From 5e34f7a8969f4afc169f034d34fb908019b3a389 Mon Sep 17 00:00:00 2001 From: "Steinar H. Gunderson" Date: Mon, 14 Sep 2015 01:18:38 +0200 Subject: [PATCH] Reuse the VAO across all phases. --- effect_chain.cpp | 45 +++++++++++++++++++++++---------------------- 1 file changed, 23 insertions(+), 22 deletions(-) diff --git a/effect_chain.cpp b/effect_chain.cpp index 471d603..bf01716 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -1625,6 +1625,23 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height glDepthMask(GL_FALSE); check_error(); + // Generate a VAO. All the phases should have exactly the same vertex attributes, + // so it's safe to reuse this. + float vertices[] = { + 0.0f, 2.0f, + 0.0f, 0.0f, + 2.0f, 0.0f + }; + + GLuint vao; + glGenVertexArrays(1, &vao); + check_error(); + glBindVertexArray(vao); + check_error(); + + GLuint position_vbo = fill_vertex_attribute(phases[0]->glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices); + GLuint texcoord_vbo = fill_vertex_attribute(phases[0]->glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices. + set generated_mipmaps; // We choose the simplest option of having one texture per output, @@ -1666,6 +1683,12 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height glUseProgram(0); check_error(); + cleanup_vertex_attribute(phases[0]->glsl_program_num, "position", position_vbo); + cleanup_vertex_attribute(phases[0]->glsl_program_num, "texcoord", texcoord_vbo); + + glDeleteVertexArrays(1, &vao); + check_error(); + if (do_phase_timing) { // Get back the timer queries. for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) { @@ -1779,28 +1802,9 @@ void EffectChain::execute_phase(Phase *phase, bool last_phase, maprelease_fbo(fbo); } - - glDeleteVertexArrays(1, &vao); - check_error(); } void EffectChain::setup_uniforms(Phase *phase) -- 2.39.5