Edit

kc3-lang/angle/extensions/EGL_ANGLE_experimental_present_path.txt

Branch :

  • Show log

    Commit

  • Author : Austin Kinross
    Date : 2016-02-08 12:29:08
    Hash : 2a63b3f8
    Message : Re-land "Implement EGL_experimental_present_path_angle" - Re-land with clang fix. This allows ANGLE to render directly onto a D3D swapchain in the correct orientation when using the D3D11 renderer. The trick is to add an extra uniform to each shader which takes either the value +1.0 or -1.0. When rendering to a texture, ANGLE sets this value to -1.0. When rendering to the default framebuffer, ANGLE sets this value to +1.0. ANGLE multiplies vertex positions by this value in the VS to invert rendering when appropriate. It also corrects other state (e.g. viewport/scissor rect) and shader built-in values (e.g. gl_FragCoord). This saves a substantial amount of GPU time and lowers power consumption. For example, the old method (where ANGLE renders all content onto an offscreen texture, and then copies/inverts this onto the swapchain at eglSwapBuffers() time) uses about 20% of the GPU each frame on a Lumia 630. Verification: + dEQP GL ES2 tests pass when "present path fast" is enabled + all ANGLE_end2end_tests pass when "present path fast" is enabled BUG=angleproject:1219 Change-Id: I56b339897828753a616d7bae837a2f354dba9c63 Reviewed-on: https://chromium-review.googlesource.com/326730 Tryjob-Request: Austin Kinross <aukinros@microsoft.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • extensions/EGL_ANGLE_experimental_present_path.txt
  • Name
    
        ANGLE_experimental_present_path
    
    Name Strings
    
        EGL_ANGLE_experimental_present_path
    
    Contributors
    
        Austin Kinross
    
    Contacts
    
        Austin Kinross (aukinros 'at' microsoft 'dot' com)
    
    Status
    
        Experimental
    
    Version
    
        Version 1, Jan 22 2016
    
    Number
    
        EGL Extension #XXX
    
    Extension Type
    
        EGL display extension
    
    Dependencies
    
        Requires ANGLE_platform_angle_d3d.
    
        Written against the wording of EGL 1.4 as modified by
        ANGLE_platform_angle_d3d.
    
    Overview
    
        This extension exposes an optimized, but potentially non-conformant,
        rendering path for ANGLE's D3D11 renderer on Windows.
    
    New Types
    
        None
    
    New Procedures and Functions
    
        None
    
    New Tokens
    
        Accepted as an attribute name in the <attrib_list> argument of
        eglGetPlatformDisplayEXT:
    
            EGL_EXPERIMENTAL_PRESENT_PATH_ANGLE      0x33A4
    
        Accepted as values for the EGL_EXPERIMENTAL_PRESENT_PATH_ANGLE attribute:
    
            EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE 0x33A9
            EGL_EXPERIMENTAL_PRESENT_PATH_COPY_ANGLE 0x33AA
    
    Additions to the EGL Specification
    
        None.
    
    New Behavior
    
        To request a display that enables this optimized rendering path,
        the value of EGL_EXPERIMENTAL_PRESENT_PATH_ANGLE should be set to
        EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE. Setting this value may impact
        OpenGL ES conformance (see Issue 1 below).
    
        The only valid values for the attribute
        EGL_EXPERIMENTAL_PRESENT_PATH_ANGLE are
        EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE and
        EGL_EXPERIMENTAL_PRESENT_PATH_COPY_ANGLE. If any other value is specified
        then an EGL_BAD_ATTRIBUTE error is generated and EGL_NO_DISPLAY is
        returned.
    
        If a value for EGL_EXPERIMENTAL_PRESENT_PATH_ANGLE is specified and
        EGL_PLATFORM_ANGLE_TYPE_ANGLE is not set to
        EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE then an EGL_BAD_ATTRIBUTE error is
        generated and EGL_NO_DISPLAY is returned.
    
    	If the attribute EGL_EXPERIMENTAL_PRESENT_PATH_ANGLE
        is unspecified then it is implicitly set to
        EGL_EXPERIMENTAL_PRESENT_PATH_COPY_ANGLE.
    
    Issues
    
        1) Does setting EGL_EXPERIMENTAL_PRESENT_PATH_ANGLE to be
           EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE maintain OpenGL ES
           conformance?
    
           RESOLVED: Not necessarily, that is implementation-specific. Check then
           EGL_CONFORMANT attribute to see if the implementation supports any
           conformant EGL configs when EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE
           is specified.
    
    Revision History
    
        Version 1, Jan 22 2016 (Austin Kinross)
          - Initial draft