SDL_Event *event)
if (event->type == SDL_EVENT_WINDOW_RESIZED ||
event->type == SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED ||
event->type == SDL_EVENT_WINDOW_METAL_VIEW_RESIZED) {
UpdateLogicalPresentation(renderer);
SDL_RenderViewState *view = renderer->view;
renderer->view = &renderer->main_view; // only update the main_view (the window framebuffer) for window changes.
UpdateLogicalPresentation(renderer);
renderer->view = view; // put us back on whatever the current render target's actual view is.
} else if (event->type == SDL_EVENT_WINDOW_HIDDEN) {
renderer->hidden = true;
} else if (event->type == SDL_EVENT_WINDOW_SHOWN) {
@ -1245,11 +1249,12 @@ bool SDL_GetCurrentRenderOutputSize(SDL_Renderer *renderer, int *w, int *h)
CHECK_RENDERER_MAGIC(renderer, false);
const SDL_RenderViewState *view = renderer->view;
if (w) {
*w = renderer->view->pixel_w;
*w = view->pixel_w;
}
if (h) {
*h = renderer->view->pixel_h;
*h = view->pixel_h;
}
return true;
}
@ -2565,121 +2570,134 @@ SDL_Texture *SDL_GetRenderTarget(SDL_Renderer *renderer)
static void UpdateLogicalPresentation(SDL_Renderer *renderer)
{
if (renderer->logical_presentation_mode == SDL_LOGICAL_PRESENTATION_DISABLED) {
renderer->main_view.logical_offset.x = renderer->main_view.logical_offset.y = 0.0f;
renderer->main_view.logical_scale.x = renderer->main_view.logical_scale.y = 1.0f;
renderer->main_view.current_scale.x = renderer->main_view.scale.x; // skip the multiplications against 1.0f.
renderer->main_view.current_scale.y = renderer->main_view.scale.y;
UpdateMainViewDimensions(renderer);
UpdatePixelClipRect(renderer, &renderer->main_view);
return; // All done!
}
SDL_RenderViewState *view = renderer->view;
const bool is_main_view = (view == &renderer->main_view);
const float logical_w = view->logical_w;
const float logical_h = view->logical_h;
int iwidth, iheight;
SDL_GetRenderOutputSize(renderer, &iwidth, &iheight);
const float output_w = (float)iwidth;
const float output_h = (float)iheight;
const float logical_w = renderer->logical_w;
const float logical_h = renderer->logical_h;
const float want_aspect = logical_w / logical_h;
const float real_aspect = output_w / output_h;
renderer->logical_src_rect.x = 0.0f;
renderer->logical_src_rect.y = 0.0f;
renderer->logical_src_rect.w = logical_w;
renderer->logical_src_rect.h = logical_h;
if ((logical_w <= 0.0f) || (logical_h <= 0.0f)) {
renderer->logical_dst_rect.x = 0.0f;
renderer->logical_dst_rect.y = 0.0f;
renderer->logical_dst_rect.w = output_w;
renderer->logical_dst_rect.h = output_h;
} else if (renderer->logical_presentation_mode == SDL_LOGICAL_PRESENTATION_INTEGER_SCALE) {
float scale;
if (want_aspect > real_aspect) {
scale = (float)((int)output_w / (int)logical_w); // This an integer division!
} else {
scale = (float)((int)output_h / (int)logical_h); // This an integer division!
