SDL: Remove FillRects from back-end, where RenderGeometry can be used

From cb19d4fc06fee393fa2746e40f2de72b85c6293e Mon Sep 17 00:00:00 2001
From: Sylvain <[EMAIL REDACTED]>
Date: Sat, 25 Sep 2021 11:31:18 +0200
Subject: [PATCH] Remove FillRects from back-end, where RenderGeometry can be
 used

---
 src/render/direct3d/SDL_render_d3d.c     | 64 +------------------
 src/render/direct3d11/SDL_render_d3d11.c | 78 +-----------------------
 src/render/metal/SDL_render_metal.m      | 71 +--------------------
 src/render/opengl/SDL_render_gl.c        | 32 +---------
 src/render/opengles/SDL_render_gles.c    | 43 +------------
 5 files changed, 7 insertions(+), 281 deletions(-)

diff --git a/src/render/direct3d/SDL_render_d3d.c b/src/render/direct3d/SDL_render_d3d.c
index 6fea41ceb9..27950c1d80 100644
--- a/src/render/direct3d/SDL_render_d3d.c
+++ b/src/render/direct3d/SDL_render_d3d.c
@@ -831,52 +831,6 @@ D3D_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_F
     return 0;
 }
 
-static int
-D3D_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
-{
-    const DWORD color = D3DCOLOR_ARGB(cmd->data.draw.a, cmd->data.draw.r, cmd->data.draw.g, cmd->data.draw.b);
-    const size_t vertslen = count * sizeof (Vertex) * 4;
-    Vertex *verts = (Vertex *) SDL_AllocateRenderVertices(renderer, vertslen, 0, &cmd->data.draw.first);
-    int i;
-
-    if (!verts) {
-        return -1;
-    }
-
-    SDL_memset(verts, '\0', vertslen);
-    cmd->data.draw.count = count;
-
-    for (i = 0; i < count; i++) {
-        const SDL_FRect *rect = &rects[i];
-        const float minx = rect->x;
-        const float maxx = rect->x + rect->w;
-        const float miny = rect->y;
-        const float maxy = rect->y + rect->h;
-
-        verts->x = minx;
-        verts->y = miny;
-        verts->color = color;
-        verts++;
-
-        verts->x = maxx;
-        verts->y = miny;
-        verts->color = color;
-        verts++;
-
-        verts->x = maxx;
-        verts->y = maxy;
-        verts->color = color;
-        verts++;
-
-        verts->x = minx;
-        verts->y = maxy;
-        verts->color = color;
-        verts++;
-    }
-
-    return 0;
-}
-
 static int
 D3D_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
         const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
@@ -1277,23 +1231,8 @@ D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
                 break;
             }
 
-            case SDL_RENDERCMD_FILL_RECTS: {
-                const size_t count = cmd->data.draw.count;
-                const size_t first = cmd->data.draw.first;
-                SetDrawState(data, cmd);
-                if (vbo) {
-                    size_t offset = 0;
-                    for (i = 0; i < count; ++i, offset += 4) {
-                        IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_TRIANGLEFAN, (UINT) ((first / sizeof (Vertex)) + offset), 2);
-                    }
-                } else {
-                    const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first);
-                    for (i = 0; i < count; ++i, verts += 4) {
-                        IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2, verts, sizeof (Vertex));
-                    }
-                }
+            case SDL_RENDERCMD_FILL_RECTS: /* unused */
                 break;
-            }
 
