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authorTom Englund <tomenglund26@gmail.com>2026-01-17 15:31:19 +0100
committerGitHub <noreply@github.com>2026-01-17 15:31:19 +0100
commitc99eb23869da2b80e3613a886aa1b99851367a3c (patch)
tree249562765661d9a5557c91d4b2f98bbc48d5a768 /src/managers/PointerManager.cpp
parent92a3b9199939c8b7b61281d1d59dbaa9cc2b2d6c (diff)
renderer: optimise shader usage further, split shaders and add more caching (#12992)
* shader: split CM rgba/rgbx into discard ones make it branchless if we have no discards. * shader: ensure we dont stall on vbo uv buffer if we render a new texture before the previous was done gpu wise its going to stall until done, call glBufferData to orphan the data. this allows the driver to return a new memory block immediately if the GPU is still reading from the previous one * protocols: ensure we reset GL_PACK_ALIGNMENT reset GL_PACK_ALIGNMENT back to the default initial value of 4 * shader: use unsigned short in VAO loose a tiny bit of precision but gain massive bandwidth reductions. use GL_UNSIGNED_SHORT and set it as normalized. clamp and round the UV for uint16_t in customUv. * shader: interleave vertex buffers use std::array for fullverts, use a single interleaved buffer for position and uv, should in theory improve cache locality. and also remove the need to have two buffers around. * shader: revert precision drop we need the float precision because we might have 1.01 or similiar floats entering CM shader maths, and rounding/clamping those means the maths turns out wrong. so revert back to float, sadly higher bandwidth usage. * update doColorManagement api * convert primaries to XYZ on cpu * remove unused primaries uniform --------- Co-authored-by: UjinT34 <ujint34@mail.ru>
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