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  • Hash : 86d9c93a
    Author : Shahbaz Youssefi
    Date : 2019-12-16T16:07:04

    Use TSpan for TType's array sizes
    
    Until C++20, std::vector doesn't have a constexpr constructor, which
    means TType cannot use a `TVector` for `mArraySizes` if an arrayed type
    needs to be created constexpr.  This is needed for the upcoming
    textureGatherOffsets implementation.
    
    A new TSpan class is introduced, based on std::span (from C++20) that
    holds the pointer/size allocated from a TVector without owning it.
    Since TVector's allocation are made from a pool, the allocated memory
    will live beyond the vector's destruction.  `TType::mArraySizes` is
    changed to this type.
    
    This change will allow a new constexpr constructor to be added to TType
    that takes a TSpan as array directly, a value which is constexpr
    initialized from a static array (instead of TVector).
    
    Bug: angleproject:3569
    Change-Id: I78793b0f4c64519e0ebe30cf6e0de995ba70035d
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1968260
    Reviewed-by: Jiajia Qin <jiajia.qin@intel.com>
    Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    Commit-Queue: Shahbaz Youssefi <syoussefi@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
    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 Metal
    OpenGL ES 2.0 complete complete complete complete complete in progress
    OpenGL ES 3.0 complete complete complete in progress
    OpenGL ES 3.1 in progress complete complete in progress
    OpenGL ES 3.2 planned planned planned

    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 planned
    Chrome OS complete planned
    Android complete complete
    Fuchsia 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