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
This commit is contained in:
Alex Szpakowski
2016-12-27 21:02:58 -04:00
parent f98b7ce1ed
commit 0d2e08baff
43 changed files with 1245 additions and 511 deletions
+7 -30
View File
@@ -250,37 +250,14 @@ void Canvas::unloadVolatile()
texture_memory = 0;
}
void Canvas::drawv(const Matrix4 &t, const Vertex *v)
void Canvas::drawv(love::graphics::Graphics *gfx, const Matrix4 &localTransform, const Vertex *v)
{
auto gfx = Module::getInstance<Graphics>(Module::M_GRAPHICS);
if (gfx != nullptr && gfx->isCanvasActive(this))
Graphics *glgfx = (Graphics *) gfx;
if (glgfx != nullptr && glgfx->isCanvasActive(this))
throw love::Exception("Cannot render a Canvas to itself!");
OpenGL::TempDebugGroup debuggroup("Canvas draw");
OpenGL::TempTransform transform(gl);
transform.get() *= t;
gl.bindTextureToUnit(texture, 0, false);
gl.useVertexAttribArrays(ATTRIBFLAG_POS | ATTRIBFLAG_TEXCOORD);
gl.bindBuffer(BUFFER_VERTEX, 0);
glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), &v[0].x);
glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), &v[0].s);
gl.prepareDraw();
gl.drawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
void Canvas::draw(const Matrix4 &m)
{
drawv(m, vertices);
}
void Canvas::drawq(Quad *quad, const Matrix4 &m)
{
drawv(m, quad->getVertices());
Texture::drawv(gfx, localTransform, v);
}
void Canvas::setFilter(const Texture::Filter &f)
@@ -322,9 +299,9 @@ bool Canvas::setWrap(const Texture::Wrap &w)
return success;
}
const void *Canvas::getHandle() const
ptrdiff_t Canvas::getHandle() const
{
return &texture;
return texture;
}
love::image::ImageData *Canvas::newImageData(love::image::Image *module, int x, int y, int w, int h)