}
if (scale < 1.0f) {
scale = 1.0f;
}
renderer->logical_dst_rect.w = SDL_floorf(logical_w * scale);
renderer->logical_dst_rect.x = (output_w - renderer->logical_dst_rect.w) / 2.0f;
renderer->logical_dst_rect.h = SDL_floorf(logical_h * scale);
renderer->logical_dst_rect.y = (output_h - renderer->logical_dst_rect.h) / 2.0f;
} else if (renderer->logical_presentation_mode == SDL_LOGICAL_PRESENTATION_STRETCH ||
SDL_fabsf(want_aspect - real_aspect) < 0.0001f) {
renderer->logical_dst_rect.x = 0.0f;
renderer->logical_dst_rect.y = 0.0f;
renderer->logical_dst_rect.w = output_w;
renderer->logical_dst_rect.h = output_h;
} else if (want_aspect > real_aspect) {
if (renderer->logical_presentation_mode == SDL_LOGICAL_PRESENTATION_LETTERBOX) {
// We want a wider aspect ratio than is available - letterbox it
const float scale = output_w / logical_w;
renderer->logical_dst_rect.x = 0.0f;
renderer->logical_dst_rect.w = output_w;
renderer->logical_dst_rect.h = SDL_floorf(logical_h * scale);
renderer->logical_dst_rect.y = (output_h - renderer->logical_dst_rect.h) / 2.0f;
} else { // renderer->logical_presentation_mode == SDL_LOGICAL_PRESENTATION_OVERSCAN
/* We want a wider aspect ratio than is available -
zoom so logical height matches the real height
and the width will grow off the screen
*/
const float scale = output_h / logical_h;
renderer->logical_dst_rect.y = 0.0f;
renderer->logical_dst_rect.h = output_h;
renderer->logical_dst_rect.w = SDL_floorf(logical_w * scale);
renderer->logical_dst_rect.x = (output_w - renderer->logical_dst_rect.w) / 2.0f;
}
if (renderer->target) {
iwidth = (int)renderer->target->w;
iheight = (int)renderer->target->h;
} else {
if (renderer->logical_presentation_mode == SDL_LOGICAL_PRESENTATION_LETTERBOX) {
// We want a narrower aspect ratio than is available - use side-bars
const float scale = output_h / logical_h;
renderer->logical_dst_rect.y = 0.0f;
renderer->logical_dst_rect.h = output_h;
renderer->logical_dst_rect.w = SDL_floorf(logical_w * scale);
renderer->logical_dst_rect.x = (output_w - renderer->logical_dst_rect.w) / 2.0f;
} else { // renderer->logical_presentation_mode == SDL_LOGICAL_PRESENTATION_OVERSCAN
/* We want a narrower aspect ratio than is available -
zoom so logical width matches the real width
and the height will grow off the screen
*/
const float scale = output_w / logical_w;
renderer->logical_dst_rect.x = 0.0f;
renderer->logical_dst_rect.w = output_w;
renderer->logical_dst_rect.h = SDL_floorf(logical_h * scale);
renderer->logical_dst_rect.y = (output_h - renderer->logical_dst_rect.h) / 2.0f;
}
SDL_GetRenderOutputSize(renderer, &iwidth, &iheight);
}
renderer->main_view.logical_scale.x = (logical_w > 0.0f) ? renderer->logical_dst_rect.w / logical_w : 0.0f;
renderer->main_view.logical_scale.y = (logical_h > 0.0f) ? renderer->logical_dst_rect.h / logical_h : 0.0f;
renderer->main_view.current_scale.x = renderer->main_view.scale.x * renderer->main_view.logical_scale.x;
renderer->main_view.current_scale.y = renderer->main_view.scale.y * renderer->main_view.logical_scale.y;
renderer->main_view.logical_offset.x = renderer->logical_dst_rect.x;
renderer->main_view.logical_offset.y = renderer->logical_dst_rect.y;
view->logical_src_rect.x = 0.0f;
view->logical_src_rect.y = 0.0f;
view->logical_src_rect.w = logical_w;
view->logical_src_rect.h = logical_h;
UpdateMainViewDimensions(renderer); // this will replace pixel_w and pixel_h while making sure the dpi_scale is right.
renderer->main_view.pixel_w = (int) renderer->logical_dst_rect.w;
renderer->main_view.pixel_h = (int) renderer->logical_dst_rect.h;
UpdatePixelViewport(renderer, &renderer->main_view);
UpdatePixelClipRect(renderer, &renderer->main_view);
if (view->logical_presentation_mode == SDL_LOGICAL_PRESENTATION_DISABLED) {
view->logical_dst_rect.x = 0.0f;
view->logical_dst_rect.y = 0.0f;
view->logical_dst_rect.w = iwidth;
view->logical_dst_rect.h = iheight;
view->logical_offset.x = view->logical_offset.y = 0.0f;
view->logical_scale.x = view->logical_scale.y = 1.0f;
view->current_scale.x = view->scale.x; // skip the multiplications against 1.0f.
view->current_scale.y = view->scale.y;
} else {
const float output_w = (float)iwidth;
const float output_h = (float)iheight;
const float want_aspect = logical_w / logical_h;
const float real_aspect = output_w / output_h;
if ((logical_w <= 0.0f) || (logical_h <= 0.0f)) {
view->logical_dst_rect.x = 0.0f;
view->logical_dst_rect.y = 0.0f;
view->logical_dst_rect.w = output_w;
view->logical_dst_rect.h = output_h;
} else if (view->logical_presentation_mode == SDL_LOGICAL_PRESENTATION_INTEGER_SCALE) {
float scale;
if (want_aspect > real_aspect) {
scale = (float)((int)output_w / (int)logical_w); // This an integer division!
