Make texture scale mode a part of the 2D renderer draw state

Also added texture addressing mode support to the PSP and Vita renderers (untested)

Fixes https://github.com/libsdl-org/SDL/issues/12461

(cherry picked from commit cb099ebd4f)
This commit is contained in:
Sam Lantinga
2025-03-05 18:56:59 -08:00
parent 550bdc658a
commit b32cd4f84b
19 changed files with 477 additions and 302 deletions

View File

@@ -195,21 +195,6 @@ static bool PS2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture,
return true;
}
static void PS2_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode)
{
GSTEXTURE *ps2_texture = (GSTEXTURE *)texture->internal;
/*
set texture filtering according to scaleMode
supported hint values are nearest (0, default) or linear (1)
gskit scale mode is either GS_FILTER_NEAREST (good for tile-map)
or GS_FILTER_LINEAR (good for scaling)
*/
uint32_t gsKitScaleMode = (scaleMode == SDL_SCALEMODE_NEAREST
? GS_FILTER_NEAREST
: GS_FILTER_LINEAR);
ps2_texture->Filter = gsKitScaleMode;
}
static bool PS2_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
{
return true;
@@ -458,6 +443,16 @@ static bool PS2_RenderGeometry(SDL_Renderer *renderer, void *vertices, SDL_Rende
const GSPRIMUVPOINT *verts = (GSPRIMUVPOINT *) (vertices + cmd->data.draw.first);
GSTEXTURE *ps2_tex = (GSTEXTURE *)cmd->data.draw.texture->internal;
switch (cmd->data.draw.texture_scale_mode) {
case SDL_SCALEMODE_NEAREST:
ps2_tex->Filter = GS_FILTER_NEAREST;
break;
case SDL_SCALEMODE_LINEAR:
ps2_tex->Filter = GS_FILTER_LINEAR;
break;
default:
break;
}
gsKit_TexManager_bind(data->gsGlobal, ps2_tex);
gsKit_prim_list_triangle_goraud_texture_uv_3d(data->gsGlobal, ps2_tex, count, verts);
} else {
@@ -695,7 +690,6 @@ static bool PS2_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P
renderer->UpdateTexture = PS2_UpdateTexture;
renderer->LockTexture = PS2_LockTexture;
renderer->UnlockTexture = PS2_UnlockTexture;
renderer->SetTextureScaleMode = PS2_SetTextureScaleMode;
renderer->SetRenderTarget = PS2_SetRenderTarget;
renderer->QueueSetViewport = PS2_QueueSetViewport;
renderer->QueueSetDrawColor = PS2_QueueNoOp;