Use GL_TRIANGLES for the texture vertex array
Most cards don't actually support GL_QUADS and they are deprecated in GL 3.0 so there is a chance it will perform faster with GL_TRIANGLES even though it has to submit two extra vertices.
This commit is contained in:
parent
ab347481ae
commit
29505dd0ba
@ -1922,7 +1922,7 @@ _cogl_texture_flush_vertices (void)
|
|||||||
sizeof (CoglTextureGLVertex), p->t ) );
|
sizeof (CoglTextureGLVertex), p->t ) );
|
||||||
|
|
||||||
GE( glBindTexture (ctx->texture_target, ctx->texture_current) );
|
GE( glBindTexture (ctx->texture_target, ctx->texture_current) );
|
||||||
GE( glDrawArrays (GL_QUADS, 0, ctx->texture_vertices->len) );
|
GE( glDrawArrays (GL_TRIANGLES, 0, ctx->texture_vertices->len) );
|
||||||
|
|
||||||
g_array_set_size (ctx->texture_vertices, 0);
|
g_array_set_size (ctx->texture_vertices, 0);
|
||||||
}
|
}
|
||||||
@ -2082,9 +2082,9 @@ _cogl_texture_quad_sw (CoglTexture *tex,
|
|||||||
|
|
||||||
/* Add the quad to the list of queued vertices */
|
/* Add the quad to the list of queued vertices */
|
||||||
g_array_set_size (ctx->texture_vertices,
|
g_array_set_size (ctx->texture_vertices,
|
||||||
ctx->texture_vertices->len + 4);
|
ctx->texture_vertices->len + 6);
|
||||||
p = &g_array_index (ctx->texture_vertices, CoglTextureGLVertex,
|
p = &g_array_index (ctx->texture_vertices, CoglTextureGLVertex,
|
||||||
ctx->texture_vertices->len - 4);
|
ctx->texture_vertices->len - 6);
|
||||||
|
|
||||||
#define CFX_F(x) COGL_FIXED_TO_FLOAT(x)
|
#define CFX_F(x) COGL_FIXED_TO_FLOAT(x)
|
||||||
|
|
||||||
@ -2094,13 +2094,20 @@ _cogl_texture_quad_sw (CoglTexture *tex,
|
|||||||
p->v[0] = CFX_F (slice_qx2); p->v[1] = CFX_F (slice_qy2);
|
p->v[0] = CFX_F (slice_qx2); p->v[1] = CFX_F (slice_qy2);
|
||||||
p->t[0] = CFX_F (slice_tx2); p->t[1] = CFX_F (slice_ty2);
|
p->t[0] = CFX_F (slice_tx2); p->t[1] = CFX_F (slice_ty2);
|
||||||
p++;
|
p++;
|
||||||
p->v[0] = CFX_F (slice_qx2); p->v[1] = CFX_F (slice_qy1);
|
|
||||||
p->t[0] = CFX_F (slice_tx2); p->t[1] = CFX_F (slice_ty1);
|
|
||||||
p++;
|
|
||||||
p->v[0] = CFX_F (slice_qx1); p->v[1] = CFX_F (slice_qy1);
|
p->v[0] = CFX_F (slice_qx1); p->v[1] = CFX_F (slice_qy1);
|
||||||
p->t[0] = CFX_F (slice_tx1); p->t[1] = CFX_F (slice_ty1);
|
p->t[0] = CFX_F (slice_tx1); p->t[1] = CFX_F (slice_ty1);
|
||||||
p++;
|
p++;
|
||||||
|
|
||||||
|
p->v[0] = CFX_F (slice_qx1); p->v[1] = CFX_F (slice_qy1);
|
||||||
|
p->t[0] = CFX_F (slice_tx1); p->t[1] = CFX_F (slice_ty1);
|
||||||
|
p++;
|
||||||
|
p->v[0] = CFX_F (slice_qx2); p->v[1] = CFX_F (slice_qy2);
|
||||||
|
p->t[0] = CFX_F (slice_tx2); p->t[1] = CFX_F (slice_ty2);
|
||||||
|
p++;
|
||||||
|
p->v[0] = CFX_F (slice_qx2); p->v[1] = CFX_F (slice_qy1);
|
||||||
|
p->t[0] = CFX_F (slice_tx2); p->t[1] = CFX_F (slice_ty1);
|
||||||
|
p++;
|
||||||
|
|
||||||
#undef CFX_F
|
#undef CFX_F
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -2149,9 +2156,9 @@ _cogl_texture_quad_hw (CoglTexture *tex,
|
|||||||
ty2 = ty2 * (y_span->size - y_span->waste) / y_span->size;
|
ty2 = ty2 * (y_span->size - y_span->waste) / y_span->size;
|
||||||
|
|
||||||
/* Add the quad to the list of queued vertices */
|
/* Add the quad to the list of queued vertices */
|
||||||
g_array_set_size (ctx->texture_vertices, ctx->texture_vertices->len + 4);
|
g_array_set_size (ctx->texture_vertices, ctx->texture_vertices->len + 6);
|
||||||
p = &g_array_index (ctx->texture_vertices, CoglTextureGLVertex,
|
p = &g_array_index (ctx->texture_vertices, CoglTextureGLVertex,
|
||||||
ctx->texture_vertices->len - 4);
|
ctx->texture_vertices->len - 6);
|
||||||
|
|
||||||
#define CFX_F(x) COGL_FIXED_TO_FLOAT(x)
|
#define CFX_F(x) COGL_FIXED_TO_FLOAT(x)
|
||||||
|
|
||||||
@ -2161,13 +2168,20 @@ _cogl_texture_quad_hw (CoglTexture *tex,
|
|||||||
p->v[0] = CFX_F (x2); p->v[1] = CFX_F (y2);
|
p->v[0] = CFX_F (x2); p->v[1] = CFX_F (y2);
|
||||||
p->t[0] = CFX_F (tx2); p->t[1] = CFX_F (ty2);
|
p->t[0] = CFX_F (tx2); p->t[1] = CFX_F (ty2);
|
||||||
p++;
|
p++;
|
||||||
p->v[0] = CFX_F (x2); p->v[1] = CFX_F (y1);
|
|
||||||
p->t[0] = CFX_F (tx2); p->t[1] = CFX_F (ty1);
|
|
||||||
p++;
|
|
||||||
p->v[0] = CFX_F (x1); p->v[1] = CFX_F (y1);
|
p->v[0] = CFX_F (x1); p->v[1] = CFX_F (y1);
|
||||||
p->t[0] = CFX_F (tx1); p->t[1] = CFX_F (ty1);
|
p->t[0] = CFX_F (tx1); p->t[1] = CFX_F (ty1);
|
||||||
p++;
|
p++;
|
||||||
|
|
||||||
|
p->v[0] = CFX_F (x1); p->v[1] = CFX_F (y1);
|
||||||
|
p->t[0] = CFX_F (tx1); p->t[1] = CFX_F (ty1);
|
||||||
|
p++;
|
||||||
|
p->v[0] = CFX_F (x2); p->v[1] = CFX_F (y2);
|
||||||
|
p->t[0] = CFX_F (tx2); p->t[1] = CFX_F (ty2);
|
||||||
|
p++;
|
||||||
|
p->v[0] = CFX_F (x2); p->v[1] = CFX_F (y1);
|
||||||
|
p->t[0] = CFX_F (tx2); p->t[1] = CFX_F (ty1);
|
||||||
|
p++;
|
||||||
|
|
||||||
#undef CFX_F
|
#undef CFX_F
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user