Mercurial > sdl-ios-xcode
annotate test/testnative.h @ 5053:b5b42be9333c
Fixed bug #1026
Vittorio Giovara 2010-07-16 19:09:28 PDT
i was reading SDL_renderer_gles and i noticed that every time we there
is some gl call the gl state is modified with a couple of
glEnableClientState()/glDisableClientState.
While this is completely fine for desktops systems, this is a major
performace kill on mobile devices, right where opengles is
implemented.
Normal practice in this case is to update the glstate once, keep it
always the same and disable/enable other states only in very special
occasions.
On the web there's plenty of documentation (on the top of my head
http://developer.apple.com/iphone/library/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/Performance/Performance.html#//apple_ref/doc/uid/TP40008793-CH105-SW5
) and i personally tried this.
I modified my code and got a 10 fps boost, then modified SDL_render_gles and
shifted from 40 fps to 50 fps alone -- considering that i started from ~30fps i
got an 80% performance increase with this technique.
I have attached a dif of my changes, hope that it will be included in
mainstream.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 19 Jan 2011 23:56:16 -0800 |
parents | 94dd49f6b005 |
children | e8916fe9cfc8 |
rev | line source |
---|---|
3059 | 1 |
2 /* Definitions for platform dependent windowing functions to test SDL | |
3 integration with native windows | |
4 */ | |
5 | |
6 #include "SDL.h" | |
7 | |
8 /* This header includes all the necessary system headers for native windows */ | |
9 #include "SDL_syswm.h" | |
10 | |
11 typedef struct | |
12 { | |
13 const char *tag; | |
3061 | 14 void *(*CreateNativeWindow) (int w, int h); |
15 void (*DestroyNativeWindow) (void *window); | |
3059 | 16 } NativeWindowFactory; |
17 | |
18 #ifdef SDL_VIDEO_DRIVER_WIN32 | |
19 #define TEST_NATIVE_WIN32 | |
20 extern NativeWindowFactory Win32WindowFactory; | |
21 #endif | |
22 | |
23 #ifdef SDL_VIDEO_DRIVER_X11 | |
24 #define TEST_NATIVE_X11 | |
25 extern NativeWindowFactory X11WindowFactory; | |
26 #endif | |
27 | |
28 #ifdef SDL_VIDEO_DRIVER_COCOA | |
29 /* Actually, we don't really do this, since it involves adding Objective C | |
30 support to the build system, which is a little tricky. You can uncomment | |
31 it manually though and link testnativecocoa.m into the test application. | |
32 */ | |
33 #if 1 | |
34 #define TEST_NATIVE_COCOA | |
35 extern NativeWindowFactory CocoaWindowFactory; | |
36 #endif | |
37 #endif |