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

@ -490,6 +490,9 @@ extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetRendererProperties(SDL_Rende
* This returns the true output size in pixels, ignoring any render targets or * This returns the true output size in pixels, ignoring any render targets or
* logical size and presentation. * logical size and presentation.
* *
* For the output size of the current rendering target, with logical size
* adjustments, use SDL_GetCurrentRenderOutputSize() instead.
*
* \param renderer the rendering context. * \param renderer the rendering context.
* \param w a pointer filled in with the width in pixels. * \param w a pointer filled in with the width in pixels.
* \param h a pointer filled in with the height in pixels. * \param h a pointer filled in with the height in pixels.
@ -508,9 +511,10 @@ extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderOutputSize(SDL_Renderer *renderer,
* Get the current output size in pixels of a rendering context. * Get the current output size in pixels of a rendering context.
* *
* If a rendering target is active, this will return the size of the rendering * If a rendering target is active, this will return the size of the rendering
* target in pixels, otherwise if a logical size is set, it will return the * target in pixels, otherwise return the value of SDL_GetRenderOutputSize().
* logical size, otherwise it will return the value of *
* SDL_GetRenderOutputSize(). * Rendering target or not, the output will be adjusted by the current
* logical presentation state, dictated by SDL_SetRenderLogicalPresentation().
* *
* \param renderer the rendering context. * \param renderer the rendering context.
* \param w a pointer filled in with the current width. * \param w a pointer filled in with the current width.
@ -1318,6 +1322,11 @@ extern SDL_DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture *texture);
* To stop rendering to a texture and render to the window again, call this * To stop rendering to a texture and render to the window again, call this
* function with a NULL `texture`. * function with a NULL `texture`.
* *
* Viewport, cliprect, scale, and logical presentation are unique to each
* render target. Get and set functions for these states apply to the current
* render target set by this function, and those states persist on each target
* when the current render target changes.
*
* \param renderer the rendering context. * \param renderer the rendering context.
* \param texture the targeted texture, which must be created with the * \param texture the targeted texture, which must be created with the
* `SDL_TEXTUREACCESS_TARGET` flag, or NULL to render to the * `SDL_TEXTUREACCESS_TARGET` flag, or NULL to render to the
@ -1351,25 +1360,39 @@ extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer, SDL
extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer); extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer);
/** /**
* Set a device independent resolution and presentation mode for rendering. * Set a device-independent resolution and presentation mode for rendering.
* *
* This function sets the width and height of the logical rendering output. * This function sets the width and height of the logical rendering output.
* The renderer will act as if the window is always the requested dimensions, * The renderer will act as if the current render target is always the
* scaling to the actual window resolution as necessary. * requested dimensions, scaling to the actual resolution as necessary.
* *
* This can be useful for games that expect a fixed size, but would like to * This can be useful for games that expect a fixed size, but would like to
* scale the output to whatever is available, regardless of how a user resizes * scale the output to whatever is available, regardless of how a user resizes
* a window, or if the display is high DPI. * a window, or if the display is high DPI.
* *
* Logical presentation can be used with both render target textures
* and the renderer's window; the state is unique to each render target, and
* this function sets the state for the current render target. It might be
* useful to draw to a texture that matches the window dimensions with logical
* presentation enabled, and then draw that texture across the entire window
* with logical presentation disabled. Be careful not to render both with
* logical presentation enabled, however, as this could produce
* double-letterboxing, etc.
*
* You can disable logical coordinates by setting the mode to * You can disable logical coordinates by setting the mode to
* SDL_LOGICAL_PRESENTATION_DISABLED, and in that case you get the full pixel * SDL_LOGICAL_PRESENTATION_DISABLED, and in that case you get the full pixel
* resolution of the output window; it is safe to toggle logical presentation * resolution of the render target; it is safe to toggle logical presentation
* during the rendering of a frame: perhaps most of the rendering is done to * during the rendering of a frame: perhaps most of the rendering is done to
* specific dimensions but to make fonts look sharp, the app turns off logical * specific dimensions but to make fonts look sharp, the app turns off logical
* presentation while drawing text. * presentation while drawing text, for example.
* *
* Letterboxing will only happen if logical presentation is enabled during * For the renderer's window, letterboxing is drawn into the framebuffer
* SDL_RenderPresent; be sure to reenable it first if you were using it. * if logical presentation is enabled during SDL_RenderPresent; be sure to
* reenable it before presenting if you were toggling it, otherwise the
* letterbox areas might have artifacts from previous frames (or artifacts
* from external overlays, etc). Letterboxing is never drawn into texture
* render targets; be sure to call SDL_RenderClear() before drawing into
* the texture so the letterboxing areas are cleared, if appropriate.
