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| Common | ||
| D3D8 | ||
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| swiftshader.gni |
- The SamplingRoutine cache is now owned by the Device and has the same lifetime as the device, which means it gets released when the device gets released. - Added a utility class, SamplingRoutineCache, to contain the cache and release all routine entries upon destruction. - Added a pointer to the current device in the sampler object in order to retrieve it during sampling, in order to access the routine cache - The cache is now internally an LRUCache, so it can't cache a large quantity of routines and take up a lot of memory. Bug b/129523279 b/137649247 b/137524292 chromium:971325 Change-Id: If4ff1fbc87962355d0a281b9d0acace4316a02b8 Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/32688Tested-by:Alexis Hétu <sugoi@google.com> Presubmit-Ready: Alexis Hétu <sugoi@google.com> Reviewed-by:
Chris Forbes <chrisforbes@google.com> Kokoro-Presubmit: kokoro <noreply+kokoro@google.com>
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