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authorTom Cooksey <thomas.cooksey@nokia.com>2010-01-20 09:18:32 (GMT)
committerTom Cooksey <thomas.cooksey@nokia.com>2010-01-21 12:28:58 (GMT)
commit3a8236a01f89882d91e22a336f1e7134d3a84b68 (patch)
tree0fffca58e99c76092ccedfaf36157d0a48b9f4c4 /src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
parent1729c2baea4e39f97d71b77f4c25af131f23221c (diff)
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Use an attribute value for the PMV matrix rather than a uniform
This has several advantages: First, updating an attribute value seems to be cheaper than updating a uniform. Second, vertex atribute values are independent of shader program, which means they persist across changing of the shader program. This makes code simpler and reduces GL state changes. Note: Credit goes to Samuel for finding this little gem. :-) For the 25920 solid QGraphicsRectItem test case, this gives 10% improvement on desktop and 27% on the SGX. Reviewed-By: Kim
Diffstat (limited to 'src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h')
-rw-r--r--src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h2
1 files changed, 0 insertions, 2 deletions
diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
index ce1b538..8fa0eff 100644
--- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
+++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
@@ -252,8 +252,6 @@ public:
bool compositionModeDirty;
bool brushTextureDirty;
bool brushUniformsDirty;
- bool simpleShaderMatrixUniformDirty;
- bool shaderMatrixUniformDirty;
bool opacityUniformDirty;
bool stencilClean; // Has the stencil not been used for clipping so far?