Commit 724468ae2ce28a8164d240eb441361c8d2b01dd7

Alex Szpakowski 2021-12-13T15:48:55

GL renderer uses glDrawArrays instead of glBegin/glEnd. Also change internal colors sent to GL to use unorm8 components instead of float, for improved performance.

diff --git a/src/render/opengl/SDL_glfuncs.h b/src/render/opengl/SDL_glfuncs.h
index b5e19e6..56c085a 100644
--- a/src/render/opengl/SDL_glfuncs.h
+++ b/src/render/opengl/SDL_glfuncs.h
@@ -73,7 +73,7 @@ SDL_PROC_UNUSED(void, glColor4i, (GLint, GLint, GLint, GLint))
 SDL_PROC_UNUSED(void, glColor4iv, (const GLint *))
 SDL_PROC_UNUSED(void, glColor4s, (GLshort, GLshort, GLshort, GLshort))
 SDL_PROC_UNUSED(void, glColor4sv, (const GLshort *))
-SDL_PROC_UNUSED(void, glColor4ub,
+SDL_PROC(void, glColor4ub,
                 (GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha))
 SDL_PROC_UNUSED(void, glColor4ubv, (const GLubyte * v))
 SDL_PROC_UNUSED(void, glColor4ui,
@@ -86,7 +86,7 @@ SDL_PROC_UNUSED(void, glColorMask,
                 (GLboolean red, GLboolean green, GLboolean blue,
                  GLboolean alpha))
 SDL_PROC_UNUSED(void, glColorMaterial, (GLenum face, GLenum mode))
-SDL_PROC_UNUSED(void, glColorPointer,
+SDL_PROC(void, glColorPointer,
                 (GLint size, GLenum type, GLsizei stride,
                  const GLvoid * pointer))
 SDL_PROC_UNUSED(void, glCopyPixels,
@@ -111,8 +111,8 @@ SDL_PROC(void, glDepthFunc, (GLenum func))
 SDL_PROC_UNUSED(void, glDepthMask, (GLboolean flag))
 SDL_PROC_UNUSED(void, glDepthRange, (GLclampd zNear, GLclampd zFar))
 SDL_PROC(void, glDisable, (GLenum cap))
-SDL_PROC_UNUSED(void, glDisableClientState, (GLenum array))
-SDL_PROC_UNUSED(void, glDrawArrays, (GLenum mode, GLint first, GLsizei count))
+SDL_PROC(void, glDisableClientState, (GLenum array))
+SDL_PROC(void, glDrawArrays, (GLenum mode, GLint first, GLsizei count))
 SDL_PROC_UNUSED(void, glDrawBuffer, (GLenum mode))
 SDL_PROC_UNUSED(void, glDrawElements,
                 (GLenum mode, GLsizei count, GLenum type,
@@ -125,7 +125,7 @@ SDL_PROC_UNUSED(void, glEdgeFlagPointer,
                 (GLsizei stride, const GLvoid * pointer))
 SDL_PROC_UNUSED(void, glEdgeFlagv, (const GLboolean * flag))
 SDL_PROC(void, glEnable, (GLenum cap))
-SDL_PROC_UNUSED(void, glEnableClientState, (GLenum array))
+SDL_PROC(void, glEnableClientState, (GLenum array))
 SDL_PROC(void, glEnd, (void))
 SDL_PROC_UNUSED(void, glEndList, (void))
 SDL_PROC_UNUSED(void, glEvalCoord1d, (GLdouble u))
@@ -401,7 +401,7 @@ SDL_PROC_UNUSED(void, glTexCoord4iv, (const GLint * v))
 SDL_PROC_UNUSED(void, glTexCoord4s,
                 (GLshort s, GLshort t, GLshort r, GLshort q))
 SDL_PROC_UNUSED(void, glTexCoord4sv, (const GLshort * v))
-SDL_PROC_UNUSED(void, glTexCoordPointer,
+SDL_PROC(void, glTexCoordPointer,
                 (GLint size, GLenum type, GLsizei stride,
                  const GLvoid * pointer))
 SDL_PROC(void, glTexEnvf, (GLenum target, GLenum pname, GLfloat param))
@@ -470,7 +470,7 @@ SDL_PROC_UNUSED(void, glVertex4iv, (const GLint * v))
 SDL_PROC_UNUSED(void, glVertex4s,
                 (GLshort x, GLshort y, GLshort z, GLshort w))
 SDL_PROC_UNUSED(void, glVertex4sv, (const GLshort * v))
-SDL_PROC_UNUSED(void, glVertexPointer,
+SDL_PROC(void, glVertexPointer,
                 (GLint size, GLenum type, GLsizei stride,
                  const GLvoid * pointer))
 SDL_PROC(void, glViewport, (GLint x, GLint y, GLsizei width, GLsizei height))
diff --git a/src/render/opengl/SDL_render_gl.c b/src/render/opengl/SDL_render_gl.c
index 44c5730..a9b8bca 100644
--- a/src/render/opengl/SDL_render_gl.c
+++ b/src/render/opengl/SDL_render_gl.c
@@ -72,6 +72,9 @@ typedef struct
     SDL_bool cliprect_dirty;
     SDL_Rect cliprect;
     SDL_bool texturing;
+    SDL_bool vertex_array;
+    SDL_bool color_array;
+    SDL_bool texture_array;
     Uint32 color;
     Uint32 clear_color;
 } GL_DrawStateCache;
@@ -989,9 +992,9 @@ GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
     int i;
     int count = indices ? num_indices : num_vertices;
     GLfloat *verts;
-    int sz = 2 + 4 + (texture ? 2 : 0);
+    size_t sz = 2 * sizeof(GLfloat) + 4 * sizeof(Uint8) + (texture ? 2 : 0) * sizeof(GLfloat);
 
