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  • Hash : 8ba04f1c
    Author : Kenneth Russell
    Date : 2023-08-05T00:48:35

    Metal: disable fastmath less often.
    
    Stop disabling fastmath if atan is used in the shader. Application
    developers will surely prefer the significant performance improvement
    of the fastmath optimizations over corner-case differences in
    precision.
    
    Make disabling fastmath more precise: only if it's forcibly disabled
    as a driver bug workaround, or if the shader uses invariance and
    preserveInvariance is not available.
    
    Suppress the test:
    dEQP-GLES[23].functional.shaders.invariance.lowp.loop_2
    which fails when fastmath is enabled for shaders using atan and
    invariance.
    
    Fixed: chromium:1320111
    Change-Id: I6e33b14b1d05faedc15373f24af3e22a4074a35b
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4754018
    Reviewed-by: Geoff Lang <geofflang@chromium.org>
    Auto-Submit: Kenneth Russell <kbr@chromium.org>
    Commit-Queue: Geoff Lang <geofflang@chromium.org>
    

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  • Git HTTP https://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.