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https://github.com/Relintai/sdl2_frt.git
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gles2: Major renderer optimization. Work in progress!
This moves all the rendering to a command list that is flushed to the GL as necessary, making most common activities upload a single vertex buffer per frame and dramatically reducing state changes. In pathological cases, like Emscripten running on iOS's Safari, performance can go from a dozen draw calls killing your performance to 1000 draw calls running smoothly. This is work in progress, and not ready to ship. Among other things, it has a hardcoded array that isn't checked for overflow. But the basic idea is sound!
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@ -75,6 +75,7 @@ SDL_PROC(void, glDeleteFramebuffers, (GLsizei, const GLuint *))
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SDL_PROC(GLint, glGetAttribLocation, (GLuint, const GLchar *))
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SDL_PROC(void, glGetProgramInfoLog, (GLuint, GLsizei, GLsizei*, GLchar*))
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SDL_PROC(void, glGenBuffers, (GLsizei, GLuint *))
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SDL_PROC(void, glDeleteBuffers, (GLsizei, GLuint *))
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SDL_PROC(void, glBindBuffer, (GLenum, GLuint))
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SDL_PROC(void, glBufferData, (GLenum, GLsizeiptr, const GLvoid *, GLenum))
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SDL_PROC(void, glBufferSubData, (GLenum, GLintptr, GLsizeiptr, const GLvoid *))
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@ -69,13 +69,13 @@ static const Uint8 GLES2_FragmentSrc_SolidSrc_[] = " \
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static const Uint8 GLES2_FragmentSrc_TextureABGRSrc_[] = " \
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precision mediump float; \
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uniform sampler2D u_texture; \
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uniform vec4 u_modulation; \
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uniform vec4 u_color; \
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varying vec2 v_texCoord; \
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\
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void main() \
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{ \
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gl_FragColor = texture2D(u_texture, v_texCoord); \
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gl_FragColor *= u_modulation; \
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gl_FragColor *= u_color; \
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} \
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";
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@ -83,7 +83,7 @@ static const Uint8 GLES2_FragmentSrc_TextureABGRSrc_[] = " \
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static const Uint8 GLES2_FragmentSrc_TextureARGBSrc_[] = " \
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precision mediump float; \
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uniform sampler2D u_texture; \
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uniform vec4 u_modulation; \
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uniform vec4 u_color; \
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varying vec2 v_texCoord; \
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\
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void main() \
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@ -92,7 +92,7 @@ static const Uint8 GLES2_FragmentSrc_TextureARGBSrc_[] = " \
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gl_FragColor = abgr; \
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gl_FragColor.r = abgr.b; \
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gl_FragColor.b = abgr.r; \
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gl_FragColor *= u_modulation; \
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gl_FragColor *= u_color; \
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} \
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";
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@ -100,7 +100,7 @@ static const Uint8 GLES2_FragmentSrc_TextureARGBSrc_[] = " \
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static const Uint8 GLES2_FragmentSrc_TextureRGBSrc_[] = " \
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precision mediump float; \
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uniform sampler2D u_texture; \
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uniform vec4 u_modulation; \
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uniform vec4 u_color; \
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varying vec2 v_texCoord; \
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\
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void main() \
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@ -110,7 +110,7 @@ static const Uint8 GLES2_FragmentSrc_TextureRGBSrc_[] = " \
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gl_FragColor.r = abgr.b; \
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gl_FragColor.b = abgr.r; \
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gl_FragColor.a = 1.0; \
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gl_FragColor *= u_modulation; \
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gl_FragColor *= u_color; \
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} \
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";
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@ -118,7 +118,7 @@ static const Uint8 GLES2_FragmentSrc_TextureRGBSrc_[] = " \
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static const Uint8 GLES2_FragmentSrc_TextureBGRSrc_[] = " \
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precision mediump float; \
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uniform sampler2D u_texture; \
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uniform vec4 u_modulation; \
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uniform vec4 u_color; \
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varying vec2 v_texCoord; \
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\
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void main() \
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@ -126,7 +126,7 @@ static const Uint8 GLES2_FragmentSrc_TextureBGRSrc_[] = " \
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vec4 abgr = texture2D(u_texture, v_texCoord); \
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gl_FragColor = abgr; \
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gl_FragColor.a = 1.0; \
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gl_FragColor *= u_modulation; \
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gl_FragColor *= u_color; \
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} \
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";
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@ -163,7 +163,7 @@ static const Uint8 GLES2_FragmentSrc_TextureBGRSrc_[] = " \
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"uniform sampler2D u_texture;\n" \
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"uniform sampler2D u_texture_u;\n" \
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"uniform sampler2D u_texture_v;\n" \
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"uniform vec4 u_modulation;\n" \
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"uniform vec4 u_color;\n" \
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"varying vec2 v_texCoord;\n" \
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"\n" \
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@ -185,7 +185,7 @@ static const Uint8 GLES2_FragmentSrc_TextureBGRSrc_[] = " \
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"\n" \
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" // That was easy. :) \n" \
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" gl_FragColor = vec4(rgb, 1);\n" \
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" gl_FragColor *= u_modulation;\n" \
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" gl_FragColor *= u_color;\n" \
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"}" \
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#define NV12_SHADER_BODY \
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@ -205,7 +205,7 @@ static const Uint8 GLES2_FragmentSrc_TextureBGRSrc_[] = " \
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"\n" \
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" // That was easy. :) \n" \
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" gl_FragColor = vec4(rgb, 1);\n" \
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" gl_FragColor *= u_modulation;\n" \
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" gl_FragColor *= u_color;\n" \
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"}" \
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#define NV21_SHADER_BODY \
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@ -225,7 +225,7 @@ static const Uint8 GLES2_FragmentSrc_TextureBGRSrc_[] = " \
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"\n" \
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" // That was easy. :) \n" \
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" gl_FragColor = vec4(rgb, 1);\n" \
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" gl_FragColor *= u_modulation;\n" \
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" gl_FragColor *= u_color;\n" \
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"}" \
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/* YUV to ABGR conversion */
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@ -284,13 +284,13 @@ static const Uint8 GLES2_FragmentSrc_TextureExternalOESSrc_[] = " \
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#extension GL_OES_EGL_image_external : require\n\
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precision mediump float; \
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uniform samplerExternalOES u_texture; \
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uniform vec4 u_modulation; \
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uniform vec4 u_color; \
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varying vec2 v_texCoord; \
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\
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void main() \
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{ \
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gl_FragColor = texture2D(u_texture, v_texCoord); \
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gl_FragColor *= u_modulation; \
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gl_FragColor *= u_color; \
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} \
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";
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