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WIP Backends: SDLRenderer3: transform vertices manually.
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@ -53,7 +53,8 @@ struct ImGui_ImplSDLRenderer3_Data
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{
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SDL_Renderer* Renderer; // Main viewport's renderer
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SDL_Texture* FontTexture;
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ImVector<SDL_FColor> ColorBuffer;
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ImVector<SDL_FColor> ColorBuffer; // Transformed color buffer
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ImVector<ImVec2> PosBuffer; // Transformed pos buffer (for multi-viewports only)
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ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
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};
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@ -216,13 +217,32 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
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SDL_SetRenderClipRect(renderer, &r);
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const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
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int xy_stride = (int)sizeof(ImDrawVert);
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const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
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const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
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// FIXME-OPT: Transform position manually
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// FIXME-OPT: Note that SDL_RenderGeometryRaw() does another transform for colors..
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if (draw_data->DisplayPos.x != 0.0f || draw_data->DisplayPos.y != 0.0f)
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{
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const float off_x = draw_data->DisplayPos.x;
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const float off_y = draw_data->DisplayPos.y;
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bd->PosBuffer.resize(pcmd->ElemCount);
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const ImDrawVert* p_in = vtx_buffer + pcmd->VtxOffset;
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ImVec2* p_out = bd->PosBuffer.Data;
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for (int remaining = pcmd->ElemCount; remaining > 0; remaining--, p_out++, p_in++)
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{
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p_out->x = p_in->pos.x - off_x;
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p_out->y = p_in->pos.y - off_y;
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}
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xy = (const float*)bd->PosBuffer.Data;
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xy_stride = (int)sizeof(ImVec2);
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}
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// Bind texture, Draw
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SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
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SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex,
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xy, (int)sizeof(ImDrawVert),
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xy, xy_stride,
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color, (int)sizeof(ImDrawVert),
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uv, (int)sizeof(ImDrawVert),
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cmd_list->VtxBuffer.Size - pcmd->VtxOffset,
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