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Merge pull request godotengine#110781 from Ivorforce/rasterizer-render-uv2-allocation
Use an array instead of `TightLocalVector` in `RasterizerSceneGLES3::_render_uv2`, to avoid allocation.
2 parents a20ca7b + bc7c05b commit 3bf0f77

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drivers/gles3/rasterizer_scene_gles3.cpp

Lines changed: 7 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -3839,12 +3839,13 @@ void RasterizerSceneGLES3::_render_uv2(const PagedArray<RenderGeometryInstance *
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scene_state.enable_gl_depth_draw(true);
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scene_state.set_gl_depth_func(GL_GREATER);
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3842-
TightLocalVector<GLenum> draw_buffers;
3843-
draw_buffers.push_back(GL_COLOR_ATTACHMENT0);
3844-
draw_buffers.push_back(GL_COLOR_ATTACHMENT1);
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draw_buffers.push_back(GL_COLOR_ATTACHMENT2);
3846-
draw_buffers.push_back(GL_COLOR_ATTACHMENT3);
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glDrawBuffers(draw_buffers.size(), draw_buffers.ptr());
3842+
constexpr GLenum draw_buffers[]{
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GL_COLOR_ATTACHMENT0,
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GL_COLOR_ATTACHMENT1,
3845+
GL_COLOR_ATTACHMENT2,
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GL_COLOR_ATTACHMENT3
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};
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glDrawBuffers(std::size(draw_buffers), draw_buffers);
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glClearColor(0.0, 0.0, 0.0, 0.0);
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RasterizerGLES3::clear_depth(0.0);

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