From c6ceaaeb4b0a7599ac90014c8d9c0c63c3d24fe3 Mon Sep 17 00:00:00 2001
From: Sylvain Becker <[EMAIL REDACTED]>
Date: Sun, 4 Apr 2021 21:32:40 +0200
Subject: [PATCH] METAL: use Uchar4Normalized format to transfert color as 4
bytes, instead of 4 floats
---
src/render/metal/SDL_render_metal.m | 135 ++++++++--------------------
1 file changed, 36 insertions(+), 99 deletions(-)
diff --git a/src/render/metal/SDL_render_metal.m b/src/render/metal/SDL_render_metal.m
index 2b90288da4..ace1f5e02e 100644
--- a/src/render/metal/SDL_render_metal.m
+++ b/src/render/metal/SDL_render_metal.m
@@ -208,8 +208,6 @@ - (void)dealloc
static const MTLBlendOperation invalidBlendOperation = (MTLBlendOperation)0xFFFFFFFF;
static const MTLBlendFactor invalidBlendFactor = (MTLBlendFactor)0xFFFFFFFF;
-static const float inv255f = 1.0f / 255.0f;
-
static MTLBlendOperation
GetBlendOperation(SDL_BlendOperation operation)
{
@@ -281,34 +279,34 @@ - (void)dealloc
switch (cache->vertexFunction) {
case SDL_METAL_VERTEX_SOLID:
- /* position (float2), color (float4) */
- vertdesc.layouts[0].stride = sizeof(float) * (2 + 4);
+ /* position (float2), color (uchar4normalized) */
+ vertdesc.layouts[0].stride = sizeof(float) * 2 + sizeof (int);
vertdesc.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
vertdesc.attributes[0].format = MTLVertexFormatFloat2;
vertdesc.attributes[0].offset = 0;
vertdesc.attributes[0].bufferIndex = 0;
- vertdesc.attributes[1].format = MTLVertexFormatFloat4;
+ vertdesc.attributes[1].format = MTLVertexFormatUChar4Normalized;
vertdesc.attributes[1].offset = sizeof (float) * 2;
vertdesc.attributes[1].bufferIndex = 0;
break;
case SDL_METAL_VERTEX_COPY:
- /* position (float2), color (float4), texcoord (float2) */
- vertdesc.layouts[0].stride = sizeof(float) * (2 + 4 + 2);
+ /* position (float2), color (uchar4normalized), texcoord (float2) */
+ vertdesc.layouts[0].stride = sizeof(float) * 2 + sizeof (int) + sizeof (float) * 2;
vertdesc.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
vertdesc.attributes[0].format = MTLVertexFormatFloat2;
vertdesc.attributes[0].offset = 0;
vertdesc.attributes[0].bufferIndex = 0;
- vertdesc.attributes[1].format = MTLVertexFormatFloat4;
+ vertdesc.attributes[1].format = MTLVertexFormatUChar4Normalized;
vertdesc.attributes[1].offset = sizeof (float) * 2;
vertdesc.attributes[1].bufferIndex = 0;
vertdesc.attributes[2].format = MTLVertexFormatFloat2;
- vertdesc.attributes[2].offset = sizeof(float) * (2 + 4);
+ vertdesc.attributes[2].offset = sizeof(float) * 2 + sizeof (int);
vertdesc.attributes[2].bufferIndex = 0;
break;
}
@@ -1085,11 +1083,8 @@ - (void)dealloc
static int
METAL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
- const float r = cmd->data.draw.r * inv255f;
- const float g = cmd->data.draw.g * inv255f;
- const float b = cmd->data.draw.b * inv255f;
- const float a = cmd->data.draw.a * inv255f;
- const size_t vertlen = sizeof (float) * (2 + 4) * count;
+ const int color = (cmd->data.draw.r << 0) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 16) | (cmd->data.draw.a << 24);
+ const size_t vertlen = (2 * sizeof (float) + sizeof (int)) * count;
float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
if (!verts) {
return -1;
@@ -1099,10 +1094,7 @@ - (void)dealloc
for (int i = 0; i < count; i++, points++) {
*(verts++) = points->x;
*(verts++) = points->y;
- *(verts++) = r;
- *(verts++) = g;
- *(verts++) = b;
- *(verts++) = a;
+ *((int *)verts++) = color;
}
return 0;
}
@@ -1110,14 +1102,12 @@ - (void)dealloc
static int
METAL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
