From 7b08eb481d34ecc3d7b0fb976d768d5cdd463f86 Mon Sep 17 00:00:00 2001 From: "Ryan C. Gordon" Date: Tue, 3 Dec 2019 03:07:34 -0500 Subject: [PATCH] direct3d11: Fixed incorrect texture coordinates (thanks, Martin!). Fixes Bugzilla #4860. --- src/render/direct3d11/SDL_render_d3d11.c | 48 +++++++++++++----------- 1 file changed, 27 insertions(+), 21 deletions(-) diff --git a/src/render/direct3d11/SDL_render_d3d11.c b/src/render/direct3d11/SDL_render_d3d11.c index 720622df43ff0..f7b899553cb1c 100644 --- a/src/render/direct3d11/SDL_render_d3d11.c +++ b/src/render/direct3d11/SDL_render_d3d11.c @@ -1728,82 +1728,88 @@ D3D11_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * float minx, miny, maxx, maxy; float minu, maxu, minv, maxv; + if (!verts) { + return -1; + } + + cmd->data.draw.count = 1; + + minx = -center->x; + maxx = dstrect->w - center->x; + miny = -center->y; + maxy = dstrect->h - center->y; + if (flip & SDL_FLIP_HORIZONTAL) { - minu = (float) srcrect->x / texture->w; - maxu = (float) (srcrect->x + srcrect->w) / texture->w; - } else { minu = (float) (srcrect->x + srcrect->w) / texture->w; maxu = (float) srcrect->x / texture->w; + } else { + minu = (float) srcrect->x / texture->w; + maxu = (float) (srcrect->x + srcrect->w) / texture->w; } if (flip & SDL_FLIP_VERTICAL) { - minv = (float) srcrect->y / texture->h; - maxv = (float) (srcrect->y + srcrect->h) / texture->h; - } else { minv = (float) (srcrect->y + srcrect->h) / texture->h; maxv = (float) srcrect->y / texture->h; + } else { + minv = (float) srcrect->y / texture->h; + maxv = (float) (srcrect->y + srcrect->h) / texture->h; } - minx = -center->x; - maxx = dstrect->w - center->x; - miny = -center->y; - maxy = dstrect->h - center->y; - cmd->data.draw.count = 1; verts->pos.x = minx; verts->pos.y = miny; verts->pos.z = 0.0f; - verts->tex.x = minu; - verts->tex.y = minv; verts->color.x = r; verts->color.y = g; verts->color.z = b; verts->color.w = a; + verts->tex.x = minu; + verts->tex.y = minv; verts++; verts->pos.x = minx; verts->pos.y = maxy; verts->pos.z = 0.0f; - verts->tex.x = minu; - verts->tex.y = maxv; verts->color.x = r; verts->color.y = g; verts->color.z = b; verts->color.w = a; + verts->tex.x = minu; + verts->tex.y = maxv; verts++; verts->pos.x = maxx; verts->pos.y = miny; verts->pos.z = 0.0f; - verts->tex.x = maxu; - verts->tex.y = minv; verts->color.x = r; verts->color.y = g; verts->color.z = b; verts->color.w = a; + verts->tex.x = maxu; + verts->tex.y = minv; verts++; verts->pos.x = maxx; verts->pos.y = maxy; verts->pos.z = 0.0f; - verts->tex.x = maxu; - verts->tex.y = maxv; verts->color.x = r; verts->color.y = g; verts->color.z = b; verts->color.w = a; + verts->tex.x = maxu; + verts->tex.y = maxv; verts++; verts->pos.x = dstrect->x + center->x; /* X translation */ verts->pos.y = dstrect->y + center->y; /* Y translation */ verts->pos.z = (float)(M_PI * (float) angle / 180.0f); /* rotation */ - verts->tex.x = 0.0f; - verts->tex.y = 0.0f; verts->color.x = 0; verts->color.y = 0; verts->color.z = 0; verts->color.w = 0; + verts->tex.x = 0.0f; + verts->tex.y = 0.0f; verts++; return 0;