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  • Hash : 94a23a4e
    Author : Cody Northrop
    Date : 2022-08-21T19:52:50

    FrameCapture: Fix separable shader uniform locs
    
    Uniform locations are tracked by traced program ID, not remapped
    program ID. This was creating code that used incorrect locations
    and would immediately crash.
    
    For instance, the following code:
    
      glProgramUniform4fv(gShaderProgramMap[92],
          gUniformLocations[gShaderProgramMap[92]][12], 1,
          reinterpret_cast<const GLfloat *>(&gBinaryData[0]));
    
    gShaderProgramMap[92] happens to remap to 54 during replay.
    
    But if you look in UpdateUniformLocation, we track uniform locations
    based on the trace program (92):
    
      // Example call: UpdateUniformLocation(92, "fullmatrix", 0, 1);
      void UpdateUniformLocation(GLuint program, const char *name, GLint
                                 location, GLint count)
      {
         ...
         gUniformLocations[program] = programLocations.data();
      }
    
    So when gUniformLocations[gShaderProgramMap[92]] is used, it tries
    to look up uniform locations for 54, which don't exist, and returns
    nullptr.
    
    To fix, don't use gShaderProgramMap when looking up locations of
    uniforms. This only affects separable programs. Normal glUniform
    calls use gCurrentProgram which is already the trace program (92).
    
    The new code looks like this:
    
      glProgramUniform4fv(gShaderProgramMap[92],
          gUniformLocations[92][12], 1,
          reinterpret_cast<const GLfloat *>(&gBinaryData[0]));
    
    Test: Antutu Refinery MEC
    Bug: angleproject:7590
    Change-Id: I079923ec8d938356e72e929d61f80c7fc371a95b
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3844642
    Reviewed-by: Yuxin Hu <yuxinhu@google.com>
    Commit-Queue: Cody Northrop <cnorthrop@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
    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
    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