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  • Hash : ea22b7a5
    Author : Olli Etuaho
    Date : 2018-01-04T17:09:11

    Constant fold array indexing and comparison
    
    A virtual function to get the constant value of an AST node is added
    to TIntermTyped. This way a constant value can be retrieved
    conveniently from multiple different types of nodes. TIntermSymbol
    nodes pointing to a const variable can return the value associated
    with the variable, constructor nodes can build a constant value from
    their arguments, and indexing nodes can index into a constant array.
    
    This enables constant folding operations on constant arrays, while
    making sure that large amounts of data are not duplicated in the
    output shader. When folding an operation makes sense, the values of
    the arguments can be retrieved by using the new
    TIntermTyped::getConstantValue(). When folding an operation would
    result in duplicating data, the AST can just be left to be written out
    as is.
    
    For example, if the code contains a constant array of arrays, indexing
    into individual elements of the inner arrays can be folded, but
    indexing the top level array is left in place and not replaced with
    duplicated array literals.
    
    Constant folding is supported for indexing and comparisons of arrays.
    
    In case constant arrays are only referenced through foldable
    operations, the variable declarations will be pruned from the AST by
    the RemoveUnreferencedVariables step.
    
    BUG=angleproject:2298
    TEST=angle_unittests
    
    Change-Id: I5b3be237b7e9fdba56aa9bf0a41b691f4d8f01eb
    Reviewed-on: https://chromium-review.googlesource.com/850973
    Reviewed-by: Geoff Lang <geofflang@chromium.org>
    Commit-Queue: 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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    Github

    Users
    kc3_lang_org thodg_w www_kmx_io thodg_l thodg thodg_m
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  • 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 in progress
    OpenGL ES 3.0 complete complete in progress not started
    OpenGL ES 3.1 not started in progress in progress not started

    Platform support via backing renderers

    Direct3D 9 Direct3D 11 Desktop GL GL ES Vulkan
    Windows complete complete complete complete in progress
    Linux complete planned
    Mac OS X in progress
    Chrome OS complete planned
    Android complete planned

    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. For generating a Windows Store version of ANGLE view the Windows Store instructions

    Contributing