OpenGLES2: transfert color as 4 bytes, instead of 4 floats

main
Sylvain 2021-04-04 22:34:17 +02:00 committed by Sylvain Becker
parent c6ceaaeb4b
commit b9bd9da78f
1 changed files with 87 additions and 102 deletions

View File

@ -660,25 +660,26 @@ static int
GLES2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
const float r = (colorswap ? cmd->data.draw.b : cmd->data.draw.r) * inv255f;
const float g = cmd->data.draw.g * inv255f;
const float b = (colorswap ? cmd->data.draw.r : cmd->data.draw.b) * inv255f;
const float a = cmd->data.draw.a * inv255f;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * (2 + 4) * sizeof (GLfloat), 0, &cmd->data.draw.first);
int color;
const size_t vertlen = (2 * sizeof (float) + sizeof (int)) * count;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
int i;
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 = count;
for (i = 0; i < count; i++) {
*(verts++) = 0.5f + points[i].x;
*(verts++) = 0.5f + points[i].y;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*((int *)verts++) = color;
}
return 0;
@ -688,47 +689,49 @@ static int
GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
const float r = (colorswap ? cmd->data.draw.b : cmd->data.draw.r) * inv255f;
const float g = cmd->data.draw.g * inv255f;
const float b = (colorswap ? cmd->data.draw.r : cmd->data.draw.b) * inv255f;
const float a = cmd->data.draw.a * inv255f;
int color;
int i;
const size_t vertlen = sizeof (GLfloat) * (2 + 4) * count;
const size_t vertlen = (2 * sizeof (float) + sizeof (int)) * count;
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 = count;
/* Offset to hit the center of the pixel. */
for (i = 0; i < count; i++) {
*(verts++) = 0.5f + points[i].x;
*(verts++) = 0.5f + points[i].y;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*((int *)verts++) = color;
}
/* Make the last line segment one pixel longer, to satisfy the
diamond-exit rule. */
verts -= 2 + 4 + 2 + 4;
verts -= 3 + 3;
{
const GLfloat xstart = verts[0];
const GLfloat ystart = verts[1];
const GLfloat xend = verts[2 + 4];
const GLfloat yend = verts[3 + 4];
const GLfloat xend = verts[3 + 0];
const GLfloat yend = verts[3 + 1];
if (ystart == yend) { /* horizontal line */
verts[(xend > xstart) ? 2 + 4: 0] += 1.0f;
verts[(xend > xstart) ? 3 + 0: 0] += 1.0f;
} else if (xstart == xend) { /* vertical line */
verts[(yend > ystart) ? 3 + 4: 1] += 1.0f;
verts[(yend > ystart) ? 3 + 1: 1] += 1.0f;
} else { /* bump a pixel in the direction we are moving in. */
const GLfloat deltax = xend - xstart;
const GLfloat deltay = yend - ystart;
const GLfloat angle = SDL_atan2f(deltay, deltax);
verts[2 + 4] += SDL_cosf(angle);
verts[3 + 4] += SDL_sinf(angle);
verts[3 + 0] += SDL_cosf(angle);
verts[3 + 1] += SDL_sinf(angle);
}
}
@ -739,17 +742,21 @@ static int
GLES2_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
{
const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
const float r = (colorswap ? cmd->data.draw.b : cmd->data.draw.r) * inv255f;
const float g = cmd->data.draw.g * inv255f;
const float b = (colorswap ? cmd->data.draw.r : cmd->data.draw.b) * inv255f;
const float a = cmd->data.draw.a * inv255f;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 4 * (2 + 4) * sizeof (GLfloat), 0, &cmd->data.draw.first);
int color;
const size_t vertlen = 4 * (2 * sizeof (float) + sizeof (int)) * count;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
int i;
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 = count;
for (i = 0; i < count; i++) {
@ -760,28 +767,16 @@ GLES2_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
const GLfloat maxy = rect->y + rect->h;
*(verts++) = minx;
*(verts++) = miny;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*((int *)verts++) = color;
*(verts++) = maxx;
*(verts++) = miny;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*((int *)verts++) = color;
*(verts++) = minx;
*(verts++) = maxy;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*((int *)verts++) = color;
*(verts++) = maxx;
*(verts++) = maxy;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*((int *)verts++) = color;
}
return 0;
@ -792,18 +787,22 @@ GLES2_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * t
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));
const float r = (colorswap ? cmd->data.draw.b : cmd->data.draw.r) * inv255f;
const float g = cmd->data.draw.g * inv255f;
const float b = (colorswap ? cmd->data.draw.r : cmd->data.draw.b) * inv255f;
const float a = cmd->data.draw.a * inv255f;
int color;
GLfloat minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 4 * (2 + 4 + 2) * sizeof (GLfloat), 0, &cmd->data.draw.first);
const size_t vertlen = 4 * (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;
@ -818,37 +817,25 @@ GLES2_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * t
*(verts++) = minx;
*(verts++) = miny;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*((int *)verts++) = color;
*(verts++) = minu;
*(verts++) = minv;
*(verts++) = maxx;
*(verts++) = miny;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*((int *)verts++) = color;
*(verts++) = maxu;
*(verts++) = minv;
*(verts++) = minx;
*(verts++) = maxy;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*((int *)verts++) = color;
*(verts++) = minu;
*(verts++) = maxv;
*(verts++) = maxx;
*(verts++) = maxy;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*((int *)verts++) = color;
*(verts++) = maxu;
*(verts++) = maxv;
@ -861,10 +848,7 @@ GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
