Cache the draw color state in the software and PSP renderers

Converting the color from float is a bit expensive, so let's cache that state
This commit is contained in:
Sam Lantinga 2024-01-31 23:54:47 -08:00
parent dacfaa91b4
commit 9c8b47b726
2 changed files with 51 additions and 52 deletions

View file

@ -81,6 +81,11 @@ typedef struct
SDL_Texture *texture;
} PSP_BlendState;
typedef struct
{
unsigned int color;
} PSP_DrawStateCache;
typedef struct
{
void *frontbuffer; /**< main screen buffer */
@ -1036,6 +1041,10 @@ static int PSP_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
{
PSP_RenderData *data = (PSP_RenderData *)renderer->driverdata;
Uint8 *gpumem = NULL;
PSP_DrawStateCache drawstate;
drawstate.color = 0;
StartDrawing(renderer);
/* note that before the renderer interface change, this would do extremely small
@ -1054,7 +1063,12 @@ static int PSP_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
switch (cmd->command) {
case SDL_RENDERCMD_SETDRAWCOLOR:
{
break; /* !!! FIXME: we could cache drawstate like color */
const Uint8 r = (Uint8)SDL_roundf(cmd->data.color.color.r * 255.0f);
const Uint8 g = (Uint8)SDL_roundf(cmd->data.color.color.g * 255.0f);
const Uint8 b = (Uint8)SDL_roundf(cmd->data.color.color.b * 255.0f);
const Uint8 a = (Uint8)SDL_roundf(cmd->data.color.color.a * 255.0f);
drawstate.color = GU_RGBA(r, g, b, a);
break;
}
case SDL_RENDERCMD_SETVIEWPORT:
@ -1094,12 +1108,8 @@ static int PSP_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
{
const size_t count = cmd->data.draw.count;
const VertV *verts = (VertV *)(gpumem + cmd->data.draw.first);
const Uint8 r = (Uint8)SDL_roundf(cmd->data.draw.color.r * 255.0f);
const Uint8 g = (Uint8)SDL_roundf(cmd->data.draw.color.g * 255.0f);
const Uint8 b = (Uint8)SDL_roundf(cmd->data.draw.color.b * 255.0f);
const Uint8 a = (Uint8)SDL_roundf(cmd->data.draw.color.a * 255.0f);
PSP_BlendState state = {
.color = GU_RGBA(r, g, b, a),
.color = drawstate.color,
.texture = NULL,
.mode = cmd->data.draw.blend,
.shadeModel = GU_FLAT
@ -1113,12 +1123,8 @@ static int PSP_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
{
const size_t count = cmd->data.draw.count;
const VertV *verts = (VertV *)(gpumem + cmd->data.draw.first);
const Uint8 r = (Uint8)SDL_roundf(cmd->data.draw.color.r * 255.0f);
const Uint8 g = (Uint8)SDL_roundf(cmd->data.draw.color.g * 255.0f);
const Uint8 b = (Uint8)SDL_roundf(cmd->data.draw.color.b * 255.0f);
const Uint8 a = (Uint8)SDL_roundf(cmd->data.draw.color.a * 255.0f);
PSP_BlendState state = {
.color = GU_RGBA(r, g, b, a),
.color = drawstate.color,
