Add a code path for batched texture uploads via glTexImage2D
Categories
(Core :: Graphics: WebRender, enhancement, P3)
Tracking
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Tracking | Status | |
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firefox87 | --- | fixed |
People
(Reporter: nical, Assigned: nical)
References
(Blocks 3 open bugs)
Details
Attachments
(1 file)
(deleted),
text/x-phabricator-request
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Details |
Bug 1661528, introduced a batched texture upload mechanism using PBOs for ocnfigurations that havea high driver overhead per texture upload.
We also have this overhead on low-end Intel on Windows, however we use glTexSubImage2D to upload textures on this configuration so we need a bit of extra plumbing.
Assignee | ||
Updated•4 years ago
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Assignee | ||
Comment 1•4 years ago
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Our existing batched texture upload logic works with pixel buffer objects which we don't use with ANGLE.
The motivation is to avoid expensive driver overhead from submitting many glTexSubImage2D calls (one for each texture cache item) on low-end Intel Windows configurations.
On Windows+Intel it is much faster to use batched draw calls to copy from staging textures to texture cache than using CopySubResourceRegion (when there is a high number of copies).
Updated•4 years ago
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Comment 3•4 years ago
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bugherder |
Description
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