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-rw-r--r--glew/auto/EGL-Registry/extensions/ARM/EGL_ARM_image_format.txt126
-rw-r--r--glew/auto/EGL-Registry/extensions/ARM/EGL_ARM_implicit_external_sync.txt219
-rw-r--r--glew/auto/EGL-Registry/extensions/ARM/EGL_ARM_pixmap_multisample_discard.txt185
3 files changed, 530 insertions, 0 deletions
diff --git a/glew/auto/EGL-Registry/extensions/ARM/EGL_ARM_image_format.txt b/glew/auto/EGL-Registry/extensions/ARM/EGL_ARM_image_format.txt
new file mode 100644
index 0000000..c1a40ec
--- /dev/null
+++ b/glew/auto/EGL-Registry/extensions/ARM/EGL_ARM_image_format.txt
@@ -0,0 +1,126 @@
+Name
+
+ ARM_image_format
+
+Name Strings
+
+ EGL_ARM_image_format
+
+Contributors
+
+ Jan-Harald Fredriksen
+
+Contact
+
+ Jan-Harald Fredriksen (jan-harald.fredriksen 'at' arm.com)
+
+IP Status
+
+ No known IP claims.
+
+Status
+
+ Complete
+
+Version
+
+ Version 1 - February 18, 2020
+
+Number
+
+ 138
+
+Dependencies
+
+ This extension is written against the wording of the EGL 1.4
+ specification.
+
+ This extension reuses tokens from EGL_EXT_pixel_format_float.
+
+Overview
+
+ When an EGLImage is created from an existing image resource the
+ implementation will deduce the format of the image data from that
+ resource. In some cases, however, the implementation may not know how to
+ map the existing image resource to a known format. This extension extends
+ the list of attributes accepted by eglCreateImageKHR such that applications
+ can tell the implementation how to interpret the data.
+
+New Procedures and Functions
+
+ None.
+
+New Tokens
+
+ Accepted as an attribute name in the <attrib_list> argument of
+ eglCreateImageKHR:
+ EGL_COLOR_COMPONENT_TYPE_EXT 0x3339
+
+ Accepted as attribute values for the EGL_COLOR_COMPONENT_TYPE_EXT attribute
+ of eglCreateImageKHR:
+
+ EGL_COLOR_COMPONENT_TYPE_FIXED_EXT 0x333A
+ EGL_COLOR_COMPONENT_TYPE_FLOAT_EXT 0x333B
+ EGL_COLOR_COMPONENT_TYPE_UNSIGNED_INTEGER_ARM 0x3287
+ EGL_COLOR_COMPONENT_TYPE_INTEGER_ARM 0x3288
+ EGL_RED_SIZE 0x3024
+ EGL_GREEN_SIZE 0x3023
+ EGL_BLUE_SIZE 0x3022
+ EGL_ALPHA_SIZE 0x3021
+
+Modifications to the EGL 1.4 Specification
+
+ Add the following rows to Table 3.xx: Legal attributes for
+ eglCreateImageKHR <attrib_list> parameter:
+
+ +------------------------------+------------------------------+-----------+---------------+
+ | Attribute | Description | Valid | Default Value |
+ | | | <target>s | |
+ +------------------------------+------------------------------+-----------+---------------+
+ | EGL_COLOR_COMPONENT_TYPE_EXT | Specifies the component | All | NA |
+ | | type the EGLImage source | | |
+ | | is interpreted as | | |
+ | EGL_RED_SIZE | Specifies the red component | All | NA |
+ | | size the EGLImage source | | |
+ | | is interpreted as | | |
+ | EGL_GREEN_SIZE | Specifies the green component| All | NA |
+ | | size the EGLImage source | | |
+ | | is interpreted as | | |
+ | EGL_BLUE_SIZE | Specifies the blue component | All | NA |
+ | | size the EGLImage source | | |
+ | | is interpreted as | | |
+ | EGL_ALPHA_SIZE | Specifies the alpha component| All | NA |
+ | | size the EGLImage source | | |
+ | | is interpreted as | | |
+ +------------------------------+------------------------------+-----------+---------------+
+
+ If <attrib_list> specifies values for EGL_COLOR_COMPONENT_TYPE_EXT,
+ EGL_RED_SIZE, EGL_GREEN_SIZE, EGL_BLUE_SIZE, or EGL_ALPHA_SIZE, the
+ implementation will treat these as hints for how to interpret the contents
+ of <buffer>.
