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When building the GPUBuffer during the prepare pass, we want to be able to refer to the UV rect (and other information) about images and render tasks. However, we don't know this information until after the resource cache block that occurs after prepare (waiting for blob / glyph worker threads to complete). Previously, we would defer these queries until batching and then reference these via a GPU cache address in the instances, which is complicated and inefficient (making instances larger than they need to be). With this change, GPUBuffer supports recording "patch" locations in the buffer that UV rects should be added. After the render task graph is built, the GPUBuffer can resolve and patch those locations, meaning that batching is much simpler (and reducing the number of indirect fetches required in vertex shaders). Differential Revision: https://phabricator.services.mozilla.com/D159236 |
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