render: OpenGL renderer now caches some state, to improve non-batching mode.

(other minor bug fixes in here, too)
This commit is contained in:
Ryan C. Gordon 2018-09-25 19:20:31 -04:00
parent 06461bba73
commit d04e55240e
1 changed files with 101 additions and 68 deletions

View File

@ -60,6 +60,19 @@ struct GL_FBOList
GL_FBOList *next;
};
typedef struct
{
SDL_Rect viewport;
SDL_Texture *texture;
SDL_BlendMode blend;
GL_Shader shader;
SDL_bool cliprect_enabled;
SDL_Rect cliprect;
SDL_bool texturing;
Uint32 color;
Uint32 clear_color;
} GL_DrawStateCache;
typedef struct
{
SDL_GLContext context;
@ -97,6 +110,7 @@ typedef struct
/* Shader support */
GL_ShaderContext *shaders;
GL_DrawStateCache drawstate;
} GL_RenderData;
typedef struct
@ -916,13 +930,11 @@ GL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * te
}
static void
SetDrawState(const GL_RenderData *data, const SDL_RenderCommand *cmd,
const GL_Shader shader, SDL_BlendMode *current_blend,
GL_Shader *current_shader, SDL_bool *current_texturing)
SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader shader)
{
const SDL_BlendMode blend = cmd->data.draw.blend;
if (blend != *current_blend) {
if (blend != data->drawstate.blend) {
if (blend == SDL_BLENDMODE_NONE) {
data->glDisable(GL_BLEND);
} else {
@ -933,29 +945,27 @@ SetDrawState(const GL_RenderData *data, const SDL_RenderCommand *cmd,
GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blend)));
data->glBlendEquation(GetBlendEquation(SDL_GetBlendModeColorOperation(blend)));
}
*current_blend = blend;
data->drawstate.blend = blend;
}
if (data->shaders && (shader != *current_shader)) {
if (data->shaders && (shader != data->drawstate.shader)) {
GL_SelectShader(data->shaders, shader);
*current_shader = shader;
data->drawstate.shader = shader;
}
if ((cmd->data.draw.texture != NULL) != *current_texturing) {
if ((cmd->data.draw.texture != NULL) != data->drawstate.texturing) {
if (cmd->data.draw.texture == NULL) {
data->glDisable(data->textype);
*current_texturing = SDL_FALSE;
data->drawstate.texturing = SDL_FALSE;
} else {
data->glEnable(data->textype);
*current_texturing = SDL_FALSE;
data->drawstate.texturing = SDL_TRUE;
}
}
}
static void
SetCopyState(const GL_RenderData *data, const SDL_RenderCommand *cmd,
SDL_BlendMode *current_blend, GL_Shader *current_shader,
SDL_bool *current_texturing, SDL_Texture **current_texture)
SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd)
{
SDL_Texture *texture = cmd->data.draw.texture;
const GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
@ -998,9 +1008,9 @@ SetCopyState(const GL_RenderData *data, const SDL_RenderCommand *cmd,
}
}
SetDrawState(data, cmd, shader, current_blend, current_shader, current_texturing);
SetDrawState(data, cmd, shader);
if (texture != *current_texture) {
if (texture != data->drawstate.texture) {
const GLenum textype = data->textype;
if (texturedata->yuv) {
data->glActiveTextureARB(GL_TEXTURE2_ARB);
@ -1016,7 +1026,7 @@ SetCopyState(const GL_RenderData *data, const SDL_RenderCommand *cmd,
data->glActiveTextureARB(GL_TEXTURE0_ARB);
data->glBindTexture(textype, texturedata->texture);
*current_texture = texture;
data->drawstate.texture = texture;
}
}
@ -1025,14 +1035,8 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
{
/* !!! FIXME: it'd be nice to use a vertex buffer instead of immediate mode... */
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
SDL_Rect viewport;
SDL_Texture *bound_texture = NULL;
SDL_BlendMode blend = SDL_BLENDMODE_INVALID;
GL_Shader shader = SHADER_INVALID;
