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authorNiklas Haas <git@haasn.xyz>2017-08-18 02:31:58 +0200
committerMartin Herkt <652892+lachs0r@users.noreply.github.com>2017-12-25 00:47:53 +0100
commita3c9685257e60e32646bb54a895ef7574a945f69 (patch)
tree03d351a787997037631fc7b6e3576a67707b0b7b /video/out/gpu/shader_cache.c
parent6186cc79e6b95a52f5d2ec6075416cbc58c7539f (diff)
downloadmpv-a3c9685257e60e32646bb54a895ef7574a945f69.tar.bz2
mpv-a3c9685257e60e32646bb54a895ef7574a945f69.tar.xz
vo_gpu: invalidate fbotex before drawing
Don't discard the OSD or pass_draw_to_screen passes though. Could be faster on some hardware.
Diffstat (limited to 'video/out/gpu/shader_cache.c')
-rw-r--r--video/out/gpu/shader_cache.c3
1 files changed, 2 insertions, 1 deletions
diff --git a/video/out/gpu/shader_cache.c b/video/out/gpu/shader_cache.c
index 6d0f370568..780bf7f5d7 100644
--- a/video/out/gpu/shader_cache.c
+++ b/video/out/gpu/shader_cache.c
@@ -965,13 +965,14 @@ static void gl_sc_generate(struct gl_shader_cache *sc,
}
struct mp_pass_perf gl_sc_dispatch_draw(struct gl_shader_cache *sc,
- struct ra_tex *target,
+ struct ra_tex *target, bool discard,
const struct ra_renderpass_input *vao,
int vao_len, size_t vertex_stride,
void *vertices, size_t num_vertices)
{
struct timer_pool *timer = NULL;
+ sc->params.invalidate_target = discard;
gl_sc_generate(sc, RA_RENDERPASS_TYPE_RASTER, target->params.format,
vao, vao_len, vertex_stride);
if (!sc->current_shader)