diff options
author | Marcin Zawiejski <dragmz@gmail.com> | 2018-08-20 02:10:14 +0200 |
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committer | Marcin Zawiejski <dragmz@gmail.com> | 2018-08-20 02:10:14 +0200 |
commit | bd5ff205b2c1f6ebeeab94bb8dc02a2ff725f628 (patch) | |
tree | 44782f77c728e95027100cf64fe041e398a562de /drivers/gles2/shader_gles2.cpp | |
parent | faa49c182978b3fe74e7aad65fb761c2881f009c (diff) |
Revert "Batch GLES2 draw calls"
This reverts commit f55039b194bbbd8d797b667d67e5677fb429d356.
The GLES2 batching seems to require more testing and tweaking in order
to actually make the performance better on Android devices. It's been
proved with #21184 that the current implementation has it's drawbacks
therefore I suggest reverting the commit for now.
Diffstat (limited to 'drivers/gles2/shader_gles2.cpp')
-rw-r--r-- | drivers/gles2/shader_gles2.cpp | 14 |
1 files changed, 6 insertions, 8 deletions
diff --git a/drivers/gles2/shader_gles2.cpp b/drivers/gles2/shader_gles2.cpp index 89c1b6490d..e9b58cb272 100644 --- a/drivers/gles2/shader_gles2.cpp +++ b/drivers/gles2/shader_gles2.cpp @@ -122,11 +122,13 @@ GLint ShaderGLES2::get_uniform_location(int p_index) const { } bool ShaderGLES2::bind() { - if (!is_dirty()) - return false; - conditional_version = new_conditional_version; - version = get_current_version(); + if (active != this || !version || new_conditional_version.key != conditional_version.key) { + conditional_version = new_conditional_version; + version = get_current_version(); + } else { + return false; + } ERR_FAIL_COND_V(!version, false); @@ -1107,7 +1109,3 @@ ShaderGLES2::ShaderGLES2() { ShaderGLES2::~ShaderGLES2() { finish(); } - -bool ShaderGLES2::is_dirty() const { - return active != this || !version || new_conditional_version.key != conditional_version.key; -} |