mirror of
https://github.com/Relintai/sdl2_frt.git
synced 2024-12-16 11:06:49 +01:00
Avoid redundant state changes in the GLES2 renderer.
This commit is contained in:
parent
500e4f6f9a
commit
5607cc45c5
@ -81,6 +81,7 @@ typedef struct GLES2_ShaderCacheEntry
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GLES2_ShaderType type;
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const GLES2_ShaderInstance *instance;
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int references;
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Uint8 modulation_r, modulation_g, modulation_b, modulation_a;
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struct GLES2_ShaderCacheEntry *prev;
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struct GLES2_ShaderCacheEntry *next;
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} GLES2_ShaderCacheEntry;
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@ -98,6 +99,9 @@ typedef struct GLES2_ProgramCacheEntry
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GLES2_ShaderCacheEntry *vertex_shader;
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GLES2_ShaderCacheEntry *fragment_shader;
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GLuint uniform_locations[16];
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Uint8 color_r, color_g, color_b, color_a;
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Uint8 modulation_r, modulation_g, modulation_b, modulation_a;
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GLfloat projection[4][4];
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struct GLES2_ProgramCacheEntry *prev;
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struct GLES2_ProgramCacheEntry *next;
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} GLES2_ProgramCacheEntry;
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@ -156,6 +160,7 @@ typedef struct GLES2_DriverContext
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GLES2_ShaderCache shader_cache;
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GLES2_ProgramCache program_cache;
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GLES2_ProgramCacheEntry *current_program;
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Uint8 clear_r, clear_g, clear_b, clear_a;
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} GLES2_DriverContext;
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#define GLES2_MAX_CACHED_PROGRAMS 8
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@ -492,8 +497,6 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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return -1;
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}
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texture->driverdata = data;
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renderdata->glActiveTexture(GL_TEXTURE0);
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renderdata->glBindTexture(data->texture_type, data->texture);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
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@ -549,9 +552,7 @@ GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
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}
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/* Create a texture subimage with the supplied data */
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data->glActiveTexture(GL_TEXTURE0);
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data->glBindTexture(tdata->texture_type, tdata->texture);
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data->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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data->glTexSubImage2D(tdata->texture_type,
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0,
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rect->x,
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@ -720,7 +721,16 @@ GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex,
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entry->uniform_locations[GLES2_UNIFORM_MODULATION] =
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data->glGetUniformLocation(entry->id, "u_modulation");
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entry->uniform_locations[GLES2_UNIFORM_COLOR] =
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rdata->glGetUniformLocation(entry->id, "u_color");
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data->glGetUniformLocation(entry->id, "u_color");
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entry->modulation_r = entry->modulation_g = entry->modulation_b = entry->modulation_a = 1.0f;
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entry->color_r = entry->color_g = entry->color_b = entry->color_a = 1.0f;
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data->glUseProgram(entry->id);
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data->glUniformMatrix4fv(entry->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)entry->projection);
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data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE], 0); /* always texture unit 0. */
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data->glUniform4f(entry->uniform_locations[GLES2_UNIFORM_MODULATION], 1.0f, 1.0f, 1.0f, 1.0f);
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data->glUniform4f(entry->uniform_locations[GLES2_UNIFORM_COLOR], 1.0f, 1.0f, 1.0f, 1.0f);
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/* Cache the linked program */
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if (data->program_cache.head)
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@ -959,7 +969,6 @@ GLES2_SetOrthographicProjection(SDL_Renderer *renderer)
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{
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GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
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GLfloat projection[4][4];
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GLuint locProjection;
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if (!renderer->viewport.w || !renderer->viewport.h) {
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return 0;
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@ -992,8 +1001,12 @@ GLES2_SetOrthographicProjection(SDL_Renderer *renderer)
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projection[3][3] = 1.0f;
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/* Set the projection matrix */
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locProjection = data->current_program->uniform_locations[GLES2_UNIFORM_PROJECTION];
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data->glUniformMatrix4fv(locProjection, 1, GL_FALSE, (GLfloat *)projection);
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if (SDL_memcmp(data->current_program->projection, projection, sizeof (projection)) != 0) {
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const GLuint locProjection = data->current_program->uniform_locations[GLES2_UNIFORM_PROJECTION];
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data->glUniformMatrix4fv(locProjection, 1, GL_FALSE, (GLfloat *)projection);
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SDL_memcpy(data->current_program->projection, projection, sizeof (projection));
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}
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return 0;
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}
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@ -1024,10 +1037,18 @@ GLES2_RenderClear(SDL_Renderer * renderer)
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GLES2_ActivateRenderer(renderer);
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data->glClearColor((GLfloat) renderer->r * inv255f,
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(GLfloat) renderer->g * inv255f,
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(GLfloat) renderer->b * inv255f,
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(GLfloat) renderer->a * inv255f);
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/* !!! FIXME: it'd be nice to do a single 32-bit compare here. */
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if ( (data->clear_r != renderer->r) || (data->clear_g != renderer->g) ||
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(data->clear_b != renderer->b) || (data->clear_a != renderer->a) ) {
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data->glClearColor((GLfloat) renderer->r * inv255f,
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(GLfloat) renderer->g * inv255f,
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(GLfloat) renderer->b * inv255f,
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(GLfloat) renderer->a * inv255f);
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data->clear_r = renderer->r;
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data->clear_g = renderer->g;
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data->clear_b = renderer->b;
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data->clear_a = renderer->a;
