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
+105
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/**
* Copyright (c) 2006-2016 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#pragma once
// LOVE
#include "common/int.h"
#include "Color.h"
// C
#include <stddef.h>
namespace love
{
namespace graphics
{
enum BufferType
{
BUFFER_VERTEX = 0,
BUFFER_INDEX,
BUFFER_MAX_ENUM
};
struct Vertex
{
float x, y;
float s, t;
Color color;
};
namespace vertex
{
enum class PrimitiveMode
{
TRIANGLES,
POINTS,
};
enum class TriangleIndexMode
{
NONE,
STRIP,
FAN,
QUADS,
};
enum class CommonFormat
{
NONE,
XYf,
RGBAub,
XYf_STf,
XYf_STf_RGBAub,
XYf_STus_RGBAub,
};
struct XYf_STf
{
float x, y;
float s, t;
};
struct XYf_STf_RGBAub
{
float x, y;
float s, t;
Color color;
};
struct XYf_STus_RGBAub
{
float x, y;
uint16 s, t;
Color color;
};
size_t getFormatStride(CommonFormat format);
int getIndexCount(TriangleIndexMode mode, int vertexCount);
void fillIndices(TriangleIndexMode mode, uint16 vertexStart, uint16 vertexCount, uint16 *indices);
void fillIndices(TriangleIndexMode mode, uint32 vertexStart, uint32 vertexCount, uint32 *indices);
} // vertex
} // graphics
} // love