Commit c6ceaaeb4b0a7599ac90014c8d9c0c63c3d24fe3

Sylvain Becker 2021-04-04T21:32:40

METAL: use Uchar4Normalized format to transfert color as 4 bytes, instead of 4 floats

diff --git a/src/render/metal/SDL_render_metal.m b/src/render/metal/SDL_render_metal.m
index 2b90288..ace1f5e 100644
--- a/src/render/metal/SDL_render_metal.m
+++ b/src/render/metal/SDL_render_metal.m
@@ -208,8 +208,6 @@ IsMetalAvailable(const SDL_SysWMinfo *syswm)
 static const MTLBlendOperation invalidBlendOperation = (MTLBlendOperation)0xFFFFFFFF;
 static const MTLBlendFactor invalidBlendFactor = (MTLBlendFactor)0xFFFFFFFF;
 
-static const float inv255f = 1.0f / 255.0f;
-
 static MTLBlendOperation
 GetBlendOperation(SDL_BlendOperation operation)
 {
@@ -281,34 +279,34 @@ MakePipelineState(METAL_RenderData *data, METAL_PipelineCache *cache,
 
     switch (cache->vertexFunction) {
         case SDL_METAL_VERTEX_SOLID:
-            /* position (float2), color (float4) */
-            vertdesc.layouts[0].stride = sizeof(float) * (2 + 4);
+            /* position (float2), color (uchar4normalized) */
+            vertdesc.layouts[0].stride = sizeof(float) * 2 + sizeof (int);
             vertdesc.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
 
             vertdesc.attributes[0].format = MTLVertexFormatFloat2;
             vertdesc.attributes[0].offset = 0;
             vertdesc.attributes[0].bufferIndex = 0;
 
-            vertdesc.attributes[1].format = MTLVertexFormatFloat4;
+            vertdesc.attributes[1].format = MTLVertexFormatUChar4Normalized;
             vertdesc.attributes[1].offset = sizeof (float) * 2;
             vertdesc.attributes[1].bufferIndex = 0;
 
             break;
         case SDL_METAL_VERTEX_COPY:
-            /* position (float2), color (float4), texcoord (float2) */
-            vertdesc.layouts[0].stride = sizeof(float) * (2 + 4 + 2);
+            /* position (float2), color (uchar4normalized), texcoord (float2) */
+            vertdesc.layouts[0].stride = sizeof(float) * 2 + sizeof (int) + sizeof (float) * 2;
             vertdesc.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
 
             vertdesc.attributes[0].format = MTLVertexFormatFloat2;
             vertdesc.attributes[0].offset = 0;
             vertdesc.attributes[0].bufferIndex = 0;
 
-            vertdesc.attributes[1].format = MTLVertexFormatFloat4;
+            vertdesc.attributes[1].format = MTLVertexFormatUChar4Normalized;
             vertdesc.attributes[1].offset = sizeof (float) * 2;
             vertdesc.attributes[1].bufferIndex = 0;
 
             vertdesc.attributes[2].format = MTLVertexFormatFloat2;
-            vertdesc.attributes[2].offset = sizeof(float) * (2 + 4);
+            vertdesc.attributes[2].offset = sizeof(float) * 2 + sizeof (int);
             vertdesc.attributes[2].bufferIndex = 0;
             break;
     }
@@ -1085,11 +1083,8 @@ METAL_QueueSetDrawColor(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
 static int
 METAL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
 {
-    const float r = cmd->data.draw.r * inv255f;
-    const float g = cmd->data.draw.g * inv255f;
-    const float b = cmd->data.draw.b * inv255f;
-    const float a = cmd->data.draw.a * inv255f;
-    const size_t vertlen = sizeof (float) * (2 + 4) * 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 = (2 * sizeof (float) + sizeof (int)) * count;
     float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
     if (!verts) {
         return -1;
@@ -1099,10 +1094,7 @@ METAL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL
     for (int i = 0; i < count; i++, points++) {
         *(verts++) = points->x;
         *(verts++) = points->y;
-        *(verts++) = r;
-        *(verts++) = g;
-        *(verts++) = b;
-        *(verts++) = a;
+        *((int *)verts++) = color;
     }
     return 0;
 }
@@ -1110,14 +1102,12 @@ METAL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL
 static int
 METAL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
 {
-    const float r = cmd->data.draw.r * inv255f;
-    const float g = cmd->data.draw.g * inv255f;
-    const float b = cmd->data.draw.b * inv255f;
-    const float a = cmd->data.draw.a * inv255f;
+
+    const int color = (cmd->data.draw.r << 0) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 16) | (cmd->data.draw.a << 24);
 