+
+ EGL_COLOR_COMPONENT_TYPE_EXT indicates the component type of <buffer> and
+ must be either EGL_COLOR_COMPONENT_TYPE_FIXED_EXT for fixed-point,
+ EGL_COLOR_COMPONENT_TYPE_FLOAT_EXT for floating-point,
+ EGL_COLOR_COMPONENT_TYPE_UNSIGNED_INTEGER_ARM for unsigned integer, or
+ EGL_COLOR_COMPONENT_TYPE_INTEGER_ARM for integer components.
+
+Add to the list of error conditions for eglCreateImageKHR:
+
+ * If the implementation is unable to interpret the contents <buffer>
+ according to the component types and sizes in <attrib_list>, then a
+ EGL_BAD_MATCH error is generated.
+
+Issues
+
+ 1. Should there be a way to specify the component order?
+
+ Resolved. No, the component order is interpreted to be R, G, B, A,
+ with R mapping to component 0. If the application needs a different
+ component order it can use swizzle in the client API side or in the
+ shader.
+
+Revision History
+
+ Version 1, 2020/02/18
+ - Internal revisions
diff --git a/glew/auto/EGL-Registry/extensions/ARM/EGL_ARM_implicit_external_sync.txt b/glew/auto/EGL-Registry/extensions/ARM/EGL_ARM_implicit_external_sync.txt
new file mode 100644
index 0000000..bce6a74
--- /dev/null
+++ b/glew/auto/EGL-Registry/extensions/ARM/EGL_ARM_implicit_external_sync.txt
@@ -0,0 +1,219 @@
+Name
+
+ ARM_implicit_external_sync
+
+Name Strings
+
+ EGL_ARM_implicit_external_sync
+
+Contributors
+
+ David Garbett
+ Ray Smith
+
+Contacts
+
+ David Garbett, ARM Ltd. (david 'dot' garbett 'at' arm 'dot' com)
+
+Status
+
+ Draft
+
+Version
+
+ Version 1, September 8, 2014
+
+Number
+
+ EGL Extension #103
+
+Dependencies
+
+ Requires EGL 1.1.
+
+ This extension is written against the wording of the EGL 1.2 Specification.
+
+ EGL_KHR_fence_sync is required.
+
+Overview
+
+ This extension extends the "fence sync objects" defined in
+ EGL_KHR_fence_sync. It allows the condition that triggers the associated
+ fence command in the client API command stream to be explicitly specified on
+ fence object creation. It introduces a new condition that can be used to
+ ensure ordering between operations on buffers that may be accessed
+ externally to the client API, when those operations use an implicit
+ synchronization mechanism. Such a fence object will be signaled when all
+ prior commands affecting such buffers are guaranteed to be executed before
+ such external commands.
+
+ Applications have limited control over when a native buffer is read or
+ written by the GPU when imported as an EGLImageKHR or via
+ eglCreatePixmapSurface, which is controlled by the EGL and client API
+ implementations. While eglWaitClient or a client call such as glFinish
+ could be called, this forces all rendering to complete, which can result in
+ CPU/GPU serialization. Note this isn't an issue for window surfaces, where
+ eglSwapBuffers ensures the rendering occurs in the correct order for the
+ platform.
+
+ Some platforms have an implicit synchronization mechanism associated with
+ native resources, such as buffers. This means that accesses to the buffer
+ have an implicit ordering imposed on them, without involvement from the
+ application. However, this requires that an application that has imported
+ an affected buffer into EGL has a mechanism to flush any drawing operations
+ in flight such that they are waiting on the synchronization mechanism.
