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  • Hash : 0c77f3ad
    Author : Jamie Madill
    Date : 2021-03-10T15:58:00

    Vulkan: Implement shader buffers descriptor cache.
    
    Implements a descriptor set cache for UBOs, SSBOs, and atomic counter
    buffers. Storage Images and framebuffer fetch input attachments are
    not yet included. Requires moving the buffer barrier handling into
    ContextVk, similarly to how we handle the barriers for Textures.
    
    The packed description key for the descriptors uses a "fast" vector
    with a basic minimum size. For most cases of a few buffers this will
    fit easily in stack memory, but for larger programs with many buffers
    we fit this into heap memory. The key has a large upper bound due to
    the high ES 3.2 requirements and the need to index several values such
    as the offset and binding size.
    
    We use dynamic offsets for uniform buffers when possible. This ensures
    applications like Manhattan 3.1 that use sets of common buffers with
    changing offsets hit the cache most of the time.
    
    Because of resource limits we pick at compilation time whether to use
    dynamic or static descriptor sets. Mostly this applies to tests that
    use a large number of uniform buffers. A future implementation could
    be smart and would recompile the program with heuristics to use a
    minimal number of dynamic indices.
    
    Reduces the number of descriptor set updates from ~300 -> ~30 per frame
    in Manhattan 3.1 and in Asphalt 9 from 900+ to as low as 0 per frame.
    
    Bug: angleproject:5736
    Change-Id: I5c2a3881bec90d301dab15cc86c8a70e60674ad7
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2757515
    Commit-Queue: Jamie Madill <jmadill@chromium.org>
    Reviewed-by: Tim Van Patten <timvp@google.com>
    Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    

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