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remove unnecessary glUseProgram(0) #5944

merged 2 commits into from Mar 11, 2020


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mgsx-dev commented Mar 10, 2020

Unbinding a shader program is not necessary, it was useful to enable the old fixed-function pipeline which libgdx don't use.

ShaderProgram begin and end method are deprecated for a smooth transition.

I made a quick dumb test to see how my GPU was impacted (if my GPU driver optimize it or not) :

here is the code:

    private ShaderProgram sp;
    public void render () {
        int N = 1000;
        for(int i=0 ; i<N ; i++){

by commenting begin/end in all combinations i get:

  • calling none of them (baseline): ~ 10 500 FPS
  • calling only end: ~ 9500 FPS
  • calling only begin: ~ 2000 FPS
  • calling both begin and end: ~ 1000 FPS

GPU : Nvidia GTX 950m

I'm not calling this a benchmark, i just wanted to highlight this small optimization and ensure there was no drawbacks. Most of games try to minimize shader switches to only a few anyway, so i don't think it would improve perf. noticeably. But it still better to not call it at all.

Note that my original issue was GLProfiler counting a shader switch as twice because of it. This issue is then fixed by this PR as well.


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yuripourre commented Mar 10, 2020

Nice finding!

@NathanSweet NathanSweet merged commit 01ea5b1 into libgdx:master Mar 11, 2020
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NathanSweet added a commit to EsotericSoftware/spine-runtimes that referenced this pull request Mar 11, 2020
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