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));
const float r = (colorswap ? cmd->data.draw.b : cmd->data.draw.r) * inv255f;
const float g = cmd->data.draw.g * inv255f;
const float b = (colorswap ? cmd->data.draw.r : cmd->data.draw.b) * inv255f;
const float a = cmd->data.draw.a * inv255f;
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);
@ -873,12 +857,19 @@ GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
const GLfloat centery = center->y + dstrect->y;
GLfloat minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 4 * (2 + 4 + 2 + 2 + 2) * sizeof (GLfloat), 0, &cmd->data.draw.first);
const size_t vertlen = 4 * (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;
@ -905,10 +896,7 @@ GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
*(verts++) = minx;
*(verts++) = miny;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*((int *)verts++) = color;
*(verts++) = minu;
*(verts++) = minv;
*(verts++) = s;
@ -918,10 +906,7 @@ GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
*(verts++) = maxx;
*(verts++) = miny;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*((int *)verts++) = color;
*(verts++) = maxu;
*(verts++) = minv;
*(verts++) = s;
@ -931,10 +916,7 @@ GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
*(verts++) = minx;
*(verts++) = maxy;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*((int *)verts++) = color;
*(verts++) = minu;
*(verts++) = maxv;
*(verts++) = s;
@ -944,10 +926,7 @@ GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
*(verts++) = maxx;
*(verts++) = maxy;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*((int *)verts++) = color;
*(verts++) = maxu;
*(verts++) = maxv;
*(verts++) = s;
@ -967,10 +946,9 @@ GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
int i;
const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
int count = indices ? num_indices : num_vertices;
GLfloat *verts;
int sz = 2 + 4 + (texture ? 2 : 0);
const size_t vertlen = (2 * sizeof (float) + sizeof (int) + (texture ? 2 : 0) * sizeof (float)) * count;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * sz * sizeof (GLfloat), 0, &cmd->data.draw.first);
if (!verts) {
return -1;
}
@ -980,7 +958,7 @@ GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
for (i = 0; i < count; i++) {
int j;
float *xy_;
SDL_Color col_;
int col_;
if (size_indice == 4) {
j = ((const Uint32 *)indices)[i];
} else if (size_indice == 2) {
@ -992,15 +970,22 @@ GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
}
xy_ = (float *)((char*)xy + j * xy_stride);
col_ = *(SDL_Color *)((char*)color + j * color_stride);
col_ = *(int *)((char*)color + j * color_stride);
*(verts++) = xy_[0] * scale_x;
*(verts++) = xy_[1] * scale_y;
*(verts++) = (colorswap ? col_.b : col_.r) * inv255f;
*(verts++) = col_.g * inv255f;
*(verts++) = (colorswap ? col_.r : col_.b) * inv255f;
*(verts++) = col_.a * inv255f;
if (colorswap == 0) {
*((int *)verts++) = col_;
} else {
Uint8 r, g, b, a;
r = (col_ >> 0) & 0xff;
g = (col_ >> 8) & 0xff;
b = (col_ >> 16) & 0xff;
a = (col_ >> 24) & 0xff;
col_ = (r << 16) | (g << 8) | (b << 0) | (a << 24);
*((int *)verts++) = col_;
}
if (texture) {
float *uv_ = (float *)((char*)uv + j * uv_stride);
@ -1020,7 +1005,7 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
SDL_Texture *texture = cmd->data.draw.texture;
const SDL_BlendMode blend = cmd->data.draw.blend;
GLES2_ProgramCacheEntry *program;
int stride = sizeof (GLfloat) * (2 /* position */ + 4 /* color */);
int stride = sizeof (GLfloat) * 2 /* position */ + sizeof (int) /* color */;
SDL_assert((texture != NULL) == (imgsrc != GLES2_IMAGESOURCE_SOLID));
@ -1098,7 +1083,7 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
stride += sizeof (GLfloat) * (2 /* angle sin/cos */ + 2 /* center */);
}
if (texture) {
data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (uintptr_t) (cmd->data.draw.first + (sizeof (GLfloat) * 8)));
data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) (cmd->data.draw.first + sizeof (GLfloat) * (2 + 1)));
}
if (GLES2_SelectProgram(data, imgsrc, texture ? texture->w : 0, texture ? texture->h : 0) < 0) {
@ -1131,7 +1116,7 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
/* all drawing commands use this */
data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) cmd->data.draw.first);
data->glVertexAttribPointer(GLES2_ATTRIBUTE_COLOR, 4, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) (cmd->data.draw.first + sizeof (GLfloat) * 2));
data->glVertexAttribPointer(GLES2_ATTRIBUTE_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE /* Normalized */, stride, (const GLvoid *) (cmd->data.draw.first + sizeof (GLfloat) * 2));
if (is_copy_ex != was_copy_ex) {
if (is_copy_ex) {
@ -1145,8 +1130,8 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
}
if (is_copy_ex) {
data->glVertexAttribPointer(GLES2_ATTRIBUTE_ANGLE, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) (cmd->data.draw.first + sizeof (GLfloat) * (2 + 4 + 2)));
data->glVertexAttribPointer(GLES2_ATTRIBUTE_CENTER, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) (cmd->data.draw.first + sizeof (GLfloat) * (2 + 4 + 2 + 2)));
data->glVertexAttribPointer(GLES2_ATTRIBUTE_ANGLE, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) (cmd->data.draw.first + sizeof (GLfloat) * (2 + 1 + 2)));
data->glVertexAttribPointer(GLES2_ATTRIBUTE_CENTER, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) (cmd->data.draw.first + sizeof (GLfloat) * (2 + 1 + 2 + 2)));
}
return 0;