By dropping the unconditional logic op disable at the end of
rendering, this fixes GL errors being thrown in GLES2 contexts (which
don't have logic ops). On desktop, this also means a little less
overhead per draw call from taking one less trip through the
glEnable/glDisable switch statement of do
By dropping the unconditional logic op disable at the end of
rendering, this fixes GL errors being thrown in GLES2 contexts (which
don't have logic ops). On desktop, this also means a little less
overhead per draw call from taking one less trip through the
glEnable/glDisable switch statement of do
On Tuesday 30 December 2014 14:54:27 Eric Anholt wrote:
> By dropping the unconditional logic op disable at the end of
> rendering, this fixes GL errors being thrown in GLES2 contexts (which
> don't have logic ops). On desktop, this also means a little less
> overhead per draw call from taking one
Kenneth Graunke writes:
> I remember commenting about this to Keith at one point, and I seem to recall
> him preferring idempotency - each operation alters some state, then puts it
> back when it's done. Except that we're really just mashing it on then
> mashing
> it off, not saving/restorin
Kenneth Graunke writes:
> On Tuesday 30 December 2014 14:54:27 Eric Anholt wrote:
>> By dropping the unconditional logic op disable at the end of
>> rendering, this fixes GL errors being thrown in GLES2 contexts (which
>> don't have logic ops). On desktop, this also means a little less
>> overhe
Eric Anholt writes:
> By dropping the unconditional logic op disable at the end of
> rendering, this fixes GL errors being thrown in GLES2 contexts (which
> don't have logic ops). On desktop, this also means a little less
> overhead per draw call from taking one less trip through the
> glEnable/
Keith Packard writes:
> Eric Anholt writes:
>
>> By dropping the unconditional logic op disable at the end of
>> rendering, this fixes GL errors being thrown in GLES2 contexts (which
>> don't have logic ops). On desktop, this also means a little less
>> overhead per draw call from taking one le
Eric Anholt writes:
> If logic op is enabled, blending doesn't happen.
Sure, but presumably we're almost always leaving the logic op disabled
as we're using either Render or GXcopy. *not* calling glDisable for
every operation seems like it might be a good idea.
> Yeah, I was a bit bothered by d