int drawablew = 0, drawableh = 0;
SDL_bool cliprect_enabled = SDL_FALSE;
const SDL_bool istarget = renderer->target != NULL;
SDL_bool texturing = SDL_FALSE;
size_t i;
if (GL_ActivateRenderer(renderer) < 0) {
@ -1043,68 +1047,86 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
SDL_GL_GetDrawableSize(renderer->window, &drawablew, &drawableh);
}
data->glDisable(data->textype);
data->glMatrixMode(GL_MODELVIEW);
data->glLoadIdentity();
while (cmd) {
switch (cmd->command) {
case SDL_RENDERCMD_SETDRAWCOLOR: {
data->glColor4f((GLfloat) cmd->data.color.r * inv255f,
(GLfloat) cmd->data.color.g * inv255f,
(GLfloat) cmd->data.color.b * inv255f,
(GLfloat) cmd->data.color.a * inv255f);
const Uint8 r = cmd->data.color.r;
const Uint8 g = cmd->data.color.g;
const Uint8 b = cmd->data.color.b;
const Uint8 a = cmd->data.color.a;
const Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
if (color != data->drawstate.color) {
data->glColor4f((GLfloat) r * inv255f,
(GLfloat) g * inv255f,
(GLfloat) b * inv255f,
(GLfloat) a * inv255f);
data->drawstate.color = color;
}
break;
}
case SDL_RENDERCMD_SETVIEWPORT: {
SDL_memcpy(&viewport, &cmd->data.viewport.rect, sizeof (viewport));
data->glMatrixMode(GL_PROJECTION);
data->glLoadIdentity();
data->glViewport(viewport.x,
istarget ? viewport.y : (drawableh - viewport.y - viewport.h),
viewport.w, viewport.h);
if (viewport.w && viewport.h) {
data->glOrtho((GLdouble) 0, (GLdouble) renderer->viewport.w,
(GLdouble) istarget ? 0 : renderer->viewport.h,
(GLdouble) istarget ? renderer->viewport.h : 0,
0.0, 1.0);
SDL_Rect *viewport = &data->drawstate.viewport;
if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect)) != 0) {
SDL_memcpy(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect));
data->glMatrixMode(GL_PROJECTION);
data->glLoadIdentity();
data->glViewport(viewport->x,
istarget ? viewport->y : (drawableh - viewport->y - viewport->h),
viewport->w, viewport->h);
if (viewport->w && viewport->h) {
data->glOrtho((GLdouble) 0, (GLdouble) viewport->w,
(GLdouble) istarget ? 0 : viewport->h,
(GLdouble) istarget ? viewport->h : 0,
0.0, 1.0);
}
data->glMatrixMode(GL_MODELVIEW);
}
data->glMatrixMode(GL_MODELVIEW);
break;
}
case SDL_RENDERCMD_SETCLIPRECT: {
const SDL_Rect *rect = &cmd->data.cliprect.rect;
cliprect_enabled = cmd->data.cliprect.enabled;
if (cliprect_enabled) {
data->glEnable(GL_SCISSOR_TEST);
} else {
data->glDisable(GL_SCISSOR_TEST);
}
if (cliprect_enabled) {
data->glScissor(viewport.x + rect->x,
istarget ? viewport.y + rect->y : drawableh - viewport.y - rect->y - rect->h,
rect->w, rect->h);
if (data->drawstate.cliprect_enabled != cmd->data.cliprect.enabled) {
data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled;
if (!data->drawstate.cliprect_enabled) {
data->glDisable(GL_SCISSOR_TEST);
} else {
const SDL_Rect *viewport = &data->drawstate.viewport;
data->glEnable(GL_SCISSOR_TEST);
if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof (SDL_Rect)) != 0) {
data->glScissor(viewport->x + rect->x,
istarget ? viewport->y + rect->y : drawableh - viewport->y - rect->y - rect->h,
rect->w, rect->h);
SDL_memcpy(&data->drawstate.cliprect, rect, sizeof (SDL_Rect));
}
}
}
break;
}
case SDL_RENDERCMD_CLEAR: {
const GLfloat r = ((GLfloat) cmd->data.color.r) * inv255f;
const GLfloat g = ((GLfloat) cmd->data.color.g) * inv255f;
const GLfloat b = ((GLfloat) cmd->data.color.b) * inv255f;
const GLfloat a = ((GLfloat) cmd->data.color.a) * inv255f;
data->glClearColor(r, g, b, a);
const Uint8 r = cmd->data.color.r;
const Uint8 g = cmd->data.color.g;
