diff options
author | Ryan C. Gordon <icculus@icculus.org> | 2014-12-26 22:30:19 -0500 |
---|---|---|
committer | Ryan C. Gordon <icculus@icculus.org> | 2014-12-26 22:30:19 -0500 |
commit | 3557a421920fb5c7108ae38866a91c014be9ad29 (patch) | |
tree | 15f29dc6c7b442e1e78ec1de794b9de45dcdc9d3 /src | |
parent | db05daf61e5fb0de617c9244cb03fdc69ee6b0ec (diff) |
GLES2: Only use VBOs for Emscripten (for now).
This is causing a regression on actual iOS hardware, which we should revisit
after 2.0.4 ships.
Diffstat (limited to 'src')
-rw-r--r-- | src/render/opengles2/SDL_render_gles2.c | 22 |
1 files changed, 19 insertions, 3 deletions
diff --git a/src/render/opengles2/SDL_render_gles2.c b/src/render/opengles2/SDL_render_gles2.c index 4c4d8a9942..71ee70810e 100644 --- a/src/render/opengles2/SDL_render_gles2.c +++ b/src/render/opengles2/SDL_render_gles2.c @@ -28,7 +28,20 @@ #include "../../video/SDL_blit.h" #include "SDL_shaders_gles2.h" -/* To prevent unnecessary window recreation, +/* !!! FIXME: Emscripten makes these into WebGL calls, and WebGL doesn't offer + !!! FIXME: client-side arrays (without an Emscripten compatibility hack, + !!! FIXME: at least), but the current VBO code here is dramatically + !!! FIXME: slower on actual iOS devices, even though the iOS Simulator + !!! FIXME: is okay. Some time after 2.0.4 ships, we should revisit this, + !!! FIXME: fix the performance bottleneck, and make everything use VBOs. +*/ +#ifdef __EMSCRIPTEN__ +#define SDL_GLES2_USE_VBOS 1 +#else +#define SDL_GLES2_USE_VBOS 0 +#endif + +/* To prevent unnecessary window recreation, * these should match the defaults selected in SDL_GL_ResetAttributes */ #define RENDERER_CONTEXT_MAJOR 2 @@ -181,8 +194,10 @@ typedef struct GLES2_DriverContext GLES2_ProgramCacheEntry *current_program; Uint8 clear_r, clear_g, clear_b, clear_a; +#if SDL_GLES2_USE_VBOS GLuint vertex_buffers[4]; GLsizeiptr vertex_buffer_size[4]; +#endif } GLES2_DriverContext; #define GLES2_MAX_CACHED_PROGRAMS 8 @@ -1393,10 +1408,10 @@ GLES2_UpdateVertexBuffer(SDL_Renderer *renderer, GLES2_Attribute attr, const void *vertexData, size_t dataSizeInBytes) { GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; -#if 0 + +#if !SDL_GLES2_USE_VBOS data->glVertexAttribPointer(attr, attr == GLES2_ATTRIBUTE_ANGLE ? 1 : 2, GL_FLOAT, GL_FALSE, 0, vertexData); #else - if (!data->vertex_buffers[attr]) data->glGenBuffers(1, &data->vertex_buffers[attr]); @@ -1411,6 +1426,7 @@ GLES2_UpdateVertexBuffer(SDL_Renderer *renderer, GLES2_Attribute attr, data->glVertexAttribPointer(attr, attr == GLES2_ATTRIBUTE_ANGLE ? 1 : 2, GL_FLOAT, GL_FALSE, 0, 0); #endif + return 0; } |