mirror of https://github.com/encounter/SDL.git
SDL_Render OpenGL: do batching like in the GLES2 backend (with no VBO)
This commit is contained in:
parent
90f0d2ce49
commit
b0dd4c7d36
|
@ -1038,7 +1038,7 @@ GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
|
|||
return 0;
|
||||
}
|
||||
|
||||
static void
|
||||
static int
|
||||
SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader shader)
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
static void
|
||||
static int
|
||||
SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd)
|
||||
{
|
||||
SDL_Texture *texture = cmd->data.draw.texture;
|
||||
|
@ -1183,6 +1185,8 @@ SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd)
|
|||
|
||||
data->drawstate.texture = texture;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
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_dirty = SDL_TRUE;
|
||||
}
|
||||
|
||||
if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof (SDL_Rect)) != 0) {
|
||||
SDL_memcpy(&data->drawstate.cliprect, rect, sizeof (SDL_Rect));
|
||||
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);
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
|
@ -1308,42 +1289,113 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
|
|||
case SDL_RENDERCMD_COPY_EX: /* unused */
|
||||
break;
|
||||
|
||||
case SDL_RENDERCMD_GEOMETRY: {
|
||||
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
|
||||
SDL_Texture *texture = cmd->data.draw.texture;
|
||||
const size_t count = cmd->data.draw.count;
|
||||
|
||||
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);
|
||||
case SDL_RENDERCMD_DRAW_LINES: {
|
||||
if (SetDrawState(data, cmd, SHADER_SOLID) == 0) {
|
||||
size_t count = cmd->data.draw.count;
|
||||
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
|
||||
|
||||
/* SetDrawState handles glEnableClientState. */
|
||||
if (texture) {
|
||||
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);
|
||||
data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, verts);
|
||||
|
||||
if (count > 2) {
|
||||
/* joined lines cannot be grouped */
|
||||
data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)count);
|
||||
} else {
|
||||
data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 3, verts + 0);
|
||||
data->glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(float) * 3, verts + 2);
|
||||
/* let's group non joined lines */
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
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:
|
||||
break;
|
||||
|
|
Loading…
Reference in New Issue