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internal/graphicsdriver/opengl: Stop using PBO
PBO was introduced to improve the performance at ReplacePixels, but we found that PBO can degrades the performance. Also, now multiple glTexImage2Ds are called successively like a batch, so the situation is now different from that time when PBO was introduced. Let's remove PBO usages and wait and see. Closes #1678
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@ -449,7 +449,7 @@ func (c *context) needsRestoring() bool {
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}
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}
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func (c *context) canUsePBO() bool {
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func (c *context) canUsePBO() bool {
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return isPBOAvailable()
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return false
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}
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}
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func (c *context) texSubImage2D(t textureNative, args []*driver.ReplacePixelsArgs) {
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func (c *context) texSubImage2D(t textureNative, args []*driver.ReplacePixelsArgs) {
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@ -530,7 +530,7 @@ func (c *context) needsRestoring() bool {
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}
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}
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func (c *context) canUsePBO() bool {
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func (c *context) canUsePBO() bool {
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return isWebGL2Available
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return false
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}
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}
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func (c *context) texSubImage2D(t textureNative, args []*driver.ReplacePixelsArgs) {
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func (c *context) texSubImage2D(t textureNative, args []*driver.ReplacePixelsArgs) {
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@ -120,6 +120,7 @@ func (i *Image) ReplacePixels(args []*driver.ReplacePixelsArgs) {
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}
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}
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i.graphics.drawCalled = false
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i.graphics.drawCalled = false
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// TODO: Now canUsePBO always returns false (#1678). Remove the code for PBO.
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if !i.graphics.context.canUsePBO() {
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if !i.graphics.context.canUsePBO() {
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i.graphics.context.texSubImage2D(i.textureNative, args)
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i.graphics.context.texSubImage2D(i.textureNative, args)
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return
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return
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