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  • Hash : c3e55a43
    Author : Olli Etuaho
    Date : 2016-03-09T16:29:18

    Validate program changes wrt transform feedback
    
    UseProgram can't be called while transform feedback is active and
    unpaused. Validate this by checking the presence of active transform
    feedback in UseProgram.
    
    LinkProgram or ProgramBinary can't be called while transform feedback
    associated with the program is active. Validate this by going through
    all of the existing transform feedback objects when one of these
    functions is called and checking whether they are associated with the
    program being changed. A program association is added to
    gl::TransformFeedback to facilitate this.
    
    BeginTransformFeedback can't be used to unpause a transform feedback
    object, so code for that is removed.
    
    The validation of the entry points touched in this patch is refactored
    to follow the current convention of separate Validate* functions,
    though with LinkProgram following this convention fully isn't
    practical.
    
    This patch also makes sure that ANGLE doesn't invoke behavior that the
    GL spec doesn't specify if a program object associated with a paused
    transform feedback is deleted.
    
    Tests are edited so that they don't call UseProgram when it generates
    an error.
    
    BUG=angleproject:1101
    TEST=dEQP-GLES3.functional.negative_api.shader.* (2 more tests pass),
         dEQP-GLES3.functional.transform_feedback.* (no regressions),
         angle_end2end_tests
    
    Change-Id: I2e5b3a027ced11249b762ec01a29fa41d2c0dd96
    Reviewed-on: https://chromium-review.googlesource.com/332141
    Reviewed-by: Jamie Madill <jmadill@chromium.org>
    Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
    

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    Git SSH git@git.kmx.io:kc3-lang/angle.git
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    Description

    A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.

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  • README.md

  • #ANGLE 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 to desktop OpenGL, Direct3D 9, and Direct3D 11. Support for translation from OpenGL ES 3.0 to all of these APIs is nearing completion, and future plans include enabling validated ES-to-ES support.

    Direct3D 9 Direct3D 11 Desktop GL GL ES
    OpenGL ES 2.0 complete complete complete planned
    OpenGL ES 3.0 nearing completion nearing completion planned

    [Level of OpenGL ES support via backing renderers]

    Direct3D 9 Direct3D 11 Desktop GL
    Windows * * *
    Linux *
    Mac OS X in progress

    [Platform support via backing renderers]

    ANGLE v1.0.772 was certified compliant by passing the ES 2.0.3 conformance tests in October 2011. 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, Direct3D HLSL, and even ESSL for native GLES2 platforms.

    ##Browsing Browse ANGLE’s source in the repository

    ##Building View the Dev setup instructions. For generating a Windows Store version of ANGLE view the Windows Store instructions

    ##Contributing