opengl: Use GL_LINE_STRIP instead of breaking down into seperate GL_LINES.

Surely GL drivers have improved in the last seven years. I hope...?
This commit is contained in:
Ryan C. Gordon 2020-11-08 12:37:09 -05:00
parent b198febb62
commit 93a2c58c7e
3 changed files with 64 additions and 98 deletions

View File

@ -851,21 +851,21 @@ GL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FP
static int
GL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
GLfloat *verts;
int i;
SDL_assert(count >= 2); /* should have been checked at the higher level. */
verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, (count-1) * 4 * sizeof (GLfloat), 0, &cmd->data.draw.first);
const size_t vertlen = (sizeof (GLfloat) * 2) * count;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
if (!verts) {
return -1;
}
cmd->data.draw.count = count;
/* GL_LINE_STRIP seems to be unreliable on various drivers, so try
to build out our own GL_LINES. :(
If the line segment is completely horizontal or vertical,
/* Offset to hit the center of the pixel. */
for (i = 0; i < count; i++) {
*(verts++) = 0.5f + points[i].x;
*(verts++) = 0.5f + points[i].y;
}
/* If the line segment is completely horizontal or vertical,
make it one pixel longer, to satisfy the diamond-exit rule.
We should probably do this for diagonal lines too, but we'd have to
do some trigonometry to figure out the correct pixel and generally
@ -873,30 +873,19 @@ GL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPo
that are missing a pixel that frames something and not arbitrary
angles. Maybe !!! FIXME for later, though. */
for (i = 0; i < count-1; i++, points++) {
GLfloat xstart = 0.5f + points[0].x; /* 0.5f to get to the center of the pixel. */
GLfloat ystart = 0.5f + points[0].y;
GLfloat xend = 0.5f + points[1].x;
GLfloat yend = 0.5f + points[1].y;
/* update the last line. */
verts -= 4;
{
const GLfloat xstart = verts[0];
const GLfloat ystart = verts[1];
const GLfloat xend = verts[2];
const GLfloat yend = verts[3];
if (xstart == xend) { /* vertical line */
if (yend > ystart) {
yend += 1.0f;
} else {
ystart += 1.0f;
}
} else if (ystart == yend) { /* horizontal line */
if (xend > xstart) {
xend += 1.0f;
} else {
xstart += 1.0f;
}
if (ystart == yend) { /* horizontal line */
verts[2] += (xend > xstart) ? 1.0f : -1.0f;
} else if (xstart == xend) { /* vertical line */
verts[3] += (yend > ystart) ? 1.0f : -1.0f;
}
*(verts++) = xstart;
*(verts++) = ystart;
*(verts++) = xend;
*(verts++) = yend;
}
return 0;
@ -1267,10 +1256,9 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
const size_t count = cmd->data.draw.count;
SDL_assert(count >= 2);
SetDrawState(data, cmd, SHADER_SOLID);
data->glBegin(GL_LINES);
for (i = 0; i < count-1; ++i, verts += 4) {
data->glBegin(GL_LINE_STRIP);
for (i = 0; i < count; ++i, verts += 2) {
data->glVertex2f(verts[0], verts[1]);
data->glVertex2f(verts[2], verts[3]);
}
data->glEnd();
break;

