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| compiled | ||
| BufferToTexture11.hlsl | ||
| Clear11.hlsl | ||
| Passthrough2D11.hlsl | ||
| Passthrough3D11.hlsl | ||
| ResolveDepthStencil.hlsl | ||
| Swizzle11.hlsl | ||
| generate_shaders.bat |
- ClearShader made into a class that manages all required shaders and input layouts for clears - ClearShader reuses VS for all clear types. This reduces shader compilation time and memory usage significantly - Use constantBuffer for color/z values instead of VB to decouple VB & VS from clearType and allowing for the same VS to be used for multiple clear types - FL10+ Devices: Generate positions using SV_VertexID in VS to avoid having to bind VB. - FL93 Devices: Use an immutable VB containing only position data (SV_VertexID not supported) - Implement CB cache. Incoming color/Z values checked against cache and CB/cache only updated if there is a mismatch. Significantly reduces the frequency of expensive CB map/rename operations especially in common scenarios where most/all clears use the same color/z values BUG=angleproject:1935 Change-Id: I2015fbdcc135ba08b65dbecbe9c62499c2801037 Reviewed-on: https://chromium-review.googlesource.com/453882 Commit-Queue: Shahmeer Esmail <shahmeer.esmail@intel.com> Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by:Jamie Madill <jmadill@chromium.org>
| Name |
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| compiled | Loading commit data... | |
| BufferToTexture11.hlsl | Loading commit data... | |
| Clear11.hlsl | Loading commit data... | |
| Passthrough2D11.hlsl | Loading commit data... | |
| Passthrough3D11.hlsl | Loading commit data... | |
| ResolveDepthStencil.hlsl | Loading commit data... | |
| Swizzle11.hlsl | Loading commit data... | |
| generate_shaders.bat | Loading commit data... |