* *
* You can convert coordinates in an event into rendering coordinates using * You can convert coordinates in an event into rendering coordinates using
* SDL_ConvertEventToRenderCoordinates(). * SDL_ConvertEventToRenderCoordinates().
@ -1397,6 +1420,9 @@ extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderLogicalPresentation(SDL_Renderer *
* This function gets the width and height of the logical rendering output, or * This function gets the width and height of the logical rendering output, or
* the output size in pixels if a logical resolution is not enabled. * the output size in pixels if a logical resolution is not enabled.
* *
* Each render target has its own logical presentation state. This function
* gets the state for the current render target.
*
* \param renderer the rendering context. * \param renderer the rendering context.
* \param w an int to be filled with the width. * \param w an int to be filled with the width.
* \param h an int to be filled with the height. * \param h an int to be filled with the height.
@ -1420,6 +1446,9 @@ extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderLogicalPresentation(SDL_Renderer *
* presentation is disabled, it will fill the rectangle with the output size, * presentation is disabled, it will fill the rectangle with the output size,
* in pixels. * in pixels.
* *
* Each render target has its own logical presentation state. This function
* gets the rectangle for the current render target.
*
* \param renderer the rendering context. * \param renderer the rendering context.
* \param rect a pointer filled in with the final presentation rectangle, may * \param rect a pointer filled in with the final presentation rectangle, may
* be NULL. * be NULL.
@ -1536,6 +1565,9 @@ extern SDL_DECLSPEC bool SDLCALL SDL_ConvertEventToRenderCoordinates(SDL_Rendere
* *
* The area's width and height must be >= 0. * The area's width and height must be >= 0.
* *
* Each render target has its own viewport. This function sets the viewport
* for the current render target.
*
* \param renderer the rendering context. * \param renderer the rendering context.
* \param rect the SDL_Rect structure representing the drawing area, or NULL * \param rect the SDL_Rect structure representing the drawing area, or NULL
* to set the viewport to the entire target. * to set the viewport to the entire target.
@ -1554,6 +1586,9 @@ extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderViewport(SDL_Renderer *renderer, c
/** /**
* Get the drawing area for the current target. * Get the drawing area for the current target.
* *
* Each render target has its own viewport. This function gets the viewport
* for the current render target.
*
* \param renderer the rendering context. * \param renderer the rendering context.
* \param rect an SDL_Rect structure filled in with the current drawing area. * \param rect an SDL_Rect structure filled in with the current drawing area.
* \returns true on success or false on failure; call SDL_GetError() for more * \returns true on success or false on failure; call SDL_GetError() for more
@ -1575,6 +1610,9 @@ extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderViewport(SDL_Renderer *renderer, S
* whether you should restore a specific rectangle or NULL. Note that the * whether you should restore a specific rectangle or NULL. Note that the
* viewport is always reset when changing rendering targets. * viewport is always reset when changing rendering targets.
* *
* Each render target has its own viewport. This function checks the viewport
* for the current render target.
*
* \param renderer the rendering context. * \param renderer the rendering context.
* \returns true if the viewport was set to a specific rectangle, or false if * \returns true if the viewport was set to a specific rectangle, or false if
* it was set to NULL (the entire target). * it was set to NULL (the entire target).
@ -1613,6 +1651,9 @@ extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderSafeArea(SDL_Renderer *renderer, S
/** /**
* Set the clip rectangle for rendering on the specified target. * Set the clip rectangle for rendering on the specified target.
* *
* Each render target has its own clip rectangle. This function
* sets the cliprect for the current render target.
*
* \param renderer the rendering context. * \param renderer the rendering context.
* \param rect an SDL_Rect structure representing the clip area, relative to * \param rect an SDL_Rect structure representing the clip area, relative to
* the viewport, or NULL to disable clipping. * the viewport, or NULL to disable clipping.
@ -1631,6 +1672,9 @@ extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderClipRect(SDL_Renderer *renderer, c
/** /**
* Get the clip rectangle for the current target. * Get the clip rectangle for the current target.
* *
* Each render target has its own clip rectangle. This function
* gets the cliprect for the current render target.
*
* \param renderer the rendering context. * \param renderer the rendering context.
* \param rect an SDL_Rect structure filled in with the current clipping area * \param rect an SDL_Rect structure filled in with the current clipping area
* or an empty rectangle if clipping is disabled. * or an empty rectangle if clipping is disabled.
