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authorwm4 <wm4@nowhere>2016-03-24 21:22:10 +0100
committerwm4 <wm4@nowhere>2016-03-24 21:22:10 +0100
commitda015d9d0078b3fb803d3eb0a5f879e4f6e86c36 (patch)
tree72cf03425038ed704a85703e7a3361247a48e434 /player
parent73682a634a0810c3bfa5697f1dacbcf71075f9c8 (diff)
downloadmpv-da015d9d0078b3fb803d3eb0a5f879e4f6e86c36.tar.bz2
mpv-da015d9d0078b3fb803d3eb0a5f879e4f6e86c36.tar.xz
vo_opengl: utils: some more minor shader string building optimization
Instead of reallocating almost all of the shader string several times per pass, build it into a fixed buffer that will be reallocated as needed. While this still uses a linear search and full comparison of the shader text, this will compare the shader's string length first before doing a full comparison as a nice side effect. (That's also why the fragment shader is compared first - it's more likely to be different for different cache entries than the vertex shader stub.)
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