Improve image update perf by re-using a MemoryBuffer.

Instead of allocating a new MemoryBuffer every frame, we can store
one scratch buffer in the Renderer, and occasionally re-create it
to ensure we aren't stuck using the maximum amount of memory.

BUG=angle:842

Change-Id: Id7c1912921ed8f84b151413453c3268d853352db
Reviewed-on: https://chromium-review.googlesource.com/230861
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Bruce Dawson <brucedawson@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
4 files changed
tree: 78e3cfbbb7465b25cddd14cef75eb34f701936ef
  1. build/
  2. extensions/
  3. include/
  4. samples/
  5. src/
  6. tests/
  7. util/
  8. .gitattributes
  9. .gitignore
  10. AUTHORS
  11. BUILD.gn
  12. codereview.settings
  13. CONTRIBUTORS
  14. DEPS
  15. enumerate_files.py
  16. generate_winrt_projects.py
  17. LICENSE
  18. README.chromium
  19. README.md
README.md

#ANGLE The goal of ANGLE is to allow Windows users to seamlessly run WebGL and other OpenGL ES content by translating OpenGL ES API calls to DirectX 9 or DirectX 11 API calls.

ANGLE is a conformant implementation of the OpenGL ES 2.0 specification that is hardware‐accelerated via Direct3D. ANGLE v1.0.772 was certified compliant by passing the ES 2.0.3 conformance tests in October 2011. ANGLE also provides an implementation of the EGL 1.4 specification. Work on ANGLE's OpenGL ES 3.0 implementation is currently in progress, but should not be considered stable.

ANGLE is used as the default WebGL backend for both Google Chrome and Mozilla Firefox on Windows platforms. Chrome uses ANGLE for all graphics rendering on Windows, including the accelerated Canvas2D implementation and the Native Client sandbox environment.

Portions of the ANGLE shader compiler are used as a shader validator and translator by WebGL implementations across multiple platforms. It is used on Mac OS X, Linux, and in mobile variants of the browsers. Having one shader validator helps to ensure that a consistent set of GLSL ES shaders are accepted across browsers and platforms. The shader translator can be used to translate shaders to other shading languages, and to optionally apply shader modifications to work around bugs or quirks in the native graphics drivers. The translator targets Desktop GLSL, Direct3D HLSL, and even ESSL for native GLES2 platforms.

##Building For building instructions, visit the dev setup wiki.

##Contributing