buffer update opt: Add engine config for default shared Ubo size (#9340)
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@@ -557,7 +557,8 @@ extern "C" JNIEXPORT void JNICALL Java_com_google_android_filament_Engine_nSetBu
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jboolean disableHandleUseAfterFreeCheck,
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jint preferredShaderLanguage,
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jboolean forceGLES2Context, jboolean assertNativeWindowIsValid,
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jint gpuContextPriority) {
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jint gpuContextPriority,
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jlong sharedUboInitialSizeInBytes) {
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Engine::Builder* builder = (Engine::Builder*) nativeBuilder;
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Engine::Config config = {
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.commandBufferSizeMB = (uint32_t) commandBufferSizeMB,
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@@ -576,6 +577,7 @@ extern "C" JNIEXPORT void JNICALL Java_com_google_android_filament_Engine_nSetBu
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.forceGLES2Context = (bool) forceGLES2Context,
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.assertNativeWindowIsValid = (bool) assertNativeWindowIsValid,
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.gpuContextPriority = (Engine::GpuContextPriority) gpuContextPriority,
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.sharedUboInitialSizeInBytes = (uint32_t) sharedUboInitialSizeInBytes,
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};
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builder->config(&config);
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}
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@@ -264,7 +264,8 @@ public class Engine {
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config.disableHandleUseAfterFreeCheck,
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config.preferredShaderLanguage.ordinal(),
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config.forceGLES2Context, config.assertNativeWindowIsValid,
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config.gpuContextPriority.ordinal());
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config.gpuContextPriority.ordinal(),
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config.sharedUboInitialSizeInBytes);
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return this;
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}
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@@ -525,6 +526,16 @@ public class Engine {
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* GPU context priority level. Controls GPU work scheduling and preemption.
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*/
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public GpuContextPriority gpuContextPriority = GpuContextPriority.DEFAULT;
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/**
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* The initial size in bytes of the shared uniform buffer used for material instance batching.
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*
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* If the buffer runs out of space during a frame, it will be automatically reallocated
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* with a larger capacity. Setting an appropriate initial size can help avoid runtime
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* reallocations, which can cause a minor performance stutter, at the cost of higher
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* initial memory usage.
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*/
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public long sharedUboInitialSizeInBytes = 256 * 64;
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}
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private Engine(long nativeEngine, Config config) {
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@@ -1529,7 +1540,8 @@ public class Engine {
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boolean disableHandleUseAfterFreeCheck,
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int preferredShaderLanguage,
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boolean forceGLES2Context, boolean assertNativeWindowIsValid,
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int gpuContextPriority);
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int gpuContextPriority,
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long sharedUboInitialSizeInBytes);
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private static native void nSetBuilderFeatureLevel(long nativeBuilder, int ordinal);
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private static native void nSetBuilderSharedContext(long nativeBuilder, long sharedContext);
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private static native void nSetBuilderPaused(long nativeBuilder, boolean paused);
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@@ -417,6 +417,17 @@ public:
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* GPU context priority level. Controls GPU work scheduling and preemption.
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*/
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GpuContextPriority gpuContextPriority = GpuContextPriority::DEFAULT;
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/**
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* The initial size in bytes of the shared uniform buffer used for material instance
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* batching.
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*
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* If the buffer runs out of space during a frame, it will be automatically reallocated
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* with a larger capacity. Setting an appropriate initial size can help avoid runtime
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* reallocations, which can cause a minor performance stutter, at the cost of higher
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* initial memory usage.
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*/
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uint32_t sharedUboInitialSizeInBytes = 256 * 64;
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};
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