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Redundant texture updates? #35

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cmaughan opened this issue Nov 28, 2019 · 0 comments
Open

Redundant texture updates? #35

cmaughan opened this issue Nov 28, 2019 · 0 comments

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@cmaughan
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From my reading of this code:

  • when a target has filter type 'mipmap' on it, it looks like every time that target is bound as a source in a pass, glGenerateMipmaps is called; even if the target has not been updated. For example, if Pass_A writes to target A, then Pass_B, C, D will each regenerate the mipmaps, even if the target has not been touched again.
  • every time an audio input is supplied to a shader, it looks like a new upload of the sound buffer data is done, even if a new frame of audio has not been delivered. It's clear that the FFT is done once per frame of audio, but I believe the texture upload is happening every time.
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