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  • Hash : b3cbfd55
    Author : Kenneth Russell
    Date : 2021-07-07T12:31:57

    Fix multiple end2end crashes in direct-to-MSL compiler.
    
    This set of changes:
    
     - Adds a single place (CompilerMtl::useDirectToMSLCompiler) where the
       direct-to-MSL compiler can be enabled, still at compile time rather
       than run time. It is still disabled by default.
     - Initializes MTLWaitableCompileEventImpl::mShader, without which all
       shader compiles crash.
     - Fixes a mismatch of the ANGLERasterizerDisabled variable name in
       the generated MSL.
     - Removes the transform feedback bindings as an argument to the
       vertex shader's main0(). Transform feedback support needs to be
       reimplemented in this compiler backend.
     - Added an option to the DriverUniform class to emit as either an
       interface block or a struct. The direct-to-MSL backend assumes it
       is a struct.
     - Disable variable reference validation when referencing either
       sample mask or rasterizer discard functionality in the shader.
     - Disable struct usage validation when inserting references to
       ANGLE_TextureEnv. This occurs during pipeline rewriting and it's
       infeasible to disable it at that point, so disable it during
       pipeline rewriting - which means it's disabled for all shaders.
     - For angle_end2end_tests, disable the file API hooking which
       disables the Metal shader cache. This speeds up the tests
       significantly - by roughly a factor of 5.
    
    With these changes, several hundred angle_end2end_tests run without
    any assertion failures, though still with many test failures. The next
    crash is in:
     GLSLTest.NamelessScopedStructs/ES2_Metal
    and will likely require a larger bug fix, or more changes to be
    upstreamed from WebKit's repository.
    
    Bug: angleproject:5505
    Change-Id: Ia1ea9a13867f00035d4aeccf907fd032255588e3
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3010486
    Commit-Queue: Kenneth Russell <kbr@chromium.org>
    Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
    

  • 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, 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