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render: Replaced SDL_RenderFlush with SDL_FlushRenderer.
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This uses the same `SDL_VerbNoun` format as the rest of SDL3, and also
adds stronger effort to invalidate cached state in the backend, so cooperation
improves with apps that are using lowlevel rendering APIs directly.

Fixes libsdl-org#367.
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icculus committed Nov 29, 2023
1 parent eef5c53 commit 4ebf3f1
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Showing 19 changed files with 156 additions and 18 deletions.
7 changes: 6 additions & 1 deletion build-scripts/SDL_migration.cocci
Expand Up @@ -2749,4 +2749,9 @@ expression e, n, v;
expression w, i, s;
@@
- SDL_Vulkan_CreateSurface(w, i, s)
+ SDL_Vulkan_CreateSurface(w, i, NULL, s)
+ SDL_Vulkan_CreateSurface(w, i, NULL, s)
@@
@@
- SDL_RenderFlush
+ SDL_FlushRenderer
(...)
3 changes: 2 additions & 1 deletion docs/README-migration.md
Expand Up @@ -816,7 +816,7 @@ The 2D renderer API always uses batching in SDL3. There is no magic to turn
it on and off; it doesn't matter if you select a specific renderer or try to
use any hint. This means that all apps that use SDL3's 2D renderer and also
want to call directly into the platform's lower-layer graphics API _must_ call
SDL_RenderFlush() before doing so. This will make sure any pending rendering
SDL_FlushRenderer() before doing so. This will make sure any pending rendering
work from SDL is done before the app starts directly drawing.

SDL_GetRenderDriverInfo() has been removed, since most of the information it reported were
Expand Down Expand Up @@ -868,6 +868,7 @@ The following functions have been renamed:
* SDL_RenderDrawRectsF() => SDL_RenderRects()
* SDL_RenderFillRectF() => SDL_RenderFillRect()
* SDL_RenderFillRectsF() => SDL_RenderFillRects()
* SDL_RenderFlush() => SDL_FlushRenderer()
* SDL_RenderGetClipRect() => SDL_GetRenderClipRect()
* SDL_RenderGetIntegerScale() => SDL_GetRenderIntegerScale()
* SDL_RenderGetLogicalSize() => SDL_GetRenderLogicalPresentation()
Expand Down
2 changes: 2 additions & 0 deletions include/SDL3/SDL_oldnames.h
Expand Up @@ -394,6 +394,7 @@
#define SDL_RenderDrawRectsF SDL_RenderRects
#define SDL_RenderFillRectF SDL_RenderFillRect
#define SDL_RenderFillRectsF SDL_RenderFillRects
#define SDL_RenderFlush SDL_FlushRenderer
#define SDL_RenderGetClipRect SDL_GetRenderClipRect
#define SDL_RenderGetLogicalSize SDL_GetRenderLogicalPresentation
#define SDL_RenderGetMetalCommandEncoder SDL_GetRenderMetalCommandEncoder
Expand Down Expand Up @@ -838,6 +839,7 @@
#define SDL_RenderDrawRectsF SDL_RenderDrawRectsF_renamed_SDL_RenderRects
#define SDL_RenderFillRectF SDL_RenderFillRectF_renamed_SDL_RenderFillRect
#define SDL_RenderFillRectsF SDL_RenderFillRectsF_renamed_SDL_RenderFillRects
#define SDL_RenderFlush SDL_RenderFlush_renamed_SDL_FlushRenderer
#define SDL_RenderGetClipRect SDL_RenderGetClipRect_renamed_SDL_GetRenderClipRect
#define SDL_RenderGetLogicalSize SDL_RenderGetLogicalSize_renamed_SDL_GetRenderLogicalPresentation
#define SDL_RenderGetMetalCommandEncoder SDL_RenderGetMetalCommandEncoder_renamed_SDL_GetRenderMetalCommandEncoder
Expand Down
19 changes: 14 additions & 5 deletions include/SDL3/SDL_render.h
Expand Up @@ -1552,27 +1552,36 @@ extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture *texture);
extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer *renderer);

