OpenGLES2: remove RenderCopy and RenderCopyEx from back-end

main
Sylvain 2021-09-20 16:33:03 +02:00 committed by Ryan C. Gordon
parent 76f9fb96d9
commit b92056bbea
2 changed files with 14 additions and 262 deletions

View File

@ -91,8 +91,6 @@ typedef enum
GLES2_ATTRIBUTE_POSITION = 0,
GLES2_ATTRIBUTE_COLOR = 1,
GLES2_ATTRIBUTE_TEXCOORD = 2,
GLES2_ATTRIBUTE_ANGLE = 3,
GLES2_ATTRIBUTE_CENTER = 4,
} GLES2_Attribute;
typedef enum
@ -129,7 +127,6 @@ typedef struct
SDL_bool cliprect_dirty;
SDL_Rect cliprect;
SDL_bool texturing;
SDL_bool is_copy_ex;
Uint32 clear_color;
int drawablew;
int drawableh;
@ -422,8 +419,6 @@ GLES2_CacheProgram(GLES2_RenderData *data, GLuint vertex, GLuint fragment)
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position");
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_COLOR, "a_color");
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_ANGLE, "a_angle");
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_CENTER, "a_center");
data->glLinkProgram(entry->id);
data->glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful);
if (!linkSuccessful) {
@ -780,203 +775,6 @@ GLES2_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
return 0;
}
static int
GLES2_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect)
{
const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
int color;
GLfloat minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
const size_t vertlen = 6 * (2 * sizeof (float) + sizeof (int) + 2 * sizeof (float));
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
if (!verts) {
return -1;
}
if (colorswap == 0) {
color = (cmd->data.draw.r << 0) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 16) | (cmd->data.draw.a << 24);
} else {
color = (cmd->data.draw.r << 16) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 0) | (cmd->data.draw.a << 24);
}
cmd->data.draw.count = 1;
minx = dstrect->x;
miny = dstrect->y;
maxx = dstrect->x + dstrect->w;
maxy = dstrect->y + dstrect->h;
minu = (GLfloat) srcrect->x / texture->w;
maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
minv = (GLfloat) srcrect->y / texture->h;
maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
/* set these up as GL_TRIANGLES instead of GL_TRIANGLE_STRIP; it's more
vertices, but we can then draw unconnected pieces in a single draw
call if there are several draws in a row using the same texture
(such as a particle system or texture atlas). */
*(verts++) = minx;
*(verts++) = miny;
*((int *)verts++) = color;
*(verts++) = minu;
*(verts++) = minv;
*(verts++) = maxx;
*(verts++) = miny;
*((int *)verts++) = color;
*(verts++) = maxu;
*(verts++) = minv;
*(verts++) = minx;
*(verts++) = maxy;
*((int *)verts++) = color;
*(verts++) = minu;
*(verts++) = maxv;
*(verts++) = maxx;
*(verts++) = miny;
*((int *)verts++) = color;
*(verts++) = maxu;
*(verts++) = minv;
*(verts++) = minx;
*(verts++) = maxy;
*((int *)verts++) = color;
*(verts++) = minu;
*(verts++) = maxv;
*(verts++) = maxx;
*(verts++) = maxy;
*((int *)verts++) = color;
*(verts++) = maxu;
*(verts++) = maxv;
return 0;
}
static int
GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
const SDL_Rect * srcquad, const SDL_FRect * dstrect,
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
{
const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
int color;
/* render expects cos value - 1 (see GLES2_Vertex_Default) */
const float radian_angle = (float)(M_PI * (360.0 - angle) / 180.0);
const GLfloat s = (GLfloat) SDL_sin(radian_angle);
const GLfloat c = (GLfloat) SDL_cos(radian_angle) - 1.0f;
const GLfloat centerx = center->x + dstrect->x;
const GLfloat centery = center->y + dstrect->y;
GLfloat minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
const size_t vertlen = 6 * (2 * sizeof (float) + sizeof (int) + (2 + 2 + 2) * sizeof (float));
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
