From Michael Platings, To address performance bottleneck that occurs when using large number of uniforms introduced a name to uniqued ID scheme for Uniforms so comparisons can be done on a uint rather than a string.
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@@ -268,6 +268,9 @@ class OSG_EXPORT Uniform : public Object
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/** Return the internal data array type corresponding to a GLSL type */
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static GLenum getInternalArrayType( Type t );
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/** Return the number that the name maps to uniquely */
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static unsigned int getNameID(const std::string& name);
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/** convenient scalar (non-array) constructors w/ assignment */
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explicit Uniform( const char* name, float f );
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explicit Uniform( const char* name, int i );
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@@ -472,6 +475,8 @@ class OSG_EXPORT Uniform : public Object
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inline void setModifiedCount(unsigned int mc) { _modifiedCount = mc; }
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inline unsigned int getModifiedCount() const { return _modifiedCount; }
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/** Get the number that the Uniform's name maps to uniquely */
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unsigned int getNameID() const;
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void apply(const GL2Extensions* ext, GLint location) const;
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@@ -493,6 +498,8 @@ class OSG_EXPORT Uniform : public Object
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Type _type;
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unsigned int _numElements;
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unsigned int _nameID;
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// The internal data for osg::Uniforms are stored as an array of
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// getInternalArrayType() of length getInternalArrayNumElements().
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