• Show log

    Commit

  • Hash : 324bcc46
    Author : Austin Kinross
    Date : 2014-12-22T13:43:02

    Fix instancing on D3D11 9_3, by ensuring slot zero contains non-instanced data
    
    D3D11 Feature Level 9_3 supports instancing, but slot 0 in the input
    layout must not be instanced. D3D9 has a similar restriction, where
    stream 0 must not be instanced. This restriction can be worked around
    by remapping any non-instanced slot to slot 0. This works because
    HLSL uses shader semantics to match the vertex inputs to the elements
    in the input layout, rather than the slots.
    
    BUG=angle:858
    
    Change-Id: I67b2be9095afc206a4b9f107ed61356820551afe
    Reviewed-on: https://chromium-review.googlesource.com/237270
    Tested-by: Austin Kinross <aukinros@microsoft.com>
    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 The goal of ANGLE is to allow Windows users to seamlessly run WebGL and other OpenGL ES content by translating OpenGL ES API calls to DirectX 9 or DirectX 11 API calls.

    ANGLE is a conformant implementation of the OpenGL ES 2.0 specification that is hardware‐accelerated via Direct3D. 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. Work on ANGLE’s OpenGL ES 3.0 implementation is currently in progress, but should not be considered stable.

    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.

    ##Building For building instructions, visit the dev setup wiki.

    ##Contributing