On Sun Sep 7 13:55:21 2025 +0000, Derek Lesho wrote:
What is the glImportMemoryFdEXT solution, implementing a suballocator?
We could create a memory object with Vulkan, import it into GL, and then handle map, unmap, and flush via Vulkan. That would be very invasive for arbitrary buffer objects, but for buffer storage objects, where the caller specifies the intention to map at creation time, it doesn’t seem too bad and is enough to support persistent mappings. In my testing, that alone brings the wined3d GL renderer performance on par with old wow64. Other usage patterns might benefit from a suballocator, but for the experiment I just created separate fds for each GL buffer storage.