.texture = NULL,
.mode = cmd->data.draw.blend,
.shadeModel = GU_FLAT
@ -1132,12 +1138,8 @@ static int PSP_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
{
const size_t count = cmd->data.draw.count;
const VertV *verts = (VertV *)(gpumem + cmd->data.draw.first);
const Uint8 r = (Uint8)SDL_roundf(cmd->data.draw.color.r * 255.0f);
const Uint8 g = (Uint8)SDL_roundf(cmd->data.draw.color.g * 255.0f);
const Uint8 b = (Uint8)SDL_roundf(cmd->data.draw.color.b * 255.0f);
const Uint8 a = (Uint8)SDL_roundf(cmd->data.draw.color.a * 255.0f);
PSP_BlendState state = {
.color = GU_RGBA(r, g, b, a),
.color = drawstate.color,
.texture = NULL,
.mode = cmd->data.draw.blend,
.shadeModel = GU_FLAT
@ -1151,12 +1153,8 @@ static int PSP_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
{
const size_t count = cmd->data.draw.count;
const VertTV *verts = (VertTV *)(gpumem + cmd->data.draw.first);
const Uint8 a = (Uint8)SDL_roundf(cmd->data.draw.color.a * 255.0f);
const Uint8 r = (Uint8)SDL_roundf(cmd->data.draw.color.r * 255.0f);
const Uint8 g = (Uint8)SDL_roundf(cmd->data.draw.color.g * 255.0f);
const Uint8 b = (Uint8)SDL_roundf(cmd->data.draw.color.b * 255.0f);
PSP_BlendState state = {
.color = GU_RGBA(r, g, b, a),
.color = drawstate.color,
.texture = cmd->data.draw.texture,
.mode = cmd->data.draw.blend,
.shadeModel = GU_SMOOTH
@ -1169,12 +1167,8 @@ static int PSP_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
case SDL_RENDERCMD_COPY_EX:
{
const VertTV *verts = (VertTV *)(gpumem + cmd->data.draw.first);
const Uint8 a = (Uint8)SDL_roundf(cmd->data.draw.color.a * 255.0f);
const Uint8 r = (Uint8)SDL_roundf(cmd->data.draw.color.r * 255.0f);
const Uint8 g = (Uint8)SDL_roundf(cmd->data.draw.color.g * 255.0f);
const Uint8 b = (Uint8)SDL_roundf(cmd->data.draw.color.b * 255.0f);
PSP_BlendState state = {
.color = GU_RGBA(r, g, b, a),
.color = drawstate.color,
.texture = cmd->data.draw.texture,
.mode = cmd->data.draw.blend,
.shadeModel = GU_SMOOTH
@ -1195,12 +1189,8 @@ static int PSP_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
sceGuEnable(GU_TEXTURE_2D);
} else {
const VertTCV *verts = (VertTCV *)(gpumem + cmd->data.draw.first);
const Uint8 a = (Uint8)SDL_roundf(cmd->data.draw.color.a * 255.0f);
const Uint8 r = (Uint8)SDL_roundf(cmd->data.draw.color.r * 255.0f);
const Uint8 g = (Uint8)SDL_roundf(cmd->data.draw.color.g * 255.0f);
const Uint8 b = (Uint8)SDL_roundf(cmd->data.draw.color.b * 255.0f);
PSP_BlendState state = {
.color = GU_RGBA(r, g, b, a),
.color = drawstate.color,
.texture = NULL,
.mode = cmd->data.draw.blend,
.shadeModel = GU_FLAT

