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Profiling shows that a considerable amount of time is spent in glBindBuffer and glBufferSubData when the damage rects are updated. Since the amount of data here is quite small it's far faster to check if it's different then to just blindly overwrite the buffer on each call. Profiled on an Intel CPU with UHD P630 Graphics using magic-trace |
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.. | ||
audiodevs | ||
cmake | ||
displayservers | ||
include | ||
renderers | ||
src | ||
CMakeLists.txt | ||
DEBUGGING.md |