Added SDL_RenderClear() as a fast method of clearing the screen to the drawing color.
Renamed SDL_RenderPoint() and SDL_RenderLine() to SDL_RenderDrawPoint() and SDL_RenderDrawLine(). Added API for rectangle drawing (as opposed to filling) Added placeholder API functions for circles and ellipses ... I'm not sure whether these will stay. Optimized software line drawing quite a bit. Added support for Wu's anti-aliased line drawing, currently disabled by default. --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%404346
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24 changed files with 1685 additions and 549 deletions
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@ -29,12 +29,20 @@
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#define DRAW_MUL(_a, _b) (((unsigned)(_a)*(_b))/255)
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#define DRAW_FASTSETPIXEL(x, y, type, bpp, color) \
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*(type *)((Uint8 *)dst->pixels + y * dst->pitch + x * bpp) = (type) color
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#define DRAW_FASTSETPIXEL(type) \
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*pixel = (type) color
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#define DRAW_FASTSETPIXEL1(x, y) DRAW_FASTSETPIXEL(x, y, Uint8, 1, color);
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#define DRAW_FASTSETPIXEL2(x, y) DRAW_FASTSETPIXEL(x, y, Uint16, 2, color);
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#define DRAW_FASTSETPIXEL4(x, y) DRAW_FASTSETPIXEL(x, y, Uint32, 4, color);
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#define DRAW_FASTSETPIXEL1 DRAW_FASTSETPIXEL(Uint8)
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#define DRAW_FASTSETPIXEL2 DRAW_FASTSETPIXEL(Uint16)
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#define DRAW_FASTSETPIXEL4 DRAW_FASTSETPIXEL(Uint32)
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#define DRAW_FASTSETPIXELXY(x, y, type, bpp, color) \
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*(type *)((Uint8 *)dst->pixels + (y) * dst->pitch \
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+ (x) * bpp) = (type) color
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#define DRAW_FASTSETPIXELXY1(x, y) DRAW_FASTSETPIXELXY(x, y, Uint8, 1, color)
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#define DRAW_FASTSETPIXELXY2(x, y) DRAW_FASTSETPIXELXY(x, y, Uint16, 2, color)
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#define DRAW_FASTSETPIXELXY4(x, y) DRAW_FASTSETPIXELXY(x, y, Uint32, 4, color)
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#define DRAW_SETPIXEL(setpixel) \
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do { \
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@ -74,7 +82,8 @@ do { \
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#define DRAW_SETPIXELXY(x, y, type, bpp, op) \
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do { \
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type *pixel = (type *)((Uint8 *)dst->pixels + y * dst->pitch + x * bpp); \
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type *pixel = (type *)((Uint8 *)dst->pixels + (y) * dst->pitch \
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+ (x) * bpp); \
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op; \
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} while (0)
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@ -283,7 +292,87 @@ do { \
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#define ABS(_x) ((_x) < 0 ? -(_x) : (_x))
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#define BRESENHAM(x1, y1, x2, y2, op, draw_end) \
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/* Horizontal line */
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#define HLINE(type, op, draw_end) \
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{ \
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int length; \
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int pitch = (dst->pitch / dst->format->BytesPerPixel); \
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type *pixel; \
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if (x1 <= x2) { \
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pixel = (type *)dst->pixels + y1 * pitch + x1; \
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length = draw_end ? (x2-x1+1) : (x2-x1); \
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} else { \
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pixel = (type *)dst->pixels + y1 * pitch + x2; \
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if (!draw_end) { \
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++pixel; \
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} \
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length = draw_end ? (x1-x2+1) : (x1-x2); \
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} \
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while (length--) { \
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op; \
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++pixel; \
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} \
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}
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/* Vertical line */
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#define VLINE(type, op, draw_end) \
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{ \
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int length; \
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int pitch = (dst->pitch / dst->format->BytesPerPixel); \
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type *pixel; \
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if (y1 <= y2) { \
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pixel = (type *)dst->pixels + y1 * pitch + x1; \
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length = draw_end ? (y2-y1+1) : (y2-y1); \
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} else { \
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pixel = (type *)dst->pixels + y2 * pitch + x1; \
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if (!draw_end) { \
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pixel += pitch; \
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} \
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length = draw_end ? (y1-y2+1) : (y1-y2); \
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} \
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while (length--) { \
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op; \
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pixel += pitch; \
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} \
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}
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/* Diagonal line */
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#define DLINE(type, op, draw_end) \
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{ \
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int length; \
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int pitch = (dst->pitch / dst->format->BytesPerPixel); \
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type *pixel; \
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if (y1 <= y2) { \
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pixel = (type *)dst->pixels + y1 * pitch + x1; \