} else {
scale = (float)((int)output_h / (int)logical_h); // This an integer division!
}
if (scale < 1.0f) {
scale = 1.0f;
}
view->logical_dst_rect.w = SDL_floorf(logical_w * scale);
view->logical_dst_rect.x = (output_w - view->logical_dst_rect.w) / 2.0f;
view->logical_dst_rect.h = SDL_floorf(logical_h * scale);
view->logical_dst_rect.y = (output_h - view->logical_dst_rect.h) / 2.0f;
} else if (view->logical_presentation_mode == SDL_LOGICAL_PRESENTATION_STRETCH || SDL_fabsf(want_aspect - real_aspect) < 0.0001f) {
view->logical_dst_rect.x = 0.0f;
view->logical_dst_rect.y = 0.0f;
view->logical_dst_rect.w = output_w;
view->logical_dst_rect.h = output_h;
} else if (want_aspect > real_aspect) {
if (view->logical_presentation_mode == SDL_LOGICAL_PRESENTATION_LETTERBOX) {
// We want a wider aspect ratio than is available - letterbox it
const float scale = output_w / logical_w;
view->logical_dst_rect.x = 0.0f;
view->logical_dst_rect.w = output_w;
view->logical_dst_rect.h = SDL_floorf(logical_h * scale);
view->logical_dst_rect.y = (output_h - view->logical_dst_rect.h) / 2.0f;
} else { // view->logical_presentation_mode == SDL_LOGICAL_PRESENTATION_OVERSCAN
/* We want a wider aspect ratio than is available -
zoom so logical height matches the real height
and the width will grow off the screen
*/
const float scale = output_h / logical_h;
view->logical_dst_rect.y = 0.0f;
view->logical_dst_rect.h = output_h;
view->logical_dst_rect.w = SDL_floorf(logical_w * scale);
view->logical_dst_rect.x = (output_w - view->logical_dst_rect.w) / 2.0f;
}
} else {
if (view->logical_presentation_mode == SDL_LOGICAL_PRESENTATION_LETTERBOX) {
// We want a narrower aspect ratio than is available - use side-bars
const float scale = output_h / logical_h;
view->logical_dst_rect.y = 0.0f;
view->logical_dst_rect.h = output_h;
view->logical_dst_rect.w = SDL_floorf(logical_w * scale);
view->logical_dst_rect.x = (output_w - view->logical_dst_rect.w) / 2.0f;
} else { // view->logical_presentation_mode == SDL_LOGICAL_PRESENTATION_OVERSCAN
/* We want a narrower aspect ratio than is available -
zoom so logical width matches the real width
and the height will grow off the screen
*/
const float scale = output_w / logical_w;
view->logical_dst_rect.x = 0.0f;
view->logical_dst_rect.w = output_w;
view->logical_dst_rect.h = SDL_floorf(logical_h * scale);
view->logical_dst_rect.y = (output_h - view->logical_dst_rect.h) / 2.0f;
}
}
view->logical_scale.x = (logical_w > 0.0f) ? view->logical_dst_rect.w / logical_w : 0.0f;
view->logical_scale.y = (logical_h > 0.0f) ? view->logical_dst_rect.h / logical_h : 0.0f;
view->current_scale.x = view->scale.x * view->logical_scale.x;
view->current_scale.y = view->scale.y * view->logical_scale.y;
view->logical_offset.x = view->logical_dst_rect.x;
view->logical_offset.y = view->logical_dst_rect.y;
}
if (is_main_view) {
// This makes sure the dpi_scale is right. It also sets pixel_w and pixel_h, but we're going to change them directly below here.
