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  • Hash : 7fe0694c
    Author : Amirali Abdolrashidi
    Date : 2022-07-14T16:42:30

    Vulkan: Use push constants for driver uniforms
    
    * Updated the driver uniforms so they would be defined as push
      constants in SPIR-V. Their data would be updated via
      pushConstants() when handling the driver uniform dirty bits.
    
    * Updated TOutputVulkanGLSL to be able to generate the push
      constants as required.
    
    * When handling the driver uniform dirty bits, we no longer
      allocate a buffer.
    
    * Removed the driver uniform descriptor set from the pipeline
      layout.
    
    * Removed the binding-related functions and flags for the driver
      uniforms.
    
      * In invalidateGraphicsDescriptorSet(), DIRTY_BIT_DESCRIPTOR_SETS
      is used instead of DIRTY_BIT_DRIVER_UNIFORMS_BINDING. (Same for
      invalidateComputeDescriptorSet())
    
      * DIRTY_BIT_DRIVER_UNIFORMS_BINDING is replaced with
      DIRTY_BIT_DRIVER_UNIFORMS in other places.
    
    * Removed mDriverUniform and DriverUniformsDescriptorSet from
      ContextVk.
    
    * Added mSupportedVulkanShaderStageMask to RendererVk, which is used
      in creating the pipeline layout and updating the push constants.
    
    * Added a TODO note for driverUniformsDescriptorSetIndex.
    
    Bug: angleproject:6858
    Change-Id: I91037d378528962a816b12ff3f21249ee17b7652
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3782570
    Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    Commit-Queue: Amirali Abdolrashidi <abdolrashidi@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
    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 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 in progress
    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