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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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javafx-sandbox: metal branch
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os_x
In Metal textures are not global properties like OpenGL.
Hence the existing optimization of BaseShaderContext.setTexture could not be used in Metal. Though, it could be optimized by adding a check that, if a texture is encoded into argument buffer of a MTLShader for a uniform, then we could avoid encoding same texture again for the same variable.
Hence the existing optimization of BaseShaderContext.setTexture could not be used in Metal. Though, it could be optimized by adding a check that, if a texture is encoded into argument buffer of a MTLShader for a uniform, then we could avoid encoding same texture again for the same variable.