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csmartdalton
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feat: Add PLS backings to the RenderContext resource manager (#10793) 2fe0021c07
Before this change, renderer backends were responsible for allocating any textures or buffers required to back pixel local storage data. They all did this by allocating separate backings for each render target, which is wasteful on systems with multiple render targets. This change adds PLS backings to the RenderContext's resource tracking system, and allocates one global PLS backing with the dimensions of the largest recent render targets. For now, only GL is updated to take advantage of this resource, but other backends should follow soon. It also merges the transient PLS backings into a single logical TEXTURE_2D_ARRAY, as opposed to separate TEXTURE_2Ds. Allocating the PLS backings in a 3D layout appears to get better cache performance on Intel Arc GPUs.
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