Add perf test for ushort DrawElements.
The code path in the D3D11 back-end is sigificantly different for
unsigned short indices vs unsigned int. Because of the workaround we
have for the primitive restart index in D3D11, ushort rendering can
be slower.
BUG=angleproject:2229
Change-Id: I303dcc55b0314ec45508044995ba47b250cbb87d
Reviewed-on: https://chromium-review.googlesource.com/767149
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
diff --git a/src/common/utilities.cpp b/src/common/utilities.cpp
index 80abdd9..ebe8a7a 100644
--- a/src/common/utilities.cpp
+++ b/src/common/utilities.cpp
@@ -833,6 +833,22 @@
}
}
+unsigned int ElementTypeSize(GLenum elementType)
+{
+ switch (elementType)
+ {
+ case GL_UNSIGNED_BYTE:
+ return sizeof(GLubyte);
+ case GL_UNSIGNED_SHORT:
+ return sizeof(GLushort);
+ case GL_UNSIGNED_INT:
+ return sizeof(GLuint);
+ default:
+ UNREACHABLE();
+ return 0;
+ }
+}
+
} // namespace gl
namespace egl