From 4fadb6525941cc743be395edf5d10dfffa076944 Mon Sep 17 00:00:00 2001 From: Ryan Houdek Date: Sat, 26 Jan 2013 11:24:24 -0600 Subject: Only check shader compilation status in debug or with DEBUG_GLSL defined. invalidate range on bindbufferrange since we don't care about what is in the range. Both give a performance boost for me. --- Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp') diff --git a/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp b/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp index 44906bdf0b..73a9d5b105 100644 --- a/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp +++ b/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp @@ -200,7 +200,7 @@ void ProgramShaderCache::UploadConstants() glBufferData(GL_UNIFORM_BUFFER, UBO_LENGTH, NULL, GL_STREAM_DRAW); s_ubo_iterator = 0; } - void *ubo = glMapBufferRange(GL_UNIFORM_BUFFER, s_ubo_iterator, s_ubo_buffer_size, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT); + void *ubo = glMapBufferRange(GL_UNIFORM_BUFFER, s_ubo_iterator, s_ubo_buffer_size, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_RANGE_BIT); memcpy(ubo, s_ubo_buffer, s_ubo_buffer_size); glUnmapBuffer(GL_UNIFORM_BUFFER); -- cgit v1.2.3