- const float r = cmd->data.draw.r * inv255f;
- const float g = cmd->data.draw.g * inv255f;
- const float b = cmd->data.draw.b * inv255f;
- const float a = cmd->data.draw.a * inv255f;
+
+ const int color = (cmd->data.draw.r << 0) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 16) | (cmd->data.draw.a << 24);
SDL_assert(count >= 2); /* should have been checked at the higher level. */
- const size_t vertlen = sizeof (float) * (2 + 4) * count;
+ const size_t vertlen = (2 * sizeof (float) + sizeof (int)) * count;
float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
if (!verts) {
return -1;
@@ -1127,10 +1117,7 @@ - (void)dealloc
for (int i = 0; i < count; i++, points++) {
*(verts++) = points->x;
*(verts++) = points->y;
- *(verts++) = r;
- *(verts++) = g;
- *(verts++) = b;
- *(verts++) = a;
+ *((int *)verts++) = color;
}
/* If the line segment is completely horizontal or vertical,
@@ -1142,7 +1129,7 @@ - (void)dealloc
angles. Maybe !!! FIXME for later, though. */
points -= 2; /* update the last line. */
- verts -= 2 + 4;
+ verts -= 2 + 1;
const float xstart = points[0].x;
const float ystart = points[0].y;
@@ -1161,11 +1148,8 @@ - (void)dealloc
static int
METAL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
{
- const float r = cmd->data.draw.r * inv255f;
- const float g = cmd->data.draw.g * inv255f;
- const float b = cmd->data.draw.b * inv255f;
- const float a = cmd->data.draw.a * inv255f;
- const size_t vertlen = sizeof (float) * 4 * (2 + 4) * count;
+ const int color = (cmd->data.draw.r << 0) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 16) | (cmd->data.draw.a << 24);
+ const size_t vertlen = 4 * (2 * sizeof (float) + sizeof (int)) * count;
float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
if (!verts) {
return -1;
@@ -1184,31 +1168,19 @@ - (void)dealloc
} else {
*(verts++) = rects->x;
*(verts++) = rects->y + rects->h;
- *(verts++) = r;
- *(verts++) = g;
- *(verts++) = b;
- *(verts++) = a;
+ *((int *)verts++) = color;
*(verts++) = rects->x;
*(verts++) = rects->y;
- *(verts++) = r;
- *(verts++) = g;
- *(verts++) = b;
- *(verts++) = a;
+ *((int *)verts++) = color;
*(verts++) = rects->x + rects->w;
*(verts++) = rects->y + rects->h;
- *(verts++) = r;
- *(verts++) = g;
- *(verts++) = b;
- *(verts++) = a;
+ *((int *)verts++) = color;
*(verts++) = rects->x + rects->w;
*(verts++) = rects->y;
- *(verts++) = r;
- *(verts++) = g;
- *(verts++) = b;
- *(verts++) = a;
+ *((int *)verts++) = color;
}
}
@@ -1225,13 +1197,9 @@ - (void)dealloc
{
const float texw = (float) texture->w;
const float texh = (float) texture->h;
- const float r = cmd->data.draw.r * inv255f;
- const float g = cmd->data.draw.g * inv255f;
- const float b = cmd->data.draw.b * inv255f;
- const float a = cmd->data.draw.a * inv255f;
-
+ const int color = (cmd->data.draw.r << 0) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 16) | (cmd->data.draw.a << 24);
// !!! FIXME: use an index buffer
- const size_t vertlen = (sizeof (float) * 4 * (2 + 4 + 2));
+ const size_t vertlen = 4 * (2 * sizeof (float) + sizeof (int) + 2 * sizeof (float));
float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
if (!verts) {
return -1;
@@ -1242,37 +1210,25 @@ - (void)dealloc
/* Interleaved positions and texture coordinates */
*(verts++) = dstrect->x;
*(verts++) = dstrect->y + dstrect->h;
- *(verts++) = r;
- *(verts++) = g;
- *(verts++) = b;
- *(verts++) = a;
+ *((int *)verts++) = color;
*(verts++) = normtex(srcrect->x, texw);
*(verts++) = normtex(srcrect->y + srcrect->h, texh);
*(verts++) = dstrect->x;
