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Sub-task
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Resolution: Fixed
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P3
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internal
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fx-sandbox:metal branch
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generic
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os_x
We try to use a single command buffer per frame.
We create a MTLBuffer for every shader to store the uniform variables.
In a scenario when we use a same shader more than once in a single command buffer, we create a new MTLBuffer after every draw call for any shader.
The results in allocation of several MTLBuffer objects while encoding commands.
This can be improved by using a MTLHeap instead to gain 2-3 FPS.
We create a MTLBuffer for every shader to store the uniform variables.
In a scenario when we use a same shader more than once in a single command buffer, we create a new MTLBuffer after every draw call for any shader.
The results in allocation of several MTLBuffer objects while encoding commands.
This can be improved by using a MTLHeap instead to gain 2-3 FPS.
- relates to
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JDK-8331415 Visual artifacts observed after JDK-8330780
- Closed