| Name |
| |
| ANGLE_robust_resource_initialization |
| |
| Name Strings |
| |
| GL_ANGLE_robust_resource_intialization |
| |
| Contributors |
| |
| Geoff Lang, Google |
| Ken Russell, Google |
| |
| Contacts |
| |
| Shannon Woods, Google (shannonwoods 'at' google.com) |
| |
| Status |
| |
| Draft |
| |
| Version |
| |
| Version 3, September 19, 2017 |
| |
| Number |
| |
| OpenGL ES Extension TBD |
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| Dependencies |
| |
| OpenGL ES 2.0 is required. |
| |
| This extension is written against the wording of the OpenGL ES |
| 3.1 specification. |
| |
| EGL_ANGLE_robust_initialization is required to request a |
| context that supports this extension, and resource initialization. |
| |
| Overview |
| |
| This extension specifies the behavior for initialization of |
| resources such as textures and buffers to default values. This |
| initialization ensures that access will not be provided by the |
| GL to previously allocated data not owned by the application. |
| |
| New Types |
| |
| None |
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| New Procedures and Functions |
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| None |
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| New Tokens |
| |
| Accepted by the <value> parameter of GetBooleanv, GetIntegerv, |
| GetFloatv, GetDoublev, GetInteger64v, and IsEnabled: |
| |
| ROBUST_RESOURCE_INITIALIZATION_ANGLE 0x93A7 |
| |
| Additions to Chapter 6 of the OpenGL ES 3.1 Specification (Buffer |
| Objects) |
| |
| Replace the last sentence of the first paragraph of section 6.2 |
| "BufferData": |
| |
| If <data> is NULL, and robust resource initialization is enabled, |
| the contents of the buffer object's data store are set to zero. |
| Otherwise, the contents of the buffer object's data store are |
| undefined. |
| |
| Additions to Chapter 8 of the OpenGL ES 3.1 Specification (Textures and |
| Samplers) |
| |
| Replace the first two sentances of the final paragraph in section |
| 8.5.3 "Texture Image Structure": |
| |
| If the <data> argument of TexImage2D or TexImage3D is NULL, and the |
| pixel unpack buffer object is zero, a two- or three-dimensional |
| texel array is created with the specified <target>, <level>, |
| <internalformat>, <border>, <width>, <height>, and <depth>. If |
| robust resource initialization is enabled, the contents of the image |
| are initialized as though a zero value were provided for each |
| component of each pixel, and processed and transferred to the GL |
| as described above. The components comprising this zero-filled data |
| are determined by <internalformat>. If robust resource |
| initialization is not enabled, the image contents are undefined, and |
| no pixel processing is performed. In either case, no pixel values |
| are accessed in client memory. |
| |
| Replace the first sentence of the fifth paragraph in section 8.8 |
| "Multisample Textures": |
| |
| Upon success, TexStorage2DMultisample deletes any existing image |
| for target. If robust resource initialization is enabled, the |
| contents of each texel are initialized as though a zero value were |
| written to each channel of each sample; otherwise the contents of |
| texels are undefined. |
| |
| Add to the final paragraph of section 8.17 "Immutable-Format Texture |
| Images": |
| |
| If robust resource initialization is enabled, the contents of each |
| texel is initialized as though a zero value were provided for each |
| component of each pixel, and processed and transferred to the GL |
| as for a call to the appropriate TexSubImage* call for <target>. |
| Otherwise, the contents of texels are undefined. |
| |
| Additions to Chapter 9 of the OpenGL ES 3.1 Specification (Framebuffers |
| and Framebuffer Objects) |
| |
| Replace the sentence in section 9.2.4 "Renderbuffer Objects" |
| beginning "Upon success, RenderbufferStorageMultisample": |
| |
| Upon success, RenderbufferStorageMultisample deletes any existing |
| data store for the renderbuffer image. If robust resource |
| initialization is enabled, the contents of each pixel in the data |
| store are initialized as though a zero value was written to each |
| channel of each sample; otherwise, the contents of the data store |
| are undefined. |
| |
| Interactions with EGL_ANGLE_create_context_robust_resource_initialization |
| |
| If the EGL window-system binding API is used to create a context, |
| the EGL_ANGLE_create_context_robust_initialization extension is |
| supported, and the attribute |
| EGL_CONTEXT_ROBUST_RESOURCE_INITIALIZATION_ANGLE is set to |
| EGL_TRUE when eglCreateContext is called, the resulting context |
| will perform robust resource initialization as described above in |
| section <section>, and the |
| CONTEXT_ROBUST_RESOURCE_INITIALIZATION_ANGLE |
| query will return GL_TRUE as described above in section 2.6.1.1. |
| Otherwise queries will return GL_FALSE. |
| |
| Issues |
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| None |
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| Revision History |
| |
| Version 1, 2015/01/07 - first draft. |
| Version 2, 2017/03/07 - fixed EGL naming and added IsEnabled. |
| Version 3, 2017/09/19 - name cleanup. |