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  • Hash : 44861c48
    Author : Olli Etuaho
    Date : 2018-03-23T14:36:39

    Clarify aliasing rules in CHROMIUM_bind_uniform_location
    
    The CHROMIUM_bind_uniform_location spec previously had some
    conflicting information on when uniform location aliasing was
    allowed. Now the section on uniform location aliasing makes it clear
    that aliasing locations of two statically used uniforms is an error.
    This guarantees compatibility between different compiler versions that
    may treat a different subset of uniforms as active, depending on
    optimizations. It follows the spirit of GLSL ES 3.00.6 spec section
    12.46, that has similar rules for attributes.
    
    The implementation is fixed to correctly follow the spec. When
    flattening uniforms, static use is tracked separately from activeness.
    
    BUG=angleproject:2262
    TEST=angle_end2end_tests
    
    Change-Id: I570fd384064aec66ef0380a53fa01ac5e43eec5a
    Reviewed-on: https://chromium-review.googlesource.com/978144
    Reviewed-by: Corentin Wallez <cwallez@chromium.org>
    Reviewed-by: Jamie Madill <jmadill@chromium.org>
    Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
    

  • 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
    thodg_m kc3_lang_org thodg_w www_kmx_io thodg thodg_l
    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 planned
    Mac OS X in progress
    Chrome OS complete planned
    Android complete planned

    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. For generating a Windows Store version of ANGLE view the Windows Store instructions

    Contributing