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  • Hash : babce049
    Author : James Darpinian
    Date : 2020-10-16T16:32:17

    iOS: Disable worker contexts, and use sized formats
    
    Kimmo Kinnunen made this change downstream in WebKit.
    https://bugs.webkit.org/show_bug.cgi?id=215908
    
    Disable ANGLE workers until EAGL implementation is more complete.
    Current implementation fails to compile any shader, since the
    compilation happens in the worker thread and worker EAGL context
    which does not use the same sharegroup as the main context.
    The shader objects are created in the main context but the shader
    source setting and compilation happens in the worker context.
    EAGL needs a flush between state changes, and adding that
    correctly is a bigger change to be done later.
    
    Use sized formats when calling [EAGLContext -texImageIOSurface]
    from EGL_ANGLE_iosurface_client_buffer code. The texImageIOSurface
    accepts parameters with glTexImage2D logic. On ES3, some of the
    internal formats must be sized formats. The EAGLContext instantiated
    by ANGLE is ES3, even if the ANGLE context would be ES2.
    
    No tests added since this should be caught with the many video
    related tests. It's unclear why this is not the case -- at
    least on real hw. This is to be investigated later, too.
    
    Bug: angleproject:5104
    Change-Id: Iebf1a04488c5137d55a278d973a34511e8dc46bb
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2481850
    Reviewed-by: Kenneth Russell <kbr@chromium.org>
    Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
    Commit-Queue: James Darpinian <jdarpinian@chromium.org>
    

  • 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 in progress

    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