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For #pragmas, don't generate varyings for attributes that aren't used by the fragment shader. Pack other varyings more tightly.
We have an "oldBinding" value that we use for checking whether the vertex attribute was already bound to the current VAO, but we never set the state. Additionally, we're also checking whether the previous state was already any binding (optional is set), and don't re-enable the vertex attribute array. Additionally, we now only disable the vertex attribute array when the previous state was in fact an array attribute. We still don't deduplicate constant glVertexAttrib* calls, but that's a little trickier.
Don't review yet; I'm going to repurpose this PR to include the other GL performance fixes like #9185. |
@jfirebaugh looks like Firebase was in a bad state, canceling the jobs and restarting them did the trick. |
boundsj
approved these changes
Jun 13, 2017
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Thanks @jfirebaugh @kkaefer. We can update the iOS release notes after this lands to note that there have been some performance fixes made under the hood.
0c275ad (current release branch tip)
this PR
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zugaldia
approved these changes
Jun 14, 2017
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Cherry-picks the following OpenGL performance and compatibility fixes to the release branch: