mirror of https://github.com/encounter/SDL.git
render: Do state cache improvements for GLES1, too.
This commit is contained in:
parent
d04e55240e
commit
0d588cc4c9
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@ -61,6 +61,18 @@ struct GLES_FBOList
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GLES_FBOList *next;
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GLES_FBOList *next;
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};
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};
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typedef struct
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{
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SDL_Rect viewport;
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SDL_Texture *texture;
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SDL_BlendMode blend;
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SDL_bool cliprect_enabled;
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SDL_Rect cliprect;
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SDL_bool texturing;
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Uint32 color;
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Uint32 clear_color;
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} GLES_DrawStateCache;
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typedef struct
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typedef struct
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{
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{
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SDL_GLContext context;
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SDL_GLContext context;
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@ -77,6 +89,8 @@ typedef struct
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SDL_bool GL_OES_blend_func_separate_supported;
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SDL_bool GL_OES_blend_func_separate_supported;
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SDL_bool GL_OES_blend_equation_separate_supported;
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SDL_bool GL_OES_blend_equation_separate_supported;
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SDL_bool GL_OES_blend_subtract_supported;
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SDL_bool GL_OES_blend_subtract_supported;
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GLES_DrawStateCache drawstate;
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} GLES_RenderData;
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} GLES_RenderData;
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typedef struct
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typedef struct
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@ -675,12 +689,11 @@ GLES_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
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}
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}
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static void
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static void
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SetDrawState(const GLES_RenderData *data, const SDL_RenderCommand *cmd,
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SetDrawState(GLES_RenderData *data, const SDL_RenderCommand *cmd)
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SDL_BlendMode *current_blend, SDL_bool *current_texturing)
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{
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{
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const SDL_BlendMode blend = cmd->data.draw.blend;
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const SDL_BlendMode blend = cmd->data.draw.blend;
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if (blend != *current_blend) {
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if (blend != data->drawstate.blend) {
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if (blend == SDL_BLENDMODE_NONE) {
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if (blend == SDL_BLENDMODE_NONE) {
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data->glDisable(GL_BLEND);
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data->glDisable(GL_BLEND);
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} else {
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} else {
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@ -701,34 +714,32 @@ SetDrawState(const GLES_RenderData *data, const SDL_RenderCommand *cmd,
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data->glBlendEquationOES(GetBlendEquation(SDL_GetBlendModeColorOperation(blend)));
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data->glBlendEquationOES(GetBlendEquation(SDL_GetBlendModeColorOperation(blend)));
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}
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}
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}
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}
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*current_blend = blend;
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data->drawstate.blend = blend;
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}
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}
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if ((cmd->data.draw.texture != NULL) != *current_texturing) {
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if ((cmd->data.draw.texture != NULL) != data->drawstate.texturing) {
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if (cmd->data.draw.texture == NULL) {
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if (cmd->data.draw.texture == NULL) {
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data->glDisable(GL_TEXTURE_2D);
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data->glDisable(GL_TEXTURE_2D);
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data->glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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data->glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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*current_texturing = SDL_FALSE;
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data->drawstate.texturing = SDL_FALSE;
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} else {
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} else {
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data->glEnable(GL_TEXTURE_2D);
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data->glEnable(GL_TEXTURE_2D);
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data->glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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data->glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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*current_texturing = SDL_FALSE;
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data->drawstate.texturing = SDL_TRUE;
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}
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}
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}
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}
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}
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}
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static void
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static void
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SetCopyState(const GLES_RenderData *data, const SDL_RenderCommand *cmd,
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SetCopyState(const GLES_RenderData *data, const SDL_RenderCommand *cmd)
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SDL_BlendMode *current_blend, SDL_bool *current_texturing,
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SDL_Texture **current_texture)
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{
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{
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SDL_Texture *texture = cmd->data.draw.texture;
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SDL_Texture *texture = cmd->data.draw.texture;
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SetDrawState(data, cmd, current_blend, current_texturing);
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SetDrawState(data, cmd);
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if (texture != *current_texture) {
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if (texture != data->drawstate.texture) {
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GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
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GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
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data->glBindTexture(GL_TEXTURE_2D, texturedata->texture);
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data->glBindTexture(GL_TEXTURE_2D, texturedata->texture);
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*current_texture = texture;
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data->drawstate.texture = texture;
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}
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}
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}
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}
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@ -736,13 +747,8 @@ static int
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GLES_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
