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  • Hash : cb16fb5f
    Author : Cody Northrop
    Date : 2019-08-29T16:53:55

    Vulkan: Support texture base and max levels
    
    The Vulkan backend uses a vkImage that matches the number
    of effective levels in the GL texture. This is due to the fact
    that GL textures can have really strange layouts that only make
    sense when base level and max level are applied.
    
    For instance, take the following layout with disjoint mip levels:
    
      Level 0: 4x4 RGBA
      Level 1: 2x2 RGBA
      Level 2: 10x10 RGB
    
    If base level is set to zero and max level is set to 1, the image is
    still considered mip-complete:
    
      Level 0: 4x4 RGBA  ==> Base Level 0 ==>  Level 0: 4x4 RGBA
      Level 1: 2x2 RGBA  ==> Max Level 1  ==>  Level 1: 2x2 RGBA
      Level 2: 10x10 RGB
    
    If base and max level are then both set to 2, the texture is still
    considered complete, but of a different size and format:
    
      Level 0: 4x4 RGBA
      Level 1: 2x2 RGBA
      Level 2: 10x10 RGB ==> Base/Max Level 2 ==> Level 2: 10x10 RGB
    
    When the base or max level is changed, we must recreate the vkImage to
    match the new level count.
    
    To support that, we:
    
     - Stage updates from the current image to the new image
     - Only stage updates if there aren't already staged updates for a level
     - Free the current image and so it can be recreated at the next draw
    
    This CL does the following:
    
     - Refactors TextureVk::copyImageDataToBuffer to support staging updates
       without flush
     - Adds TextureVk::copyImageDataToBufferAndGetData to support previous
       use model
     - Adds TextureVk::changeLevels, triggered during syncState, which stages
       updates and releases the current image.
     - Updates ImageHelper::flushStagedUpdates to understand base/max levels
     - Updates TextureVk::ensureImageInitialized and TextureVk::generateMipmap
       to account for base/max level
     - Tracks base and max levels in ImageHelper
     - Adds ImageHelper::stageSubresourceUpdateFromBuffer to support
       this use case
     - Adds ImageHelper::isUpdateStaged to determine if changeLevels
       should propagate data
     - Makes gl::TextureTypeToTarget available for use outside of ImageIndex
     - Enables several deqp and end2end tests
    
    Bug: angleproject:3148
    Test: dEQP-GLES3.functional.texture.mipmap.*base_level*
    Test: dEQP-GLES3.functional.texture.mipmap.*max_level*
    Change-Id: I14ca071c9c62eb310dfed7ef9290dc65fc3ff696
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1776933
    Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
    Commit-Queue: 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
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    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 and 3.0 to desktop OpenGL, OpenGL ES, Direct3D 9, and Direct3D 11. Support for translation from OpenGL ES to Vulkan is underway, and future plans include compute shader support (ES 3.1) and MacOS support.

    Level of OpenGL ES support via backing renderers

    Direct3D 9 Direct3D 11 Desktop GL GL ES Vulkan
    OpenGL ES 2.0 complete complete complete complete complete
    OpenGL ES 3.0 complete complete complete in progress
    OpenGL ES 3.1 in progress complete complete in progress
    OpenGL ES 3.2 planned planned planned

    Platform support via backing renderers

    Direct3D 9 Direct3D 11 Desktop GL GL ES Vulkan
    Windows complete complete complete complete complete
    Linux complete complete
    Mac OS X complete
    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. 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.

    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