don't update vbo, if there are no changes in Renderer::Swap
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
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@ -118,6 +118,8 @@ struct Rectangle
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: left(theLeft), top(theTop), right(theRight), bottom(theBottom)
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: left(theLeft), top(theTop), right(theRight), bottom(theBottom)
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{ }
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{ }
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bool operator==(const Rectangle& r) { return left==r.left && top==r.top && right==r.right && bottom==r.bottom; }
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T GetWidth() const { return abs(right - left); }
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T GetWidth() const { return abs(right - left); }
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T GetHeight() const { return abs(bottom - top); }
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T GetHeight() const { return abs(bottom - top); }
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@ -109,6 +109,7 @@ namespace OGL
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static int s_fps = 0;
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static int s_fps = 0;
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static GLuint s_ShowEFBCopyRegions_VBO = 0;
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static GLuint s_ShowEFBCopyRegions_VBO = 0;
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static GLuint s_Swap_VBO = 0;
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static GLuint s_Swap_VBO = 0;
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static TargetRectangle s_old_targetRc;
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static RasterFont* s_pfont = NULL;
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static RasterFont* s_pfont = NULL;
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@ -255,6 +256,13 @@ Renderer::Renderer()
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s_Swap_VBO = 0;
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s_Swap_VBO = 0;
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s_blendMode = 0;
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s_blendMode = 0;
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// should be invalid, so there will be an upload on the first call
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s_old_targetRc.bottom = -1;
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s_old_targetRc.top = -1;
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s_old_targetRc.left = -1;
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s_old_targetRc.right = -1;
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InitFPSCounter();
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InitFPSCounter();
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#if defined HAVE_CG && HAVE_CG
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#if defined HAVE_CG && HAVE_CG
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@ -1221,6 +1229,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, read_texture);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, read_texture);
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if(!(s_old_targetRc == targetRc)) {
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GLfloat vertices[] = {
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GLfloat vertices[] = {
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-1.0f, -1.0f, 1.0f,
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-1.0f, -1.0f, 1.0f,
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(GLfloat)targetRc.left, (GLfloat)targetRc.bottom,
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(GLfloat)targetRc.left, (GLfloat)targetRc.bottom,
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@ -1242,6 +1251,12 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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glBindBuffer(GL_ARRAY_BUFFER, s_Swap_VBO);
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glBindBuffer(GL_ARRAY_BUFFER, s_Swap_VBO);
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glBufferData(GL_ARRAY_BUFFER, 4*7*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
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glBufferData(GL_ARRAY_BUFFER, 4*7*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
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s_old_targetRc = targetRc;
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} else {
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// TODO: remove this after switch to VAO
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glBindBuffer(GL_ARRAY_BUFFER, s_Swap_VBO);
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}
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// disable all pointer, TODO: use VAO
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// disable all pointer, TODO: use VAO
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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glDisableVertexAttribArray(SHADER_POSMTX_ATTRIB);
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glDisableVertexAttribArray(SHADER_POSMTX_ATTRIB);
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