Make a number of key optimizations
- Changed glMapBuffer to glMapBufferRange to allow invalidation. Using just glMapBuffer alone was causing some unacceptable stalls. - Changed dynamic buffers from GL_DYNAMIC_WRITE to GL_STREAM_WRITE because I had misunderstood the OpenGL specification - Added _OPENGL and _D3D11 builtin preprocessor macros to effects to allow special processing if needed - Added fmod support to shaders (NOTE: D3D and GL do not function identically with negative numbers when using this. Positive numbers however function identically) - Created a planar conversion shader that converts from packed YUV to planar 420 right on the GPU without any CPU processing. Reduces required GPU download size to approximately 37.5% of its normal rate as well. GPU usage down by 10 entire percentage points despite the extra required pass.
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@@ -40,6 +40,7 @@ bool load_graphics_imports(struct gs_exports *exports, void *module,
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{
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bool success = true;
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GRAPHICS_IMPORT(device_preprocessor_name);
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GRAPHICS_IMPORT(device_create);
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GRAPHICS_IMPORT(device_destroy);
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GRAPHICS_IMPORT(device_entercontext);
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