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Rafael Cintron authored
To reduce the number of texture copies in camera and XR scenarios, we need to be able to share textures between processes using Windows handle objects. To facilitate this, we implement the overload of SharedImageBackingFactoryD3D::CreateSharedImage which accepts a gfx::GpuMemoryBufferHandle. Bug: 1131616 Change-Id: I9561229b7631d0a89a7ced4ee6fc0de43c029d45 Reviewed-on: https://chromium-review.googlesource.com/c/chromium/src/+/2438649 Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com> Reviewed-by:
Zhenyao Mo <zmo@chromium.org> Reviewed-by:
Sunny Sachanandani <sunnyps@chromium.org> Cr-Commit-Position: refs/heads/master@{#812835}
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