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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 11:43:49 +00:00
Added profile blocks for GL.
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parent
6caafc9844
commit
db6d91925d
6 changed files with 29 additions and 2 deletions
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@ -234,6 +234,7 @@ static void _fastTextureLoad(GFXGLTextureObject* texture, GBitmap* pDL)
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if(pDL->getFormat() == GFXFormatR8G8B8A8 || pDL->getFormat() == GFXFormatR8G8B8X8)
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{
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PROFILE_SCOPE(Swizzle32_Upload);
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FrameAllocatorMarker mem;
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U8* pboMemory = (U8*)mem.alloc(bufSize);
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GFX->getDeviceSwizzle32()->ToBuffer(pboMemory, pDL->getBits(0), bufSize);
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@ -241,6 +242,7 @@ static void _fastTextureLoad(GFXGLTextureObject* texture, GBitmap* pDL)
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}
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else
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{
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PROFILE_SCOPE(SwizzleNull_Upload);
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glBufferSubData(GL_PIXEL_UNPACK_BUFFER_ARB, 0, bufSize, pDL->getBits(0) );
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}
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@ -262,6 +264,7 @@ static void _slowTextureLoad(GFXGLTextureObject* texture, GBitmap* pDL)
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bool GFXGLTextureManager::_loadTexture(GFXTextureObject *aTexture, GBitmap *pDL)
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{
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PROFILE_SCOPE(GFXGLTextureManager_loadTexture);
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GFXGLTextureObject *texture = static_cast<GFXGLTextureObject*>(aTexture);
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AssertFatal(texture->getBinding() == GL_TEXTURE_1D || texture->getBinding() == GL_TEXTURE_2D,
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@ -291,6 +294,8 @@ bool GFXGLTextureManager::_loadTexture(GFXTextureObject *aTexture, GBitmap *pDL)
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bool GFXGLTextureManager::_loadTexture(GFXTextureObject *aTexture, DDSFile *dds)
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{
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PROFILE_SCOPE(GFXGLTextureManager_loadTextureDDS);
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AssertFatal(!(dds->mFormat == GFXFormatDXT2 || dds->mFormat == GFXFormatDXT4), "GFXGLTextureManager::_loadTexture - OpenGL does not support DXT2 or DXT4 compressed textures");
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GFXGLTextureObject* texture = static_cast<GFXGLTextureObject*>(aTexture);
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@ -308,6 +313,8 @@ bool GFXGLTextureManager::_loadTexture(GFXTextureObject *aTexture, DDSFile *dds)
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numMips = 1;
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for(U32 i = 0; i < numMips; i++)
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{
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PROFILE_SCOPE(GFXGLTexMan_loadSurface);
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if(isCompressedFormat(dds->mFormat))
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{
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if((!isPow2(dds->getWidth()) || !isPow2(dds->getHeight())) && GFX->getCardProfiler()->queryProfile("GL::Workaround::noCompressedNPoTTextures"))
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@ -344,6 +351,7 @@ bool GFXGLTextureManager::_loadTexture(GFXTextureObject *aTexture, DDSFile *dds)
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bool GFXGLTextureManager::_loadTexture(GFXTextureObject *aTexture, void *raw)
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{
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PROFILE_SCOPE(GFXGLTextureManager_loadTextureRaw);
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if(aTexture->getDepth() < 1)
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return false;
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