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Donner SVG Editor & Engine
SVG-native editor and embeddable SVG2 + CSS3 engine in C++20, with GPU (WebGPU) and compact CPU renderers, built for correctness, security, and performance.
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Frame-transient wgpu buffer pool for GeoEncoder arenas (design doc 0030). More...
#include <cstdint>#include <cstring>#include <vector>#include "donner/svg/renderer/geode/GeodeWgpuUtil.h"Classes | |
| class | donner::geode::GeodeBufferPool |
| Size-and-usage-keyed free list of wgpu buffers. More... | |
Namespaces | |
| namespace | donner |
| Top-level Donner namespace, which is split into different sub-namespaces such as donner::svg and donner::css. | |
Frame-transient wgpu buffer pool for GeoEncoder arenas (design doc 0030).
GeoEncoder instances are recreated every frame (and per layer / filter / mask push), so without pooling every frame re-creates its bump-arena buffers from scratch: 9-20 createBuffer driver allocations per steady-state frame, plus the matching releases. This pool lets a frame's encoders reuse the buffers grown by earlier frames, driving steady-state bufferCreates toward zero.
Safety: buffers are released into the pool by ~GeoEncoder, which by the renderer's existing lifetime discipline only runs after the commands referencing those buffers have been submitted (shared-mode encoders are parked in frameFinishedEncoders until the frame's single queue.submit; own-CommandEncoder encoders submit in finish()). Re-acquiring a pooled buffer on a later frame is safe: queue.writeBuffer is queue-ordered after previously submitted work.