• Show log

    Commit

  • Hash : b91d2630
    Author : Jamie Madill
    Date : 2020-03-24T13:17:58

    Speculative fix for assertion failure with samplers.
    
    This was crashing for example here:
    
    https://chromium-swarm.appspot.com/task?id=4b174a9710848410
    https://chromium-swarm.appspot.com/task?id=4b214baec2ee7e10
    
    With this stack:
    
    libglesv2!gl::TextureState::isBoundAsSamplerTexture
    libglesv2!gl::Texture::onUnbindAsSamplerTexture
    libglesv2!gl::State::unsetActiveTexture+0x9
    libglesv2!gl::State::updateActiveTextureState+0x2d2
    libglesv2!gl::State::updateActiveTexture+0x3aa
    libglesv2!gl::State::setSamplerTexture+0x4a1
    libglesv2!gl::Context::bindTexture+0x1ab
    libglesv2!gl::BindTexture+0x99
    chrome!GrGLFunction+0x1f
    chrome!GrGLGpu::bindTexture+0x1a0
    chrome!GrGLProgram::bindTextures+0x1b9
    chrome!GrGLOpsRenderPass::onBindTextures+0x50
    chrome!GrOpsRenderPass::bindTextures+0x106
    chrome!GrOpFlushState::bindTextures+0xf
    chrome!`anonymous namespace'::FillRectOp::onExecute+0xd3
    
    It's unclear how we could end up with a Texture bound that doesn't go
    through the normal setter functions. I did see a potential hole where
    textures might not get an unbind call when a Context is torn down. This
    could lead to bugs in multi-context situations.
    
    This protects the set/unset functions in a helper class to ensure we
    always call onBind/onUnbind and forces the destructor to call unbind.
    
    Bug: angleproject:4490
    Change-Id: Ied64e02bbe3a37efcab6cbdd4bf2d1b6dcb8b3ac
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2118254
    Commit-Queue: Jamie Madill <jmadill@chromium.org>
    Reviewed-by: Cody Northrop <cnorthrop@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
    kc3_lang_org www_kmx_io thodg_w 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 in progress
    OpenGL ES 3.0 complete complete complete complete
    OpenGL ES 3.1 in progress complete complete in progress
    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
    Fuchsia in progress

    ANGLE v1.0.772 was certified compliant by passing the ES 2.0.3 conformance tests in October 2011. With the Vulkan backend, ANGLE 2.1.0.d46e2fb1e341 was certified compliant to ES 2.0 in Nov 2019, and ANGLE 2.1.0.f18ff947360d to ES 3.0 in Feb 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