Hash :
0561884e
Author :
Date :
2023-04-26T17:26:42
Vulkan: Dirty VertexArray binding bit if buffer storage change In crrev.com/c/3669603, we did optimization for black_desert_mobile that when vertex array is unbound, we remove vertex array from buffer's observer list to reduce overhead of observer notifications when buffer is been modified. To compensate for the lost notification, when vertex array is bound, we always assume every buffer that is bound to vertex array has been dirtied, for the simplicity at that time. This CL further the optimization of that CL. In this CL, I moved the dirty bit set into backend and improves vulkan backend by checking buffer's serial number and only dirty the binding if the serial has changed. Given this, now we can also remove all the non-current vertex array from buffer's observer list (previously it is heuristic based with a hard coded observer count limit). This and the previous CL improves asphalt_9 by ~1%. Bug: b/277644512 Change-Id: Ibc3f8e3df9fe70c6879e0b2bca86d8487a9dba73 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4481241 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Yuxin Hu <yuxinhu@google.com> Commit-Queue: Charlie Lao <cclao@google.com>
This folder contains shared back-end-specific implementation files. The classes
and types in renderer are not specified by GLES. They instead are common to
all the various ANGLE implementations.
See renderer_utils.h for various cross back-end utilties.
The ANGLE format class, angle::Format, works as a union
between GLES and all the various back-end formats. It can represent any type
of format in ANGLE. e.g. Formats in Vulkan that don’t exist in GLES, or DXGI
formats that don’t exist in GLES, or Windows/Android surface configs that
don’t exist anywhere else.
The glInternalFormat member of angle::Format represents the “closest” GL
format for an ANGLE format. For formats that don’t exist in GLES this will
not be exactly what the format represents.
The back-ends also define their own format tables. See the Vulkan Format table docs and the [D3D11 format table docs][D23D11FormatDocs].
DXGI formats are used in both the GL and D3D11 back-end. Therefore the generated info table lives in this common shared location.
The DXGI info table is generated by gen_dxgi_format_table.py
and sources data from dxgi_format_data.json. The
main purpose of the table is to convert from a DXGI format to an ANGLE
format, where the ANGLE format should have all the necessary information.