mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-08-08 00:59:44 +00:00
Only check shader compilation status in debug or with DEBUG_GLSL defined. invalidate range on bindbufferrange since we don't care about what is in the range. Both give a performance boost for me.
This commit is contained in:
parent
3a52b37c3b
commit
4fadb65259
3 changed files with 5 additions and 4 deletions
|
@ -119,7 +119,7 @@ bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrpr
|
|||
|
||||
glShaderSource(result, 1, &pstrprogram, NULL);
|
||||
glCompileShader(result);
|
||||
|
||||
#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
|
||||
GLsizei length = 0;
|
||||
glGetShaderiv(result, GL_INFO_LOG_LENGTH, &length);
|
||||
if (length > 1)
|
||||
|
@ -147,6 +147,7 @@ bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrpr
|
|||
glDeleteShader(result);
|
||||
return false;
|
||||
}
|
||||
#endif
|
||||
(void)GL_REPORT_ERROR();
|
||||
vs.glprogid = result;
|
||||
return true;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue