For the software renderer, try to reinterpret triangles as SDL_Rect

With Dear ImGui + software renderer, it draws:
- by default at 250 fps
- drops to 70 fps if you show the color picker
- drops to 10 fps if put the color picker fullscreen
This commit is contained in:
Sylvain 2021-04-01 10:16:27 +02:00 committed by Sylvain Becker
parent cc37c38e30
commit 61d9e9164f
1 changed files with 334 additions and 0 deletions

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@ -3349,6 +3349,333 @@ SDL_RenderGeometry(SDL_Renderer *renderer,
return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color, color_stride, uv, uv_stride, num_vertices, indices, num_indices, size_indice); return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color, color_stride, uv, uv_stride, num_vertices, indices, num_indices, size_indice);
} }
static int
remap_one_indice(
int prev,
int k,
SDL_Texture *texture,
const float *xy, int xy_stride,
const int *color, int color_stride,
const float *uv, int uv_stride)
{
const float *xy0_, *xy1_, *uv0_, *uv1_;
int col0_, col1_;
xy0_ = (const float *)((const char*)xy + prev * xy_stride);
xy1_ = (const float *)((const char*)xy + k * xy_stride);
if (xy0_[0] != xy1_[0]) {
return k;
}
if (xy0_[1] != xy1_[1]) {
return k;
}
if (texture) {
uv0_ = (const float *)((const char*)uv + prev * uv_stride);
uv1_ = (const float *)((const char*)uv + k * uv_stride);
if (uv0_[0] != uv1_[0]) {
return k;
}
if (uv0_[1] != uv1_[1]) {
return k;
}
}
col0_ = *(const int *)((const char*)color + prev * color_stride);
col1_ = *(const int *)((const char*)color + k * color_stride);
if (col0_ != col1_) {
return k;
}
return prev;
}
static int
remap_indices(
int prev[3],
int k,
SDL_Texture *texture,
const float *xy, int xy_stride,
const int *color, int color_stride,
const float *uv, int uv_stride)
{
int i;
if (prev[0] == -1) {
return k;
}
for (i = 0; i < 3; i++) {
int new_k = remap_one_indice(prev[i], k, texture, xy, xy_stride, color, color_stride, uv, uv_stride);
if (new_k != k) {
return new_k;
}
}
return k;
}
/* For the software renderer, try to reinterpret triangles as SDL_Rect */
static int SDLCALL
SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
SDL_Texture *texture,
const float *xy, int xy_stride,
const int *color, int color_stride,
const float *uv, int uv_stride,
int num_vertices,
const void *indices, int num_indices, int size_indice)
{
int i;
int retval = 0;
int count = indices ? num_indices : num_vertices;
const int debug = 0;
int prev[3]; /* Previous triangle vertex indices */
int texw = 0, texh = 0;
if (texture) {
SDL_QueryTexture(texture, NULL, NULL, &texw, &texh);
}
prev[0] = -1; prev[1] = -1; prev[2] = -1;
for (i = 0; i < count; i += 3) {
int k0, k1, k2; /* Current triangle indices */
int is_quad = 1;
int is_uniform = 1;
int is_rectangle = 1;
int A = -1; /* Top left vertex */
int B = -1; /* Bottom right vertex */
int C = -1; /* Third vertex of current triangle */
int C2 = -1; /* Last, vertex of previous triangle */
if (size_indice == 4) {
k0 = ((const Uint32 *)indices)[i];
k1 = ((const Uint32 *)indices)[i + 1];
k2 = ((const Uint32 *)indices)[i + 2];
} else if (size_indice == 2) {
k0 = ((const Uint16 *)indices)[i];
k1 = ((const Uint16 *)indices)[i + 1];
k2 = ((const Uint16 *)indices)[i + 2];
} else if (size_indice == 1) {
k0 = ((const Uint8 *)indices)[i];
k1 = ((const Uint8 *)indices)[i + 1];
k2 = ((const Uint8 *)indices)[i + 2];
} else {
/* Vertices were not provided by indices. Maybe some are duplicated.
