Files
godot-angle-static/extensions/ANGLE_program_cache_control.txt
Jamie Madill 315ecd2074 Add entry points for EGL_ANGLE_program_cache_control.
This instruments the plumbing for the extension without adding any
functionality or exposing the extensions string.

The extension text is also updated to reflect the new entry point
design and naming. Also this corrects a few mistakes.

This will be followed up by the tests (which won't run) and then
the extension functionality in ANGLE.

BUG=angleproject:1897

Change-Id: I5b009e23bc27da06b067375525bd6fc574027702
2017-07-11 13:51:04 -04:00

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Name
ANGLE_program_cache_control
Name Strings
GL_ANGLE_program_cache_control
Contributors
Jamie Madill, Google
Contacts
Jamie Madill (jmadill 'at' google.com)
Status
Draft
Version
Version 1, June 29, 2017
Number
OpenGL ES Extension #??
Dependencies
OpenGL ES 3.0 is required.
This extension is written against the wording of the OpenGL ES
3.0 specification.
Overview
With the program cache enabled, created OpenGL ES contexts will use an
internal program binary cache to save linking time. The extension allows the
application to determine if a particular Context has this feature enabled.
New Types
None
New Procedures and Functions
None
New Tokens
Accepted by the <cap> parameter to IsEnabled and the <pname> parameter to
GetBooleanv, GetIntegerv, GetFloatv, and GetInteger64v:
PROGRAM_CACHE_ENABLED_ANGLE 0x93AC
Additions to the OpenGL ES Specification:
Add to section 2.12.3 (Program Objects), p. 52, after paragraph 4:
Contexts with PROGRAM_CACHE_ENABLED_ANGLE set to TRUE will query the
internal program cache on any LinkProgram call, and re-use program binaries
if matching values are found. LinkProgram will succeed in this case. If the
binary load fails for any reason, LinkProgram will fall back to linking
normally.
Issues
None
Revision History
Rev. Date Author Changes
---- ------------- --------- -------------------------------------------
1 June 29, 2017 jmadill Initial version