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  • Hash : 9c6fb52c
    Author : Shahbaz Youssefi
    Date : 2021-07-13T14:10:41

    Vulkan: SPIR-V Gen: Assignment between mismatching SPIR-V types
    
    In general, GLSL qualifiers translate to SPIR-V decorations on SPIR-V
    variables.  In the case of blocks (struct or interface block),
    OpMemberDecorate is used, which due to its specification in SPIR-V, can
    only apply decorations to direct members of a block.  This makes it
    impossible for example to decorate a nested member of a block through
    its variable id.
    
    As such, some decorations such as RowMajor and Invariant apply to
    members of a block given its _type_ id.  Unfortunately SPIR-V requires
    ArrayStride to also be applied to a type directly, rather than a member
    of a block.  This implies that some types, such as structs used in
    uniform/buffer interface block, or decorated with invariant or
    row_major, as well as arrays (of any type) used inside and outside
    interface blocks to produce different SPIR-V types from the same GLSL
    type.  The SpirvTypeSpec data previously introduced specialize these
    types.
    
    It's necessary to "cast" between these types when needed.  The
    translator handles casts at load/store boundary:
    
    - Upon load, the value is cast to the type with the default
      SpirvTypeSpec.
    - Upon store, the value is cast from the default to the store target
      SpirvTypeSpec.
    - All intermediate results use the default SpirvTypeSpec.
    
    Bug: angleproject:4889
    Change-Id: I6fa28e518ec6b517ff163f44b6892859eb4b10fd
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3026145
    Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
    Reviewed-by: Tim Van Patten <timvp@google.com>
    Reviewed-by: Jamie Madill <jmadill@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, 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 planned
    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 1.4 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, 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