DRW: Only change VAO if geometry changes

This commit is contained in:
2019-05-22 13:27:43 +02:00
parent 60319e25f2
commit f05b9dba26
2 changed files with 15 additions and 9 deletions

View File

@@ -587,18 +587,22 @@ static void draw_geometry_prepare(DRWShadingGroup *shgroup, DRWCall *call)
}
}
static void draw_geometry_execute(DRWShadingGroup *shgroup,
GPUBatch *geom,
uint vert_first,
uint vert_count,
uint inst_first,
uint inst_count)
BLI_INLINE void draw_geometry_execute(DRWShadingGroup *shgroup,
GPUBatch *geom,
uint vert_first,
uint vert_count,
uint inst_first,
uint inst_count)
{
/* bind vertex array */
GPU_batch_program_set_no_use(
geom, GPU_shader_get_program(shgroup->shader), GPU_shader_get_interface(shgroup->shader));
if (DST.batch != geom) {
DST.batch = geom;
GPU_batch_bind(geom);
GPU_batch_program_set_no_use(
geom, GPU_shader_get_program(shgroup->shader), GPU_shader_get_interface(shgroup->shader));
GPU_batch_bind(geom);
}
/* XXX hacking gawain. we don't want to call glUseProgram! (huge performance loss) */
geom->program_in_use = true;
@@ -898,6 +902,7 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
}
GPU_shader_bind(shgroup->shader);
DST.shader = shgroup->shader;
DST.batch = NULL;
}
if (shgroup->tfeedback_target != NULL) {