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metal renderer: optimize SDL_RenderFillRect slightly.
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@ -1403,17 +1403,21 @@ METAL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
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const size_t count = cmd->data.draw.count;
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const size_t count = cmd->data.draw.count;
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const size_t maxcount = UINT16_MAX / 4;
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const size_t maxcount = UINT16_MAX / 4;
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SetDrawState(renderer, cmd, SDL_METAL_FRAGMENT_SOLID, CONSTANTS_OFFSET_IDENTITY, mtlbufvertex, &statecache);
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SetDrawState(renderer, cmd, SDL_METAL_FRAGMENT_SOLID, CONSTANTS_OFFSET_IDENTITY, mtlbufvertex, &statecache);
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/* Our index buffer has 16 bit indices, so we can only draw 65k
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if (count == 1) {
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* vertices (16k rects) at a time. */
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[data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
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for (size_t i = 0; i < count; i += maxcount) {
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} else {
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/* Set the vertex buffer offset for our current positions.
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/* Our index buffer has 16 bit indices, so we can only draw
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* The vertex buffer itself was bound in SetDrawState. */
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* 65k vertices (16k rects) at a time. */
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[data.mtlcmdencoder setVertexBufferOffset:cmd->data.draw.first + i*sizeof(float)*8 atIndex:0];
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for (size_t i = 0; i < count; i += maxcount) {
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[data.mtlcmdencoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
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/* Set the vertex buffer offset for our current positions.
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indexCount:SDL_min(maxcount, count - i) * 6
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* The vertex buffer itself was bound in SetDrawState. */
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indexType:MTLIndexTypeUInt16
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[data.mtlcmdencoder setVertexBufferOffset:cmd->data.draw.first + i*sizeof(float)*8 atIndex:0];
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indexBuffer:data.mtlbufquadindices
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[data.mtlcmdencoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
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indexBufferOffset:0];
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indexCount:SDL_min(maxcount, count - i) * 6
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indexType:MTLIndexTypeUInt16
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indexBuffer:data.mtlbufquadindices
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indexBufferOffset:0];
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}
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}
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}
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break;
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break;
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}
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}
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