/**
* Force the rendering context to flush any pending commands to the underlying
* rendering API.
* Force the rendering context to flush any pending commands and state.
*
* You do not need to (and in fact, shouldn't) call this function unless you
* are planning to call into OpenGL/Direct3D/Metal/whatever directly in
* are planning to call into OpenGL/Direct3D/Metal/whatever directly, in
* addition to using an SDL_Renderer.
*
* This is for a very-specific case: if you are using SDL's render API, and
* you plan to make OpenGL/D3D/whatever calls in addition to SDL render API
* calls. If this applies, you should call SDL_RenderFlush() between calls to
* calls. If this applies, you should call this function between calls to
* SDL's render API and the low-level API you're using in cooperation.
*
* In all other cases, you can ignore this function.
*
* This call makes SDL flush any pending rendering work it was queueing up
* to do later in a single batch, and marks any internal cached state as
* invalid, so it'll prepare all its state again later, from scratch.
*
* This means you do not need to save state in your rendering code to protect
* the SDL renderer. However, there lots of arbitrary pieces of Direct3D
* and OpenGL state that can confuse things; you should use your best
* judgement and be prepared to make changes if specific state needs to be
* protected.
*
* \param renderer the rendering context
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_RenderFlush(SDL_Renderer *renderer);
extern DECLSPEC int SDLCALL SDL_FlushRenderer(SDL_Renderer *renderer);


/**
Expand Down
2 changes: 1 addition & 1 deletion src/dynapi/SDL_dynapi.sym
Expand Up @@ -107,6 +107,7 @@ SDL3_0.0.0 {
SDL_FlashWindow;
SDL_FlushEvent;
SDL_FlushEvents;
SDL_FlushRenderer;
SDL_GDKGetTaskQueue;
SDL_GDKSuspendComplete;
SDL_GL_BindTexture;
Expand Down Expand Up @@ -512,7 +513,6 @@ SDL3_0.0.0 {
SDL_RenderCoordinatesToWindow;
SDL_RenderFillRect;
SDL_RenderFillRects;
SDL_RenderFlush;
SDL_RenderGeometry;
SDL_RenderGeometryRaw;
SDL_RenderLine;
Expand Down
2 changes: 1 addition & 1 deletion src/dynapi/SDL_dynapi_overrides.h
Expand Up @@ -131,6 +131,7 @@
#define SDL_FlashWindow SDL_FlashWindow_REAL
#define SDL_FlushEvent SDL_FlushEvent_REAL
#define SDL_FlushEvents SDL_FlushEvents_REAL
#define SDL_FlushRenderer SDL_FlushRenderer_REAL
#define SDL_GDKGetTaskQueue SDL_GDKGetTaskQueue_REAL
#define SDL_GDKSuspendComplete SDL_GDKSuspendComplete_REAL
#define SDL_GL_BindTexture SDL_GL_BindTexture_REAL
Expand Down Expand Up @@ -536,7 +537,6 @@
#define SDL_RenderCoordinatesToWindow SDL_RenderCoordinatesToWindow_REAL
#define SDL_RenderFillRect SDL_RenderFillRect_REAL
#define SDL_RenderFillRects SDL_RenderFillRects_REAL
#define SDL_RenderFlush SDL_RenderFlush_REAL
#define SDL_RenderGeometry SDL_RenderGeometry_REAL
#define SDL_RenderGeometryRaw SDL_RenderGeometryRaw_REAL
#define SDL_RenderLine SDL_RenderLine_REAL
Expand Down
2 changes: 1 addition & 1 deletion src/dynapi/SDL_dynapi_procs.h
Expand Up @@ -193,6 +193,7 @@ SDL_DYNAPI_PROC(void,SDL_FilterEvents,(SDL_EventFilter a, void *b),(a,b),)
SDL_DYNAPI_PROC(int,SDL_FlashWindow,(SDL_Window *a, SDL_FlashOperation b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_FlushEvent,(Uint32 a),(a),)
SDL_DYNAPI_PROC(void,SDL_FlushEvents,(Uint32 a, Uint32 b),(a,b),)
SDL_DYNAPI_PROC(int,SDL_FlushRenderer,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GL_BindTexture,(SDL_Texture *a, float *b, float *c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_GLContext,SDL_GL_CreateContext,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_GL_DeleteContext,(SDL_GLContext a),(a),return)
Expand Down Expand Up @@ -580,7 +581,6 @@ SDL_DYNAPI_PROC(int,SDL_RenderCoordinatesFromWindow,(SDL_Renderer *a, float b, f
SDL_DYNAPI_PROC(int,SDL_RenderCoordinatesToWindow,(SDL_Renderer *a, float b, float c, float *d, float *e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_RenderFillRect,(SDL_Renderer *a, const SDL_FRect *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_RenderFillRects,(SDL_Renderer *a, const SDL_FRect *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_RenderFlush,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_RenderGeometry,(SDL_Renderer *a, SDL_Texture *b, const SDL_Vertex *c, int d, const int *e, int f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(int,SDL_RenderGeometryRaw,(SDL_Renderer *a, SDL_Texture *b, const float *c, int d, const SDL_Color *e, int f, const float *g, int h, int i, const void *j, int k, int l),(a,b,c,d,e,f,g,h,i,j,k,l),return)
SDL_DYNAPI_PROC(int,SDL_RenderLine,(SDL_Renderer *a, float b, float c, float d, float e),(a,b,c,d,e),return)
Expand Down
8 changes: 6 additions & 2 deletions src/render/SDL_render.c
Expand Up @@ -265,9 +265,13 @@ static int FlushRenderCommandsIfTextureNeeded(SDL_Texture *texture)
return 0;
}