@ -1647,7 +1691,10 @@ extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderClipRect(SDL_Renderer *renderer, c
extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderClipRect(SDL_Renderer *renderer, SDL_Rect *rect); extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderClipRect(SDL_Renderer *renderer, SDL_Rect *rect);
/** /**
* Get whether clipping is enabled on the given renderer. * Get whether clipping is enabled on the given render target.
*
* Each render target has its own clip rectangle. This function
* checks the cliprect for the current render target.
* *
* \param renderer the rendering context. * \param renderer the rendering context.
* \returns true if clipping is enabled or false if not; call SDL_GetError() * \returns true if clipping is enabled or false if not; call SDL_GetError()
@ -1673,6 +1720,9 @@ extern SDL_DECLSPEC bool SDLCALL SDL_RenderClipEnabled(SDL_Renderer *renderer);
* will be handled using the appropriate quality hints. For best results use * will be handled using the appropriate quality hints. For best results use
* integer scaling factors. * integer scaling factors.
* *
* Each render target has its own scale. This function sets the scale for the
* current render target.
*
* \param renderer the rendering context. * \param renderer the rendering context.
* \param scaleX the horizontal scaling factor. * \param scaleX the horizontal scaling factor.
* \param scaleY the vertical scaling factor. * \param scaleY the vertical scaling factor.
@ -1690,6 +1740,9 @@ extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderScale(SDL_Renderer *renderer, floa
/** /**
* Get the drawing scale for the current target. * Get the drawing scale for the current target.
* *
* Each render target has its own scale. This function gets the scale for the
* current render target.
*
* \param renderer the rendering context. * \param renderer the rendering context.
* \param scaleX a pointer filled in with the horizontal scaling factor. * \param scaleX a pointer filled in with the horizontal scaling factor.
* \param scaleY a pointer filled in with the vertical scaling factor. * \param scaleY a pointer filled in with the vertical scaling factor.

View file

@ -472,17 +472,18 @@ static bool QueueCmdSetClipRect(SDL_Renderer *renderer)
{ {
bool result = true; 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 || 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_memcmp(&clip_rect, &renderer->last_queued_cliprect, sizeof(clip_rect)) != 0) {
SDL_RenderCommand *cmd = AllocateRenderCommand(renderer); SDL_RenderCommand *cmd = AllocateRenderCommand(renderer);
if (cmd) { if (cmd) {
cmd->command = SDL_RENDERCMD_SETCLIPRECT; 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(&cmd->data.cliprect.rect, &clip_rect);
SDL_copyp(&renderer->last_queued_cliprect, &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; renderer->cliprect_queued = true;
} else { } else {
result = false; result = false;
@ -737,9 +738,9 @@ static void UpdateMainViewDimensions(SDL_Renderer *renderer)
if (renderer->window) { if (renderer->window) {
SDL_GetWindowSize(renderer->window, &window_w, &window_h); 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; SDL_GetRenderOutputSize(renderer, &renderer->main_view.pixel_w, &renderer->main_view.pixel_h);
renderer->main_view.pixel_h = renderer->output_pixel_h;
if (window_w > 0 && window_h > 0) { if (window_w > 0 && window_h > 0) {
renderer->dpi_scale.x = (float)renderer->main_view.pixel_w / window_w; renderer->dpi_scale.x = (float)renderer->main_view.pixel_w / window_w;
renderer->dpi_scale.y = (float)renderer->main_view.pixel_h / window_h; 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 || if (event->type == SDL_EVENT_WINDOW_RESIZED ||
event->type == SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED || event->type == SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED ||
event->type == SDL_EVENT_WINDOW_METAL_VIEW_RESIZED) { 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) { } else if (event->type == SDL_EVENT_WINDOW_HIDDEN) {
renderer->hidden = true; renderer->hidden = true;
} else if (event->type == SDL_EVENT_WINDOW_SHOWN) { } 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); CHECK_RENDERER_MAGIC(renderer, false);
const SDL_RenderViewState *view = renderer->view;
if (w) { if (w) {
*w = renderer->view->pixel_w; *w = view->pixel_w;
} }
if (h) { if (h) {
*h = renderer->view->pixel_h; *h = view->pixel_h;
} }
return true; return true;
} }
@ -2565,121 +2570,134 @@ SDL_Texture *SDL_GetRenderTarget(SDL_Renderer *renderer)
static void UpdateLogicalPresentation(SDL_Renderer *renderer) static void UpdateLogicalPresentation(SDL_Renderer *renderer)
{ {
if (renderer->logical_presentation_mode == SDL_LOGICAL_PRESENTATION_DISABLED) { SDL_RenderViewState *view = renderer->view;
renderer->main_view.logical_offset.x = renderer->main_view.logical_offset.y = 0.0f; const bool is_main_view = (view == &renderer->main_view);
renderer->main_view.logical_scale.x = renderer->main_view.logical_scale.y = 1.0f; const float logical_w = view->logical_w;
renderer->main_view.current_scale.x = renderer->main_view.scale.x; // skip the multiplications against 1.0f. const float logical_h = view->logical_h;
renderer->main_view.current_scale.y = renderer->main_view.scale.y;
UpdateMainViewDimensions(renderer);
UpdatePixelClipRect(renderer, &renderer->main_view);
return; // All done!
