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  • Hash : 62b00f86
    Author : Charlie Lao
    Date : 2025-10-02T12:19:23

    Vulkan: Further minimize VertexArrayVk::syncDirtyEnabledAttrib
    
    This CL splits the streaming handling into its own function:
    syncDirtyEnabledAttrib is now splitted into
    syncDirtyEnabledNonStreamingAttrib and syncDirtyEnabledStreamingAttrib.
    This minimize the condition check inside syncDirtyEnabledAttrib.
    
    VertexArrayVk::syncDirtyEnabledAttrib() function has a check of
    bufferGL->getSize() > 0 as well as hasAtLeastOneVertex. And if either of
    them are false, they simply point to empty buffer. This CL merges these
    this fallout case into hasAtLeastOneVertex and added ASSERT to ensure
    that if buffer size is 0, hasAtLeastOneVertex is false.
    
    Bug: b/439073246
    Change-Id: I5e3592c31469d15f5321208eb0278b10e447118c
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6987341
    Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
    Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
    Reviewed-by: 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.