if (!verts) {
return -1;
}
if (colorswap == 0) {
color = (cmd->data.draw.r << 0) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 16) | (cmd->data.draw.a << 24);
} else {
color = (cmd->data.draw.r << 16) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 0) | (cmd->data.draw.a << 24);
}
if (flip & SDL_FLIP_HORIZONTAL) {
minx = dstrect->x + dstrect->w;
maxx = dstrect->x;
} else {
minx = dstrect->x;
maxx = dstrect->x + dstrect->w;
}
if (flip & SDL_FLIP_VERTICAL) {
miny = dstrect->y + dstrect->h;
maxy = dstrect->y;
} else {
miny = dstrect->y;
maxy = dstrect->y + dstrect->h;
}
minu = ((GLfloat) srcquad->x) / ((GLfloat) texture->w);
maxu = ((GLfloat) (srcquad->x + srcquad->w)) / ((GLfloat) texture->w);
minv = ((GLfloat) srcquad->y) / ((GLfloat) texture->h);
maxv = ((GLfloat) (srcquad->y + srcquad->h)) / ((GLfloat) texture->h);
cmd->data.draw.count = 1;
/* set these up as GL_TRIANGLES instead of GL_TRIANGLE_STRIP; it's more
vertices, but we can then draw unconnected pieces in a single draw
call if there are several draws in a row using the same texture
(such as a particle system or texture atlas). */
*(verts++) = minx;
*(verts++) = miny;
*((int *)verts++) = color;
*(verts++) = minu;
*(verts++) = minv;
*(verts++) = s;
*(verts++) = c;
*(verts++) = centerx;
*(verts++) = centery;
*(verts++) = maxx;
*(verts++) = miny;
*((int *)verts++) = color;
*(verts++) = maxu;
*(verts++) = minv;
*(verts++) = s;
*(verts++) = c;
*(verts++) = centerx;
*(verts++) = centery;
*(verts++) = minx;
*(verts++) = maxy;
*((int *)verts++) = color;
*(verts++) = minu;
*(verts++) = maxv;
*(verts++) = s;
*(verts++) = c;
*(verts++) = centerx;
*(verts++) = centery;
*(verts++) = maxx;
*(verts++) = miny;
*((int *)verts++) = color;
*(verts++) = maxu;
*(verts++) = minv;
*(verts++) = s;
*(verts++) = c;
*(verts++) = centerx;
*(verts++) = centery;
*(verts++) = minx;
*(verts++) = maxy;
*((int *)verts++) = color;
*(verts++) = minu;
*(verts++) = maxv;
*(verts++) = s;
*(verts++) = c;
*(verts++) = centerx;
*(verts++) = centery;
*(verts++) = maxx;
*(verts++) = maxy;
*((int *)verts++) = color;
*(verts++) = maxu;
*(verts++) = maxv;
*(verts++) = s;
*(verts++) = c;
*(verts++) = centerx;
*(verts++) = centery;
return 0;
}
#if SDL_HAVE_RENDER_GEOMETRY
static int
GLES2_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,
@ -1037,13 +835,10 @@ GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
return 0;
}
#endif
static int
SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_ImageSource imgsrc)
{
const SDL_bool was_copy_ex = data->drawstate.is_copy_ex;
const SDL_bool is_copy_ex = (cmd->command == SDL_RENDERCMD_COPY_EX);
SDL_Texture *texture = cmd->data.draw.texture;
const SDL_BlendMode blend = cmd->data.draw.blend;
GLES2_ProgramCacheEntry *program;
@ -1121,10 +916,6 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
stride += sizeof (GLfloat) * 2; /* tex coord */
}
if (is_copy_ex) {
stride += sizeof (GLfloat) * (2 /* angle sin/cos */ + 2 /* center */);
}
if (texture) {
data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) (uintptr_t) (cmd->data.draw.first + sizeof (GLfloat) * (2 + 1)));
}
@ -1161,22 +952,6 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) (uintptr_t) cmd->data.draw.first);
data->glVertexAttribPointer(GLES2_ATTRIBUTE_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE /* Normalized */, stride, (const GLvoid *) (uintptr_t) (cmd->data.draw.first + sizeof (GLfloat) * 2));
if (is_copy_ex != was_copy_ex) {
if (is_copy_ex) {
data->glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_ANGLE);
data->glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_CENTER);
} else {
data->glDisableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_ANGLE);
data->glDisableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_CENTER);
}
data->drawstate.is_copy_ex = is_copy_ex;
}
if (is_copy_ex) {
