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 Change-Id: I8c32d3d9bb321a06534556ce05b4b99dc3d1e961 Reviewed-on: https://chromium-review.googlesource.com/249183Tested-by:Jamie Madill <jmadill@chromium.org> Reviewed-by:
Geoff Lang <geofflang@chromium.org>
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| d3d | Loading commit data... | |
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| BufferImpl.h | Loading commit data... | |
| CompilerImpl.h | Loading commit data... | |
| DefaultAttachmentImpl.h | Loading commit data... | |
| DisplayImpl.cpp | Loading commit data... | |
| DisplayImpl.h | Loading commit data... | |
| FenceNVImpl.h | Loading commit data... | |
| FenceSyncImpl.h | Loading commit data... | |
| FramebufferImpl.h | Loading commit data... | |
| Image.h | Loading commit data... | |
| IndexRangeCache.cpp | Loading commit data... | |
| IndexRangeCache.h | Loading commit data... | |
| ProgramImpl.cpp | Loading commit data... | |
| ProgramImpl.h | Loading commit data... | |
| QueryImpl.h | Loading commit data... | |
| RenderbufferImpl.cpp | Loading commit data... | |
| RenderbufferImpl.h | Loading commit data... | |
| Renderer.cpp | Loading commit data... | |
| Renderer.h | Loading commit data... | |
| ShaderImpl.h | Loading commit data... | |
| SurfaceImpl.cpp | Loading commit data... | |
| SurfaceImpl.h | Loading commit data... | |
| TextureImpl.h | Loading commit data... | |
| TransformFeedbackImpl.h | Loading commit data... | |
| VertexArrayImpl.h | Loading commit data... | |
| Workarounds.h | Loading commit data... | |
| generate_new_renderer.py | Loading commit data... |