Optimise OpenGL renderer a little

This commit is contained in:
Clownacy 2020-09-08 01:55:57 +01:00
parent b080954a71
commit 23156d38de

View file

@ -84,7 +84,6 @@ static GLuint last_destination_texture;
static RenderBackend_Surface framebuffer;
static unsigned char glyph_colour_channels[3];
static RenderBackend_Surface *glyph_destination_surface;
static int actual_screen_width;
@ -920,37 +919,29 @@ void RenderBackend_PrepareToDrawGlyphs(RenderBackend_GlyphAtlas *atlas, RenderBa
{
(void)atlas;
static unsigned char last_red;
static unsigned char last_green;
static unsigned char last_blue;
if (destination_surface == NULL)
return;
glyph_destination_surface = destination_surface;
memcpy(glyph_colour_channels, colour_channels, sizeof(glyph_colour_channels));
}
void RenderBackend_DrawGlyph(RenderBackend_GlyphAtlas *atlas, long x, long y, size_t glyph_x, size_t glyph_y, size_t glyph_width, size_t glyph_height)
{
static unsigned char last_red;
static unsigned char last_green;
static unsigned char last_blue;
if (glyph_destination_surface == NULL)
return;
// Flush vertex data if a context-change is needed
if (last_render_mode != MODE_DRAW_GLYPH || last_destination_texture != glyph_destination_surface->texture_id || last_source_texture != atlas->texture_id || last_red != glyph_colour_channels[0] || last_green != glyph_colour_channels[1] || last_blue != glyph_colour_channels[2])
if (last_render_mode != MODE_DRAW_GLYPH || last_destination_texture != glyph_destination_surface->texture_id || last_source_texture != atlas->texture_id || last_red != colour_channels[0] || last_green != colour_channels[1] || last_blue != colour_channels[2])
{
FlushVertexBuffer();
last_render_mode = MODE_DRAW_GLYPH;
last_destination_texture = glyph_destination_surface->texture_id;
last_source_texture = atlas->texture_id;
last_red = glyph_colour_channels[0];
last_green = glyph_colour_channels[1];
last_blue = glyph_colour_channels[2];
last_red = colour_channels[0];
last_green = colour_channels[1];
last_blue = colour_channels[2];
glUseProgram(program_glyph);
glUniform4f(program_glyph_uniform_colour, glyph_colour_channels[0] / 255.0f, glyph_colour_channels[1] / 255.0f, glyph_colour_channels[2] / 255.0f, 1.0f);
glUniform4f(program_glyph_uniform_colour, colour_channels[0] / 255.0f, colour_channels[1] / 255.0f, colour_channels[2] / 255.0f, 1.0f);
// Point our framebuffer to the destination texture
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glyph_destination_surface->texture_id, 0);
@ -963,6 +954,12 @@ void RenderBackend_DrawGlyph(RenderBackend_GlyphAtlas *atlas, long x, long y, si
glBindTexture(GL_TEXTURE_2D, atlas->texture_id);
}
}
void RenderBackend_DrawGlyph(RenderBackend_GlyphAtlas *atlas, long x, long y, size_t glyph_x, size_t glyph_y, size_t glyph_width, size_t glyph_height)
{
if (glyph_destination_surface == NULL)
return;
// Add data to the vertex queue
VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot(1);