annotate src/video/uikit/SDL_uikitopengles.m @ 5053:b5b42be9333c

Fixed bug #1026 Vittorio Giovara 2010-07-16 19:09:28 PDT i was reading SDL_renderer_gles and i noticed that every time we there is some gl call the gl state is modified with a couple of glEnableClientState()/glDisableClientState. While this is completely fine for desktops systems, this is a major performace kill on mobile devices, right where opengles is implemented. Normal practice in this case is to update the glstate once, keep it always the same and disable/enable other states only in very special occasions. On the web there's plenty of documentation (on the top of my head http://developer.apple.com/iphone/library/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/Performance/Performance.html#//apple_ref/doc/uid/TP40008793-CH105-SW5 ) and i personally tried this. I modified my code and got a 10 fps boost, then modified SDL_render_gles and shifted from 40 fps to 50 fps alone -- considering that i started from ~30fps i got an 80% performance increase with this technique. I have attached a dif of my changes, hope that it will be included in mainstream.
author Sam Lantinga <slouken@libsdl.org>
date Wed, 19 Jan 2011 23:56:16 -0800
parents 06c7423f8c60
children 7b7da52e8775
rev   line source
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1 /*
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2 SDL - Simple DirectMedia Layer
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3 Copyright (C) 1997-2009 Sam Lantinga
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4
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5 This library is free software; you can redistribute it and/or
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6 modify it under the terms of the GNU Lesser General Public
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7 License as published by the Free Software Foundation; either
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8 version 2.1 of the License, or (at your option) any later version.
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9
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10 This library is distributed in the hope that it will be useful,
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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13 Lesser General Public License for more details.
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14
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15 You should have received a copy of the GNU Lesser General Public
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16 License along with this library; if not, write to the Free Software
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17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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18
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19 Sam Lantinga
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20 slouken@libsdl.org
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21 */
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22
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23 #include "SDL_uikitopengles.h"
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24 #include "SDL_uikitopenglview.h"
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25 #include "SDL_uikitappdelegate.h"
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26 #include "SDL_uikitwindow.h"
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27 #include "jumphack.h"
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28 #include "SDL_sysvideo.h"
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29 #include "../../events/SDL_keyboard_c.h"
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30 #include "../../events/SDL_mouse_c.h"
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31 #include "SDL_loadso.h"
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32 #include <dlfcn.h>
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33
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34 static int UIKit_GL_Initialize(_THIS);
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35
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36 void *
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37 UIKit_GL_GetProcAddress(_THIS, const char *proc)
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38 {
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39 /* Look through all SO's for the proc symbol. Here's why:
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40 -Looking for the path to the OpenGL Library seems not to work in the iPhone Simulator.
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41 -We don't know that the path won't change in the future.
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42 */
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43 return SDL_LoadFunction(RTLD_DEFAULT, proc);
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44 }
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45
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46 /*
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47 note that SDL_GL_Delete context makes it current without passing the window
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48 */
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49 int UIKit_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context)
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50 {
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51
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52 if (context) {
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53 SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
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54 [data->view setCurrentContext];
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55 }
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56 else {
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57 [EAGLContext setCurrentContext: nil];
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58 }
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59
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60 return 0;
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61 }
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62
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63 int
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64 UIKit_GL_LoadLibrary(_THIS, const char *path)
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65 {
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66 /*
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67 shouldn't be passing a path into this function
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68 why? Because we've already loaded the library
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69 and because the SDK forbids loading an external SO
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70 */
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71 if (path != NULL) {
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72 SDL_SetError("iPhone GL Load Library just here for compatibility");
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73 return -1;
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74 }
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75 return 0;
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76 }
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77
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78 extern void SDL_UIKit_UpdateBatteryMonitoring(void);
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79
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80 void UIKit_GL_SwapWindow(_THIS, SDL_Window * window)
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81 {
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82 #ifdef SDL_POWER_UIKIT
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83 // Check once a frame to see if we should turn off the battery monitor.
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84 SDL_UIKit_UpdateBatteryMonitoring();
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85 #endif
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86
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87 SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
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88
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89 if (nil == data->view) {
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90 return;
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91 }
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92 [data->view swapBuffers];
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93 /* since now we've got something to draw
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94 make the window visible */
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95 [data->uiwindow makeKeyAndVisible];
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96
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97 /* we need to let the event cycle run, or the OS won't update the OpenGL view! */
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98 SDL_PumpEvents();
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99
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100 }
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101
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102 SDL_GLContext UIKit_GL_CreateContext(_THIS, SDL_Window * window)
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103 {
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104 SDL_uikitopenglview *view;
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105 SDL_WindowData *data = (SDL_WindowData *) window->driverdata;
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106 UIScreen *uiscreen = (UIScreen *) window->display->driverdata;
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107 UIWindow *uiwindow = data->uiwindow;
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108
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109 /* construct our view, passing in SDL's OpenGL configuration data */
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110 view = [[SDL_uikitopenglview alloc] initWithFrame: [uiwindow bounds] \
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111 retainBacking: _this->gl_config.retained_backing \
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112 rBits: _this->gl_config.red_size \
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113 gBits: _this->gl_config.green_size \
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114 bBits: _this->gl_config.blue_size \
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115 aBits: _this->gl_config.alpha_size \
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116 depthBits: _this->gl_config.depth_size];
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117
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118 data->view = view;
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119
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120 /* add the view to our window */
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121 [uiwindow addSubview: view ];
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122
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123 /* Don't worry, the window retained the view */
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124 [view release];
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125
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126 if ( UIKit_GL_MakeCurrent(_this, window, view) < 0 ) {
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127 UIKit_GL_DeleteContext(_this, view);
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128 return NULL;
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129 }
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130
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131 /* Make this window the current mouse focus for touch input */
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132 SDL_SetMouseFocus(window);
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133 SDL_SetKeyboardFocus(window);
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134
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135 return view;
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136 }
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137
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138 void UIKit_GL_DeleteContext(_THIS, SDL_GLContext context)
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139 {
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140 /* the delegate has retained the view, this will release him */
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141 SDL_uikitopenglview *view = (SDL_uikitopenglview *)context;
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142 /* this will also delete it */
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143 [view removeFromSuperview];
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144
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145 return;
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146 }
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147
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148