Hash :
d3dbaa8d
Author :
Date :
2022-04-19T10:45:57
Vulkan: Remove BufferVk::mHasBeenReferencedByGPU This variable was added before due to we used to only track GPU progress on the entire buffer instead of suballocation. Now each suballocation tracks its own GPU progress, so this is no longer needed. Bug: b/201826021 Change-Id: I2c2b1744b624e028fd905f0752a4264327620515 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3594620 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuxin Hu <yuxinhu@google.com> Commit-Queue: Charlie Lao <cclao@google.com>
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.
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 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.