Add some stats to get some idea of much alpha tested drawing we do.

Turns out it's one hell of a lot and we really should fix this by
checking both vertices and textures to deduce when we can just skip
alpha testing safely, probably quite often.

I care about this because alpha testing drawing is very expensive
on some mobile chips.
This commit is contained in:
Henrik Rydgard
2013-08-27 21:01:17 +02:00
parent d6709a0b32
commit 6360fcb0ae
6 changed files with 17 additions and 16 deletions
-13
View File
@@ -44,7 +44,6 @@
#include "math/math_util.h"
#include "math/lin/matrix4x4.h"
#include "ui/screen.h"
#include "ui/ui.h"
#include "ui/ui_context.h"
#include "ui/view.h"
@@ -403,16 +402,6 @@ void NativeInitGraphics() {
UIShader_Init();
// Old style theme, to be removed later
UITheme theme = {0};
theme.uiFont = UBUNTU24;
theme.uiFontSmall = UBUNTU24;
theme.uiFontSmaller = UBUNTU24;
theme.buttonImage = I_SOLIDWHITE; // not using classic buttons
theme.buttonSelected = I_SOLIDWHITE;
theme.checkOn = I_CHECKEDBOX;
theme.checkOff = I_SQUARE;
// memset(&ui_theme, 0, sizeof(ui_theme));
// New style theme
ui_theme.uiFont = UBUNTU24;
@@ -453,8 +442,6 @@ void NativeInitGraphics() {
ui_draw2d.Init();
ui_draw2d_front.Init();
UIInit(&ui_atlas, theme);
uiTexture = new Texture();
if (!uiTexture->Load("ui_atlas.zim")) {
PanicAlert("Failed to load ui_atlas.zim.\n\nPlace it in the directory \"assets\" under your PPSSPP directory.");