GLES2: Only use VBOs for Emscripten (for now).
This is causing a regression on actual iOS hardware, which we should revisit after 2.0.4 ships.main
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@ -28,7 +28,20 @@
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#include "../../video/SDL_blit.h"
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#include "SDL_shaders_gles2.h"
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/* To prevent unnecessary window recreation,
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/* !!! FIXME: Emscripten makes these into WebGL calls, and WebGL doesn't offer
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!!! FIXME: client-side arrays (without an Emscripten compatibility hack,
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!!! FIXME: at least), but the current VBO code here is dramatically
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!!! FIXME: slower on actual iOS devices, even though the iOS Simulator
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!!! FIXME: is okay. Some time after 2.0.4 ships, we should revisit this,
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!!! FIXME: fix the performance bottleneck, and make everything use VBOs.
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*/
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#ifdef __EMSCRIPTEN__
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#define SDL_GLES2_USE_VBOS 1
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#else
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#define SDL_GLES2_USE_VBOS 0
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#endif
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/* To prevent unnecessary window recreation,
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* these should match the defaults selected in SDL_GL_ResetAttributes
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*/
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#define RENDERER_CONTEXT_MAJOR 2
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@ -181,8 +194,10 @@ typedef struct GLES2_DriverContext
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GLES2_ProgramCacheEntry *current_program;
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Uint8 clear_r, clear_g, clear_b, clear_a;
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#if SDL_GLES2_USE_VBOS
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GLuint vertex_buffers[4];
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GLsizeiptr vertex_buffer_size[4];
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#endif
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} GLES2_DriverContext;
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#define GLES2_MAX_CACHED_PROGRAMS 8
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@ -1393,10 +1408,10 @@ GLES2_UpdateVertexBuffer(SDL_Renderer *renderer, GLES2_Attribute attr,
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const void *vertexData, size_t dataSizeInBytes)
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{
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GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
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#if 0
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#if !SDL_GLES2_USE_VBOS
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data->glVertexAttribPointer(attr, attr == GLES2_ATTRIBUTE_ANGLE ? 1 : 2, GL_FLOAT, GL_FALSE, 0, vertexData);
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#else
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if (!data->vertex_buffers[attr])
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data->glGenBuffers(1, &data->vertex_buffers[attr]);
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@ -1411,6 +1426,7 @@ GLES2_UpdateVertexBuffer(SDL_Renderer *renderer, GLES2_Attribute attr,
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data->glVertexAttribPointer(attr, attr == GLES2_ATTRIBUTE_ANGLE ? 1 : 2, GL_FLOAT, GL_FALSE, 0, 0);
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#endif
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return 0;
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}
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