}
int iwidth, iheight; int iwidth, iheight;
SDL_GetRenderOutputSize(renderer, &iwidth, &iheight);
const float output_w = (float)iwidth; if (renderer->target) {
const float output_h = (float)iheight; iwidth = (int)renderer->target->w;
const float logical_w = renderer->logical_w; iheight = (int)renderer->target->h;
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;
}
} else { } else {
if (renderer->logical_presentation_mode == SDL_LOGICAL_PRESENTATION_LETTERBOX) { SDL_GetRenderOutputSize(renderer, &iwidth, &iheight);
// 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;
}
} }
renderer->main_view.logical_scale.x = (logical_w > 0.0f) ? renderer->logical_dst_rect.w / logical_w : 0.0f; view->logical_src_rect.x = 0.0f;
renderer->main_view.logical_scale.y = (logical_h > 0.0f) ? renderer->logical_dst_rect.h / logical_h : 0.0f; view->logical_src_rect.y = 0.0f;
renderer->main_view.current_scale.x = renderer->main_view.scale.x * renderer->main_view.logical_scale.x; view->logical_src_rect.w = logical_w;
renderer->main_view.current_scale.y = renderer->main_view.scale.y * renderer->main_view.logical_scale.y; view->logical_src_rect.h = logical_h;
renderer->main_view.logical_offset.x = renderer->logical_dst_rect.x;
renderer->main_view.logical_offset.y = renderer->logical_dst_rect.y;
UpdateMainViewDimensions(renderer); // this will replace pixel_w and pixel_h while making sure the dpi_scale is right. if (view->logical_presentation_mode == SDL_LOGICAL_PRESENTATION_DISABLED) {
renderer->main_view.pixel_w = (int) renderer->logical_dst_rect.w; view->logical_dst_rect.x = 0.0f;
renderer->main_view.pixel_h = (int) renderer->logical_dst_rect.h; view->logical_dst_rect.y = 0.0f;
UpdatePixelViewport(renderer, &renderer->main_view); view->logical_dst_rect.w = iwidth;
UpdatePixelClipRect(renderer, &renderer->main_view); 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) bool SDL_SetRenderLogicalPresentation(SDL_Renderer *renderer, int w, int h, SDL_RendererLogicalPresentation mode)
{ {
CHECK_RENDERER_MAGIC(renderer, false); CHECK_RENDERER_MAGIC(renderer, false);
renderer->logical_presentation_mode = mode; SDL_RenderViewState *view = renderer->view;
renderer->logical_w = w; view->logical_presentation_mode = mode;
renderer->logical_h = h; view->logical_w = w;
view->logical_h = h;
UpdateLogicalPresentation(renderer); UpdateLogicalPresentation(renderer);
@ -2696,9 +2714,10 @@ bool SDL_GetRenderLogicalPresentation(SDL_Renderer *renderer, int *w, int *h, SD
CHECK_RENDERER_MAGIC(renderer, false); CHECK_RENDERER_MAGIC(renderer, false);
SETVAL(w, renderer->logical_w); const SDL_RenderViewState *view = renderer->view;
SETVAL(h, renderer->logical_h); SETVAL(w, view->logical_w);
SETVAL(mode, renderer->logical_presentation_mode); SETVAL(h, view->logical_h);
SETVAL(mode, view->logical_presentation_mode);
#undef SETVAL #undef SETVAL
@ -2714,21 +2733,14 @@ bool SDL_GetRenderLogicalPresentationRect(SDL_Renderer *renderer, SDL_FRect *rec
CHECK_RENDERER_MAGIC(renderer, false); CHECK_RENDERER_MAGIC(renderer, false);
if (rect) { if (rect) {
if (renderer->logical_presentation_mode == SDL_LOGICAL_PRESENTATION_DISABLED) { SDL_copyp(rect, &renderer->view->logical_dst_rect);
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);
}
} }
return true; 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) { if (dst->x > 0.0f || dst->y > 0.0f) {
SDL_BlendMode saved_blend_mode = renderer->blendMode; SDL_BlendMode saved_blend_mode = renderer->blendMode;
@ -2743,11 +2755,11 @@ static void SDL_RenderLogicalBorders(SDL_Renderer *renderer)
rect.x = 0.0f; rect.x = 0.0f;
rect.y = 0.0f; rect.y = 0.0f;
rect.w = dst->x; rect.w = dst->x;
rect.h = (float)renderer->view->pixel_h; rect.h = (float)view->pixel_h;
SDL_RenderFillRect(renderer, &rect); SDL_RenderFillRect(renderer, &rect);
rect.x = dst->x + dst->w; 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); SDL_RenderFillRect(renderer, &rect);
} }
@ -2756,12 +2768,12 @@ static void SDL_RenderLogicalBorders(SDL_Renderer *renderer)
rect.x = 0.0f; rect.x = 0.0f;
