From f02ad2820fa938202f524e9d63605983d29dc71a Mon Sep 17 00:00:00 2001 From: Sylvain Date: Sat, 25 Sep 2021 11:31:18 +0200 Subject: [PATCH] Remove FillRects from back-end, where RenderGeometry can be used --- src/render/direct3d/SDL_render_d3d.c | 64 +------------------ src/render/direct3d11/SDL_render_d3d11.c | 78 +----------------------- src/render/metal/SDL_render_metal.m | 71 +-------------------- src/render/opengl/SDL_render_gl.c | 32 +--------- src/render/opengles/SDL_render_gles.c | 43 +------------ 5 files changed, 7 insertions(+), 281 deletions(-) diff --git a/src/render/direct3d/SDL_render_d3d.c b/src/render/direct3d/SDL_render_d3d.c index 6fea41ceb..27950c1d8 100644 --- a/src/render/direct3d/SDL_render_d3d.c +++ b/src/render/direct3d/SDL_render_d3d.c @@ -831,52 +831,6 @@ D3D_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_F return 0; } -static int -D3D_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count) -{ - const DWORD color = D3DCOLOR_ARGB(cmd->data.draw.a, cmd->data.draw.r, cmd->data.draw.g, cmd->data.draw.b); - const size_t vertslen = count * sizeof (Vertex) * 4; - Vertex *verts = (Vertex *) SDL_AllocateRenderVertices(renderer, vertslen, 0, &cmd->data.draw.first); - int i; - - if (!verts) { - return -1; - } - - SDL_memset(verts, '\0', vertslen); - cmd->data.draw.count = count; - - for (i = 0; i < count; i++) { - const SDL_FRect *rect = &rects[i]; - const float minx = rect->x; - const float maxx = rect->x + rect->w; - const float miny = rect->y; - const float maxy = rect->y + rect->h; - - verts->x = minx; - verts->y = miny; - verts->color = color; - verts++; - - verts->x = maxx; - verts->y = miny; - verts->color = color; - verts++; - - verts->x = maxx; - verts->y = maxy; - verts->color = color; - verts++; - - verts->x = minx; - verts->y = maxy; - verts->color = color; - verts++; - } - - return 0; -} - static int D3D_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride, @@ -1277,23 +1231,8 @@ D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti break; } - case SDL_RENDERCMD_FILL_RECTS: { - const size_t count = cmd->data.draw.count; - const size_t first = cmd->data.draw.first; - SetDrawState(data, cmd); - if (vbo) { - size_t offset = 0; - for (i = 0; i < count; ++i, offset += 4) { - IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_TRIANGLEFAN, (UINT) ((first / sizeof (Vertex)) + offset), 2); - } - } else { - const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first); - for (i = 0; i < count; ++i, verts += 4) { - IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2, verts, sizeof (Vertex)); - } - } + case SDL_RENDERCMD_FILL_RECTS: /* unused */ break; - } case SDL_RENDERCMD_COPY: /* unused */ break; @@ -1622,7 +1561,6 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags) renderer->QueueSetDrawColor = D3D_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */ renderer->QueueDrawPoints = D3D_QueueDrawPoints; renderer->QueueDrawLines = D3D_QueueDrawPoints; /* lines and points queue vertices the same way. */ - renderer->QueueFillRects = D3D_QueueFillRects; renderer->QueueGeometry = D3D_QueueGeometry; renderer->RunCommandQueue = D3D_RunCommandQueue; renderer->RenderReadPixels = D3D_RenderReadPixels; diff --git a/src/render/direct3d11/SDL_render_d3d11.c b/src/render/direct3d11/SDL_render_d3d11.c index 5aa8829fe..88824e48d 100644 --- a/src/render/direct3d11/SDL_render_d3d11.c +++ b/src/render/direct3d11/SDL_render_d3d11.c @@ -1633,71 +1633,6 @@ D3D11_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL return 0; } -static int -D3D11_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count) -{ - VertexPositionColor *verts = (VertexPositionColor *) SDL_AllocateRenderVertices(renderer, count * 4 * sizeof (VertexPositionColor), 0, &cmd->data.draw.first); - const float r = (float)(cmd->data.draw.r / 255.0f); - const float g = (float)(cmd->data.draw.g / 255.0f); - const float b = (float)(cmd->data.draw.b / 255.0f); - const float a = (float)(cmd->data.draw.a / 255.0f); - int i; - - if (!verts) { - return -1; - } - - cmd->data.draw.count = count; - - for (i = 0; i < count; i++) { - verts->pos.x = rects[i].x; - verts->pos.y = rects[i].y; - verts->pos.z = 0.0f; - verts->tex.x = 0.0f; - verts->tex.y = 0.0f; - verts->color.x = r; - verts->color.y = g; - verts->color.z = b; - verts->color.w = a; - verts++; - - verts->pos.x = rects[i].x; - verts->pos.y = rects[i].y + rects[i].h; - verts->pos.z = 0.0f; - verts->tex.x = 0.0f; - verts->tex.y = 0.0f; - verts->color.x = r; - verts->color.y = g; - verts->color.z = b; - verts->color.w = a; - verts++; - - verts->pos.x = rects[i].x + rects[i].w; - verts->pos.y = rects[i].y; - verts->pos.z = 0.0f; - verts->tex.x = 0.0f; - verts->tex.y = 0.0f; - verts->color.x = r; - verts->color.y = g; - verts->color.z = b; - verts->color.w = a; - verts++; - - verts->pos.x = rects[i].x + rects[i].w; - verts->pos.y = rects[i].y + rects[i].h; - verts->pos.z = 0.0f; - verts->tex.x = 0.0f; - verts->tex.y = 0.0f; - verts->color.x = r; - verts->color.y = g; - verts->color.z = b; - verts->color.w = a; - verts++; - } - - return 0; -} - static int D3D11_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride, @@ -2201,19 +2136,10 @@ D3D11_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver break; } - case SDL_RENDERCMD_FILL_RECTS: { - const size_t count = cmd->data.draw.count; - const size_t first = cmd->data.draw.first; - const size_t start = first / sizeof (VertexPositionColor); - size_t offset = 0; - D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[SHADER_SOLID], 0, NULL, NULL, NULL); - for (i = 0; i < count; i++, offset += 4) { - D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, start + offset, 4); - } + case SDL_RENDERCMD_FILL_RECTS: /* unused */ break; - } - case SDL_RENDERCMD_COPY: /* unsued */ + case SDL_RENDERCMD_COPY: /* unused */ break; case SDL_RENDERCMD_COPY_EX: /* unused */ diff --git a/src/render/metal/SDL_render_metal.m b/src/render/metal/SDL_render_metal.m index eb9949a0a..1709fcea0 100644 --- a/src/render/metal/SDL_render_metal.m +++ b/src/render/metal/SDL_render_metal.m @@ -1145,52 +1145,6 @@ METAL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_ return 0; } -static int -METAL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count) -{ - const int color = (cmd->data.draw.r << 0) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 16) | (cmd->data.draw.a << 24); - const size_t vertlen = 4 * (2 * sizeof (float) + sizeof (int)) * count; - float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first); - if (!verts) { - return -1; - } - - cmd->data.draw.count = count; - - /* Quads in the following vertex order (matches the quad index buffer): - * 1---3 - * | \ | - * 0---2 - */ - for (int i = 0; i < count; i++, rects++) { - if ((rects->w <= 0.0f) || (rects->h <= 0.0f)) { - cmd->data.draw.count--; - } else { - *(verts++) = rects->x; - *(verts++) = rects->y + rects->h; - *((int *)verts++) = color; - - *(verts++) = rects->x; - *(verts++) = rects->y; - *((int *)verts++) = color; - - *(verts++) = rects->x + rects->w; - *(verts++) = rects->y + rects->h; - *((int *)verts++) = color; - - *(verts++) = rects->x + rects->w; - *(verts++) = rects->y; - *((int *)verts++) = color; - } - } - - if (cmd->data.draw.count == 0) { - cmd->command = SDL_RENDERCMD_NO_OP; // nothing to do, just skip this one later. - } - - return 0; -} - static int METAL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride, @@ -1459,33 +1413,13 @@ METAL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver break; } - case SDL_RENDERCMD_FILL_RECTS: { - const size_t count = cmd->data.draw.count; - const size_t maxcount = UINT16_MAX / 4; - SetDrawState(renderer, cmd, SDL_METAL_FRAGMENT_SOLID, CONSTANTS_OFFSET_IDENTITY, mtlbufvertex, &statecache); - if (count == 1) { - [data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4]; - } else { - /* Our index buffer has 16 bit indices, so we can only draw - * 65k vertices (16k rects) at a time. */ - for (size_t i = 0; i < count; i += maxcount) { - /* Set the vertex buffer offset for our current positions. - * The vertex buffer itself was bound in SetDrawState. */ - [data.mtlcmdencoder setVertexBufferOffset:cmd->data.draw.first + i*sizeof(float)*8 atIndex:0]; - [data.mtlcmdencoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle - indexCount:SDL_min(maxcount, count - i) * 6 - indexType:MTLIndexTypeUInt16 - indexBuffer:data.mtlbufquadindices - indexBufferOffset:0]; - } - } + case SDL_RENDERCMD_FILL_RECTS: /* unused */ break; - } case SDL_RENDERCMD_COPY: /* unused */ break; - case SDL_RENDERCMD_COPY_EX: /* unused */ + case SDL_RENDERCMD_COPY_EX: /* unused */ break; case SDL_RENDERCMD_GEOMETRY: { @@ -1881,7 +1815,6 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags) renderer->QueueSetDrawColor = METAL_QueueSetDrawColor; renderer->QueueDrawPoints = METAL_QueueDrawPoints; renderer->QueueDrawLines = METAL_QueueDrawLines; - renderer->QueueFillRects = METAL_QueueFillRects; renderer->QueueGeometry = METAL_QueueGeometry; renderer->RunCommandQueue = METAL_RunCommandQueue; renderer->RenderReadPixels = METAL_RenderReadPixels; diff --git a/src/render/opengl/SDL_render_gl.c b/src/render/opengl/SDL_render_gl.c index 3b9b410cb..5fd290a62 100644 --- a/src/render/opengl/SDL_render_gl.c +++ b/src/render/opengl/SDL_render_gl.c @@ -979,28 +979,6 @@ GL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPo return 0; } -static int -GL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count) -{ - GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 4 * sizeof (GLfloat), 0, &cmd->data.draw.first); - int i; - - if (!verts) { - return -1; - } - - cmd->data.draw.count = count; - for (i = 0; i < count; i++) { - const SDL_FRect *rect = &rects[i]; - *(verts++) = rect->x; - *(verts++) = rect->y; - *(verts++) = rect->x + rect->w; - *(verts++) = rect->y + rect->h; - } - - return 0; -} - static int GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride, @@ -1282,15 +1260,8 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic break; } - 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); - for (i = 0; i < count; ++i, verts += 4) { - data->glRectf(verts[0], verts[1], verts[2], verts[3]); - } + case SDL_RENDERCMD_FILL_RECTS: /* unused */ break; - } case SDL_RENDERCMD_COPY: /* unused */ break; @@ -1676,7 +1647,6 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags) renderer->QueueSetDrawColor = GL_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */ renderer->QueueDrawPoints = GL_QueueDrawPoints; renderer->QueueDrawLines = GL_QueueDrawLines; - renderer->QueueFillRects = GL_QueueFillRects; renderer->QueueGeometry = GL_QueueGeometry; renderer->RunCommandQueue = GL_RunCommandQueue; renderer->RenderReadPixels = GL_RenderReadPixels; diff --git a/src/render/opengles/SDL_render_gles.c b/src/render/opengles/SDL_render_gles.c index cb06e13dd..07ed44573 100644 --- a/src/render/opengles/SDL_render_gles.c +++ b/src/render/opengles/SDL_render_gles.c @@ -601,37 +601,6 @@ GLES_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_F return 0; } -static int -GLES_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count) -{ - GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 8 * sizeof (GLfloat), 0, &cmd->data.draw.first); - int i; - - if (!verts) { - return -1; - } - - cmd->data.draw.count = count; - - for (i = 0; i < count; i++) { - const SDL_FRect *rect = &rects[i]; - const GLfloat minx = rect->x; - const GLfloat maxx = rect->x + rect->w; - const GLfloat miny = rect->y; - const GLfloat maxy = rect->y + rect->h; - *(verts++) = minx; - *(verts++) = miny; - *(verts++) = maxx; - *(verts++) = miny; - *(verts++) = minx; - *(verts++) = maxy; - *(verts++) = maxx; - *(verts++) = maxy; - } - - return 0; -} - static int GLES_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride, @@ -892,17 +861,8 @@ GLES_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vert break; } - case SDL_RENDERCMD_FILL_RECTS: { - const size_t count = cmd->data.draw.count; - const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first); - GLsizei offset = 0; - SetDrawState(data, cmd); - data->glVertexPointer(2, GL_FLOAT, 0, verts); - for (i = 0; i < count; ++i, offset += 4) { - data->glDrawArrays(GL_TRIANGLE_STRIP, offset, 4); - } + case SDL_RENDERCMD_FILL_RECTS: /* unused */ break; - } case SDL_RENDERCMD_COPY: /* unused */ break; @@ -1164,7 +1124,6 @@ GLES_CreateRenderer(SDL_Window * window, Uint32 flags) renderer->QueueSetDrawColor = GLES_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */ renderer->QueueDrawPoints = GLES_QueueDrawPoints; renderer->QueueDrawLines = GLES_QueueDrawLines; - renderer->QueueFillRects = GLES_QueueFillRects; renderer->QueueGeometry = GLES_QueueGeometry; renderer->RunCommandQueue = GLES_RunCommandQueue; renderer->RenderReadPixels = GLES_RenderReadPixels;