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RenderShaderPasses and FillDepthBuffer performance improvement #47

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Metzelmaennchen opened this issue May 11, 2015 · 0 comments
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@Metzelmaennchen
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Currenty the RenderShaderPasses and FillDepthBuffer function are enabling vertex array attrib 1 and 5 for every drawn surface. Due to the fact that each of these surfaces need at least attrib 1 and 5 it makes sense to enable them once, draw all the surfs and disable them afterwards.
Please have a look at following patch, it will drop a lot of redundant state changes and gain some performance:
https://www.dropbox.com/s/jlg3ef0moy6xbr8/draw_common.patch?dl=0

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