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  • Hash : 292f005f
    Author : Ian Ewell
    Date : 2016-02-04T10:37:32

    Fix context virtualization for timer queries
    
    In the current implementation of query virtualization, queries are
    paused/resumed during draw calls. Timer queries however are affected by
    every OpenGL call, so virtualization and context switches for timer
    queries must happen every time there is a context switch. Thus the logic
    for context-switching queries was moved to a new function in the GL state
    manager that is called everytime a makeCurrent call on the context is
    made. Since queries may be made after a context is made current, the state
    manager needs to keep track of any new queries that are started in a
    context, so an additional delegate function was added to the state manager
    that is called every time a glBeginQuery() call is made that adds the
    query object to a set. All the queries in that set are paused when a
    context switch is made and the queries in the new context are then loaded
    and resumed.
    
    BUG=angleproject:1307
    
    Change-Id: I4e596d83739274cb2e14152a39e86e0e51b0f95c
    Reviewed-on: https://chromium-review.googlesource.com/325811
    Reviewed-by: Jamie Madill <jmadill@chromium.org>
    Commit-Queue: Ian Ewell <ewell@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
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    Description

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

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  • README.md

  • #ANGLE 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 to desktop OpenGL, Direct3D 9, and Direct3D 11. Support for translation from OpenGL ES 3.0 to all of these APIs is nearing completion, and future plans include enabling validated ES-to-ES support.

    Direct3D 9 Direct3D 11 Desktop GL GL ES
    OpenGL ES 2.0 complete complete complete planned
    OpenGL ES 3.0 nearing completion nearing completion planned

    [Level of OpenGL ES support via backing renderers]

    Direct3D 9 Direct3D 11 Desktop GL
    Windows * * *
    Linux *
    Mac OS X in progress

    [Platform support via backing renderers]

    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.

    ##Browsing Browse ANGLE’s source in the repository

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

    ##Contributing