Hash :
dc99fc40
Author :
Date :
2021-01-13T00:21:41
Vulkan: Translator pass to monomorphize problematic functions With array of array of samplers and images, we currently require the shader*ArrayDynamicIndexing Vulkan features. With atomic counters, we require the shaderStorageBufferArrayDynamicIndexing feature. The above features are required to enable passing opaque uniforms to functions. This change introduces a translator pass that monomorphizes functions that receive atomic counters, or partially subscripted array of array of samplers or images, etc by removing those arguments and using the opaque uniform directly. Follow up changes will include: - Great simplification to RewriteStructSamplers, and removal of RewriteStructSamplersOld. This will drop dependency to shaderSampledImageArrayDynamicIndexing and shaderStorageImageArrayDynamicIndexing. - Great simplification to RewriteAtomicCounters. This will drop dependency to shaderStorageBufferArrayDynamicIndexing. - Emulation of imageAtomicExchange for r32f formats, but changing the qualifier to r32ui. Note that parts of RewriteStructSampler are obsolete with this change, but will be refactored as a follow up. Bug: angleproject:3881 Bug: angleproject:4071 Bug: angleproject:5535 Change-Id: Ifd1435b2a31ebf364815046886aeded60297da79 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2628127 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Tim Van Patten <timvp@google.com>
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.
| 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 |
| 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.
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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.
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