Introduce SubjectBindingPointer.
We can share the same pointer for the subject binding and the binding
pointer. This further allows us to optimize buffer re-binding. The
shared memory increases cache coherency and reduces the number of
instructions needed.
Bug: angleproject:2891
Change-Id: Id3162fa79de203f75989e7289ea02cb2ea1bec73
Reviewed-on: https://chromium-review.googlesource.com/c/1270217
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
diff --git a/src/libANGLE/renderer/gl/VertexArrayGL.cpp b/src/libANGLE/renderer/gl/VertexArrayGL.cpp
index 8135168..138303f 100644
--- a/src/libANGLE/renderer/gl/VertexArrayGL.cpp
+++ b/src/libANGLE/renderer/gl/VertexArrayGL.cpp
@@ -129,7 +129,7 @@
void VertexArrayGL::updateElementArrayBufferBinding(const gl::Context *context) const
{
- gl::Buffer *elementArrayBuffer = mState.getElementArrayBuffer().get();
+ gl::Buffer *elementArrayBuffer = mState.getElementArrayBuffer();
if (elementArrayBuffer != nullptr && elementArrayBuffer != mAppliedElementArrayBuffer.get())
{
const BufferGL *bufferGL = GetImplAs<BufferGL>(elementArrayBuffer);
@@ -187,7 +187,7 @@
{
ASSERT(outIndices);
- gl::Buffer *elementArrayBuffer = mState.getElementArrayBuffer().get();
+ gl::Buffer *elementArrayBuffer = mState.getElementArrayBuffer();
// Need to check the range of indices if attributes need to be streamed
if (elementArrayBuffer != nullptr)