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  • angle
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  • run_code_generation.py
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  • Jamie Madill's avatar
    Vulkan: Add framework for internal shaders. · d47044ad
    Jamie Madill authored Apr 27, 2018
    Vulkan intenal shaders are stored in a ShaderLibrary, and this is
    owned by the RendererVk. This way the shaders are reused between all
    the different Contexts. They are initialized lazily to keep init time
    low. They also have an associated Serial (called a ProgramSerial) so
    they can be identified in a PipelineDesc (used by the Pipeline cache).
    
    We use a python script to build and invoke the glslang validator, that
    also produces SPIR-V binary code snippets. These snippets are gathered
    into an auto-generated file that is exposed via an auto-generated
    header file. The InternalShaderID enum class gives access to the
    internal shaders that are shared through the Vulkan back-end.
    
    This also adds simple clear shaders to be used in masked color clears.
    The patch doesn't add any functionality but it is split off from the
    color clear functionality to keep the code size down.
    
    Bug: angleproject:2339
    Bug: angleproject:2455
    Change-Id: Ie83043eda217c9f013817b198c92a3b7ba0878b4
    Reviewed-on: https://chromium-review.googlesource.com/1031372
    Commit-Queue: Jamie Madill <jmadill@chromium.org>
    Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org>
    d47044ad
run_code_generation.py 8.59 KB
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