UpdateMainViewDimensions(renderer);
}
view->pixel_w = (int) view->logical_dst_rect.w;
view->pixel_h = (int) view->logical_dst_rect.h;
UpdatePixelViewport(renderer, view);
UpdatePixelClipRect(renderer, view);
}
bool SDL_SetRenderLogicalPresentation(SDL_Renderer *renderer, int w, int h, SDL_RendererLogicalPresentation mode)
{
CHECK_RENDERER_MAGIC(renderer, false);
renderer->logical_presentation_mode = mode;
renderer->logical_w = w;
renderer->logical_h = h;
SDL_RenderViewState *view = renderer->view;
view->logical_presentation_mode = mode;
view->logical_w = w;
view->logical_h = h;
UpdateLogicalPresentation(renderer);
@ -2696,9 +2714,10 @@ bool SDL_GetRenderLogicalPresentation(SDL_Renderer *renderer, int *w, int *h, SD
CHECK_RENDERER_MAGIC(renderer, false);
SETVAL(w, renderer->logical_w);
SETVAL(h, renderer->logical_h);
SETVAL(mode, renderer->logical_presentation_mode);
const SDL_RenderViewState *view = renderer->view;
SETVAL(w, view->logical_w);
SETVAL(h, view->logical_h);
SETVAL(mode, view->logical_presentation_mode);
#undef SETVAL
@ -2714,21 +2733,14 @@ bool SDL_GetRenderLogicalPresentationRect(SDL_Renderer *renderer, SDL_FRect *rec
CHECK_RENDERER_MAGIC(renderer, false);
if (rect) {
if (renderer->logical_presentation_mode == SDL_LOGICAL_PRESENTATION_DISABLED) {
rect->x = 0.0f;
rect->y = 0.0f;
rect->w = (float)renderer->output_pixel_w;
rect->h = (float)renderer->output_pixel_h;
} else {
SDL_copyp(rect, &renderer->logical_dst_rect);
}
SDL_copyp(rect, &renderer->view->logical_dst_rect);
}
return true;
}
static void SDL_RenderLogicalBorders(SDL_Renderer *renderer)
static void SDL_RenderLogicalBorders(SDL_Renderer *renderer, const SDL_FRect *dst)
{
const SDL_FRect *dst = &renderer->logical_dst_rect;
const SDL_RenderViewState *view = renderer->view;
if (dst->x > 0.0f || dst->y > 0.0f) {
SDL_BlendMode saved_blend_mode = renderer->blendMode;
@ -2743,11 +2755,11 @@ static void SDL_RenderLogicalBorders(SDL_Renderer *renderer)
rect.x = 0.0f;
rect.y = 0.0f;
rect.w = dst->x;
rect.h = (float)renderer->view->pixel_h;
rect.h = (float)view->pixel_h;
SDL_RenderFillRect(renderer, &rect);
rect.x = dst->x + dst->w;
rect.w = (float)renderer->view->pixel_w - rect.x;
rect.w = (float)view->pixel_w - rect.x;
SDL_RenderFillRect(renderer, &rect);
}
@ -2756,12 +2768,12 @@ static void SDL_RenderLogicalBorders(SDL_Renderer *renderer)
rect.x = 0.0f;
rect.y = 0.0f;
rect.w = (float)renderer->view->pixel_w;
rect.w = (float)view->pixel_w;
rect.h = dst->y;
SDL_RenderFillRect(renderer, &rect);
rect.y = dst->y + dst->h;
rect.h = (float)renderer->view->pixel_h - rect.y;
rect.h = (float)view->pixel_h - rect.y;
SDL_RenderFillRect(renderer, &rect);
}
@ -2772,17 +2784,19 @@ static void SDL_RenderLogicalBorders(SDL_Renderer *renderer)
static void SDL_RenderLogicalPresentation(SDL_Renderer *renderer)
{
const SDL_RendererLogicalPresentation mode = renderer->logical_presentation_mode;
SDL_assert(renderer->view == &renderer->main_view);
SDL_RenderViewState *view = &renderer->main_view;
const SDL_RendererLogicalPresentation mode = view->logical_presentation_mode;
if (mode == SDL_LOGICAL_PRESENTATION_LETTERBOX) {
// save off some state we're going to trample.
