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- add GL debug group for the 2D drawer
- remove pointless opengl calls from effects that are doing nothing
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2 changed files with 5 additions and 0 deletions
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@ -833,6 +833,9 @@ void FGLRenderBuffers::CompileEffectShaders()
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void FGLRenderBuffers::RenderEffect(const FString &name)
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void FGLRenderBuffers::RenderEffect(const FString &name)
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{
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{
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if (hw_postprocess.Effects[name].Size() == 0)
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return;
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FGLDebug::PushGroup(name.GetChars());
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FGLDebug::PushGroup(name.GetChars());
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FGLPostProcessState savedState;
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FGLPostProcessState savedState;
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@ -401,6 +401,7 @@ CVAR(Bool, gl_aalines, false, CVAR_ARCHIVE)
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void FGLRenderer::Draw2D(F2DDrawer *drawer)
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void FGLRenderer::Draw2D(F2DDrawer *drawer)
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{
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{
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twoD.Clock();
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twoD.Clock();
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FGLDebug::PushGroup("Draw2D");
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mBuffers->BindCurrentFB();
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mBuffers->BindCurrentFB();
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const auto &mScreenViewport = screen->mScreenViewport;
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const auto &mScreenViewport = screen->mScreenViewport;
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glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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@ -543,5 +544,6 @@ void FGLRenderer::Draw2D(F2DDrawer *drawer)
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gl_RenderState.ResetColor();
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gl_RenderState.ResetColor();
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gl_RenderState.Apply();
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gl_RenderState.Apply();
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delete vb;
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delete vb;
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FGLDebug::PopGroup();
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twoD.Unclock();
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twoD.Unclock();
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}
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}
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