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}
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data->glClear(GL_COLOR_BUFFER_BIT);
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@ -1077,8 +1098,9 @@ static int
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GLES2_SetDrawingState(SDL_Renderer * renderer)
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{
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GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
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int blendMode = renderer->blendMode;
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GLuint locColor;
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const int blendMode = renderer->blendMode;
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GLES2_ProgramCacheEntry *program;
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Uint8 r, g, b, a;
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GLES2_ActivateRenderer(renderer);
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@ -1087,26 +1109,35 @@ GLES2_SetDrawingState(SDL_Renderer * renderer)
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GLES2_SetTexCoords(data, SDL_FALSE);
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/* Activate an appropriate shader and set the projection matrix */
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if (GLES2_SelectProgram(renderer, GLES2_IMAGESOURCE_SOLID, blendMode) < 0)
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if (GLES2_SelectProgram(renderer, GLES2_IMAGESOURCE_SOLID, blendMode) < 0) {
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return -1;
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}
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/* Select the color to draw with */
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locColor = data->current_program->uniform_locations[GLES2_UNIFORM_COLOR];
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g = renderer->g;
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a = renderer->a;
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if (renderer->target &&
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(renderer->target->format == SDL_PIXELFORMAT_ARGB8888 ||
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(renderer->target->format == SDL_PIXELFORMAT_ARGB8888 ||
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renderer->target->format == SDL_PIXELFORMAT_RGB888)) {
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data->glUniform4f(locColor,
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renderer->b * inv255f,
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renderer->g * inv255f,
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renderer->r * inv255f,
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renderer->a * inv255f);
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} else {
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data->glUniform4f(locColor,
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renderer->r * inv255f,
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renderer->g * inv255f,
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renderer->b * inv255f,
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renderer->a * inv255f);
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r = renderer->b;
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b = renderer->r;
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} else {
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r = renderer->r;
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b = renderer->b;
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}
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program = data->current_program;
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/* !!! FIXME: it'd be nice to do a single 32-bit compare here. */
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if ( (program->color_r != r) || (program->color_g != g) || (program->color_b != b) || (program->color_a != a) ) {
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/* Select the color to draw with */
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data->glUniform4f(program->uniform_locations[GLES2_UNIFORM_COLOR], r * inv255f, g * inv255f, b * inv255f, a * inv255f);
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program->color_r = r;
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program->color_g = g;
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program->color_b = b;
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program->color_a = a;
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}
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return 0;
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}
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@ -1213,8 +1244,8 @@ GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *s
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SDL_BlendMode blendMode;
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GLfloat vertices[8];
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GLfloat texCoords[8];
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GLuint locTexture;
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GLuint locModulation;
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GLES2_ProgramCacheEntry *program;
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Uint8 r, g, b, a;
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GLES2_ActivateRenderer(renderer);
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@ -1300,31 +1331,37 @@ GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *s
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return -1;
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}
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}
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if (GLES2_SelectProgram(renderer, sourceType, blendMode) < 0)
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if (GLES2_SelectProgram(renderer, sourceType, blendMode) < 0) {
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return -1;
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}
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/* Select the target texture */
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locTexture = data->current_program->uniform_locations[GLES2_UNIFORM_TEXTURE];
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data->glActiveTexture(GL_TEXTURE0);
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data->glBindTexture(tdata->texture_type, tdata->texture);
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data->glUniform1i(locTexture, 0);
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/* Configure color modulation */
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locModulation = data->current_program->uniform_locations[GLES2_UNIFORM_MODULATION];
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g = texture->g;
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a = texture->a;
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if (renderer->target &&
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(renderer->target->format == SDL_PIXELFORMAT_ARGB8888 ||
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renderer->target->format == SDL_PIXELFORMAT_RGB888)) {
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data->glUniform4f(locModulation,
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texture->b * inv255f,
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texture->g * inv255f,
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texture->r * inv255f,
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texture->a * inv255f);
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r = texture->b;
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b = texture->r;
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} else {
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data->glUniform4f(locModulation,
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texture->r * inv255f,
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texture->g * inv255f,
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texture->b * inv255f,
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texture->a * inv255f);
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r = texture->r;
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b = texture->b;
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}
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program = data->current_program;
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/* !!! FIXME: it'd be nice to do a single 32-bit compare here. */
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if ( (program->modulation_r != r) || (program->modulation_g != g) || (program->modulation_b != b) || (program->modulation_a != a) ) {
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data->glUniform4f(program->uniform_locations[GLES2_UNIFORM_MODULATION], r * inv255f, g * inv255f, b * inv255f, a * inv255f);
