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Issue 4437072: Avoid recreating buffers unnecessarily. (Closed)

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Created:
13 years ago by John Bauman
Modified:
12 years, 8 months ago
Reviewers:
dgkoch, nicolas
CC:
angleproject-review_googlegroups.com
Base URL:
https://angleproject.googlecode.com/svn/trunk
Visibility:
Public.

Description

Avoid recreating constant vertex buffers unnecessarily. To avoid continually recreating constant vertex buffers instead use streaming buffers to hold that data. BUG= TEST= Committed: http://code.google.com/p/angleproject/source/detail?r=744

Patch Set 1 #

Patch Set 2 : Fix initialization #

Total comments: 2

Patch Set 3 : check for null, move a bit around #

Patch Set 4 : Only handle constant vertex data #

Total comments: 3
Unified diffs Side-by-side diffs Delta from patch set Stats (+24 lines, -43 lines) Patch
M src/libGLESv2/VertexDataManager.h View 2 chunks +2 lines, -8 lines 0 comments Download
M src/libGLESv2/VertexDataManager.cpp View 1 2 3 chunks +22 lines, -35 lines 3 comments Download

Messages

Total messages: 17
John Bauman
This offers a pretty big speedup on certain apps. I suspect NVIDIA drivers are more ...
13 years ago (2011-04-26 04:51:14 UTC) #1
dgkoch
Overall looks reasonable. However, other than doing the same type of optimizations, there doesn't really ...
13 years ago (2011-04-26 16:31:39 UTC) #2
John Bauman
On 2011/04/26 16:31:39, dgkoch wrote: > Overall looks reasonable. However, other than doing the same ...
13 years ago (2011-04-26 22:09:41 UTC) #3
nicolas
Looks great to me. My only nitpick is that it's probably overkill to optimize the ...
13 years ago (2011-04-27 12:14:02 UTC) #4
John Bauman
On 2011/04/27 12:14:02, nicolas wrote: > Looks great to me. > > My only nitpick ...
13 years ago (2011-04-28 00:05:00 UTC) #5
John Bauman
Remove the index-buffer related part.
13 years ago (2011-04-28 00:12:49 UTC) #6
dgkoch
Hi John, One tiny nit re initializing the new member. LGTM after that is fixed. ...
13 years ago (2011-04-28 03:02:19 UTC) #7
nicolas
There might be a severe issue with this implementation. We discovered a while ago that ...
13 years ago (2011-04-28 09:55:39 UTC) #8
nicolas
Just to clarify, the StreamingVertexBuffer uses D3DUSAGE_DYNAMIC, which is necessary for efficient 'streaming' updates. So ...
13 years ago (2011-04-28 10:09:08 UTC) #9
John Bauman
On 2011/04/28 10:09:08, nicolas wrote: > Just to clarify, the StreamingVertexBuffer uses D3DUSAGE_DYNAMIC, which is ...
13 years ago (2011-04-28 10:31:22 UTC) #10
dgkoch
On 2011/04/28 10:31:22, John Bauman wrote: > On 2011/04/28 10:09:08, nicolas wrote: > > Just ...
13 years ago (2011-04-28 13:45:11 UTC) #11
John Bauman
I just got a chance to play around with the test app you wrote, and ...
12 years, 9 months ago (2011-08-22 18:39:56 UTC) #12
John Bauman
Would this be ok to check in? It seems to work completely consistently with the ...
12 years, 8 months ago (2011-09-02 01:19:45 UTC) #13
dgkoch
A couple of minor comments. LGTM after those are handled. I believe we also still ...
12 years, 8 months ago (2011-09-02 03:12:11 UTC) #14
John Bauman
On Thu, Sep 1, 2011 at 8:12 PM, <daniel@transgaming.com> wrote: > A couple of minor ...
12 years, 8 months ago (2011-09-02 04:23:21 UTC) #15
dgkoch
Did you have an updated patchset for this?
12 years, 8 months ago (2011-09-11 02:46:10 UTC) #16
dgkoch
12 years, 8 months ago (2011-09-11 02:47:49 UTC) #17
On 2011/09/11 02:46:10, dgkoch wrote:
> Did you have an updated patchset for this?

nm. you checked the updated version in.
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