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acc933b7c3
This change is an experimental implementation to use Pixel Buffer Objects. This reduces calls of glTexSubImage2D. This works only on desktops. Unfortunately WebGL does not have this features. Mobiles can have PBO as of OpenGL ES 3. Updates #976
36 lines
1009 B
Go
36 lines
1009 B
Go
// Copyright 2019 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// +build js android ios
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package opengl
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const canUsePBO = false
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type pboState struct{}
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var thePBOState pboState
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func (s *pboState) mapPBOIfNecessary(img *Image) {
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panic("opengl: PBO is not available in this environment")
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}
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func (s *pboState) draw(pix []byte, x, y, width, height int) {
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panic("opengl: PBO is not available in this environment")
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}
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func (s *pboState) ensurePBOUnmapped() {
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// Do nothing
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}
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