• Show log

    Commit

  • Hash : 3a7904e1
    Author : Amirali Abdolrashidi
    Date : 2023-01-25T23:56:56

    Vulkan: Use VMA suballocation for images
    
    There is a maximum limit for device memory object allocation. On some
    platforms, there can be an error regarding too many object allocations
    when 4096 device memory handles have been allocated. Suballocation can
    help mitigate this issue. In this CL, some images will be allocated
    using VMA API calls, which use suballocation.
    
    * Added a new feature (useVmaForImageSuballocation).
    
      * Added VMA allocation for ImageHelper, which is used in initMemory().
    
        * Suballocation is used for VMA image allocation.
    
        * If enabled, mVmaAllocation will be initialized in the ImageHelper
          object (instead of mDeviceMemory).
    
      * It is currently used for all platforms.
    
    * Minor change to the name of an arg in CreateBuffer() declaration.
    
    * Added test to make sure we can allocate at least 4096 images on
      supported platforms (8000 in the test).
    
    * Skipped the test "NonZeroBaseEmulatedClear" when run on Linux/Intel
      if this feature is enabled (due to output color mismatch).
    
    * Skipped several tests for capture/replay on Windows.
    
    Bug: b/218891184
    Change-Id: Ibf80c9c8c485b301da7d23b5ba4bcbb1a8e3194f
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4191202
    Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    Reviewed-by: Charlie Lao <cclao@google.com>
    Commit-Queue: Amirali Abdolrashidi <abdolrashidi@google.com>
    

  • Properties

  • Git HTTP https://git.kmx.io/kc3-lang/angle.git
    Git SSH git@git.kmx.io:kc3-lang/angle.git
    Public access ? public
    Description

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

    Homepage

    Github

    Users
    thodg_m kc3_lang_org thodg_w www_kmx_io thodg thodg_l
    Tags