haikuwebkit/Source/ThirdParty/ANGLE/doc/ES31StatusOnD3D11.md

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ES31 Status on Direct3D 11

New Features Status Limitations
Arrays of arrays (shading language only) Fully implemented None
Compute shaders Fully implemented None
Explicit uniform location Fully implemented None
Framebuffers with no attachments Fully implemented None
Indirect draw commands Fully implemented None
Multisample formats for immutable textures Fully implemented None
Program interface queries Fully implemented None
Shader bitfield operations (shading language only) Fully implemented None
Shader layout binding (shading language only) Fully implemented None
Texture gather operations Fully implemented None
Vertex attribute binding Fully implemented None
Atomic counters Implemented with limitations Atomic counters in non-compute shaders are not implemented yet.
Shader image load/store operations Implemented with limitations See notes [1] below
Shader storage buffer objects Implemented with limitations See notes [2] below
Shader helper invocation (shading language only) Hard to implement The equivalent of gl_HelperInvocation is WaveIsHelperLane which requres SM6.
Separate shader objects Unimplemented It can be implemented with medium complexity.
Stencil texturing Unimplemented It can be implemented with medium complexity. Refer here.

Notes [1]

  • Images in non-compute shaders are not implemented yet.
  • Multiple image variables are not allowed to be bound to the same image unit which refers to the same layer and level of a texture image. It means image aliasing is not supported.
  • The same layer and level of a texture are not allowed to be bound to multiple image units.
  • When a texture is bound to an image unit, the image unit format must exactly match the texture internal format. Similarly, the format layout qualifier for an image variable must exactly match the format of the image unit. Re-interpretation is not supported. See here.

Notes [2]

  • Shader storage blocks in non-compute shaders are not implemented yet.
  • Multiple shader storage blocks are not allowed to be bound to the same buffer. See here.
  • Operating on arrays and structures as whole entities for shader storage block members is not implemented.