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  • Hash : 7b07818e
    Author : Igor Nazarov
    Date : 2023-05-29T19:46:40

    Vulkan: Call resetAcquireNextImageSemaphore() only when required
    
    Currently resetAcquireNextImageSemaphore() is called for each swapchain
    image when swapchain is recreated and when EGLSurface is destroyed.
    
    Releasing semaphores in case of swapchain recreation is not necessary,
    since swapchain should not be recreated while there still image that
    needs presenting. Call removed to reveal possible bugs, when recreate
    happens without such present.
    
    In case of EGLSurface destruction there may be only one image that has
    semaphore. Call moved from `destroySwapChainImages()` to `destroy()`.
    
    Bug: b/275624771
    Change-Id: Ia4ce678f2b73785818150dfb276b19a5f5b7d25f
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4567550
    Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    Reviewed-by: Charlie Lao <cclao@google.com>
    Commit-Queue: Igor Nazarov <i.nazarov@samsung.com>
    

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    Description

    A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.

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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.