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  • Hash : eb614d7e
    Author : Kimmo Kinnunen
    Date : 2024-11-11T13:24:35

    Metal: Avoid leaking library and binary sources
    
    Reland: Fix build with
    metal_internal_shader_compilation_supported = false
    
    Fix leak of dispatch_data during binary load. The dispatch object
    was not released. Dispatch objects are Obj-C objects, so hold with
    AutoObjCPtr.
    
    Fix leak of MTLLibrary objects when creating the objects.
    The method newLibraryWithData returns +1 due to being "new" type
    method. This ref must be adopted.
    
    Avoid using autoreleased objects, use AutoObjCPtr.
    
    Some leaks regressed in commit c5ab1cebccaab0f8de466e5f797faa3d5a84bea5.
    
    Bug: angleproject:351165323
    Change-Id: I08bc6bcb787cdc3f71e9487d80a44e24b01b6b4c
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6017845
    Auto-Submit: Kimmo Kinnunen <kkinnunen@apple.com>
    Reviewed-by: Geoff Lang <geofflang@chromium.org>
    Commit-Queue: Geoff Lang <geofflang@chromium.org>
    

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  • Git HTTP https://git.kmx.io/kc3-lang/angle.git
    Git SSH git@git.kmx.io:kc3-lang/angle.git
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    Description

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

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    kc3_lang_org thodg_w www_kmx_io thodg_l thodg thodg_m
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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.