SDL_assert(renderer->view == &renderer->main_view);
SDL_RenderViewState *view = &renderer->main_view;
const int logical_w = renderer->logical_w;
const int logical_h = renderer->logical_h;
const int logical_w = view->logical_w;
const int logical_h = view->logical_h;
const float scale_x = view->scale.x;
const float scale_y = view->scale.y;
const bool clipping_enabled = view->clipping_enabled;
SDL_Rect orig_viewport, orig_cliprect;
const SDL_FRect logical_dst_rect = view->logical_dst_rect;
SDL_copyp(&orig_viewport, &view->viewport);
if (clipping_enabled) {
@ -2798,10 +2812,10 @@ static void SDL_RenderLogicalPresentation(SDL_Renderer *renderer)
SDL_SetRenderScale(renderer, 1.0f, 1.0f);
// draw the borders.
SDL_RenderLogicalBorders(renderer);
SDL_RenderLogicalBorders(renderer, &logical_dst_rect);
// now set everything back.
renderer->logical_presentation_mode = mode;
view->logical_presentation_mode = mode;
SDL_SetRenderViewport(renderer, &orig_viewport);
if (clipping_enabled) {
SDL_SetRenderClipRect(renderer, &orig_cliprect);
@ -2819,14 +2833,14 @@ static bool SDL_RenderVectorFromWindow(SDL_Renderer *renderer, float window_dx,
window_dy *= renderer->dpi_scale.y;
// Convert from pixels within the window to pixels within the view
if (renderer->logical_presentation_mode != SDL_LOGICAL_PRESENTATION_DISABLED) {
const SDL_FRect *src = &renderer->logical_src_rect;
const SDL_FRect *dst = &renderer->logical_dst_rect;
const SDL_RenderViewState *view = &renderer->main_view;
if (view->logical_presentation_mode != SDL_LOGICAL_PRESENTATION_DISABLED) {
const SDL_FRect *src = &view->logical_src_rect;
const SDL_FRect *dst = &view->logical_dst_rect;
window_dx = (window_dx * src->w) / dst->w;
window_dy = (window_dy * src->h) / dst->h;
}
const SDL_RenderViewState *view = &renderer->main_view;
window_dx /= view->scale.x;
window_dy /= view->scale.y;
@ -2846,14 +2860,14 @@ bool SDL_RenderCoordinatesFromWindow(SDL_Renderer *renderer, float window_x, flo
render_y = window_y * renderer->dpi_scale.y;
// Convert from pixels within the window to pixels within the view
if (renderer->logical_presentation_mode != SDL_LOGICAL_PRESENTATION_DISABLED) {
const SDL_FRect *src = &renderer->logical_src_rect;
const SDL_FRect *dst = &renderer->logical_dst_rect;
const SDL_RenderViewState *view = &renderer->main_view;
if (view->logical_presentation_mode != SDL_LOGICAL_PRESENTATION_DISABLED) {
const SDL_FRect *src = &view->logical_src_rect;
const SDL_FRect *dst = &view->logical_dst_rect;
render_x = ((render_x - dst->x) * src->w) / dst->w;
render_y = ((render_y - dst->y) * src->h) / dst->h;
}
const SDL_RenderViewState *view = &renderer->main_view;
render_x = (render_x / view->scale.x) - view->viewport.x;
render_y = (render_y / view->scale.y) - view->viewport.y;
@ -2875,9 +2889,9 @@ bool SDL_RenderCoordinatesToWindow(SDL_Renderer *renderer, float x, float y, flo
y = (view->viewport.y + y) * view->scale.y;
// Convert from render coordinates to pixels within the window
if (renderer->logical_presentation_mode != SDL_LOGICAL_PRESENTATION_DISABLED) {
const SDL_FRect *src = &renderer->logical_src_rect;
const SDL_FRect *dst = &renderer->logical_dst_rect;
if (view->logical_presentation_mode != SDL_LOGICAL_PRESENTATION_DISABLED) {
const SDL_FRect *src = &view->logical_src_rect;
const SDL_FRect *dst = &view->logical_dst_rect;
x = dst->x + ((x * dst->w) / src->w);
y = dst->y + ((y * dst->h) / src->h);
}
@ -2968,18 +2982,17 @@ bool SDL_SetRenderViewport(SDL_Renderer *renderer, const SDL_Rect *rect)
{
CHECK_RENDERER_MAGIC(renderer, false);
SDL_RenderViewState *view = renderer->view;
if (rect) {
