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  • angle
  • src
  • tests
  • gl_tests
  • VertexAttributeTest.cpp
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  • Jamie Madill's avatar
    D3D: Use a single D3D buffer per static vertex attribute. · e36b92d4
    Jamie Madill authored Mar 04, 2016
    The current caching logic stores multiple static attributes in a single
    buffer if the attributes share a D3D buffer - sometimes.
    If a buffer is 'committed' (has been used in a draw) then we would
    make a new D3D buffer for the next set of static attributes.
    
    Instead use a simpler scheme of a single D3D buffer for each
    static attribute. Also change rx::VertexBuffer to a reference
    counted class. This simplifies the caching logic for static vertex
    buffers (translated attributes) considerably. We only need to
    release the buffers when the ref count is zero, and ensure we
    track the ref count correctly when bound to D3D.
    
    This leads the way towards using a simpler dirty bit scheme for
    intelligent state updates, and less overhead doing work with
    buffer state updates.
    
    BUG=angleproject:1327
    
    Change-Id: I99461d50b9663024eaa654cd56b42a63f1416d08
    Reviewed-on: https://chromium-review.googlesource.com/330170Reviewed-by: 's avatarZhenyao Mo <zmo@chromium.org>
    Commit-Queue: Jamie Madill <jmadill@chromium.org>
    e36b92d4
VertexAttributeTest.cpp 21.5 KB
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