d3d11 renderer: reduce vertex bandwidth and calculations.

This commit is contained in:
Alex Szpakowski 2021-12-13 18:27:49 -04:00 committed by Sam Lantinga
parent 2b6b69fb12
commit 323ba6c008
2 changed files with 15 additions and 23 deletions

View File

@ -63,8 +63,8 @@ extern ISwapChainBackgroundPanelNative * WINRT_GlobalSwapChainBackgroundPanelNat
#define SAFE_RELEASE(X) if ((X)) { IUnknown_Release(SDL_static_cast(IUnknown*, X)); X = NULL; } #define SAFE_RELEASE(X) if ((X)) { IUnknown_Release(SDL_static_cast(IUnknown*, X)); X = NULL; }
/* !!! FIXME: vertex buffer bandwidth could be significantly lower; move color to a uniform, only use UV coords /* !!! FIXME: vertex buffer bandwidth could be lower; only use UV coords when
!!! FIXME: when textures are needed, and don't ever pass Z, since it's always zero. */ !!! FIXME: textures are needed. */
/* Vertex shader, common values */ /* Vertex shader, common values */
typedef struct typedef struct
@ -76,9 +76,9 @@ typedef struct
/* Per-vertex data */ /* Per-vertex data */
typedef struct typedef struct
{ {
Float3 pos; Float2 pos;
Float2 tex; Float2 tex;
Float4 color; SDL_Color color;
} VertexPositionColor; } VertexPositionColor;
/* Per-texture data */ /* Per-texture data */
@ -1614,11 +1614,13 @@ static int
D3D11_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count) D3D11_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{ {
VertexPositionColor *verts = (VertexPositionColor *) SDL_AllocateRenderVertices(renderer, count * sizeof (VertexPositionColor), 0, &cmd->data.draw.first); VertexPositionColor *verts = (VertexPositionColor *) SDL_AllocateRenderVertices(renderer, count * sizeof (VertexPositionColor), 0, &cmd->data.draw.first);
const float r = (float)(cmd->data.draw.r / 255.0f);
const float g = (float)(cmd->data.draw.g / 255.0f);
const float b = (float)(cmd->data.draw.b / 255.0f);
const float a = (float)(cmd->data.draw.a / 255.0f);
int i; int i;
const SDL_Color color = {
.r = cmd->data.draw.r,
.g = cmd->data.draw.g,
.b = cmd->data.draw.b,
.a = cmd->data.draw.a
};
if (!verts) { if (!verts) {
return -1; return -1;
@ -1629,13 +1631,9 @@ D3D11_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL
for (i = 0; i < count; i++) { for (i = 0; i < count; i++) {
verts->pos.x = points[i].x + 0.5f; verts->pos.x = points[i].x + 0.5f;
verts->pos.y = points[i].y + 0.5f; verts->pos.y = points[i].y + 0.5f;
verts->pos.z = 0.0f;
verts->tex.x = 0.0f; verts->tex.x = 0.0f;
verts->tex.y = 0.0f; verts->tex.y = 0.0f;
verts->color.x = r; verts->color = color;
verts->color.y = g;
verts->color.z = b;
verts->color.w = a;
verts++; verts++;
} }
@ -1662,7 +1660,6 @@ D3D11_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
for (i = 0; i < count; i++) { for (i = 0; i < count; i++) {
int j; int j;
float *xy_; float *xy_;
SDL_Color col_;
if (size_indices == 4) { if (size_indices == 4) {
j = ((const Uint32 *)indices)[i]; j = ((const Uint32 *)indices)[i];
} else if (size_indices == 2) { } else if (size_indices == 2) {
@ -1674,15 +1671,10 @@ D3D11_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
} }
xy_ = (float *)((char*)xy + j * xy_stride); xy_ = (float *)((char*)xy + j * xy_stride);
col_ = *(SDL_Color *)((char*)color + j * color_stride);
verts->pos.x = xy_[0] * scale_x; verts->pos.x = xy_[0] * scale_x;
verts->pos.y = xy_[1] * scale_y; verts->pos.y = xy_[1] * scale_y;
verts->pos.z = 0.0f; verts->color = *(SDL_Color*)((char*)color + j * color_stride);
verts->color.x = col_.r / 255.0f;
verts->color.y = col_.g / 255.0f;
verts->color.z = col_.b / 255.0f;
verts->color.w = col_.a / 255.0f;
if (texture) { if (texture) {
float *uv_ = (float *)((char*)uv + j * uv_stride); float *uv_ = (float *)((char*)uv + j * uv_stride);

View File

@ -1905,9 +1905,9 @@ int D3D11_CreateVertexShader(ID3D11Device1 *d3dDevice, ID3D11VertexShader **vert
/* Declare how the input layout for SDL's vertex shader will be setup: */ /* Declare how the input layout for SDL's vertex shader will be setup: */
const D3D11_INPUT_ELEMENT_DESC vertexDesc[] = const D3D11_INPUT_ELEMENT_DESC vertexDesc[] =
{ {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0 },
}; };
HRESULT result; HRESULT result;