if ((rect->w < 0) || (rect->h < 0)) {
return SDL_SetError("rect has a negative size");
}
SDL_copyp(&renderer->view->viewport, rect);
SDL_copyp(&view->viewport, rect);
} else {
renderer->view->viewport.x = 0;
renderer->view->viewport.y = 0;
renderer->view->viewport.w = -1;
renderer->view->viewport.h = -1;
view->viewport.x = view->viewport.y = 0;
view->viewport.w = view->viewport.h = -1;
}
UpdatePixelViewport(renderer, renderer->view);
UpdatePixelViewport(renderer, view);
return QueueCmdSetViewport(renderer);
}
@ -3001,7 +3014,7 @@ bool SDL_GetRenderViewport(SDL_Renderer *renderer, SDL_Rect *rect)
} else {
rect->w = (int)SDL_ceilf(view->pixel_w / view->current_scale.x);
}
if (renderer->view->viewport.h >= 0) {
if (view->viewport.h >= 0) {
rect->h = view->viewport.h;
} else {
rect->h = (int)SDL_ceilf(view->pixel_h / view->current_scale.y);
@ -3014,11 +3027,8 @@ bool SDL_RenderViewportSet(SDL_Renderer *renderer)
{
CHECK_RENDERER_MAGIC(renderer, false);
if (renderer->view->viewport.w >= 0 &&
renderer->view->viewport.h >= 0) {
return true;
}
return false;
const SDL_RenderViewState *view = renderer->view;
return (view->viewport.w >= 0 && view->viewport.h >= 0);
}
static void GetRenderViewportSize(SDL_Renderer *renderer, SDL_FRect *rect)
@ -3094,14 +3104,15 @@ bool SDL_SetRenderClipRect(SDL_Renderer *renderer, const SDL_Rect *rect)
{
CHECK_RENDERER_MAGIC(renderer, false)
SDL_RenderViewState *view = renderer->view;
if (rect && rect->w >= 0 && rect->h >= 0) {
renderer->view->clipping_enabled = true;
SDL_copyp(&renderer->view->clip_rect, rect);
view->clipping_enabled = true;
SDL_copyp(&view->clip_rect, rect);
} else {
renderer->view->clipping_enabled = false;
SDL_zero(renderer->view->clip_rect);
view->clipping_enabled = false;
SDL_zero(view->clip_rect);
}
UpdatePixelClipRect(renderer, renderer->view);
UpdatePixelClipRect(renderer, view);
return QueueCmdSetClipRect(renderer);
}
@ -3132,17 +3143,18 @@ bool SDL_SetRenderScale(SDL_Renderer *renderer, float scaleX, float scaleY)
CHECK_RENDERER_MAGIC(renderer, false);
if (renderer->view->scale.x == scaleX &&
renderer->view->scale.y == scaleY) {
SDL_RenderViewState *view = renderer->view;
if ((view->scale.x == scaleX) && (view->scale.y == scaleY)) {
return true;
}
renderer->view->scale.x = scaleX;
renderer->view->scale.y = scaleY;
renderer->view->current_scale.x = scaleX * renderer->view->logical_scale.x;
renderer->view->current_scale.y = scaleY * renderer->view->logical_scale.y;
UpdatePixelViewport(renderer, renderer->view);
UpdatePixelClipRect(renderer, renderer->view);
view->scale.x = scaleX;
view->scale.y = scaleY;
view->current_scale.x = scaleX * view->logical_scale.x;
view->current_scale.y = scaleY * view->logical_scale.y;
UpdatePixelViewport(renderer, view);
UpdatePixelClipRect(renderer, view);
// The scale affects the existing viewport and clip rectangle
result &= QueueCmdSetViewport(renderer);
@ -3161,11 +3173,13 @@ bool SDL_GetRenderScale(SDL_Renderer *renderer, float *scaleX, float *scaleY)
CHECK_RENDERER_MAGIC(renderer, false);
const SDL_RenderViewState *view = renderer->view;
if (scaleX) {
*scaleX = renderer->view->scale.x;
*scaleX = view->scale.x;
}
if (scaleY) {
*scaleY = renderer->view->scale.y;
*scaleY = view->scale.y;
}
return true;
}
@ -3350,8 +3364,9 @@ static bool RenderPointsWithRects(SDL_Renderer *renderer, const SDL_FPoint *fpoi
return false;
}
const float scale_x = renderer->view->current_scale.x;
const float scale_y = renderer->view->current_scale.y;
const SDL_RenderViewState *view = renderer->view;
const float scale_x = view->current_scale.x;
const float scale_y = view->current_scale.y;