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GLES_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
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{
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{
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GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
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GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
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SDL_Rect viewport;
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SDL_Texture *bound_texture = NULL;
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SDL_BlendMode blend = SDL_BLENDMODE_INVALID;
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int drawablew = 0, drawableh = 0;
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int drawablew = 0, drawableh = 0;
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SDL_bool cliprect_enabled = SDL_FALSE;
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const SDL_bool istarget = renderer->target != NULL;
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const SDL_bool istarget = renderer->target != NULL;
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SDL_bool texturing = SDL_FALSE;
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size_t i;
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size_t i;
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if (GLES_ActivateRenderer(renderer) < 0) {
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if (GLES_ActivateRenderer(renderer) < 0) {
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@ -753,60 +759,77 @@ GLES_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vert
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SDL_GL_GetDrawableSize(renderer->window, &drawablew, &drawableh);
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SDL_GL_GetDrawableSize(renderer->window, &drawablew, &drawableh);
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}
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}
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data->glDisable(GL_TEXTURE_2D);
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data->glMatrixMode(GL_MODELVIEW);
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data->glLoadIdentity();
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while (cmd) {
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while (cmd) {
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switch (cmd->command) {
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switch (cmd->command) {
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case SDL_RENDERCMD_SETDRAWCOLOR: {
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case SDL_RENDERCMD_SETDRAWCOLOR: {
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data->glColor4f((GLfloat) cmd->data.color.r * inv255f,
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const Uint8 r = cmd->data.color.r;
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(GLfloat) cmd->data.color.g * inv255f,
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const Uint8 g = cmd->data.color.g;
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(GLfloat) cmd->data.color.b * inv255f,
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const Uint8 b = cmd->data.color.b;
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(GLfloat) cmd->data.color.a * inv255f);
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const Uint8 a = cmd->data.color.a;
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const Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
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if (color != data->drawstate.color) {
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data->glColor4f((GLfloat) r * inv255f,
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(GLfloat) g * inv255f,
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(GLfloat) b * inv255f,
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(GLfloat) a * inv255f);
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data->drawstate.color = color;
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}
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break;
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break;
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}
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}
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case SDL_RENDERCMD_SETVIEWPORT: {
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case SDL_RENDERCMD_SETVIEWPORT: {
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SDL_memcpy(&viewport, &cmd->data.viewport.rect, sizeof (viewport));
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SDL_Rect *viewport = &data->drawstate.viewport;
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data->glMatrixMode(GL_PROJECTION);
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if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect)) != 0) {
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data->glLoadIdentity();
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SDL_memcpy(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect));
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data->glViewport(viewport.x,
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data->glMatrixMode(GL_PROJECTION);
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istarget ? viewport.y : (drawableh - viewport.y - viewport.h),
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data->glLoadIdentity();
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viewport.w, viewport.h);
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data->glViewport(viewport->x,
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if (viewport.w && viewport.h) {
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istarget ? viewport->y : (drawableh - viewport->y - viewport->h),
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data->glOrthof((GLfloat) 0, (GLfloat) renderer->viewport.w,
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viewport->w, viewport->h);
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(GLfloat) istarget ? 0 : renderer->viewport.h,
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if (viewport->w && viewport->h) {
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(GLfloat) istarget ? renderer->viewport.h : 0,
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data->glOrthof((GLfloat) 0, (GLfloat) viewport->w,
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0.0, 1.0);
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(GLfloat) istarget ? 0 : viewport->h,
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}
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(GLfloat) istarget ? viewport->h : 0,
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data->glMatrixMode(GL_MODELVIEW);
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0.0, 1.0);
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}
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data->glMatrixMode(GL_MODELVIEW);
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break;
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break;
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}
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}
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case SDL_RENDERCMD_SETCLIPRECT: {
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case SDL_RENDERCMD_SETCLIPRECT: {
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const SDL_Rect *rect = &cmd->data.cliprect.rect;
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const SDL_Rect *rect = &cmd->data.cliprect.rect;
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cliprect_enabled = cmd->data.cliprect.enabled;
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if (data->drawstate.cliprect_enabled != cmd->data.cliprect.enabled) {
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if (cliprect_enabled) {
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data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled;
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data->glEnable(GL_SCISSOR_TEST);
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if (!data->drawstate.cliprect_enabled) {
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} else {
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data->glDisable(GL_SCISSOR_TEST);
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data->glDisable(GL_SCISSOR_TEST);
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} else {
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}
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const SDL_Rect *viewport = &data->drawstate.viewport;
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data->glEnable(GL_SCISSOR_TEST);
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if (cliprect_enabled) {
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if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof (SDL_Rect)) != 0) {
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data->glScissor(viewport.x + rect->x,
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data->glScissor(viewport->x + rect->x,
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istarget ? viewport.y + rect->y : drawableh - viewport.y - rect->y - rect->h,
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istarget ? viewport->y + rect->y : drawableh - viewport->y - rect->y - rect->h,
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rect->w, rect->h);
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rect->w, rect->h);
