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  • Hash : 65f6c2ea
    Author : Le Hoang Quyen
    Date : 2023-10-22T18:07:55

    Metal: always implicitly resolve MSAA render buffers on tiled GPUs.
    
    On tile based GPUs, implicitly resolving MSAA render buffers to
    single-sampled is preferred. Because it would save bandwidth by avoiding
    storing the MSAA textures to memory. Furthermore resolving as
    StoreAction is almost a free operation on these GPUs.
    
    Traditional desktop GPUs almost always store MSAA textures to memory
    anyway, so this feature would have no benefit besides adding additional
    resolve step as well as memory overhead of the hidden single-sampled
    textures.
    
    Bug: chromium:1486094
    Change-Id: I5eb3b1314560024dd5c0834b0c0b43a6b4d3d51b
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4962114
    Commit-Queue: Quyen Le <lehoangquyen@chromium.org>
    Reviewed-by: Kenneth Russell <kbr@chromium.org>
    Reviewed-by: Geoff Lang <geofflang@chromium.org>
    

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  • Git HTTP https://git.kmx.io/kc3-lang/angle.git
    Git SSH git@git.kmx.io:kc3-lang/angle.git
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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 thodg_l
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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.