int SDL_RenderFlush(SDL_Renderer *renderer)
int SDL_FlushRenderer(SDL_Renderer *renderer)
{
return FlushRenderCommands(renderer);
if (FlushRenderCommands(renderer) == -1) {
return -1;
}
renderer->InvalidateCachedState(renderer);
return 0;
}

void *SDL_AllocateRenderVertices(SDL_Renderer *renderer, const size_t numbytes, const size_t alignment, size_t *offset)
Expand Down
1 change: 1 addition & 0 deletions src/render/SDL_sysrender.h
Expand Up @@ -179,6 +179,7 @@ struct SDL_Renderer
int num_vertices, const void *indices, int num_indices, int size_indices,
float scale_x, float scale_y);

void (*InvalidateCachedState)(SDL_Renderer *renderer);
int (*RunCommandQueue)(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize);
int (*UpdateTexture)(SDL_Renderer *renderer, SDL_Texture *texture,
const SDL_Rect *rect, const void *pixels,
Expand Down
12 changes: 12 additions & 0 deletions src/render/direct3d/SDL_render_d3d.c
Expand Up @@ -1086,6 +1086,17 @@ static int SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd)
return 0;
}

static void D3D_InvalidateCachedState(SDL_Renderer *renderer)
{
D3D_RenderData *data = (D3D_RenderData *)renderer->driverdata;
data->drawstate.viewport_dirty = SDL_TRUE;
data->drawstate.cliprect_enabled_dirty = SDL_TRUE;
data->drawstate.cliprect_dirty = SDL_TRUE;
data->drawstate.blend = SDL_BLENDMODE_INVALID;
data->drawstate.texture = NULL;
data->drawstate.shader = NULL;
}

static int D3D_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
{
D3D_RenderData *data = (D3D_RenderData *)renderer->driverdata;
Expand Down Expand Up @@ -1586,6 +1597,7 @@ SDL_Renderer *D3D_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_pro
renderer->QueueDrawPoints = D3D_QueueDrawPoints;
renderer->QueueDrawLines = D3D_QueueDrawPoints; /* lines and points queue vertices the same way. */
renderer->QueueGeometry = D3D_QueueGeometry;
renderer->InvalidateCachedState = D3D_InvalidateCachedState;
renderer->RunCommandQueue = D3D_RunCommandQueue;
renderer->RenderReadPixels = D3D_RenderReadPixels;
renderer->RenderPresent = D3D_RenderPresent;
Expand Down
14 changes: 14 additions & 0 deletions src/render/direct3d11/SDL_render_d3d11.c
Expand Up @@ -2124,6 +2124,19 @@ static void D3D11_DrawPrimitives(SDL_Renderer *renderer, D3D11_PRIMITIVE_TOPOLOG
ID3D11DeviceContext_Draw(rendererData->d3dContext, (UINT)vertexCount, (UINT)vertexStart);
}

static void D3D11_InvalidateCachedState(SDL_Renderer *renderer)
{
D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
data->currentRenderTargetView = NULL;
data->currentRasterizerState = NULL;
data->currentBlendState = NULL;
data->currentShader = NULL;
data->currentShaderResource = NULL;
data->currentSampler = NULL;
data->cliprectDirty = SDL_TRUE;
data->viewportDirty = SDL_TRUE;
}

