render: OpenGL renderer now caches some state, to improve non-batching mode.
(other minor bug fixes in here, too)
parent
06461bba73
commit
d04e55240e
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@ -60,6 +60,19 @@ struct GL_FBOList
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GL_FBOList *next;
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};
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typedef struct
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{
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SDL_Rect viewport;
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SDL_Texture *texture;
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SDL_BlendMode blend;
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GL_Shader shader;
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SDL_bool cliprect_enabled;
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SDL_Rect cliprect;
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SDL_bool texturing;
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Uint32 color;
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Uint32 clear_color;
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} GL_DrawStateCache;
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typedef struct
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{
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SDL_GLContext context;
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@ -97,6 +110,7 @@ typedef struct
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/* Shader support */
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GL_ShaderContext *shaders;
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GL_DrawStateCache drawstate;
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} GL_RenderData;
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typedef struct
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@ -916,13 +930,11 @@ GL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * te
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}
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static void
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SetDrawState(const GL_RenderData *data, const SDL_RenderCommand *cmd,
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const GL_Shader shader, SDL_BlendMode *current_blend,
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GL_Shader *current_shader, SDL_bool *current_texturing)
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SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader shader)
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{
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const SDL_BlendMode blend = cmd->data.draw.blend;
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if (blend != *current_blend) {
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if (blend != data->drawstate.blend) {
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if (blend == SDL_BLENDMODE_NONE) {
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data->glDisable(GL_BLEND);
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} else {
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@ -933,29 +945,27 @@ SetDrawState(const GL_RenderData *data, const SDL_RenderCommand *cmd,
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GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blend)));
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data->glBlendEquation(GetBlendEquation(SDL_GetBlendModeColorOperation(blend)));
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}
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*current_blend = blend;
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data->drawstate.blend = blend;
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}
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if (data->shaders && (shader != *current_shader)) {
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if (data->shaders && (shader != data->drawstate.shader)) {
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GL_SelectShader(data->shaders, shader);
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*current_shader = shader;
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data->drawstate.shader = shader;
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}
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if ((cmd->data.draw.texture != NULL) != *current_texturing) {
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if ((cmd->data.draw.texture != NULL) != data->drawstate.texturing) {
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if (cmd->data.draw.texture == NULL) {
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data->glDisable(data->textype);
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*current_texturing = SDL_FALSE;
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data->drawstate.texturing = SDL_FALSE;
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} else {
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data->glEnable(data->textype);
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*current_texturing = SDL_FALSE;
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data->drawstate.texturing = SDL_TRUE;
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}
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}
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}
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static void
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SetCopyState(const GL_RenderData *data, const SDL_RenderCommand *cmd,
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SDL_BlendMode *current_blend, GL_Shader *current_shader,
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SDL_bool *current_texturing, SDL_Texture **current_texture)
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SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd)
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{
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SDL_Texture *texture = cmd->data.draw.texture;
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const GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
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@ -998,9 +1008,9 @@ SetCopyState(const GL_RenderData *data, const SDL_RenderCommand *cmd,
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}
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}
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SetDrawState(data, cmd, shader, current_blend, current_shader, current_texturing);
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SetDrawState(data, cmd, shader);
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if (texture != *current_texture) {
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if (texture != data->drawstate.texture) {
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const GLenum textype = data->textype;
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if (texturedata->yuv) {
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data->glActiveTextureARB(GL_TEXTURE2_ARB);
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@ -1016,7 +1026,7 @@ SetCopyState(const GL_RenderData *data, const SDL_RenderCommand *cmd,
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data->glActiveTextureARB(GL_TEXTURE0_ARB);
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data->glBindTexture(textype, texturedata->texture);
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*current_texture = texture;
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data->drawstate.texture = texture;
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}
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}
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@ -1025,14 +1035,8 @@ 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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SDL_Rect viewport;
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SDL_Texture *bound_texture = NULL;
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SDL_BlendMode blend = SDL_BLENDMODE_INVALID;
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GL_Shader shader = SHADER_INVALID;
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int drawablew = 0, drawableh = 0;
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SDL_bool cliprect_enabled = SDL_FALSE;
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const SDL_bool istarget = renderer->target != NULL;
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SDL_bool texturing = SDL_FALSE;
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size_t i;
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if (GL_ActivateRenderer(renderer) < 0) {
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@ -1043,68 +1047,86 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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SDL_GL_GetDrawableSize(renderer->window, &drawablew, &drawableh);
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}
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data->glDisable(data->textype);
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data->glMatrixMode(GL_MODELVIEW);
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data->glLoadIdentity();
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while (cmd) {
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switch (cmd->command) {
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case SDL_RENDERCMD_SETDRAWCOLOR: {
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data->glColor4f((GLfloat) cmd->data.color.r * inv255f,
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(GLfloat) cmd->data.color.g * inv255f,
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(GLfloat) cmd->data.color.b * inv255f,
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(GLfloat) cmd->data.color.a * inv255f);
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const Uint8 r = cmd->data.color.r;
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const Uint8 g = cmd->data.color.g;
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const Uint8 b = cmd->data.color.b;
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const Uint8 a = cmd->data.color.a;
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const Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
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if (color != data->drawstate.color) {
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data->glColor4f((GLfloat) r * inv255f,
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(GLfloat) g * inv255f,
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(GLfloat) b * inv255f,
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(GLfloat) a * inv255f);
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data->drawstate.color = color;
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}
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break;
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}
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case SDL_RENDERCMD_SETVIEWPORT: {
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SDL_memcpy(&viewport, &cmd->data.viewport.rect, sizeof (viewport));
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SDL_Rect *viewport = &data->drawstate.viewport;
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if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect)) != 0) {
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SDL_memcpy(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect));
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data->glMatrixMode(GL_PROJECTION);
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data->glLoadIdentity();
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data->glViewport(viewport.x,
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istarget ? viewport.y : (drawableh - viewport.y - viewport.h),
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viewport.w, viewport.h);
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if (viewport.w && viewport.h) {
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data->glOrtho((GLdouble) 0, (GLdouble) renderer->viewport.w,
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(GLdouble) istarget ? 0 : renderer->viewport.h,
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(GLdouble) istarget ? renderer->viewport.h : 0,
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data->glViewport(viewport->x,
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istarget ? viewport->y : (drawableh - viewport->y - viewport->h),
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viewport->w, viewport->h);
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if (viewport->w && viewport->h) {
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data->glOrtho((GLdouble) 0, (GLdouble) viewport->w,
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(GLdouble) istarget ? 0 : viewport->h,
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(GLdouble) istarget ? viewport->h : 0,
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0.0, 1.0);
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}
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data->glMatrixMode(GL_MODELVIEW);
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}
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break;
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}
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case SDL_RENDERCMD_SETCLIPRECT: {
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const SDL_Rect *rect = &cmd->data.cliprect.rect;
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cliprect_enabled = cmd->data.cliprect.enabled;
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if (cliprect_enabled) {
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data->glEnable(GL_SCISSOR_TEST);
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} else {
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if (data->drawstate.cliprect_enabled != cmd->data.cliprect.enabled) {
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data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled;
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if (!data->drawstate.cliprect_enabled) {
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data->glDisable(GL_SCISSOR_TEST);
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}
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if (cliprect_enabled) {
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data->glScissor(viewport.x + rect->x,
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istarget ? viewport.y + rect->y : drawableh - viewport.y - rect->y - rect->h,
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} else {
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const SDL_Rect *viewport = &data->drawstate.viewport;
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data->glEnable(GL_SCISSOR_TEST);
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if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof (SDL_Rect)) != 0) {
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data->glScissor(viewport->x + rect->x,
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istarget ? viewport->y + rect->y : drawableh - viewport->y - rect->y - rect->h,
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rect->w, rect->h);
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SDL_memcpy(&data->drawstate.cliprect, rect, sizeof (SDL_Rect));
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}
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}
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}
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break;
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}
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case SDL_RENDERCMD_CLEAR: {
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const GLfloat r = ((GLfloat) cmd->data.color.r) * inv255f;
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const GLfloat g = ((GLfloat) cmd->data.color.g) * inv255f;
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const GLfloat b = ((GLfloat) cmd->data.color.b) * inv255f;
