• Show log

    Commit

  • Hash : 5f092f8b
    Author : Cody Northrop
    Date : 2021-08-17T17:15:59

    FrameCapture: Support glProgramBinary
    
    This CL allows applications to use glProgramBinary. Normally this is
    a problem because we need program source in order to recreate shaders
    in use during mid-execution capture. Use of program binaries
    means an app can start and render frames without having submitted
    source for that run.
    
    To support this, we will embed program source into ANGLE's binary
    format. This will allow us to extract it when the app submits the
    binary. We will only embed this when capture is enabled to prevent
    increased binary size in the common case. Since this changes ANGLE's
    binary format, apps will recreate binaries when capture is enabled.
    
    Additionally, we can't allow captures to have glProgramBinary calls
    in the middle of captured frame ranges, so intercept those calls and
    replace with a full linking sequence.
    
    Changes include:
    
    - Add new frontend feauture enableProgramBinaryForCapture that allows
      OES_get_program_binary during capture.
    - Update ANGLE's binary format to include program source when
      capture is enabled.
    - Update maybeOverrideEntryPoint to handle multiple new calls
      instead of a single call.
    - Override calls to glProgramBinary that occur mid-capture
      to instead emit a full GenerateLinkedProgram sequence.
    - Add checks for created/attached shaders during FrameCapture since
      they won't be available for programs populated by the app using
      glProgramBinary.
    
    Test: Fortnite MEC
    Bug: b/180418810
    Bug: angleproject:5658
    Change-Id: Ib2a0e9e434d3ee0f384d128c48b2a7d4834f5b0f
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3105390
    Commit-Queue: Cody Northrop <cnorthrop@google.com>
    Reviewed-by: Tim Van Patten <timvp@google.com>
    Reviewed-by: Jamie Madill <jmadill@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 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 in progress
    OpenGL ES 3.1 incomplete complete complete complete
    OpenGL ES 3.2 in progress in progress in progress

    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 in progress
    iOS planned
    Chrome OS complete planned
    Android complete complete
    GGP (Stadia) complete
    Fuchsia complete

    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)

    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, Vulkan 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.

    Contributing