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https://github.com/photonstorm/phaser
synced 2024-11-28 23:51:31 +00:00
The WebGLPipeline.flushLocked
property has been removed. A pipeline can never flush in the middle of a flush anyway, so it was just wasting CPU cycles being set.
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6ed84e2f34
commit
7ffa615831
1 changed files with 3 additions and 19 deletions
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@ -15,7 +15,7 @@ var Utils = require('./Utils');
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* The `WebGLPipeline` is a base class used by all of the core Phaser pipelines.
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* The `WebGLPipeline` is a base class used by all of the core Phaser pipelines.
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*
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*
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* It describes the way elements will be rendered in WebGL. Internally, it handles
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* It describes the way elements will be rendered in WebGL. Internally, it handles
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* compiling the shaders, creating vertex buffers, assigning primitive topolgy and
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* compiling the shaders, creating vertex buffers, assigning primitive topology and
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* binding vertex attributes, all based on the given configuration data.
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* binding vertex attributes, all based on the given configuration data.
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*
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*
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* The pipeline is configured by passing in a `WebGLPipelineConfig` object. Please
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* The pipeline is configured by passing in a `WebGLPipelineConfig` object. Please
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@ -173,7 +173,7 @@ var WebGLPipeline = new Class({
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}
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}
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/**
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/**
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* The handle to a WebGL program.
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* A reference to the WebGLProgram (shader) that this pipeline is using.
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*
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#program
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* @name Phaser.Renderer.WebGL.WebGLPipeline#program
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* @type {WebGLProgram}
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* @type {WebGLProgram}
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@ -220,7 +220,7 @@ var WebGLPipeline = new Class({
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this.bytes = new Uint8Array(this.vertexData);
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this.bytes = new Uint8Array(this.vertexData);
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/**
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/**
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* This will store the amount of components of 32 bit length.
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* The amount of vertex attribute components of 32 bit length.
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*
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#vertexComponentCount
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* @name Phaser.Renderer.WebGL.WebGLPipeline#vertexComponentCount
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* @type {integer}
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* @type {integer}
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@ -228,16 +228,6 @@ var WebGLPipeline = new Class({
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*/
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*/
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this.vertexComponentCount = Utils.getComponentCount(this.attributes, gl);
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this.vertexComponentCount = Utils.getComponentCount(this.attributes, gl);
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/**
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* Indicates if the current pipeline is flushing the contents to the GPU.
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* When the variable is set the flush function will be locked.
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*
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* @name Phaser.Renderer.WebGL.WebGLPipeline#flushLocked
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* @type {boolean}
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* @since 3.1.0
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*/
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this.flushLocked = false;
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/**
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/**
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* Indicates if the current pipeline is active or not for this frame only.
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* Indicates if the current pipeline is active or not for this frame only.
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* Reset in the onRender method.
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* Reset in the onRender method.
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@ -584,10 +574,6 @@ var WebGLPipeline = new Class({
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*/
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*/
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flush: function ()
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flush: function ()
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{
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{
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if (this.flushLocked) { return this; }
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this.flushLocked = true;
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var gl = this.gl;
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var gl = this.gl;
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var vertexCount = this.vertexCount;
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var vertexCount = this.vertexCount;
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var topology = this.topology;
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var topology = this.topology;
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@ -595,7 +581,6 @@ var WebGLPipeline = new Class({
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if (vertexCount === 0)
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if (vertexCount === 0)
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{
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{
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this.flushLocked = false;
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return;
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return;
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}
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}
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@ -603,7 +588,6 @@ var WebGLPipeline = new Class({
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gl.drawArrays(topology, 0, vertexCount);
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gl.drawArrays(topology, 0, vertexCount);
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this.vertexCount = 0;
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this.vertexCount = 0;
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this.flushLocked = false;
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return this;
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return this;
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},
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},
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