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Revert change to Drawable::draw
function signature
This change was made in 359fe90
due to recommendations from tooling.
On its face this change makes sense since it removes a copy that
isn't always necessary. In practice it caused ergonomic issues due
to now being forced to make a copy of the render states when needed.
The performance gains of eliding this copy are unsubstantiated. We
have not done any profiling to measure its impact. For lack of such
measurements I'd rather err on the side of improved user experience.
If future benchmarks prove this copy is rather expensive then we
can reconsider removing it with that evidence in mind.
This commit is contained in:
parent
d6e1961112
commit
4315c3d290
@ -38,7 +38,7 @@ public:
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onUpdate(time, x, y);
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}
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void draw(sf::RenderTarget& target, const sf::RenderStates& states) const override
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void draw(sf::RenderTarget& target, sf::RenderStates states) const override
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{
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if (m_isLoaded)
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{
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@ -68,7 +68,7 @@ private:
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// Virtual functions to be implemented in derived effects
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virtual bool onLoad() = 0;
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virtual void onUpdate(float time, float x, float y) = 0;
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virtual void onDraw(sf::RenderTarget& target, const sf::RenderStates& states) const = 0;
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virtual void onDraw(sf::RenderTarget& target, sf::RenderStates states) const = 0;
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std::string m_name;
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bool m_isLoaded{};
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@ -51,11 +51,10 @@ public:
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m_shader.setUniform("pixel_threshold", (x + y) / 30);
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}
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void onDraw(sf::RenderTarget& target, const sf::RenderStates& states) const override
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void onDraw(sf::RenderTarget& target, sf::RenderStates states) const override
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{
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sf::RenderStates statesCopy(states);
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statesCopy.shader = &m_shader;
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target.draw(*m_sprite, statesCopy);
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states.shader = &m_shader;
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target.draw(*m_sprite, states);
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}
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private:
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@ -111,11 +110,10 @@ public:
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m_shader.setUniform("blur_radius", (x + y) * 0.008f);
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}
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void onDraw(sf::RenderTarget& target, const sf::RenderStates& states) const override
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void onDraw(sf::RenderTarget& target, sf::RenderStates states) const override
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{
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sf::RenderStates statesCopy(states);
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statesCopy.shader = &m_shader;
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target.draw(m_text, statesCopy);
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states.shader = &m_shader;
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target.draw(m_text, states);
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}
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private:
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@ -165,11 +163,10 @@ public:
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m_shader.setUniform("blink_alpha", 0.5f + std::cos(time * 3) * 0.25f);
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}
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void onDraw(sf::RenderTarget& target, const sf::RenderStates& states) const override
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void onDraw(sf::RenderTarget& target, sf::RenderStates states) const override
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{
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sf::RenderStates statesCopy(states);
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statesCopy.shader = &m_shader;
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target.draw(m_points, statesCopy);
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states.shader = &m_shader;
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target.draw(m_points, states);
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}
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private:
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@ -245,11 +242,10 @@ public:
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m_surface.display();
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}
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void onDraw(sf::RenderTarget& target, const sf::RenderStates& states) const override
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void onDraw(sf::RenderTarget& target, sf::RenderStates states) const override
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{
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sf::RenderStates statesCopy(states);
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statesCopy.shader = &m_shader;
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target.draw(sf::Sprite(m_surface.getTexture()), statesCopy);
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states.shader = &m_shader;
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target.draw(sf::Sprite(m_surface.getTexture()), states);
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}
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private:
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@ -318,17 +314,15 @@ public:
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m_shader.setUniform("size", sf::Vector2f(size, size));
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}
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void onDraw(sf::RenderTarget& target, const sf::RenderStates& states) const override
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void onDraw(sf::RenderTarget& target, sf::RenderStates states) const override
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{
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sf::RenderStates statesCopy(states);
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// Prepare the render state
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statesCopy.shader = &m_shader;
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statesCopy.texture = &m_logoTexture;
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statesCopy.transform = m_transform;
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states.shader = &m_shader;
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states.texture = &m_logoTexture;
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states.transform = m_transform;
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// Draw the point cloud
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target.draw(m_pointCloud, statesCopy);
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target.draw(m_pointCloud, states);
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}
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private:
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@ -63,7 +63,7 @@ protected:
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/// \param states Current render states
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///
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////////////////////////////////////////////////////////////
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virtual void draw(RenderTarget& target, const RenderStates& states) const = 0;
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virtual void draw(RenderTarget& target, RenderStates states) const = 0;
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};
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} // namespace sf
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@ -94,15 +94,14 @@ protected:
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///
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/// private:
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///
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/// void draw(sf::RenderTarget& target, const sf::RenderStates& states) const override
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/// void draw(sf::RenderTarget& target, sf::RenderStates states) const override
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/// {
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/// // You can draw other high-level objects
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/// target.draw(m_sprite, states);
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///
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/// // ... or use the low-level API
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/// sf::RenderStates statesCopy(states);
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/// statesCopy.texture = &m_texture;
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/// target.draw(m_vertices, statesCopy);
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/// states.texture = &m_texture;
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/// target.draw(m_vertices, states);
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///
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/// // ... or draw with OpenGL directly
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/// glBegin(GL_TRIANGLES);
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@ -281,7 +281,7 @@ private:
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/// \param states Current render states
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///
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////////////////////////////////////////////////////////////
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void draw(RenderTarget& target, const RenderStates& states) const override;
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void draw(RenderTarget& target, RenderStates states) const override;
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////////////////////////////////////////////////////////////
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/// \brief Update the fill vertices' color
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@ -208,7 +208,7 @@ private:
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/// \param states Current render states
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///
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////////////////////////////////////////////////////////////
