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  • libANGLE
  • VertexArray_unittest.cpp
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  • Jamie Madill's avatar
    Split VAO dirty bits to speed iteration. · e858cb1d
    Jamie Madill authored Mar 27, 2018
    Using > 64 bits (we had over 90) would use a much slower dirty bit
    iteration. Speed this up by splitting the dirty bits into two levels.
    The first top level only has a single dirty bit per attrib, per
    binding, and one bit for the element array buffer. The next level has
    separate dirty bits for attribs and bindings.
    
    The D3D11 back-end doesn't actually care about individual dirty bits
    of attribs or bindings, since it resets entire attributes at a time,
    but the GL back-end only refreshes the necessary info.
    
    Improves the score of a simple state change microbenchmark by 15% on
    the D3D11 and GL back-ends with a no-op driver. Real-world impact will
    be smaller.
    
    Also includes a test suppression for an NVIDIA bug that surfaced when
    we changed the order of that GL commands were sent to the driver.
    
    BUG=angleproject:2389
    
    Change-Id: If8d5e5eb0b27e2a77e20535e33626183d372d311
    Reviewed-on: https://chromium-review.googlesource.com/556799Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org>
    Reviewed-by: 's avatarYuly Novikov <ynovikov@chromium.org>
    Commit-Queue: Jamie Madill <jmadill@chromium.org>
    e858cb1d
VertexArray_unittest.cpp 1.22 KB
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