Index: gpu/command_buffer/docs/gles2_cmd_format_docs.txt |
=================================================================== |
--- gpu/command_buffer/docs/gles2_cmd_format_docs.txt (revision 47428) |
+++ gpu/command_buffer/docs/gles2_cmd_format_docs.txt (working copy) |
@@ -1,32 +1,32 @@ |
//! \file |
//! |
-//! The public interface for 3D graphics is based on a commmand buffer. |
+//! The public interface for 3D graphics is based on a command buffer. |
//! |
-//! This was choosen because it provides an easy way to separate the process |
-//! writing commands from the process reading those commands without requiring |
-//! too much overhead to keep the two processes in sync. |
+//! This was chosen because it provides an easy way to separate the process of |
+//! writing commands from the process of reading those commands without |
+//! requiring too much overhead to keep the two processes in sync. |
//! |
//! You can use this info to write commands yourself. Most developers will use |
//! the provided OpenGL ES 2.0 implementation that issues these commands for |
//! them. |
//! |
-//! Each command starts with a header. The header is 32 bits where the first 21 |
+//! Each command starts with a header. The header is 32 bits, where the first 21 |
//! bits define the number of 32 bit entries, including the header, the command |
-//! represnts. The last 11 bits specify the specific command. |
+//! represents. The last 11 bits specify the command. |
//! |
//! Commands that send a variable amount of data have 1 to 3 ways to send that |
//! data. |
//! |
-//! For many commands they can send their data in shared memory. The command |
-//! will take an id of the shared memory and an offset into that shared memory |
-//! of where the data lives. Commands are executed asynchronously so the client |
+//! Many commands can send their data in shared memory. The command will take |
+//! an id of the shared memory and an offset into that shared memory of where |
+//! the data lives. Commands are executed asynchronously, so the client |
//! program must be careful to leave the data available until the command has |
//! executed. |
//! |
//! Some commands have an 'immediate' version where the data appears directly |
//! after the command in memory. |
//! |
-//! A 3rd way of passing data is through Buckets. Buckets are indentified by |
+//! A 3rd way of passing data is through Buckets. Buckets are identified by |
//! number. You create a bucket with the command SetBucketSize, you can then |
//! fill the bucket with SetBucketData commands. Once you've sent all your |
//! data you can then issue a command that uses the bucket and takes a bucket |
@@ -81,7 +81,7 @@ |
//! the command failed its result size will 0. You must set the size to 0 |
//! before issuing the command. |
//! |
-//! To retreive the data you might do something like this pseudo code: |
+//! To retrieve the data you might do something like this pseudo code: |
//! |
//! GetAttachedShaders::Result* result = address-of-shared-memory |
//! int num_results = result->size / sizeof(GLuint); // the type returned |
@@ -123,7 +123,7 @@ |
//! The JumpRelative command jumps to another place in the command buffer |
//! relative to the end of this command. In other words. JumpRelative with an |
-//! offset of zero is effectively a noop. |
+//! offset of zero is effectively a no-op. |
struct JumpRelative { |
static const CommandId kCmdId = 4; |
@@ -2247,12 +2247,16 @@ |
uint32 ids_shm_offset; //!< uint32 |
}; |
-//! Command that enables or disables command buffer specific features. |
+//! Command that enables features. The bucket should contain the feature string. |
struct CommandBufferEnable { |
static const CommandId kCmdId = 442; |
+ typedef GLint Result; |
+ |
CommandHeader header; |
- uint32 cap; //!< GLenum |
- uint32 enable; //!< GLboolean |
+ uint32 bucket_id; //!< GLuint |
+ uint32 result_shm_id; //!< uint32 |
+ uint32 result_shm_offset; //!< uint32 |
}; |
+ |