Improved OpenGL point drawing performance (thanks @slime73!)
We'll do proper call batching for the SDL 2.0.22 releasemain
parent
1a73c45a08
commit
b82af9dfbf
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@ -1111,8 +1111,7 @@ SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader
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}
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}
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vertex_array = cmd->command == SDL_RENDERCMD_DRAW_POINTS
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|| cmd->command == SDL_RENDERCMD_DRAW_LINES
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vertex_array = cmd->command == SDL_RENDERCMD_DRAW_LINES
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|| cmd->command == SDL_RENDERCMD_GEOMETRY;
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color_array = cmd->command == SDL_RENDERCMD_GEOMETRY;
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texture_array = cmd->data.draw.texture != NULL;
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@ -1190,6 +1189,7 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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{
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/* !!! FIXME: it'd be nice to use a vertex buffer instead of immediate mode... */
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GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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size_t i;
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if (GL_ActivateRenderer(renderer) < 0) {
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return -1;
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@ -1280,10 +1280,11 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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const size_t count = cmd->data.draw.count;
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const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
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SetDrawState(data, cmd, SHADER_SOLID);
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/* SetDrawState handles glEnableClientState. */
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data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, verts);
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data->glDrawArrays(GL_POINTS, 0, (GLsizei) count);
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data->glBegin(GL_POINTS);
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for (i = 0; i < count; i++, verts += 2) {
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data->glVertex2f(verts[0], verts[1]);
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}
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data->glEnd();
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break;
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}
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