Call glFramebufferTexture2D as rarely as possible
Turns out performance is absolutely abysmal on my laptop's copy of Windows 10 (AMD A9 APU). This is only one of the weird bottleecks: glFramebufferTexture2D is a CPU sinkhole, so don't call it often.
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1 changed files with 14 additions and 3 deletions
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@ -205,6 +205,17 @@ static GLuint CompileShader(const char *vertex_shader_source, const char *fragme
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return program_id;
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}
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static void SetFramebufferTarget(GLuint texture_id)
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{
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static GLuint last_framebuffer_target;
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if (texture_id != last_framebuffer_target)
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{
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last_framebuffer_target = texture_id;
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_id, 0);
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}
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}
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SDL_Window* Backend_CreateWindow(const char *title, int width, int height)
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{
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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@ -410,7 +421,7 @@ static void BlitCommon(Backend_Surface *source_surface, const RECT *rect, Backen
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return;
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// Point our framebuffer to the destination texture
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, destination_surface->texture_id, 0);
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SetFramebufferTarget(destination_surface->texture_id);
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glViewport(0, 0, destination_surface->width, destination_surface->height);
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// Switch to colour-key shader if we have to
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@ -474,7 +485,7 @@ static void ColourFillCommon(Backend_Surface *surface, const RECT *rect, unsigne
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return;
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// Point our framebuffer to the destination texture
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, surface->texture_id, 0);
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SetFramebufferTarget(surface->texture_id);
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glViewport(0, 0, surface->width, surface->height);
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glUseProgram(program_colour_fill);
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@ -597,7 +608,7 @@ static void DrawGlyphCommon(Backend_Surface *surface, Backend_Glyph *glyph, long
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return;
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// Point our framebuffer to the destination texture
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, surface->texture_id, 0);
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SetFramebufferTarget(surface->texture_id);
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glViewport(0, 0, surface->width, surface->height);
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glEnable(GL_BLEND);
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