D3D11: Re-check disabled attribs on VAO switch.

When switching VAOs, if we switch to a VAO which has disabled
attributes, we could occasionally in some edge cases not have a buffer
initialized to render with. Fix this by re-checking the current
value (disabled) attributes every VAO switch.

Probably a regression caused by d28758d:
"D3D11: Re-enable updateVertexBuffer dirty bits."

BUG=chromium:778689

Change-Id: I01814bafa1d6e3a7d6a5c03bc5d058f39346f087
Reviewed-on: https://chromium-review.googlesource.com/748426
Reviewed-by: Jamie Madill <jmadill@chromium.org>
2 files changed
tree: 61a45b63df9e50c66ca3395c38a3b66f41254ed7
  1. doc/
  2. extensions/
  3. gni/
  4. gyp/
  5. include/
  6. infra/
  7. samples/
  8. scripts/
  9. src/
  10. third_party/
  11. util/
  12. .clang-format
  13. .gitattributes
  14. .gitignore
  15. AUTHORS
  16. BUILD.gn
  17. codereview.settings
  18. CONTRIBUTORS
  19. DEPS
  20. DEPS.chromium
  21. LICENSE
  22. README.chromium
  23. README.md
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 9Direct3D 11Desktop GLGL ESVulkan
OpenGL ES 2.0completecompletecompletecompletein progress
OpenGL ES 3.0completecompletein progressnot started
OpenGL ES 3.1not startedin progressin progressnot started

Platform support via backing renderers

Direct3D 9Direct3D 11Desktop GLGL ESVulkan
Windowscompletecompletecompletecompletein progress
Linuxcompleteplanned
Mac OS Xin progress
Chrome OScompleteplanned
Androidcompleteplanned

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