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Since most Clutter actors aren't much more than textured quads; flushing the journal typically involves lots of 'change modelview; draw quad' sequences. The amount of overhead involved in uploading a new modelview and queuing that primitive is huge in comparison to simply transforming 4 vertices by the current modelview when logging quads. (Note if your GPU supports HW vertex transform, then it still does the projective and viewport transforms) At the same time a --cogl-debug=disable-software-transform option has been added for comparison and debugging. This change allows typical pick scenes to be batched into a single draw call and I'm seeing test-pick run over 200% faster with this. (i965 + Mesa 7.6-devel) |
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.. | ||
common | ||
gl | ||
gles | ||
cogl-bitmap.h | ||
cogl-color.h | ||
cogl-debug.h | ||
cogl-deprecated.h | ||
cogl-fixed.h | ||
cogl-material.h | ||
cogl-matrix.h | ||
cogl-offscreen.h | ||
cogl-path.h | ||
cogl-shader.h | ||
cogl-texture.h | ||
cogl-types.h | ||
cogl-vertex-buffer.h | ||
cogl.h.in | ||
cogl.pc.in | ||
Makefile.am | ||
TODO |