In our current code, we would use a staging texture as the working copy for buffer updates. This would trigger very large memcpy calls in some cases for large buffers with small updates. Instead, use a CPU memory buffer storage, and work with this storage when the user updates data. This plays much nicer with the VertexDataManager. BUG=angle:912 BUG=457338 Change-Id: I8c32d3d9bb321a06534556ce05b4b99dc3d1e961 Reviewed-on: https://chromium-review.googlesource.com/252963Reviewed-by:Jamie Madill <jmadill@chromium.org> Tested-by:
Jamie Madill <jmadill@chromium.org>
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| AttributeMap.cpp | Loading commit data... | |
| AttributeMap.h | Loading commit data... | |
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| Fence.cpp | Loading commit data... | |
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| Float16ToFloat32.cpp | Loading commit data... | |
| Float16ToFloat32.py | Loading commit data... | |
| Framebuffer.cpp | Loading commit data... | |
| Framebuffer.h | Loading commit data... | |
| FramebufferAttachment.cpp | Loading commit data... | |
| FramebufferAttachment.h | Loading commit data... | |
| HandleAllocator.cpp | Loading commit data... | |
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| Query.h | Loading commit data... | |
| RefCountObject.cpp | Loading commit data... | |
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| ResourceManager.h | Loading commit data... | |
| Sampler.cpp | Loading commit data... | |
| Sampler.h | Loading commit data... | |
| Shader.cpp | Loading commit data... | |
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| Surface.cpp | Loading commit data... | |
| Surface.h | Loading commit data... | |
| Texture.cpp | Loading commit data... | |
| Texture.h | Loading commit data... | |
| TransformFeedback.cpp | Loading commit data... | |
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| Uniform.h | Loading commit data... | |
| VertexArray.cpp | Loading commit data... | |
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