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https://gitea.wildfiregames.com/0ad/0ad.git
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Reorders GL error checks during a frame to ask only when needed, combines depth test switches.
This was SVN commit r25543.
This commit is contained in:
@@ -218,10 +218,7 @@ void Render()
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PROFILE3("render");
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ogl_WarnIfError();
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g_Profiler2.RecordGPUFrameStart();
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ogl_WarnIfError();
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// prepare before starting the renderer frame
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@@ -237,9 +234,10 @@ void Render()
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ogl_WarnIfError();
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if (g_Game && g_Game->IsGameStarted())
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{
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g_Game->GetView()->Render();
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ogl_WarnIfError();
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ogl_WarnIfError();
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}
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g_Renderer.RenderTextOverlays();
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@@ -251,45 +249,39 @@ void Render()
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}
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if (g_Game && g_Game->IsGameStarted())
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{
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g_Game->GetView()->GetCinema()->Render();
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ogl_WarnIfError();
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}
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ogl_WarnIfError();
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glDisable(GL_DEPTH_TEST);
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if (g_DoRenderGui)
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{
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// All GUI elements are drawn in Z order to render semi-transparent
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// objects correctly.
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glDisable(GL_DEPTH_TEST);
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g_GUI->Draw();
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glEnable(GL_DEPTH_TEST);
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ogl_WarnIfError();
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}
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ogl_WarnIfError();
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// If we're in Atlas game view, render special overlays (e.g. editor bandbox)
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// If we're in Atlas game view, render special overlays (e.g. editor bandbox).
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if (g_AtlasGameLoop && g_AtlasGameLoop->view)
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{
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g_AtlasGameLoop->view->DrawOverlays();
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ogl_WarnIfError();
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}
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// Text:
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glDisable(GL_DEPTH_TEST);
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g_Console->Render();
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ogl_WarnIfError();
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if (g_DoRenderLogger)
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{
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g_Logger->Render();
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ogl_WarnIfError();
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ogl_WarnIfError();
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}
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// Profile information
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g_ProfileViewer.RenderProfile();
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ogl_WarnIfError();
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// Draw the cursor (or set the Windows cursor, on Windows)
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@@ -355,7 +347,6 @@ void Render()
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ogl_WarnIfError();
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g_Profiler2.RecordGPUFrameEnd();
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ogl_WarnIfError();
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}
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