mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2026-08-14 05:52:32 -05:00
Only check shader compilation status in debug or with DEBUG_GLSL defined. invalidate range on bindbufferrange since we don't care about what is in the range. Both give a performance boost for me.
This commit is contained in:
@@ -119,7 +119,7 @@ bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrpr
|
||||
|
||||
glShaderSource(result, 1, &pstrprogram, NULL);
|
||||
glCompileShader(result);
|
||||
|
||||
#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
|
||||
GLsizei length = 0;
|
||||
glGetShaderiv(result, GL_INFO_LOG_LENGTH, &length);
|
||||
if (length > 1)
|
||||
@@ -147,6 +147,7 @@ bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrpr
|
||||
glDeleteShader(result);
|
||||
return false;
|
||||
}
|
||||
#endif
|
||||
(void)GL_REPORT_ERROR();
|
||||
vs.glprogid = result;
|
||||
return true;
|
||||
|
||||
Reference in New Issue
Block a user