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    Commit

  • Hash : c19ec948
    Author : Amirali Abdolrashidi
    Date : 2022-08-23T10:43:59

    Vulkan: Implement imageless framebuffers
    
    * Added the attachment image and create info objects to be used
      for imageless framebuffers created in getFramebuffer().
    
    * New helper class for framebuffers in RenderPassCommandBufferHelper:
      MaybeImagelessFramebuffer, which includes a framebuffer object, if
      the framebuffer is imageless, and the image views. This is to make
      sure that the args for render pass begin info will be correctly set
      up according to the status of the used framebuffer.
    
    * Refactored the collection of attachments in getFramebuffer() into
      a new function, getAttachmentsAndImagesFromRenderTargets(). It also
      returns their corresponding ImageHelper* objects used to create the
      framebuffer (from their image properties).
    
    * New struct: RenderTargetInfo; which keeps track of render targets
      and whether resolve image should be used for the render pass in the
      form of the enum class RenderTargetImage.
    
    * Added a new arg to getFramebuffer(): resolveRenderTargetIn; to use
      when there is a valid resolveImageViewIn.
    
    * Without using the framebuffer cache, we would require to handle
      the framebuffer destruction by adding it to the garbage instead
      of releasing it. For example, FramebufferVk::destroy() now adds
      mCurrentFramebuffer to the garbage.
    
    * Added new framebuffer unit tests.
    
      * Added tests where two textures with different attributes are bound
        to the same framebuffer before drawing, one after another.
    
      * Added test where a blit occurs from a multisample texture into a
        non-zero level of a resolve texture, each bound to a separate FBO.
    
    * Added a new perf test to compare performance for enabled imageless
      framebuffers vs disabled. (Credit: cclao)
    
    Bug: angleproject:7553
    Change-Id: Iacdbd73aaa01cbb0e37abf01ae4892bdfdd4b12f
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3827644
    Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    Commit-Queue: Amirali Abdolrashidi <abdolrashidi@google.com>
    Reviewed-by: Charlie Lao <cclao@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 thodg_w www_kmx_io 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 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 in progress
    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 1.5 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