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  • Hash : 2eb54074
    Author : Yuly Novikov
    Date : 2018-08-22T16:41:26

    Fix EGLImage pixel format validation
    
    This fixes the scenario when EGLImage source and target have different types.
    For example, a texture is created with unsigned format using glTexImage2D,
    it is used as a source of EGLImage with eglCreateImageKHR,
    and then the EGLImage is used to create a renderbuffer target with
    glEGLImageTargetRenderbufferStorageOES.
    
    OES_EGL_image doesn't specify what should happen in this case,
    but GL implementations (Nexus 5X) seem to allow using this renderbuffer in
    glFramebufferRenderbuffer and the resulting framebuffer is complete.
    Thus, in this case, instead of checking whether the renderbuffer format
    can be used in glFramebufferRenderbuffer, we need to check whether the
    original texture can be used in glFramebufferTexture2D.
    Similarly in reverse direction.
    
    Also, for the case of source renderbuffer and target texture,
    presume that glEGLImageTargetTexture2DOES will succeed regardless of
    renderbuffer format.
    
    1. Add isRenderable and isTexturable checks to egl::Image class,
       and perform different checks depending on source type.
    2. Add isRenderable check to FramebufferAttachment and delegate EGLImage
       attachments check to egl::Image.
    3. Use these checks in validation of EGLImageTargetTexture2D,
       EGLImageTargetRenderbufferStorage and when checking attachment completeness
    
    Bug: angleproject:2567
    
    Change-Id: I8e9f4a2930a4075a4d8464f62582c6825270187e
    Reviewed-on: https://chromium-review.googlesource.com/1192585
    Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
    Reviewed-by: Geoff Lang <geofflang@chromium.org>
    

  • 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
    kc3_lang_org www_kmx_io thodg_w 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 and 3.0 to desktop OpenGL, OpenGL ES, Direct3D 9, and Direct3D 11. Support for translation from OpenGL ES to Vulkan is underway, and future plans include compute shader support (ES 3.1) and MacOS support.

    Level of OpenGL ES support via backing renderers

    Direct3D 9 Direct3D 11 Desktop GL GL ES Vulkan
    OpenGL ES 2.0 complete complete complete complete in progress
    OpenGL ES 3.0 complete complete in progress not started
    OpenGL ES 3.1 not started in progress in progress not started

    Platform support via backing renderers

    Direct3D 9 Direct3D 11 Desktop GL GL ES Vulkan
    Windows complete complete complete complete in progress
    Linux complete in progress
    Mac OS X in progress
    Chrome OS complete planned
    Android complete in progress

    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.

    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