Shahbaz Youssefi bbcf54bcb7 Vulkan: Refactor uniform/block binding duplication code
Previously, resource binding assignment was done as such:

```
for each shader stage
  assign bindings to textures
  assign bindings to blocks
  assign bindings to images
  etc
```

To deduplicate bindings when the same resource was used in multiple
stages, a map was used, keyed by the resource's name, to detect when an
already visited resource is encountered in a future stage.  This was
both inefficient and unnecessarily complicated.

With this change, resource binding assignment is done as such:

```
for each texture
  assign one binding to all shader stages
for each block
  assign one binding to all shader stages
for each image
  assign one binding to all shader stages
etc
```

The aforementioned map is removed.

Because the resource bindings are now changed, the rest of the code
(which sets up the pipeline layout, updates descriptor sets, sets
dynamic buffer offsets, etc) are all updated to follow the above
pattern.  As a result, nested loops are avoided and duplicate entries in
the variable map are never visited.

Bug: angleproject:7220
Change-Id: Iaff7b5f8b2bada8ac5078d21e5c790bf0d27aca7
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4622011
Reviewed-by: Yuxin Hu <yuxinhu@google.com>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Charlie Lao <cclao@google.com>
2023-06-22 13:24:35 +00:00
2023-05-01 21:21:01 +00:00
2023-06-02 15:38:57 +00:00
2020-04-28 14:23:13 +00:00
2023-06-02 13:38:24 +00:00
2019-10-14 17:57:09 +00:00
2021-05-20 18:35:26 +00:00
2023-01-06 18:36:26 +00:00
2023-01-11 22:39:57 +00:00

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

Description
A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android (static library config for Godot).
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