Lines Matching refs:verts
815 …Vertex *verts = (Vertex *) SDL_AllocateRenderVertices(renderer, vertslen, 0, &cmd->data.draw.first… in D3D_QueueDrawPoints() local
818 if (!verts) { in D3D_QueueDrawPoints()
822 SDL_memset(verts, '\0', vertslen); in D3D_QueueDrawPoints()
825 for (i = 0; i < count; i++, verts++, points++) { in D3D_QueueDrawPoints()
826 verts->x = points->x; in D3D_QueueDrawPoints()
827 verts->y = points->y; in D3D_QueueDrawPoints()
828 verts->color = color; in D3D_QueueDrawPoints()
839 …Vertex *verts = (Vertex *) SDL_AllocateRenderVertices(renderer, vertslen, 0, &cmd->data.draw.first… in D3D_QueueFillRects() local
842 if (!verts) { in D3D_QueueFillRects()
846 SDL_memset(verts, '\0', vertslen); in D3D_QueueFillRects()
856 verts->x = minx; in D3D_QueueFillRects()
857 verts->y = miny; in D3D_QueueFillRects()
858 verts->color = color; in D3D_QueueFillRects()
859 verts++; in D3D_QueueFillRects()
861 verts->x = maxx; in D3D_QueueFillRects()
862 verts->y = miny; in D3D_QueueFillRects()
863 verts->color = color; in D3D_QueueFillRects()
864 verts++; in D3D_QueueFillRects()
866 verts->x = maxx; in D3D_QueueFillRects()
867 verts->y = maxy; in D3D_QueueFillRects()
868 verts->color = color; in D3D_QueueFillRects()
869 verts++; in D3D_QueueFillRects()
871 verts->x = minx; in D3D_QueueFillRects()
872 verts->y = maxy; in D3D_QueueFillRects()
873 verts->color = color; in D3D_QueueFillRects()
874 verts++; in D3D_QueueFillRects()
888 …Vertex *verts = (Vertex *) SDL_AllocateRenderVertices(renderer, vertslen, 0, &cmd->data.draw.first… in D3D_QueueCopy() local
890 if (!verts) { in D3D_QueueCopy()
906 verts->x = minx; in D3D_QueueCopy()
907 verts->y = miny; in D3D_QueueCopy()
908 verts->z = 0.0f; in D3D_QueueCopy()
909 verts->color = color; in D3D_QueueCopy()
910 verts->u = minu; in D3D_QueueCopy()
911 verts->v = minv; in D3D_QueueCopy()
912 verts++; in D3D_QueueCopy()
914 verts->x = maxx; in D3D_QueueCopy()
915 verts->y = miny; in D3D_QueueCopy()
916 verts->z = 0.0f; in D3D_QueueCopy()
917 verts->color = color; in D3D_QueueCopy()
918 verts->u = maxu; in D3D_QueueCopy()
919 verts->v = minv; in D3D_QueueCopy()
920 verts++; in D3D_QueueCopy()
922 verts->x = maxx; in D3D_QueueCopy()
923 verts->y = maxy; in D3D_QueueCopy()
924 verts->z = 0.0f; in D3D_QueueCopy()
925 verts->color = color; in D3D_QueueCopy()
926 verts->u = maxu; in D3D_QueueCopy()
927 verts->v = maxv; in D3D_QueueCopy()
928 verts++; in D3D_QueueCopy()
930 verts->x = minx; in D3D_QueueCopy()
931 verts->y = maxy; in D3D_QueueCopy()
932 verts->z = 0.0f; in D3D_QueueCopy()
933 verts->color = color; in D3D_QueueCopy()
934 verts->u = minu; in D3D_QueueCopy()
935 verts->v = maxv; in D3D_QueueCopy()
936 verts++; in D3D_QueueCopy()
950 …Vertex *verts = (Vertex *) SDL_AllocateRenderVertices(renderer, vertslen, 0, &cmd->data.draw.first… in D3D_QueueCopyEx() local
952 if (!verts) { in D3D_QueueCopyEx()
979 verts->x = minx; in D3D_QueueCopyEx()
980 verts->y = miny; in D3D_QueueCopyEx()
981 verts->z = 0.0f; in D3D_QueueCopyEx()