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program->modulation_r = r;
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program->modulation_g = g;
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program->modulation_b = b;
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program->modulation_a = a;
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}
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/* Configure texture blending */
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@ -1363,11 +1400,11 @@ GLES2_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
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GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
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GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
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GLES2_ImageSource sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
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GLES2_ProgramCacheEntry *program;
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Uint8 r, g, b, a;
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SDL_BlendMode blendMode;
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GLfloat vertices[8];
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GLfloat texCoords[8];
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GLuint locTexture;
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GLuint locModulation;
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GLfloat translate[8];
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GLfloat fAngle[4];
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GLfloat tmp;
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@ -1467,27 +1504,32 @@ GLES2_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
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return -1;
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/* Select the target texture */
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locTexture = data->current_program->uniform_locations[GLES2_UNIFORM_TEXTURE];
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data->glActiveTexture(GL_TEXTURE0);
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data->glBindTexture(tdata->texture_type, tdata->texture);
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data->glUniform1i(locTexture, 0);
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/* Configure color modulation */
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locModulation = data->current_program->uniform_locations[GLES2_UNIFORM_MODULATION];
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/* !!! FIXME: grep for glUniform4f(), move that stuff to a subroutine, it's a lot of copy/paste. */
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g = texture->g;
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a = texture->a;
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if (renderer->target &&
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(renderer->target->format == SDL_PIXELFORMAT_ARGB8888 ||
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renderer->target->format == SDL_PIXELFORMAT_RGB888)) {
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data->glUniform4f(locModulation,
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texture->b * inv255f,
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texture->g * inv255f,
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texture->r * inv255f,
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texture->a * inv255f);
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r = texture->b;
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b = texture->r;
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} else {
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data->glUniform4f(locModulation,
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texture->r * inv255f,
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texture->g * inv255f,
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texture->b * inv255f,
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texture->a * inv255f);
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r = texture->r;
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b = texture->b;
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}
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program = data->current_program;
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/* !!! FIXME: it'd be nice to do a single 32-bit compare here. */
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if ( (program->modulation_r != r) || (program->modulation_g != g) || (program->modulation_b != b) || (program->modulation_a != a) ) {
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data->glUniform4f(program->uniform_locations[GLES2_UNIFORM_MODULATION], r * inv255f, g * inv255f, b * inv255f, a * inv255f);
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program->modulation_r = r;
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program->modulation_g = g;
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program->modulation_b = b;
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program->modulation_a = a;
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}
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/* Configure texture blending */
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@ -1557,8 +1599,6 @@ GLES2_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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SDL_GetRendererOutputSize(renderer, &w, &h);
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data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
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data->glReadPixels(rect->x, (h-rect->y)-rect->h, rect->w, rect->h,
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GL_RGBA, GL_UNSIGNED_BYTE, temp_pixels);
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if (GL_CheckError("glReadPixels()", renderer) < 0) {
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@ -1650,6 +1690,15 @@ GLES2_ResetState(SDL_Renderer *renderer)
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data->current.blendMode = -1;
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data->current.tex_coords = SDL_FALSE;
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data->glActiveTexture(GL_TEXTURE0);
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data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
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data->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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data->glClearColor((GLfloat) data->clear_r * inv255f,
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(GLfloat) data->clear_g * inv255f,
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(GLfloat) data->clear_b * inv255f,
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(GLfloat) data->clear_a * inv255f);
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data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
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data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
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@ -121,6 +121,8 @@
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if (glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) {
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return NO;
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}
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
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/* end create buffers */
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self.autoresizingMask = (UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight);
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@ -148,6 +150,8 @@
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
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glRenderbufferStorageOES(GL_RENDERBUFFER_OES, depthBufferFormat, backingWidth, backingHeight);
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}
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
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}
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- (void)setAnimationCallback:(int)interval
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@ -197,7 +201,9 @@
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- (void)swapBuffers
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{
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
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/* viewRenderbuffer should always be bound here. Code that binds something
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else is responsible for rebinding viewRenderbuffer, to reduce
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duplicate state changes. */
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[context presentRenderbuffer:GL_RENDERBUFFER_OES];
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}
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