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  • Hash : e115c3be
    Author : Cooper Partin
    Date : 2015-10-14T13:55:10

    Fixed incorrect buffer count for emulated points rendering
    
    Emulated points rendering for FL9_3 was getting lucky because the
    value of maxDiff just happened to be large enuough to include the
    additional pointsprite vertex buffer in the total buffer count used
    in IASetVertexBuffers.
    
    maxDiff is calculated while buffers and offsets are being configured.
    The pointsprite buffer was not updating maxDiff resulting in an off-by
    one calculation which causes TDRs on some Qualcomm chipsets.
    
    This issue was discovered using Cocos2dx.
    
    BUG=angleproject:1176
    
    Change-Id: I3b3af1757e1cef48bbc62e68695a3e239fef77bf
    Reviewed-on: https://chromium-review.googlesource.com/305752
    Reviewed-by: Jamie Madill <jmadill@chromium.org>
    Tryjob-Request: Jamie Madill <jmadill@chromium.org>
    Tested-by: Cooper Partin <coopp@microsoft.com>
    Reviewed-by: Corentin Wallez <cwallez@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
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    Description

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

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    kc3_lang_org thodg_w www_kmx_io thodg_l thodg thodg_m
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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 View the Dev setup instructions.

    ##Contributing