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  • Hash : 6deca89e
    Author : Yuxin Hu
    Date : 2023-03-22T22:33:40

    Add Spirv Instruction to explicitly cast mediump float to 16 bit
    
    If the GLSL shader code expects the comparison between
    two mediump float values returning true, but the SpirV
    compiler treats one of them as 32-bit, and treats the
    other one as 16-bit, the comparison would return false
    instead. The SpirV compiler may not automatically cast
    the mediump float values to 16 bits, because it may
    utilize the RelaxedPrecision decoration to keep a mediump
    float as 32-bit, so that the compiler can avoid the
    type cast from 32-bit highp to 16-bit mediump.
    
    This change adds an additional OpQuantizeToF16 SpirV
    instruction to explicitly cast mediump float scalar
    or mediump float vector to 16 bit, if they are assigned
    with a highp float value. This ensures that if the
    GLSL shader code ever compares two meiump float values,
    the SpirV shader compiler is not accidentally comparing
    a 16 bit with a 32 bit float value.
    
    This fixe the deqp test failure on Pixel 6 and Pixel 7:
    dEQP-GLES2.functional.shaders.algorithm.rgb_to_hsl_vertex.
    
    Bug: b/274859104
    Bug: b/274408172
    Change-Id: Ifd996cea14c0f77f45ae90f38c8e53cf5035139f
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4400404
    Commit-Queue: Yuxin Hu <yuxinhu@google.com>
    Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    Reviewed-by: Cody Northrop <cnorthrop@google.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, 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 in progress

    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
    iOS complete
    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 1.5 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.

    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