diff --git a/src/render/opengles2/SDL_render_gles2.c b/src/render/opengles2/SDL_render_gles2.c index 11e89c694..e56f618d7 100644 --- a/src/render/opengles2/SDL_render_gles2.c +++ b/src/render/opengles2/SDL_render_gles2.c @@ -788,7 +788,7 @@ GLES2_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * t int color; GLfloat minx, miny, maxx, maxy; GLfloat minu, maxu, minv, maxv; - const size_t vertlen = 4 * (2 * sizeof (float) + sizeof (int) + 2 * sizeof (float)); + const size_t vertlen = 6 * (2 * sizeof (float) + sizeof (int) + 2 * sizeof (float)); GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first); if (!verts) { @@ -813,12 +813,29 @@ GLES2_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * t minv = (GLfloat) srcrect->y / texture->h; maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h; + /* set these up as GL_TRIANGLES instead of GL_TRIANGLE_STRIP; it's more + vertices, but we can then draw unconnected pieces in a single draw + call if there are several draws in a row using the same texture + (such as a particle system or texture atlas). */ *(verts++) = minx; *(verts++) = miny; *((int *)verts++) = color; *(verts++) = minu; *(verts++) = minv; + *(verts++) = maxx; + *(verts++) = miny; + *((int *)verts++) = color; + *(verts++) = maxu; + *(verts++) = minv; + + *(verts++) = minx; + *(verts++) = maxy; + *((int *)verts++) = color; + *(verts++) = minu; + *(verts++) = maxv; + + *(verts++) = maxx; *(verts++) = miny; *((int *)verts++) = color; @@ -855,7 +872,7 @@ GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * const GLfloat centery = center->y + dstrect->y; GLfloat minx, miny, maxx, maxy; GLfloat minu, maxu, minv, maxv; - const size_t vertlen = 4 * (2 * sizeof (float) + sizeof (int) + (2 + 2 + 2) * sizeof (float)); + const size_t vertlen = 6 * (2 * sizeof (float) + sizeof (int) + (2 + 2 + 2) * sizeof (float)); GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first); if (!verts) { @@ -889,9 +906,13 @@ GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * minv = ((GLfloat) srcquad->y) / ((GLfloat) texture->h); maxv = ((GLfloat) (srcquad->y + srcquad->h)) / ((GLfloat) texture->h); - cmd->data.draw.count = 1; + /* set these up as GL_TRIANGLES instead of GL_TRIANGLE_STRIP; it's more + vertices, but we can then draw unconnected pieces in a single draw + call if there are several draws in a row using the same texture + (such as a particle system or texture atlas). */ + *(verts++) = minx; *(verts++) = miny; *((int *)verts++) = color; @@ -922,6 +943,26 @@ GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * *(verts++) = centerx; *(verts++) = centery; + *(verts++) = maxx; + *(verts++) = miny; + *((int *)verts++) = color; + *(verts++) = maxu; + *(verts++) = minv; + *(verts++) = s; + *(verts++) = c; + *(verts++) = centerx; + *(verts++) = centery; + + *(verts++) = minx; + *(verts++) = maxy; + *((int *)verts++) = color; + *(verts++) = minu; + *(verts++) = maxv; + *(verts++) = s; + *(verts++) = c; + *(verts++) = centerx; + *(verts++) = centery; + *(verts++) = maxx; *(verts++) = maxy; *((int *)verts++) = color; @@ -1375,9 +1416,34 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver case SDL_RENDERCMD_COPY: case SDL_RENDERCMD_COPY_EX: { - if (SetCopyState(renderer, cmd) == 0) { - data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + /* as long as we have the same copy command in a row, with the + same texture, we can combine them all into a single draw call. */ + SDL_Texture *thistexture = cmd->data.draw.texture; + const SDL_RenderCommandType thiscmdtype = cmd->command; + SDL_RenderCommand *finalcmd = cmd; + SDL_RenderCommand *nextcmd = cmd->next; + int quads = 1; + while (nextcmd != NULL) { + const SDL_RenderCommandType nextcmdtype = nextcmd->command; + if (nextcmdtype != thiscmdtype) { + /* SETDRAWCOLOR commands are safe because copy color is set in the vbo per-vertex. */ + if ((nextcmdtype != SDL_RENDERCMD_SETDRAWCOLOR) && (nextcmdtype != SDL_RENDERCMD_NO_OP)) { + break; /* can't go any further on this draw call, different render command up next. */ + } + } else if (nextcmd->data.draw.texture != thistexture) { + break; /* can't go any further on this draw call, different texture copy up next. */ + } else { + finalcmd = nextcmd; /* we can combine copy operations here. Mark this one as the furthest okay command. */ + quads++; + } + nextcmd = nextcmd->next; } + + if (SetCopyState(renderer, cmd) == 0) { + data->glDrawArrays(GL_TRIANGLES, 0, quads * 6); + } + + cmd = finalcmd; /* skip any copy commands we just combined in here. */ break; }