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  • Hash : 5d91dda9
    Author : Olli Etuaho
    Date : 2015-06-18T15:47:46

    Remove dynamic indexing of matrices and vectors in HLSL
    
    Re-re-relanding after clang warning fix.
    
    Re-re-landing with fix to setting qualifiers on generated nodes. The
    previous version failed when a uniform was indexed, because it would
    set the uniform qualifier on some of the generated nodes and that
    interfered with the operation of UniformsHLSL.
    
    Re-landing after fixing D3D9 specific issues.
    
    HLSL doesn't support dynamic indexing of matrices and vectors, so replace
    that with helper functions that unroll dynamic indexing into switch/case
    and static indexing.
    
    Both the indexed vector/matrix expression and the index may have side
    effects, and these will be evaluated correctly. If necessary, index
    expressions that have side effects will be written to a temporary
    variable that will replace the index.
    
    Besides dEQP tests, this change is tested by a WebGL 2 conformance test.
    
    In the case that a dynamic index is out-of-range, the base ESSL 3.00 spec
    allows undefined behavior. KHR_robust_buffer_access_behavior adds the
    requirement that program termination should not occur and that
    out-of-range reads must return either a value from the active program's
    memory or zero, and out-of-range writes should only affect the active
    program's memory or do nothing. This patch clamps out-of-range indices so
    that either the first or last item of the matrix/vector is accessed.
    
    The code is not transformed in case the it fits within the limited subset
    of ESSL 1.00 given in Appendix A of the spec. If the code isn't within
    the restricted subset, even ESSL 1.00 shaders may require this
    workaround.
    
    BUG=angleproject:1116
    TEST=dEQP-GLES3.functional.shaders.indexing.* (all pass after change)
         WebGL 2 conformance tests (glsl3/vector-dynamic-indexing.html)
    
    Change-Id: I9f6d7c7ecda8ac4dc3c30b39e15a9a0b5381c5a8
    Reviewed-on: https://chromium-review.googlesource.com/310010
    Reviewed-by: Geoff Lang <geofflang@chromium.org>
    Tested-by: Geoff Lang <geofflang@chromium.org>
    

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    Description

    A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.

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  • 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 View the Dev setup instructions.

    ##Contributing