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  • Hash : 2a63b3f8
    Author : Austin Kinross
    Date : 2016-02-08T12:29:08

    Re-land "Implement EGL_experimental_present_path_angle"
    
    - Re-land with clang fix.
    
    This allows ANGLE to render directly onto a D3D swapchain in the correct
    orientation when using the D3D11 renderer.
    
    The trick is to add an extra uniform to each shader which takes either
    the value +1.0 or -1.0. When rendering to a texture, ANGLE sets this
    value to -1.0. When rendering to the default framebuffer, ANGLE sets
    this value to +1.0. ANGLE multiplies vertex positions by this value in
    the VS to invert rendering when appropriate. It also corrects other
    state (e.g. viewport/scissor rect) and shader built-in values
    (e.g. gl_FragCoord).
    
    This saves a substantial amount of GPU time and lowers power
    consumption. For example, the old method (where ANGLE renders all
    content onto an offscreen texture, and then copies/inverts this onto the
    swapchain at eglSwapBuffers() time) uses about 20% of the GPU each frame
    on a Lumia 630.
    
    Verification:
    + dEQP GL ES2 tests pass when "present path fast" is enabled
    + all ANGLE_end2end_tests pass when "present path fast" is enabled
    
    BUG=angleproject:1219
    
    Change-Id: I56b339897828753a616d7bae837a2f354dba9c63
    Reviewed-on: https://chromium-review.googlesource.com/326730
    Tryjob-Request: Austin Kinross <aukinros@microsoft.com>
    Reviewed-by: Corentin Wallez <cwallez@chromium.org>
    Reviewed-by: Geoff Lang <geofflang@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
    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_l thodg
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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