+ Otherwise the application cannot guarantee that subsequent operations (such
+ as displaying a rendered buffer) will occur after the commands performed by
+ the client API (such as rendering the buffer).
+
+ The mechanism to wait for the synchronization mechanism should not require
+ the application to wait for all rendering to complete, so that it can
+ continue preparing further commands asynchronously to the queued commands.
+ This extension provides this functionality using the new condition type for
+ fence sync objects, so the application only waits for the external
+ synchronization.
+
+New Types
+
+ None
+
+New Procedures and Functions
+
+ None
+
+New Tokens
+
+ Accepted as a value of the EGL_SYNC_CONDITION_KHR attribute passed in the
+ <attrib_list> list to eglCreateSyncKHR when <type> is EGL_FENCE_SYNC_KHR,
+ and can populate <*value> when eglGetSyncAttribKHR is called with
+ <attribute> set to EGL_SYNC_CONDITION_KHR:
+
+ EGL_SYNC_PRIOR_COMMANDS_IMPLICIT_EXTERNAL_ARM 0x328A
+
+Changes to Chapter 3 of the EGL 1.2 Specification (EGL Functions and Errors)
+
+ Add the following after the fifth paragraph of Section 3.8.1 (Sync Objects),
+ added by KHR_fence_sync:
+
+ "Typically client APIs are considered to execute commands in a linear queue,
+ where a prior command is executed and completes before a later command is
+ started. By default fence sync objects adhere to this model - a fence is
+ signaled once prior commands have completed. However on some platforms a
+ command in a client API may transition through multiple states before it
+ completes, which may impact other components of the system. Therefore the
+ condition that all prior commands must meet before the fence is triggered is
+ configurable."
+
+ Replace the sixth paragraph of Section 3.8.1 (Sync Objects), added by
+ KHR_fence_sync:
+
+ "If, <type> is EGL_SYNC_FENCE_KHR, a fence sync object is created. In this
+ case <attrib_list> can be NULL or empty, or can specify the
+ EGL_SYNC_CONDITION_KHR attribute. Attributes of the fence sync object have
+ the following default values:"
+
+ Replace the eighth paragraph of Section 3.8.1 (Sync Objects), added by
+ KHR_fence_sync:
+
+ "When the condition of the sync object is satisfied by the fence command,
+ the sync is signaled by the associated client API context, causing any
+ eglClientWaitSyncKHR commands (see below) blocking on <sync> to unblock. The
+ condition is specified by the EGL_SYNC_CONDITION_KHR attribute passed to
+ eglCreateSyncKHR.
+
+ If the condition is specified as EGL_SYNC_PRIOR_COMMANDS_COMPLETE_KHR, the
+ fence sync object is satisfied by completion of the fence command
+ corresponding to the sync object, and all preceding commands in the
+ associated client API context's command stream. The sync object will not be
+ signaled until all effects from these commands on the client API's internal
+ and framebuffer state are fully realized. No other state is affected by
+ execution of the fence command.
+
+ If the condition is specified as
+ EGL_SYNC_PRIOR_COMMANDS_IMPLICIT_EXTERNAL_ARM, the fence sync object is
+ satisfied by the completion of the fence command corresponding to the sync
+ object, and the <submission> of all preceding commands in the associated
+ client API context's command stream. <Submission> defines the point in time
+ when a command has been queued on any implicit synchronization mechanisms
+ present on the platform which apply to any of the resources used by the
+ command. This enforces an ordering, as defined by the synchronization
+ mechanism, between the command and any other operations that also respect
+ the synchronization mechanism(s)."
+
+ Replace the second entry in the list of eglCreateSyncKHR errors in Section
+ 3.8.1 (Sync Objects), added by KHR_fence_sync:
+
+ " * If <type> is EGL_SYNC_FENCE_KHR and <attrib_list> contains an attribute
+ other than EGL_SYNC_CONDITION_KHR, EGL_NO_SYNC_KHR is returned and an
+ EGL_BAD_ATTRIBUTE error is generated.
