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  • Hash : abaeb415
    Author : Michael Spang
    Date : 2020-01-20T20:33:23

    Vulkan: Fix setupDraw when VK_EXT_transform_feedback is not enabled
    
    There's no dirty bit handler if VK_EXT_transform_feedback disabled, but
    we're setting that dirty bit in syncState. This results in calling a null
    method pointer. Skip the invalidate if the extension is not enabled.
    
        gl::LogMessage::~LogMessage() at ./../../third_party/angle/src/common/debug.cpp:0
        rx::ContextVk::setupDraw(gl::Context const*, gl::PrimitiveMode, int, int, int, gl::DrawElementsType, void const*, angle::BitSetT<11ul, unsigned long, unsigned long>, rx::vk::priv::SecondaryCommandBuffer**) at ./../../third_party/angle/src/libANGLE/renderer/vulkan/ContextVk.cpp:844
        rx::ContextVk::drawArrays(gl::Context const*, gl::PrimitiveMode, int, int) at ./../../third_party/angle/src/libANGLE/renderer/vulkan/ContextVk.cpp:1698
        gl::Context::drawArrays(gl::PrimitiveMode, int, int) at ./../../third_party/angle/src/libANGLE/Context.inl.h:112
        gl::DrawArrays(unsigned int, int, int) at ./../../third_party/angle/src/libGLESv2/entry_points_gles_2_0_autogen.cpp:926
        (anonymous namespace)::AttributeLayoutNonIndexed::Draw(int, unsigned int, unsigned short const*) at ./../../third_party/angle/src/tests/gl_tests/AttributeLayoutTest.cpp:431
        (anonymous namespace)::AttributeLayoutTest::Run(bool) at ./../../third_party/angle/src/tests/gl_tests/AttributeLayoutTest.cpp:305
    
    [This stack is from the added assert; calling a null function pointer
    crashes without producing a useful stack trace.]
    
    Bug: angleproject:4326
    Change-Id: I036ae322bddc4865229fa3fe7ea72a4344b99f83
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2011408
    Commit-Queue: Michael Spang <spang@chromium.org>
    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
    thodg_m kc3_lang_org thodg_w www_kmx_io thodg_l thodg
    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 Metal
    OpenGL ES 2.0 complete complete complete complete complete in progress
    OpenGL ES 3.0 complete complete complete in progress
    OpenGL ES 3.1 in progress complete complete in progress
    OpenGL ES 3.2 planned planned planned

    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
    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