View file

@ -41,6 +41,7 @@ typedef struct
const SDL_Rect *viewport;
const SDL_Rect *cliprect;
SDL_bool surface_cliprect_dirty;
SDL_Color color;
} SW_DrawStateCache;
typedef struct
@ -624,12 +625,12 @@ static int SW_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_
return 0;
}
static void PrepTextureForCopy(const SDL_RenderCommand *cmd)
static void PrepTextureForCopy(const SDL_RenderCommand *cmd, SW_DrawStateCache *drawstate)
{
const Uint8 r = (Uint8)SDL_roundf(cmd->data.draw.color.r * 255.0f);
const Uint8 g = (Uint8)SDL_roundf(cmd->data.draw.color.g * 255.0f);
const Uint8 b = (Uint8)SDL_roundf(cmd->data.draw.color.b * 255.0f);
const Uint8 a = (Uint8)SDL_roundf(cmd->data.draw.color.a * 255.0f);
const Uint8 r = drawstate->color.r;
const Uint8 g = drawstate->color.g;
const Uint8 b = drawstate->color.b;
const Uint8 a = drawstate->color.a;
const SDL_BlendMode blend = cmd->data.draw.blend;
SDL_Texture *texture = cmd->data.draw.texture;
SDL_Surface *surface = (SDL_Surface *)texture->driverdata;
@ -687,12 +688,20 @@ static int SW_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, vo
drawstate.viewport = NULL;
drawstate.cliprect = NULL;
drawstate.surface_cliprect_dirty = SDL_TRUE;
drawstate.color.r = 0;
drawstate.color.g = 0;
drawstate.color.b = 0;
drawstate.color.a = 0;
while (cmd) {
switch (cmd->command) {
case SDL_RENDERCMD_SETDRAWCOLOR:
{
break; /* Not used in this backend. */
drawstate.color.r = (Uint8)SDL_roundf(cmd->data.color.color.r * 255.0f);
drawstate.color.g = (Uint8)SDL_roundf(cmd->data.color.color.g * 255.0f);
drawstate.color.b = (Uint8)SDL_roundf(cmd->data.color.color.b * 255.0f);
drawstate.color.a = (Uint8)SDL_roundf(cmd->data.color.color.a * 255.0f);
break;
}
case SDL_RENDERCMD_SETVIEWPORT:
@ -724,10 +733,10 @@ static int SW_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, vo
case SDL_RENDERCMD_DRAW_POINTS:
{
const Uint8 r = (Uint8)SDL_roundf(cmd->data.draw.color.r * 255.0f);
const Uint8 g = (Uint8)SDL_roundf(cmd->data.draw.color.g * 255.0f);
const Uint8 b = (Uint8)SDL_roundf(cmd->data.draw.color.b * 255.0f);
const Uint8 a = (Uint8)SDL_roundf(cmd->data.draw.color.a * 255.0f);
const Uint8 r = drawstate.color.r;
const Uint8 g = drawstate.color.g;
const Uint8 b = drawstate.color.b;
const Uint8 a = drawstate.color.a;
const int count = (int)cmd->data.draw.count;
SDL_Point *verts = (SDL_Point *)(((Uint8 *)vertices) + cmd->data.draw.first);
const SDL_BlendMode blend = cmd->data.draw.blend;
@ -752,10 +761,10 @@ static int SW_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, vo
case SDL_RENDERCMD_DRAW_LINES:
{
const Uint8 r = (Uint8)SDL_roundf(cmd->data.draw.color.r * 255.0f);
const Uint8 g = (Uint8)SDL_roundf(cmd->data.draw.color.g * 255.0f);
const Uint8 b = (Uint8)SDL_roundf(cmd->data.draw.color.b * 255.0f);
const Uint8 a = (Uint8)SDL_roundf(cmd->data.draw.color.a * 255.0f);
const Uint8 r = drawstate.color.r;
const Uint8 g = drawstate.color.g;
const Uint8 b = drawstate.color.b;
const Uint8 a = drawstate.color.a;
const int count = (int)cmd->data.draw.count;
SDL_Point *verts = (SDL_Point *)(((Uint8 *)vertices) + cmd->data.draw.first);
const SDL_BlendMode blend = cmd->data.draw.blend;
@ -780,10 +789,10 @@ static int SW_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, vo
case SDL_RENDERCMD_FILL_RECTS:
{
const Uint8 r = (Uint8)SDL_roundf(cmd->data.draw.color.r * 255.0f);
const Uint8 g = (Uint8)SDL_roundf(cmd->data.draw.color.g * 255.0f);
const Uint8 b = (Uint8)SDL_roundf(cmd->data.draw.color.b * 255.0f);
const Uint8 a = (Uint8)SDL_roundf(cmd->data.draw.color.a * 255.0f);
const Uint8 r = drawstate.color.r;
const Uint8 g = drawstate.color.g;
const Uint8 b = drawstate.color.b;
const Uint8 a = drawstate.color.a;
const int count = (int)cmd->data.draw.count;
SDL_Rect *verts = (SDL_Rect *)(((Uint8 *)vertices) + cmd->data.draw.first);
const SDL_BlendMode blend = cmd->data.draw.blend;
@ -816,7 +825,7 @@ static int SW_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, vo
SetDrawState(surface, &drawstate);
PrepTextureForCopy(cmd);
PrepTextureForCopy(cmd, &drawstate);
/* Apply viewport */
if (drawstate.viewport && (drawstate.viewport->x || drawstate.viewport->y)) {
@ -875,7 +884,7 @@ static int SW_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, vo
{
CopyExData *copydata = (CopyExData *)(((Uint8 *)vertices) + cmd->data.draw.first);
SetDrawState(surface, &drawstate);
PrepTextureForCopy(cmd);
PrepTextureForCopy(cmd, &drawstate);
/* Apply viewport */
if (drawstate.viewport && (drawstate.viewport->x || drawstate.viewport->y)) {
@ -904,7 +913,7 @@ static int SW_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, vo
GeometryCopyData *ptr = (GeometryCopyData *)verts;
PrepTextureForCopy(cmd);
PrepTextureForCopy(cmd, &drawstate);
/* Apply viewport */
if (drawstate.viewport && (drawstate.viewport->x || drawstate.viewport->y)) {