Codechange: [OpenGL] Use persistently mapped pixel buffers when supported.

This commit is contained in:
Michael Lutz
2021-01-16 16:43:43 +01:00
parent 200be7d20c
commit ae7c63cc35
2 changed files with 147 additions and 12 deletions

View File

@@ -31,6 +31,11 @@ class OpenGLBackend : public ZeroedMemoryAllocator, SpriteEncoder {
private:
static OpenGLBackend *instance; ///< Singleton instance pointer.
bool persistent_mapping_supported; ///< Persistent pixel buffer mapping supported.
GLsync sync_vid_mapping; ///< Sync object for the persistently mapped video buffer.
GLsync sync_anim_mapping; ///< Sync object for the persistently mapped animation buffer.
void *vid_buffer; ///< Pointer to the mapped video buffer.
GLuint vid_pbo; ///< Pixel buffer object storing the memory used for the video driver to draw to.
GLuint vid_texture; ///< Texture handle for the video buffer texture.
GLuint vid_program; ///< Shader program for rendering a RGBA video buffer.
@@ -39,6 +44,7 @@ private:
GLuint vbo_quad; ///< Vertex buffer with a fullscreen quad.
GLuint pal_texture; ///< Palette lookup texture.
void *anim_buffer; ///< Pointer to the mapped animation buffer.
GLuint anim_pbo; ///< Pixel buffer object storing the memory used for the animation buffer.
GLuint anim_texture; ///< Texture handle for the animation buffer texture.