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Only dirty the uniforms if the uniforms are dirty. This gives about a 20% reduction in ANGLE overhead on a targeted micro-benchmark. It probably won't have that large of an impact on most real-world applications, but it was strictly unnecessary work. Something that came up when investigating the internal program binary cache in ANGLE D3D11. BUG=angleproject:2053 Change-Id: I2d55c010c29ce9627a9001dd2abe6e549f0b7e8c Reviewed-on: https://chromium-review.googlesource.com/524297Reviewed-by:Geoff Lang <geofflang@chromium.org> Reviewed-by:
Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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