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Implement automatic batching for points, lines, shapes, and images/quads.
The above are batched together into a single draw call when called without other drawing calls in between, as long as the following criteria are met: - The texture is the same. - The primitive type is the same (points cannot be batched with non-points). - The love.graphics state is the same (aside from the current color - i.e. setColor - and the transform state). - The active shader’s uniform values are the same. You can examine the ‘drawcalls’ field of love.graphics.getStats() to help determine if your code is allowing for optimum batching. --HG-- branch : minor
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@@ -27,6 +27,10 @@
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#include "common/pixelformat.h"
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#include "Drawable.h"
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#include "Quad.h"
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#include "vertex.h"
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// C
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#include <stddef.h>
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namespace love
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{
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@@ -77,10 +81,13 @@ public:
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Texture();
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virtual ~Texture();
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// Drawable.
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void draw(Graphics *gfx, const Matrix4 &m) override;
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/**
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* Draws the texture using the specified transformation with a Quad applied.
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**/
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virtual void drawq(Quad *quad, const Matrix4 &m) = 0;
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void drawq(Graphics *gfx, Quad *quad, const Matrix4 &m);
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PixelFormat getPixelFormat() const;
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@@ -95,7 +102,7 @@ public:
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virtual const Vertex *getVertices() const;
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virtual const void *getHandle() const = 0;
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virtual ptrdiff_t getHandle() const = 0;
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// The default filter.
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static void setDefaultFilter(const Filter &f);
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@@ -111,6 +118,8 @@ public:
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protected:
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virtual void drawv(Graphics *gfx, const Matrix4 &localTransform, const Vertex *v);
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PixelFormat format;
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int width;
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