SDL_Render OpenGL: do batching like in the GLES2 backend (with no VBO)

This commit is contained in:
Sylvain 2022-01-10 09:22:07 +01:00 committed by Ryan C. Gordon
parent 90f0d2ce49
commit b0dd4c7d36
1 changed files with 107 additions and 55 deletions

View File

@ -1038,7 +1038,7 @@ GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
return 0; return 0;
} }
static void static int
SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader shader) SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader shader)
{ {
const SDL_BlendMode blend = cmd->data.draw.blend; const SDL_BlendMode blend = cmd->data.draw.blend;
@ -1145,9 +1145,11 @@ SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader
} }
data->drawstate.texture_array = texture_array; data->drawstate.texture_array = texture_array;
} }
return 0;
} }
static void static int
SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd) SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd)
{ {
SDL_Texture *texture = cmd->data.draw.texture; SDL_Texture *texture = cmd->data.draw.texture;
@ -1183,6 +1185,8 @@ SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd)
data->drawstate.texture = texture; data->drawstate.texture = texture;
} }
return 0;
} }
static int static int
@ -1244,6 +1248,7 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled; data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled;
data->drawstate.cliprect_enabled_dirty = SDL_TRUE; data->drawstate.cliprect_enabled_dirty = SDL_TRUE;
} }
if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof (SDL_Rect)) != 0) { if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof (SDL_Rect)) != 0) {
SDL_memcpy(&data->drawstate.cliprect, rect, sizeof (SDL_Rect)); SDL_memcpy(&data->drawstate.cliprect, rect, sizeof (SDL_Rect));
data->drawstate.cliprect_dirty = SDL_TRUE; data->drawstate.cliprect_dirty = SDL_TRUE;
@ -1272,30 +1277,6 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
} }
data->glClear(GL_COLOR_BUFFER_BIT); data->glClear(GL_COLOR_BUFFER_BIT);
break;
}
case SDL_RENDERCMD_DRAW_POINTS: {
const size_t count = cmd->data.draw.count;
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
SetDrawState(data, cmd, SHADER_SOLID);
/* SetDrawState handles glEnableClientState. */
data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, verts);
data->glDrawArrays(GL_POINTS, 0, (GLsizei) count);
break;
}
case SDL_RENDERCMD_DRAW_LINES: {
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
const size_t count = cmd->data.draw.count;
SDL_assert(count >= 2);
SetDrawState(data, cmd, SHADER_SOLID);
/* SetDrawState handles glEnableClientState. */
data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, verts);
data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) count);
break; break;
} }
@ -1308,42 +1289,113 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
case SDL_RENDERCMD_COPY_EX: /* unused */ case SDL_RENDERCMD_COPY_EX: /* unused */
break; break;
case SDL_RENDERCMD_GEOMETRY: { case SDL_RENDERCMD_DRAW_LINES: {
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first); if (SetDrawState(data, cmd, SHADER_SOLID) == 0) {
SDL_Texture *texture = cmd->data.draw.texture; size_t count = cmd->data.draw.count;
const size_t count = cmd->data.draw.count; const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
if (texture) {
SetCopyState(data, cmd);
} else {
SetDrawState(data, cmd, SHADER_SOLID);
}
{
Uint32 color = data->drawstate.color;
GLubyte a = (GLubyte)((color >> 24) & 0xFF);
GLubyte r = (GLubyte)((color >> 16) & 0xFF);
GLubyte g = (GLubyte)((color >> 8) & 0xFF);
GLubyte b = (GLubyte)((color >> 0) & 0xFF);
/* SetDrawState handles glEnableClientState. */ /* SetDrawState handles glEnableClientState. */
if (texture) { data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, verts);
data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 5, verts + 0);
data->glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(float) * 5, verts + 2); if (count > 2) {
