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  • Hash : 104d4e4a
    Author : Igor Nazarov
    Date : 2024-11-15T20:44:39

    Vulkan: Improve usage of ErasePipelineCacheVkChunks method
    
    `ErasePipelineCacheVkChunks()` is now also used to erase any possibly
    trailing chunks from the current slot. This is done to free blob cache
    memory and to avoid parsing these chunks in the future and generating
    false-positive "chunk header corrupted" errors.
    
    Normally, new pipeline data is always larger than already saved, but in
    case of Vulkan driver update existing data may be ignored, so the cache
    data will be generated from scratch. This change will help erase old
    data from the blob cache.
    
    Bug: angleproject:42263322
    Change-Id: I021abce40c4255b443babed87ed82b273d526ec0
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5854708
    Reviewed-by: Charlie Lao <cclao@google.com>
    Commit-Queue: Igor Nazarov <i.nazarov@samsung.com>
    Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    

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    Description

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

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    thodg_m kc3_lang_org thodg_w www_kmx_io thodg thodg_l
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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.