Refactor the Command / DrawList System
Use Command Pool instead of always allocating. This gives us e big performance diffrence on the 3ds Fixed IDS of ui7 for now
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@@ -42,8 +42,7 @@ class GfxC3D : public GfxDriver {
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void Deinit() override;
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void NewFrame() override;
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void BindTex(PD::Li::TexAddress addr) override;
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void RenderDrawData(
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const std::vector<PD::Li::Command::Ref>& Commands) override;
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void RenderDrawData(const PD::Li::CmdPool& Commands) override;
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PD::Li::Texture::Ref LoadTex(
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const std::vector<PD::u8>& pixels, int w, int h,
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PD::Li::Texture::Type type = PD::Li::Texture::Type::RGBA32,
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