rect.y = 0.0f; rect.y = 0.0f;
rect.w = (float)renderer->view->pixel_w; rect.w = (float)view->pixel_w;
rect.h = dst->y; rect.h = dst->y;
SDL_RenderFillRect(renderer, &rect); SDL_RenderFillRect(renderer, &rect);
rect.y = dst->y + dst->h; 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); SDL_RenderFillRect(renderer, &rect);
} }
@ -2772,17 +2784,19 @@ static void SDL_RenderLogicalBorders(SDL_Renderer *renderer)
static void SDL_RenderLogicalPresentation(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) { if (mode == SDL_LOGICAL_PRESENTATION_LETTERBOX) {
// save off some state we're going to trample. // save off some state we're going to trample.
SDL_assert(renderer->view == &renderer->main_view); const int logical_w = view->logical_w;
SDL_RenderViewState *view = &renderer->main_view; const int logical_h = view->logical_h;
const int logical_w = renderer->logical_w;
const int logical_h = renderer->logical_h;
const float scale_x = view->scale.x; const float scale_x = view->scale.x;
const float scale_y = view->scale.y; const float scale_y = view->scale.y;
const bool clipping_enabled = view->clipping_enabled; const bool clipping_enabled = view->clipping_enabled;
SDL_Rect orig_viewport, orig_cliprect; SDL_Rect orig_viewport, orig_cliprect;
const SDL_FRect logical_dst_rect = view->logical_dst_rect;
SDL_copyp(&orig_viewport, &view->viewport); SDL_copyp(&orig_viewport, &view->viewport);
if (clipping_enabled) { if (clipping_enabled) {
@ -2798,10 +2812,10 @@ static void SDL_RenderLogicalPresentation(SDL_Renderer *renderer)
SDL_SetRenderScale(renderer, 1.0f, 1.0f); SDL_SetRenderScale(renderer, 1.0f, 1.0f);
// draw the borders. // draw the borders.
SDL_RenderLogicalBorders(renderer); SDL_RenderLogicalBorders(renderer, &logical_dst_rect);
// now set everything back. // now set everything back.
renderer->logical_presentation_mode = mode; view->logical_presentation_mode = mode;
SDL_SetRenderViewport(renderer, &orig_viewport); SDL_SetRenderViewport(renderer, &orig_viewport);
if (clipping_enabled) { if (clipping_enabled) {
SDL_SetRenderClipRect(renderer, &orig_cliprect); 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; window_dy *= renderer->dpi_scale.y;
// Convert from pixels within the window to pixels within the view // Convert from pixels within the window to pixels within the view
if (renderer->logical_presentation_mode != SDL_LOGICAL_PRESENTATION_DISABLED) { const SDL_RenderViewState *view = &renderer->main_view;
const SDL_FRect *src = &renderer->logical_src_rect; if (view->logical_presentation_mode != SDL_LOGICAL_PRESENTATION_DISABLED) {
const SDL_FRect *dst = &renderer->logical_dst_rect; 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_dx = (window_dx * src->w) / dst->w;
window_dy = (window_dy * src->h) / dst->h; window_dy = (window_dy * src->h) / dst->h;
} }
const SDL_RenderViewState *view = &renderer->main_view;
window_dx /= view->scale.x; window_dx /= view->scale.x;
window_dy /= view->scale.y; 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; render_y = window_y * renderer->dpi_scale.y;
// Convert from pixels within the window to pixels within the view // Convert from pixels within the window to pixels within the view
if (renderer->logical_presentation_mode != SDL_LOGICAL_PRESENTATION_DISABLED) { const SDL_RenderViewState *view = &renderer->main_view;
const SDL_FRect *src = &renderer->logical_src_rect; if (view->logical_presentation_mode != SDL_LOGICAL_PRESENTATION_DISABLED) {
const SDL_FRect *dst = &renderer->logical_dst_rect; 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_x = ((render_x - dst->x) * src->w) / dst->w;
render_y = ((render_y - dst->y) * src->h) / dst->h; 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_x = (render_x / view->scale.x) - view->viewport.x;
render_y = (render_y / view->scale.y) - view->viewport.y; 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; y = (view->viewport.y + y) * view->scale.y;
// Convert from render coordinates to pixels within the window // Convert from render coordinates to pixels within the window
