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  • Author : Shannon Woods
    Date : 2015-11-05 15:54:51
    Hash : 21f76c20
    Message : Add magic newlines to markdown files. Change-Id: I225ecab48a7d3d0a04390c5535cf5b65709fd758 Reviewed-on: https://chromium-review.googlesource.com/311072 Reviewed-by: Shannon Woods <shannonwoods@chromium.org> Tested-by: Shannon Woods <shannonwoods@chromium.org>

  • doc/Update20120704.md
  • # ANGLE Development Update - July 4, 2012
    
    We haven't posted an update on the development status of ANGLE in quite some
    time and we'd like to provide an update on some of the new features and
    improvements that we've been working on.
    
    ## Conformance
    
    As announced in the [Chromium Blog]
    (http://blog.chromium.org/2011/11/opengl-es-20-certification-for-angle.html),
    ANGLE v1.0 has passed the Khronos OpenGL ES 2.0 certification process and is now
    a [conformant](http://www.khronos.org/conformance/adopters/conformant-products/)
    OpenGL ES 2.0 implementation.
    
    ## Extensions
    
    We have recently completed the implementation of depth texture support
    ([ANGLE\_depth\_texture]
    (https://code.google.com/p/angleproject/source/browse/extensions/ANGLE_depth_texture.txt?name=master))
    and earlier in the year we added support for instancing via attribute array
    divisors ([ANGLE\_instanced\_arrays]
    (https://code.google.com/p/angleproject/source/browse/extensions/ANGLE_instanced_arrays.txt?name=master)).
    See ExtensionSupport for a complete list of extensions that are supported by
    ANGLE.
    
    ## Shader Compiler
    
    We have also made a number of improvements in the shader compiler.
    
    * We addressed a number of defects related to scoping differences between HLSL and
    GLSL and improved the scoping support in ANGLE's compiler front-end. We also
    worked with The Khronos Group to get an ESSL spec bug fixed and several items
    clarified.
    * We addressed a number of correctness issues in the GLSL to HLSL
    translation process. We fixed some bugs related to constant propagation and
    comma conditional assignments. More importantly, we fully implemented support
    for short-circuiting boolean logic operations. In GLSL, Boolean expressions do
    short-circuit evaluation as in C, but HLSL evaluates them entirely. This only
    has an observable effect if a short-circuited operation has side effects, such
    as a function call that modifies global variables.
    * We implemented detection
    for discontinuous gradient or derivative computations inside loops and replace
    them with explicitly defined continuous behaviour. HLSL and GLSL differ in their
    specified behaviour for operations which compute gradients or derivatives.
    Gradients are computed by texture sampling functions which don't specify a
    specific mipmap LOD level, and by the OES\_standard\_derivatives built-in
    functions. To determine the gradient, the corresponding values in neighbouring
    pixels are differentiated. If neighbouring pixels execute different paths
    through the shader this can cause a discontinuity in the gradient. GLSL
    specifies that in these cases the gradient is undefined. HLSL tries to avoid the
    discontinuity in the compiler by unrolling loops so that every pixel executes
    all iterations. This can make the D3D HLSL compiler spend a long time generating
    code permutations, and possibly even fail compilation due to running out of
    instruction slots or registers. Because the GLSL specification allows undefined
    behaviour, we can define such texture sampling functions to use mipmap LOD level
    0, and have the derivatives functions return 0.0. To do this we examine the GLSL
    code's abstract syntax tree and detect whether the shader contains any loops
    with discontinuities and gradient operations. Within such loops, we generate
    HLSL code that uses explicitly defined texture LODs and derivative information.
    One additional consideration is that within these loops there can be calls to
    user-defined functions which may contain gradient operations. In this case, we
    generate variants of user-defined functions where these operations are
    explicitly defined. We use these new functions instead of the original ones in
    loops with discontinuities.
    
    These fixes result in ANGLE being able successfully compile a number of the more
    complex shaders. Unfortunately there are still some complex shaders which we
    have not yet been able to obtain solutions for. Ultimately Direct3D 9 SM3
    shaders are more restricted than what can be expressed in GLSL.  Most of the
    problematic shaders we've encountered will also not compile successfully on
    current ES 2.0 implementations.  We would only be able to achieve parity with
    Desktop GL implementations by using Direct3D 10 or above.
    
    ## Texture Origin Changes
    
    We have also made a major change to ANGLE in the way the origin difference
    between D3D and OpenGL is handled. This difference is normally observable when
    using render-to-texture techniques, and if not accounted for, it would appear
    that images rendered to textures are upside down. In recent versions of ANGLE
    (r536 (on Google Code)-r1161 (on Google Code)), we have been storing surfaces
    following the D3D Y convention where (0, 0) is the top-left, rather than GL's
    bottom-left convention. This was done by vertically flipping textures on load
    and then adjusting the texture coordinates in the shaders to compensate. This
    approach worked well, but it did leave the orientation of pbuffers inverted when
    compared to native GL implementations. As of ANGLE r1162 (on Google Code), we
    have changed this back to the original way it was implemented - textures are
    loaded and stored in the GL orientation, and the final rendered scene is flipped
    when it is displayed to a window by eglSwapBuffers. This should be essentially
    transparent to applications except that orientation of pbuffers will change.  In
    addition to fixing the pbuffer orientation, this change:
    
    * eliminates
    dependent-texture look-ups in the shaders, caused by flipping the texture
    y-coordinates
    * rounding of texture coordinates (while previously within spec)
    will be more consistent with other implementations, and
    * allows potential
    faster paths for loading texture data to be implemented. The only potential
    downside to this approach is that window-based rendering may be a bit slower for
    simple scenes. The good news is that this path is not used by browser
    implementations on most versions of Windows.
    
    ## Preprocessor
    
    Finally, Alok P. from Google has been working on implementing a new shader
    preprocessor for the last number of months and this effort is nearly complete.
    This new preprocessor should be more robust and much more maintainable. It also
    includes many (~5000) unit tests and passes all WebGL conformance tests. If you
    wish to try this out before it is enabled by default, define
    ANGLE\_USE\_NEW\_PREPROCESSOR=1 in your project settings for the
    translator\_common project.
    
    ## Contributions
    
    As always we welcome contributions either in the bug reports (preferably with an
    isolated test-case) or in the form of code contributions. We have added a
    [ContributingCode](ContributingCode.md) wiki page documenting the preferred
    process for contributing code. We do need to ask that you sign a Contributor
    License Agreement before we can integrate your patches.