+ * If <type> is EGL_SYNC_FENCE_KHR and the value specified for
+ EGL_SYNC_CONDITION_KHR is not EGL_SYNC_PRIOR_COMMANDS_COMPLETE_KHR or
+ EGL_SYNC_PRIOR_COMMANDS_SUBMITTED_ARM, EGL_NO_SYNC_KHR is returned and
+ an EGL_BAD_ATTRIBUTE error is generated."
+
+Issues
+
+ 1. Could glFlush guarantee commands are submitted, making this extension
+ unnecessary?
+
+ RESOLVED: The Open GL ES 3.1 specification defines glFlush() as causing "all
+ previously issued GL commands to complete in finite time". There is no
+ requirement for the execution of commands to reach any specific point before
+ it returns - a valid implementation of glFlush() could spawn a new thread
+ that sleeps for a minute before submitting the pending commands. While an
+ implementation could decide to ensure all commands are submitted within
+ glFlush(), it could not be assumed to be the case across all
+ implementations.
+
+ In addition, there may be scenarios when submitting commands within
+ glFlush() is harmful. Waiting for command submission may have a performance
+ impact on some implementations that perform processing of commands
+ asynchronously. In addition such a change may restrict what is possible in
+ the future. For example if user events were introduced into OpenGL ES they
+ have the potential of introducing deadlocks if submission in glFlush() is
+ guaranteed.
+
+ 2. Should a new entry point be defined that flushes commands synchronously,
+ instead of the new fence type as defined by this extension?
+
+ RESOLVED: While a synchronous "flush and submit" entrypoint would meet the
+ requirements for this extension, there may be a small benefit in enabling
+ the application to continue processing between flushing and waiting for
+ submission. In addition, the semantics of the existing EGL_KHR_fence_sync
+ extension closely match what is required for this extension, so defining
+ the new functionality in terms of fences may enable simpler implementations.
+
+ 3. Should OpenGL ES 3 glFenceSync be extended in preference to
+ eglCreateSyncKHR?
+
+ RESOLVED: Some platforms are yet to move to a OpenGL ES 3 implementation, or
+ may be unwilling to expose OpenGL ES 3 entrypoints to applications. As
+ EGL_KHR_fence_sync is older than OpenGL ES 3, and is comparatively a small
+ change, it has a better chance of adoption in a platform.
+
+ In addition this extension is based on the idea that there are
+ platform-specific ways to interact with the client API command stream. As
+ this is platform-specific, and does not fit with the existing model
+ typically used by client APIs (such as Open GL ES) it is better placed in
+ EGL.
+
+ Finally extending EGL has the advantage that the extension applies to all
+ client APIs.
+
+ 4. Should a new <type> parameter be defined, instead of extending the
+ EGL_FENCE_SYNC_KHR fence sync objects defined by EGL_KHR_fence_sync?
+
+ RESOLVED: Whether the new functionality is defined as an extension to the
+ existing fence sync objects, or whether they are defined as a new type of
+ sync object, we must acknowledge that the model of a client API processing
+ commands serially (with prior commands completing before later commands are
+ executed) is too simplistic for some platforms.
+
+ Extending the existing fence sync objects allows us to use the existing
+ concept of conditions that trigger the fences. It also allows the maximum
+ amount of reuse of existing functionality, potentially simplifying the
+ implementation and the use of the extension by applications.
+
+Revision History
+#1 (David Garbett, September 8, 2014)
+ - Initial draft.
diff --git a/glew/auto/EGL-Registry/extensions/ARM/EGL_ARM_pixmap_multisample_discard.txt b/glew/auto/EGL-Registry/extensions/ARM/EGL_ARM_pixmap_multisample_discard.txt
new file mode 100644
index 0000000..847a749
--- /dev/null
+++ b/glew/auto/EGL-Registry/extensions/ARM/EGL_ARM_pixmap_multisample_discard.txt
@@ -0,0 +1,185 @@
+Name
+
+ ARM_pixmap_multisample_discard
+
+Name Strings
+
+ EGL_ARM_pixmap_multisample_discard
+
+Contributors
+
+ Arne Bergene Fossaa
+ Tom Cooksey
+ Endre Sund
+ David Garbett
+
+Contacts
+
+ Tom Cooksey (tom 'dot' cooksey 'at' arm 'dot' com)
+
+Status
+
+ Complete.
