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  • Hash : 062f1fc1
    Author : Igor Nazarov
    Date : 2024-12-17T22:22:04

    Vulkan: Use waitFenceUnlocked to finish one command Batch
    
    Using `CommandBatch::waitFence()` in finish one command Batch is no
    longer necessary, since `mQueueSubmitMutex` remains locked, preventing
    adding new commands when `kInFlightCommandsLimit` is exceeded.
    
    The `Locked` suffix is removed from `finishOneCommandBatchLocked()`
    since it is now accepts the `lock` (similarly to `waitFenceUnlocked()`)
    and may temporarily unlock it.
    
    Test: angle_end2end_tests --gtest_filter=EGLSyncTest.BlockingOnSubmitCPUThrottling/*
    Bug: b/362604439
    Change-Id: I8f39d7b2e6f1b9ce8ed4aa8875375769211572e7
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6098256
    Commit-Queue: Igor Nazarov <i.nazarov@samsung.com>
    Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    Reviewed-by: 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.