if (renderer->logical_presentation_mode != SDL_LOGICAL_PRESENTATION_DISABLED) { if (view->logical_presentation_mode != SDL_LOGICAL_PRESENTATION_DISABLED) {
const SDL_FRect *src = &renderer->logical_src_rect; const SDL_FRect *src = &view->logical_src_rect;
const SDL_FRect *dst = &renderer->logical_dst_rect; const SDL_FRect *dst = &view->logical_dst_rect;
x = dst->x + ((x * dst->w) / src->w); x = dst->x + ((x * dst->w) / src->w);
y = dst->y + ((y * dst->h) / src->h); 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); CHECK_RENDERER_MAGIC(renderer, false);
SDL_RenderViewState *view = renderer->view;
if (rect) { if (rect) {
if ((rect->w < 0) || (rect->h < 0)) { if ((rect->w < 0) || (rect->h < 0)) {
return SDL_SetError("rect has a negative size"); return SDL_SetError("rect has a negative size");
} }
SDL_copyp(&renderer->view->viewport, rect); SDL_copyp(&view->viewport, rect);
} else { } else {
renderer->view->viewport.x = 0; view->viewport.x = view->viewport.y = 0;
renderer->view->viewport.y = 0; view->viewport.w = view->viewport.h = -1;
renderer->view->viewport.w = -1;
renderer->view->viewport.h = -1;
} }
UpdatePixelViewport(renderer, renderer->view); UpdatePixelViewport(renderer, view);
return QueueCmdSetViewport(renderer); return QueueCmdSetViewport(renderer);
} }
@ -3001,7 +3014,7 @@ bool SDL_GetRenderViewport(SDL_Renderer *renderer, SDL_Rect *rect)
} else { } else {
rect->w = (int)SDL_ceilf(view->pixel_w / view->current_scale.x); 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; rect->h = view->viewport.h;
} else { } else {
rect->h = (int)SDL_ceilf(view->pixel_h / view->current_scale.y); 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); CHECK_RENDERER_MAGIC(renderer, false);
if (renderer->view->viewport.w >= 0 && const SDL_RenderViewState *view = renderer->view;
renderer->view->viewport.h >= 0) { return (view->viewport.w >= 0 && view->viewport.h >= 0);
return true;
}
return false;
} }
static void GetRenderViewportSize(SDL_Renderer *renderer, SDL_FRect *rect) 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) CHECK_RENDERER_MAGIC(renderer, false)
SDL_RenderViewState *view = renderer->view;
if (rect && rect->w >= 0 && rect->h >= 0) { if (rect && rect->w >= 0 && rect->h >= 0) {
renderer->view->clipping_enabled = true; view->clipping_enabled = true;
SDL_copyp(&renderer->view->clip_rect, rect); SDL_copyp(&view->clip_rect, rect);
} else { } else {
renderer->view->clipping_enabled = false; view->clipping_enabled = false;
SDL_zero(renderer->view->clip_rect); SDL_zero(view->clip_rect);
} }
UpdatePixelClipRect(renderer, renderer->view); UpdatePixelClipRect(renderer, view);
return QueueCmdSetClipRect(renderer); return QueueCmdSetClipRect(renderer);
} }
@ -3132,17 +3143,18 @@ bool SDL_SetRenderScale(SDL_Renderer *renderer, float scaleX, float scaleY)
CHECK_RENDERER_MAGIC(renderer, false); CHECK_RENDERER_MAGIC(renderer, false);
if (renderer->view->scale.x == scaleX && SDL_RenderViewState *view = renderer->view;
renderer->view->scale.y == scaleY) {
if ((view->scale.x == scaleX) && (view->scale.y == scaleY)) {
return true; return true;
} }
renderer->view->scale.x = scaleX; view->scale.x = scaleX;
renderer->view->scale.y = scaleY; view->scale.y = scaleY;
renderer->view->current_scale.x = scaleX * renderer->view->logical_scale.x; view->current_scale.x = scaleX * view->logical_scale.x;
renderer->view->current_scale.y = scaleY * renderer->view->logical_scale.y; view->current_scale.y = scaleY * view->logical_scale.y;
UpdatePixelViewport(renderer, renderer->view); UpdatePixelViewport(renderer, view);
UpdatePixelClipRect(renderer, renderer->view); UpdatePixelClipRect(renderer, view);
// The scale affects the existing viewport and clip rectangle // The scale affects the existing viewport and clip rectangle
result &= QueueCmdSetViewport(renderer); result &= QueueCmdSetViewport(renderer);
@ -3161,11 +3173,13 @@ bool SDL_GetRenderScale(SDL_Renderer *renderer, float *scaleX, float *scaleY)
