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UBO consolidation #3089
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UBO consolidation #3089
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Bloaty Results 🐋Compared to main
Full report: https://maplibre-native.s3.eu-central-1.amazonaws.com/bloaty-results/pr-3089-compared-to-main.txtCompared to d387090 (legacy)
Full report: https://maplibre-native.s3.eu-central-1.amazonaws.com/bloaty-results/pr-3089-compared-to-legacy.txt |
Benchmark Results ⚡
Full report: https://maplibre-native.s3.eu-central-1.amazonaws.com/benchmark-results/pr-3089-compared-to-main.txt |
for more information, see https://pre-commit.ci
Bloaty Results (iOS) 🐋Compared to main
Full report: https://maplibre-native.s3.eu-central-1.amazonaws.com/bloaty-results-ios/pr-3089-compared-to-main.txt |
for more information, see https://pre-commit.ci
alexcristici
requested review from
louwers,
adrian-cojocaru,
cgalvan,
mwilsnd,
TimSylvester and
sjg-wdw
December 16, 2024 13:36
TimSylvester
approved these changes
Jan 6, 2025
adrian-cojocaru
approved these changes
Jan 7, 2025
louwers
reviewed
Jan 7, 2025
louwers
approved these changes
Jan 8, 2025
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UBOs was reorganized for all shaders. As a convention:
drawableUBO
contains the matrix, interpolations and other parameters that are used only in vertex shader.UBOs that were bound per drawable (like
drawableUBO
ortilePropsUBO
) are now consolidated in a vector per layer instance and bound per layer. The UBOs are consolidated for Metal and Vulkan backends.Uniform blocks were removed, they are not used anymore because UBOs are bound in the layer where there is no access to shader informations. So now there are some reserved UBO slots for vertex or fragment binding only.