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  • Hash : ba04fcfd
    Author : Kimmo Kinnunen
    Date : 2022-03-11T13:58:52

    Support ANGLE_PREFERRED_DEVICE on CGL
    
    Add the possibility to test both integrated and discrete GPU
    with ANGLE tests. Previously it was using only discrete.
    
    The binaries need the NSSupportsAutomaticGraphicsSwitching bundle
    property.
    
    This is needed to test ANGLE_power_preference.
    
    Changes the behavior of test apps:
    
    Previously,
      ./angle_end2end_tests
    would use discrete GPU.
    
    After,
      ./angle_end2end_tests
    or
      ANGLE_PREFERRED_DEVICE=intel ./angle_end2end_tests
    will use integrated GPU.
      ANGLE_PREFERRED_DEVICE=amd ./angle_end2end_tests
    will use discrete GPU.
    
    Bug: angleproject:7093
    Change-Id: Ia64f6024e3215e69c2a1bde3ba4f67c3ca595476
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3516114
    Reviewed-by: Kenneth Russell <kbr@chromium.org>
    Reviewed-by: Geoff Lang <geofflang@chromium.org>
    Commit-Queue: Yuly Novikov <ynovikov@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_l thodg
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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.