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  • Hash : 8ea87a67
    Author : Charlie Lao
    Date : 2021-08-17T18:46:36

    Vulkan: Avoid texture format fallback when possible
    
    Some texture formats are not renderable on some hardware. For example,
    R4G4B4A4 are not renderable on nvidia and not blendable on ARM.
    R5G5B5A1 are also not blendable on nvidia. Right now when we generate
    format table, we are being most conservative, picking an actual format
    that is always renderable and blendable. This means when R4G4B4A4 is
    used on one of these GPUs, we are always falling back to R8G8B8A8
    regardless if the texture is actually being used as color attachment or
    not. This CL adds a actualRenderableImageFormatID field in vk::Format.
    Initially we will pick actualImageFormatID which only ensures texture
    sample capability. If later on the texture is being attached to FBO,
    then we will switch to actualRenderableImageFormatID and do data copy if
    necessary. This way we save memory and reduce texture bandwidth for most
    usage of these textures. For renderBuffer and surfaces and EGLImages, we
    always pick the renderable textures.
    
    Bug: b/196456356
    Change-Id: I02eec3365c2a317b0d1bad6dbdc3e741114c5bba
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3104514
    Reviewed-by: Ian Elliott <ianelliott@google.com>
    Reviewed-by: Jamie Madill <jmadill@chromium.org>
    Commit-Queue: Charlie Lao <cclao@google.com>
    

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