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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.
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icculus committed Dec 27, 2014
1 parent d8c6034 commit f5bbbe417d246a6eaddfededa86657ba313150bb
Showing with 19 additions and 3 deletions.
  1. +19 −3 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;
}

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