* We try to indentificate the duplicates by comparing with the previous three vertices */
k0 = remap_indices(prev, i, texture, xy, xy_stride, color, color_stride, uv, uv_stride);
k1 = remap_indices(prev, i + 1, texture, xy, xy_stride, color, color_stride, uv, uv_stride);
k2 = remap_indices(prev, i + 2, texture, xy, xy_stride, color, color_stride, uv, uv_stride);
}
if (prev[0] == -1) {
prev[0] = k0;
prev[1] = k1;
prev[2] = k2;
continue;
}
/* Two triangles forming a quadialateral,
* prev and current triangles must have exactly 2 common vertices */
{
int cnt = 0, j = 3;
while (j--) {
int p = prev[j];
if (p == k0 || p == k1 || p == k2) {
cnt++;
}
}
is_quad = (cnt == 2);
}
/* Identify vertices */
if (is_quad) {
const float *xy0_, *xy1_, *xy2_;
float x0, x1, x2;
float y0, y1, y2;
xy0_ = (const float *)((const char*)xy + k0 * xy_stride);
xy1_ = (const float *)((const char*)xy + k1 * xy_stride);
xy2_ = (const float *)((const char*)xy + k2 * xy_stride);
x0 = xy0_[0]; y0 = xy0_[1];
x1 = xy1_[0]; y1 = xy1_[1];
x2 = xy2_[0]; y2 = xy2_[1];
/* Find top-left */
if (x0 <= x1 && y0 <= y1) {
if (x0 <= x2 && y0 <= y2) {
A = k0;
} else {
A = k2;
}
} else {
if (x1 <= x2 && y1 <= y2) {
A = k1;
} else {
A = k2;
}
}
/* Find bottom-right */
if (x0 >= x1 && y0 >= y1) {
if (x0 >= x2 && y0 >= y2) {
B = k0;
} else {
B = k2;
}
} else {
if (x1 >= x2 && y1 >= y2) {
B = k1;
} else {
B = k2;
}
}
/* Find C */
if (k0 != A && k0 != B) {
C = k0;
} else if (k1 != A && k1 != B) {
C = k1;
} else {
C = k2;
}
/* Find C2 */
if (prev[0] != A && prev[0] != B) {
C2 = prev[0];
} else if (prev[1] != A && prev[1] != B) {
C2 = prev[1];
} else {
C2 = prev[2];
}
xy0_ = (const float *)((const char*)xy + A * xy_stride);
xy1_ = (const float *)((const char*)xy + B * xy_stride);
xy2_ = (const float *)((const char*)xy + C * xy_stride);
x0 = xy0_[0]; y0 = xy0_[1];
x1 = xy1_[0]; y1 = xy1_[1];
x2 = xy2_[0]; y2 = xy2_[1];
/* Check if triangle A B C is rectangle */
if ((x0 == x2 && y1 == y2) || (y0 == y2 && x1 == x2)){
/* ok */
} else {
is_quad = 0;
is_rectangle = 0;
}
xy2_ = (const float *)((const char*)xy + C2 * xy_stride);
x2 = xy2_[0]; y2 = xy2_[1];
/* Check if triangle A B C2 is rectangle */
if ((x0 == x2 && y1 == y2) || (y0 == y2 && x1 == x2)){
/* ok */
} else {
is_quad = 0;
is_rectangle = 0;
}
}
/* Check if uniformly colored */
if (is_quad) {
const int col0_ = *(const int *)((const char*)color + A * color_stride);
const int col1_ = *(const int *)((const char*)color + B * color_stride);
const int col2_ = *(const int *)((const char*)color + C * color_stride);
const int col3_ = *(const int *)((const char*)color + C2 * color_stride);
if (col0_ == col1_ && col0_ == col2_ && col0_ == col3_) {
/* ok */
} else {
is_quad = 0;
is_uniform = 0;
}
}
/* Start rendering rect */
if (is_quad) {
SDL_Rect s;
SDL_FRect d;
const float *xy0_, *xy1_, *uv0_, *uv1_;
SDL_Color col0_ = *(const SDL_Color *)((const char*)color + k0 * color_stride);
xy0_ = (const float *)((const char*)xy + A * xy_stride);
xy1_ = (const float *)((const char*)xy + B * xy_stride);
if (texture) {
uv0_ = (const float *)((const char*)uv + A * uv_stride);
