Commit 90f0d2ce4924aa5f2bedbe88747ba11ee33f7d02

Sylvain 2022-01-10T09:17:50

Revert OpenGL point drawing performance, do to proper batching

diff --git a/src/render/opengl/SDL_render_gl.c b/src/render/opengl/SDL_render_gl.c
index 47d5ae8..dd34b27 100644
--- a/src/render/opengl/SDL_render_gl.c
+++ b/src/render/opengl/SDL_render_gl.c
@@ -1111,7 +1111,8 @@ SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader 
         }
     }
 
-    vertex_array = cmd->command == SDL_RENDERCMD_DRAW_LINES
+    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;
@@ -1189,7 +1190,6 @@ 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;
@@ -1280,11 +1280,10 @@ 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;
             }