Edit

kc3-lang/angle

Branch :

  • Show log

    Commit

  • Author : Jamie Madill
    Date : 2020-08-14 22:48:15
    Hash : 185d9d08
    Message : Re-land "Feedback Loop Redesign 2/3: Track bound FBOs in Texture." Re-land fixes the crash when drawing with no bound Program executable. Currently we track feedback loops by counting the times a Texture is bound as a sampler or image in a particular context. This is a bit tricky because Texture bindings change frequently. Relative to the number of times we need to check for a feedback loop this causes excess overhead. Usually Framebuffers have a low number of Textures bound (in many cases just 1). And Textures aren't usually bound to many different FBOs. So instead of counting the number of times a Texture is bound as a sampler or image we will track the Framebuffers that the Texture is bound to. This CL adds a small vector class to gl::Texture which tracks all the Framebufer Serials of its bound Framebuffers. We can use this set to quickly check if there's any potential feedback loop between the a FBO and this Texture. We also update the feedback loop check to use this new method. We will be able to remove the old counting method when we switch the Vulkan feedback loop handling to use the new tracking in this CL. Bug: angleproject:4500 Bug: angleproject:4959 Change-Id: If2bd25b08298a99f5e64b4055137f9154b0f0860 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2365595 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • Properties
  • Git HTTP https://git.kmx.io/kc3-lang/angle.git
    Git SSH git@git.kmx.io:kc3-lang/angle.git
    Public ? true
    Name
    Description

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

    Homepage

    Github

    Users thodg git_deploy kc3_lang_org thodg_l thodg_m thodg_w www_kmx_io
    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 | 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