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path: root/src/render/renderers/opengl/renderer/rendercommand.cpp
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* Split RenderCommand generation and uniform updatePaul Lemire2019-10-211-0/+14
| | | | | | | | | | | | | | | | In most cases, we can generate the RenderCommands once and reuse them in subsequent frames only updating the uniforms. We still have to copy the RenderCommands as the renderer renders while we start preparing the next frame. This is still faster than regenerating them entirely. Regenerating the entire commands will happen only when FrameGraph or Scene structure changes. That should rarely be happening on a per frame basis. Next step could be to look at how to only update commands for Entity with Parameters that have changed. Change-Id: I202870850a46fcd3946f81bffddb7027d192f374 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
* Fix Coverity warningsMike Krus2019-10-211-0/+1
| | | | | Change-Id: I00c875b48d838170fddf0b92f0ac5592828c6f0f Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
* Move Renderer specific classes into new folderPaul Lemire2018-03-191-0/+76
This is another step toward isolating the renderer from the render aspect Change-Id: I4031675b961d6645b65bbe05cf62d150993038b0 Task-number: QTBUG-61151 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>