From d04e55240e1949c521e609766f78a46186187808 Mon Sep 17 00:00:00 2001 From: "Ryan C. Gordon" Date: Tue, 25 Sep 2018 19:20:31 -0400 Subject: [PATCH] render: OpenGL renderer now caches some state, to improve non-batching mode. (other minor bug fixes in here, too) --- src/render/opengl/SDL_render_gl.c | 169 ++++++++++++++++++------------ 1 file changed, 101 insertions(+), 68 deletions(-) diff --git a/src/render/opengl/SDL_render_gl.c b/src/render/opengl/SDL_render_gl.c index ebde16c4c..529c67088 100644 --- a/src/render/opengl/SDL_render_gl.c +++ b/src/render/opengl/SDL_render_gl.c @@ -60,6 +60,19 @@ struct GL_FBOList GL_FBOList *next; }; +typedef struct +{ + SDL_Rect viewport; + SDL_Texture *texture; + SDL_BlendMode blend; + GL_Shader shader; + SDL_bool cliprect_enabled; + SDL_Rect cliprect; + SDL_bool texturing; + Uint32 color; + Uint32 clear_color; +} GL_DrawStateCache; + typedef struct { SDL_GLContext context; @@ -97,6 +110,7 @@ typedef struct /* Shader support */ GL_ShaderContext *shaders; + GL_DrawStateCache drawstate; } GL_RenderData; typedef struct @@ -916,13 +930,11 @@ GL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * te } static void -SetDrawState(const GL_RenderData *data, const SDL_RenderCommand *cmd, - const GL_Shader shader, SDL_BlendMode *current_blend, - GL_Shader *current_shader, SDL_bool *current_texturing) +SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader shader) { const SDL_BlendMode blend = cmd->data.draw.blend; - if (blend != *current_blend) { + if (blend != data->drawstate.blend) { if (blend == SDL_BLENDMODE_NONE) { data->glDisable(GL_BLEND); } else { @@ -933,29 +945,27 @@ SetDrawState(const GL_RenderData *data, const SDL_RenderCommand *cmd, GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blend))); data->glBlendEquation(GetBlendEquation(SDL_GetBlendModeColorOperation(blend))); } - *current_blend = blend; + data->drawstate.blend = blend; } - if (data->shaders && (shader != *current_shader)) { + if (data->shaders && (shader != data->drawstate.shader)) { GL_SelectShader(data->shaders, shader); - *current_shader = shader; + data->drawstate.shader = shader; } - if ((cmd->data.draw.texture != NULL) != *current_texturing) { + if ((cmd->data.draw.texture != NULL) != data->drawstate.texturing) { if (cmd->data.draw.texture == NULL) { data->glDisable(data->textype); - *current_texturing = SDL_FALSE; + data->drawstate.texturing = SDL_FALSE; } else { data->glEnable(data->textype); - *current_texturing = SDL_FALSE; + data->drawstate.texturing = SDL_TRUE; } } } static void -SetCopyState(const GL_RenderData *data, const SDL_RenderCommand *cmd, - SDL_BlendMode *current_blend, GL_Shader *current_shader, - SDL_bool *current_texturing, SDL_Texture **current_texture) +SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd) { SDL_Texture *texture = cmd->data.draw.texture; const GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata; @@ -998,9 +1008,9 @@ SetCopyState(const GL_RenderData *data, const SDL_RenderCommand *cmd, } } - SetDrawState(data, cmd, shader, current_blend, current_shader, current_texturing); + SetDrawState(data, cmd, shader); - if (texture != *current_texture) { + if (texture != data->drawstate.texture) { const GLenum textype = data->textype; if (texturedata->yuv) { data->glActiveTextureARB(GL_TEXTURE2_ARB); @@ -1016,7 +1026,7 @@ SetCopyState(const GL_RenderData *data, const SDL_RenderCommand *cmd, data->glActiveTextureARB(GL_TEXTURE0_ARB); data->glBindTexture(textype, texturedata->texture); - *current_texture = texture; + data->drawstate.texture = texture; } } @@ -1025,14 +1035,8 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic { /* !!! FIXME: it'd be nice to use a vertex buffer instead of immediate mode... */ GL_RenderData *data = (GL_RenderData *) renderer->driverdata; - SDL_Rect