MultiDrawIndirect draw batching - now down to <20us per draw.

This commit is contained in:
Ben Vanik
2015-01-04 11:20:42 -08:00
parent eda38a7428
commit 4fcf9c6229
10 changed files with 1120 additions and 601 deletions

View File

@@ -91,7 +91,7 @@ std::string GL4ShaderTranslator::TranslateVertexShader(
const auto& alloc_counts = vertex_shader->alloc_counts();
// Vertex shader main() header.
Append("void processVertex() {\n");
Append("void processVertex(const in StateData state) {\n");
// Add temporaries for any registers we may use.
uint32_t temp_regs = program_cntl.vs_regs + program_cntl.ps_regs;
@@ -126,7 +126,7 @@ std::string GL4ShaderTranslator::TranslatePixelShader(
// (and less than the number of required registers), things may die.
// Pixel shader main() header.
Append("void processFragment() {\n");
Append("void processFragment(const in StateData state) {\n");
// Add temporary registers.
uint32_t temp_regs = program_cntl.vs_regs + program_cntl.ps_regs;