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  • Hash : 7b1b8a01
    Author : Le Hoang Quyen
    Date : 2023-09-21T20:15:29

    Metal: Allow using GL_RGB with either RGBA/BGRA IOSurface.
    
    Previously we only allowed GL_RGB internal format to be used with BGRA
    IOSurface and GL_RGBX8_ANGLE to be used with RGBA IOSurface
    respectively.
    
    However, there are currently many places in Chrome prefer GL_RGB to be
    able to be used with both RGBA and BGRA IOSurface.
    
    This CL allows such combinations. Instead of deducing angle::FormatID of
    the IOSurface pbuffer based on the input GL internal format & type, we
    will take into account the pixel format of the IOSurface as well.
    
    For example, when we call eglCreatePbufferFromClientBuffer with GL_RGB
    internal format attribute:
    - if IOSurface's pixel format is 'RGBA' ->
      deduced angle::FormatID is R8G8B8A8_UNORM.
    - if IOSurface's pixel format is 'BGRA' ->
      deduced angle::FormatID is B8G8R8A8_UNORM.
    
    This CL also removes GL_RGBX8_ANGLE support from Metal backend. Because
    there are many places in Chrome that use this format enum for both RGBA
    & BGRA IOSurface when the extension is available. It's redundant to
    support that since GL_RGB already covers most of the required cases.
    
    Bug: angleproject:8350
    Change-Id: I5a121a97e031a42d0779721d4348f373dfaee9a0
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4881742
    Reviewed-by: Kenneth Russell <kbr@chromium.org>
    Commit-Queue: Quyen Le <lehoangquyen@chromium.org>
    Reviewed-by: Sunny Sachanandani <sunnyps@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
    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 [1]
    iOS complete [2]
    Chrome OS complete planned
    Android complete complete
    GGP (Stadia) 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)

    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