• Show log

    Commit

  • 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>
    

  • 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 complete
    OpenGL ES 3.0 complete complete complete in progress
    OpenGL ES 3.1 in progress complete complete not started
    OpenGL ES 3.2 planned planned planned

    Platform support via backing renderers

    Direct3D 9 Direct3D 11 Desktop GL GL ES Vulkan
    Windows complete complete complete complete complete
    Linux complete complete
    Mac OS X complete
    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