Use an array instead of TightLocalVector in RasterizerSceneGLES3::_render_uv2, to avoid allocation.

This commit is contained in:
Lukas Tenbrink 2025-09-22 16:06:40 +02:00
parent 149a4b4ca1
commit bc7c05bfbd

View file

@ -3839,12 +3839,13 @@ void RasterizerSceneGLES3::_render_uv2(const PagedArray<RenderGeometryInstance *
scene_state.enable_gl_depth_draw(true);
scene_state.set_gl_depth_func(GL_GREATER);
TightLocalVector<GLenum> draw_buffers;
draw_buffers.push_back(GL_COLOR_ATTACHMENT0);
draw_buffers.push_back(GL_COLOR_ATTACHMENT1);
draw_buffers.push_back(GL_COLOR_ATTACHMENT2);
draw_buffers.push_back(GL_COLOR_ATTACHMENT3);
glDrawBuffers(draw_buffers.size(), draw_buffers.ptr());
constexpr GLenum draw_buffers[]{
GL_COLOR_ATTACHMENT0,
GL_COLOR_ATTACHMENT1,
GL_COLOR_ATTACHMENT2,
GL_COLOR_ATTACHMENT3
};
glDrawBuffers(std::size(draw_buffers), draw_buffers);
glClearColor(0.0, 0.0, 0.0, 0.0);
RasterizerGLES3::clear_depth(0.0);