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authorGurchetan Singh <[email protected]>2019-02-06 16:26:18 -0800
committerGert Wollny <[email protected]>2019-02-15 11:19:05 +0100
commit67426ccd428706b558ae1d8697831ce337f97412 (patch)
tree93cb719759ca459a7dbc17cbf153ef9a924c5610 /src/mesa/main/bufferobj.c
parentf0e71b1088848e4190d6f8a5415571d0ddf130aa (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]>
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