Allow Downsizing Textures

For some reason, this leads to a huge performance benefit on mobile
devices, especially when using MegaSurface
This commit is contained in:
RadialApps 2017-06-14 15:50:16 +05:30 committed by Varun Patil
parent eaf4bd5e66
commit 35c19792f8
2 changed files with 18 additions and 44 deletions

View File

@ -263,39 +263,26 @@ void SharedState::bindTex()
void SharedState::ensureTexSize(int minW, int minH, Vec2i &currentSizeOut)
{
if (minW > p->globalTexW)
minW = findNextPow2(minW); minH = findNextPow2(minH);
if (minW != p->globalTexW || minH != p->globalTexH)
{
p->globalTexW = minW;
p->globalTexH = minH;
p->globalTexDirty = true;
p->globalTexW = findNextPow2(minW);
}
if (minH > p->globalTexH)
{
p->globalTexDirty = true;
p->globalTexH = findNextPow2(minH);
}
currentSizeOut = Vec2i(p->globalTexW, p->globalTexH);
}
TEXFBO &SharedState::gpTexFBO(int minW, int minH)
{
bool needResize = false;
if (minW > p->gpTexFBO.width)
{
p->gpTexFBO.width = findNextPow2(minW);
needResize = true;
}
if (minH > p->gpTexFBO.height)
{
p->gpTexFBO.height = findNextPow2(minH);
needResize = true;
}
if (needResize)
minW = findNextPow2(minW); minH = findNextPow2(minH);
if (minW != p->gpTexFBO.width || minH != p->gpTexFBO.height)
{
p->gpTexFBO.width = minW;
p->gpTexFBO.height = minH;
TEX::bind(p->gpTexFBO.tex);
TEX::allocEmpty(p->gpTexFBO.width, p->gpTexFBO.height);
}

View File

@ -388,29 +388,16 @@ struct WindowPrivate
void ensureBaseTexReady()
{
/* Make sure texture is big enough */
int newW = baseTex.width;
int newH = baseTex.height;
bool resizeNeeded = false;
/* Make sure texture is properly sized */
int newW = findNextPow2(size.x);
int newH = findNextPow2(size.y);
if (size.x > baseTex.width)
if (newW != baseTex.width || newH != baseTex.height)
{
newW = findNextPow2(size.x);
resizeNeeded = true;
shState->texPool().release(baseTex);
baseTex = shState->texPool().request(newW, newH);
baseTexDirty = true;
}
if (size.y > baseTex.height)
{
newH = findNextPow2(size.y);
resizeNeeded = true;
}
if (!resizeNeeded)
return;
shState->texPool().release(baseTex);
baseTex = shState->texPool().request(newW, newH);
baseTexDirty = true;
}
void redrawBaseTex()