+
+Version
+
+ Version 1, March 5, 2013
+
+Number
+
+ EGL Extension #54
+
+Dependencies
+
+ EGL 1.0 is required.
+
+ This extension is written against the wording of the EGL 1.4 Specification.
+
+Overview
+
+ ARM_pixmap_multisample_discard adds an attribute to eglCreatePixmapSurface
+ that allows the client API implementation to resolve a multisampled pixmap
+ surface, therefore allowing the multisample buffer to be discarded.
+
+ Some GPU architectures - such as tile-based renderers - are capable of
+ performing multisampled rendering by storing multisample data in internal
+ high-speed memory and downsampling the data when writing out to external
+ memory after rendering has finished. Since per-sample data is never written
+ out to external memory, this approach saves bandwidth and storage space. In
+ this case multisample data gets discarded, however this is acceptable in
+ most cases.
+
+ The extension provides the EGL_DISCARD_SAMPLES_ARM attribute that allows
+ for implicit resolution when rendering to a pixmap surface. This complements
+ the OpenGL ES EXT_multisampled_render_to_texture extension which provides
+ similar functionality for rendering to an OpenGL ES texture.
+
+New Types
+
+ None
+
+New Procedures and Functions
+
+ None
+
+New Tokens
+
+ Accepted as an attribute name in the <attrib_list> argument of
+ eglCreatePixmapSurface and by the <attribute> parameter of eglQuerySurface:
+
+ EGL_DISCARD_SAMPLES_ARM 0x3286
+
+Changes to Chapter 3 of the EGL 1.4 Specification (EGL Functions and Errors)
+
+ Modify the second paragraph under "The Multisample Buffer" of Section 3.4,
+ page 18 (Configuration Management)
+
+ "Operations such as posting a surface with eglSwapBuffers (see section
+ 3.9.1, copying a surface with eglCopyBuffers (see section 3.9.2), reading
+ from the color buffer using client API commands, binding a client API
+ context to a surface (see section 3.7.3), and flushing to a pixmap surface
+ created with the EGL_DISCARD_SAMPLES_ARM attribute enabled (see
+ section 3.5.4) may cause resolution of the multisample buffer to the color
+ buffer."
+
+ Modify the fifth paragraph under "The Multisample Buffer" of Section 3.4,
+ page 18 (Configuration Management)
+
+ "There are no single-sample depth or stencil buffers for a multisample
+ EGLConfig, or with a pixmap surface created with the
+ EGL_DISCARD_SAMPLES_ARM attribute (see section 3.5.4). The only depth and
+ stencil buffers are those in the multisample buffer. If the color samples
+ in the multisample buffer store fewer bits than are stored in the color
+ buffers, this fact will not be reported accurately. Presumably a
+ compression scheme is being employed, and is expected to maintain an
+ aggregate resolution equal to that of the color buffers."
+
+ Modify the fifth paragraph of Section 3.5.4, page 34 (Creating Native
+ Pixmap Rendering Surfaces)
+
+ "attrib list specifies a list of attributes for the pixmap. The list has the
+ same structure as described for eglChooseConfig. Attributes that can be
+ specified in attrib list include EGL_VG_COLORSPACE, EGL_VG_ALPHA_FORMAT and
+ EGL_DISCARD_SAMPLES_ARM."
+
+ Add the following between paragraphs eight and nine of Section 3.5.4,
+ page 34 (Creating Native Pixmap Rendering Surfaces)
+
+ "EGL_DISCARD_SAMPLES_ARM specifies whether the client API implementation is
+ allowed to implicitly resolve the multisample buffer. On some GPU
+ architectures - such as tile-based renderers - an implicit resolve can avoid
+ writing the multisample buffer back to external memory as the multisample
+ data is stored in internal high-speed memory.
