• Show log

    Commit

  • Hash : 99d39241
    Author : Geoff Lang
    Date : 2023-09-07T16:48:22

    Metal: Increase the size of the default uniform block
    
    Use a buffer pool per shader type and size it to be a nice multiple of
    the block that will be allocated for each uniform update.
    
    Set the buffer pool size to unbounded. When the pool runs out of
    buffers it currently does a full CPU/GPU sync which is catastrophic
    for performance when uniforms are updated every draw call.
    
    Bug: angleproject:8301
    Change-Id: I7f826feb4e766fd1cf1b2db01954af7089e3fe90
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4850950
    Reviewed-by: Kenneth Russell <kbr@chromium.org>
    Commit-Queue: Geoff Lang <geofflang@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
    kc3_lang_org thodg_w www_kmx_io thodg_l thodg thodg_m
    Tags

  • 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.