static int D3D11_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
Expand Down Expand Up @@ -2454,6 +2467,7 @@ SDL_Renderer *D3D11_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_p
renderer->QueueDrawPoints = D3D11_QueueDrawPoints;
renderer->QueueDrawLines = D3D11_QueueDrawPoints; /* lines and points queue vertices the same way. */
renderer->QueueGeometry = D3D11_QueueGeometry;
renderer->InvalidateCachedState = D3D11_InvalidateCachedState;
renderer->RunCommandQueue = D3D11_RunCommandQueue;
renderer->RenderReadPixels = D3D11_RenderReadPixels;
renderer->RenderPresent = D3D11_RenderPresent;
Expand Down
11 changes: 11 additions & 0 deletions src/render/direct3d12/SDL_render_d3d12.c
Expand Up @@ -2587,6 +2587,16 @@ static void D3D12_DrawPrimitives(SDL_Renderer *renderer, D3D12_PRIMITIVE_TOPOLOG
D3D_CALL(rendererData->commandList, DrawInstanced, (UINT)vertexCount, 1, (UINT)vertexStart, 0);
}

static void D3D12_InvalidateCachedState(SDL_Renderer *renderer)
{
D3D12_RenderData *data = (D3D12_RenderData *)renderer->driverdata;
data->currentRenderTargetView.ptr = 0;
data->currentShaderResource.ptr = 0;
data->currentSampler.ptr = 0;
data->cliprectDirty = SDL_TRUE;
data->viewportDirty = SDL_TRUE;
}

static int D3D12_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
{
D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->driverdata;
Expand Down Expand Up @@ -3008,6 +3018,7 @@ SDL_Renderer *D3D12_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_p
renderer->QueueDrawPoints = D3D12_QueueDrawPoints;
renderer->QueueDrawLines = D3D12_QueueDrawPoints; /* lines and points queue vertices the same way. */
renderer->QueueGeometry = D3D12_QueueGeometry;
renderer->InvalidateCachedState = D3D12_InvalidateCachedState;
renderer->RunCommandQueue = D3D12_RunCommandQueue;
renderer->RenderReadPixels = D3D12_RenderReadPixels;
renderer->RenderPresent = D3D12_RenderPresent;
Expand Down
6 changes: 6 additions & 0 deletions src/render/metal/SDL_render_metal.m
Expand Up @@ -1310,6 +1310,11 @@ static SDL_bool SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cm
return SDL_TRUE;
}

static void METAL_InvalidateCachedState(SDL_Renderer *renderer)
{
// METAL_DrawStateCache only exists during a run of METAL_RunCommandQueue, so there's nothing to invalidate!
}

static int METAL_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
{
@autoreleasepool {
Expand Down Expand Up @@ -1905,6 +1910,7 @@ in case we want to use it later (recreating the renderer)
renderer->QueueDrawPoints = METAL_QueueDrawPoints;
renderer->QueueDrawLines = METAL_QueueDrawLines;
renderer->QueueGeometry = METAL_QueueGeometry;
renderer->InvalidateCachedState = METAL_InvalidateCachedState;
renderer->RunCommandQueue = METAL_RunCommandQueue;
renderer->RenderReadPixels = METAL_RenderReadPixels;
renderer->RenderPresent = METAL_RenderPresent;
Expand Down
34 changes: 30 additions & 4 deletions src/render/opengl/SDL_render_gl.c
Expand Up @@ -75,10 +75,13 @@ typedef struct
SDL_bool cliprect_dirty;
SDL_Rect cliprect;
SDL_bool texturing;
SDL_bool texturing_dirty;
SDL_bool vertex_array;
SDL_bool color_array;
SDL_bool texture_array;
SDL_bool color_dirty;
Uint32 color;
SDL_bool clear_color_dirty;
Uint32 clear_color;
} GL_DrawStateCache;