CHECK_RENDERER_MAGIC(renderer, false); CHECK_RENDERER_MAGIC(renderer, false);
const SDL_RenderViewState *view = renderer->view;
if (scaleX) { if (scaleX) {
*scaleX = renderer->view->scale.x; *scaleX = view->scale.x;
} }
if (scaleY) { if (scaleY) {
*scaleY = renderer->view->scale.y; *scaleY = view->scale.y;
} }
return true; return true;
} }
@ -3350,8 +3364,9 @@ static bool RenderPointsWithRects(SDL_Renderer *renderer, const SDL_FPoint *fpoi
return false; return false;
} }
const float scale_x = renderer->view->current_scale.x; const SDL_RenderViewState *view = renderer->view;
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;
for (i = 0; i < count; ++i) { for (i = 0; i < count; ++i) {
frects[i].x = fpoints[i].x * scale_x; frects[i].x = fpoints[i].x * scale_x;
frects[i].y = fpoints[i].y * scale_y; 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 #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); result = RenderPointsWithRects(renderer, points, count);
} else { } else {
result = QueueCmdDrawPoints(renderer, points, count); 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) 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 i, deltax, deltay, numpixels;
int d, dinc1, dinc2; int d, dinc1, dinc2;
int x, xinc1, xinc2; 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 /* the backend might clip this further to the clipping rect, but we
just want a basic safety against generating millions of points for just want a basic safety against generating millions of points for
massive lines. */ massive lines. */
viewport = renderer->view->pixel_viewport; viewport = view->pixel_viewport;
viewport.x = 0; viewport.x = 0;
viewport.y = 0; viewport.y = 0;
if (!SDL_GetRectAndLineIntersection(&viewport, &x1, &y1, &x2, &y2)) { 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); result = RenderPointsWithRects(renderer, points, numpixels);
} else { } else {
result = QueueCmdDrawPoints(renderer, points, numpixels); 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) static bool RenderLinesWithRectsF(SDL_Renderer *renderer, const SDL_FPoint *points, const int count)
{ {
const float scale_x = renderer->view->current_scale.x; const SDL_RenderViewState *view = renderer->view;
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;
SDL_FRect *frect; SDL_FRect *frect;
SDL_FRect *frects; SDL_FRect *frects;
int i, nrects = 0; int i, nrects = 0;
@ -3589,11 +3607,12 @@ bool SDL_RenderLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count
} }
#endif #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)) { if (islogical || (renderer->line_method == SDL_RENDERLINEMETHOD_GEOMETRY)) {
const float scale_x = renderer->view->current_scale.x; const float scale_x = view->current_scale.x;
const float scale_y = renderer->view->current_scale.y; const float scale_y = view->current_scale.y;
bool isstack1; bool isstack1;
bool isstack2; bool isstack2;
float *xy = SDL_small_alloc(float, 4 * 2 * count, &isstack1); 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) { } else if (renderer->line_method == SDL_RENDERLINEMETHOD_POINTS) {
result = RenderLinesWithRectsF(renderer, points, count); 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); result = RenderLinesWithRectsF(renderer, points, count);
} else { } else {
result = QueueCmdDrawLines(renderer, points, count); result = QueueCmdDrawLines(renderer, points, count);
@ -3817,8 +3836,9 @@ bool SDL_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int cou
return false; return false;
} }
const float scale_x = renderer->view->current_scale.x; const SDL_RenderViewState *view = renderer->view;
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;
for (i = 0; i < count; ++i) { for (i = 0; i < count; ++i) {
frects[i].x = rects[i].x * scale_x; frects[i].x = rects[i].x * scale_x;
frects[i].y = rects[i].y * scale_y; 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) 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 SDL_RenderViewState *view = renderer->view;
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;
