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  • Hash : d2a67b96
    Author : Olli Etuaho
    Date : 2014-10-21T16:42:57

    Fix precision tracking for built-in function return values
    
    Previously, the type of the return value of all function calls was set to
    the type of the return value in the function signature. This did not
    carry precision information.
    
    This patch changes this so that the return value precision is set
    correctly for built-in functions. For single-argument math functions, it
    mostly depends on that addUnaryMath sets the type of the return value to
    be the same as the type of the operand. The type is replaced but the
    precision information from the operand type is retained when needed. For
    multi-argument math functions, precision is determined based on all the
    nodes in the aggregate after the type has been set. For texture
    functions, the precision is set according the sampler type as per ESSL
    1.0 spec. For textureSize, the precision is always highp as per ESSL 3.0
    spec.
    
    BUG=angle:787
    
    Change-Id: I48448e3ffe38656b91177dee9b60dd07a03cd095
    Reviewed-on: https://chromium-review.googlesource.com/224951
    Reviewed-by: Jamie Madill <jmadill@chromium.org>
    Reviewed-by: Nicolas Capens <capn@chromium.org>
    Tested-by: Olli Etuaho <oetuaho@nvidia.com>
    

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  • 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.

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  • README.md

  • #ANGLE The goal of ANGLE is to allow Windows users to seamlessly run WebGL and other OpenGL ES content by translating OpenGL ES API calls to DirectX 9 or DirectX 11 API calls.

    ANGLE is a conformant implementation of the OpenGL ES 2.0 specification that is hardware‐accelerated via Direct3D. 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. Work on ANGLE’s OpenGL ES 3.0 implementation is currently in progress, but should not be considered stable.

    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.

    ##Building For building instructions, visit the dev setup wiki.

    ##Contributing