mirror of https://github.com/encounter/SDL.git
GL renderer uses glDrawArrays instead of glBegin/glEnd.
Also change internal colors sent to GL to use unorm8 components instead of float, for improved performance.
This commit is contained in:
parent
a1e992b110
commit
724468ae2c
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@ -73,7 +73,7 @@ SDL_PROC_UNUSED(void, glColor4i, (GLint, GLint, GLint, GLint))
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SDL_PROC_UNUSED(void, glColor4iv, (const GLint *))
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SDL_PROC_UNUSED(void, glColor4s, (GLshort, GLshort, GLshort, GLshort))
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SDL_PROC_UNUSED(void, glColor4sv, (const GLshort *))
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SDL_PROC_UNUSED(void, glColor4ub,
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SDL_PROC(void, glColor4ub,
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(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha))
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SDL_PROC_UNUSED(void, glColor4ubv, (const GLubyte * v))
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SDL_PROC_UNUSED(void, glColor4ui,
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@ -86,7 +86,7 @@ SDL_PROC_UNUSED(void, glColorMask,
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(GLboolean red, GLboolean green, GLboolean blue,
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GLboolean alpha))
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SDL_PROC_UNUSED(void, glColorMaterial, (GLenum face, GLenum mode))
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SDL_PROC_UNUSED(void, glColorPointer,
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SDL_PROC(void, glColorPointer,
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(GLint size, GLenum type, GLsizei stride,
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const GLvoid * pointer))
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SDL_PROC_UNUSED(void, glCopyPixels,
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@ -111,8 +111,8 @@ SDL_PROC(void, glDepthFunc, (GLenum func))
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SDL_PROC_UNUSED(void, glDepthMask, (GLboolean flag))
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SDL_PROC_UNUSED(void, glDepthRange, (GLclampd zNear, GLclampd zFar))
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SDL_PROC(void, glDisable, (GLenum cap))
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SDL_PROC_UNUSED(void, glDisableClientState, (GLenum array))
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SDL_PROC_UNUSED(void, glDrawArrays, (GLenum mode, GLint first, GLsizei count))
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SDL_PROC(void, glDisableClientState, (GLenum array))
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SDL_PROC(void, glDrawArrays, (GLenum mode, GLint first, GLsizei count))
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SDL_PROC_UNUSED(void, glDrawBuffer, (GLenum mode))
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SDL_PROC_UNUSED(void, glDrawElements,
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(GLenum mode, GLsizei count, GLenum type,
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@ -125,7 +125,7 @@ SDL_PROC_UNUSED(void, glEdgeFlagPointer,
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(GLsizei stride, const GLvoid * pointer))
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SDL_PROC_UNUSED(void, glEdgeFlagv, (const GLboolean * flag))
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SDL_PROC(void, glEnable, (GLenum cap))
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SDL_PROC_UNUSED(void, glEnableClientState, (GLenum array))
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SDL_PROC(void, glEnableClientState, (GLenum array))
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SDL_PROC(void, glEnd, (void))
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SDL_PROC_UNUSED(void, glEndList, (void))
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SDL_PROC_UNUSED(void, glEvalCoord1d, (GLdouble u))
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@ -401,7 +401,7 @@ SDL_PROC_UNUSED(void, glTexCoord4iv, (const GLint * v))
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SDL_PROC_UNUSED(void, glTexCoord4s,
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(GLshort s, GLshort t, GLshort r, GLshort q))
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SDL_PROC_UNUSED(void, glTexCoord4sv, (const GLshort * v))
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SDL_PROC_UNUSED(void, glTexCoordPointer,
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SDL_PROC(void, glTexCoordPointer,
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(GLint size, GLenum type, GLsizei stride,
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const GLvoid * pointer))
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SDL_PROC(void, glTexEnvf, (GLenum target, GLenum pname, GLfloat param))
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@ -470,7 +470,7 @@ SDL_PROC_UNUSED(void, glVertex4iv, (const GLint * v))
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SDL_PROC_UNUSED(void, glVertex4s,
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(GLshort x, GLshort y, GLshort z, GLshort w))
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SDL_PROC_UNUSED(void, glVertex4sv, (const GLshort * v))
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SDL_PROC_UNUSED(void, glVertexPointer,
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SDL_PROC(void, glVertexPointer,
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(GLint size, GLenum type, GLsizei stride,
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const GLvoid * pointer))
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SDL_PROC(void, glViewport, (GLint x, GLint y, GLsizei width, GLsizei height))
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@ -72,6 +72,9 @@ typedef struct
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SDL_bool cliprect_dirty;
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SDL_Rect cliprect;
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SDL_bool texturing;
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SDL_bool vertex_array;
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SDL_bool color_array;
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SDL_bool texture_array;
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Uint32 color;
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Uint32 clear_color;
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} GL_DrawStateCache;
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@ -989,9 +992,9 @@ GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
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int i;
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int count = indices ? num_indices : num_vertices;
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GLfloat *verts;
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int sz = 2 + 4 + (texture ? 2 : 0);
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size_t sz = 2 * sizeof(GLfloat) + 4 * sizeof(Uint8) + (texture ? 2 : 0) * sizeof(GLfloat);
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verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * sz * sizeof (GLfloat), 0, &cmd->data.draw.first);
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verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * sz, 0, &cmd->data.draw.first);
