Hash :
be5e2ec3
Author :
Date :
2017-08-31T13:28:28
Remove uniform memory copy from GL front-end. This moves the uniform query to the back-end. In D3D, this requires a bit more redesign, especially for matrix uniforms. Gives about a 10% speed improvement in the GL/NULL uniforms stress test on Windows (UniformsBenchmark.Run/gl_null_400_vec4). BUG=angleproject:1390 Change-Id: Idac22a77118e9e94d2f28c585e31ff0bc785ba94 Reviewed-on: https://chromium-review.googlesource.com/623929 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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//
// Copyright (c) 2012-2015 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// ShaderExecutable.h: Defines a class to contain D3D shader executable
// implementation details.
#ifndef LIBANGLE_RENDERER_D3D_SHADEREXECUTABLED3D_H_
#define LIBANGLE_RENDERER_D3D_SHADEREXECUTABLED3D_H_
#include "common/MemoryBuffer.h"
#include "common/debug.h"
#include <vector>
#include <cstdint>
namespace rx
{
class ShaderExecutableD3D : angle::NonCopyable
{
public:
ShaderExecutableD3D(const void *function, size_t length);
virtual ~ShaderExecutableD3D();
const uint8_t *getFunction() const;
size_t getLength() const;
const std::string &getDebugInfo() const;
void appendDebugInfo(const std::string &info);
private:
std::vector<uint8_t> mFunctionBuffer;
std::string mDebugInfo;
};
class UniformStorageD3D : angle::NonCopyable
{
public:
UniformStorageD3D(size_t initialSize);
virtual ~UniformStorageD3D();
size_t size() const;
uint8_t *getDataPointer(unsigned int registerIndex, unsigned int registerElement);
private:
angle::MemoryBuffer mUniformData;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_SHADEREXECUTABLED3D_H_