view VisualC/tests/testgl/testgl_VS2005.vcproj @ 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 223ab94286a3
children
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<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
	ProjectType="Visual C++"
	Version="8.00"
	Name="testgl"
	ProjectGUID="{272D976B-A1DF-4DEB-BD7F-5C0D330E0C7D}"
	>
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		<Platform
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		/>
	</Platforms>
	<ToolFiles>
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			OutputDirectory=".\Debug"
			IntermediateDirectory=".\Debug"
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			InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC70.vsprops"
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				PreprocessorDefinitions="_DEBUG"
				MkTypLibCompatible="true"
				SuppressStartupBanner="true"
				TargetEnvironment="1"
				TypeLibraryName=".\Debug/testgl.tlb"
			/>
			<Tool
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				AdditionalIncludeDirectories="..\..\..\include"
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				RuntimeLibrary="2"
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				AdditionalOptions="/MACHINE:I386"
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			>
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			>
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			>
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</VisualStudioProject>