Mercurial > sdl-ios-xcode
view test/testnativex11.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 | 089a77aebb7d |
children |
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#include "testnative.h" #ifdef TEST_NATIVE_X11 static void *CreateWindowX11(int w, int h); static void DestroyWindowX11(void *window); NativeWindowFactory X11WindowFactory = { "x11", CreateWindowX11, DestroyWindowX11 }; static Display *dpy; static void * CreateWindowX11(int w, int h) { Window window = 0; dpy = XOpenDisplay(NULL); if (dpy) { window = XCreateSimpleWindow(dpy, DefaultRootWindow(dpy), 0, 0, w, h, 0, 0, 0); XMapRaised(dpy, window); XSync(dpy, False); } return (void *) window; } static void DestroyWindowX11(void *window) { if (dpy) { XDestroyWindow(dpy, (Window) window); XCloseDisplay(dpy); } } #endif