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  • Hash : 220642a9
    Author : Tim Van Patten
    Date : 2020-12-16T21:10:37

    Allow Drawing with Immutable Persistent Mapped Buffers
    
    From the EXT_buffer_storage overview:
    
        The GL_EXT_texture_storage extension added immutable storage for
        texture objects (and was subsequently incorporated into OpenGL ES
        3.0). This extension further applies the concept of immutable
        storage to buffer objects.
    
        [T]his extension introduces the concept of persistent client
        mappings of buffer objects, which allow clients to retain pointers
        to a buffer's data store returned as the result of a mapping, and to
        issue drawing commands while those mappings are in place.
    
    The initial implementation of EXT_buffer_storage didn't enable this
    portion of the extension, so ANGLE is generating errors while attempting
    to draw with an immutable buffer mapped with the GL_MAP_PERSISTENT_BIT
    flag.
    
    This CL enables that functionality, since apps (e.g., FIFA Soccer) rely
    on it.
    
    Bug: angleproject:5473
    Change-Id: Icf1c0597156044a342aac5e4d2abbc29b34f46b2
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2596957
    Reviewed-by: Jamie Madill <jmadill@chromium.org>
    Reviewed-by: Cody Northrop <cnorthrop@google.com>
    Commit-Queue: Tim Van Patten <timvp@google.com>
    

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  • 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, 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 in progress
    OpenGL ES 3.1 incomplete 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