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  • Hash : 07c03b6d
    Author : Nicolas Capens
    Date : 2020-09-11T14:43:37

    Validate GLSL attribute location range
    
    The location index of a vertex shader input's layout qualifier must be
    less than GL_MAX_VERTEX_ATTRIBS to link successfully. We can check for
    this during shader compilation to not rely on other layers to handle
    pathological cases.
    
    While strictly speaking only 'active' attributes are considered during
    shader linking, this is merely intended to allow for 'uber' shaders to
    declare more inputs than GL_MAX_VERTEX_ATTRIBS but only use a subset of
    them. There is no known reasonable use case for a manually specified
    location to exceed the valid range.
    
    Note that according to http://opengl.gpuinfo.org, the highest
    GL_MAX_VERTEX_ATTRIBS value at the time of writing is 32. Also,
    D3D12_VS_INPUT_REGISTER_COUNT = 32. Hence the unit test's value of 1000
    should be sufficiently future proof.
    
    Also address the case where the uniform location might be close to
    INT_MAX and not be detected as out-of-range due to numeric overflow.
    
    Bug: chromium:1110800
    Change-Id: I9985c8eab3bb8a2a59b8f985e8f5b6884756383c
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2405368
    Reviewed-by: Jamie Madill <jmadill@chromium.org>
    Reviewed-by: Geoff Lang <geofflang@chromium.org>
    Commit-Queue: Nicolas Capens <capn@chromium.org>
    

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

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

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    Github

    Users
    kc3_lang_org thodg_w www_kmx_io thodg_l thodg thodg_m
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  • 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, 3.0 and 3.1 to Vulkan, desktop OpenGL, OpenGL ES, Direct3D 9, and Direct3D 11. Future plans include ES 3.2, translation to Metal and MacOS, Chrome OS, and Fuchsia support.

    Level of OpenGL ES support via backing renderers

    Direct3D 9 Direct3D 11 Desktop GL GL ES Vulkan Metal
    OpenGL ES 2.0 complete complete complete complete complete in progress
    OpenGL ES 3.0 complete complete complete complete
    OpenGL ES 3.1 in progress complete complete complete
    OpenGL ES 3.2 in progress in progress in progress

    Platform support via backing renderers

    Direct3D 9 Direct3D 11 Desktop GL GL ES Vulkan Metal
    Windows complete complete complete complete complete
    Linux complete complete
    Mac OS X complete in progress
    iOS planned
    Chrome OS complete planned
    Android complete complete
    GGP (Stadia) complete
    Fuchsia in progress

    ANGLE v1.0.772 was certified compliant by passing the OpenGL ES 2.0.3 conformance tests in October 2011.

    ANGLE has received the following certifications with the Vulkan backend:

    • OpenGL ES 2.0: ANGLE 2.1.0.d46e2fb1e341 (Nov, 2019)
    • OpenGL ES 3.0: ANGLE 2.1.0.f18ff947360d (Feb, 2020)
    • OpenGL ES 3.1: ANGLE 2.1.0.f5dace0f1e57 (Jul, 2020)

    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, Vulkan 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.

    Contributing