View File

@ -564,21 +564,21 @@ GLES_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
static int
GLES_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
GLfloat *verts;
int i;
SDL_assert(count >= 2); /* should have been checked at the higher level. */
verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, (count-1) * 4 * sizeof (GLfloat), 0, &cmd->data.draw.first);
const size_t vertlen = (sizeof (GLfloat) * 2) * count;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
if (!verts) {
return -1;
}
cmd->data.draw.count = count;
/* GL_LINE_STRIP seems to be unreliable on various drivers, so try
to build out our own GL_LINES. :(
If the line segment is completely horizontal or vertical,
/* Offset to hit the center of the pixel. */
for (i = 0; i < count; i++) {
*(verts++) = 0.5f + points[i].x;
*(verts++) = 0.5f + points[i].y;
}
/* If the line segment is completely horizontal or vertical,
make it one pixel longer, to satisfy the diamond-exit rule.
We should probably do this for diagonal lines too, but we'd have to
do some trigonometry to figure out the correct pixel and generally
@ -586,30 +586,19 @@ GLES_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_F
that are missing a pixel that frames something and not arbitrary
angles. Maybe !!! FIXME for later, though. */
for (i = 0; i < count-1; i++, points++) {
GLfloat xstart = 0.5f + points[0].x; /* 0.5f to get to the center of the pixel. */
GLfloat ystart = 0.5f + points[0].y;
GLfloat xend = 0.5f + points[1].x;
GLfloat yend = 0.5f + points[1].y;
/* update the last line. */
verts -= 4;
{
const GLfloat xstart = verts[0];
const GLfloat ystart = verts[1];
const GLfloat xend = verts[2];
const GLfloat yend = verts[3];
if (xstart == xend) { /* vertical line */
if (yend > ystart) {
yend += 1.0f;
} else {
ystart += 1.0f;
}
} else if (ystart == yend) { /* horizontal line */
if (xend > xstart) {
xend += 1.0f;
} else {
xstart += 1.0f;
}
if (ystart == yend) { /* horizontal line */
verts[2] += (xend > xstart) ? 1.0f : -1.0f;
} else if (xstart == xend) { /* vertical line */
verts[3] += (yend > ystart) ? 1.0f : -1.0f;
}
*(verts++) = xstart;
*(verts++) = ystart;
*(verts++) = xend;
*(verts++) = yend;
}
return 0;
@ -958,7 +947,7 @@ GLES_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vert
SDL_assert(count >= 2);
SetDrawState(data, cmd);
data->glVertexPointer(2, GL_FLOAT, 0, verts);
data->glDrawArrays(GL_LINES, 0, (GLsizei) ((count-1) * 2));
data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) ((count-1) * 2));
break;
}

View File

@ -786,21 +786,21 @@ GLES2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL
static int
GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
GLfloat *verts;
int i;
SDL_assert(count >= 2); /* should have been checked at the higher level. */
verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, (count-1) * 4 * sizeof (GLfloat), 0, &cmd->data.draw.first);
const size_t vertlen = (sizeof (GLfloat) * 2) * count;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
if (!verts) {
return -1;
}
cmd->data.draw.count = count;
/* GL_LINE_STRIP seems to be unreliable on various drivers, so try
to build out our own GL_LINES. :(
If the line segment is completely horizontal or vertical,
/* Offset to hit the center of the pixel. */
for (i = 0; i < count; i++) {
*(verts++) = 0.5f + points[i].x;
*(verts++) = 0.5f + points[i].y;
}
/* If the line segment is completely horizontal or vertical,
make it one pixel longer, to satisfy the diamond-exit rule.
We should probably do this for diagonal lines too, but we'd have to
do some trigonometry to figure out the correct pixel and generally
@ -808,30 +808,19 @@ GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
that are missing a pixel that frames something and not arbitrary
angles. Maybe !!! FIXME for later, though. */
for (i = 0; i < count-1; i++, points++) {
GLfloat xstart = 0.5f + points[0].x; /* 0.5f to get to the center of the pixel. */
GLfloat ystart = 0.5f + points[0].y;
GLfloat xend = 0.5f + points[1].x;
GLfloat yend = 0.5f + points[1].y;
/* update the last line. */
verts -= 4;
{
const GLfloat xstart = verts[0];
const GLfloat ystart = verts[1];
const GLfloat xend = verts[2];
const GLfloat yend = verts[3];
if (xstart == xend) { /* vertical line */
if (yend > ystart) {
yend += 1.0f;
} else {
ystart += 1.0f;
}
} else if (ystart == yend) { /* horizontal line */
if (xend > xstart) {
xend += 1.0f;
} else {
xstart += 1.0f;
}
if (ystart == yend) { /* horizontal line */
verts[2] += (xend > xstart) ? 1.0f : -1.0f;
} else if (xstart == xend) { /* vertical line */
verts[3] += (yend > ystart) ? 1.0f : -1.0f;
}
*(verts++) = xstart;
*(verts++) = ystart;
*(verts++) = xend;
*(verts++) = yend;
}
return 0;
@ -1351,7 +1340,7 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
const size_t count = cmd->data.draw.count;
SDL_assert(count >= 2);
if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID) == 0) {
data->glDrawArrays(GL_LINES, 0, (GLsizei) ((count-1) * 2));
data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) ((count-1) * 2));
}
break;
}