data->glTexCoordPointer(2, GL_FLOAT, sizeof(float) * 5, verts + 3); /* joined lines cannot be grouped */
data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)count);
} else { } else {
data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 3, verts + 0); /* let's group non joined lines */
data->glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(float) * 3, verts + 2); SDL_RenderCommand *finalcmd = cmd;
SDL_RenderCommand *nextcmd = cmd->next;
SDL_BlendMode thisblend = cmd->data.draw.blend;
while (nextcmd != NULL) {
const SDL_RenderCommandType nextcmdtype = nextcmd->command;
if (nextcmdtype != SDL_RENDERCMD_DRAW_LINES) {
break; /* can't go any further on this draw call, different render command up next. */
} else if (nextcmd->data.draw.count != 2) {
break; /* can't go any further on this draw call, those are joined lines */
} else if (nextcmd->data.draw.blend != thisblend) {
break; /* can't go any further on this draw call, different blendmode copy up next. */
} else {
finalcmd = nextcmd; /* we can combine copy operations here. Mark this one as the furthest okay command. */
count += nextcmd->data.draw.count;
}
nextcmd = nextcmd->next;
}
data->glDrawArrays(GL_LINES, 0, (GLsizei)count);
cmd = finalcmd; /* skip any copy commands we just combined in here. */
} }
data->glDrawArrays(GL_TRIANGLES, 0, (GLsizei) count);
/* Restore previously set color when we're done. */
data->glColor4ub(r, g, b, a);
} }
break; break;
} }
case SDL_RENDERCMD_DRAW_POINTS:
case SDL_RENDERCMD_GEOMETRY: {
/* as long as we have the same copy command in a row, with the
same texture, we can combine them all into a single draw call. */
SDL_Texture *thistexture = cmd->data.draw.texture;
SDL_BlendMode thisblend = cmd->data.draw.blend;
const SDL_RenderCommandType thiscmdtype = cmd->command;
SDL_RenderCommand *finalcmd = cmd;
SDL_RenderCommand *nextcmd = cmd->next;
size_t count = cmd->data.draw.count;
int ret;
while (nextcmd != NULL) {
const SDL_RenderCommandType nextcmdtype = nextcmd->command;
if (nextcmdtype != thiscmdtype) {
break; /* can't go any further on this draw call, different render command up next. */
} else if (nextcmd->data.draw.texture != thistexture || nextcmd->data.draw.blend != thisblend) {
break; /* can't go any further on this draw call, different texture/blendmode copy up next. */
} else {
finalcmd = nextcmd; /* we can combine copy operations here. Mark this one as the furthest okay command. */
count += nextcmd->data.draw.count;
}
nextcmd = nextcmd->next;
}
if (thistexture) {
ret = SetCopyState(data, cmd);
} else {
ret = SetDrawState(data, cmd, SHADER_SOLID);
}
if (ret == 0) {
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
int op = GL_TRIANGLES; /* SDL_RENDERCMD_GEOMETRY */
if (thiscmdtype == SDL_RENDERCMD_DRAW_POINTS) {
op = GL_POINTS;
}
if (thiscmdtype == SDL_RENDERCMD_DRAW_POINTS) {
/* SetDrawState handles glEnableClientState. */
data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, verts);
} else {
/* SetDrawState handles glEnableClientState. */
if (thistexture) {
data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 5, verts + 0);
data->glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(float) * 5, verts + 2);
data->glTexCoordPointer(2, GL_FLOAT, sizeof(float) * 5, verts + 3);
} else {
data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 3, verts + 0);
data->glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(float) * 3, verts + 2);
}
}
data->glDrawArrays(op, 0, (GLsizei) count);
/* Restore previously set color when we're done. */
if (thiscmdtype != SDL_RENDERCMD_DRAW_POINTS) {
Uint32 color = data->drawstate.color;
GLubyte a = (GLubyte)((color >> 24) & 0xFF);
GLubyte r = (GLubyte)((color >> 16) & 0xFF);
GLubyte g = (GLubyte)((color >> 8) & 0xFF);
GLubyte b = (GLubyte)((color >> 0) & 0xFF);
data->glColor4ub(r, g, b, a);
}
}
cmd = finalcmd; /* skip any copy commands we just combined in here. */
break;
}
case SDL_RENDERCMD_NO_OP: case SDL_RENDERCMD_NO_OP:
break; break;