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  • Hash : 93560ef5
    Author : Shahbaz Youssefi
    Date : 2019-07-25T16:13:02

    Vulkan: Seamful cube map emulation
    
    In GLSL, a cube texture is sampled with one of textureCube* functions.
    This function takes a 3D coordinate which is a vector from the center of
    the cube and identifies a direction to sample from. GLES2.0 has the
    following table that translates this 3D coordinate (Rx, Ry, Rz) to a
    face and ST coordinates within that face. This table can be found in
    Section 3.7.5 (Cube Map Texture Selection).
    
    A compiler pass is implemented in ANGLE that replaces samplerCube
    declarations with a sampler2DArray. The textureCube* functions are
    replaced with the corresponding texture* functions with the translated
    coordinates according to that table.
    
    Gradients provided to textureCubeGrad are translated using the same
    formulae, which is not precise but the spec specifies this projection to
    be implementation dependent.
    
    Helper invocations enabled through WQM (whole quad mode) cause a
    nuisance in that the extrapolated varyings used as coordinates in a
    textureCube call could have a different major axis (and therefore face)
    from the non-helper invocations that lie within the geometry.
    subgroupQuadSwap* operations are used in conjunction with
    gl_HelperInvocation to make sure the helper threads calculate texture
    UVs in the same face as the non-helper invocations.
    
    Bug: angleproject:3300
    Bug: angleproject:3240
    Bug: angleproject:3243
    Bug: angleproject:3732
    Change-Id: I0cb6a9b1f2e1e6a392b5baca1c7118ed1c502ccf
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1715977
    Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
    

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