Remove FillRects from back-end, where RenderGeometry can be used

This commit is contained in:
Sylvain
2021-09-25 11:31:18 +02:00
committed by Ryan C. Gordon
parent 70b10c753d
commit f02ad2820f
5 changed files with 7 additions and 281 deletions

View File

@@ -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;