Vulkan: Adding custom pool allocator
Copied pool allocator used by compiler to common and hooking it up as
custom allocator for CommandPools. Modified it to support reallocation.
RendererVk now has a private poolAllocator and VkAllocationCallbacks
struct. The allocation callbacks are initialized to static functions
in RendererVk::initializeDevice() and then passed to CommandPool init()
and destroy() functions.
Using the pool allocator saves Command Pool/Buffer clean-up time which
was showing us as a bottleneck is some cases.
Bug: angleproject:2951
Change-Id: I81aa8a7ec60397676fa722d6435029db27947ef4
Reviewed-on: https://chromium-review.googlesource.com/c/1409867
Commit-Queue: Tobin Ehlis <tobine@google.com>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/tests/perf_tests/CompilerPerf.cpp b/src/tests/perf_tests/CompilerPerf.cpp
index 77bc91a..301bcde 100644
--- a/src/tests/perf_tests/CompilerPerf.cpp
+++ b/src/tests/perf_tests/CompilerPerf.cpp
@@ -197,7 +197,7 @@
case SH_HLSL_4_0_FL9_3_OUTPUT:
case SH_HLSL_3_0_OUTPUT:
{
- TPoolAllocator allocator;
+ angle::PoolAllocator allocator;
InitializePoolIndex();
allocator.push();
SetGlobalPoolAllocator(&allocator);
@@ -259,7 +259,7 @@
const char *mTestShader;
ShBuiltInResources mResources;
- TPoolAllocator mAllocator;
+ angle::PoolAllocator mAllocator;
sh::TCompiler *mTranslator;
};