| 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
|
| };
|
|
|
| +
|
|
|