mirror of https://github.com/encounter/SDL.git
d3d11 renderer: reduce vertex bandwidth and calculations.
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2b6b69fb12
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323ba6c008
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@ -63,8 +63,8 @@ extern ISwapChainBackgroundPanelNative * WINRT_GlobalSwapChainBackgroundPanelNat
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#define SAFE_RELEASE(X) if ((X)) { IUnknown_Release(SDL_static_cast(IUnknown*, X)); X = NULL; }
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/* !!! FIXME: vertex buffer bandwidth could be significantly lower; move color to a uniform, only use UV coords
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!!! FIXME: when textures are needed, and don't ever pass Z, since it's always zero. */
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/* !!! FIXME: vertex buffer bandwidth could be lower; only use UV coords when
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!!! FIXME: textures are needed. */
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/* Vertex shader, common values */
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typedef struct
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@ -76,9 +76,9 @@ typedef struct
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/* Per-vertex data */
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typedef struct
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{
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Float3 pos;
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Float2 pos;
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Float2 tex;
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Float4 color;
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SDL_Color color;
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} VertexPositionColor;
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/* Per-texture data */
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@ -1614,11 +1614,13 @@ static int
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D3D11_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
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{
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VertexPositionColor *verts = (VertexPositionColor *) SDL_AllocateRenderVertices(renderer, count * sizeof (VertexPositionColor), 0, &cmd->data.draw.first);
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const float r = (float)(cmd->data.draw.r / 255.0f);
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const float g = (float)(cmd->data.draw.g / 255.0f);
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const float b = (float)(cmd->data.draw.b / 255.0f);
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const float a = (float)(cmd->data.draw.a / 255.0f);
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int i;
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const SDL_Color color = {
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.r = cmd->data.draw.r,
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.g = cmd->data.draw.g,
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.b = cmd->data.draw.b,
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.a = cmd->data.draw.a
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};
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if (!verts) {
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return -1;
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@ -1629,13 +1631,9 @@ D3D11_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL
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for (i = 0; i < count; i++) {
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verts->pos.x = points[i].x + 0.5f;
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verts->pos.y = points[i].y + 0.5f;
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verts->pos.z = 0.0f;
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verts->tex.x = 0.0f;
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verts->tex.y = 0.0f;
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verts->color.x = r;
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verts->color.y = g;
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verts->color.z = b;
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verts->color.w = a;
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verts->color = color;
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verts++;
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}
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@ -1662,7 +1660,6 @@ D3D11_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
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for (i = 0; i < count; i++) {
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int j;
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float *xy_;
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SDL_Color col_;
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if (size_indices == 4) {
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j = ((const Uint32 *)indices)[i];
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} else if (size_indices == 2) {
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@ -1674,15 +1671,10 @@ D3D11_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
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}
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xy_ = (float *)((char*)xy + j * xy_stride);
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col_ = *(SDL_Color *)((char*)color + j * color_stride);
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verts->pos.x = xy_[0] * scale_x;
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verts->pos.y = xy_[1] * scale_y;
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verts->pos.z = 0.0f;
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verts->color.x = col_.r / 255.0f;
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verts->color.y = col_.g / 255.0f;
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verts->color.z = col_.b / 255.0f;
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verts->color.w = col_.a / 255.0f;
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verts->color = *(SDL_Color*)((char*)color + j * color_stride);
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if (texture) {
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float *uv_ = (float *)((char*)uv + j * uv_stride);
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@ -1905,9 +1905,9 @@ int D3D11_CreateVertexShader(ID3D11Device1 *d3dDevice, ID3D11VertexShader **vert
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/* Declare how the input layout for SDL's vertex shader will be setup: */
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const D3D11_INPUT_ELEMENT_DESC vertexDesc[] =
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{
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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HRESULT result;
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