const Uint8 b = cmd->data.color.b;
const Uint8 a = cmd->data.color.a;
const Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
if (color != data->drawstate.clear_color) {
const GLfloat fr = ((GLfloat) r) * inv255f;
const GLfloat fg = ((GLfloat) g) * inv255f;
const GLfloat fb = ((GLfloat) b) * inv255f;
const GLfloat fa = ((GLfloat) a) * inv255f;
data->glClearColor(fr, fg, fb, fa);
data->drawstate.clear_color = color;
}
if (cliprect_enabled) {
if (data->drawstate.cliprect_enabled) {
data->glDisable(GL_SCISSOR_TEST);
}
data->glClear(GL_COLOR_BUFFER_BIT);
if (cliprect_enabled) {
if (data->drawstate.cliprect_enabled) {
data->glEnable(GL_SCISSOR_TEST);
}
break;
@ -1113,7 +1135,7 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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, &blend, &shader, &texturing);
SetDrawState(data, cmd, SHADER_SOLID);
data->glBegin(GL_POINTS);
for (i = 0; i < count; i++, verts += 2) {
data->glVertex2f(verts[0], verts[1]);
@ -1124,12 +1146,12 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
case SDL_RENDERCMD_DRAW_LINES: {
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
size_t count = cmd->data.draw.count;
SetDrawState(data, cmd, SHADER_SOLID, &blend, &shader, &texturing);
const size_t count = cmd->data.draw.count;
SetDrawState(data, cmd, SHADER_SOLID);
if (count > 2 && (verts[0] == verts[(count-1)*2]) && (verts[1] == verts[(count*2)-1])) {
--count; /* GL_LINE_LOOP takes care of the final segment */
data->glBegin(GL_LINE_LOOP);
for (i = 0; i < count; ++i, verts += 2) {
/* GL_LINE_LOOP takes care of the final segment */
for (i = 1; i < count; ++i, verts += 2) {
data->glVertex2f(verts[0], verts[1]);
}
data->glEnd();
@ -1183,7 +1205,7 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
case SDL_RENDERCMD_FILL_RECTS: {
const size_t count = cmd->data.draw.count;
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
SetDrawState(data, cmd, SHADER_SOLID, &blend, &shader, &texturing);
SetDrawState(data, cmd, SHADER_SOLID);
for (i = 0; i < count; ++i, verts += 4) {
data->glRectf(verts[0], verts[1], verts[2], verts[3]);
}
@ -1200,7 +1222,7 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
const GLfloat maxu = verts[5];
const GLfloat minv = verts[6];
const GLfloat maxv = verts[7];
SetCopyState(data, cmd, &blend, &shader, &texturing, &bound_texture);
SetCopyState(data, cmd);
data->glBegin(GL_TRIANGLE_STRIP);
data->glTexCoord2f(minu, minv);
data->glVertex2f(minx, miny);
@ -1227,7 +1249,7 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
const GLfloat translatex = verts[8];
const GLfloat translatey = verts[9];
const GLdouble angle = verts[10];
SetCopyState(data, cmd, &blend, &shader, &texturing, &bound_texture);
SetCopyState(data, cmd);
/* Translate to flip, rotate, translate to position */
data->glPushMatrix();
@ -1627,11 +1649,22 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
data->framebuffers = NULL;
/* Set up parameters for rendering */
data->glMatrixMode(GL_MODELVIEW);
data->glLoadIdentity();
data->glDisable(GL_DEPTH_TEST);
data->glDisable(GL_CULL_FACE);
data->glDisable(GL_SCISSOR_TEST);
data->glDisable(data->textype);
data->glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
data->glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
/* This ended up causing video discrepancies between OpenGL and Direct3D */
/* data->glEnable(GL_LINE_SMOOTH); */
data->drawstate.blend = SDL_BLENDMODE_INVALID;
data->drawstate.shader = SHADER_INVALID;
data->drawstate.color = 0xFFFFFFFF;
data->drawstate.clear_color = 0xFFFFFFFF;
return renderer;
error: