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metal: CopyEx transform matrix must be aligned for constant buffer access.
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@ -871,14 +871,33 @@ METAL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
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const float rads = (float)(M_PI * (float) angle / 180.0f);
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const float c = cosf(rads), s = sinf(rads);
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float minu, maxu, minv, maxv;
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// !!! FIXME: use an index buffer
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const size_t vertlen = (sizeof (float) * 32);
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float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
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float *verts;
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// cheat and store this offset in (count) because it needs to be aligned in ways other fields don't and we aren't using count otherwise.
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verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, CONSTANT_ALIGN, &cmd->data.draw.count);
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if (!verts) {
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return -1;
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}
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cmd->data.draw.count = 1;
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// transform matrix
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SDL_memset(verts, '\0', sizeof (*verts) * 16);
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verts[10] = verts[15] = 1.0f;
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// rotation
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verts[0] = c;
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verts[1] = s;
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verts[4] = -s;
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verts[5] = c;
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// translation
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verts[12] = dstrect->x + center->x;
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verts[13] = dstrect->y + center->y;
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// rest of the vertices don't need the aggressive alignment. Pack them in.
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verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
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if (!verts) {
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return -1;
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}
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minu = normtex(srcquad->x, texw);
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maxu = normtex(srcquad->x + srcquad->w, texw);
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@ -916,19 +935,6 @@ METAL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
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*(verts++) = maxu;
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*(verts++) = minv;
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// transform matrix
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SDL_memset(verts, '\0', sizeof (*verts) * 16);
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verts[10] = verts[15] = 1.0f;
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// rotation
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verts[0] = c;
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verts[1] = s;
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verts[4] = -s;
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verts[5] = c;
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// translation
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verts[12] = dstrect->x + center->x;
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verts[13] = dstrect->y + center->y;
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return 0;
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}
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@ -1172,7 +1178,7 @@ METAL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
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case SDL_RENDERCMD_COPY_EX: {
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SetCopyState(renderer, cmd, CONSTANTS_OFFSET_INVALID, mtlbufvertex, &statecache);
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[data.mtlcmdencoder setVertexBuffer:mtlbufvertex offset:cmd->data.draw.first+(16*sizeof (float)) atIndex:3]; // transform
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[data.mtlcmdencoder setVertexBuffer:mtlbufvertex offset:cmd->data.draw.count atIndex:3]; // transform
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[data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
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break;
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}
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