render: Update Metal and GL backends to use new high-level features, etc.

Now nothing is uploaded as dynamic data with Metal's setVertexBytes, etc; it's
all in the one big vertex buffer, now.
This commit is contained in:
Ryan C. Gordon 2018-09-23 23:22:56 -04:00
parent cc56de44a4
commit 2241b33f55
2 changed files with 112 additions and 58 deletions

View file

@ -68,6 +68,7 @@ static int GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch);
static void GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int GL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
static int GL_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd);
static int GL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd,
const SDL_FPoint * points, int count);
static int GL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd,
@ -391,6 +392,8 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->LockTexture = GL_LockTexture;
renderer->UnlockTexture = GL_UnlockTexture;
renderer->SetRenderTarget = GL_SetRenderTarget;
renderer->QueueSetViewport = GL_QueueSetViewport;
renderer->QueueSetDrawColor = GL_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
renderer->QueueDrawPoints = GL_QueueDrawPoints;
renderer->QueueDrawLines = GL_QueueDrawPoints; /* lines and points queue vertices the same way. */
renderer->QueueFillRects = GL_QueueFillRects;
@ -1009,10 +1012,16 @@ GL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
/* !!! FIXME: all these Queue* calls set up the vertex buffer the way the immediate mode
!!! FIXME: renderer wants it, but this might want to operate differently if we move to
!!! FIXME: VBOs at some point. */
static int
GL_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd)
{
return 0; /* nothing to do in this backend. */
}
static int
GL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 2 * sizeof (GLfloat), &cmd->data.draw.first);
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 2 * sizeof (GLfloat), 0, &cmd->data.draw.first);
size_t i;
if (!verts) {
@ -1031,7 +1040,7 @@ GL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FP
static int
GL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
{
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 4 * sizeof (GLfloat), &cmd->data.draw.first);
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 4 * sizeof (GLfloat), 0, &cmd->data.draw.first);
size_t i;
if (!verts) {
@ -1057,7 +1066,7 @@ GL_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * text
GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
GLfloat minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 8 * sizeof (GLfloat), &cmd->data.draw.first);
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 8 * sizeof (GLfloat), 0, &cmd->data.draw.first);
if (!verts) {
return -1;
@ -1100,7 +1109,7 @@ GL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * te
GLfloat minx, miny, maxx, maxy;
GLfloat centerx, centery;
GLfloat minu, maxu, minv, maxv;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 11 * sizeof (GLfloat), &cmd->data.draw.first);
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 11 * sizeof (GLfloat), 0, &cmd->data.draw.first);
if (!verts) {
return -1;
@ -1338,9 +1347,14 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
while (cmd) {
switch (cmd->command) {
case SDL_RENDERCMD_SETDRAWCOLOR: {
// !!! FIXME: use this.
break;
}
case SDL_RENDERCMD_SETVIEWPORT: {
if (SDL_memcmp(&cmd->data.viewport, &viewport, sizeof (SDL_Rect)) != 0) {
SDL_memcpy(&viewport, &cmd->data.viewport, sizeof (SDL_Rect));
if (SDL_memcmp(&cmd->data.viewport.rect, &viewport, sizeof (viewport)) != 0) {
SDL_memcpy(&viewport, &cmd->data.viewport.rect, sizeof (viewport));
data->glMatrixMode(GL_PROJECTION);
data->glLoadIdentity();
data->glViewport(viewport.x,