1. 23 Aug, 2020 1 commit
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    • Feedback Loop Redesign 1/3: Framebuffer Serials. · d0b270e6
      Jamie Madill authored
      Currently we track feedback loops by counting the times a Texture is
      bound as a sampler or image in a particular context. This is a bit
      tricky because Texture bindings change frequently. Relative to the
      number of times we need to check for a feedback loop this causes excess
      overhead.
      
      Usually Framebuffers have a low number of Textures bound (in many cases
      just 1). And Textures aren't usually bound to many different FBOs. So
      instead of counting the number of times a Texture is bound as a sampler
      or image we will track the Framebuffers that the Texture is bound to.
      
      Because FBOs are unique to a Context, a Texture could be bound to two
      different FBOs with the same ID. In this CL we introduce a new Serial
      for the FBO which is unique to an EGL Share Group. This way we can
      ensure we don't make the wrong call when a Texture is referenced by a
      Framebuffer. It also replaces the old FB serial which was again only
      unique to a particular Context.
      
      Bug: angleproject:4500
      Bug: angleproject:4959
      Change-Id: I0a9989d861a4132bd3b7ed85f699a4448ff37a4e
      Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2358849Reviewed-by: 's avatarJonah Ryan-Davis <jonahr@google.com>
      Reviewed-by: 's avatarTobin Ehlis <tobine@google.com>
      Reviewed-by: 's avatarCourtney Goeltzenleuchter <courtneygo@google.com>
      Commit-Queue: Jamie Madill <jmadill@chromium.org>