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@@ -1248,6 +1248,7 @@ static bool GPU_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
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SDL_RenderCommand *finalcmd = cmd;
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SDL_RenderCommand *nextcmd;
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SDL_BlendMode thisblend = cmd->data.draw.blend;
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+ SDL_GPURenderState *thisrenderstate = cmd->data.draw.gpu_render_state;
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for (nextcmd = cmd->next; nextcmd; nextcmd = nextcmd->next) {
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const SDL_RenderCommandType nextcmdtype = nextcmd->command;
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@@ -1259,7 +1260,8 @@ static bool GPU_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
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break; // can't go any further on this draw call, different render command up next.
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} else if (nextcmd->data.draw.count != 2) {
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break; // can't go any further on this draw call, those are joined lines
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- } else if (nextcmd->data.draw.blend != thisblend) {
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+ } else if (nextcmd->data.draw.blend != thisblend ||
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+ nextcmd->data.draw.gpu_render_state != thisrenderstate) {
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break; // can't go any further on this draw call, different blendmode copy up next.
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} else {
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finalcmd = nextcmd; // we can combine copy operations here. Mark this one as the furthest okay command.
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@@ -1283,6 +1285,7 @@ static bool GPU_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
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SDL_ScaleMode thisscalemode = cmd->data.draw.texture_scale_mode;
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SDL_TextureAddressMode thisaddressmode_u = cmd->data.draw.texture_address_mode_u;
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SDL_TextureAddressMode thisaddressmode_v = cmd->data.draw.texture_address_mode_v;
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+ SDL_GPURenderState *thisrenderstate = cmd->data.draw.gpu_render_state;
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const SDL_RenderCommandType thiscmdtype = cmd->command;
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SDL_RenderCommand *finalcmd = cmd;
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SDL_RenderCommand *nextcmd;
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@@ -1301,8 +1304,8 @@ static bool GPU_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
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nextcmd->data.draw.texture_scale_mode != thisscalemode ||
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nextcmd->data.draw.texture_address_mode_u != thisaddressmode_u ||
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nextcmd->data.draw.texture_address_mode_v != thisaddressmode_v ||
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- nextcmd->data.draw.blend != thisblend) {
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- // FIXME should we check address mode too?
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+ nextcmd->data.draw.blend != thisblend ||
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+ nextcmd->data.draw.gpu_render_state != thisrenderstate) {
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break; // can't go any further on this draw call, different texture/blendmode copy up next.
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} else {
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finalcmd = nextcmd; // we can combine copy operations here. Mark this one as the furthest okay command.
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