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  • Hash : 17931e23
    Author : Alexey Knyazev
    Date : 2023-01-27T00:00:00

    Fix stencil and depth/stencil data uploads
    
    Multiple changes were made to depth and stencil load
    functions, removing redundant code and fixing issues.
    
    Failures were caused by incorrect assumptions about
    component locations in combined formats.
    
    * D32_FLOAT_S8X24_UINT has the same layout as
    GL_FLOAT_32_UNSIGNED_INT_24_8_REV
    * D24_UNORM_S8_UINT has stencil data in its MSBs,
    while GL_UNSIGNED_INT_24_8 puts it in LSBs.
    
    Bugfixes
    * Added LoadD24S8ToS8D24 that swaps D24 and S8 components
    * Added LoadS8ToS8X24 for stencil-only uploads on D3D
    * Replaced LoadD24S8ToD32F with LoadD32ToD32F
    * Fixed D and S extraction in LoadD24S8ToD32FS8X24
    * Fixed stencil load and store in LoadD32FS8X24ToS8D24 and
      LoadD32FS8X24ToD32FS8X24
    * Fixed S8_UINT subresource updates in Vulkan
    * Fixed D24_UNORM_S8_UINT subresource updates from
      GL_FLOAT_32_UNSIGNED_INT_24_8_REV data in Vulkan
    
    Cleanup
    * Renamed LoadUNorm16To32F to LoadD16ToD32F
    * Removed LoadUNorm32To32F, replaced it with LoadD32ToD32F
    * Renamed LoadR32ToR24G8 to LoadD32ToX8D24
    * Renamed LoadD32FS8X24ToD24S8 to LoadD32FS8X24ToS8D24
    * Removed unused LoadG8R24ToR24G8
    * Removed Metal-specific LoadS8D24S8ToD32FX24S8,
      made use of the fixed LoadD24S8ToD32FS8X24 instead
    * Simplifed LoadD24S8ToD32F
    
    Added Texture2DTestES3.TexImageWithStencilData.
    
    Fixed: chromium:1408004
    Fixed: angleproject:5317
    Change-Id: I231345353aa4a7cebe46ded8458ac80de2c59e01
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4203427
    Reviewed-by: Geoff Lang <geofflang@chromium.org>
    Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com>
    

  • 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
    thodg_m kc3_lang_org thodg_w www_kmx_io thodg thodg_l
    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, 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 complete
    OpenGL ES 3.0 complete complete complete complete complete
    OpenGL ES 3.1 incomplete complete complete complete
    OpenGL ES 3.2 in progress in progress in progress

    Additionally, OpenGL ES 1.1 is implemented in the front-end using OpenGL ES 3.0 features. This version of the specification is thus supported on all platforms specified above that support OpenGL ES 3.0 with known issues.

    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 complete
    iOS complete
    Chrome OS complete planned
    Android complete complete
    GGP (Stadia) complete
    Fuchsia complete

    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 1.5 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