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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@@ -163,6 +163,11 @@ void convert_sampler_info(struct gs_sampler_state *sampler,
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info->max_anisotropy, sampler->max_anisotropy);
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}
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const char *device_preprocessor_name(void)
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{
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return "_OPENGL";
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}
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device_t device_create(struct gs_init_data *info)
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{
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struct gs_device *device = bzalloc(sizeof(struct gs_device));
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