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  • Hash : d0b270e6
    Author : Jamie Madill
    Date : 2020-08-14T21:55:17

    Feedback Loop Redesign 1/3: Framebuffer Serials.
    
    Currently we track feedback loops by counting the times a Texture is
    bound as a sampler or image in a particular context. This is a bit
    tricky because Texture bindings change frequently. Relative to the
    number of times we need to check for a feedback loop this causes excess
    overhead.
    
    Usually Framebuffers have a low number of Textures bound (in many cases
    just 1). And Textures aren't usually bound to many different FBOs. So
    instead of counting the number of times a Texture is bound as a sampler
    or image we will track the Framebuffers that the Texture is bound to.
    
    Because FBOs are unique to a Context, a Texture could be bound to two
    different FBOs with the same ID. In this CL we introduce a new Serial
    for the FBO which is unique to an EGL Share Group. This way we can
    ensure we don't make the wrong call when a Texture is referenced by a
    Framebuffer. It also replaces the old FB serial which was again only
    unique to a particular Context.
    
    Bug: angleproject:4500
    Bug: angleproject:4959
    Change-Id: I0a9989d861a4132bd3b7ed85f699a4448ff37a4e
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2358849
    Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
    Reviewed-by: Tobin Ehlis <tobine@google.com>
    Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
    Commit-Queue: Jamie Madill <jmadill@chromium.org>
    

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  • 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 in progress
    OpenGL ES 3.0 complete complete complete complete
    OpenGL ES 3.1 in progress 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