)]}' { "commit": "f03590a7549289f209e9a7f83fc9d9d135d80d7f", "tree": "66ab1373d81bacc1c9f4947a2d0b25b248f0bac5", "parents": [ "05863e62f3dc20abb3673ce2df77ca3fbe1d6e13" ], "author": { "name": "Bryan Bernhart", "email": "bryan.bernhart@intel.com", "time": "Thu Jul 30 21:50:32 2020 +0000" }, "committer": { "name": "Commit Bot service account", "email": "commit-bot@chromium.org", "time": "Thu Jul 30 21:50:32 2020 +0000" }, "message": "D3D12: Dynamic shader-visible heap allocation.\n\nAllocates shader-visible descriptor heaps at a much\nsmaller size then pool-allocates them upon reaching\nthe max size. This strategy avoids always wasting memory\nfor lighter users while still maximizing performance for\nheavy users.\n\nBUG\u003ddawn:155\n\nChange-Id: I0519235c901d0283b98ee824eeb0cda6de70b210\nReviewed-on: https://dawn-review.googlesource.com/c/dawn/+/25620\nCommit-Queue: Bryan Bernhart \u003cbryan.bernhart@intel.com\u003e\nReviewed-by: Austin Eng \u003cenga@chromium.org\u003e\n", "tree_diff": [ { "type": "modify", "old_id": "ca30889e2a2f74a85b31ea6b7e08a3deffc52c66", "old_mode": 33188, "old_path": "src/dawn_native/d3d12/ShaderVisibleDescriptorAllocatorD3D12.cpp", "new_id": "ba1b4939a2738d7bdb3ab5c6fa00f5359f3180b2", "new_mode": 33188, "new_path": "src/dawn_native/d3d12/ShaderVisibleDescriptorAllocatorD3D12.cpp" }, { "type": "modify", "old_id": "564eb95e79b4fac2c028ebc360be7927808e4cbb", "old_mode": 33188, "old_path": "src/dawn_native/d3d12/ShaderVisibleDescriptorAllocatorD3D12.h", "new_id": "d93e57a0730551ac1f559fe7a302860dac46ed30", "new_mode": 33188, "new_path": "src/dawn_native/d3d12/ShaderVisibleDescriptorAllocatorD3D12.h" }, { "type": "modify", "old_id": "6750586c7688329e96836c739102bb29cf46f3e1", "old_mode": 33188, "old_path": "src/tests/white_box/D3D12DescriptorHeapTests.cpp", "new_id": "43a1179a40de266f131fb42a2e20558d3cbdf886", "new_mode": 33188, "new_path": "src/tests/white_box/D3D12DescriptorHeapTests.cpp" } ] }