Hash :
bd5dce9a
Author :
Date :
2023-11-21T15:39:04
Metal: Use MTLEvent instead of MTLSharedEvent when possible Refactor mtl::Sync to be abstract and have multiple implementations using either MTLEvent or MTLSharedEvent. Use MTLEvent in all cases except for EGL Syncs when the user sets the sync type to EGL_SYNC_METAL_SHARED_EVENT_ANGLE. Determine completion of the sync object by watching for completion of the command buffer where the event's signaling was enqueued. Avoid any sleep loops by waiting on a condition_variable which is notified when the completed queue serial is updated. Forked from CLs by sky@ and kbr@ Bug: angleproject:8153 Change-Id: I4547444b596366496c811cb9954872b85ab14ad8 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5133706 Reviewed-by: Kenneth Russell <kbr@chromium.org> Commit-Queue: Kenneth Russell <kbr@chromium.org>
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.