view src/main/dummy/SDL_dummy_main.c @ 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 791b3256fb22
children
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/* Include the SDL main definition header */
#include "SDL_main.h"

#ifdef main
#undef main
int
main(int argc, char *argv[])
{
    return (SDL_main(argc, argv));
}
#else
/* Nothing to do on this platform */
int
SDL_main_stub_symbol(void);

int
SDL_main_stub_symbol(void)
{
    return 0;
}
#endif

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