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