commit | d4f4c11b92cb03d121bda62fa75f605d8b190940 | [log] [tgz] |
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author | Olli Etuaho <oetuaho@nvidia.com> | Fri Apr 15 12:11:24 2016 |
committer | Commit Bot <commit-bot@chromium.org> | Tue Apr 26 10:13:29 2016 |
tree | 3ab4b2024d26c2b3758590f62cf23795346d55b4 | |
parent | 250062bc7fd3f4229332f2dd6381be6576120505 [diff] |
Fix deferring global array initialization The initial implementation of DeferGlobalInitializers did not take HLSL corner cases into account. In particular, in case there was a const-qualified array variable with an initializer that contained elements that weren't constant folded, initialization would not be deferred and the global scope of HLSL output would contain a call to angle_construct_into_*(). On the other hand, deferring global initializers was also done in cases where it wasn't necessary. Initializers of non-const qualified array variables that could be written as HLSL literals by HLSL output were unnecessarily deferred. This patch fixes both of these issues: Now all global initializers are potential candidates for deferral instead of just those where the symbol has the EvqGlobal qualifier, and initializers that are constructors taking only constant unions as parameters are not unnecessarily deferred. BUG=angleproject:1205 BUG=541551 TEST=angle_end2end_tests Change-Id: I4027059e0e5f39c8a5a48b5c97a3fceaac6b6f8a Reviewed-on: https://chromium-review.googlesource.com/339201 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
#ANGLE 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 to desktop OpenGL, Direct3D 9, and Direct3D 11. Support for translation from OpenGL ES 3.0 to all of these APIs is nearing completion, and future plans include enabling validated ES-to-ES support.
Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | |
---|---|---|---|---|
OpenGL ES 2.0 | complete | complete | complete | planned |
OpenGL ES 3.0 | nearing completion | nearing completion | planned | |
[Level of OpenGL ES support via backing renderers] |
Direct3D 9 | Direct3D 11 | Desktop GL | |
---|---|---|---|
Windows | * | * | * |
Linux | * | ||
Mac OS X | in progress | ||
[Platform support via backing renderers] |
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.
##Browsing Browse ANGLE's source in the repository
##Building View the Dev setup instructions. For generating a Windows Store version of ANGLE view the Windows Store instructions
##Contributing