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Revision 604b2899

Added by Leszek Koltunski about 7 years ago

Dynamic display of bounding rectangles (with coords computed by Vertex Shader and gotten with Transform Feedback) works now.

Major problem: the glMapBufferRange() slows doewn rendering in a major way. Multiblur's FPS:

Nexus5X : 35.4 before -> 12.6 after
Nexus4 26.5 before -> ~12 after

View differences:

src/main/java/org/distorted/library/EffectQueueVertex.java
151 151
      }
152 152
    }
153 153

  
154
///////////////////////////////////////////////////////////////////////////////////////////////////
155

  
156
  static synchronized void sendZero()
157
    {
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    GLES30.glUniform1i( mNumEffectsH, 0);
159
    }
160

  
161 154
///////////////////////////////////////////////////////////////////////////////////////////////////
162 155
// Do various post-processing on already computed effects.
163 156
// 1) here unlike in the fragment queue, we don't have to multiply the points by ModelView matrix because that gets done in the shader.

Also available in: Unified diff