Play with glTexStorage2D

Should reduce memory movements.
This commit is contained in:
vlj 2014-06-01 02:48:03 +02:00
parent baf128059d
commit 63992a3908
2 changed files with 17 additions and 1 deletions

View File

@ -89,6 +89,19 @@ static PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribs_ARB;
static HGLRC getMeAGLContext(HDC HDc)
{
HGLRC hrc = 0;
int ctx44[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 4,
WGL_CONTEXT_MINOR_VERSION_ARB, 3,
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_DEBUG_BIT_ARB,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB,
0
};
hrc = wglCreateContextAttribs_ARB(HDc, 0, ctx44);
if (hrc)
return hrc;
int ctx40[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 4,

View File

@ -27,7 +27,10 @@ static GLuint generateRTT(const core::dimension2du &res, GLint internalFormat, G
GLuint result;
glGenTextures(1, &result);
glBindTexture(GL_TEXTURE_2D, result);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, res.Width, res.Height, 0, format, type, 0);
if (irr_driver->getGLSLVersion() < 420)
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, res.Width, res.Height, 0, format, type, 0);
else
glTexStorage2D(GL_TEXTURE_2D, 1, internalFormat, res.Width, res.Height);
return result;
}