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https://github.com/Lime3DS/Lime3DS
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android: renderer_opengl: Various fixes for GLES.
video_core: bump swap chain size for GLES to reduce bottleneck SWAP_CHAIN_SIZE
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1 changed files with 9 additions and 1 deletions
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@ -29,6 +29,7 @@
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#include "core/tracer/recorder.h"
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#include "core/tracer/recorder.h"
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#include "video_core/debug_utils/debug_utils.h"
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#include "video_core/debug_utils/debug_utils.h"
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#include "video_core/rasterizer_interface.h"
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#include "video_core/rasterizer_interface.h"
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#include "video_core/renderer_opengl/gl_state.h"
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#include "video_core/renderer_opengl/gl_vars.h"
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#include "video_core/renderer_opengl/gl_vars.h"
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#include "video_core/renderer_opengl/post_processing_opengl.h"
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#include "video_core/renderer_opengl/post_processing_opengl.h"
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#include "video_core/renderer_opengl/renderer_opengl.h"
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#include "video_core/renderer_opengl/renderer_opengl.h"
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@ -39,7 +40,12 @@ namespace OpenGL {
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// If the size of this is too small, it ends up creating a soft cap on FPS as the renderer will have
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// If the size of this is too small, it ends up creating a soft cap on FPS as the renderer will have
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// to wait on available presentation frames. There doesn't seem to be much of a downside to a larger
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// to wait on available presentation frames. There doesn't seem to be much of a downside to a larger
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// number but 9 swap textures at 60FPS presentation allows for 800% speed so thats probably fine
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// number but 9 swap textures at 60FPS presentation allows for 800% speed so thats probably fine
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#ifdef ANDROID
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// Reduce the size of swap_chain, since the UI only allows upto 200% speed.
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constexpr std::size_t SWAP_CHAIN_SIZE = 6;
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#else
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constexpr std::size_t SWAP_CHAIN_SIZE = 9;
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constexpr std::size_t SWAP_CHAIN_SIZE = 9;
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#endif
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class OGLTextureMailboxException : public std::runtime_error {
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class OGLTextureMailboxException : public std::runtime_error {
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public:
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public:
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@ -96,7 +102,7 @@ public:
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frame->color.Create();
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frame->color.Create();
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state.renderbuffer = frame->color.handle;
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state.renderbuffer = frame->color.handle;
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state.Apply();
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state.Apply();
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA, width, height);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, width, height);
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// Recreate the FBO for the render target
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// Recreate the FBO for the render target
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frame->render.Release();
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frame->render.Release();
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@ -1197,9 +1203,11 @@ static void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum
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/// Initialize the renderer
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/// Initialize the renderer
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VideoCore::ResultStatus RendererOpenGL::Init() {
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VideoCore::ResultStatus RendererOpenGL::Init() {
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#ifndef ANDROID
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if (!gladLoadGL()) {
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if (!gladLoadGL()) {
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return VideoCore::ResultStatus::ErrorBelowGL33;
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return VideoCore::ResultStatus::ErrorBelowGL33;
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}
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}
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#endif
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if (GLAD_GL_KHR_debug) {
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if (GLAD_GL_KHR_debug) {
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glEnable(GL_DEBUG_OUTPUT);
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glEnable(GL_DEBUG_OUTPUT);
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