Optimise OpenGL renderer a little
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b080954a71
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23156d38de
1 changed files with 15 additions and 18 deletions
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@ -84,7 +84,6 @@ static GLuint last_destination_texture;
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static RenderBackend_Surface framebuffer;
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static unsigned char glyph_colour_channels[3];
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static RenderBackend_Surface *glyph_destination_surface;
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static int actual_screen_width;
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@ -920,37 +919,29 @@ void RenderBackend_PrepareToDrawGlyphs(RenderBackend_GlyphAtlas *atlas, RenderBa
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{
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(void)atlas;
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static unsigned char last_red;
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static unsigned char last_green;
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static unsigned char last_blue;
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if (destination_surface == NULL)
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return;
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glyph_destination_surface = destination_surface;
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memcpy(glyph_colour_channels, colour_channels, sizeof(glyph_colour_channels));
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}
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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)
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{
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static unsigned char last_red;
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static unsigned char last_green;
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static unsigned char last_blue;
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if (glyph_destination_surface == NULL)
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return;
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// Flush vertex data if a context-change is needed
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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])
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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])
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{
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FlushVertexBuffer();
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last_render_mode = MODE_DRAW_GLYPH;
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last_destination_texture = glyph_destination_surface->texture_id;
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last_source_texture = atlas->texture_id;
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last_red = glyph_colour_channels[0];
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last_green = glyph_colour_channels[1];
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last_blue = glyph_colour_channels[2];
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last_red = colour_channels[0];
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last_green = colour_channels[1];
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last_blue = colour_channels[2];
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glUseProgram(program_glyph);
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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);
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glUniform4f(program_glyph_uniform_colour, colour_channels[0] / 255.0f, colour_channels[1] / 255.0f, colour_channels[2] / 255.0f, 1.0f);
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// Point our framebuffer to the destination texture
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glyph_destination_surface->texture_id, 0);
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@ -963,6 +954,12 @@ void RenderBackend_DrawGlyph(RenderBackend_GlyphAtlas *atlas, long x, long y, si
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glBindTexture(GL_TEXTURE_2D, atlas->texture_id);
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}
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}
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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)
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{
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if (glyph_destination_surface == NULL)
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return;
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// Add data to the vertex queue
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VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot(1);
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