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112 lines
3.7 KiB
112 lines
3.7 KiB
# ANGLE Starter Projects
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For the most up-to-date list of starter projects, see
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[anglebug.com](https://bugs.chromium.org/p/angleproject/issues/list?q=Hotlist%3DStarterBug). If you
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decide to take on any task, write a comment so you can get in touch with us, and more importantly,
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set yourself as the "owner" of the bug. This avoids having multiple people accidentally working on
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the same issue.
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## Refactors
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### EGL Validation Refactoring
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[anglebug.com/798](http://anglebug.com/798)
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Move all EGL validation into separate functions in ValidationEGL.h. This opens up many possibilities
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for auto-generation of entry points and is simply a cleaner structure.
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### EGL Entry Point Auto-generation
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[anglebug.com/2621](http://anglebug.com/2621)
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Auto-generate EGL entry points and stub functions. This greatly reduces the chance of bugs in this
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highly repetitive code and reduces the friction to adding new extensions.
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### Support Separate Read and Draw Surfaces
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[anglebug.com/2620](http://anglebug.com/2620)
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ANGLE has never supported binding separate read and draw surfaces with eglMakeCurrent due to its
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architecture. Some refactoring could be done to support this use case.
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### Convert GLenums into typed internal Enums
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[anglebug.com/2169](http://anglebug.com/2169)
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Using a compact enum instead of GLenum offers type safety. Flat enums can also index into flat
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arrays. We are in the process of migrating all internal GLenums into packed enums.
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## Medium Features
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### Add an AST Validator to the Shader Translator
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[anglebug.com/2733](http://anglebug.com/2733)
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An AST validator will reduce the number of bugs in our AST transforms and allow us to be more
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confident about all ASTs generated by the translator.
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## Small Features
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### Fix shader source viewing in RenderDoc/NSIGHT
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[anglebug.com/2734](http://anglebug.com/2734)
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It used to be possible to view the shader source when debugging shaders in graphics debuggers but
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now only the shader disassembly is available.
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### Implement Android CDD Extensions
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[anglebug.com/2506](http://anglebug.com/2506)
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The Android CDD requires some EGL and OpenGL ES extensions from every driver. Many of them are
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simply exposing the native driver's extension to ANGLE's frontend.
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## Performance
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### Add perf test for eglMakeCurrent
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[anglebug.com/2556](http://anglebug.com/2556)
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Many customers switch Contexts frequently. MakeCurrent shows up as a hotspot. A performance test
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would protect against regressions.
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### Refactor std::maps into Static Arrays
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[anglebug.com/1389](http://anglebug.com/1389)
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ANGLE uses internal global maps for texture tables. We should rewrite them to save on binary size
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and optimize startup time.
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## Maintenance
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### Add a presubmit python script
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[anglebug.com/2626](http://anglebug.com/2626)
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This simple script could verify that there is no diff on git cl upload. This saves developer time
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in the long run.
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## Conformance
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### Vulkan ES2 fixes
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[anglebug.com/2615](http://anglebug.com/2615) - see open blocking bugs. Also
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[this link](https://bugs.chromium.org/p/angleproject/issues/list?can=2&q=Renderer%3DVulkan+-has%3Aowner&colspec=ID+Type+Status+Priority+Feature+Owner+Summary&cells=ids)
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for open issues.
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Many small edge cases still need attention.
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### WebGL Conformance on Windows
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[tracking document](https://docs.google.com/spreadsheets/d/1NQePFOdCKT1WKG2P4Qt8igLrLVy4U3vLOLvVWwbkllw/edit?usp=sharing)
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ANGLE is preparing to release its OpenGL backend on Windows in Chrome using the passthrough command
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decoder. There are still some failing WebGL tests.
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### EGL Conformance
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[anglebug.com/2623](http://anglebug.com/2623)
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ANGLE's EGL implementation has a lot of holes in it's conformance. There are many tests that fail on
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all platforms due to bugs in ANGLE's EGL frontend.
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