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https://github.com/Relintai/sdl2_frt.git
synced 2024-12-16 11:06:49 +01:00
Fixed performance regression caused by the fix for bug 2158
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0b7c69fe12
commit
1c9cc8c9b7
@ -89,8 +89,8 @@ SDL_PROC_UNUSED(void, glDepthFunc, (GLenum func))
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SDL_PROC_UNUSED(void, glDepthMask, (GLboolean flag))
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SDL_PROC_UNUSED(void, glDepthRange, (GLclampd zNear, GLclampd zFar))
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SDL_PROC(void, glDisable, (GLenum cap))
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SDL_PROC(void, glDisableClientState, (GLenum array))
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SDL_PROC(void, glDrawArrays, (GLenum mode, GLint first, GLsizei count))
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SDL_PROC_UNUSED(void, glDisableClientState, (GLenum array))
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SDL_PROC_UNUSED(void, glDrawArrays, (GLenum mode, GLint first, GLsizei count))
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SDL_PROC_UNUSED(void, glDrawBuffer, (GLenum mode))
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SDL_PROC_UNUSED(void, glDrawElements,
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(GLenum mode, GLsizei count, GLenum type,
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@ -103,7 +103,7 @@ SDL_PROC_UNUSED(void, glEdgeFlagPointer,
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(GLsizei stride, const GLvoid * pointer))
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SDL_PROC_UNUSED(void, glEdgeFlagv, (const GLboolean * flag))
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SDL_PROC(void, glEnable, (GLenum cap))
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SDL_PROC(void, glEnableClientState, (GLenum array))
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SDL_PROC_UNUSED(void, glEnableClientState, (GLenum array))
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SDL_PROC(void, glEnd, (void))
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SDL_PROC_UNUSED(void, glEndList, (void))
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SDL_PROC_UNUSED(void, glEvalCoord1d, (GLdouble u))
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@ -448,7 +448,7 @@ SDL_PROC_UNUSED(void, glVertex4iv, (const GLint * v))
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SDL_PROC_UNUSED(void, glVertex4s,
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(GLshort x, GLshort y, GLshort z, GLshort w))
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SDL_PROC_UNUSED(void, glVertex4sv, (const GLshort * v))
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SDL_PROC(void, glVertexPointer,
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SDL_PROC_UNUSED(void, glVertexPointer,
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(GLint size, GLenum type, GLsizei stride,
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const GLvoid * pointer))
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SDL_PROC(void, glViewport, (GLint x, GLint y, GLsizei width, GLsizei height))
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@ -1048,17 +1048,15 @@ GL_RenderDrawPoints(SDL_Renderer * renderer, const SDL_FPoint * points,
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int count)
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{
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GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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int i;
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GL_SetDrawingState(renderer);
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data->glTranslatef(0.5f, 0.5f, 0.0f);
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data->glVertexPointer(2, GL_FLOAT, 0, points);
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data->glEnableClientState(GL_VERTEX_ARRAY);
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data->glDrawArrays(GL_POINTS, 0, count);
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data->glDisableClientState(GL_VERTEX_ARRAY);
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data->glTranslatef(-0.5f, -0.5f, 0.0f);
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data->glBegin(GL_POINTS);
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for (i = 0; i < count; ++i) {
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data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
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}
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data->glEnd();
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return 0;
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}
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@ -1068,28 +1066,62 @@ GL_RenderDrawLines(SDL_Renderer * renderer, const SDL_FPoint * points,
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int count)
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{
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GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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int i;
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GL_SetDrawingState(renderer);
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data->glTranslatef(0.5f, 0.5f, 0.0f);
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data->glVertexPointer(2, GL_FLOAT, 0, points);
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data->glEnableClientState(GL_VERTEX_ARRAY);
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if (count > 2 &&
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points[0].x == points[count-1].x && points[0].y == points[count-1].y) {
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data->glBegin(GL_LINE_LOOP);
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/* GL_LINE_LOOP takes care of the final segment */
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data->glDrawArrays(GL_LINE_LOOP, 0, count-1);
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--count;
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for (i = 0; i < count; ++i) {
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data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
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}
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data->glEnd();
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} else {
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data->glDrawArrays(GL_LINE_STRIP, 0, count);
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}
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/* Make sure all the line endpoints are closed.
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* http://www.opengl.org/documentation/specs/version1.1/glspec1.1/node47.html
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* Which points need to be drawn varies by driver, so just draw all of them.
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*/
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data->glDrawArrays(GL_POINTS, 0, count);
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data->glDisableClientState(GL_VERTEX_ARRAY);
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data->glTranslatef(-0.5f, -0.5f, 0.0f);
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#if defined(__MACOSX__) || defined(__WIN32__)
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#else
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int x1, y1, x2, y2;
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#endif
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data->glBegin(GL_LINE_STRIP);
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for (i = 0; i < count; ++i) {
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data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
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}
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data->glEnd();
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/* The line is half open, so we need one more point to complete it.
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* http://www.opengl.org/documentation/specs/version1.1/glspec1.1/node47.html
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* If we have to, we can use vertical line and horizontal line textures
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* for vertical and horizontal lines, and then create custom textures
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* for diagonal lines and software render those. It's terrible, but at
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* least it would be pixel perfect.
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*/
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data->glBegin(GL_POINTS);
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#if defined(__MACOSX__) || defined(__WIN32__)
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/* Mac OS X and Windows seem to always leave the last point open */
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data->glVertex2f(0.5f + points[count-1].x, 0.5f + points[count-1].y);
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#else
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/* Linux seems to leave the right-most or bottom-most point open */
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x1 = points[0].x;
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y1 = points[0].y;
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x2 = points[count-1].x;
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y2 = points[count-1].y;
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if (x1 > x2) {
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data->glVertex2f(0.5f + x1, 0.5f + y1);
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} else if (x2 > x1) {
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data->glVertex2f(0.5f + x2, 0.5f + y2);
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}
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if (y1 > y2) {
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data->glVertex2f(0.5f + x1, 0.5f + y1);
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} else if (y2 > y1) {
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data->glVertex2f(0.5f + x2, 0.5f + y2);
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}
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#endif
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data->glEnd();
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}
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return GL_CheckError("", renderer);
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}
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