uv1_ = (const float *)((const char*)uv + B * uv_stride);
s.x = uv0_[0] * texw;
s.y = uv0_[1] * texh;
s.w = uv1_[0] * texw - s.x;
s.h = uv1_[1] * texh - s.y;
}
d.x = xy0_[0];
d.y = xy0_[1];
d.w = xy1_[0] - d.x;
d.h = xy1_[1] - d.y;
/* Rect + texture */
if (texture && s.w != 0 && s.h != 0) {
SDL_SetTextureAlphaMod(texture, col0_.a);
SDL_SetTextureColorMod(texture, col0_.r, col0_.g, col0_.b);
SDL_RenderCopyF(renderer, texture, &s, &d);
if (debug) {
SDL_Log("Rect-COPY: RGB %d %d %d - Alpha:%d - texture=%p: src=(%d,%d, %d x %d) dst (%f, %f, %f x %f)", col0_.r, col0_.g, col0_.b, col0_.a,
(void *)texture, s.x, s.y, s.w, s.h, d.x, d.y, d.w, d.h);
}
} else if (d.w != 0.0f && d.h != 0.0f) { /* Rect, no texture */
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(renderer, col0_.r, col0_.g, col0_.b, col0_.a);
SDL_RenderFillRectF(renderer, &d);
if (debug) {
SDL_Log("Rect-FILL: RGB %d %d %d - Alpha:%d - texture=%p: src=(%d,%d, %d x %d) dst (%f, %f, %f x %f)", col0_.r, col0_.g, col0_.b, col0_.a,
(void *)texture, s.x, s.y, s.w, s.h, d.x, d.y, d.w, d.h);
}
} else {
if (debug) {
SDL_Log("Rect-DISMISS: RGB %d %d %d - Alpha:%d - texture=%p: src=(%d,%d, %d x %d) dst (%f, %f, %f x %f)", col0_.r, col0_.g, col0_.b, col0_.a,
(void *)texture, s.x, s.y, s.w, s.h, d.x, d.y, d.w, d.h);
}
}
prev[0] = -1;
} else {
/* Render triangles */
if (prev[0] != -1) {
if (debug) {
SDL_Log("Triangle %d %d %d - is_uniform:%d is_rectangle:%d", prev[0], prev[1], prev[2], is_uniform, is_rectangle);
}
retval = QueueCmdGeometry(renderer, texture,
xy, xy_stride, color, color_stride, uv, uv_stride,
num_vertices, prev, 3, 4, renderer->scale.x, renderer->scale.y);
if (retval < 0) {
return retval;
} else {
FlushRenderCommandsIfNotBatching(renderer);
}
}
prev[0] = k0;
prev[1] = k1;
prev[2] = k2;
}
} /* End for(), next triangle */
if (prev[0] != -1) {
/* flush the last triangle */
if (debug) {
SDL_Log("Last triangle %d %d %d", prev[0], prev[1], prev[2]);
}
retval = QueueCmdGeometry(renderer, texture,
xy, xy_stride, color, color_stride, uv, uv_stride,
num_vertices, prev, 3, 4, renderer->scale.x, renderer->scale.y);
if (retval < 0) {
return retval;
} else {
FlushRenderCommandsIfNotBatching(renderer);
}
}
return retval;
}
int int
SDL_RenderGeometryRaw(SDL_Renderer *renderer, SDL_RenderGeometryRaw(SDL_Renderer *renderer,
SDL_Texture *texture, SDL_Texture *texture,
@ -3444,6 +3771,13 @@ SDL_RenderGeometryRaw(SDL_Renderer *renderer,
texture->last_command_generation = renderer->render_command_generation; texture->last_command_generation = renderer->render_command_generation;
} }
/* For the software renderer, try to reinterpret triangles as SDL_Rect */
if (renderer->info.flags & SDL_RENDERER_SOFTWARE) {
return SDL_SW_RenderGeometryRaw(renderer, texture,
xy, xy_stride, color, color_stride, uv, uv_stride, num_vertices,
indices, num_indices, size_indice);
}
retval = QueueCmdGeometry(renderer, texture, retval = QueueCmdGeometry(renderer, texture,
xy, xy_stride, color, color_stride, uv, uv_stride, xy, xy_stride, color, color_stride, uv, uv_stride,
num_vertices, num_vertices,