]> git.sesse.net Git - movit/blobdiff - effect_chain.cpp
Cache VAOs between runs.
[movit] / effect_chain.cpp
index efd4abc49a611c233164089858d586a0538d075b..c46e60d20475a70fd3b721fefe3d9f3775f3d792 100644 (file)
@@ -1789,17 +1789,6 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
        glDepthMask(GL_FALSE);
        check_error();
 
-       // Generate a VAO that will be used during the entire execution,
-       // and bind the VBO, since it contains all the data.
-       GLuint vao;
-       glGenVertexArrays(1, &vao);
-       check_error();
-       glBindVertexArray(vao);
-       check_error();
-       glBindBuffer(GL_ARRAY_BUFFER, vbo);
-       check_error();
-       set<GLint> bound_attribute_indices;
-
        set<Phase *> generated_mipmaps;
 
        // We choose the simplest option of having one texture per output,
@@ -1847,7 +1836,7 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
                        current_srgb = true;
                }
 
-               execute_phase(phase, last_phase, &bound_attribute_indices, &output_textures, &generated_mipmaps);
+               execute_phase(phase, last_phase, &output_textures, &generated_mipmaps);
                if (do_phase_timing) {
                        glEndQuery(GL_TIME_ELAPSED);
                }
@@ -1868,8 +1857,6 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
        check_error();
        glBindVertexArray(0);
        check_error();
-       glDeleteVertexArrays(1, &vao);
-       check_error();
 
        if (do_phase_timing) {
                // Get back the timer queries.
@@ -1932,7 +1919,6 @@ void EffectChain::print_phase_timing()
 }
 
 void EffectChain::execute_phase(Phase *phase, bool last_phase,
-                                set<GLint> *bound_attribute_indices,
                                 map<Phase *, GLuint> *output_textures,
                                 set<Phase *> *generated_mipmaps)
 {
@@ -1993,30 +1979,9 @@ void EffectChain::execute_phase(Phase *phase, bool last_phase,
        // from there.
        setup_uniforms(phase);
 
-       // Clean up old attributes if they are no longer needed.
-       for (set<GLint>::iterator attr_it = bound_attribute_indices->begin();
-            attr_it != bound_attribute_indices->end(); ) {
-               if (phase->attribute_indexes.count(*attr_it) == 0) {
-                       glDisableVertexAttribArray(*attr_it);
-                       check_error();
-                       bound_attribute_indices->erase(attr_it++);
-               } else {
-                       ++attr_it;
-               }
-       }
-
-       // Set up the new attributes, if needed.
-       for (set<GLint>::iterator attr_it = phase->attribute_indexes.begin();
-            attr_it != phase->attribute_indexes.end();
-            ++attr_it) {
-               if (bound_attribute_indices->count(*attr_it) == 0) {
-                       glEnableVertexAttribArray(*attr_it);
-                       check_error();
-                       glVertexAttribPointer(*attr_it, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-                       check_error();
-                       bound_attribute_indices->insert(*attr_it);
-               }
-       }
+       // Bind the vertex data.
+       GLuint vao = resource_pool->create_vec2_vao(phase->attribute_indexes, vbo);
+       glBindVertexArray(vao);
 
        glDrawArrays(GL_TRIANGLES, 0, 3);
        check_error();
@@ -2027,6 +1992,7 @@ void EffectChain::execute_phase(Phase *phase, bool last_phase,
        }
 
        resource_pool->unuse_glsl_program(instance_program_num);
+       resource_pool->release_vec2_vao(vao);
 
        if (!last_phase) {
                resource_pool->release_fbo(fbo);