Apply GL_QCOM_binning_control if available

This commit is contained in:
raven02 2013-09-05 16:37:17 +08:00
parent 20f6e4b0de
commit a59c058bba

View File

@ -364,7 +364,26 @@ GLES_GPU::GLES_GPU()
} else {
glstate.SetVSyncInterval(g_Config.bVSync ? 1 : 0);
}
#ifdef ANDROID
if (gl_extensions.QCOM_binning_control)
/*
We can try different HINTS later or even with option to toggle for Adreno GPU
CPU_OPTIMIZED_QCOM
- binning algorithm focuses on lower CPU utilization (this path increases vertex processing
GPU_OPTIMIZED_QCOM
- binning algorithm focuses on lower GPU utilization (this path increases CPU usage
RENDER_DIRECT_TO_FRAMEBUFFER_QCOM
- render directly to the final framebuffer and bypass tile memory
(this path has a low CPU usage, but in some cases uses more memory bandwidth)
*/
glHint(GL_BINNING_CONTROL_HINT_QCOM, GL_RENDER_DIRECT_TO_FRAMEBUFFER_QCOM);
#endif
shaderManager_ = new ShaderManager();
transformDraw_.SetShaderManager(shaderManager_);
transformDraw_.SetTextureCache(&textureCache_);