Lines Matching refs:verts
1570 …VertexPositionColor *verts = (VertexPositionColor *) SDL_AllocateRenderVertices(renderer, count * … in D3D11_QueueDrawPoints() local
1577 if (!verts) { in D3D11_QueueDrawPoints()
1584 verts->pos.x = points[i].x + 0.5f; in D3D11_QueueDrawPoints()
1585 verts->pos.y = points[i].y + 0.5f; in D3D11_QueueDrawPoints()
1586 verts->pos.z = 0.0f; in D3D11_QueueDrawPoints()
1587 verts->tex.x = 0.0f; in D3D11_QueueDrawPoints()
1588 verts->tex.y = 0.0f; in D3D11_QueueDrawPoints()
1589 verts->color.x = r; in D3D11_QueueDrawPoints()
1590 verts->color.y = g; in D3D11_QueueDrawPoints()
1591 verts->color.z = b; in D3D11_QueueDrawPoints()
1592 verts->color.w = a; in D3D11_QueueDrawPoints()
1593 verts++; in D3D11_QueueDrawPoints()
1602 …VertexPositionColor *verts = (VertexPositionColor *) SDL_AllocateRenderVertices(renderer, count * … in D3D11_QueueFillRects() local
1609 if (!verts) { in D3D11_QueueFillRects()
1616 verts->pos.x = rects[i].x; in D3D11_QueueFillRects()
1617 verts->pos.y = rects[i].y; in D3D11_QueueFillRects()
1618 verts->pos.z = 0.0f; in D3D11_QueueFillRects()
1619 verts->tex.x = 0.0f; in D3D11_QueueFillRects()
1620 verts->tex.y = 0.0f; in D3D11_QueueFillRects()
1621 verts->color.x = r; in D3D11_QueueFillRects()
1622 verts->color.y = g; in D3D11_QueueFillRects()
1623 verts->color.z = b; in D3D11_QueueFillRects()
1624 verts->color.w = a; in D3D11_QueueFillRects()
1625 verts++; in D3D11_QueueFillRects()
1627 verts->pos.x = rects[i].x; in D3D11_QueueFillRects()
1628 verts->pos.y = rects[i].y + rects[i].h; in D3D11_QueueFillRects()
1629 verts->pos.z = 0.0f; in D3D11_QueueFillRects()
1630 verts->tex.x = 0.0f; in D3D11_QueueFillRects()
1631 verts->tex.y = 0.0f; in D3D11_QueueFillRects()
1632 verts->color.x = r; in D3D11_QueueFillRects()
1633 verts->color.y = g; in D3D11_QueueFillRects()
1634 verts->color.z = b; in D3D11_QueueFillRects()
1635 verts->color.w = a; in D3D11_QueueFillRects()
1636 verts++; in D3D11_QueueFillRects()
1638 verts->pos.x = rects[i].x + rects[i].w; in D3D11_QueueFillRects()
1639 verts->pos.y = rects[i].y; in D3D11_QueueFillRects()
1640 verts->pos.z = 0.0f; in D3D11_QueueFillRects()
1641 verts->tex.x = 0.0f; in D3D11_QueueFillRects()
1642 verts->tex.y = 0.0f; in D3D11_QueueFillRects()
1643 verts->color.x = r; in D3D11_QueueFillRects()
1644 verts->color.y = g; in D3D11_QueueFillRects()
1645 verts->color.z = b; in D3D11_QueueFillRects()
1646 verts->color.w = a; in D3D11_QueueFillRects()
1647 verts++; in D3D11_QueueFillRects()
1649 verts->pos.x = rects[i].x + rects[i].w; in D3D11_QueueFillRects()
1650 verts->pos.y = rects[i].y + rects[i].h; in D3D11_QueueFillRects()
1651 verts->pos.z = 0.0f; in D3D11_QueueFillRects()
1652 verts->tex.x = 0.0f; in D3D11_QueueFillRects()