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if (!verts) {
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return -1;
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}
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@ -1006,7 +1009,6 @@ GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
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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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@ -1018,15 +1020,13 @@ GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
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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++) = xy_[0] * scale_x;
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*(verts++) = xy_[1] * scale_y;
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*(verts++) = col_.r * inv255f;
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*(verts++) = col_.g * inv255f;
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*(verts++) = col_.b * inv255f;
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*(verts++) = col_.a * inv255f;
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/* Not really a float, but it is still 4 bytes and will be cast to the
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right type in the graphics driver. */
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*(verts++) = *(float*)((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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@ -1041,6 +1041,9 @@ static void
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SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader shader)
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{
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const SDL_BlendMode blend = cmd->data.draw.blend;
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SDL_bool vertex_array;
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SDL_bool color_array;
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SDL_bool texture_array;
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if (data->drawstate.viewport_dirty) {
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const SDL_bool istarget = data->drawstate.target != NULL;
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@ -1106,6 +1109,41 @@ SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader
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data->drawstate.texturing = SDL_TRUE;
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}
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}
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vertex_array = cmd->command == SDL_RENDERCMD_DRAW_POINTS
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|| cmd->command == SDL_RENDERCMD_DRAW_LINES
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|| cmd->command == SDL_RENDERCMD_GEOMETRY;
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color_array = cmd->command == SDL_RENDERCMD_GEOMETRY;
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texture_array = cmd->data.draw.texture != NULL;
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if (vertex_array != data->drawstate.vertex_array) {
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if (vertex_array) {
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data->glEnableClientState(GL_VERTEX_ARRAY);
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} else {
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data->glDisableClientState(GL_VERTEX_ARRAY);
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}
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data->drawstate.vertex_array = vertex_array;
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}
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if (color_array != data->drawstate.color_array) {
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if (color_array) {
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data->glEnableClientState(GL_COLOR_ARRAY);
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} else {
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data->glDisableClientState(GL_COLOR_ARRAY);
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}
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data->drawstate.color_array = color_array;
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}
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/* This is a little awkward but should avoid texcoord arrays getting into
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a bad state if SDL_GL_BindTexture/UnbindTexture are called. */
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if (texture_array != data->drawstate.texture_array) {
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if (texture_array) {
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data->glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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} else {
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data->glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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data->drawstate.texture_array = texture_array;
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}
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}
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static void
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@ -1151,7 +1189,6 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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{
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/* !!! FIXME: it'd be nice to use a vertex buffer instead of immediate mode... */
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GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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size_t i;
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if (GL_ActivateRenderer(renderer) < 0) {
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return -1;
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@ -1185,10 +1222,7 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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const Uint8 a = cmd->data.color.a;
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const Uint32 color = (((Uint32)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->glColor4ub((GLubyte) r, (GLubyte) g, (GLubyte) b, (GLubyte) a);
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data->drawstate.color = color;
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}
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break;
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@ -1245,11 +1279,10 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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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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SetDrawState(data, cmd, SHADER_SOLID);
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data->glBegin(GL_POINTS);
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for (i = 0; i < count; i++, verts += 2) {
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data->glVertex2f(verts[0], verts[1]);
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}
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data->glEnd();
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/* SetDrawState handles glEnableClientState. */
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data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, verts);
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data->glDrawArrays(GL_POINTS, 0, (GLsizei) count);
