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ee009b8e
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2014-09-19T13:17:51
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Fix a NULL dereference on buffer initialization.
In some cases, where the user would create a buffer with NULL (empty)
data, we would attempt to dereference NULL when drawing with the
buffer as a vertex attribute.
BUG=angle:749
Change-Id: Ied5ecbab4608c85890cdf7cc32a8dae46989e33b
Reviewed-on: https://chromium-review.googlesource.com/219090
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shannon Woods <shannonwoods@chromium.org>
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cc00239d
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2014-09-09T10:21:56
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Revert "Optimize dynamic buffers."
This reverts commit 3e3813f787ee5e8bb7808eed539a606a4e2e3fd3.
Conflicts:
src/libGLESv2/renderer/d3d/d3d11/Buffer11.cpp
Change-Id: I6470059672d3b377ce0fafbc8b637318a91f62c8
Reviewed-on: https://chromium-review.googlesource.com/217106
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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3e3813f7
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2014-08-25T13:58:16
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Optimize dynamic buffers.
In D3D11, we would previously always use a staging buffer to proxy
data to the GPU. This change allows users which specify DYNAMIC_DRAW
to skip the staging buffer as long as they only write to index or
vertex buffers.
This improves performance on all tested GPU vendors, but in D3D11
on AMD and Intel our SubData calls are still significantly slower
than in D3D9.
BUG=angle:705
BUG=365078
Change-Id: I4f83164176d67ff00119bdd0a6a80d7c84fd0f03
Reviewed-on: https://chromium-review.googlesource.com/213813
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
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5063f55a
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2014-07-23T16:27:31
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Add a MemoryBuffer type to safely allocate large user data buffers.
MemoryBuffer has a similar interface to std::vector but returns a bool on
resize to do error checking.
BUG=angle:700
Change-Id: Ib201eeb91b07f5b7f970e153f5d1e110f9b2fa55
Reviewed-on: https://chromium-review.googlesource.com/209612
Reviewed-by: Nico Weber <thakis@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
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