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Layer group uniforms #2247
Layer group uniforms #2247
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Bloaty Results (iOS) 🐋Compared to main
Full report: https://maplibre-native.s3.eu-central-1.amazonaws.com/bloaty-results-ios/pr-2247-compared-to-main.txt |
Bloaty Results 🐋Compared to main
Full report: https://maplibre-native.s3.eu-central-1.amazonaws.com/bloaty-results/pr-2247-compared-to-main.txtCompared to d387090 (legacy)
Full report: https://maplibre-native.s3.eu-central-1.amazonaws.com/bloaty-results/pr-2247-compared-to-legacy.txt |
Benchmark Results ⚡
Full report: https://maplibre-native.s3.eu-central-1.amazonaws.com/benchmark-results/pr-2247-compared-to-main.txt |
for more information, see https://pre-commit.ci
…i/maplibre-native into layer-group-uniforms
for more information, see https://pre-commit.ci
…i/maplibre-native into layer-group-uniforms
for more information, see https://pre-commit.ci
for more information, see https://pre-commit.ci
for more information, see https://pre-commit.ci
…i/maplibre-native into layer-group-uniforms
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Looks good to me, Stefan already caught the two things I saw.
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crash with metal validation error
-[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5446: failed assertion `Draw Errors Validation
Fragment Function(fragmentMain): missing buffer binding at index 2 for tileprops[0].
Would love to see some performance numbers on this. Can we kick off a Device Farm run? |
Implemented layer group uniforms, we had only drawable uniforms.
Moved evaluated props UBOs to layer level for all layers.
This will reduce the number of UBO binds on Metal and OpenGL and it will reduce also the bandwidth between CPU and GPU.
I did some measurements and the number of binds is reduced with approx. 10%.