Hash :
06a22620
Author :
Date :
2018-05-18T16:48:41
ES31: Use indices to access image variables in built-in image functions
In order to implement glBindImageTexture to bind a layer of 3D/2DArray/Cube
texture, use indices to access image variables when translating built-in
image functions.
There is a conflict when transferring image2D/iimage2D/uimage2D variables to
an user defined function. For example,
layout(r32ui, binding = 0) readonly uniform highp uimage2D uImage_1;
layout(r32ui, binding = 1) readonly uniform highp uimage2D uImage_2;
uvec4 lod_fun(uimage2D img, ivec2 p)
{
return imageLoad(img, p);
}
void main()
{
uvec4 value_1 = lod_fun(uImage_1, ivec2(gl_LocalInvocationID.xy));
uvec4 value_2 = lod_fun(uImage_2, ivec2(gl_LocalInvocationID.xy));
}
If uImage_1 binds to a 2D texture, and uImage_2 binds to a layer of 3D texture,
uImage_1 will be translated to Texture2D type, and uImage_2 will be translated to
Texture3D type, "img" type of lod_fun will be translated Texture2D, so uImage_2
cannot be transferred to lod_fun as a parameter.
Indices without Texture/RWTexture information could handle this situation easily.
BUG=angleproject:1987
TEST=angle_end2end_tests.ComputeShaderTest.*
Change-Id: I7647395f0042f613c5d6e9eeb49392ab6252e21e
Reviewed-on: https://chromium-review.googlesource.com/1065797
Commit-Queue: Xinghua Cao <xinghua.cao@intel.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
The goal of ANGLE is to allow users of multiple operating systems to seamlessly run WebGL and other OpenGL ES content by translating OpenGL ES API calls to one of the hardware-supported APIs available for that platform. ANGLE currently provides translation from OpenGL ES 2.0 and 3.0 to desktop OpenGL, OpenGL ES, Direct3D 9, and Direct3D 11. Support for translation from OpenGL ES to Vulkan is underway, and future plans include compute shader support (ES 3.1) and MacOS support.
| Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | |
|---|---|---|---|---|---|
| OpenGL ES 2.0 | complete | complete | complete | complete | in progress |
| OpenGL ES 3.0 | complete | complete | in progress | not started | |
| OpenGL ES 3.1 | not started | in progress | in progress | not started |
| Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | |
|---|---|---|---|---|---|
| Windows | complete | complete | complete | complete | in progress |
| Linux | complete | in progress | |||
| Mac OS X | in progress | ||||
| Chrome OS | complete | planned | |||
| Android | complete | in progress |
ANGLE v1.0.772 was certified compliant by passing the ES 2.0.3 conformance tests in October 2011. ANGLE also provides an implementation of the EGL 1.4 specification.
ANGLE is used as the default WebGL backend for both Google Chrome and Mozilla Firefox on Windows platforms. Chrome uses ANGLE for all graphics rendering on Windows, including the accelerated Canvas2D implementation and the Native Client sandbox environment.
Portions of the ANGLE shader compiler are used as a shader validator and translator by WebGL implementations across multiple platforms. It is used on Mac OS X, Linux, and in mobile variants of the browsers. Having one shader validator helps to ensure that a consistent set of GLSL ES shaders are accepted across browsers and platforms. The shader translator can be used to translate shaders to other shading languages, and to optionally apply shader modifications to work around bugs or quirks in the native graphics drivers. The translator targets Desktop GLSL, Direct3D HLSL, and even ESSL for native GLES2 platforms.
ANGLE repository is hosted by Chromium project and can be browsed online or cloned with
git clone https://chromium.googlesource.com/angle/angle
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