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  • Hash : 8413faba
    Author : shrekshao
    Date : 2019-04-04T17:13:18

    Fix formsRenderingFeedbackLoopWith check
    
    To make it pass the following webgl conformance test
    https://github.com/KhronosGroup/WebGL/blob/master/sdk/tests/conformance/rendering/rendering-sampling-feedback-loop.html
    
    It used to fail due to
    1. Didn't check if texture unit is sampler complete
    2. Only checked active drawbuffers. But drawbuffer settings shouldn't be
    taken into account when checking drawing feedback loop.
    
    On top of applying these 2 functional fixes, I also tried to do some
    optimization by unwrapping the nested for loop for program sampler
    bindings and texture unit in `Program::samplesFromTexture` and putting
    them outside of the draw buffer loop according to the old comment by
    Antonie @piman.
    https://codereview.chromium.org/2461973002/
    
    > ... turning it around (for each texture check if it's
    also an attachment, instead of for each attachment check if it's a bound
    texture). In particular, we have an upper bound on the number of
    attachments, so we can look them up outside the loop into a fixed size
    buffer on the stack - and the very common case will be to only have 1 of
    them making the inner loop cheap.
    
    But this unwraps sort of breaks the code structure. An alternative way
    would be passed in a framebuffer pointer into `Program::samplesFromTexture`
    but that would ends up in tight class coupling. I am a bit unsure here.
    Would like to hear if think this change is okay in terms of code style.
    
    In addition to further speed up this check (as it runs for every draw
    validation) I added a cache mLastColorAttachmentId indicating the last i
    of GL_COLORATTACHMENTi that is not GL_NONE to shorten this inner loop.
    In most scenario we won't have up to max number of color attachments.
    
    A side note: this is still failing
    https://github.com/KhronosGroup/WebGL/blob/master/sdk/tests/conformance2/rendering/depth-stencil-feedback-loop.html
    But it's because the test case doesn't fit the spec at this moment.
    I will update this test later.
    
    Bug: chromium:660844
    Change-Id: I6d718dada71a5d989caac04de03f2454f2377612
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1553963
    Reviewed-by: Jamie Madill <jmadill@chromium.org>
    Reviewed-by: Geoff Lang <geofflang@chromium.org>
    Commit-Queue: Shrek Shao <shrekshao@google.com>
    

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  • Git HTTP https://git.kmx.io/kc3-lang/angle.git
    Git SSH git@git.kmx.io:kc3-lang/angle.git
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    Description

    A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.

    Homepage

    Github

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    kc3_lang_org thodg_w www_kmx_io thodg_l thodg thodg_m
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  • 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 and 3.0 to desktop OpenGL, OpenGL ES, Direct3D 9, and Direct3D 11. Support for translation from OpenGL ES to Vulkan is underway, and future plans include compute shader support (ES 3.1) and MacOS support.

    Level of OpenGL ES support via backing renderers

    Direct3D 9 Direct3D 11 Desktop GL GL ES Vulkan
    OpenGL ES 2.0 complete complete complete complete in progress
    OpenGL ES 3.0 complete complete in progress not started
    OpenGL ES 3.1 not started in progress in progress not started

    Platform support via backing renderers

    Direct3D 9 Direct3D 11 Desktop GL GL ES Vulkan
    Windows complete complete complete complete in progress
    Linux complete in progress
    Mac OS X in progress
    Chrome OS complete planned
    Android complete in progress

    ANGLE v1.0.772 was certified compliant by passing the ES 2.0.3 conformance tests in October 2011. 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, 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