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if (x1 <= x2) { \
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++pitch; \
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} else { \
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--pitch; \
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} \
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length = (y2-y1); \
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} else { \
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pixel = (type *)dst->pixels + y2 * pitch + x2; \
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if (x2 <= x1) { \
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++pitch; \
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} else { \
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--pitch; \
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} \
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if (!draw_end) { \
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pixel += pitch; \
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} \
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length = (y1-y2); \
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} \
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if (draw_end) { \
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++length; \
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} \
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while (length--) { \
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op; \
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pixel += pitch; \
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} \
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}
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/* Bresenham's line algorithm */
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#define BLINE(x1, y1, x2, y2, op, draw_end) \
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{ \
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int i, deltax, deltay, numpixels; \
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int d, dinc1, dinc2; \
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} \
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} \
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}
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#define DRAWLINE BRESENHAM
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/*
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* Define draw rect macro
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* (not tested, this level of optimization not needed ... yet?)
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*/
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#define DRAWRECT(type, op) \
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do { \
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int width = rect->w; \
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int height = rect->h; \
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int pitch = (dst->pitch / dst->format->BytesPerPixel); \
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int skip = pitch - width; \
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type *pixel; \
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pixel = (type *)dst->pixels + rect->y * pitch + rect->x; \
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{ int n = (width+3)/4; \
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switch (width & 3) { \
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case 0: do { op; pixel++; \
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case 3: op; pixel++; \
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case 2: op; pixel++; \
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case 1: op; pixel++; \
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} while ( --n > 0 ); \
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/* Xiaolin Wu's line algorithm, based on Michael Abrash's implementation */
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#define WULINE(x1, y1, x2, y2, opaque_op, blend_op, draw_end) \
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{ \
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Uint16 ErrorAdj, ErrorAcc; \
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Uint16 ErrorAccTemp, Weighting; \
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int DeltaX, DeltaY, Temp, XDir; \
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unsigned r, g, b, a, inva; \
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\
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/* Draw the initial pixel, which is always exactly intersected by \
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the line and so needs no weighting */ \
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opaque_op(x1, y1); \
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\
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/* Draw the final pixel, which is always exactly intersected by the line \
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and so needs no weighting */ \
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if (draw_end) { \
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opaque_op(x2, y2); \
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} \
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\
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/* Make sure the line runs top to bottom */ \
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if (y1 > y2) { \
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Temp = y1; y1 = y2; y2 = Temp; \
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Temp = x1; x1 = x2; x2 = Temp; \
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} \
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DeltaY = y2 - y1; \
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\
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if ((DeltaX = x2 - x1) >= 0) { \
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XDir = 1; \
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} else { \
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XDir = -1; \
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DeltaX = -DeltaX; /* make DeltaX positive */ \
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} \
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\
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/* line is not horizontal, diagonal, or vertical */ \
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ErrorAcc = 0; /* initialize the line error accumulator to 0 */ \
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\
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/* Is this an X-major or Y-major line? */ \
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if (DeltaY > DeltaX) { \
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/* Y-major line; calculate 16-bit fixed-point fractional part of a \
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pixel that X advances each time Y advances 1 pixel, truncating the \
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result so that we won't overrun the endpoint along the X axis */ \
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ErrorAdj = ((unsigned long) DeltaX << 16) / (unsigned long) DeltaY; \
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/* Draw all pixels other than the first and last */ \
