metal renderer: optimize SDL_RenderFillRect slightly.
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diff --git a/src/render/metal/SDL_render_metal.m b/src/render/metal/SDL_render_metal.m
index 5f808af..8d59dcb 100644
--- a/src/render/metal/SDL_render_metal.m
+++ b/src/render/metal/SDL_render_metal.m
@@ -1403,17 +1403,21 @@ METAL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
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);
- /* 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];
+ 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];
+ }
}
break;
}