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  • Hash : aea88562
    Author : Kenneth Russell
    Date : 2023-05-19T16:52:43

    Reland "Metal: Optimized BufferSubData per device"
    
    This reverts commit ee64836f702332adaca58d9f452063a04b2da955 ,
    relanding the patch stack described there.
    
    Between patchsets 1 and 5:
    
    - The shadow buffer allocation has been replaced with a multimap of
      precisely-sized buffers, rather than rounding up buffer sizes.
    
    - Garbage collection of shadow buffers is triggered in three situations:
    
      - A certain number of context switches have occurred; this number
        was hand-tuned to avoid GC every frame.
    
      - A certain number of command buffer submissions has occurred; this
        number was hand-tuned to GC no more often than every few seconds
        on representative workloads.
    
      - The total size of the allocated shadow buffers is more than 1 MB,
        and either more than twice the size at the last garbage
        collection, or 64 MB more than at the last garbage collection. In
        this case, aggressive GC is performed in order to reclaim shadow
        buffers more quickly.
    
    Performance before and after these changes appears identical on
    microbenchmarks. On one Figma test case, comparing GPU memory
    allocated inside the BufferManager, peak consumption is decreased by
    over 75%, and steady-state consumption decreases by over 88%.
    
    Patchset 6 adds a needed workaround for a bug in the
    AMDMTLBronzeDriver affecting uploads of client-side data, and
    therefore some dEQP tests. It also streamlines the aggressive GC.
    
    Bug: angleproject:7544
    Change-Id: I81b061f0b33c27fa403527fa12d626f4e9c88ebe
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4497413
    Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    Reviewed-by: Geoff Lang <geofflang@chromium.org>
    Commit-Queue: Geoff Lang <geofflang@chromium.org>
    Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
    

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    Description

    A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.

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  • README.md

  • ANGLE back-ends

    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.

    ANGLE Formats

    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 Format Info

    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.