render: avoid a couple redundant memcmp calls in all drawing functions. Improves performance slightly.
diff --git a/src/render/SDL_render.c b/src/render/SDL_render.c
index 6e7ec61..760adb0 100644
--- a/src/render/SDL_render.c
+++ b/src/render/SDL_render.c
@@ -410,14 +410,17 @@ QueueCmdClear(SDL_Renderer *renderer)
static int
PrepQueueCmdDraw(SDL_Renderer *renderer, const Uint8 r, const Uint8 g, const Uint8 b, const Uint8 a)
{
+ /* Guarantee that the draw color, viewport, and clip rect are set before
+ * draws, so the backends don't have to worry about that state not being
+ * valid at draw time. */
int retval = 0;
- if (retval == 0) {
+ if (retval == 0 && !renderer->color_queued) {
retval = QueueCmdSetDrawColor(renderer, r, g, b, a);
}
- if (retval == 0) {
+ if (retval == 0 && !renderer->viewport_queued) {
retval = QueueCmdSetViewport(renderer);
}
- if (retval == 0) {
+ if (retval == 0 && !renderer->cliprect_queued) {
retval = QueueCmdSetClipRect(renderer);
}
return retval;