+
+ The implicit resolve can occur when the client API uses the pixmap as the
+ source or destination of any operation, when flushing to the pixmap or when
+ the client API unbinds (or breaks) the pixmap. When these operations occur
+ is dependent on the client API implementation. They can occur as an explicit
+ part of client API functions (such as glFinish, glReadPixels and
+ glCopyTexImage) or they can occur implicitly.
+
+ Further rendering causes the implementation to read the surface buffer and
+ any ancillary buffers back in as single-sampled data.
+ Therefore use of this attribute may result in lower quality images.
+
+ Valid values are EGL_TRUE, in which case the multisample buffer can be
+ discarded, or EGL_FALSE, in which case the multisample buffer is preserved.
+ The default value is EGL_FALSE.
+
+ Note that the multisample buffer may be discarded during eglMakeCurrent
+ regardless of the value of the EGL_DISCARD_SAMPLES_ARM attribute (see
+ section 3.7.3)."
+
+ Modify the ninth paragraph of Section 3.5.4, page 34 (Creating Native
+ Pixmap Rendering Surfaces)
+
+ "On failure eglCreatePixmapSurface returns EGL_NO_SURFACE. If the attributes
+ of pixmap do not correspond to config, then an EGL_BAD_MATCH error is
+ generated. If config does not support rendering to pixmaps (the
+ EGL_SURFACE_TYPE attribute does not contain EGL_PIXMAP_BIT), an
+ EGL_BAD_MATCH error is generated. If config does not support the colorspace
+ or alpha format attributes specified in attriblist (as defined for
+ eglCreateWindowSurface), an EGL_BAD_MATCH error is generated. If config does
+ not specify non-zero EGL_SAMPLES and EGL_SAMPLE_BUFFERS and the
+ EGL_DISCARD_SAMPLES_ARM attribute is set to EGL_TRUE, then an EGL_BAD_MATCH
+ error is generated. If config is not a valid EGLConfig, an EGL_BAD_CONFIG
+ error is generated. If pixmap is not a valid native pixmap handle, then an
+ EGL_BAD_NATIVE_PIXMAP error should be generated. If there is already an
+ EGLSurface associated with pixmap (as a result of a previous
+ eglCreatePixmapSurface call), then a EGL_BAD_ALLOC error is generated.
+ Finally, if the implementation cannot allocate resources for the new EGL
+ pixmap, an EGL_BAD_ALLOC error is generated."
+
+
+ Add the following entry to Table 3.5, page 36
+ (Queryable surface attributes and types)
+
+ Attribute Type Description
+ ------------------------- ------- ---------------------------------------
+ EGL_DISCARD_SAMPLES_ARM boolean Multisample resolve when flushing to
+ surface
+
+ Add the following paragraph before the last paragraph of Section 3.5.7,
+ page 38 (Surface Attributes)
+
+ "Querying EGL_DISCARD_SAMPLES_ARM returns whether a multisample resolve
+ is forced on every flush to the surface (see section 3.5.4). This will only
+ return EGL_TRUE for pixmap surfaces created with the EGL_DISCARD_SAMPLES_ARM
+ attribute set to EGL_TRUE. EGL_FALSE will be returned for window and
+ pbuffer surfaces."
+
+Issues
+
+ 1. Should eglSurfaceAttrib accept EGL_DISCARD_SAMPLES_ARM?
+ RESOLVED: No. The attribute should be decided at surface creation time.
+
+ 2. Should eglCreateWindowSurface or eglCreatePbufferSurface accept
+ EGL_DISCARD_SAMPLES_ARM?
+ RESOLVED: No. While the attribute could equally apply to window and
+ pbuffer surfaces, no use case has been identified to justify the
+ additional maintenance this would require.
+
+Revision History
+
+ Version 1, 2013/03/05 - Original release.
+