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  • Hash : a1143857
    Author : Shahbaz Youssefi
    Date : 2023-12-18T15:24:42

    Fix UBO dirty bits vs PPOs
    
    This change fixes propagation of UBO dirty bits (such as through
    glUniformBlockBinding and glBindBufferRange) to program pipeline
    objects.  Since PPOs concatenate the attached programs' UBOs in a list,
    a map of program UBO indices to PPO UBO indices is introduced to
    offset these dirty bits appropriately.  Additionally, when the program's
    executable's buffer bindings change (through glUniformBlockBinding), a
    notification is send to the PPO to update its executable's buffer
    binding accordingly (which is otherwise only updated during PPO link).
    
    Bug: angleproject:8462
    Change-Id: I4965ae23e6fc6cac0842e1643755e42e95d3d5cc
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5131418
    Reviewed-by: Charlie Lao <cclao@google.com>
    Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
    Reviewed-by: Cody Northrop <cnorthrop@google.com>
    

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    Description

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

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    kc3_lang_org www_kmx_io thodg_w thodg_l thodg thodg_m
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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.