const bool use_rendergeometry = (!renderer->QueueCopy); const bool use_rendergeometry = (!renderer->QueueCopy);
bool result; bool result;
@ -3976,8 +3997,9 @@ bool SDL_RenderTextureAffine(SDL_Renderer *renderer, SDL_Texture *texture,
texture->last_command_generation = renderer->render_command_generation; texture->last_command_generation = renderer->render_command_generation;
const float scale_x = renderer->view->current_scale.x; const SDL_RenderViewState *view = renderer->view;
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;
{ {
float xy[8]; float xy[8];
@ -4110,8 +4132,9 @@ bool SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
texture->last_command_generation = renderer->render_command_generation; texture->last_command_generation = renderer->render_command_generation;
const float scale_x = renderer->view->current_scale.x; const SDL_RenderViewState *view = renderer->view;
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;
const bool use_rendergeometry = (!renderer->QueueCopyEx); const bool use_rendergeometry = (!renderer->QueueCopyEx);
if (use_rendergeometry) { if (use_rendergeometry) {
@ -4242,10 +4265,11 @@ static bool SDL_RenderTextureTiled_Wrap(SDL_Renderer *renderer, SDL_Texture *tex
xy[6] = minx; xy[6] = minx;
xy[7] = maxy; xy[7] = maxy;
const SDL_RenderViewState *view = renderer->view;
return QueueCmdGeometry(renderer, texture, return QueueCmdGeometry(renderer, texture,
xy, xy_stride, &texture->color, 0 /* color_stride */, uv, uv_stride, xy, xy_stride, &texture->color, 0 /* color_stride */, uv, uv_stride,
num_vertices, indices, num_indices, size_indices, 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) 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; float texw = 0.0f, texh = 0.0f;
SDL_BlendMode blendMode = SDL_BLENDMODE_NONE; SDL_BlendMode blendMode = SDL_BLENDMODE_NONE;
float r = 0, g = 0, b = 0, a = 0; float r = 0, g = 0, b = 0, a = 0;
const float scale_x = renderer->view->current_scale.x; const SDL_RenderViewState *view = renderer->view;
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;
// Save // Save
SDL_GetRenderDrawBlendMode(renderer, &blendMode); SDL_GetRenderDrawBlendMode(renderer, &blendMode);
@ -4997,10 +5022,11 @@ bool SDL_RenderGeometryRaw(SDL_Renderer *renderer,
} }
#endif #endif
const SDL_RenderViewState *view = renderer->view;
return QueueCmdGeometry(renderer, texture, return QueueCmdGeometry(renderer, texture,
xy, xy_stride, color, color_stride, uv, uv_stride, xy, xy_stride, color, color_stride, uv, uv_stride,
num_vertices, indices, num_indices, size_indices, 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); texture_address_mode);
} }

View file

@ -65,8 +65,15 @@ typedef struct SDL_RenderViewState
SDL_Rect pixel_clip_rect; SDL_Rect pixel_clip_rect;
bool clipping_enabled; bool clipping_enabled;
SDL_FPoint scale; SDL_FPoint scale;
// Support for logical output coordinates
SDL_RendererLogicalPresentation logical_presentation_mode;
int logical_w, logical_h;
SDL_FRect logical_src_rect;
SDL_FRect logical_dst_rect;
SDL_FPoint logical_scale; SDL_FPoint logical_scale;
SDL_FPoint logical_offset; SDL_FPoint logical_offset;
SDL_FPoint current_scale; // this is just `scale * logical_scale`, precalculated, since we use it a lot. SDL_FPoint current_scale; // this is just `scale * logical_scale`, precalculated, since we use it a lot.
} SDL_RenderViewState; } SDL_RenderViewState;
@ -248,18 +255,9 @@ struct SDL_Renderer
Uint64 simulate_vsync_interval_ns; Uint64 simulate_vsync_interval_ns;
Uint64 last_present; Uint64 last_present;
// Support for logical output coordinates
SDL_RendererLogicalPresentation logical_presentation_mode;
int logical_w, logical_h;
SDL_FRect logical_src_rect;
SDL_FRect logical_dst_rect;
SDL_RenderViewState *view; SDL_RenderViewState *view;
SDL_RenderViewState main_view; SDL_RenderViewState main_view;
// Cache the output size in pixels
int output_pixel_w, output_pixel_h;
// The window pixel to point coordinate scale // The window pixel to point coordinate scale
SDL_FPoint dpi_scale; SDL_FPoint dpi_scale;