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  • Hash : 3705fc41
    Author : Ian Elliott
    Date : 2020-09-28T21:40:57

    Vulkan:Add debug labels for OpenGL calls
    
    Implement the DebugAnnotatorVk class, and plumb the EVENT macro in the
    GL entrypoints to save a string of call info in the vector of all
    GL calls in ContextVk.
    
    Then add a vkCmdBeginDebugUtilsLabelEXT() call that includes the
    OpenGL draw/dispatch call prior to any Vulkan Draw or Dispatch calls.
    Also embedded under that label add a second
    vkCmdBeginDebugUtilsLabelEXT() call labeled "OpenGL Commands" that
    includes all of the OpenGL calls leading up to the draw/dispatch.
    Each individual OpenGL call is then given its own
    vkCmdBegin/EndDebugUtilsLabelEXT() pair so that the complete sequence
    of GL calls leading up to a draw call is visible for each Draw.
    
    Enable the OGL->VK mapping feature by setting
    "angle_enable_trace = true" in GN args.
    
    Note: This will create an ANGLE APK on Android that generally won't
    work with games, unless launched by AGI (which provides the debug
    utils extension).  A future version will disable these labels unless
    the debug utils extension is found.
    
    Bug: b/162068318
    Bug: b/169243237
    Change-Id: I09886f17fa9287528c12552698738ea1fe2a4b8c
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2427557
    Commit-Queue: Ian Elliott <ianelliott@google.com>
    Reviewed-by: Tim Van Patten <timvp@google.com>
    Reviewed-by: Jamie Madill <jmadill@chromium.org>
    Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
    Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    

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