for (i = 0; i < count; ++i) {
frects[i].x = fpoints[i].x * scale_x;
frects[i].y = fpoints[i].y * scale_y;
@ -3386,7 +3401,8 @@ bool SDL_RenderPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int coun
}
#endif
if ((renderer->view->current_scale.x != 1.0f) || (renderer->view->current_scale.y != 1.0f)) {
const SDL_RenderViewState *view = renderer->view;
if ((view->current_scale.x != 1.0f) || (view->current_scale.y != 1.0f)) {
result = RenderPointsWithRects(renderer, points, count);
} else {
result = QueueCmdDrawPoints(renderer, points, count);
@ -3406,7 +3422,8 @@ bool SDL_RenderLine(SDL_Renderer *renderer, float x1, float y1, float x2, float
static bool RenderLineBresenham(SDL_Renderer *renderer, int x1, int y1, int x2, int y2, bool draw_last)
{
const int MAX_PIXELS = SDL_max(renderer->view->pixel_w, renderer->view->pixel_h) * 4;
const SDL_RenderViewState *view = renderer->view;
const int MAX_PIXELS = SDL_max(view->pixel_w, view->pixel_h) * 4;
int i, deltax, deltay, numpixels;
int d, dinc1, dinc2;
int x, xinc1, xinc2;
@ -3419,7 +3436,7 @@ static bool RenderLineBresenham(SDL_Renderer *renderer, int x1, int y1, int x2,
/* the backend might clip this further to the clipping rect, but we
just want a basic safety against generating millions of points for
massive lines. */
viewport = renderer->view->pixel_viewport;
viewport = view->pixel_viewport;
viewport.x = 0;
viewport.y = 0;
if (!SDL_GetRectAndLineIntersection(&viewport, &x1, &y1, &x2, &y2)) {
@ -3488,7 +3505,7 @@ static bool RenderLineBresenham(SDL_Renderer *renderer, int x1, int y1, int x2,
}
}
if ((renderer->view->current_scale.x != 1.0f) || (renderer->view->current_scale.y != 1.0f)) {
if ((view->current_scale.x != 1.0f) || (view->current_scale.y != 1.0f)) {
result = RenderPointsWithRects(renderer, points, numpixels);
} else {
result = QueueCmdDrawPoints(renderer, points, numpixels);
@ -3501,8 +3518,9 @@ static bool RenderLineBresenham(SDL_Renderer *renderer, int x1, int y1, int x2,
static bool RenderLinesWithRectsF(SDL_Renderer *renderer, const SDL_FPoint *points, const int count)
{
const float scale_x = renderer->view->current_scale.x;
const float scale_y = renderer->view->current_scale.y;
const SDL_RenderViewState *view = renderer->view;
const float scale_x = view->current_scale.x;
const float scale_y = view->current_scale.y;
SDL_FRect *frect;
SDL_FRect *frects;
int i, nrects = 0;
@ -3589,11 +3607,12 @@ bool SDL_RenderLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count
}
#endif
const bool islogical = ((renderer->logical_presentation_mode != SDL_LOGICAL_PRESENTATION_DISABLED) && (renderer->view == &renderer->main_view));
SDL_RenderViewState *view = renderer->view;
const bool islogical = ((view == &renderer->main_view) && (view->logical_presentation_mode != SDL_LOGICAL_PRESENTATION_DISABLED));
if (islogical || (renderer->line_method == SDL_RENDERLINEMETHOD_GEOMETRY)) {
const float scale_x = renderer->view->current_scale.x;
const float scale_y = renderer->view->current_scale.y;
const float scale_x = view->current_scale.x;
const float scale_y = view->current_scale.y;
bool isstack1;
bool isstack2;
float *xy = SDL_small_alloc(float, 4 * 2 * count, &isstack1);
@ -3712,7 +3731,7 @@ bool SDL_RenderLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count
} else if (renderer->line_method == SDL_RENDERLINEMETHOD_POINTS) {
result = RenderLinesWithRectsF(renderer, points, count);
} else if (renderer->view->scale.x != 1.0f || renderer->view->scale.y != 1.0f) { /* we checked for logical scale elsewhere. */
} else if (view->scale.x != 1.0f || view->scale.y != 1.0f) { /* we checked for logical scale elsewhere. */
