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author | Gurchetan Singh <[email protected]> | 2019-02-06 16:26:18 -0800 |
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committer | Gert Wollny <[email protected]> | 2019-02-15 11:19:05 +0100 |
commit | 67426ccd428706b558ae1d8697831ce337f97412 (patch) | |
tree | 93cb719759ca459a7dbc17cbf153ef9a924c5610 /src/mesa/main/bufferobj.c | |
parent | f0e71b1088848e4190d6f8a5415571d0ddf130aa (diff) |
virgl: use virgl_transfer_inline_write even less
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 <[email protected]>
Diffstat (limited to 'src/mesa/main/bufferobj.c')
0 files changed, 0 insertions, 0 deletions