Expand Down Expand Up @@ -450,7 +453,7 @@ static int GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_Pr
GL_ActivateRenderer(renderer);

renderdata->drawstate.texture = NULL; /* we trash this state. */
renderdata->drawstate.texturing = SDL_FALSE; /* we trash this state. */
renderdata->drawstate.texturing_dirty = SDL_TRUE; /* we trash this state. */

if (texture->access == SDL_TEXTUREACCESS_TARGET &&
!renderdata->GL_EXT_framebuffer_object_supported) {
Expand Down Expand Up @@ -1108,14 +1111,15 @@ static int SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const
data->drawstate.shader = shader;
}

if ((cmd->data.draw.texture != NULL) != data->drawstate.texturing) {
if (data->drawstate.texturing_dirty || ((cmd->data.draw.texture != NULL) != data->drawstate.texturing)) {
if (!cmd->data.draw.texture) {
data->glDisable(data->textype);
data->drawstate.texturing = SDL_FALSE;
} else {
data->glEnable(data->textype);
data->drawstate.texturing = SDL_TRUE;
}
data->drawstate.texturing_dirty = SDL_FALSE;
}

vertex_array = cmd->command == SDL_RENDERCMD_DRAW_POINTS || cmd->command == SDL_RENDERCMD_DRAW_LINES || cmd->command == SDL_RENDERCMD_GEOMETRY;
Expand Down Expand Up @@ -1193,6 +1197,25 @@ static int SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd)
return 0;
}

static void GL_InvalidateCachedState(SDL_Renderer *renderer)
{
GL_DrawStateCache *cache = &((GL_RenderData *)renderer->driverdata)->drawstate;
cache->viewport_dirty = SDL_TRUE;
cache->texture = NULL;
cache->drawablew = 0;
cache->drawableh = 0;
cache->blend = SDL_BLENDMODE_INVALID;
cache->shader = SHADER_INVALID;
cache->cliprect_enabled_dirty = SDL_TRUE;
cache->cliprect_dirty = SDL_TRUE;
cache->texturing_dirty = SDL_TRUE;
cache->vertex_array = SDL_FALSE; /* !!! FIXME: this resets to false at the end of GL_RunCommandQueue, but we could cache this more aggressively. */
cache->color_array = SDL_FALSE; /* !!! FIXME: this resets to false at the end of GL_RunCommandQueue, but we could cache this more aggressively. */
cache->texture_array = SDL_FALSE; /* !!! FIXME: this resets to false at the end of GL_RunCommandQueue, but we could cache this more aggressively. */
cache->color_dirty = SDL_TRUE;
cache->clear_color_dirty = SDL_TRUE;
}

static int GL_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
{
/* !!! FIXME: it'd be nice to use a vertex buffer instead of immediate mode... */
Expand Down Expand Up @@ -1230,9 +1253,10 @@ static int GL_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, vo
const Uint8 b = cmd->data.color.b;
const Uint8 a = cmd->data.color.a;
const Uint32 color = (((Uint32)a << 24) | (r << 16) | (g << 8) | b);
if (color != data->drawstate.color) {
if ((data->drawstate.color_dirty) || (color != data->drawstate.color)) {
data->glColor4ub((GLubyte)r, (GLubyte)g, (GLubyte)b, (GLubyte)a);
data->drawstate.color = color;
data->drawstate.color_dirty = SDL_FALSE;
}
break;
}
Expand Down Expand Up @@ -1269,13 +1293,14 @@ static int GL_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, vo
const Uint8 b = cmd->data.color.b;
const Uint8 a = cmd->data.color.a;
const Uint32 color = (((Uint32)a << 24) | (r << 16) | (g << 8) | b);
if (color != data->drawstate.clear_color) {
if ((data->drawstate.clear_color_dirty) || (color != data->drawstate.clear_color)) {
const GLfloat fr = ((GLfloat)r) * inv255f;
const GLfloat fg = ((GLfloat)g) * inv255f;
const GLfloat fb = ((GLfloat)b) * inv255f;
const GLfloat fa = ((GLfloat)a) * inv255f;
data->glClearColor(fr, fg, fb, fa);
data->drawstate.clear_color = color;
data->drawstate.clear_color_dirty = SDL_FALSE;
}

if (data->drawstate.cliprect_enabled || data->drawstate.cliprect_enabled_dirty) {
Expand Down Expand Up @@ -1797,6 +1822,7 @@ static SDL_Renderer *GL_CreateRenderer(SDL_Window *window, SDL_PropertiesID crea
renderer->QueueDrawPoints = GL_QueueDrawPoints;
renderer->QueueDrawLines = GL_QueueDrawLines;
renderer->QueueGeometry = GL_QueueGeometry;
renderer->InvalidateCachedState = GL_InvalidateCachedState;
renderer->RunCommandQueue = GL_RunCommandQueue;
renderer->RenderReadPixels = GL_RenderReadPixels;
renderer->RenderPresent = GL_RenderPresent;
Expand Down

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