     SDL_assert(count >= 2);  /* should have been checked at the higher level. */
 
-    const size_t vertlen = sizeof (float) * (2 + 4) * count;
+    const size_t vertlen = (2 * sizeof (float) + sizeof (int)) * count;
     float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
     if (!verts) {
         return -1;
@@ -1127,10 +1117,7 @@ METAL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
     for (int i = 0; i < count; i++, points++) {
         *(verts++) = points->x;
         *(verts++) = points->y;
-        *(verts++) = r;
-        *(verts++) = g;
-        *(verts++) = b;
-        *(verts++) = a;
+        *((int *)verts++) = color;
     }
 
     /* If the line segment is completely horizontal or vertical,
@@ -1142,7 +1129,7 @@ METAL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
        angles. Maybe !!! FIXME for later, though. */
 
     points -= 2;  /* update the last line. */
-    verts -= 2 + 4;
+    verts -= 2 + 1;
 
     const float xstart = points[0].x;
     const float ystart = points[0].y;
@@ -1161,11 +1148,8 @@ METAL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
 static int
 METAL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
 {
-    const float r = cmd->data.draw.r * inv255f;
-    const float g = cmd->data.draw.g * inv255f;
-    const float b = cmd->data.draw.b * inv255f;
-    const float a = cmd->data.draw.a * inv255f;
-    const size_t vertlen = sizeof (float) * 4 * (2 + 4) * 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;
@@ -1184,31 +1168,19 @@ METAL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
         } else {
             *(verts++) = rects->x;
             *(verts++) = rects->y + rects->h;
-            *(verts++) = r;
-            *(verts++) = g;
-            *(verts++) = b;
-            *(verts++) = a;
+            *((int *)verts++) = color;
 
             *(verts++) = rects->x;
             *(verts++) = rects->y;
-            *(verts++) = r;
-            *(verts++) = g;
-            *(verts++) = b;
-            *(verts++) = a;
+            *((int *)verts++) = color;
 
             *(verts++) = rects->x + rects->w;
             *(verts++) = rects->y + rects->h;
-            *(verts++) = r;
-            *(verts++) = g;
-            *(verts++) = b;
-            *(verts++) = a;
+            *((int *)verts++) = color;
 
             *(verts++) = rects->x + rects->w;
             *(verts++) = rects->y;
-            *(verts++) = r;
-            *(verts++) = g;
-            *(verts++) = b;
-            *(verts++) = a;
+            *((int *)verts++) = color;
         }
     }
 
@@ -1225,13 +1197,9 @@ METAL_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * t
 {
     const float texw = (float) texture->w;
     const float texh = (float) texture->h;
-    const float r = cmd->data.draw.r * inv255f;
-    const float g = cmd->data.draw.g * inv255f;
-    const float b = cmd->data.draw.b * inv255f;
-    const float a = cmd->data.draw.a * inv255f;
- 
+    const int color = (cmd->data.draw.r << 0) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 16) | (cmd->data.draw.a << 24);
     // !!! FIXME: use an index buffer
-    const size_t vertlen = (sizeof (float) * 4 * (2 + 4 + 2));
+    const size_t vertlen = 4 * (2 * sizeof (float) + sizeof (int) + 2 * sizeof (float));
     float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
     if (!verts) {
         return -1;
@@ -1242,37 +1210,25 @@ METAL_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * t
     /* Interleaved positions and texture coordinates */
     *(verts++) = dstrect->x;
     *(verts++) = dstrect->y + dstrect->h;
-    *(verts++) = r;
-    *(verts++) = g;
-    *(verts++) = b;
-    *(verts++) = a;
+    *((int *)verts++) = color;
     *(verts++) = normtex(srcrect->x, texw);
     *(verts++) = normtex(srcrect->y + srcrect->h, texh);
 
     *(verts++) = dstrect->x;
     *(verts++) = dstrect->y;
-    *(verts++) = r;
-    *(verts++) = g;
-    *(verts++) = b;
-    *(verts++) = a;
+    *((int *)verts++) = color;
     *(verts++) = normtex(srcrect->x, texw);
     *(verts++) = normtex(srcrect->y, texh);
 