1653 verts->tex.y = 0.0f; in D3D11_QueueFillRects()
1654 verts->color.x = r; in D3D11_QueueFillRects()
1655 verts->color.y = g; in D3D11_QueueFillRects()
1656 verts->color.z = b; in D3D11_QueueFillRects()
1657 verts->color.w = a; in D3D11_QueueFillRects()
1658 verts++; in D3D11_QueueFillRects()
1668 …VertexPositionColor *verts = (VertexPositionColor *) SDL_AllocateRenderVertices(renderer, 4 * size… in D3D11_QueueCopy() local
1678 if (!verts) { in D3D11_QueueCopy()
1684 verts->pos.x = dstrect->x; in D3D11_QueueCopy()
1685 verts->pos.y = dstrect->y; in D3D11_QueueCopy()
1686 verts->pos.z = 0.0f; in D3D11_QueueCopy()
1687 verts->tex.x = minu; in D3D11_QueueCopy()
1688 verts->tex.y = minv; in D3D11_QueueCopy()
1689 verts->color.x = r; in D3D11_QueueCopy()
1690 verts->color.y = g; in D3D11_QueueCopy()
1691 verts->color.z = b; in D3D11_QueueCopy()
1692 verts->color.w = a; in D3D11_QueueCopy()
1693 verts++; in D3D11_QueueCopy()
1695 verts->pos.x = dstrect->x; in D3D11_QueueCopy()
1696 verts->pos.y = dstrect->y + dstrect->h; in D3D11_QueueCopy()
1697 verts->pos.z = 0.0f; in D3D11_QueueCopy()
1698 verts->tex.x = minu; in D3D11_QueueCopy()
1699 verts->tex.y = maxv; in D3D11_QueueCopy()
1700 verts->color.x = r; in D3D11_QueueCopy()
1701 verts->color.y = g; in D3D11_QueueCopy()
1702 verts->color.z = b; in D3D11_QueueCopy()
1703 verts->color.w = a; in D3D11_QueueCopy()
1704 verts++; in D3D11_QueueCopy()
1706 verts->pos.x = dstrect->x + dstrect->w; in D3D11_QueueCopy()
1707 verts->pos.y = dstrect->y; in D3D11_QueueCopy()
1708 verts->pos.z = 0.0f; in D3D11_QueueCopy()
1709 verts->tex.x = maxu; in D3D11_QueueCopy()
1710 verts->tex.y = minv; in D3D11_QueueCopy()
1711 verts->color.x = r; in D3D11_QueueCopy()
1712 verts->color.y = g; in D3D11_QueueCopy()
1713 verts->color.z = b; in D3D11_QueueCopy()
1714 verts->color.w = a; in D3D11_QueueCopy()
1715 verts++; in D3D11_QueueCopy()
1717 verts->pos.x = dstrect->x + dstrect->w; in D3D11_QueueCopy()
1718 verts->pos.y = dstrect->y + dstrect->h; in D3D11_QueueCopy()
1719 verts->pos.z = 0.0f; in D3D11_QueueCopy()
1720 verts->tex.x = maxu; in D3D11_QueueCopy()
1721 verts->tex.y = maxv; in D3D11_QueueCopy()
1722 verts->color.x = r; in D3D11_QueueCopy()
1723 verts->color.y = g; in D3D11_QueueCopy()
1724 verts->color.z = b; in D3D11_QueueCopy()
1725 verts->color.w = a; in D3D11_QueueCopy()
1726 verts++; in D3D11_QueueCopy()
1736 …VertexPositionColor *verts = (VertexPositionColor *) SDL_AllocateRenderVertices(renderer, 5 * size… in D3D11_QueueCopyEx() local
1744 if (!verts) { in D3D11_QueueCopyEx()
1773 verts->pos.x = minx; in D3D11_QueueCopyEx()
1774 verts->pos.y = miny; in D3D11_QueueCopyEx()
1775 verts->pos.z = 0.0f; in D3D11_QueueCopyEx()
1776 verts->color.x = r; in D3D11_QueueCopyEx()
