gl_engine/renderer: skip sync if nothing should be done.

update by 66305f3e6d
This commit is contained in:
Hermet Park 2023-11-15 21:21:54 +09:00
parent 66305f3e6d
commit 6e6dd8a97e

View file

@ -82,6 +82,9 @@ bool GlRenderer::target(TVG_UNUSED uint32_t* buffer, uint32_t stride, uint32_t w
bool GlRenderer::sync() bool GlRenderer::sync()
{ {
//nothing to be done.
if (mRenderPassStack.size() == 0) return true;
mGpuBuffer->flushToGPU(); mGpuBuffer->flushToGPU();
// Blend function for straight alpha // Blend function for straight alpha
@ -91,8 +94,6 @@ bool GlRenderer::sync()
mGpuBuffer->bind(); mGpuBuffer->bind();
assert(mRenderPassStack.size() == 1);
auto task = mRenderPassStack.front().endRenderPass<GlBlitTask>(nullptr, mTargetFboId); auto task = mRenderPassStack.front().endRenderPass<GlBlitTask>(nullptr, mTargetFboId);
task->setSize(surface.w, surface.h); task->setSize(surface.w, surface.h);