result = RenderLinesWithRectsF(renderer, points, count);
} else {
result = QueueCmdDrawLines(renderer, points, count);
@ -3817,8 +3836,9 @@ bool SDL_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int cou
return false;
}
const float scale_x = renderer->view->current_scale.x;
const float scale_y = renderer->view->current_scale.y;
const SDL_RenderViewState *view = renderer->view;
const float scale_x = view->current_scale.x;
const float scale_y = view->current_scale.y;
for (i = 0; i < count; ++i) {
frects[i].x = rects[i].x * scale_x;
frects[i].y = rects[i].y * scale_y;
@ -3835,8 +3855,9 @@ bool SDL_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int cou
static bool SDL_RenderTextureInternal(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect)
{
const float scale_x = renderer->view->current_scale.x;
const float scale_y = renderer->view->current_scale.y;
const SDL_RenderViewState *view = renderer->view;
const float scale_x = view->current_scale.x;
const float scale_y = view->current_scale.y;
const bool use_rendergeometry = (!renderer->QueueCopy);
bool result;
@ -3976,8 +3997,9 @@ bool SDL_RenderTextureAffine(SDL_Renderer *renderer, SDL_Texture *texture,
texture->last_command_generation = renderer->render_command_generation;
const float scale_x = renderer->view->current_scale.x;
const float scale_y = renderer->view->current_scale.y;
const SDL_RenderViewState *view = renderer->view;
const float scale_x = view->current_scale.x;
const float scale_y = view->current_scale.y;
{
float xy[8];
@ -4110,8 +4132,9 @@ bool SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
texture->last_command_generation = renderer->render_command_generation;
const float scale_x = renderer->view->current_scale.x;
const float scale_y = renderer->view->current_scale.y;
const SDL_RenderViewState *view = renderer->view;
const float scale_x = view->current_scale.x;
const float scale_y = view->current_scale.y;
const bool use_rendergeometry = (!renderer->QueueCopyEx);
if (use_rendergeometry) {
@ -4242,10 +4265,11 @@ static bool SDL_RenderTextureTiled_Wrap(SDL_Renderer *renderer, SDL_Texture *tex
xy[6] = minx;
xy[7] = maxy;
const SDL_RenderViewState *view = renderer->view;
return QueueCmdGeometry(renderer, texture,
xy, xy_stride, &texture->color, 0 /* color_stride */, uv, uv_stride,
num_vertices, indices, num_indices, size_indices,
renderer->view->current_scale.x, renderer->view->current_scale.y, SDL_TEXTURE_ADDRESS_WRAP);
view->current_scale.x, view->current_scale.y, SDL_TEXTURE_ADDRESS_WRAP);
}
static bool SDL_RenderTextureTiled_Iterate(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float scale, const SDL_FRect *dstrect)
@ -4596,8 +4620,9 @@ static bool SDLCALL SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
float texw = 0.0f, texh = 0.0f;
SDL_BlendMode blendMode = SDL_BLENDMODE_NONE;
float r = 0, g = 0, b = 0, a = 0;
const float scale_x = renderer->view->current_scale.x;
const float scale_y = renderer->view->current_scale.y;
const SDL_RenderViewState *view = renderer->view;
const float scale_x = view->current_scale.x;
const float scale_y = view->current_scale.y;
// Save
SDL_GetRenderDrawBlendMode(renderer, &blendMode);
@ -4997,10 +5022,11 @@ bool SDL_RenderGeometryRaw(SDL_Renderer *renderer,
}
#endif
const SDL_RenderViewState *view = renderer->view;
return QueueCmdGeometry(renderer, texture,
xy, xy_stride, color, color_stride, uv, uv_stride,
num_vertices, indices, num_indices, size_indices,
renderer->view->current_scale.x, renderer->view->current_scale.y,
view->current_scale.x, view->current_scale.y,
texture_address_mode);
}