From 0d342bb05d01cacfae705761ec34255a9ae08afd Mon Sep 17 00:00:00 2001
From: "Ryan C. Gordon" <[EMAIL REDACTED]>
Date: Sun, 19 Sep 2021 00:39:28 -0400
Subject: [PATCH] opengles2: Attempt to batch RenderCopy calls into a single
glDrawArrays call.
---
src/render/opengles2/SDL_render_gles2.c | 74 +++++++++++++++++++++++--
1 file changed, 70 insertions(+), 4 deletions(-)
diff --git a/src/render/opengles2/SDL_render_gles2.c b/src/render/opengles2/SDL_render_gles2.c
index 11e89c6946..e56f618d7f 100644
--- a/src/render/opengles2/SDL_render_gles2.c
+++ b/src/render/opengles2/SDL_render_gles2.c
@@ -788,7 +788,7 @@ GLES2_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * t
int color;
GLfloat minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
- const size_t vertlen = 4 * (2 * sizeof (float) + sizeof (int) + 2 * sizeof (float));
+ const size_t vertlen = 6 * (2 * sizeof (float) + sizeof (int) + 2 * sizeof (float));
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
if (!verts) {
@@ -813,12 +813,29 @@ GLES2_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * t
minv = (GLfloat) srcrect->y / texture->h;
maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
+ /* set these up as GL_TRIANGLES instead of GL_TRIANGLE_STRIP; it's more
+ vertices, but we can then draw unconnected pieces in a single draw
+ call if there are several draws in a row using the same texture
+ (such as a particle system or texture atlas). */
*(verts++) = minx;
*(verts++) = miny;
*((int *)verts++) = color;
*(verts++) = minu;
*(verts++) = minv;
+ *(verts++) = maxx;
+ *(verts++) = miny;
+ *((int *)verts++) = color;
+ *(verts++) = maxu;
+ *(verts++) = minv;
+
+ *(verts++) = minx;
+ *(verts++) = maxy;
+ *((int *)verts++) = color;
+ *(verts++) = minu;
+ *(verts++) = maxv;
+
+
*(verts++) = maxx;
*(verts++) = miny;
*((int *)verts++) = color;
@@ -855,7 +872,7 @@ GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
const GLfloat centery = center->y + dstrect->y;
GLfloat minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
- const size_t vertlen = 4 * (2 * sizeof (float) + sizeof (int) + (2 + 2 + 2) * sizeof (float));
+ const size_t vertlen = 6 * (2 * sizeof (float) + sizeof (int) + (2 + 2 + 2) * sizeof (float));
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
if (!verts) {
@@ -889,9 +906,13 @@ GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
minv = ((GLfloat) srcquad->y) / ((GLfloat) texture->h);
maxv = ((GLfloat) (srcquad->y + srcquad->h)) / ((GLfloat) texture->h);
-
cmd->data.draw.count = 1;
+ /* set these up as GL_TRIANGLES instead of GL_TRIANGLE_STRIP; it's more
+ vertices, but we can then draw unconnected pieces in a single draw
+ call if there are several draws in a row using the same texture
+ (such as a particle system or texture atlas). */
+
*(verts++) = minx;
*(verts++) = miny;
*((int *)verts++) = color;
@@ -922,6 +943,26 @@ GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
*(verts++) = centerx;
*(verts++) = centery;
+ *(verts++) = maxx;
+ *(verts++) = miny;
+ *((int *)verts++) = color;
+ *(verts++) = maxu;
+ *(verts++) = minv;
+ *(verts++) = s;
+ *(verts++) = c;
+ *(verts++) = centerx;
+ *(verts++) = centery;
+
+ *(verts++) = minx;
+ *(verts++) = maxy;
+ *((int *)verts++) = color;
+ *(verts++) = minu;
+ *(verts++) = maxv;
+ *(verts++) = s;
+ *(verts++) = c;
+ *(verts++) = centerx;
+ *(verts++) = centery;
+
*(verts++) = maxx;
*(verts++) = maxy;
*((int *)verts++) = color;
@@ -1375,9 +1416,34 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
case SDL_RENDERCMD_COPY:
case SDL_RENDERCMD_COPY_EX: {
+ /* as long as we have the same copy command in a row, with the
+ same texture, we can combine them all into a single draw call. */
+ SDL_Texture *thistexture = cmd->data.draw.texture;
+ const SDL_RenderCommandType thiscmdtype = cmd->command;
+ SDL_RenderCommand *finalcmd = cmd;
+ SDL_RenderCommand *nextcmd = cmd->next;
+ int quads = 1;
+ while (nextcmd != NULL) {
+ const SDL_RenderCommandType nextcmdtype = nextcmd->command;
+ if (nextcmdtype != thiscmdtype) {
+ /* SETDRAWCOLOR commands are safe because copy color is set in the vbo per-vertex. */
+ if ((nextcmdtype != SDL_RENDERCMD_SETDRAWCOLOR) && (nextcmdtype != SDL_RENDERCMD_NO_OP)) {
+ break; /* can't go any further on this draw call, different render command up next. */
+ }
+ } else if (nextcmd->data.draw.texture != thistexture) {
+ break; /* can't go any further on this draw call, different texture copy up next. */
+ } else {
+ finalcmd = nextcmd; /* we can combine copy operations here. Mark this one as the furthest okay command. */
+ quads++;
+ }
+ nextcmd = nextcmd->next;
+ }
+
if (SetCopyState(renderer, cmd) == 0) {
- data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ data->glDrawArrays(GL_TRIANGLES, 0, quads * 6);
}
+
+ cmd = finalcmd; /* skip any copy commands we just combined in here. */
break;
}