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https://github.com/TorqueGameEngines/Torque3D.git
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Added profile blocks for GL.
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6caafc9844
commit
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6 changed files with 29 additions and 2 deletions
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@ -325,6 +325,7 @@ void GFXGLDevice::resurrect()
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GFXVertexBuffer* GFXGLDevice::findVolatileVBO(U32 numVerts, const GFXVertexFormat *vertexFormat, U32 vertSize)
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{
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PROFILE_SCOPE(GFXGLDevice_findVBPool);
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for(U32 i = 0; i < mVolatileVBs.size(); i++)
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if ( mVolatileVBs[i]->mNumVerts >= numVerts &&
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mVolatileVBs[i]->mVertexFormat.isEqual( *vertexFormat ) &&
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@ -333,6 +334,7 @@ GFXVertexBuffer* GFXGLDevice::findVolatileVBO(U32 numVerts, const GFXVertexForma
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return mVolatileVBs[i];
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// No existing VB, so create one
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PROFILE_SCOPE(GFXGLDevice_createVBPool);
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StrongRefPtr<GFXGLVertexBuffer> buf(new GFXGLVertexBuffer(GFX, numVerts, vertexFormat, vertSize, GFXBufferTypeVolatile));
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buf->registerResourceWithDevice(this);
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mVolatileVBs.push_back(buf);
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@ -358,6 +360,7 @@ GFXVertexBuffer *GFXGLDevice::allocVertexBuffer( U32 numVerts,
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GFXBufferType bufferType,
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void* data )
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{
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PROFILE_SCOPE(GFXGLDevice_allocVertexBuffer);
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if(bufferType == GFXBufferTypeVolatile)
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return findVolatileVBO(numVerts, vertexFormat, vertSize);
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@ -523,6 +526,7 @@ inline GLsizei GFXGLDevice::primCountToIndexCount(GFXPrimitiveType primType, U32
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GFXVertexDecl* GFXGLDevice::allocVertexDecl( const GFXVertexFormat *vertexFormat )
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{
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PROFILE_SCOPE(GFXGLDevice_allocVertexDecl);
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typedef Map<void*, GFXGLVertexDecl> GFXGLVertexDeclMap;
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static GFXGLVertexDeclMap declMap;
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GFXGLVertexDeclMap::Iterator itr = declMap.find( (void*)vertexFormat->getDescription().c_str() ); // description string are interned, safe to use c_str()
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@ -855,6 +859,7 @@ void GFXGLDevice::setShader(GFXShader *shader, bool force)
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void GFXGLDevice::setShaderConstBufferInternal(GFXShaderConstBuffer* buffer)
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{
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PROFILE_SCOPE(GFXGLDevice_setShaderConstBufferInternal);
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static_cast<GFXGLShaderConstBuffer*>(buffer)->activate();
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}
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