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Merge pull request #50 from docentYT/code-optimization
Remove not needed buffer unbinds
This commit is contained in:
@@ -208,10 +208,6 @@ bool opengl33_renderer::Init(GLFWwindow *Window)
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return false;
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return false;
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glfwMakeContextCurrent(m_window);
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glfwMakeContextCurrent(m_window);
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// after potential context switch, reset vao and buffer because we can have invalid bindings cache
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gl::vao::unbind();
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gl::buffer::unbind();
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if (Global.gfx_shadowmap_enabled)
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if (Global.gfx_shadowmap_enabled)
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{
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{
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m_shadow_fb = std::make_unique<gl::framebuffer>();
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m_shadow_fb = std::make_unique<gl::framebuffer>();
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@@ -363,10 +359,6 @@ bool opengl33_renderer::AddViewport(const global_settings::extraviewport_config
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bool ret = init_viewport(*vp);
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bool ret = init_viewport(*vp);
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glfwMakeContextCurrent(m_window);
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glfwMakeContextCurrent(m_window);
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// after potential context switch, reset vao and buffer because we can have invalid bindings cache
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gl::vao::unbind();
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gl::buffer::unbind();
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return ret;
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return ret;
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}
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}
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@@ -542,9 +534,6 @@ bool opengl33_renderer::Render()
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glfwMakeContextCurrent(m_window);
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glfwMakeContextCurrent(m_window);
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// after potential context switch, reset vao and buffer because we can have invalid bindings cache
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gl::vao::unbind();
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gl::buffer::unbind();
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gl::framebuffer::unbind();
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gl::framebuffer::unbind();
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m_current_viewport = &(*m_viewports.front());
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m_current_viewport = &(*m_viewports.front());
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@@ -670,10 +659,6 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
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glDebug("context switch");
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glDebug("context switch");
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glfwMakeContextCurrent(vp.window);
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glfwMakeContextCurrent(vp.window);
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// after potential context switch, reset vao and buffer because we can have invalid bindings cache
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gl::vao::unbind();
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gl::buffer::unbind();
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m_current_viewport = &vp;
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m_current_viewport = &vp;
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if ((!simulation::is_ready) || (Global.gfx_skiprendering))
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if ((!simulation::is_ready) || (Global.gfx_skiprendering))
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@@ -683,8 +668,6 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if (vp.main) {
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if (vp.main) {
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// clear state for ui
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// clear state for ui
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gl::vao::unbind();
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gl::buffer::unbind();
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gl::program::unbind();
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gl::program::unbind();
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Application.render_ui();
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Application.render_ui();
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}
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}
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@@ -999,8 +982,6 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
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if (vp.main) {
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if (vp.main) {
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// clear state for ui
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// clear state for ui
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gl::vao::unbind();
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gl::buffer::unbind();
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gl::program::unbind();
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gl::program::unbind();
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draw_debug_ui();
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draw_debug_ui();
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Application.render_ui();
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Application.render_ui();
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@@ -4483,11 +4464,6 @@ glm::dvec3 opengl33_renderer::Update_Mouse_Position()
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void opengl33_renderer::Update(double const Deltatime)
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void opengl33_renderer::Update(double const Deltatime)
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{
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{
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// workaround: we might be after context switch
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// reset vao and buffer because we can have invalid bindings cache
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gl::vao::unbind();
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gl::buffer::unbind();
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Update_Pick_Control();
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Update_Pick_Control();
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Update_Pick_Node();
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Update_Pick_Node();
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