Some performance optimizations (#5424)
* Some performance optimizations This is globally removing some memory useless copy * use a const ref return on std::string Settings::get to prevent data copy on getters which doesn't need to copy it * pass some stack created strings to static const as they are not modified anywhere * Camera: return nametags per const ref instead of a list pointer, we only need to read it * INodeDefManager: getAll should be a result ref writer instead of a return copy * INodeDefManager: getAlias should return a const std::string ref * Minimap: unroll a Scolor creation in blitMinimapPixersToImageRadar to prvent many variable construct/destruct which are unneeded (we rewrite the content in the loop) * CNodeDefManager::updateAliases: prevent a idef getall copy * Profiler: constness * rollback_interface: create real_name later, and use const ref * MapBlockMesh updateFastFaceRow: unroll TileSpec next_tile, which has a cost of 1.8% CPU due to variable allocation/destruction, * MapBlockMesh updateFastFaceRow: copy next_tile to tile only if it's a different tilespec * MapBlockMesh updateFastFaceRow: use memcpy to copy next_lights to lights to do it in a single cpu operation
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@ -1141,9 +1141,9 @@ video::IImage * Align2Npot2(video::IImage * image,
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// Only GLES2 is trusted to correctly report npot support
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// Note: we cache the boolean result. GL context will never change on Android.
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static const bool hasNPotSupport = get_GL_major_version() > 1 &&
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glGetString(GL_EXTENSIONS) &&
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glGetString(GL_EXTENSIONS) &&
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strstr(glGetString(GL_EXTENSIONS), "GL_OES_texture_npot");
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if (hasNPotSupport)
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return image;
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@ -245,4 +245,3 @@ private:
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};
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#endif
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