Slightly optimise rendering

This commit is contained in:
UnknownShadow200 2024-08-30 07:24:58 +10:00
parent b98a7afacd
commit 8c4e42a43b

View File

@ -98,6 +98,8 @@ void Gfx_EndFrame(void) {
/*########################################################################################################################*
*---------------------------------------------------------Textures--------------------------------------------------------*
*#########################################################################################################################*/
static int tex_width, tex_height;
static GfxResourceID Gfx_AllocTexture(struct Bitmap* bmp, int rowWidth, cc_uint8 flags, cc_bool mipmaps) {
vramSetBankA(VRAM_A_TEXTURE);
@ -130,7 +132,12 @@ static GfxResourceID Gfx_AllocTexture(struct Bitmap* bmp, int rowWidth, cc_uint8
}
void Gfx_BindTexture(GfxResourceID texId) {
glBindTexture(0, (int)texId);
glBindTexture(0, (int)texId);
tex_width = 0;
tex_height = 0;
glGetInt(GL_GET_TEXTURE_WIDTH, &tex_width);
glGetInt(GL_GET_TEXTURE_HEIGHT, &tex_height);
}
void Gfx_UpdateTexture(GfxResourceID texId, int x, int y, struct Bitmap* part, int rowWidth, cc_bool mipmaps) {
@ -459,7 +466,7 @@ void Gfx_DrawVb_Lines(int verticesCount) {
static void Draw_ColouredTriangles(int verticesCount, int startVertex) {
glBegin(GL_QUADS);
GFX_BEGIN = GL_QUADS;
for (int i = 0; i < verticesCount; i++)
{
struct DSColouredVertex* v = (struct DSColouredVertex*)gfx_vertices + startVertex + i;
@ -468,14 +475,12 @@ static void Draw_ColouredTriangles(int verticesCount, int startVertex) {
GFX_VERTEX16 = v->xy;
GFX_VERTEX16 = v->z;
}
glEnd();
GFX_END = 0;
}
static void Draw_TexturedTriangles(int verticesCount, int startVertex) {
glBegin(GL_QUADS);
int width = 0, height = 0;
glGetInt(GL_GET_TEXTURE_WIDTH, &width);
glGetInt(GL_GET_TEXTURE_HEIGHT, &height);
GFX_BEGIN = GL_QUADS;
int width = tex_width, height = tex_height;
// Original code used was
// U = mulf32(v->u, inttof32(width))
@ -496,7 +501,7 @@ static void Draw_TexturedTriangles(int verticesCount, int startVertex) {
GFX_VERTEX16 = v->xy;
GFX_VERTEX16 = v->z;
}
glEnd();
GFX_END = 0;
}
void Gfx_DrawVb_IndexedTris_Range(int verticesCount, int startVertex) {