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Approaching zero driver overhead #878

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tomaka opened this issue May 20, 2015 · 2 comments

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@tomaka
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commented May 20, 2015

  • Fencing discrete parts of a buffer (#875 #1030)
  • Persistent mapping
  • Multidraw indirect (#244 #917 #1049)
  • Uniform buffers
  • SSBO (#362 #954)
  • Texture arrays (implemented but untested)
  • Bindless textures (#243 #1057)
  • Sparse textures (#1079)
  • Drawing with a base instance

@tomaka tomaka added this to the 1.0 milestone May 20, 2015

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commented May 20, 2015

Is there something you want done to prove the Texure2dArray is working? The 1dArray isn't implemented at all yet, though.

I quickly hacked up the image example to show it's working. https://github.com/Esption/glium/tree/array_example

I'm not sure you what to add as a second image to show the array part off, so maybe that's bad. But, it is working.

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commented May 20, 2015

Let's check texture arrays then :)

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