Optimize PSP slightly

This commit is contained in:
2026-07-19 11:15:22 -05:00
parent ef78f023ed
commit acd14f46a8
4 changed files with 59 additions and 38 deletions
+46 -26
View File
@@ -10,7 +10,12 @@
#include "display/displaygl.h"
#include "error/errorgl.h"
static bool_t DISPLAY_SDL2_STATE_VALID = false;
static uint8_t DISPLAY_SDL2_STATE_FLAGS = 0;
errorret_t displaySDL2Init(void) {
DISPLAY_SDL2_STATE_VALID = false;
uint32_t flags = SDL_INIT_VIDEO;
#ifdef DUSK_INPUT_GAMEPAD
flags |= SDL_INIT_GAMECONTROLLER | SDL_INIT_JOYSTICK;
@@ -103,38 +108,53 @@ errorret_t displaySDL2Swap(void) {
}
errorret_t displaySDL2SetState(displaystate_t state) {
if(state.flags & DISPLAY_STATE_FLAG_CULL) {
glEnable(GL_CULL_FACE);
errorChain(errorGLCheck());
glCullFace(GL_BACK);
errorChain(errorGLCheck());
} else {
glDisable(GL_CULL_FACE);
errorChain(errorGLCheck());
// Only touch GL state that actually differs from what's already bound --
// avoids a redundant glEnable/glDisable/glBlendFunc/glDepthFunc round
// trip per draw when consecutive entities share the same display state.
const uint8_t changed = DISPLAY_SDL2_STATE_VALID ?
(state.flags ^ DISPLAY_SDL2_STATE_FLAGS) : 0xFF;
if(changed & DISPLAY_STATE_FLAG_CULL) {
if(state.flags & DISPLAY_STATE_FLAG_CULL) {
glEnable(GL_CULL_FACE);
errorChain(errorGLCheck());
glCullFace(GL_BACK);
errorChain(errorGLCheck());
} else {
glDisable(GL_CULL_FACE);
errorChain(errorGLCheck());
}
}
if(state.flags & DISPLAY_STATE_FLAG_DEPTH_TEST) {
glEnable(GL_DEPTH_TEST);
errorChain(errorGLCheck());
glDepthFunc(GL_LEQUAL);
errorChain(errorGLCheck());
glClearDepth(1.0f);
errorChain(errorGLCheck());
} else {
glDisable(GL_DEPTH_TEST);
errorChain(errorGLCheck());
if(changed & DISPLAY_STATE_FLAG_DEPTH_TEST) {
if(state.flags & DISPLAY_STATE_FLAG_DEPTH_TEST) {
glEnable(GL_DEPTH_TEST);
errorChain(errorGLCheck());
glDepthFunc(GL_LEQUAL);
errorChain(errorGLCheck());
glClearDepth(1.0f);
errorChain(errorGLCheck());
} else {
glDisable(GL_DEPTH_TEST);
errorChain(errorGLCheck());
}
}
if(state.flags & DISPLAY_STATE_FLAG_BLEND) {
glEnable(GL_BLEND);
errorChain(errorGLCheck());
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
errorChain(errorGLCheck());
} else {
glDisable(GL_BLEND);
errorChain(errorGLCheck());
if(changed & DISPLAY_STATE_FLAG_BLEND) {
if(state.flags & DISPLAY_STATE_FLAG_BLEND) {
glEnable(GL_BLEND);
errorChain(errorGLCheck());
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
errorChain(errorGLCheck());
} else {
glDisable(GL_BLEND);
errorChain(errorGLCheck());
}
}
DISPLAY_SDL2_STATE_FLAGS = state.flags;
DISPLAY_SDL2_STATE_VALID = true;
errorOk();
}