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author | Mike Erwin <significant.bit@gmail.com> | 2016-11-09 07:53:59 +0300 |
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committer | Mike Erwin <significant.bit@gmail.com> | 2016-11-09 07:53:59 +0300 |
commit | a0ae6d7116c289335a870b5ff5360f896af327ba (patch) | |
tree | 635ab70eee2d5ff851ae396a66985cffb3f142c2 /source/blender/render | |
parent | 2b726b054e3385708b031bebb50c59f7cbb7c149 (diff) |
OpenGL: manage built-in shaders better
As our library of built-in shaders grows, it's important to create, access, and discard them efficiently.
Lookup via GPU_shader_get_builtin is now constant time instead of linear (# of built-in shaders). This is called very often with our new immediate mode.
Creation and discard are unified.
Adding a new shader requires fewer steps.
365 lines shorter :D
Diffstat (limited to 'source/blender/render')
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