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  • Hash : 1d9b8d80
    Author : Mohan Maiya
    Date : 2023-01-24T16:50:32

    Reland "Add support for glShaderBinary"
    
    This is a reland of commit 228973e73135924ddf6116e0b63eff5a1ccbf232
    with the following fixes -
    
    1. Apply patch from Yuly to fix chromium build errors
    2. Fix ShaderBinaryTest instantiation call
    3. Add ShaderBinaryTest to expectations file for IOS
    
    Original change's description:
    > Add support for glShaderBinary
    >
    > This patch adds the following -
    > 1. ANGLE_shader_binary extension and GL_SHADER_BINARY_ANGLE token.
    > 2. Compiler support to generate shader binaries.
    > 3. Update compiler to use SH_SPIRV_VULKAN_OUTPUT as output type for
    > Vulkan translator.
    > 4. Support to load GL_SHADER_BINARY_ANGLE binaries.
    > 5. end2end tests for glShaderBinary.
    >
    > Tests: ShaderBinaryTest*
    > Bug: angleproject:7833
    > Change-Id: I191d5ba7c4d5304696f5e743c851dc945fa57858
    > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4137306
    > Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    > Commit-Queue: mohan maiya <m.maiya@samsung.com>
    > Reviewed-by: Charlie Lao <cclao@google.com>
    
    Bug: angleproject:7833
    Change-Id: I21135c52e2bae955342a99aff5631ba0e687eff1
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4195852
    Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
    Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
    Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    

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  • Git HTTP https://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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    kc3_lang_org thodg_w www_kmx_io thodg_l thodg thodg_m
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  • README.md

  • ANGLE back-ends

    This folder contains shared back-end-specific implementation files. The classes and types in renderer are not specified by GLES. They instead are common to all the various ANGLE implementations.

    See renderer_utils.h for various cross back-end utilties.

    ANGLE Formats

    The ANGLE format class, angle::Format, works as a union between GLES and all the various back-end formats. It can represent any type of format in ANGLE. e.g. Formats in Vulkan that don’t exist in GLES, or DXGI formats that don’t exist in GLES, or Windows/Android surface configs that don’t exist anywhere else.

    The glInternalFormat member of angle::Format represents the “closest” GL format for an ANGLE format. For formats that don’t exist in GLES this will not be exactly what the format represents.

    The back-ends also define their own format tables. See the Vulkan Format table docs and the [D3D11 format table docs][D23D11FormatDocs].

    DXGI Format Info

    DXGI formats are used in both the GL and D3D11 back-end. Therefore the generated info table lives in this common shared location.

    The DXGI info table is generated by gen_dxgi_format_table.py and sources data from dxgi_format_data.json. The main purpose of the table is to convert from a DXGI format to an ANGLE format, where the ANGLE format should have all the necessary information.