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We'll use this issue to track progress in opengl aot support.
To give some context, we removed opengl codegen and moved it on top of spirv codegen in #5246 which relieves our burden to maintain multiple codegens. But we haven't migrated or provided a runtime library (like what we did for vulkan backend) to run our android app yet.
After migrating on top of spirv, opengl aot actually can benefit a lot from the common gfx runtime and we just need to complete the following milestones:
Issue: #5769
### Brief Summary
GLES support was broken since the migration to spirv-based codegen and
this PR is the first step to bring it back. Also added a bunch of
`check_opengl_error` calls to make debugging easier.
Note thorough testing for GLES backend is currently missing and should
be added in followup PRs.
related: #5634
We'll use this issue to track progress in opengl aot support.
To give some context, we removed opengl codegen and moved it on top of spirv codegen in #5246 which relieves our burden to maintain multiple codegens. But we haven't migrated or provided a runtime library (like what we did for vulkan backend) to run our android app yet.
After migrating on top of spirv, opengl aot actually can benefit a lot from the common gfx runtime and we just need to complete the following milestones:
use_gles
is properly handledAnd ofc, we will fix whatever pops up when we try to accomplish the milestones above ;)
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