             case SDL_RENDERCMD_COPY: /* unused */
                 break;
@@ -1622,7 +1561,6 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
     renderer->QueueSetDrawColor = D3D_QueueSetViewport;  /* SetViewport and SetDrawColor are (currently) no-ops. */
     renderer->QueueDrawPoints = D3D_QueueDrawPoints;
     renderer->QueueDrawLines = D3D_QueueDrawPoints;  /* lines and points queue vertices the same way. */
-    renderer->QueueFillRects = D3D_QueueFillRects;
     renderer->QueueGeometry = D3D_QueueGeometry;
     renderer->RunCommandQueue = D3D_RunCommandQueue;
     renderer->RenderReadPixels = D3D_RenderReadPixels;
diff --git a/src/render/direct3d11/SDL_render_d3d11.c b/src/render/direct3d11/SDL_render_d3d11.c
index 5aa8829fe7..88824e48d1 100644
--- a/src/render/direct3d11/SDL_render_d3d11.c
+++ b/src/render/direct3d11/SDL_render_d3d11.c
@@ -1633,71 +1633,6 @@ D3D11_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL
     return 0;
 }
 
-static int
-D3D11_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
-{
-    VertexPositionColor *verts = (VertexPositionColor *) SDL_AllocateRenderVertices(renderer, count * 4 * sizeof (VertexPositionColor), 0, &cmd->data.draw.first);
-    const float r = (float)(cmd->data.draw.r / 255.0f);
-    const float g = (float)(cmd->data.draw.g / 255.0f);
-    const float b = (float)(cmd->data.draw.b / 255.0f);
-    const float a = (float)(cmd->data.draw.a / 255.0f);
-    int i;
-
-    if (!verts) {
-        return -1;
-    }
-
-    cmd->data.draw.count = count;
-
-    for (i = 0; i < count; i++) {
-        verts->pos.x = rects[i].x;
-        verts->pos.y = rects[i].y;
-        verts->pos.z = 0.0f;
-        verts->tex.x = 0.0f;
-        verts->tex.y = 0.0f;
-        verts->color.x = r;
-        verts->color.y = g;
-        verts->color.z = b;
-        verts->color.w = a;
-        verts++;
-
-        verts->pos.x = rects[i].x;
-        verts->pos.y = rects[i].y + rects[i].h;
-        verts->pos.z = 0.0f;
-        verts->tex.x = 0.0f;
-        verts->tex.y = 0.0f;
-        verts->color.x = r;
-        verts->color.y = g;
-        verts->color.z = b;
-        verts->color.w = a;
-        verts++;
-
-        verts->pos.x = rects[i].x + rects[i].w;
-        verts->pos.y = rects[i].y;
-        verts->pos.z = 0.0f;
-        verts->tex.x = 0.0f;
-        verts->tex.y = 0.0f;
-        verts->color.x = r;
-        verts->color.y = g;
-        verts->color.z = b;
-        verts->color.w = a;
-        verts++;
-
-        verts->pos.x = rects[i].x + rects[i].w;
-        verts->pos.y = rects[i].y + rects[i].h;
-        verts->pos.z = 0.0f;
-        verts->tex.x = 0.0f;
-        verts->tex.y = 0.0f;
-        verts->color.x = r;
-        verts->color.y = g;
-        verts->color.z = b;
-        verts->color.w = a;
-        verts++;
-    }
-
-    return 0;
-}
-
 static int
 D3D11_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
                     const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
@@ -2201,19 +2136,10 @@ D3D11_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
                 break;
             }
 
-            case SDL_RENDERCMD_FILL_RECTS: {
-                const size_t count = cmd->data.draw.count;
-                const size_t first = cmd->data.draw.first;
-                const size_t start = first / sizeof (VertexPositionColor);
-                size_t offset = 0;
-                D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[SHADER_SOLID], 0, NULL, NULL, NULL);
-                for (i = 0; i < count; i++, offset += 4) {
-                    D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, start + offset, 4);
-                }
+            case SDL_RENDERCMD_FILL_RECTS: /* unused */
                 break;
-            }
 
