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  • Hash : 06ca634e
    Author : Jamie Madill
    Date : 2018-07-12T15:56:53

    Vulkan: Refactor for draw call shader patching.
    
    This refactors a few methods to enable draw call shader patching. The
    shader serials in the Pipeline description are inserted right before
    we query the pipeline cache. This is done during a draw call. Also
    renames the 'QueueSerial' member of the ObjectAndSerial class to just
    'Serial' to more accurately reflect it usage in ShaderAndSerial.
    
    Also changes the GlslangWrapper class to have all static methods. If we
    need to store state we can revert these changes at some point.
    
    Also splits the GlslangWrapper link call into two static calls. One
    call is called to get the linked source code. The second call compiles
    the linked sources into shader code. Only the second call will be
    necessary for draw call shader patching to implement OpenGL line
    rasterization in Vulkan.
    
    Bug: angleproject:2598
    Change-Id: I7bad3c3eeab1fb062c15a840836db4a28f841a26
    Reviewed-on: https://chromium-review.googlesource.com/1127158
    Commit-Queue: Jamie Madill <jmadill@chromium.org>
    Reviewed-by: Geoff Lang <geofflang@chromium.org>
    

  • Properties

  • Git HTTP https://git.kmx.io/kc3-lang/angle.git
    Git SSH git@git.kmx.io:kc3-lang/angle.git
    Public access ? public
    Description

    A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.

    Homepage

    Github

    Users
    kc3_lang_org thodg_w www_kmx_io thodg_l thodg thodg_m
    Tags

  • README.md

  • ANGLE - Almost Native Graphics Layer Engine

    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.

    Level of OpenGL ES support via backing renderers

    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

    Platform support via backing renderers

    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.

    Sources

    ANGLE repository is hosted by Chromium project and can be browsed online or cloned with

    git clone https://chromium.googlesource.com/angle/angle

    Building

    View the Dev setup instructions. For generating a Windows Store version of ANGLE view the Windows Store instructions

    Contributing