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  • Hash : 341906d5
    Author : Shahbaz Youssefi
    Date : 2024-01-22T10:19:25

    Vulkan: Never delay device and queue selection
    
    Previously, when multiple queue families where eligible, ANGLE delayed
    the decision on which queue family to use and delayed device creation
    until a window surface was created.
    
    This assumption was never correct.  The application may start rendering
    to pbuffers or using EGL_KHR_surfaceless_context long before it creates
    a window surface.  So a queue may need to be chosen regardless of its
    surface present capabilities.  Once done, ANGLE has no mechanism to
    change that queue should a window surface require a different queue.
    
    This change drops the pretense to support multiple queue families
    properly and makes ANGLE always choose the first graphics queue family
    it encounters.  So far, only MoltenVk seems to expose multiple graphics
    queue families, and choosing the first one ultimately correct for the
    purposes of presenting to a MacOS surface.
    
    Bug: angleproject:8478
    Change-Id: I8efbfe0c8036be5f9cee01eb657f83f85a4864fd
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5225081
    Reviewed-by: Charlie Lao <cclao@google.com>
    Reviewed-by: Yuxin Hu <yuxinhu@google.com>
    Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
    

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