OGL: Track state of last bound vertex array object

This reduces the overhead of calling glBindVertexArray() every time
RestoreAPIState() is called, even when it is redundant.
This commit is contained in:
Stenzek 2018-01-21 00:59:10 +10:00
parent fca9c28f38
commit 3fd4142f36
9 changed files with 59 additions and 29 deletions

View file

@ -19,6 +19,7 @@
#include "VideoBackends/OGL/Render.h"
#include "VideoBackends/OGL/SamplerCache.h"
#include "VideoBackends/OGL/TextureConverter.h"
#include "VideoBackends/OGL/VertexManager.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/VertexShaderGen.h"
@ -395,6 +396,8 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
glEnableVertexAttribArray(SHADER_COLOR1_ATTRIB);
glVertexAttribIPointer(SHADER_COLOR1_ATTRIB, 1, GL_INT, sizeof(EfbPokeData),
(void*)offsetof(EfbPokeData, data));
glBindBuffer(GL_ARRAY_BUFFER,
static_cast<VertexManager*>(g_vertex_manager.get())->GetVertexBufferHandle());
if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
glEnable(GL_PROGRAM_POINT_SIZE);
@ -563,8 +566,6 @@ void FramebufferManager::ReinterpretPixelData(unsigned int convtype)
{
g_renderer->ResetAPIState();
OpenGL_BindAttributelessVAO();
GLuint src_texture = 0;
// We aren't allowed to render and sample the same texture in one draw call,
@ -582,6 +583,7 @@ void FramebufferManager::ReinterpretPixelData(unsigned int convtype)
g_sampler_cache->BindNearestSampler(9);
m_pixel_format_shaders[convtype ? 1 : 0].Bind();
ProgramShaderCache::BindVertexFormat(nullptr);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindTexture(m_textureType, 0);
@ -607,6 +609,8 @@ void FramebufferManager::PokeEFB(EFBAccessType type, const EfbPokeData* points,
glViewport(0, 0, m_targetWidth, m_targetHeight);
glDrawArrays(GL_POINTS, 0, (GLsizei)num_points);
glBindBuffer(GL_ARRAY_BUFFER,
static_cast<VertexManager*>(g_vertex_manager.get())->GetVertexBufferHandle());
g_renderer->RestoreAPIState();
// TODO: Could just update the EFB cache with the new value