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  • angle
  • src
  • libANGLE
  • FramebufferAttachment.cpp
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  • Jamie Madill's avatar
    D3D11: Lazy robust resource init. · 05b35b21
    Jamie Madill authored Oct 03, 2017
    This patch moves the robust resource init logic to the GL front-end.
    Instead of initializing texture resources immediately on creation in
    D3D11, it defers the clear until before a draw call in some cases, or
    skips the update if we can determine if a texture (or other resource)
    has been fully initialized.
    
    Currently lazy init is only implemented for Textures, Renderbuffers,
    and Surfaces.
    
    Various places where lazy resource init is triggered:
    * Framebuffer operations (Draw, Blit, CopyTexImage, Clear, ReadPixels)
    * Texture operations (SubImage, GenerateMipmap, CopyTexImage)
    
    Some efficiency gains remain to be implemented, such as when a
    SubImage call fills the entire object. Similarly for Blit, and a few
    other operations. In these cases we can skip lazy init as an
    optimization. Edge cases with EGLImage are mostly untested.
    
    BUG=angleproject:2107
    
    Change-Id: I2bf3a69b1eae0d4feeb5b17daca23451f1037be8
    Reviewed-on: https://chromium-review.googlesource.com/576058
    Commit-Queue: Jamie Madill <jmadill@chromium.org>
    Reviewed-by: 's avatarCorentin Wallez <cwallez@chromium.org>
    05b35b21
FramebufferAttachment.cpp 10.4 KB
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