viewport; - SDL_Texture *bound_texture = NULL; - SDL_BlendMode blend = SDL_BLENDMODE_INVALID; - GL_Shader shader = SHADER_INVALID; int drawablew = 0, drawableh = 0; - SDL_bool cliprect_enabled = SDL_FALSE; const SDL_bool istarget = renderer->target != NULL; - SDL_bool texturing = SDL_FALSE; size_t i; if (GL_ActivateRenderer(renderer) < 0) { @@ -1043,68 +1047,86 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic SDL_GL_GetDrawableSize(renderer->window, &drawablew, &drawableh); } - data->glDisable(data->textype); - data->glMatrixMode(GL_MODELVIEW); - data->glLoadIdentity(); - while (cmd) { switch (cmd->command) { case SDL_RENDERCMD_SETDRAWCOLOR: { - data->glColor4f((GLfloat) cmd->data.color.r * inv255f, - (GLfloat) cmd->data.color.g * inv255f, - (GLfloat) cmd->data.color.b * inv255f, - (GLfloat) cmd->data.color.a * inv255f); + const Uint8 r = cmd->data.color.r; + const Uint8 g = cmd->data.color.g; + const Uint8 b = cmd->data.color.b; + const Uint8 a = cmd->data.color.a; + const Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b); + if (color != data->drawstate.color) { + data->glColor4f((GLfloat) r * inv255f, + (GLfloat) g * inv255f, + (GLfloat) b * inv255f, + (GLfloat) a * inv255f); + data->drawstate.color = color; + } break; } case SDL_RENDERCMD_SETVIEWPORT: { - SDL_memcpy(&viewport, &cmd->data.viewport.rect, sizeof (viewport)); - data->glMatrixMode(GL_PROJECTION); - data->glLoadIdentity(); - data->glViewport(viewport.x, - istarget ? viewport.y : (drawableh - viewport.y - viewport.h), - viewport.w, viewport.h); - if (viewport.w && viewport.h) { - data->glOrtho((GLdouble) 0, (GLdouble) renderer->viewport.w, - (GLdouble) istarget ? 0 : renderer->viewport.h, - (GLdouble) istarget ? renderer->viewport.h : 0, - 0.0, 1.0); + SDL_Rect *viewport = &data->drawstate.viewport; + if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect)) != 0) { + SDL_memcpy(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect)); + data->glMatrixMode(GL_PROJECTION); + data->glLoadIdentity(); + data->glViewport(viewport->x, + istarget ? viewport->y : (drawableh - viewport->y - viewport->h), + viewport->w, viewport->h); + if (viewport->w && viewport->h) { + data->glOrtho((GLdouble) 0, (GLdouble) viewport->w, + (GLdouble) istarget ? 0 : viewport->h, + (GLdouble) istarget ? viewport->h : 0, + 0.0, 1.0); + } + data->glMatrixMode(GL_MODELVIEW); } - data->glMatrixMode(GL_MODELVIEW); break; } case SDL_RENDERCMD_SETCLIPRECT: { const SDL_Rect *rect = &cmd->data.cliprect.rect; - cliprect_enabled = cmd->data.cliprect.enabled; - if (cliprect_enabled) { - data->glEnable(GL_SCISSOR_TEST); - } else { - data->glDisable(GL_SCISSOR_TEST); - } - - if (cliprect_enabled) { - data->glScissor(viewport.x + rect->x, - istarget ? viewport.y + rect->y : drawableh - viewport.y - rect->y - rect->h, - rect->w, rect->h); + if (data->drawstate.cliprect_enabled != cmd->data.cliprect.enabled) { + data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled; + if (!data->drawstate.cliprect_enabled) { + data->glDisable(GL_SCISSOR_TEST); + } else { + const SDL_Rect *viewport = &data->drawstate.viewport; + data->glEnable(GL_SCISSOR_TEST); + if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof (SDL_Rect)) != 0) { + data->glScissor(viewport->x + rect->x, + istarget ? viewport->y + rect->y : drawableh - viewport->y - rect->y - rect->h, + rect->w, rect->h); + SDL_memcpy(&data->drawstate.cliprect, rect, sizeof (SDL_Rect)); + } + } } break; } case SDL_RENDERCMD_CLEAR: { - const GLfloat r = ((GLfloat) cmd->data.color.r) * inv255f; - const GLfloat g = ((GLfloat) cmd->data.color.g) * inv255f; - const GLfloat b = ((GLfloat) cmd->data.color.b) * inv255f; - const GLfloat a = ((GLfloat) cmd->data.color.a) * inv255f; - data->glClearColor(r, g, b, a); + const Uint8 r = cmd->data.color.r; + const