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  • Hash : bd5dce9a
    Author : Geoff Lang
    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>
    

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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.