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void draw(RenderTarget& target, const RenderStates& states) const override;
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void draw(RenderTarget& target, RenderStates states) const override;
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////////////////////////////////////////////////////////////
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/// \brief Update the vertices' positions
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@ -398,7 +398,7 @@ private:
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/// \param states Current render states
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///
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////////////////////////////////////////////////////////////
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void draw(RenderTarget& target, const RenderStates& states) const override;
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void draw(RenderTarget& target, RenderStates states) const override;
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////////////////////////////////////////////////////////////
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/// \brief Make sure the text's geometry is updated
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@ -288,11 +288,10 @@ private:
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/// \code
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/// class MyEntity : public sf::Transformable, public sf::Drawable
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/// {
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/// void draw(sf::RenderTarget& target, const sf::RenderStates& states) const override
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/// void draw(sf::RenderTarget& target, sf::RenderStates states) const override
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/// {
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/// sf::RenderStates statesCopy(states);
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/// statesCopy.transform *= getTransform();
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/// target.draw(..., statesCopy);
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/// states.transform *= getTransform();
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/// target.draw(..., states);
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/// }
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/// };
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///
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@ -183,7 +183,7 @@ private:
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/// \param states Current render states
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///
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////////////////////////////////////////////////////////////
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void draw(RenderTarget& target, const RenderStates& states) const override;
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void draw(RenderTarget& target, RenderStates states) const override;
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////////////////////////////////////////////////////////////
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// Member data
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@ -329,7 +329,7 @@ private:
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/// \param states Current render states
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///
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////////////////////////////////////////////////////////////
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void draw(RenderTarget& target, const RenderStates& states) const override;
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void draw(RenderTarget& target, RenderStates states) const override;
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////////////////////////////////////////////////////////////
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// Member data
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@ -234,22 +234,20 @@ void Shape::update()
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////////////////////////////////////////////////////////////
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void Shape::draw(RenderTarget& target, const RenderStates& states) const
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void Shape::draw(RenderTarget& target, RenderStates states) const
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{
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RenderStates statesCopy(states);
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statesCopy.transform *= getTransform();
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statesCopy.coordinateType = CoordinateType::Pixels;
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states.transform *= getTransform();
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states.coordinateType = CoordinateType::Pixels;
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// Render the inside
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statesCopy.texture = m_texture;
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target.draw(m_vertices, statesCopy);
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states.texture = m_texture;
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target.draw(m_vertices, states);
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// Render the outline
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if (m_outlineThickness != 0)
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{
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statesCopy.texture = nullptr;
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target.draw(m_outlineVertices, statesCopy);
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states.texture = nullptr;
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target.draw(m_outlineVertices, states);
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}
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}
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@ -126,14 +126,12 @@ FloatRect Sprite::getGlobalBounds() const
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////////////////////////////////////////////////////////////
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void Sprite::draw(RenderTarget& target, const RenderStates& states) const
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void Sprite::draw(RenderTarget& target, RenderStates states) const
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{
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RenderStates statesCopy(states);
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statesCopy.transform *= getTransform();
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statesCopy.texture = m_texture;
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statesCopy.coordinateType = CoordinateType::Pixels;
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target.draw(m_vertices.data(), m_vertices.size(), PrimitiveType::TriangleStrip, statesCopy);
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states.transform *= getTransform();
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states.texture = m_texture;
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states.coordinateType = CoordinateType::Pixels;
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target.draw(m_vertices.data(), m_vertices.size(), PrimitiveType::TriangleStrip, states);
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}
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@ -339,21 +339,19 @@ FloatRect Text::getGlobalBounds() const
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////////////////////////////////////////////////////////////
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void Text::draw(RenderTarget& target, const RenderStates& states) const
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void Text::draw(RenderTarget& target, RenderStates states) const
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{
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ensureGeometryUpdate();
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RenderStates statesCopy(states);
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statesCopy.transform *= getTransform();
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statesCopy.texture = &m_font->getTexture(m_characterSize);
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statesCopy.coordinateType = CoordinateType::Pixels;
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states.transform *= getTransform();
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states.texture = &m_font->getTexture(m_characterSize);
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states.coordinateType = CoordinateType::Pixels;
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// Only draw the outline if there is something to draw
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if (m_outlineThickness != 0)
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target.draw(m_outlineVertices, statesCopy);
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target.draw(m_outlineVertices, states);
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target.draw(m_vertices, statesCopy);
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target.draw(m_vertices, states);
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}
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@ -135,7 +135,7 @@ FloatRect VertexArray::getBounds() const
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////////////////////////////////////////////////////////////
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void VertexArray::draw(RenderTarget& target, const RenderStates& states) const
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void VertexArray::draw(RenderTarget& target, RenderStates states) const
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{
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if (!m_vertices.empty())
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target.draw(m_vertices.data(), m_vertices.size(), m_primitiveType, states);
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@ -348,7 +348,7 @@ bool VertexBuffer::isAvailable()
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////////////////////////////////////////////////////////////
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void VertexBuffer::draw(RenderTarget& target, const RenderStates& states) const
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void VertexBuffer::draw(RenderTarget& target, RenderStates states) const
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{
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if (m_buffer && m_size)
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target.draw(*this, 0, m_size, states);
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@ -16,7 +16,7 @@ public:
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}
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private:
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void draw(sf::RenderTarget&, const sf::RenderStates&) const override
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void draw(sf::RenderTarget&, sf::RenderStates) const override
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{
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++m_callCount;
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}
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