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Reduce texture binds and active texture calls for draw calls by better caching
[platform/core/uifw/dali-core.git]
/
dali
/
internal
/
render
/
renderers
/
scene-graph-image-renderer.cpp
diff --git
a/dali/internal/render/renderers/scene-graph-image-renderer.cpp
b/dali/internal/render/renderers/scene-graph-image-renderer.cpp
index
e35f5de
..
50853c3
100644
(file)
--- a/
dali/internal/render/renderers/scene-graph-image-renderer.cpp
+++ b/
dali/internal/render/renderers/scene-graph-image-renderer.cpp
@@
-266,14
+266,14
@@
void ImageRenderer::DoRender( BufferIndex bufferIndex, Program& program, const M
DALI_ASSERT_DEBUG( mVertexBuffer );
DALI_ASSERT_DEBUG( mVertexBuffer );
- mTextureCache->BindTexture( mTexture, mTextureId, GL_TEXTURE_2D, T
extureUnitAsGLenum( TEXTURE_UNIT_IMAGE )
);
+ mTextureCache->BindTexture( mTexture, mTextureId, GL_TEXTURE_2D, T
EXTURE_UNIT_IMAGE
);
if( mTexture->GetTextureId() == 0 )
{
return; // early out if we haven't got a GL texture yet (e.g. due to context loss)
}
if( mTexture->GetTextureId() == 0 )
{
return; // early out if we haven't got a GL texture yet (e.g. due to context loss)
}
- mTexture->ApplySampler( mSamplerBitfield );
+ mTexture->ApplySampler(
TEXTURE_UNIT_IMAGE,
mSamplerBitfield );
// Set sampler uniform
GLint samplerLoc = program.GetUniformLocation( Program::UNIFORM_SAMPLER );
// Set sampler uniform
GLint samplerLoc = program.GetUniformLocation( Program::UNIFORM_SAMPLER );