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  • Hash : d2de7451
    Author : Charlie Lao
    Date : 2023-10-19T14:10:44

    Vulkan: Fix VK_android_external_format_resolve VVL error part 5
    
    Fix assertion in RendererVk::getFormatFeatureBits(). When formatID is
    external format, we can not use vkGetPhysicalDeviceFormatProperties to
    get the formatFeature (since VkFormat is undefined). To fix this, we
    keep the formatFetaure that returned from AHB in the
    ExternalYuvFormatInfo and use that in getFormatFeatureBits() if it is
    external format.
    
    This also fixes the VVL error VUID-VkImageCreateInfo-pNext-02396: The
    Vulkan spec states: If the pNext chain includes a
    VkExternalFormatANDROID structure whose externalFormat member is not 0,
    flags must not include VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT
    
    Bug: b/223456677
    Change-Id: I625c2bf4fe534fa206918b16772ac3ac7c6fa79a
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4956117
    Reviewed-by: Chris Forbes <chrisforbes@google.com>
    Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    Commit-Queue: Charlie Lao <cclao@google.com>
    

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    Description

    A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.

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  • README.md

  • ANGLE back-ends

    This folder contains shared back-end-specific implementation files. The classes and types in renderer are not specified by GLES. They instead are common to all the various ANGLE implementations.

    See renderer_utils.h for various cross back-end utilties.

    ANGLE Formats

    The ANGLE format class, angle::Format, works as a union between GLES and all the various back-end formats. It can represent any type of format in ANGLE. e.g. Formats in Vulkan that don’t exist in GLES, or DXGI formats that don’t exist in GLES, or Windows/Android surface configs that don’t exist anywhere else.

    The glInternalFormat member of angle::Format represents the “closest” GL format for an ANGLE format. For formats that don’t exist in GLES this will not be exactly what the format represents.

    The back-ends also define their own format tables. See the Vulkan Format table docs and the [D3D11 format table docs][D23D11FormatDocs].

    DXGI Format Info

    DXGI formats are used in both the GL and D3D11 back-end. Therefore the generated info table lives in this common shared location.

    The DXGI info table is generated by gen_dxgi_format_table.py and sources data from dxgi_format_data.json. The main purpose of the table is to convert from a DXGI format to an ANGLE format, where the ANGLE format should have all the necessary information.