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[impeller] OpenGL ES 2.0: Implement texturing and debug object labeling. #33156
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The test failure looks related: |
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The format issue is now fixed. |
bdero
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LGTM! It's awesome that we're able to get some resource labeling in with the debug extension.
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| TexImage2DData(PixelFormat pixel_format, | ||
| const uint8_t* contents, | ||
| size_t length) { |
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So I wonder if g3 is OK with std::span yet... I recall trying to sneak it in last year but ran into problems.
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Probably not since its C++20.
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Checked and the answer is indeed no. Still just absl::Span everywhere. FML has a dependency on abseil, but not sure if we want to make a habit of using compat shims like that.
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I also suppose the only cpp20 features that really get turned on are syntax changes (like designated initializers) and not stdlib, since abseil takes care of the stdlib coverage...
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Mac iOS Engine is failing due to a need for a rebase. |
Labeling will only be enabled when the GL_KHR_debug extension is present (it usually is).
Labeling will only be enabled when the GL_KHR_debug extension is present
(it usually is).
RenderDoc doesn't seem to show labels for buffers where an offset into a buffer is specified. The buffer itself has been labelled in the resources view though.