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break;
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}
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@ -1258,11 +1291,10 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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const size_t count = cmd->data.draw.count;
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SDL_assert(count >= 2);
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SetDrawState(data, cmd, SHADER_SOLID);
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data->glBegin(GL_LINE_STRIP);
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for (i = 0; i < count; ++i, verts += 2) {
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data->glVertex2f(verts[0], verts[1]);
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}
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data->glEnd();
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/* SetDrawState handles glEnableClientState. */
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data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, verts);
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data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) count);
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break;
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}
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@ -1287,31 +1319,26 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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}
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{
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size_t j;
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float currentColor[4];
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data->glGetFloatv(GL_CURRENT_COLOR, currentColor);
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data->glBegin(GL_TRIANGLES);
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for (j = 0; j < count; ++j)
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{
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const GLfloat x = *(verts++);
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const GLfloat y = *(verts++);
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const GLfloat r = *(verts++);
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const GLfloat g = *(verts++);
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const GLfloat b = *(verts++);
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const GLfloat a = *(verts++);
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data->glColor4f(r, g, b, a);
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Uint32 color = data->drawstate.color;
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GLubyte a = (GLubyte)((color >> 24) & 0xFF);
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GLubyte r = (GLubyte)((color >> 16) & 0xFF);
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GLubyte g = (GLubyte)((color >> 8) & 0xFF);
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GLubyte b = (GLubyte)((color >> 0) & 0xFF);
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/* SetDrawState handles glEnableClientState. */
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if (texture) {
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GLfloat u = *(verts++);
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GLfloat v = *(verts++);
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data->glTexCoord2f(u,v);
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data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 5, verts + 0);
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data->glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(float) * 5, verts + 2);
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data->glTexCoordPointer(2, GL_FLOAT, sizeof(float) * 5, verts + 3);
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} else {
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data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 3, verts + 0);
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data->glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(float) * 3, verts + 2);
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}
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data->glVertex2f(x, y);
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}
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data->glEnd();
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data->glColor4f(currentColor[0], currentColor[1], currentColor[2], currentColor[3]);
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data->glDrawArrays(GL_TRIANGLES, 0, (GLsizei) count);
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/* Restore previously set color when we're done. */
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data->glColor4ub(r, g, b, a);
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}
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break;
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}
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@ -1324,6 +1351,21 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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cmd = cmd->next;
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}
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/* Turn off vertex array state when we're done, in case external code
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relies on it being off. */
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if (data->drawstate.vertex_array) {
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data->glDisableClientState(GL_VERTEX_ARRAY);
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data->drawstate.vertex_array = SDL_FALSE;
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}
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if (data->drawstate.color_array) {
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data->glDisableClientState(GL_COLOR_ARRAY);
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data->drawstate.color_array = SDL_FALSE;
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}
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if (data->drawstate.texture_array) {
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data->glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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data->drawstate.texture_array = SDL_FALSE;
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}
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return GL_CheckError("", renderer);
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}
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@ -1790,7 +1832,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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data->glDisable(GL_SCISSOR_TEST);
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data->glDisable(data->textype);
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data->glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
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data->glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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data->glColor4ub(255, 255, 255, 255);
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/* This ended up causing video discrepancies between OpenGL and Direct3D */
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/* data->glEnable(GL_LINE_SMOOTH); */
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