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while (--DeltaY) { \
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ErrorAccTemp = ErrorAcc; /* remember currrent accumulated error */ \
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ErrorAcc += ErrorAdj; /* calculate error for next pixel */ \
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if (ErrorAcc <= ErrorAccTemp) { \
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/* The error accumulator turned over, so advance the X coord */ \
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x1 += XDir; \
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} \
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y1++; /* Y-major, so always advance Y */ \
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/* The IntensityBits most significant bits of ErrorAcc give us the \
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intensity weighting for this pixel, and the complement of the \
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weighting for the paired pixel */ \
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Weighting = ErrorAcc >> 8; \
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{ \
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a = DRAW_MUL(_a, (Weighting ^ 255)); \
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r = DRAW_MUL(_r, a); \
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g = DRAW_MUL(_g, a); \
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b = DRAW_MUL(_b, a); \
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inva = (a ^ 0xFF); \
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blend_op(x1, y1); \
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} \
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{ \
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a = DRAW_MUL(_a, Weighting); \
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r = DRAW_MUL(_r, a); \
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g = DRAW_MUL(_g, a); \
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b = DRAW_MUL(_b, a); \
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inva = (a ^ 0xFF); \
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blend_op(x1 + XDir, y1); \
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} \
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} \
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} else { \
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/* X-major line; calculate 16-bit fixed-point fractional part of a \
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pixel that Y advances each time X advances 1 pixel, truncating the \
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result to avoid overrunning the endpoint along the X axis */ \
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ErrorAdj = ((unsigned long) DeltaY << 16) / (unsigned long) DeltaX; \
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/* Draw all pixels other than the first and last */ \
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while (--DeltaX) { \
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ErrorAccTemp = ErrorAcc; /* remember currrent accumulated error */ \
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ErrorAcc += ErrorAdj; /* calculate error for next pixel */ \
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if (ErrorAcc <= ErrorAccTemp) { \
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/* The error accumulator turned over, so advance the Y coord */ \
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y1++; \
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} \
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x1 += XDir; /* X-major, so always advance X */ \
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/* The IntensityBits most significant bits of ErrorAcc give us the \
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intensity weighting for this pixel, and the complement of the \
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weighting for the paired pixel */ \
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Weighting = ErrorAcc >> 8; \
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{ \
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a = DRAW_MUL(_a, (Weighting ^ 255)); \
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r = DRAW_MUL(_r, a); \
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g = DRAW_MUL(_g, a); \
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b = DRAW_MUL(_b, a); \
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inva = (a ^ 0xFF); \
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blend_op(x1, y1); \
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} \
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{ \
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a = DRAW_MUL(_a, Weighting); \
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r = DRAW_MUL(_r, a); \
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g = DRAW_MUL(_g, a); \
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b = DRAW_MUL(_b, a); \
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inva = (a ^ 0xFF); \
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blend_op(x1, y1 + 1); \
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} \
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} \
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} \
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pixel += skip; \
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width -= 1; \
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height -= 2; \
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while (height--) { \
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op; pixel += width; op; pixel += skip; \
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} \
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{ int n = (width+3)/4; \
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switch (width & 3) { \
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case 0: do { op; pixel++; \
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case 3: op; pixel++; \
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case 2: op; pixel++; \
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case 1: op; pixel++; \
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} while ( --n > 0 ); \
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} \
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} \
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} while (0)
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}
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#ifdef AA_LINES
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#define AALINE(x1, y1, x2, y2, opaque_op, blend_op, draw_end) \
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WULINE(x1, y1, x2, y2, opaque_op, blend_op, draw_end)
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#else
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#define AALINE(x1, y1, x2, y2, opaque_op, blend_op, draw_end) \
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BLINE(x1, y1, x2, y2, opaque_op, draw_end)
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#endif
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/*
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* Define fill rect macro
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