-            case SDL_RENDERCMD_COPY: /* unsued */
+            case SDL_RENDERCMD_COPY: /* unused */
                 break;
 
             case SDL_RENDERCMD_COPY_EX: /* unused */
diff --git a/src/render/metal/SDL_render_metal.m b/src/render/metal/SDL_render_metal.m
index eb9949a0a0..1709fcea07 100644
--- a/src/render/metal/SDL_render_metal.m
+++ b/src/render/metal/SDL_render_metal.m
@@ -1145,52 +1145,6 @@ - (void)dealloc
     return 0;
 }
 
-static int
-METAL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int 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;
-    }
-
-    cmd->data.draw.count = count;
-
-    /* Quads in the following vertex order (matches the quad index buffer):
-     * 1---3
-     * | \ |
-     * 0---2
-     */
-    for (int i = 0; i < count; i++, rects++) {
-        if ((rects->w <= 0.0f) || (rects->h <= 0.0f)) {
-            cmd->data.draw.count--;
-        } else {
-            *(verts++) = rects->x;
-            *(verts++) = rects->y + rects->h;
-            *((int *)verts++) = color;
-
-            *(verts++) = rects->x;
-            *(verts++) = rects->y;
-            *((int *)verts++) = color;
-
-            *(verts++) = rects->x + rects->w;
-            *(verts++) = rects->y + rects->h;
-            *((int *)verts++) = color;
-
-            *(verts++) = rects->x + rects->w;
-            *(verts++) = rects->y;
-            *((int *)verts++) = color;
-        }
-    }
-
-    if (cmd->data.draw.count == 0) {
-        cmd->command = SDL_RENDERCMD_NO_OP;  // nothing to do, just skip this one later.
-    }
-
-    return 0;
-}
-
 static int
 METAL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
         const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
@@ -1459,33 +1413,13 @@ - (void)dealloc
                 break;
             }
 
-            case SDL_RENDERCMD_FILL_RECTS: {
-                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);
-                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. */
-                        [data.mtlcmdencoder setVertexBufferOffset:cmd->data.draw.first + i*sizeof(float)*8 atIndex:0];
-                        [data.mtlcmdencoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
-                                                       indexCount:SDL_min(maxcount, count - i) * 6
-                                                        indexType:MTLIndexTypeUInt16
-                                                      indexBuffer:data.mtlbufquadindices
-                                                indexBufferOffset:0];
-                    }
-                }
+            case SDL_RENDERCMD_FILL_RECTS: /* unused */
                 break;
-            }
 
             case SDL_RENDERCMD_COPY: /* unused */
                 break;
 
-            case SDL_RENDERCMD_COPY_EX: /* unused */ 
+            case SDL_RENDERCMD_COPY_EX: /* unused */
                 break;
 
             case SDL_RENDERCMD_GEOMETRY: {
@@ -1881,7 +1815,6 @@ - (void)dealloc
     renderer->QueueSetDrawColor = METAL_QueueSetDrawColor;
     renderer->QueueDrawPoints = METAL_QueueDrawPoints;
     renderer->QueueDrawLines = METAL_QueueDrawLines;
-    renderer->QueueFillRects = METAL_QueueFillRects;
     renderer->QueueGeometry = METAL_QueueGeometry;
     renderer->RunCommandQueue = METAL_RunCommandQueue;
     renderer->RenderReadPixels = METAL_RenderReadPixels;
diff --git a/src/render/opengl/SDL_render_gl.c b/src/render/opengl/SDL_render_gl.c
index 00ea2266ac..f527fc91af 100644
--- a/src/render/opengl/SDL_render_gl.c
+++ b/src/render/opengl/SDL_render_gl.c
@@ -927,28 +927,6 @@ GL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPo
     return 0;
 }
 
-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), 0, &cmd->data.draw.first);
-    int i;
-
-    if (!verts) {
-        return -1;
-    }
-
-    cmd->data.draw.count = count;
-    for (i = 0; i < count; i++) {
-        const SDL_FRect *rect = &rects[i];
-        *(verts++) = rect->x;
-        *(verts++) = rect->y;
-        *(verts++) = rect->x + rect->w;
-        *(verts++) = rect->y + rect->h;
-    }
-
-    return 0;
-}
-
 static int
 GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
         const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
@@ -1276,15 +1254,8 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
                 break;
             }
 
