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  • Hash : 888081d5
    Author : Jamie Madill
    Date : 2018-02-27T00:24:46

    D3D11: Refactor dependent Framebuffer state changes.
    
    Previously, when a state change would cause a Texture to
    recreate its storage specific to D3D11, we would use a
    dependent notification from RenderTarget11 to Framebuffer11
    to re-check internal dirty bits. In this new method, we
    instead set dirty bits on the gl::Frambuffer directly. This
    also means we use fewer internal objects for these
    notifications, because we share the same structures between
    the D3D11 back-end notifications and the top-level notifications
    we use for Robust init and Framebuffer completeness.
    
    This also allows us to get rid of one "if" that we check on
    every draw call in D3D11.
    
    This also introduces a dirty bits guard concept - a shadow
    set of dirty bits that is checked in dependent state changes
    to ensure that extra bits aren't set inside syncState.
    
    This also implements Framebuffer dirty bits for the D3D9
    back-end. This has the side effect of cleaning up the
    "null colorbuffer" D3D9 workaround.
    
    Bug: angleproject:2372
    Change-Id: Ie346d39030f4f6df583d735685b0babea4e745a8
    Reviewed-on: https://chromium-review.googlesource.com/936691
    Reviewed-by: Jamie Madill <jmadill@chromium.org>
    Commit-Queue: 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 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 planned
    Mac OS X in progress
    Chrome OS complete planned
    Android complete planned

    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. For generating a Windows Store version of ANGLE view the Windows Store instructions

    Contributing