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
This commit is contained in:
2026-01-16 12:13:48 +01:00
parent eb5d5f9974
commit 0ef6d34435
14 changed files with 161 additions and 86 deletions

View File

@@ -44,8 +44,7 @@ class GfxGL2 : public GfxDriver {
void Deinit() override;
void NewFrame() override;
void BindTex(PD::Li::TexAddress addr) override;
void RenderDrawData(
const std::vector<PD::Li::Command::Ref>& Commands) override;
void RenderDrawData(const Li::CmdPool& Commands) override;
PD::Li::Texture::Ref LoadTex(
const std::vector<PD::u8>& pixels, int w, int h,
PD::Li::Texture::Type type = PD::Li::Texture::Type::RGBA32,