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SDL_memcpy(&data->drawstate.cliprect, rect, sizeof (SDL_Rect));
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}
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}
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}
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}
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break;
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break;
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}
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}
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case SDL_RENDERCMD_CLEAR: {
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case SDL_RENDERCMD_CLEAR: {
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const GLfloat r = ((GLfloat) cmd->data.color.r) * inv255f;
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const Uint8 r = cmd->data.color.r;
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const GLfloat g = ((GLfloat) cmd->data.color.g) * inv255f;
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const Uint8 g = cmd->data.color.g;
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const GLfloat b = ((GLfloat) cmd->data.color.b) * inv255f;
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const Uint8 b = cmd->data.color.b;
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const GLfloat a = ((GLfloat) cmd->data.color.a) * inv255f;
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const Uint8 a = cmd->data.color.a;
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data->glClearColor(r, g, b, a);
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const Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
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if (color != data->drawstate.clear_color) {
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const GLfloat fr = ((GLfloat) r) * inv255f;
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const GLfloat fg = ((GLfloat) g) * inv255f;
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const GLfloat fb = ((GLfloat) b) * inv255f;
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const GLfloat fa = ((GLfloat) a) * inv255f;
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data->glClearColor(fr, fg, fb, fa);
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data->drawstate.clear_color = color;
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}
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if (cliprect_enabled) {
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if (cliprect_enabled) {
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data->glDisable(GL_SCISSOR_TEST);
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data->glDisable(GL_SCISSOR_TEST);
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@ -823,7 +846,7 @@ GLES_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vert
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case SDL_RENDERCMD_DRAW_POINTS: {
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case SDL_RENDERCMD_DRAW_POINTS: {
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const size_t count = cmd->data.draw.count;
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const size_t count = cmd->data.draw.count;
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const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
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const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
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SetDrawState(data, cmd, &blend, &texturing);
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SetDrawState(data, cmd);
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data->glVertexPointer(2, GL_FLOAT, 0, verts);
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data->glVertexPointer(2, GL_FLOAT, 0, verts);
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data->glDrawArrays(GL_POINTS, 0, count);
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data->glDrawArrays(GL_POINTS, 0, count);
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break;
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break;
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@ -832,7 +855,7 @@ GLES_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vert
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case SDL_RENDERCMD_DRAW_LINES: {
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case SDL_RENDERCMD_DRAW_LINES: {
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const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
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const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
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const size_t count = cmd->data.draw.count;
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const size_t count = cmd->data.draw.count;
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SetDrawState(data, cmd, &blend, &texturing);
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SetDrawState(data, cmd);
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data->glVertexPointer(2, GL_FLOAT, 0, verts);
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data->glVertexPointer(2, GL_FLOAT, 0, verts);
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if (count > 2 && (verts[0] == verts[(count-1)*2]) && (verts[1] == verts[(count*2)-1])) {
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if (count > 2 && (verts[0] == verts[(count-1)*2]) && (verts[1] == verts[(count*2)-1])) {
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/* GL_LINE_LOOP takes care of the final segment */
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/* GL_LINE_LOOP takes care of the final segment */
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@ -849,7 +872,7 @@ GLES_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vert
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const size_t count = cmd->data.draw.count;
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const size_t count = cmd->data.draw.count;
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const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
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const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
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size_t offset = 0;
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size_t offset = 0;
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SetDrawState(data, cmd, &blend, &texturing);
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SetDrawState(data, cmd);
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data->glVertexPointer(2, GL_FLOAT, 0, verts);
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data->glVertexPointer(2, GL_FLOAT, 0, verts);
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for (i = 0; i < count; ++i, offset += 4) {
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for (i = 0; i < count; ++i, offset += 4) {
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data->glDrawArrays(GL_TRIANGLE_STRIP, offset, 4);
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data->glDrawArrays(GL_TRIANGLE_STRIP, offset, 4);
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@ -859,7 +882,7 @@ GLES_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vert
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case SDL_RENDERCMD_COPY: {
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case SDL_RENDERCMD_COPY: {
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const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
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const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
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SetCopyState(data, cmd, &blend, &texturing, &bound_texture);
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SetCopyState(data, cmd);
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data->glVertexPointer(2, GL_FLOAT, 0, verts);
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data->glVertexPointer(2, GL_FLOAT, 0, verts);
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data->glTexCoordPointer(2, GL_FLOAT, 0, verts + 8);
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data->glTexCoordPointer(2, GL_FLOAT, 0, verts + 8);
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data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@ -871,7 +894,7 @@ GLES_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vert
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const GLfloat translatex = verts[16];
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const GLfloat translatex = verts[16];
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const GLfloat translatey = verts[17];
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const GLfloat translatey = verts[17];
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const GLfloat angle = verts[18];
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const GLfloat angle = verts[18];
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SetCopyState(data, cmd, &blend, &texturing, &bound_texture);
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SetCopyState(data, cmd);
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data->glVertexPointer(2, GL_FLOAT, 0, verts);
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data->glVertexPointer(2, GL_FLOAT, 0, verts);
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data->glTexCoordPointer(2, GL_FLOAT, 0, verts + 8);
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data->glTexCoordPointer(2, GL_FLOAT, 0, verts + 8);
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