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6a89d227
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2017-11-02T11:59:51
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Vulkan: Refactor format table.
This moves the Vulkan format table to dynamically generated, but
keeps it easily indexed. Because Vulkan format support is not able
to be fully determined until runtime, we'll need a dynamic way to
build the table. The most straight-forward way seems to be to keep
a copy of the full table in the Renderer. Initializing it once at
startup makes it a bit slower to init, but saves us from any threading
shenanigans with lazy init when (and if) we ever support multi-
threaded Contexts.
BUG=angleproject:2207
Change-Id: Ib1ac879daa562c7ad1a965390be401fa2314e42c
Reviewed-on: https://chromium-review.googlesource.com/742374
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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206a58d1
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2017-10-29T11:11:29
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Slight reformat to ANGLE format table.
Refactoring change only.
BUG=angleproject:2207
Change-Id: Id05972d2084f3254745cbf55d1b7577306020466
Reviewed-on: https://chromium-review.googlesource.com/742373
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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aadc8f37
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2017-08-11T17:34:44
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Implement the CPU fallback for CopyTextureCHROMIUM on OpenGL.
BUG=angleproject:1932
Change-Id: Iabc1a3e361d66313dc16bf19b392402b7836f8a5
Reviewed-on: https://chromium-review.googlesource.com/612562
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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80616218
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2017-05-17T15:40:03
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Support CHROMIUM_copy_texture for all formats on D3D11.
Adds a CPU readback and conversion path when the destination texture is
not renderable.
BUG=angleproject:1932
Change-Id: I71461ca991dc10dd636ff38e1ae20db2be0f8d63
Reviewed-on: https://chromium-review.googlesource.com/508308
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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abaab233
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2017-01-10T12:37:37
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Vulkan: Introduce vk::Format.
BUG=angleproject:1319
Change-Id: I88bcc6caa5d29565728848bada1563e47e383b29
Reviewed-on: https://chromium-review.googlesource.com/367753
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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2bfc4119
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2016-10-28T11:48:54
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Put angle::Format table in a cpp file.
The best practice is to expose a non-constexpr query function and
hide the constexpr table in a cpp, so it won't be included verbatim
in multiple other source files.
BUG=angleproject:1389
Change-Id: Ic4e19d14c832643be1552c5a14e441826c41970f
Reviewed-on: https://chromium-review.googlesource.com/404478
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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4f57e5f9
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2016-10-27T17:36:53
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D3D11: Make several format tables constexpr.
This should guarantee the best memory access patterns.
It introduces some indirections for some format queries,
but most of these should be direct array lookups, or used
infrequently. We can optimize this later if necessary.
BUG=angleproject:1389
Change-Id: I5e2c8c530a07798494afd3ea36b6164d7564c02c
Reviewed-on: https://chromium-review.googlesource.com/403314
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
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e0548ad2
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2016-10-06T15:55:35
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D3D11: Split off DXGI component type query.
This query is currently a part of a std::map. Split it off to its
own switch using auto-generation based on the format string.
Also introduce a DXGI-to-angle format map. This map is not totally
complete because some more esoteric formats don't have corresponding
ANGLE formats yet. We should add these other formats (EG NV12) if we
need them.
BUG=angleproject:1389
BUG=angleproject:1459
Change-Id: I49e045bdc04a52166299c9e22a4c4d3f24069dbc
Reviewed-on: https://chromium-review.googlesource.com/392209
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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b80a5e9c
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2016-10-05T16:39:09
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Store channel bits info in angle::Format.
This allows us to delete some duplicated code in the D3D11-side.
BUG=angleproject:1389
BUG=angleproject:1459
Change-Id: Ifdcfcd4a56e06ff2ae8f5ca0bda72281d52c2964
Reviewed-on: https://chromium-review.googlesource.com/392208
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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c99518fc
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2016-08-09T11:10:38
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Move default ANGLE format map to shared location.
This default format mapping serves as a base for a Renderer format
mapping. Any formats that require emulation or other representation
in a Renderer can be overridden in the renderer layer.
BUG=angleproject:1455
Change-Id: I47f070c2ea132bada9cc0fc4353b89b74b8ee8f3
Reviewed-on: https://chromium-review.googlesource.com/367692
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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a5ac1e16
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2016-08-09T11:10:28
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D3D9: Use angle::Format when possible.
This will unify the way we call into PackPixels and also cleans u
the code. It required adding a few D3D9-specific formats to the table.
BUG=angleproject:1455
Change-Id: Ic8282f40f52cabdb2925e2bb305c26582284082d
Reviewed-on: https://chromium-review.googlesource.com/365825
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
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a5b1561e
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2016-08-09T11:10:27
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Place format info in angle::Format.
Some bits of information, like the copy functions and mipmap gen
functions, can be shared across back-ends in the angle::Format
class.
Also name the info struct angle::Format, and use an enum class
angle::Format::ID to identify the particular format.
This patch introduces a new table generator for angle formats
and updates the D3D11 generator accordingly.
BUG=angleproject:1455
Change-Id: I13b8b98822b1186c6a9e436dc232c18fef50980c
Reviewed-on: https://chromium-review.googlesource.com/365824
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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