./src/render/SDL_render.c(2168): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2168): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2175): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2175): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant
./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
https://bugzilla.libsdl.org/show_bug.cgi?id=4350
We can't safely call GL_DestroyRenderer() until GL_LoadFunctions()
succeeds because we will be missing functions that we try to use
when activating the renderer for destruction if we have an GL context.
Sylvain
Re-opening this issue.
It fixes the test-case, but it introduces a regression with another bug (bug #4313).
So here's a new patch that activate cropping of the source surface to solve the issue.
It also reverts the wrong changeset.
It prevents unneeded colorkey error message.
Include guards in most changed files were missing, I added them keeping
the same style as other SDL files. In some cases I moved the include
guards around to be the first thing the header has to take advantage of
any possible improvements compiler may have for inclusion guards.
I have no idea if this works (or if it ever worked, having now examined this
code), as I have no way to compile or test this.
If it's broken, send patches. :)
This means it doesn't have to block while the current frame finishes using the
vertex buffer; it just moves on to the next, probably-not-in-use buffer.
- high-level filters out duplicate render commands from the queue so
backends don't have to.
- Setting draw color is now a render command, so backends can put color
information into the vertex buffer to upload with everything else instead
of setting it with slower dynamic data later.
- backends can request that they always batch, even for legacy programs,
since the lowlevel API can deal with it (Metal, and eventually Vulkan
and such...)
- high-level makes sure the queue has at least one setdrawcolor and
setviewport command before any draw calls, so the backends don't ever have
to manage cases where this hasn't been explicitly set yet.
- backends allocating vertex buffer space can specify alignment, and the
high-level will keep track of gaps in the buffer between the last used
positions and the aligned data that can be used for later allocations
(Metal and such need to specify some constant data on 256 byte boundaries,
but we don't want to waste all that space we had to skip to meet alignment
requirements).
It now uses a growable linked list that keeps a pool of allocated items for
reuse, and reallocs the vertex array as necessary. Testsprite2 can scale to
20,000 (or more!) draws now without drama.
This moves all the rendering to a command list that is flushed to the GL as
necessary, making most common activities upload a single vertex buffer per
frame and dramatically reducing state changes. In pathological cases,
like Emscripten running on iOS's Safari, performance can go from a dozen
draw calls killing your performance to 1000 draw calls running smoothly.
This is work in progress, and not ready to ship. Among other things, it has
a hardcoded array that isn't checked for overflow. But the basic idea is
sound!
The only place angle is activated and causes effect is RenderCopyEx. All other
methods which use vertex shader, leave angle disabled and cause useless sin/cos
calculation in shader.
To get around shader's interface is changed to a vector that contains results
of sin and cos. To behave properly when disabled, cos value is set with offset
-1.0 making 0.0 default when deactivated.
As nice side effect it simplifies GLES2_UpdateVertexBuffer: All attributes are
vectors now.
Additional background:
* On RaspberryPi it gives a performace win for operations. Tested with
[1] numbers go down for 5-10% (not easy to estimate due to huge variation).
* SDL_RenderCopyEx was tested with [2]
* It works around left rotated display caused by low accuracy sin implemetation
in RaspberryPi/VC4 [3]
[1] https://github.com/schnitzeltony/sdl2box
[2] https://github.com/schnitzeltony/sdl2rendercopyex
[3] https://github.com/anholt/mesa/issues/110
Signed-off-by: Andreas M?ller <schnitzeltony@gmail.com>