982 verts->color = color; in D3D_QueueCopyEx()
983 verts->u = minu; in D3D_QueueCopyEx()
984 verts->v = minv; in D3D_QueueCopyEx()
985 verts++; in D3D_QueueCopyEx()
987 verts->x = maxx; in D3D_QueueCopyEx()
988 verts->y = miny; in D3D_QueueCopyEx()
989 verts->z = 0.0f; in D3D_QueueCopyEx()
990 verts->color = color; in D3D_QueueCopyEx()
991 verts->u = maxu; in D3D_QueueCopyEx()
992 verts->v = minv; in D3D_QueueCopyEx()
993 verts++; in D3D_QueueCopyEx()
995 verts->x = maxx; in D3D_QueueCopyEx()
996 verts->y = maxy; in D3D_QueueCopyEx()
997 verts->z = 0.0f; in D3D_QueueCopyEx()
998 verts->color = color; in D3D_QueueCopyEx()
999 verts->u = maxu; in D3D_QueueCopyEx()
1000 verts->v = maxv; in D3D_QueueCopyEx()
1001 verts++; in D3D_QueueCopyEx()
1003 verts->x = minx; in D3D_QueueCopyEx()
1004 verts->y = maxy; in D3D_QueueCopyEx()
1005 verts->z = 0.0f; in D3D_QueueCopyEx()
1006 verts->color = color; in D3D_QueueCopyEx()
1007 verts->u = minu; in D3D_QueueCopyEx()
1008 verts->v = maxv; in D3D_QueueCopyEx()
1009 verts++; in D3D_QueueCopyEx()
1011 verts->x = dstrect->x + center->x - 0.5f; /* X translation */ in D3D_QueueCopyEx()
1012 verts->y = dstrect->y + center->y - 0.5f; /* Y translation */ in D3D_QueueCopyEx()
1013 verts->z = (float)(M_PI * (float) angle / 180.0f); /* rotation */ in D3D_QueueCopyEx()
1014 verts->color = 0; in D3D_QueueCopyEx()
1015 verts->u = 0.0f; in D3D_QueueCopyEx()
1016 verts->v = 0.0f; in D3D_QueueCopyEx()
1017 verts++; in D3D_QueueCopyEx()
1347 const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first); in D3D_RunCommandQueue() local
1348 …rect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, (UINT) count, verts, sizeof (Vertex)); in D3D_RunCommandQueue()
1356 const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first); in D3D_RunCommandQueue() local
1360 …onst SDL_bool close_endpoint = ((count == 2) || (verts[0].x != verts[count-1].x) || (verts[0].y !=… in D3D_RunCommandQueue()
1370 …Device9_DrawPrimitiveUP(data->device, D3DPT_LINESTRIP, (UINT) (count - 1), verts, sizeof (Vertex)); in D3D_RunCommandQueue()
1372 …IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, 1, &verts[count-1], sizeof (Vertex… in D3D_RunCommandQueue()
1388 const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first); in D3D_RunCommandQueue() local
1389 for (i = 0; i < count; ++i, verts += 4) { in D3D_RunCommandQueue()
1390 … IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2, verts, sizeof (Vertex)); in D3D_RunCommandQueue()
1406 const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first); in D3D_RunCommandQueue() local
1407 for (i = 0; i < count; ++i, verts += 4) { in D3D_RunCommandQueue()
1408 … IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2, verts, sizeof (Vertex)); in D3D_RunCommandQueue()
1416 const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first); in D3D_RunCommandQueue() local
1417 const Vertex *transvert = verts + 4; in D3D_RunCommandQueue()
1429 … IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2, verts, sizeof (Vertex)); in D3D_RunCommandQueue()