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Calling AcquireSync on textures created with D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX appears to be really slow, this really bites us with the number of textures involved when tiling. I've also tested using ID3D11Query to check when work is completed, this also appears to be pretty slow. This instead just uses a single texture with a keyedmutex, and makes sure we draw to it last and lock it first. It's pretty hacky, but seems to work really well so far. --HG-- extra : rebase_source : bf5f56751f993e507fcd1e5c386fb1fc9a3f73af |
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doc | ||
gl | ||
graphite2 | ||
harfbuzz | ||
ipc | ||
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qcms | ||
skia | ||
src | ||
tests | ||
thebes | ||
ycbcr | ||
moz.build |