-    verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * sz * sizeof (GLfloat), 0, &cmd->data.draw.first);
+    verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * sz, 0, &cmd->data.draw.first);
     if (!verts) {
         return -1;
     }
@@ -1006,7 +1009,6 @@ GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
     for (i = 0; i < count; i++) {
         int j;
         float *xy_;
-        SDL_Color col_;
         if (size_indices == 4) {
             j = ((const Uint32 *)indices)[i];
         } else if (size_indices == 2) {
@@ -1018,15 +1020,13 @@ GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
         }
 
         xy_ = (float *)((char*)xy + j * xy_stride);
-        col_ = *(SDL_Color *)((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;
+        /* Not really a float, but it is still 4 bytes and will be cast to the
+           right type in the graphics driver. */
+        *(verts++) = *(float*)((char*)color + j * color_stride);
 
         if (texture) {
             float *uv_ = (float *)((char*)uv + j * uv_stride);
@@ -1041,6 +1041,9 @@ static void
 SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader shader)
 {
     const SDL_BlendMode blend = cmd->data.draw.blend;
+    SDL_bool vertex_array;
+    SDL_bool color_array;
+    SDL_bool texture_array;
 
     if (data->drawstate.viewport_dirty) {
         const SDL_bool istarget = data->drawstate.target != NULL;
@@ -1106,6 +1109,41 @@ SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader 
             data->drawstate.texturing = SDL_TRUE;
         }
     }
+
+    vertex_array = cmd->command == SDL_RENDERCMD_DRAW_POINTS
+        || cmd->command == SDL_RENDERCMD_DRAW_LINES
+        || cmd->command == SDL_RENDERCMD_GEOMETRY;
+    color_array = cmd->command == SDL_RENDERCMD_GEOMETRY;
+    texture_array = cmd->data.draw.texture != NULL;
+
+    if (vertex_array != data->drawstate.vertex_array) {
+        if (vertex_array) {
+            data->glEnableClientState(GL_VERTEX_ARRAY);
+        } else {
+            data->glDisableClientState(GL_VERTEX_ARRAY);
+        }
+        data->drawstate.vertex_array = vertex_array;
+    }
+
+    if (color_array != data->drawstate.color_array) {
+        if (color_array) {
+            data->glEnableClientState(GL_COLOR_ARRAY);
+        } else {
+            data->glDisableClientState(GL_COLOR_ARRAY);
+        }
+        data->drawstate.color_array = color_array;
+    }
+
+    /* This is a little awkward but should avoid texcoord arrays getting into
+       a bad state if SDL_GL_BindTexture/UnbindTexture are called. */
+    if (texture_array != data->drawstate.texture_array) {
+        if (texture_array) {
+            data->glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+        } else {
+            data->glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+        }
+        data->drawstate.texture_array = texture_array;
+    }
 }
 
 static void
@@ -1151,7 +1189,6 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
 {
     /* !!! FIXME: it'd be nice to use a vertex buffer instead of immediate mode... */
     GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
-    size_t i;
 
