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  • Hash : 0b0744f3
    Author : Charlie Lao
    Date : 2022-05-05T16:22:28

    Vulkan: Fix VVL error for black desert mobile
    
    When a depth stencil attachment is sampled in fragment shader and
    followed by sample from vertex shader, we are not hitting the readOnly
    to readOnly but with different shader stage code path. This is because
    IsShaderReadOnlyLayout is not counting
    VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL as shader read only,
    even though we are picking this layout for depth texture texture
    sampling just to avoid renderpass break when transit depth texture from
    read only depth attachment to shader read.
    
    Bug: angleproject:7186
    Change-Id: I98c782ce85125a2ade953440145d6cc71d2c1dc1
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3629953
    Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    Commit-Queue: Charlie Lao <cclao@google.com>
    Reviewed-by: Jamie Madill <jmadill@chromium.org>
    

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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.