- use static buffer data and a uniform to handle the texture positioning of the present shader.

That's again one less write access to the buffer. The uniform method was chosen because this way a buffer update can be completely avoided, and setting a single uniform is a lot cheaper and simpler to handle.
This commit is contained in:
Christoph Oelckers 2016-08-08 16:06:02 +02:00
commit 675822004d
7 changed files with 37 additions and 11 deletions

View file

@ -108,16 +108,11 @@ EXTERN_CVAR(Float, vid_brightness)
EXTERN_CVAR(Float, vid_contrast)
void FGLRenderer::RenderScreenQuad(float maxU, float maxV)
void FGLRenderer::RenderScreenQuad()
{
FFlatVertex *ptr = mVBO->GetBuffer();
mVBO->BindVBO();
gl_RenderState.ResetVertexBuffer();
ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
ptr->Set(-1.0f, 1.0f, 0, 0.0f, maxV); ptr++;
ptr->Set(1.0f, -1.0f, 0, maxU, 0.0f); ptr++;
ptr->Set(1.0f, 1.0f, 0, maxU, maxV); ptr++;
mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
glDrawArrays(GL_TRIANGLE_STRIP, 8, 4);
}
//-----------------------------------------------------------------------------
@ -357,9 +352,10 @@ void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
mPresentShader->Contrast.Set(clamp<float>(vid_contrast, 0.1f, 3.f));
mPresentShader->Brightness.Set(clamp<float>(vid_brightness, -0.8f, 0.8f));
}
mPresentShader->Scale.Set(mScreenViewport.width / (float)mBuffers->GetWidth(), mScreenViewport.height / (float)mBuffers->GetHeight());
mBuffers->BindCurrentTexture(0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
RenderScreenQuad(mScreenViewport.width / (float)mBuffers->GetWidth(), mScreenViewport.height / (float)mBuffers->GetHeight());
RenderScreenQuad();
}
}