     if (GL_ActivateRenderer(renderer) < 0) {
         return -1;
@@ -1185,10 +1222,7 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
                 const Uint8 a = cmd->data.color.a;
                 const Uint32 color = (((Uint32)a << 24) | (r << 16) | (g << 8) | b);
                 if (color != data->drawstate.color) {
-                    data->glColor4f((GLfloat) r * inv255f,
-                                    (GLfloat) g * inv255f,
-                                    (GLfloat) b * inv255f,
-                                    (GLfloat) a * inv255f);
+                    data->glColor4ub((GLubyte) r, (GLubyte) g, (GLubyte) b, (GLubyte) a);
                     data->drawstate.color = color;
                 }
                 break;
@@ -1245,11 +1279,10 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
                 const size_t count = cmd->data.draw.count;
                 const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
                 SetDrawState(data, cmd, SHADER_SOLID);
-                data->glBegin(GL_POINTS);
-                for (i = 0; i < count; i++, verts += 2) {
-                    data->glVertex2f(verts[0], verts[1]);
-                }
-                data->glEnd();
+
+                /* SetDrawState handles glEnableClientState. */
+                data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, verts);
+                data->glDrawArrays(GL_POINTS, 0, (GLsizei) count);
                 break;
             }
 
@@ -1258,11 +1291,10 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
                 const size_t count = cmd->data.draw.count;
                 SDL_assert(count >= 2);
                 SetDrawState(data, cmd, SHADER_SOLID);
-                data->glBegin(GL_LINE_STRIP);
-                for (i = 0; i < count; ++i, verts += 2) {
-                    data->glVertex2f(verts[0], verts[1]);
-                }
-                data->glEnd();
+
+                /* SetDrawState handles glEnableClientState. */
+                data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, verts);
+                data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) count);
                 break;
             }
 
@@ -1287,31 +1319,26 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
                 }
 
                 {
-                    size_t j;
-                    float currentColor[4];
-                    data->glGetFloatv(GL_CURRENT_COLOR, currentColor);
-                    data->glBegin(GL_TRIANGLES);
-                    for (j = 0; j < count; ++j)
-                    {
-                        const GLfloat x = *(verts++);
-                        const GLfloat y = *(verts++);
-
-                        const GLfloat r = *(verts++);
-                        const GLfloat g = *(verts++);
-                        const GLfloat b = *(verts++);
-                        const GLfloat a = *(verts++);
-
-                        data->glColor4f(r, g, b, a);
-
-                        if (texture) {
-                            GLfloat u = *(verts++);
-                            GLfloat v = *(verts++);
-                            data->glTexCoord2f(u,v);
-                        }
-                        data->glVertex2f(x, y);
+                    Uint32 color = data->drawstate.color;
+                    GLubyte a = (GLubyte)((color >> 24) & 0xFF);
+                    GLubyte r = (GLubyte)((color >> 16) & 0xFF);
+                    GLubyte g = (GLubyte)((color >> 8) & 0xFF);
+                    GLubyte b = (GLubyte)((color >> 0) & 0xFF);
+
+                    /* SetDrawState handles glEnableClientState. */
+                    if (texture) {
+                        data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 5, verts + 0);
+                        data->glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(float) * 5, verts + 2);
+                        data->glTexCoordPointer(2, GL_FLOAT, sizeof(float) * 5, verts + 3);
+                    } else {
+                        data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 3, verts + 0);
+                        data->glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(float) * 3, verts + 2);
                     }
-                    data->glEnd();
-                    data->glColor4f(currentColor[0], currentColor[1], currentColor[2], currentColor[3]);
+
+                    data->glDrawArrays(GL_TRIANGLES, 0, (GLsizei) count);
+
+                    /* Restore previously set color when we're done. */
+                    data->glColor4ub(r, g, b, a);
                 }
                 break;
            }
@@ -1324,6 +1351,21 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
         cmd = cmd->next;
     }
 
+    /* Turn off vertex array state when we're done, in case external code
+       relies on it being off. */
+    if (data->drawstate.vertex_array) {
+        data->glDisableClientState(GL_VERTEX_ARRAY);
+        data->drawstate.vertex_array = SDL_FALSE;
+    }
+    if (data->drawstate.color_array) {
+        data->glDisableClientState(GL_COLOR_ARRAY);
+        data->drawstate.color_array = SDL_FALSE;
+    }
+    if (data->drawstate.texture_array) {
+        data->glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+        data->drawstate.texture_array = SDL_FALSE;
+    }
+
     return GL_CheckError("", renderer);
 }
 
@@ -1790,7 +1832,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
     data->glDisable(GL_SCISSOR_TEST);
     data->glDisable(data->textype);
     data->glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
-    data->glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
+    data->glColor4ub(255, 255, 255, 255);
     /* This ended up causing video discrepancies between OpenGL and Direct3D */
     /* data->glEnable(GL_LINE_SMOOTH); */