Support for resource heap tier 2.

Enables mixing of texture and buffers in the same heap.
This allows better heap re-use and reduces internal fragmentation.
A toggle has been added and enabled by default.

BUG=dawn:27

Change-Id: I466dc96240fe1e8de6e3dc56ed5547d7b61ee045
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/12821
Commit-Queue: Bryan Bernhart <bryan.bernhart@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
This commit is contained in:
Bryan Bernhart
2019-11-01 18:19:01 +00:00
committed by Commit Bot service account
parent 314fd3513d
commit 6df81ebf1d
10 changed files with 80 additions and 12 deletions

View File

@@ -648,6 +648,7 @@ TEST_P(CreateBufferMappedTests, LargeBufferFails) {
DAWN_INSTANTIATE_TEST(CreateBufferMappedTests,
D3D12Backend,
ForceWorkarounds(D3D12Backend, {}, {"use_d3d12_resource_heap_tier2"}),
MetalBackend,
OpenGLBackend,
VulkanBackend);

View File

@@ -505,6 +505,7 @@ TEST_P(MultisampledRenderingTest, ResolveInto2DArrayTexture) {
DAWN_INSTANTIATE_TEST(MultisampledRenderingTest,
D3D12Backend,
ForceWorkarounds(D3D12Backend, {}, {"use_d3d12_resource_heap_tier2"}),
MetalBackend,
OpenGLBackend,
VulkanBackend,