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  • Hash : 4334125b
    Author : Kimmo Kinnunen
    Date : 2025-03-14T16:12:32

    Metal: Make StateCache descriptors hash consistent
    
    Various descriptors would compare equality and do hashing based on the
    underlying storage. The storage contains alignment padding and
    bitfields. The contents of these are not defined, even when the
    constructors tried to memset and memcpy.
    
    The various hash and compare functions also seemed to be missing some
    elements, like rasterSampleCount.
    
    Missing == on fields and hashing unused memory may lead to inconsistency
    where a==b is true but hash(a) != hash(b).
    
    Fix by:
    Remove the memset/memcpy and write out the operator== and
    hash() consistently.
    
    Initialize the members to their default values.
    
    Use uint32_t : 1 instead of bool if the struct tries to optimize for
    size, since mixing types stops the packing.
    
    Use uint32_t to get the alignment to uint32_t, which is mostly what
    is expected.
    
    Use uint32 someVar : N where N is payload bits + padding bits for
    the last member. This way the assignment clears the padding bits.
    The goal os to get the operator== to compare the padding bits, which
    lets the compiler elide the memberwise compares and use word-wise
    compares where it makes sense.
    
    This is an attempt to fix rare crashes related to map inserts
    and lookups. std::unordered_map will crash if operator== is not
    consistent with hash.
    
    Bug: angleproject:403372465
    Change-Id: I0a3a2ff327ac9f65e7d41bc9585cda54ce93ab86
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6355828
    Commit-Queue: Kimmo Kinnunen <kkinnunen@apple.com>
    Auto-Submit: Kimmo Kinnunen <kkinnunen@apple.com>
    Reviewed-by: Alexey Knyazev <lexa.knyazev@gmail.com>
    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
    kc3_lang_org thodg_w www_kmx_io 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, 3.0 and 3.1 to Vulkan, desktop OpenGL, OpenGL ES, Direct3D 9, and Direct3D 11. Future plans include ES 3.2, translation to Metal and MacOS, Chrome OS, and Fuchsia support.

    Level of OpenGL ES support via backing renderers

    Direct3D 9 Direct3D 11 Desktop GL GL ES Vulkan Metal
    OpenGL ES 2.0 complete complete complete complete complete complete
    OpenGL ES 3.0 complete complete complete complete complete
    OpenGL ES 3.1 incomplete complete complete complete
    OpenGL ES 3.2 in progress in progress complete

    Additionally, OpenGL ES 1.1 is implemented in the front-end using OpenGL ES 3.0 features. This version of the specification is thus supported on all platforms specified above that support OpenGL ES 3.0 with known issues.

    Platform support via backing renderers

    Direct3D 9 Direct3D 11 Desktop GL GL ES Vulkan Metal
    Windows complete complete complete complete complete
    Linux complete complete
    Mac OS X complete complete [1]
    iOS complete [2]
    Chrome OS complete planned
    Android complete complete
    Fuchsia complete

    [1] Metal is supported on macOS 10.14+

    [2] Metal is supported on iOS 12+

    ANGLE v1.0.772 was certified compliant by passing the OpenGL ES 2.0.3 conformance tests in October 2011.

    ANGLE has received the following certifications with the Vulkan backend:

    • OpenGL ES 2.0: ANGLE 2.1.0.d46e2fb1e341 (Nov, 2019)
    • OpenGL ES 3.0: ANGLE 2.1.0.f18ff947360d (Feb, 2020)
    • OpenGL ES 3.1: ANGLE 2.1.0.f5dace0f1e57 (Jul, 2020)
    • OpenGL ES 3.2: ANGLE 2.1.2.21688.59f158c1695f (Sept, 2023)

    ANGLE also provides an implementation of the EGL 1.5 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, Vulkan GLSL, Direct3D HLSL, and even ESSL for native GLES2 platforms.

    OpenCL Implementation

    In addition to OpenGL ES, ANGLE also provides an optional OpenCL runtime built into the same output GLES lib.

    This work/effort is currently work-in-progress/experimental.

    This work provides the same benefits as the OpenGL implementation, having OpenCL APIs be translated to other HW-supported APIs available on that platform.

    Level of OpenCL support via backing renderers

    Vulkan OpenCL
    OpenCL 1.0 in progress in progress
    OpenCL 1.1 in progress in progress
    OpenCL 1.2 in progress in progress
    OpenCL 3.0 in progress in progress

    Each supported backing renderer above ends up being an OpenCL Platform for the user to choose from.

    The OpenCL backend is a “passthrough” implementation which does not perform any API translation at all, instead forwarding API calls to other OpenCL driver(s)/implementation(s).

    OpenCL also has an online compiler component to it that is used to compile OpenCL C source code at runtime (similarly to GLES and GLSL). Depending on the chosen backend(s), compiler implementations may vary. Below is a list of renderers and what OpenCL C compiler implementation is used for each:

    • Vulkan : clspv
    • OpenCL : Compiler is part of the native driver

    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