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This repository was archived by the owner on Feb 25, 2025. It is now read-only.
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3 changes: 1 addition & 2 deletions impeller/entity/inline_pass_context.cc
Original file line number Diff line number Diff line change
Expand Up @@ -24,7 +24,6 @@ InlinePassContext::InlinePassContext(
std::optional<RenderPassResult> collapsed_parent_pass)
: context_(std::move(context)),
pass_target_(pass_target),
entity_count_(entity_count),
is_collapsed_(collapsed_parent_pass.has_value()) {
if (collapsed_parent_pass.has_value()) {
pass_ = collapsed_parent_pass.value().pass;
Expand Down Expand Up @@ -165,7 +164,7 @@ InlinePassContext::RenderPassResult InlinePassContext::GetRenderPass(
// Commands are fairly large (500B) objects, so re-allocation of the command
// buffer while encoding can add a surprising amount of overhead. We make a
// conservative npot estimate to avoid this case.
pass_->ReserveCommands(Allocation::NextPowerOfTwoSize(entity_count_));
// pass_->ReserveCommands(Allocation::NextPowerOfTwoSize(entity_count_));
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pass_->SetLabel(
"EntityPass Render Pass: Depth=" + std::to_string(pass_depth) +
" Count=" + std::to_string(pass_count_));
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1 change: 0 additions & 1 deletion impeller/entity/inline_pass_context.h
Original file line number Diff line number Diff line change
Expand Up @@ -50,7 +50,6 @@ class InlinePassContext {
std::shared_ptr<CommandBuffer> command_buffer_;
std::shared_ptr<RenderPass> pass_;
uint32_t pass_count_ = 0;
uint32_t entity_count_ = 0;

// Whether this context is collapsed into a parent entity pass.
bool is_collapsed_ = false;
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9 changes: 3 additions & 6 deletions impeller/renderer/backend/vulkan/command_buffer_vk.cc
Original file line number Diff line number Diff line change
Expand Up @@ -7,13 +7,10 @@
#include <memory>
#include <utility>

#include "flutter/fml/logging.h"
#include "impeller/base/validation.h"
#include "impeller/renderer/backend/vulkan/blit_pass_vk.h"
#include "impeller/renderer/backend/vulkan/command_encoder_vk.h"
#include "impeller/renderer/backend/vulkan/compute_pass_vk.h"
#include "impeller/renderer/backend/vulkan/context_vk.h"
#include "impeller/renderer/backend/vulkan/formats_vk.h"
#include "impeller/renderer/backend/vulkan/render_pass_vk.h"
#include "impeller/renderer/command_buffer.h"
#include "impeller/renderer/render_target.h"
Expand Down Expand Up @@ -73,9 +70,9 @@ std::shared_ptr<RenderPass> CommandBufferVK::OnCreateRenderPass(
return nullptr;
}
auto pass =
std::shared_ptr<RenderPassVK>(new RenderPassVK(context, //
target, //
weak_from_this() //
std::shared_ptr<RenderPassVK>(new RenderPassVK(context, //
target, //
shared_from_this() //
));
if (!pass->IsValid()) {
return nullptr;
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1 change: 0 additions & 1 deletion impeller/renderer/backend/vulkan/command_buffer_vk.h
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,6 @@
#ifndef FLUTTER_IMPELLER_RENDERER_BACKEND_VULKAN_COMMAND_BUFFER_VK_H_
#define FLUTTER_IMPELLER_RENDERER_BACKEND_VULKAN_COMMAND_BUFFER_VK_H_

#include "flutter/fml/macros.h"
#include "impeller/base/backend_cast.h"
#include "impeller/renderer/backend/vulkan/vk.h"
#include "impeller/renderer/command_buffer.h"
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2 changes: 1 addition & 1 deletion impeller/renderer/backend/vulkan/context_vk.cc
Original file line number Diff line number Diff line change
Expand Up @@ -156,7 +156,7 @@ void ContextVK::Setup(Settings settings) {
// 1. The user has explicitly enabled it.
// 2. We are in a combination of debug mode, and running on Android.
// (It's possible 2 is overly conservative and we can simplify this)
auto enable_validation = settings.enable_validation;
auto enable_validation = false;
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#if defined(FML_OS_ANDROID) && !defined(NDEBUG)
enable_validation = true;
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4 changes: 1 addition & 3 deletions impeller/renderer/backend/vulkan/gpu_tracer_vk.cc
Original file line number Diff line number Diff line change
Expand Up @@ -28,9 +28,7 @@ GPUTracerVK::GPUTracerVK(const std::shared_ptr<DeviceHolder>& device_holder)
return;
}
// Disable tracing in release mode.
#ifdef IMPELLER_DEBUG
enabled_ = true;
#endif
enabled_ = false;
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}

bool GPUTracerVK::IsEnabled() const {
Expand Down
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