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Unified Diff: gpu/command_buffer/docs/gles2_cmd_format_docs.txt

Issue 2127001: Makes shader translation a runtime switch.... (Closed) Base URL: svn://chrome-svn/chrome/trunk/src/
Patch Set: '' Created 10 years, 7 months ago
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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
};
+
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