OGL: Track state of last bound vertex array object

This reduces the overhead of calling glBindVertexArray() every time
RestoreAPIState() is called, even when it is redundant.
This commit is contained in:
Stenzek
2018-01-21 00:59:10 +10:00
parent fca9c28f38
commit 3fd4142f36
9 changed files with 59 additions and 29 deletions

View File

@ -9,6 +9,7 @@
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoBackends/OGL/RasterFont.h"
#include "VideoBackends/OGL/VertexManager.h"
// globals
@ -181,6 +182,9 @@ RasterFont::RasterFont()
glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB);
glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat) * 4,
(GLfloat*)nullptr + 2);
glBindBuffer(GL_ARRAY_BUFFER,
static_cast<VertexManager*>(g_vertex_manager.get())->GetVertexBufferHandle());
ProgramShaderCache::InvalidateVertexFormat();
}
RasterFont::~RasterFont()
@ -278,5 +282,9 @@ void RasterFont::printMultilineText(const std::string& text, double start_x, dou
GLfloat((color >> 8) & 0xff) / 255.f, GLfloat((color >> 0) & 0xff) / 255.f,
GLfloat((color >> 24) & 0xff) / 255.f);
glDrawArrays(GL_TRIANGLES, 0, usage / 4);
glBindBuffer(GL_ARRAY_BUFFER,
static_cast<VertexManager*>(g_vertex_manager.get())->GetVertexBufferHandle());
ProgramShaderCache::InvalidateVertexFormat();
}
}