     *(verts++) = dstrect->x + dstrect->w;
     *(verts++) = dstrect->y + dstrect->h;
-    *(verts++) = r;
-    *(verts++) = g;
-    *(verts++) = b;
-    *(verts++) = a;
+    *((int *)verts++) = color;
     *(verts++) = normtex(srcrect->x + srcrect->w, texw);
     *(verts++) = normtex(srcrect->y + srcrect->h, texh);
 
     *(verts++) = dstrect->x + dstrect->w;
     *(verts++) = dstrect->y;
-    *(verts++) = r;
-    *(verts++) = g;
-    *(verts++) = b;
-    *(verts++) = a;
+    *((int *)verts++) = color;
     *(verts++) = normtex(srcrect->x + srcrect->w, texw);
     *(verts++) = normtex(srcrect->y, texh);
 
@@ -1284,16 +1240,13 @@ METAL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
                   const SDL_Rect * srcquad, const SDL_FRect * dstrect,
                   const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
 {
-    const float r = cmd->data.draw.r * inv255f;
-    const float g = cmd->data.draw.g * inv255f;
-    const float b = cmd->data.draw.b * inv255f;
-    const float a = cmd->data.draw.a * inv255f;
+    const int color = (cmd->data.draw.r << 0) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 16) | (cmd->data.draw.a << 24);
     const float texw = (float) texture->w;
     const float texh = (float) texture->h;
     const float rads = (float)(M_PI * (float) angle / 180.0f);
     const float c = cosf(rads), s = sinf(rads);
     float minu, maxu, minv, maxv;
-    const size_t vertlen = sizeof (float) * (16 + 4 * (2 + 4 + 2));
+    const size_t vertlen = 16 * sizeof (float) + 4 * (2 * sizeof (float) + sizeof (int) + 2 * sizeof (float));
     float *verts;
 
     // cheat and store this offset in (count) because it needs to be aligned in ways other fields don't and we aren't using count otherwise.
@@ -1340,37 +1293,25 @@ METAL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
     /* Interleaved positions and texture coordinates */
     *(verts++) = -center->x;
     *(verts++) = dstrect->h - center->y;
-    *(verts++) = r;
-    *(verts++) = g;
-    *(verts++) = b;
-    *(verts++) = a;
+    *((int *)verts++) = color;
     *(verts++) = minu;
     *(verts++) = maxv;
 
     *(verts++) = -center->x;
     *(verts++) = -center->y;
-    *(verts++) = r;
-    *(verts++) = g;
-    *(verts++) = b;
-    *(verts++) = a;
+    *((int *)verts++) = color;
     *(verts++) = minu;
     *(verts++) = minv;
 
     *(verts++) = dstrect->w - center->x;
     *(verts++) = dstrect->h - center->y;
-    *(verts++) = r;
-    *(verts++) = g;
-    *(verts++) = b;
-    *(verts++) = a;
+    *((int *)verts++) = color;
     *(verts++) = maxu;
     *(verts++) = maxv;
 
     *(verts++) = dstrect->w - center->x;
     *(verts++) = -center->y;
-    *(verts++) = r;
-    *(verts++) = g;
-    *(verts++) = b;
-    *(verts++) = a;
+    *((int *)verts++) = color;
     *(verts++) = maxu;
     *(verts++) = minv;
 
@@ -1384,8 +1325,7 @@ METAL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture 
         float scale_x, float scale_y)
 {
     int count = indices ? num_indices : num_vertices;
-    int sz = 2 + 4 + (texture ? 2 : 0);
-    const size_t vertlen = sizeof (float) * sz * count;
+    const size_t vertlen = (2 * sizeof (float) + sizeof (int) + (texture ? 2 : 0) * sizeof (float)) * count;
     float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
     if (!verts) {
         return -1;
@@ -1406,15 +1346,12 @@ METAL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture 
         }
 
         float *xy_ = (float *)((char*)xy + j * xy_stride);
-        SDL_Color col_ = *(SDL_Color *)((char*)color + j * color_stride);
+        int col_ = *(int *)((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;
+        *((int *)verts++) = col_;
 
         if (texture) {
             float *uv_ = (float *)((char*)uv + j * uv_stride);