-            case SDL_RENDERCMD_FILL_RECTS: {
-                const size_t count = cmd->data.draw.count;
-                const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
-                SetDrawState(data, cmd, SHADER_SOLID);
-                for (i = 0; i < count; ++i, verts += 4) {
-                    data->glRectf(verts[0], verts[1], verts[2], verts[3]);
-                }
+            case SDL_RENDERCMD_FILL_RECTS: /* unused */
                 break;
-            }
 
             case SDL_RENDERCMD_COPY: /* unused */
                 break;
@@ -1644,7 +1615,6 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
     renderer->QueueSetDrawColor = GL_QueueSetViewport;  /* SetViewport and SetDrawColor are (currently) no-ops. */
     renderer->QueueDrawPoints = GL_QueueDrawPoints;
     renderer->QueueDrawLines = GL_QueueDrawLines;
-    renderer->QueueFillRects = GL_QueueFillRects;
     renderer->QueueGeometry = GL_QueueGeometry;
     renderer->RunCommandQueue = GL_RunCommandQueue;
     renderer->RenderReadPixels = GL_RenderReadPixels;
diff --git a/src/render/opengles/SDL_render_gles.c b/src/render/opengles/SDL_render_gles.c
index cb06e13dd8..07ed445732 100644
--- a/src/render/opengles/SDL_render_gles.c
+++ b/src/render/opengles/SDL_render_gles.c
@@ -601,37 +601,6 @@ GLES_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_F
     return 0;
 }
 
-static int
-GLES_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
-{
-    GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 8 * sizeof (GLfloat), 0, &cmd->data.draw.first);
-    int i;
-
-    if (!verts) {
-        return -1;
-    }
-
-    cmd->data.draw.count = count;
-
-    for (i = 0; i < count; i++) {
-        const SDL_FRect *rect = &rects[i];
-        const GLfloat minx = rect->x;
-        const GLfloat maxx = rect->x + rect->w;
-        const GLfloat miny = rect->y;
-        const GLfloat maxy = rect->y + rect->h;
-        *(verts++) = minx;
-        *(verts++) = miny;
-        *(verts++) = maxx;
-        *(verts++) = miny;
-        *(verts++) = minx;
-        *(verts++) = maxy;
-        *(verts++) = maxx;
-        *(verts++) = maxy;
-    }
-
-    return 0;
-}
-
 static int
 GLES_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
         const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
@@ -892,17 +861,8 @@ GLES_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vert
                 break;
             }
 
-            case SDL_RENDERCMD_FILL_RECTS: {
-                const size_t count = cmd->data.draw.count;
-                const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
-                GLsizei offset = 0;
-                SetDrawState(data, cmd);
-                data->glVertexPointer(2, GL_FLOAT, 0, verts);
-                for (i = 0; i < count; ++i, offset += 4) {
-                    data->glDrawArrays(GL_TRIANGLE_STRIP, offset, 4);
-                }
+            case SDL_RENDERCMD_FILL_RECTS: /* unused */
                 break;
-            }
 
             case SDL_RENDERCMD_COPY: /* unused */
                 break;
@@ -1164,7 +1124,6 @@ GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
     renderer->QueueSetDrawColor = GLES_QueueSetViewport;  /* SetViewport and SetDrawColor are (currently) no-ops. */
     renderer->QueueDrawPoints = GLES_QueueDrawPoints;
     renderer->QueueDrawLines = GLES_QueueDrawLines;
-    renderer->QueueFillRects = GLES_QueueFillRects;
     renderer->QueueGeometry = GLES_QueueGeometry;
     renderer->RunCommandQueue = GLES_RunCommandQueue;
     renderer->RenderReadPixels = GLES_RenderReadPixels;