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Optimize non-solid polygon rasterization · 18c9ac49Nicolas Capens authored
Instead of using a batch size of 1, divide the batch size by 3 so that we have enough room for 3x more primitives to render. Also use local Triangle data structures to copy the vertices for the extra primitives, instead of adding them to the input batch. Bug: b/139872671 Change-Id: I1bc860d291b53fdd266b6c018ac0c47c876aaa09 Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/35588Tested-by:
Nicolas Capens <nicolascapens@google.com> Reviewed-by:
Ben Clayton <bclayton@google.com> Reviewed-by:
Alexis Hétu <sugoi@google.com> Kokoro-Presubmit: kokoro <noreply+kokoro@google.com>
18c9ac49
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