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Very minor optimization in PresentationCommon (don't upload the indices every frame).
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2527a66647
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1 changed files with 3 additions and 4 deletions
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@ -321,6 +321,9 @@ void PresentationCommon::CreateDeviceObjects() {
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// TODO: Use 4 and a strip? shorts?
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idata_ = draw_->CreateBuffer(sizeof(uint16_t) * 6, BufferUsageFlag::DYNAMIC | BufferUsageFlag::INDEXDATA);
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uint16_t indexes[] = { 0, 1, 2, 0, 2, 3 };
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draw_->UpdateBuffer(idata_, (const uint8_t *)indexes, 0, sizeof(indexes), Draw::UPDATE_DISCARD);
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samplerNearest_ = draw_->CreateSamplerState({ TextureFilter::NEAREST, TextureFilter::NEAREST, TextureFilter::NEAREST, 0.0f, TextureAddressMode::CLAMP_TO_EDGE, TextureAddressMode::CLAMP_TO_EDGE, TextureAddressMode::CLAMP_TO_EDGE });
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samplerLinear_ = draw_->CreateSamplerState({ TextureFilter::LINEAR, TextureFilter::LINEAR, TextureFilter::LINEAR, 0.0f, TextureAddressMode::CLAMP_TO_EDGE, TextureAddressMode::CLAMP_TO_EDGE, TextureAddressMode::CLAMP_TO_EDGE });
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@ -438,10 +441,6 @@ void PresentationCommon::CopyToOutput(OutputFlags flags, int uvRotation, float u
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// Make sure Direct3D 11 clears state, since we set shaders outside Draw.
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draw_->BindPipeline(nullptr);
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// Wouldn't it be enough to do this only when creating the index buffer?
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uint16_t indexes[] = { 0, 1, 2, 0, 2, 3 };
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draw_->UpdateBuffer(idata_, (const uint8_t *)indexes, 0, sizeof(indexes), Draw::UPDATE_DISCARD);
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// TODO: If shader objects have been created by now, we might have received errors.
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// GLES can have the shader fail later, shader->failed / shader->error.
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// This should auto-disable usePostShader_ and call ShowPostShaderError().
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