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Remove unnecessary begin/end_frame() from renderers

Daniele Bartolini 12 роки тому
батько
коміт
2ea26c89e8

+ 1 - 3
src/Device.cpp

@@ -350,13 +350,11 @@ void Device::frame()
 
 	m_input_manager->event_loop();
 
-	m_renderer->begin_frame();
-
 	game_frame(last_delta_time());
 
 	m_debug_renderer->draw_all();
 
-	m_renderer->end_frame();
+	m_renderer->frame();
 
 	m_frame_count++;
 }

+ 1 - 4
src/renderers/Renderer.h

@@ -161,10 +161,7 @@ public:
 	//virtual void			destroy_render_buffer(RenderBufferId id) = 0;
 
 	///	Tasks to perform before a frame is rendered.
-	virtual void			begin_frame() = 0;
-
-	/// Tasks to perform after a frame is rendered.
-	virtual void			end_frame() = 0;
+	virtual void			frame() = 0;
 
 	/// Sets the clearing color of the framebuffer.
 	virtual void			set_clear_color(const Color4& color) = 0;

+ 1 - 5
src/renderers/gl/GLRenderer.cpp

@@ -788,7 +788,7 @@ void GLRenderer::get_scissor_params(int32_t& x, int32_t& y, int32_t& width, int3
 }
 
 //-----------------------------------------------------------------------------
-void GLRenderer::begin_frame()
+void GLRenderer::frame()
 {
 	// Clear frame/depth buffer
 	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@@ -798,11 +798,7 @@ void GLRenderer::begin_frame()
 
 	set_gpu_program_mat4_uniform(m_default_gpu_program, "mvp_matrix", m_model_view_projection_matrix);
 	set_gpu_program_vec3_uniform(m_default_gpu_program, "color", Vec3(0, 1, 0));
-}
 
-//-----------------------------------------------------------------------------
-void GLRenderer::end_frame()
-{
 	glFinish();
 
 	check_gl_errors();

+ 1 - 3
src/renderers/gl/GLRenderer.h

@@ -151,9 +151,7 @@ public:
 	// RenderBufferId	create_render_buffer(uint32_t width, uint32_t height, PixelFormat format);
 	// void				destroy_render_buffer(RenderBufferId id);
 
-	// Called once a frame
-	void				begin_frame();
-	void				end_frame();
+	void				frame();
 
 	void				set_clear_color(const Color4& color);
 

+ 1 - 6
src/renderers/gles/GLESRenderer.cpp

@@ -774,7 +774,7 @@ void GLESRenderer::get_scissor_params(int32_t& x, int32_t& y, int32_t& width, in
 }
 
 //-----------------------------------------------------------------------------
-void GLESRenderer::begin_frame()
+void GLESRenderer::frame()
 {
 	// Clear frame/depth buffer
 	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@@ -784,13 +784,8 @@ void GLESRenderer::begin_frame()
 
 	set_gpu_program_mat4_uniform(m_default_gpu_program, "mvp_matrix", m_model_view_projection_matrix);
 	set_gpu_program_vec3_uniform(m_default_gpu_program, "color", Vec3(0, 1, 0));
-}
 
-//-----------------------------------------------------------------------------
-void GLESRenderer::end_frame()
-{
 	glFinish();
-
 	check_gl_errors();
 }
 

+ 1 - 3
src/renderers/gles/GLESRenderer.h

@@ -151,9 +151,7 @@ public:
 	// RenderBufferId	create_render_buffer(uint32_t width, uint32_t height, PixelFormat format);
 	// void				destroy_render_buffer(RenderBufferId id);
 
-	// Called once a frame
-	void				begin_frame();
-	void				end_frame();
+	void				frame();
 
 	void				set_clear_color(const Color4& color);