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Switch to use a single triangle when drawing screen quads for a slight cache locality improvement
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parent
0f86f3a62a
commit
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3 changed files with 5 additions and 5 deletions
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@ -49,7 +49,7 @@ void FGLRenderer::RenderScreenQuad()
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{
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auto buffer = static_cast<GLVertexBuffer *>(screen->mVertexData->GetBufferObjects().first);
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buffer->Bind(nullptr);
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glDrawArrays(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
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glDrawArrays(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 3);
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}
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void FGLRenderer::PostProcessScene(int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
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@ -63,9 +63,9 @@ FFlatVertexBuffer::FFlatVertexBuffer(int width, int height)
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// and this is for the postprocessing copy operation
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vbo_shadowdata[8].Set(-1.0f, -1.0f, 0, 0.0f, 0.0f);
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vbo_shadowdata[9].Set(-1.0f, 1.0f, 0, 0.0f, 1.f);
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vbo_shadowdata[10].Set(1.0f, -1.0f, 0, 1.f, 0.0f);
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vbo_shadowdata[11].Set(1.0f, 1.0f, 0, 1.f, 1.f);
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vbo_shadowdata[9].Set(3.0f, -1.0f, 0, 2.f, 0.0f);
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vbo_shadowdata[10].Set(-1.0f, 3.0f, 0, 0.0f, 2.f);
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vbo_shadowdata[11].Set(3.0f, 3.0f, 0, 2.f, 2.f); // Note: not used anymore
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// The next two are the stencil caps.
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vbo_shadowdata[12].Set(-32767.0f, 32767.0f, -32767.0f, 0, 0);
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@ -565,7 +565,7 @@ void VkPPRenderState::RenderScreenQuad(VkPPRenderPassSetup *passSetup, VulkanDes
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cmdbuffer->setStencilReference(VK_STENCIL_FRONT_AND_BACK, screen->stencilValue);
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if (pushConstantsSize > 0)
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cmdbuffer->pushConstants(passSetup->PipelineLayout.get(), VK_SHADER_STAGE_FRAGMENT_BIT, 0, pushConstantsSize, pushConstants);
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cmdbuffer->draw(4, 1, FFlatVertexBuffer::PRESENT_INDEX, 0);
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cmdbuffer->draw(3, 1, FFlatVertexBuffer::PRESENT_INDEX, 0);
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cmdbuffer->endRenderPass();
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}
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