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Add UniformBlock::updateTextureParameters() optimization by Francisco Zurita
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d691d98451
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@ -156,7 +156,8 @@ void UniformBlock::updateTextureParameters()
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if (m_textureBlock.m_buffer == 0)
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return;
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GLbyte * pData = m_textureBlockData.data();
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std::vector<GLbyte> temp(m_textureBlockData.size(), 0);
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GLbyte * pData = temp.data();
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f32 texScale[4] = { gSP.texture.scales, gSP.texture.scalet, 0, 0 };
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memcpy(pData + m_textureBlock.m_offsets[tuTexScale], texScale, m_textureBlock.m_offsets[tuTexOffset] - m_textureBlock.m_offsets[tuTexScale]);
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@ -228,7 +229,10 @@ void UniformBlock::updateTextureParameters()
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glBindBuffer(GL_UNIFORM_BUFFER, m_textureBlock.m_buffer);
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}
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glBufferSubData(GL_UNIFORM_BUFFER, m_textureBlock.m_offsets[tuTexScale], m_textureBlockData.size(), pData);
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if(temp != m_textureBlockData) {
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m_textureBlockData = temp;
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glBufferSubData(GL_UNIFORM_BUFFER, m_textureBlock.m_offsets[tuTexScale], m_textureBlockData.size(), pData);
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}
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}
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void UniformBlock::updateLightParameters()
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