Hash :
42c8b29d
Author :
Date :
2022-01-05T13:35:23
Tests: Add Dead By Daylight trace. Add GL_EXT_shader_framebuffer_fetch prerequisite. Ignore SYNC-HAZARD-READ_AFTER_WRITE validation error in RendererVk. Test: angle_perftests --gtest_filter="*dead_by_daylight*" Bug: angleproject:6870 Change-Id: I01f53ff8d26b704b75afe8c02ac12777b51fd5de Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3372793 Reviewed-by: Cody Northrop <cnorthrop@google.com> Commit-Queue: Lubosz Sarnecki <lubosz.sarnecki@collabora.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.