Cache shader uniform locations instead of looking them up every frame (1-2 fps boost yay?)

This commit is contained in:
parax0
2016-04-29 15:59:26 -06:00
parent e781908205
commit 420f483b56
4 changed files with 46 additions and 28 deletions

View File

@@ -229,10 +229,10 @@ void CDrawUtil::DrawBillboard(CTexture* pTexture, const CVector3f& Position, con
// Set uniforms
mpBillboardShader->SetCurrent();
GLuint ScaleLoc = mpBillboardShader->GetUniformLocation("BillboardScale");
static GLuint ScaleLoc = mpBillboardShader->GetUniformLocation("BillboardScale");
glUniform2f(ScaleLoc, Scale.X, Scale.Y);
GLuint TintLoc = mpBillboardShader->GetUniformLocation("TintColor");
static GLuint TintLoc = mpBillboardShader->GetUniformLocation("TintColor");
glUniform4f(TintLoc, Tint.R, Tint.G, Tint.B, Tint.A);
pTexture->Bind(0);
@@ -258,13 +258,13 @@ void CDrawUtil::DrawLightBillboard(ELightType Type, const CColor& LightColor, co
// Set uniforms
mpLightBillboardShader->SetCurrent();
GLuint ScaleLoc = mpLightBillboardShader->GetUniformLocation("BillboardScale");
static GLuint ScaleLoc = mpLightBillboardShader->GetUniformLocation("BillboardScale");
glUniform2f(ScaleLoc, Scale.X, Scale.Y);
GLuint ColorLoc = mpLightBillboardShader->GetUniformLocation("LightColor");
static GLuint ColorLoc = mpLightBillboardShader->GetUniformLocation("LightColor");
glUniform4f(ColorLoc, LightColor.R, LightColor.G, LightColor.B, LightColor.A);
GLuint TintLoc = mpLightBillboardShader->GetUniformLocation("TintColor");
static GLuint TintLoc = mpLightBillboardShader->GetUniformLocation("TintColor");
glUniform4f(TintLoc, Tint.R, Tint.G, Tint.B, Tint.A);
CTexture *pTexA = GetLightTexture(Type);
@@ -272,8 +272,8 @@ void CDrawUtil::DrawLightBillboard(ELightType Type, const CColor& LightColor, co
pTexA->Bind(0);
pTexB->Bind(1);
GLuint TextureLoc = mpLightBillboardShader->GetUniformLocation("Texture");
GLuint MaskLoc = mpLightBillboardShader->GetUniformLocation("LightMask");
static GLuint TextureLoc = mpLightBillboardShader->GetUniformLocation("Texture");
static GLuint MaskLoc = mpLightBillboardShader->GetUniformLocation("LightMask");
glUniform1i(TextureLoc, 0);
glUniform1i(MaskLoc, 1);
@@ -293,7 +293,7 @@ void CDrawUtil::UseColorShader(const CColor& kColor)
Init();
mpColorShader->SetCurrent();
GLuint ColorLoc = mpColorShader->GetUniformLocation("ColorIn");
static GLuint ColorLoc = mpColorShader->GetUniformLocation("ColorIn");
glUniform4f(ColorLoc, kColor.R, kColor.G, kColor.B, kColor.A);
CMaterial::KillCachedMaterial();
@@ -304,10 +304,10 @@ void CDrawUtil::UseColorShaderLighting(const CColor& kColor)
Init();
mpColorShaderLighting->SetCurrent();
GLuint NumLightsLoc = mpColorShaderLighting->GetUniformLocation("NumLights");
static GLuint NumLightsLoc = mpColorShaderLighting->GetUniformLocation("NumLights");
glUniform1i(NumLightsLoc, CGraphics::sNumLights);
GLuint ColorLoc = mpColorShaderLighting->GetUniformLocation("ColorIn");
static GLuint ColorLoc = mpColorShaderLighting->GetUniformLocation("ColorIn");
glUniform4f(ColorLoc, kColor.R, kColor.G, kColor.B, kColor.A);
CMaterial::KillCachedMaterial();
@@ -323,7 +323,7 @@ void CDrawUtil::UseTextureShader(const CColor& TintColor)
Init();
mpTextureShader->SetCurrent();
GLuint TintColorLoc = mpTextureShader->GetUniformLocation("TintColor");
static GLuint TintColorLoc = mpTextureShader->GetUniformLocation("TintColor");
glUniform4f(TintColorLoc, TintColor.R, TintColor.G, TintColor.B, TintColor.A);
CMaterial::KillCachedMaterial();
@@ -335,7 +335,7 @@ void CDrawUtil::UseCollisionShader(const CColor& TintColor /*= CColor::skWhite*/
mpCollisionShader->SetCurrent();
LoadCheckerboardTexture(0);
GLuint TintColorLoc = mpCollisionShader->GetUniformLocation("TintColor");
static GLuint TintColorLoc = mpCollisionShader->GetUniformLocation("TintColor");
glUniform4f(TintColorLoc, TintColor.R, TintColor.G, TintColor.B, TintColor.A);
CMaterial::KillCachedMaterial();