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  • Hash : ecaefce0
    Author : Charlie Lao
    Date : 2024-03-06T14:54:17

    Vulkan: Disable optimizeWithLoadOp if there is unresolve
    
    If there is unresolve operation for MSRTT emulation code path, dont fall
    back to loadOp for midRenderPassClear. Otherwise the clear will be lost
    due to unresolve.
    
    Bug: b/309355117
    Change-Id: Ib39be0c980f663c08e80855ead32f6e0b07e60fc
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5350741
    Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    Reviewed-by: mohan maiya <m.maiya@samsung.com>
    Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
    

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    Description

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

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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.