*(verts++) = dstrect->y;
- *(verts++) = r;
- *(verts++) = g;
- *(verts++) = b;
- *(verts++) = a;
+ *((int *)verts++) = color;
*(verts++) = normtex(srcrect->x, texw);
*(verts++) = normtex(srcrect->y, texh);
*(verts++) = dstrect->x + dstrect->w;
*(verts++) = dstrect->y + dstrect->h;
- *(verts++) = r;
- *(verts++) = g;
- *(verts++) = b;
- *(verts++) = a;
+ *((int *)verts++) = color;
*(verts++) = normtex(srcrect->x + srcrect->w, texw);
*(verts++) = normtex(srcrect->y + srcrect->h, texh);
*(verts++) = dstrect->x + dstrect->w;
*(verts++) = dstrect->y;
- *(verts++) = r;
- *(verts++) = g;
- *(verts++) = b;
- *(verts++) = a;
+ *((int *)verts++) = color;
*(verts++) = normtex(srcrect->x + srcrect->w, texw);
*(verts++) = normtex(srcrect->y, texh);
@@ -1284,16 +1240,13 @@ - (void)dealloc
const SDL_Rect * srcquad, const SDL_FRect * dstrect,
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
{
- const float r = cmd->data.draw.r * inv255f;
- const float g = cmd->data.draw.g * inv255f;
- const float b = cmd->data.draw.b * inv255f;
- const float a = cmd->data.draw.a * inv255f;
+ const int color = (cmd->data.draw.r << 0) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 16) | (cmd->data.draw.a << 24);
const float texw = (float) texture->w;
const float texh = (float) texture->h;
const float rads = (float)(M_PI * (float) angle / 180.0f);
const float c = cosf(rads), s = sinf(rads);
float minu, maxu, minv, maxv;
- const size_t vertlen = sizeof (float) * (16 + 4 * (2 + 4 + 2));
+ const size_t vertlen = 16 * sizeof (float) + 4 * (2 * sizeof (float) + sizeof (int) + 2 * sizeof (float));
float *verts;
// cheat and store this offset in (count) because it needs to be aligned in ways other fields don't and we aren't using count otherwise.
@@ -1340,37 +1293,25 @@ - (void)dealloc
/* Interleaved positions and texture coordinates */
*(verts++) = -center->x;
*(verts++) = dstrect->h - center->y;
- *(verts++) = r;
- *(verts++) = g;
- *(verts++) = b;
- *(verts++) = a;
+ *((int *)verts++) = color;
*(verts++) = minu;
*(verts++) = maxv;
*(verts++) = -center->x;
*(verts++) = -center->y;
- *(verts++) = r;
- *(verts++) = g;
- *(verts++) = b;
- *(verts++) = a;
+ *((int *)verts++) = color;
*(verts++) = minu;
*(verts++) = minv;
*(verts++) = dstrect->w - center->x;
*(verts++) = dstrect->h - center->y;
- *(verts++) = r;
- *(verts++) = g;
- *(verts++) = b;
- *(verts++) = a;
+ *((int *)verts++) = color;
*(verts++) = maxu;
*(verts++) = maxv;
*(verts++) = dstrect->w - center->x;
*(verts++) = -center->y;
- *(verts++) = r;
- *(verts++) = g;
- *(verts++) = b;
- *(verts++) = a;
+ *((int *)verts++) = color;
*(verts++) = maxu;
*(verts++) = minv;
@@ -1384,8 +1325,7 @@ - (void)dealloc
float scale_x, float scale_y)
{
int count = indices ? num_indices : num_vertices;
- int sz = 2 + 4 + (texture ? 2 : 0);
- const size_t vertlen = sizeof (float) * sz * count;
+ const size_t vertlen = (2 * sizeof (float) + sizeof (int) + (texture ? 2 : 0) * sizeof (float)) * count;
float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
if (!verts) {
return -1;
@@ -1406,15 +1346,12 @@ - (void)dealloc
}
float *xy_ = (float *)((char*)xy + j * xy_stride);
- SDL_Color col_ = *(SDL_Color *)((char*)color + j * color_stride);
+ int col_ = *(int *)((char*)color + j * color_stride);
*(verts++) = xy_[0] * scale_x;
*(verts++) = xy_[1] * scale_y;
- *(verts++) = col_.r * inv255f;
- *(verts++) = col_.g * inv255f;
- *(verts++) = col_.b * inv255f;
- *(verts++) = col_.a * inv255f;
+ *((int *)verts++) = col_;
if (texture) {
float *uv_ = (float *)((char*)uv + j * uv_stride);