Uint8 g = cmd->data.color.g; + const Uint8 b = cmd->data.color.b; + const Uint8 a = cmd->data.color.a; + const Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b); + if (color != data->drawstate.clear_color) { + const GLfloat fr = ((GLfloat) r) * inv255f; + const GLfloat fg = ((GLfloat) g) * inv255f; + const GLfloat fb = ((GLfloat) b) * inv255f; + const GLfloat fa = ((GLfloat) a) * inv255f; + data->glClearColor(fr, fg, fb, fa); + data->drawstate.clear_color = color; + } - if (cliprect_enabled) { + if (data->drawstate.cliprect_enabled) { data->glDisable(GL_SCISSOR_TEST); } data->glClear(GL_COLOR_BUFFER_BIT); - if (cliprect_enabled) { + if (data->drawstate.cliprect_enabled) { data->glEnable(GL_SCISSOR_TEST); } break; @@ -1113,7 +1135,7 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic case SDL_RENDERCMD_DRAW_POINTS: { const size_t count = cmd->data.draw.count; const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first); - SetDrawState(data, cmd, SHADER_SOLID, &blend, &shader, &texturing); + SetDrawState(data, cmd, SHADER_SOLID); data->glBegin(GL_POINTS); for (i = 0; i < count; i++, verts += 2) { data->glVertex2f(verts[0], verts[1]); @@ -1124,12 +1146,12 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic case SDL_RENDERCMD_DRAW_LINES: { const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first); - size_t count = cmd->data.draw.count; - SetDrawState(data, cmd, SHADER_SOLID, &blend, &shader, &texturing); + const size_t count = cmd->data.draw.count; + SetDrawState(data, cmd, SHADER_SOLID); if (count > 2 && (verts[0] == verts[(count-1)*2]) && (verts[1] == verts[(count*2)-1])) { - --count; /* GL_LINE_LOOP takes care of the final segment */ data->glBegin(GL_LINE_LOOP); - for (i = 0; i < count; ++i, verts += 2) { + /* GL_LINE_LOOP takes care of the final segment */ + for (i = 1; i < count; ++i, verts += 2) { data->glVertex2f(verts[0], verts[1]); } data->glEnd(); @@ -1183,7 +1205,7 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic case SDL_RENDERCMD_FILL_RECTS: { const size_t count = cmd->data.draw.count; const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first); - SetDrawState(data, cmd, SHADER_SOLID, &blend, &shader, &texturing); + SetDrawState(data, cmd, SHADER_SOLID); for (i = 0; i < count; ++i, verts += 4) { data->glRectf(verts[0], verts[1], verts[2], verts[3]); } @@ -1200,7 +1222,7 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic const GLfloat maxu = verts[5]; const GLfloat minv = verts[6]; const GLfloat maxv = verts[7]; - SetCopyState(data, cmd, &blend, &shader, &texturing, &bound_texture); + SetCopyState(data, cmd); data->glBegin(GL_TRIANGLE_STRIP); data->glTexCoord2f(minu, minv); data->glVertex2f(minx, miny); @@ -1227,7 +1249,7 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic const GLfloat translatex = verts[8]; const GLfloat translatey = verts[9]; const GLdouble angle = verts[10]; - SetCopyState(data, cmd, &blend, &shader, &texturing, &bound_texture); + SetCopyState(data, cmd); /* Translate to flip, rotate, translate to position */ data->glPushMatrix(); @@ -1627,11 +1649,22 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags) data->framebuffers = NULL; /* Set up parameters for rendering */ + data->glMatrixMode(GL_MODELVIEW); + data->glLoadIdentity(); data->glDisable(GL_DEPTH_TEST); data->glDisable(GL_CULL_FACE); + data->glDisable(GL_SCISSOR_TEST); + data->glDisable(data->textype); + data->glClearColor(1.0f, 1.0f, 1.0f, 1.0f); + data->glColor4f(1.0f, 1.0f, 1.0f, 1.0f); /* This ended up causing video discrepancies between OpenGL and Direct3D */ /* data->glEnable(GL_LINE_SMOOTH); */ + data->drawstate.blend = SDL_BLENDMODE_INVALID; + data->drawstate.shader = SHADER_INVALID; + data->drawstate.color = 0xFFFFFFFF; + data->drawstate.clear_color = 0xFFFFFFFF; + return renderer; error: