Hash :
9c6fb52c
Author :
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>
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.
| 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 |
| 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:
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.
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