| commit | 77432202f766b27b3404b4c324620f8e54699c39 | [log] [tgz] |
|---|---|---|
| author | Brandon DeRosier <bdero@google.com> | Fri Nov 24 19:02:58 2023 -0800 |
| committer | GitHub <noreply@github.com> | Fri Nov 24 19:02:58 2023 -0800 |
| tree | 3cbadce14afbf7f5bbbc9ed3725c121de4a31435 | |
| parent | b50fc4ad6820c191860aa54bb4d852d1dc7ea70b [diff] |
[Flutter GPU] Raster encoding. First triangle! (#48314) First triangle, in the framework! 🎉 Adds shader libraries, pipelines, command buffers, render passes, etc. * Light pipelines/shader objects. No optimization yet, pipeline warming to come. * "Dynamic" command style. Don't re-send bindings if you don't need to. Essentially: https://github.com/flutter/flutter/issues/133179 * No need to explicitly encode passes. * Minimal descriptor usage. * Nothing is async, except for the optional command buffer completion callback. It took a bunch of experimenting to get here, but I think things are starting to look pretty neat. :) Todo: * Land the shader bundle format/remove the testing hacks & fixtures that piggyback off of the runtime effect system. * Add remaining calls for blend config, clearing bindings, etc. * Inconsistent error handling patterns that need cleanup. * Maybe: Surface exceptions for validation errors. * Handle the texture usage bitmask more elegantly.
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