Removed texture_size from the GPU renderer vertex shader

This isn't used anywhere, and this saves a UV multiply and divide
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Sam Lantinga committed 2025-03-13 09:48:37 -07:00
1 parent 28ec461ebf
commit 853375da61
13 files changed
+830 -881

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@@ -33,7 +33,6 @@ typedef struct GPU_ShaderUniformData
{
Float4X4 mvp;
SDL_FColor color;
float texture_size[2];
} GPU_ShaderUniformData;
typedef struct GPU_RenderData
@@ -434,8 +433,8 @@ static bool GPU_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SD
if (texture) {
float *uv_ = (float *)((char *)uv + j * uv_stride);
*(verts++) = uv_[0] * texture->w;
*(verts++) = uv_[1] * texture->h;
*(verts++) = uv_[0];
*(verts++) = uv_[1];
}
}
return true;
@@ -481,11 +480,6 @@ static void PushVertexUniforms(GPU_RenderData *data, SDL_RenderCommand *cmd)
uniforms.color = data->state.draw_color;
if (cmd->data.draw.texture) {
uniforms.texture_size[0] = cmd->data.draw.texture->w;
uniforms.texture_size[1] = cmd->data.draw.texture->h;
}
SDL_PushGPUVertexUniformData(data->state.command_buffer, 0, &uniforms, sizeof(uniforms));
}