opengles2: Attempt to batch RenderCopy calls into a single glDrawArrays call.
parent
1f0eb03a76
commit
08797adaef
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@ -788,7 +788,7 @@ GLES2_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * t
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int color;
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GLfloat minx, miny, maxx, maxy;
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GLfloat minu, maxu, minv, maxv;
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const size_t vertlen = 4 * (2 * sizeof (float) + sizeof (int) + 2 * sizeof (float));
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const size_t vertlen = 6 * (2 * sizeof (float) + sizeof (int) + 2 * sizeof (float));
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
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if (!verts) {
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@ -813,12 +813,29 @@ GLES2_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * t
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minv = (GLfloat) srcrect->y / texture->h;
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maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
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/* set these up as GL_TRIANGLES instead of GL_TRIANGLE_STRIP; it's more
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vertices, but we can then draw unconnected pieces in a single draw
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call if there are several draws in a row using the same texture
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(such as a particle system or texture atlas). */
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*(verts++) = minx;
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*(verts++) = miny;
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*((int *)verts++) = color;
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*(verts++) = minu;
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*(verts++) = minv;
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*(verts++) = maxx;
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*(verts++) = miny;
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*((int *)verts++) = color;
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*(verts++) = maxu;
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*(verts++) = minv;
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*(verts++) = minx;
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*(verts++) = maxy;
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*((int *)verts++) = color;
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*(verts++) = minu;
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*(verts++) = maxv;
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*(verts++) = maxx;
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*(verts++) = miny;
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*((int *)verts++) = color;
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@ -855,7 +872,7 @@ GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
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const GLfloat centery = center->y + dstrect->y;
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GLfloat minx, miny, maxx, maxy;
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GLfloat minu, maxu, minv, maxv;
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const size_t vertlen = 4 * (2 * sizeof (float) + sizeof (int) + (2 + 2 + 2) * sizeof (float));
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const size_t vertlen = 6 * (2 * sizeof (float) + sizeof (int) + (2 + 2 + 2) * sizeof (float));
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
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if (!verts) {
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@ -889,9 +906,13 @@ GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
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minv = ((GLfloat) srcquad->y) / ((GLfloat) texture->h);
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maxv = ((GLfloat) (srcquad->y + srcquad->h)) / ((GLfloat) texture->h);
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cmd->data.draw.count = 1;
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/* set these up as GL_TRIANGLES instead of GL_TRIANGLE_STRIP; it's more
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vertices, but we can then draw unconnected pieces in a single draw
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call if there are several draws in a row using the same texture
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(such as a particle system or texture atlas). */
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*(verts++) = minx;
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*(verts++) = miny;
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*((int *)verts++) = color;
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@ -922,6 +943,26 @@ GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
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*(verts++) = centerx;
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*(verts++) = centery;
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*(verts++) = maxx;
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*(verts++) = miny;
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*((int *)verts++) = color;
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*(verts++) = maxu;
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*(verts++) = minv;
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*(verts++) = s;
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*(verts++) = c;
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*(verts++) = centerx;
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*(verts++) = centery;
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*(verts++) = minx;
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*(verts++) = maxy;
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*((int *)verts++) = color;
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*(verts++) = minu;
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*(verts++) = maxv;
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*(verts++) = s;
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*(verts++) = c;
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*(verts++) = centerx;
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*(verts++) = centery;
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*(verts++) = maxx;
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*(verts++) = maxy;
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*((int *)verts++) = color;
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@ -1375,9 +1416,34 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
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case SDL_RENDERCMD_COPY:
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case SDL_RENDERCMD_COPY_EX: {
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if (SetCopyState(renderer, cmd) == 0) {
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data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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/* as long as we have the same copy command in a row, with the
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same texture, we can combine them all into a single draw call. */
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SDL_Texture *thistexture = cmd->data.draw.texture;
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const SDL_RenderCommandType thiscmdtype = cmd->command;
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SDL_RenderCommand *finalcmd = cmd;
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SDL_RenderCommand *nextcmd = cmd->next;
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int quads = 1;
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while (nextcmd != NULL) {
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const SDL_RenderCommandType nextcmdtype = nextcmd->command;
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if (nextcmdtype != thiscmdtype) {
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/* SETDRAWCOLOR commands are safe because copy color is set in the vbo per-vertex. */
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if ((nextcmdtype != SDL_RENDERCMD_SETDRAWCOLOR) && (nextcmdtype != SDL_RENDERCMD_NO_OP)) {
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break; /* can't go any further on this draw call, different render command up next. */
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}
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} else if (nextcmd->data.draw.texture != thistexture) {
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break; /* can't go any further on this draw call, different texture copy up next. */
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} else {
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finalcmd = nextcmd; /* we can combine copy operations here. Mark this one as the furthest okay command. */
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quads++;
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}
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nextcmd = nextcmd->next;
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}
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if (SetCopyState(renderer, cmd) == 0) {
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data->glDrawArrays(GL_TRIANGLES, 0, quads * 6);
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}
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cmd = finalcmd; /* skip any copy commands we just combined in here. */
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break;
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}
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