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  • Hash : ec308b35
    Author : Cody Northrop
    Date : 2023-05-15T15:03:10

    Vulkan: Add feature to limit sample count to 2
    
    This CL adds a feature called `limitSampleCountTo2`.  Using it will
    have the Vulkan backend limit max samples to 2.
    
    Why 2?  That's the minimum required in Vulkan to multisample without
    error.  Here's an example validation error:
    
        vkCmdResolveImage: srcImage sample count is VK_SAMPLE_COUNT_1_BIT.
        The Vulkan spec states: srcImage must have a sample count equal to
        any valid sample count value other than VK_SAMPLE_COUNT_1_BIT.
        https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/vkspec.html#VUID-vkCmdResolveImage-srcImage-00257
    
    Using a limit as opposed to forcing a value allows non-multisampling
    (sample count of 1) to continue working.
    
    To see how tests fare when the feature is set, see the following test
    results that force the value on:
    https://chromium-review.googlesource.com/c/angle/angle/+/4534098/4
    
    Test: adb shell setprop debug.angle.feature_overrides_enabled limitSampleCountTo2
    Bug: b/279498079
    Bug: angleproject:8162
    Change-Id: I1df2822709151e6084c32055b5aff444e0b10db5
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4518562
    Commit-Queue: Cody Northrop <cnorthrop@google.com>
    Reviewed-by: Geoff Lang <geofflang@chromium.org>
    Reviewed-by: Greg Schlomoff <gregschlom@google.com>
    Reviewed-by: Charlie Lao <cclao@google.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
    Public access ? public
    Description

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

    Homepage

    Github

    Users
    kc3_lang_org thodg_w www_kmx_io thodg_l thodg thodg_m
    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 complete
    OpenGL ES 3.0 complete complete complete complete complete
    OpenGL ES 3.1 incomplete complete complete complete
    OpenGL ES 3.2 in progress in progress in progress

    Additionally, OpenGL ES 1.1 is implemented in the front-end using OpenGL ES 3.0 features. This version of the specification is thus supported on all platforms specified above that support OpenGL ES 3.0 with known issues.

    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 complete
    iOS complete
    Chrome OS complete planned
    Android complete complete
    GGP (Stadia) complete
    Fuchsia complete

    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 1.5 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