1777 verts->color.y = g; in D3D11_QueueCopyEx()
1778 verts->color.z = b; in D3D11_QueueCopyEx()
1779 verts->color.w = a; in D3D11_QueueCopyEx()
1780 verts->tex.x = minu; in D3D11_QueueCopyEx()
1781 verts->tex.y = minv; in D3D11_QueueCopyEx()
1782 verts++; in D3D11_QueueCopyEx()
1784 verts->pos.x = minx; in D3D11_QueueCopyEx()
1785 verts->pos.y = maxy; in D3D11_QueueCopyEx()
1786 verts->pos.z = 0.0f; in D3D11_QueueCopyEx()
1787 verts->color.x = r; in D3D11_QueueCopyEx()
1788 verts->color.y = g; in D3D11_QueueCopyEx()
1789 verts->color.z = b; in D3D11_QueueCopyEx()
1790 verts->color.w = a; in D3D11_QueueCopyEx()
1791 verts->tex.x = minu; in D3D11_QueueCopyEx()
1792 verts->tex.y = maxv; in D3D11_QueueCopyEx()
1793 verts++; in D3D11_QueueCopyEx()
1795 verts->pos.x = maxx; in D3D11_QueueCopyEx()
1796 verts->pos.y = miny; in D3D11_QueueCopyEx()
1797 verts->pos.z = 0.0f; in D3D11_QueueCopyEx()
1798 verts->color.x = r; in D3D11_QueueCopyEx()
1799 verts->color.y = g; in D3D11_QueueCopyEx()
1800 verts->color.z = b; in D3D11_QueueCopyEx()
1801 verts->color.w = a; in D3D11_QueueCopyEx()
1802 verts->tex.x = maxu; in D3D11_QueueCopyEx()
1803 verts->tex.y = minv; in D3D11_QueueCopyEx()
1804 verts++; in D3D11_QueueCopyEx()
1806 verts->pos.x = maxx; in D3D11_QueueCopyEx()
1807 verts->pos.y = maxy; in D3D11_QueueCopyEx()
1808 verts->pos.z = 0.0f; in D3D11_QueueCopyEx()
1809 verts->color.x = r; in D3D11_QueueCopyEx()
1810 verts->color.y = g; in D3D11_QueueCopyEx()
1811 verts->color.z = b; in D3D11_QueueCopyEx()
1812 verts->color.w = a; in D3D11_QueueCopyEx()
1813 verts->tex.x = maxu; in D3D11_QueueCopyEx()
1814 verts->tex.y = maxv; in D3D11_QueueCopyEx()
1815 verts++; in D3D11_QueueCopyEx()
1817 verts->pos.x = dstrect->x + center->x; /* X translation */ in D3D11_QueueCopyEx()
1818 verts->pos.y = dstrect->y + center->y; /* Y translation */ in D3D11_QueueCopyEx()
1819 verts->pos.z = (float)(M_PI * (float) angle / 180.0f); /* rotation */ in D3D11_QueueCopyEx()
1820 verts->color.x = 0; in D3D11_QueueCopyEx()
1821 verts->color.y = 0; in D3D11_QueueCopyEx()
1822 verts->color.z = 0; in D3D11_QueueCopyEx()
1823 verts->color.w = 0; in D3D11_QueueCopyEx()
1824 verts->tex.x = 0.0f; in D3D11_QueueCopyEx()
1825 verts->tex.y = 0.0f; in D3D11_QueueCopyEx()
1826 verts++; in D3D11_QueueCopyEx()
2270 … const VertexPositionColor *verts = (VertexPositionColor *) (((Uint8 *) vertices) + first); in D3D11_RunCommandQueue() local
2273 … if (verts[0].pos.x != verts[count - 1].pos.x || verts[0].pos.y != verts[count - 1].pos.y) { in D3D11_RunCommandQueue()
2302 … const VertexPositionColor *verts = (VertexPositionColor *) (((Uint8 *) vertices) + first); in D3D11_RunCommandQueue() local
2303 const VertexPositionColor *transvert = verts + 4; in D3D11_RunCommandQueue()