From c6ceaaeb4b0a7599ac90014c8d9c0c63c3d24fe3 Mon Sep 17 00:00:00 2001 From: Sylvain Becker Date: Sun, 4 Apr 2021 21:32:40 +0200 Subject: [PATCH] METAL: use Uchar4Normalized format to transfert color as 4 bytes, instead of 4 floats --- src/render/metal/SDL_render_metal.m | 135 ++++++++-------------------- 1 file changed, 36 insertions(+), 99 deletions(-) diff --git a/src/render/metal/SDL_render_metal.m b/src/render/metal/SDL_render_metal.m index 2b90288da..ace1f5e02 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);