Hash :
06ae828f
Author :
Date :
2024-07-31T16:42:54
Vulkan: Avoid breaking render pass for vertex buffer conversion Adreno driver does not support VK_FORMAT_FEATURE_VERTEX_BUFFER_BIT for VK_FORMAT_R8G8B8A8_USCALED. This cases we hit fallback code path using GPU to do conversion. The conversion buffer gets reused since all access are from GPU, but that causes render pass break since there is a WAR hazard on the conversion buffer. This CL adds the isRenderPassStartedAndUsesBuffer check and allocate a new conversion buffer if reuse current buffer may break the render pass. Bug: b/356473483 Change-Id: Iaa0b9235ba42787f0e3629f0d9174ae768456f8b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5754324 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Charlie Lao <cclao@google.com> Reviewed-by: Yuxin Hu <yuxinhu@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.