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  • Hash : cc7d0220
    Author : Amirali Abdolrashidi
    Date : 2024-07-31T14:22:38

    Vulkan: Fix serial mismatch during mid-loop flush
    
      Currently, if the total buffer updates to the image surpasses a
    certain threshold, it results in a flush. However, this can cause
    discrepencies in the queue serial, which can result in incorrect
    behavior on some platforms.
    
    * Updated flushStagedUpdatesImpl() so that the image serial after
      applying the updates matches that of the current outside command
      buffer.
      * That includes when there is a flush in the middle of the update
        loop, resulting in submission and new queue serial for the CB.
    
    * Added a unit test to check if a large texture can uploaded and
      deleted after a second small texture is uploaded.
      * Texture1UploadThenTexture2UploadThenTexture1Delete
    
    * Added a unit test for flushing when uploading cubemap textures.
    
    Bug: b/351650806
    Bug: b/356192937
    Change-Id: I7f9b20e4b7fd49115f22081a9733b4d44b740e4a
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5744377
    Commit-Queue: Amirali Abdolrashidi <abdolrashidi@google.com>
    Reviewed-by: Charlie Lao <cclao@google.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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  • 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.