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We've noticed the Team Fortress 2 engine seems to do many small calls to glSubData(..). Let's pick our heuristic based on the resource base width, not the size of a particular upload. This will cause transfers to be batched together in the transfer queue. Revelant glbench microbenchmark -- Before: buffer_upload_dynamic_element_array_131072 = 131.17 mbytes_sec After: buffer_upload_dynamic_element_array_131072 = 6828.24 mbytes_sec Reviewed-by: Gert Wollny <gert.wollny@collabora.com> |
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| .. | ||
| Android.mk | ||
| Automake.inc | ||
| Makefile.am | ||
| Makefile.sources | ||
| meson.build | ||
| virgl_buffer.c | ||
| virgl_context.c | ||
| virgl_context.h | ||
| virgl_encode.c | ||
| virgl_encode.h | ||
| virgl_hw.h | ||
| virgl_protocol.h | ||
| virgl_public.h | ||
| virgl_query.c | ||
| virgl_resource.c | ||
| virgl_resource.h | ||
| virgl_screen.c | ||
| virgl_screen.h | ||
| virgl_streamout.c | ||
| virgl_texture.c | ||
| virgl_tgsi.c | ||
| virgl_transfer_queue.c | ||
| virgl_transfer_queue.h | ||
| virgl_winsys.h | ||