Known Issues

Austin Kinross edited this page Oct 6, 2017 · 7 revisions

OpenGL ES Conformance issues on D3D11 Feature Level 9_3

Example D3D11 Feature Level 9_3 devices include Windows Phones

GL_MAX_VARYING_VECTORS = 7
  • For full OpenGL ES conformance, GL_MAX_VARYING_VECTORS should be >= 8.
  • We can only support 7 on D3D11 Feature Level 9_3.
gl_FrontFace isn’t supported in fragment shaders
  • It has no equivalent on D3D11 Feature Level 9_3.
GL_SAMPLE_ALPHA_TO_COVERAGE isn't supported
  • It has no equivalent on D3D11 Feature Level 9_3.
Non-power-of-two texture cubes aren't supported
  • They aren't supported on D3D11 Feature Level 9_3.

Other notes for D3D11 Feature Level 9_3

Vertex Texture Fetch isn’t supported
  • This isn’t required for full OpenGL ES 2.0 conformance.
GL_RGBA32F_EXT textures aren't fully supported
  • Support for them isn’t required for full OpenGL ES 2.0 conformance.
  • GL_RGBA32F_EXT is part of the 'GL_EXT_texture_storage' extension which is enabled on 9_3.
  • Simple operations with GL_RGBA32F_EXT will work. More complicated operations (e.g. blending) aren't supported.
'for loops' in shaders must use a constant number of iterations
  • Support for variable-length 'for loops' isn't required for full OpenGL ES 2.0 conformance.
  • See Appendix A Section 4 of the GLSL ES Specification
  • The number of iterations in a 'for loop' must be easily determined at compile time.
  • This means that you should not use non-constant values (e.g. uniforms) in your 'for loop' conditions

Other known issues

None!

If you experience other issues with ANGLE in the Windows Store, then please file a GitHub issue here.

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