metal renderer: optimize SDL_RenderFillRect slightly.

This commit is contained in:
Alex Szpakowski 2019-08-18 10:38:32 -03:00
parent ff7888e698
commit bfdb0e9743

View File

@ -1403,8 +1403,11 @@ METAL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
const size_t count = cmd->data.draw.count;
const size_t maxcount = UINT16_MAX / 4;
SetDrawState(renderer, cmd, SDL_METAL_FRAGMENT_SOLID, CONSTANTS_OFFSET_IDENTITY, mtlbufvertex, &statecache);
/* Our index buffer has 16 bit indices, so we can only draw 65k
* vertices (16k rects) at a time. */
if (count == 1) {
[data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
} else {
/* Our index buffer has 16 bit indices, so we can only draw
* 65k vertices (16k rects) at a time. */
for (size_t i = 0; i < count; i += maxcount) {
/* Set the vertex buffer offset for our current positions.
* The vertex buffer itself was bound in SetDrawState. */
@ -1415,6 +1418,7 @@ METAL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
indexBuffer:data.mtlbufquadindices
indexBufferOffset:0];
}
}
break;
}