Commit Graph
2 Commits
Author SHA1 Message Date
baldurk fdeea5204d Refactor and optimise D3D11 refcounting implementation
* In heavy D3D11 workloads the refcounting overhead especially during fast
  binding changes was significant. Refactoring the refcounting to work on a
  different model and deferring destruction of objects removes most of the
  overhead.
2020-09-10 13:35:32 +01:00
baldurk b392c07d83 Add tests that use large vertex buffers 2020-03-11 18:00:53 +00:00