Fix excessive glObjectLabel calls for vertex/index buffers#2662
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Fix excessive glObjectLabel calls for vertex/index buffers#2662
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…eBufferData Agent-Logs-Url: https://github.com/jMonkeyEngine/jmonkeyengine/sessions/501d5732-4a8d-44c1-822f-aa66e86d399a Co-authored-by: riccardobl <4943530+riccardobl@users.noreply.github.com>
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[WIP] Fix excessive calls to glObjectLabel in setVertexAttrib
Fix excessive glObjectLabel calls for vertex/index buffers
Mar 28, 2026
Trass3r
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Mar 28, 2026
| //statistics.onNewVertexBuffer(); | ||
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| if (debug && caps.contains(Caps.GLDebug)) { | ||
| glext.glObjectLabel(GLExt.GL_BUFFER, bufId, vb.getName()); |
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It's not that easy due to GL's bind-to-create concept.
See Trass3r@f994546.
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glObjectLabelwas being called insetVertexAttribon every render update for every vertex buffer, causing measurable CPU overhead visible in profiles and RenderDoc. Index buffers were never labeled at all sincesetVertexAttribrejects them early.Changes
updateBufferData(VertexBuffer): AddglObjectLabelcall immediately after buffer creation (bufId == -1path), consistent with how shaders are labeled at creation timesetVertexAttrib: Remove the per-frameglObjectLabelcall entirelyvb.getName() != nullguard —VertexBuffer.getName()never returnsnull(falls back to a generated name likeVertexBuffer(Position))Index buffers now get labeled correctly as a natural consequence of the move — they pass through
updateBufferDatajust like vertex buffers.Warning
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