gstglcolorconvert: micro optimization

Don't call glClear && glClearColor at each draw since we're going to draw the
whole viewport anyway. Gets rid of a glFlush triggered by glClear on OSX.
This commit is contained in:
Alessandro Decina 2015-01-22 13:18:23 +11:00 committed by Tim-Philipp Müller
parent 5c81a68eb1
commit f31ba88835

View file

@ -1540,9 +1540,6 @@ _do_convert_draw (GstGLContext * context, GstGLColorConvert * convert)
gl->Viewport (0, 0, out_width, out_height); gl->Viewport (0, 0, out_width, out_height);
gl->ClearColor (0.0, 0.0, 0.0, 0.0);
gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gst_gl_shader_use (convert->shader); gst_gl_shader_use (convert->shader);
if (gl->BindVertexArray) if (gl->BindVertexArray)