• Show log

    Commit

  • Hash : 6803a2d0
    Author : Stephen White
    Date : 2022-04-01T16:52:49

    D3D11: implement SSBOs in pixel and vertex shaders.
    
    Since the 'u' register space for UAVs in pixel shaders is shared
    with render targets, and the number of render targets may vary
    depending on GL state, this required deferring register allocation
    until draw-time output in DynamicHLSL.
    
    Since non-compute shaders aren't able to immediately output the
    SSBO declaration, initial register allocation was broken out from
    ResourcesHLSL::shaderStorageBlocksHeader()
    into ResourcesHLSL::allocateShaderStorageBlockRegisters() with
    the former only called for compute shaders. These initial allocations
    are offset by the number of RTs at draw time.
    
    Since Raw UAVs may now be created at draw time for non-compute
    shaders, call markRawBufferUsage() from the Renderer11::draw*()
    entry points as it is from dispatchCompute*().
    
    Bug: angleproject:7156
    Change-Id: I6ab65af1ff36df0313e3c1f8f79661b1547ab9a2
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3565562
    Reviewed-by: Jamie Madill <jmadill@chromium.org>
    Commit-Queue: Stephen White <senorblanco@chromium.org>
    

  • Properties

  • Git HTTP https://git.kmx.io/kc3-lang/angle.git
    Git SSH git@git.kmx.io:kc3-lang/angle.git
    Public access ? public
    Description

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

    Homepage

    Github

    Users
    thodg_m kc3_lang_org thodg_w www_kmx_io thodg thodg_l
    Tags