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renderer: Fix border profiling. #3032

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merged 1 commit into from Sep 7, 2018
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Always

Just for now

@@ -3399,46 +3399,42 @@ impl Renderer {

// Draw any borders for this target.
if !target.border_segments_solid.is_empty() ||
!target.border_segments_complex.is_empty() {
!target.border_segments_complex.is_empty()
{
let _timer = self.gpu_profile.start_timer(GPU_TAG_CACHE_BORDER);
}

if !target.border_segments_solid.is_empty() {
self.set_blend(true, FramebufferKind::Other);
self.set_blend_mode_premultiplied_alpha(FramebufferKind::Other);

self.shaders.cs_border_solid.bind(
&mut self.device,
&projection,
&mut self.renderer_errors,
);

self.draw_instanced_batch(
&target.border_segments_solid,
VertexArrayKind::Border,
&BatchTextures::no_texture(),
stats,
);

self.set_blend(false, FramebufferKind::Other);
}
if !target.border_segments_solid.is_empty() {
self.shaders.cs_border_solid.bind(
&mut self.device,
&projection,
&mut self.renderer_errors,
);

if !target.border_segments_complex.is_empty() {
self.set_blend(true, FramebufferKind::Other);
self.set_blend_mode_premultiplied_alpha(FramebufferKind::Other);
self.draw_instanced_batch(
&target.border_segments_solid,
VertexArrayKind::Border,
&BatchTextures::no_texture(),
stats,
);
}

self.shaders.cs_border_segment.bind(
&mut self.device,
&projection,
&mut self.renderer_errors,
);
if !target.border_segments_complex.is_empty() {
self.shaders.cs_border_segment.bind(
&mut self.device,
&projection,
&mut self.renderer_errors,
);

self.draw_instanced_batch(
&target.border_segments_complex,
VertexArrayKind::Border,
&BatchTextures::no_texture(),
stats,
);
self.draw_instanced_batch(
&target.border_segments_complex,
VertexArrayKind::Border,
&BatchTextures::no_texture(),
stats,
);
}

self.set_blend(false, FramebufferKind::Other);
}
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