Mildly improves rendering performance by caching OpenGL resources. Namely: - Cache shader program, VBO/EBO, and textures per output - Automatically free image data after GPU upload - Force RGBA format for consistent texture handling - Track texture state across output changes - Add texture invalidation on image changes This reduces the memory usage by a solid 30MB, but it's still not quite enough. I expect (or rather, hope) that we can cut it by half. Signed-off-by: NotAShelf <raf@notashelf.dev> Change-Id: I6a6a6964eebc783c5bc07b1fef7548a8d49f529c |
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chroma.h | ||
stb_image.h |