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  • Hash : fee173f9
    Author : Igor Nazarov
    Date : 2023-01-17T18:45:41

    Vulkan: Fix freeing Command Buffers with wrong Pool.
    
    Problem:
    - Multiple Contexts flushes it's commands to the Primary Command buffer;
    - Secondary Command Buffers from all Contexts end-up in the single
      "CommandBufferRecycler::mSecondaryCommandBuffersToReset" list;
    - One of the Contexts submits all these commands, and attaches
      it's "VkCommandPool" to the "CommandBatch".
    - This "VkCommandPool" will be used to free "VkCommandBuffer"s
      from all Contexts and pools.
    
    Fix:
    - Attaching "VkCommandPool" to each "VulkanSecondaryCommandBuffer"
      instance.
    - "vkFreeCommandBuffers()" is called from the new
      "VulkanSecondaryCommandBuffer::free()" method.
    
    Bug: angleproject:6100
    Change-Id: Ic4d66d8b0f71e5ff06047004ed21428d6dce385b
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4300870
    Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
    Reviewed-by: Charlie Lao <cclao@google.com>
    

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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.