forked from AuroraMiddleware/gtk
0812d691b3
Just like we reuse texture ids with the same size we can, at the expense of a little memory, reuse vertex buffers if they reference the same attributes and contain the same data. Each VAO is marked as free at the end of the frame, and if it's not reused in the following frame, it gets dropped. |
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.. | ||
resources/glsl | ||
gsk.h | ||
gskcairorenderer.c | ||
gskcairorendererprivate.h | ||
gskdebug.c | ||
gskdebugprivate.h | ||
gskenums.h | ||
gskenumtypes.c.template | ||
gskenumtypes.h.template | ||
gskgldriver.c | ||
gskgldriverprivate.h | ||
gskglprofiler.c | ||
gskglprofilerprivate.h | ||
gskglrenderer.c | ||
gskglrendererprivate.h | ||
gskprivate.c | ||
gskprivate.h | ||
gskprofiler.c | ||
gskprofilerprivate.h | ||
gskrenderer.c | ||
gskrenderer.h | ||
gskrendererprivate.h | ||
gskrendernode.c | ||
gskrendernode.h | ||
gskrendernodeiter.c | ||
gskrendernodeiter.h | ||
gskrendernodeprivate.h | ||
gskshaderbuilder.c | ||
gskshaderbuilderprivate.h | ||
gsktypes.h | ||
Makefile.am |