data->glVertexAttribPointer(GLES2_ATTRIBUTE_ANGLE, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) (uintptr_t) (cmd->data.draw.first + sizeof (GLfloat) * (2 + 1 + 2)));
data->glVertexAttribPointer(GLES2_ATTRIBUTE_CENTER, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) (uintptr_t) (cmd->data.draw.first + sizeof (GLfloat) * (2 + 1 + 2 + 2)));
}
return 0;
}
@ -1414,15 +1189,21 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
break;
}
case SDL_RENDERCMD_COPY:
case SDL_RENDERCMD_COPY_EX: {
case SDL_RENDERCMD_COPY: /* unused */
break;
case SDL_RENDERCMD_COPY_EX: /* unused */
break;
case SDL_RENDERCMD_GEOMETRY: {
/* as long as we have the same copy command in a row, with the
same texture, we can combine them all into a single draw call. */
SDL_Texture *thistexture = cmd->data.draw.texture;
const SDL_RenderCommandType thiscmdtype = cmd->command;
SDL_RenderCommand *finalcmd = cmd;
SDL_RenderCommand *nextcmd = cmd->next;
int quads = 1;
size_t count = cmd->data.draw.count;
int ret;
while (nextcmd != NULL) {
const SDL_RenderCommandType nextcmdtype = nextcmd->command;
if (nextcmdtype != thiscmdtype) {
@ -1434,26 +1215,12 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
break; /* can't go any further on this draw call, different texture copy up next. */
} else {
finalcmd = nextcmd; /* we can combine copy operations here. Mark this one as the furthest okay command. */
quads++;
count += cmd->data.draw.count;
}
nextcmd = nextcmd->next;
}
if (SetCopyState(renderer, cmd) == 0) {
data->glDrawArrays(GL_TRIANGLES, 0, quads * 6);
}
cmd = finalcmd; /* skip any copy commands we just combined in here. */
break;
}
case SDL_RENDERCMD_GEOMETRY: {
#if SDL_HAVE_RENDER_GEOMETRY
SDL_Texture *texture = cmd->data.draw.texture;
const size_t count = cmd->data.draw.count;
int ret;
if (texture) {
if (thistexture) {
ret = SetCopyState(renderer, cmd);
} else {
ret = SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID);
@ -1462,7 +1229,8 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
if (ret == 0) {
data->glDrawArrays(GL_TRIANGLES, 0, (GLsizei) count);
}
#endif
cmd = finalcmd; /* skip any copy commands we just combined in here. */
break;
}
@ -2278,11 +2046,7 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
renderer->QueueDrawPoints = GLES2_QueueDrawPoints;
renderer->QueueDrawLines = GLES2_QueueDrawLines;
renderer->QueueFillRects = GLES2_QueueFillRects;
renderer->QueueCopy = GLES2_QueueCopy;
renderer->QueueCopyEx = GLES2_QueueCopyEx;
#if SDL_HAVE_RENDER_GEOMETRY
renderer->QueueGeometry = GLES2_QueueGeometry;
#endif
renderer->RunCommandQueue = GLES2_RunCommandQueue;
renderer->RenderReadPixels = GLES2_RenderReadPixels;
renderer->RenderPresent = GLES2_RenderPresent;

View File

@ -30,30 +30,18 @@
/*************************************************************************************************
* Vertex/fragment shader source *
*************************************************************************************************/
/* Notes on a_angle:
* It is a vector containing sin and cos for rotation matrix
* To get correct rotation for most cases when a_angle is disabled cos
value is decremented by 1.0 to get proper output with 0.0 which is
default value
*/
static const Uint8 GLES2_Vertex_Default[] = " \
uniform mat4 u_projection; \
attribute vec2 a_position; \
attribute vec4 a_color; \
attribute vec2 a_texCoord; \
attribute vec2 a_angle; \
attribute vec2 a_center; \
varying vec2 v_texCoord; \
varying vec4 v_color; \
\
void main() \
{ \
float s = a_angle[0]; \
float c = a_angle[1] + 1.0; \
mat2 rotationMatrix = mat2(c, -s, s, c); \
vec2 position = rotationMatrix * (a_position - a_center) + a_center; \
v_texCoord = a_texCoord; \
gl_Position = u_projection * vec4(position, 0.0, 1.0);\
gl_Position = u_projection * vec4(a_position, 0.0, 1.0);\
gl_PointSize = 1.0; \
v_color = a_color; \
} \