Fixed performance regression caused by the fix for bug 2158
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7075ece4a5
commit
ebc3f67ea6
2 changed files with 58 additions and 26 deletions
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@ -1048,17 +1048,15 @@ GL_RenderDrawPoints(SDL_Renderer * renderer, const SDL_FPoint * points,
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int count)
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{
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GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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int i;
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GL_SetDrawingState(renderer);
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data->glTranslatef(0.5f, 0.5f, 0.0f);
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data->glVertexPointer(2, GL_FLOAT, 0, points);
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data->glEnableClientState(GL_VERTEX_ARRAY);
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data->glDrawArrays(GL_POINTS, 0, count);
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data->glDisableClientState(GL_VERTEX_ARRAY);
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data->glTranslatef(-0.5f, -0.5f, 0.0f);
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data->glBegin(GL_POINTS);
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for (i = 0; i < count; ++i) {
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data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
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}
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data->glEnd();
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return 0;
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}
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@ -1068,28 +1066,62 @@ GL_RenderDrawLines(SDL_Renderer * renderer, const SDL_FPoint * points,
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int count)
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{
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GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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int i;
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GL_SetDrawingState(renderer);
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data->glTranslatef(0.5f, 0.5f, 0.0f);
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data->glVertexPointer(2, GL_FLOAT, 0, points);
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data->glEnableClientState(GL_VERTEX_ARRAY);
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if (count > 2 &&
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points[0].x == points[count-1].x && points[0].y == points[count-1].y) {
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data->glBegin(GL_LINE_LOOP);
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/* GL_LINE_LOOP takes care of the final segment */
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data->glDrawArrays(GL_LINE_LOOP, 0, count-1);
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--count;
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for (i = 0; i < count; ++i) {
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data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
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}
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data->glEnd();
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} else {
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data->glDrawArrays(GL_LINE_STRIP, 0, count);
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}
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/* Make sure all the line endpoints are closed.
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* http://www.opengl.org/documentation/specs/version1.1/glspec1.1/node47.html
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* Which points need to be drawn varies by driver, so just draw all of them.
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*/
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data->glDrawArrays(GL_POINTS, 0, count);
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data->glDisableClientState(GL_VERTEX_ARRAY);
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data->glTranslatef(-0.5f, -0.5f, 0.0f);
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#if defined(__MACOSX__) || defined(__WIN32__)
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#else
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int x1, y1, x2, y2;
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#endif
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data->glBegin(GL_LINE_STRIP);
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for (i = 0; i < count; ++i) {
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data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
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}
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data->glEnd();
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/* The line is half open, so we need one more point to complete it.
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* http://www.opengl.org/documentation/specs/version1.1/glspec1.1/node47.html
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* If we have to, we can use vertical line and horizontal line textures
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* for vertical and horizontal lines, and then create custom textures
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* for diagonal lines and software render those. It's terrible, but at
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* least it would be pixel perfect.
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*/
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data->glBegin(GL_POINTS);
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#if defined(__MACOSX__) || defined(__WIN32__)
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/* Mac OS X and Windows seem to always leave the last point open */
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data->glVertex2f(0.5f + points[count-1].x, 0.5f + points[count-1].y);
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#else
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/* Linux seems to leave the right-most or bottom-most point open */
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x1 = points[0].x;
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y1 = points[0].y;
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x2 = points[count-1].x;
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y2 = points[count-1].y;
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if (x1 > x2) {
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data->glVertex2f(0.5f + x1, 0.5f + y1);
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} else if (x2 > x1) {
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data->glVertex2f(0.5f + x2, 0.5f + y2);
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}
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if (y1 > y2) {
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data->glVertex2f(0.5f + x1, 0.5f + y1);
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} else if (y2 > y1) {
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data->glVertex2f(0.5f + x2, 0.5f + y2);
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}
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#endif
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data->glEnd();
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}
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return GL_CheckError("", renderer);
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}
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