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const GLfloat a = ((GLfloat) cmd->data.color.a) * inv255f;
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data->glClearColor(r, g, b, a);
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const Uint8 r = cmd->data.color.r;
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const Uint8 g = cmd->data.color.g;
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const Uint8 b = cmd->data.color.b;
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const Uint8 a = cmd->data.color.a;
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const Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
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if (color != data->drawstate.clear_color) {
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const GLfloat fr = ((GLfloat) r) * inv255f;
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const GLfloat fg = ((GLfloat) g) * inv255f;
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const GLfloat fb = ((GLfloat) b) * inv255f;
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const GLfloat fa = ((GLfloat) a) * inv255f;
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data->glClearColor(fr, fg, fb, fa);
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data->drawstate.clear_color = color;
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}
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if (cliprect_enabled) {
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if (data->drawstate.cliprect_enabled) {
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data->glDisable(GL_SCISSOR_TEST);
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}
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data->glClear(GL_COLOR_BUFFER_BIT);
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if (cliprect_enabled) {
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if (data->drawstate.cliprect_enabled) {
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data->glEnable(GL_SCISSOR_TEST);
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}
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break;
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@ -1113,7 +1135,7 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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case SDL_RENDERCMD_DRAW_POINTS: {
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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, &blend, &shader, &texturing);
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SetDrawState(data, cmd, SHADER_SOLID);
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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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@ -1124,12 +1146,12 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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case SDL_RENDERCMD_DRAW_LINES: {
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const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
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size_t count = cmd->data.draw.count;
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SetDrawState(data, cmd, SHADER_SOLID, &blend, &shader, &texturing);
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const size_t count = cmd->data.draw.count;
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SetDrawState(data, cmd, SHADER_SOLID);
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if (count > 2 && (verts[0] == verts[(count-1)*2]) && (verts[1] == verts[(count*2)-1])) {
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--count; /* GL_LINE_LOOP takes care of the final segment */
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data->glBegin(GL_LINE_LOOP);
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for (i = 0; i < count; ++i, verts += 2) {
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/* GL_LINE_LOOP takes care of the final segment */
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for (i = 1; 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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@ -1183,7 +1205,7 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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case SDL_RENDERCMD_FILL_RECTS: {
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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, &blend, &shader, &texturing);
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SetDrawState(data, cmd, SHADER_SOLID);
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for (i = 0; i < count; ++i, verts += 4) {
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data->glRectf(verts[0], verts[1], verts[2], verts[3]);
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}
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@ -1200,7 +1222,7 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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const GLfloat maxu = verts[5];
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const GLfloat minv = verts[6];
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const GLfloat maxv = verts[7];
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SetCopyState(data, cmd, &blend, &shader, &texturing, &bound_texture);
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SetCopyState(data, cmd);
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data->glBegin(GL_TRIANGLE_STRIP);
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data->glTexCoord2f(minu, minv);
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data->glVertex2f(minx, miny);
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@ -1227,7 +1249,7 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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const GLfloat translatex = verts[8];
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const GLfloat translatey = verts[9];
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const GLdouble angle = verts[10];
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SetCopyState(data, cmd, &blend, &shader, &texturing, &bound_texture);
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SetCopyState(data, cmd);
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/* Translate to flip, rotate, translate to position */
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data->glPushMatrix();
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@ -1627,11 +1649,22 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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data->framebuffers = NULL;
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/* Set up parameters for rendering */
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data->glMatrixMode(GL_MODELVIEW);
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data->glLoadIdentity();
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data->glDisable(GL_DEPTH_TEST);
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data->glDisable(GL_CULL_FACE);
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data->glDisable(GL_SCISSOR_TEST);
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data->glDisable(data->textype);
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data->glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
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data->glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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/* This ended up causing video discrepancies between OpenGL and Direct3D */
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/* data->glEnable(GL_LINE_SMOOTH); */
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data->drawstate.blend = SDL_BLENDMODE_INVALID;
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data->drawstate.shader = SHADER_INVALID;
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data->drawstate.color = 0xFFFFFFFF;
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data->drawstate.clear_color = 0xFFFFFFFF;
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return renderer;
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error:
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