mirror of
https://github.com/ZDoom/gzdoom-last-svn.git
synced 2025-05-31 09:21:06 +00:00
- removed glFinish call from OpenGLFrameBuffer::Update. This caused the CPU to wait for
all graphics to be rendered which isn't necessary. Instead we can let the GPU run in parallel to the next frame's setup and increase performance this way. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@585 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
parent
7d507a4004
commit
93f3e279e1
2 changed files with 6 additions and 4 deletions
|
@ -359,7 +359,8 @@ void FVertexBuffer::CheckPlanes(sector_t *sector)
|
|||
//
|
||||
// checks the validity of all planes attached to this sector
|
||||
// and updates them if possible. Anything moving will not be
|
||||
// updated unless it stops.
|
||||
// updated unless it stops. This is to ensure that we never
|
||||
// have to synchronize with the rendering process.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
|
|
|
@ -168,6 +168,7 @@ void OpenGLFrameBuffer::InitializeState()
|
|||
// Updates the screen
|
||||
//
|
||||
//==========================================================================
|
||||
CVAR(Bool, gl_draw_synchronized, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
||||
|
||||
void OpenGLFrameBuffer::Update()
|
||||
{
|
||||
|
@ -189,17 +190,17 @@ void OpenGLFrameBuffer::Update()
|
|||
|
||||
Begin2D(false);
|
||||
}
|
||||
|
||||
Finish.Reset();
|
||||
Finish.Clock();
|
||||
gl.Finish();
|
||||
Finish.Unclock();
|
||||
if (gl_draw_synchronized) gl.Finish();
|
||||
if (needsetgamma)
|
||||
{
|
||||
DoSetGamma();
|
||||
needsetgamma = false;
|
||||
}
|
||||
gl.SwapBuffers();
|
||||
Finish.Unclock();
|
||||
|
||||
Unlock();
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue