Hash :
08142700
Author :
Date :
2020-10-01T19:30:03
Work-around test runner & DebugAnnotator Note: This precedes another CL that needs this change. DebugAnnotator uses a global variable. The test runner doesn't change state between testing different back-ends. This works-around the problem by setting the global variable when the context is switched. Because the GL back-end doesn't have its own DebugAnnotator sub-class, add a Display* to DisplayImpl::makeCurrent(), so that DisplayGL::makeCurrent() can install the front-end-Display's DebugAnnotator. Note: the Vulkan back-end gets this fix even though the new DebugAnnotatorVk class will be added in a follow-on CL. Bug: b/162068318 Bug: b/169243237 Bug: angleproject:5121 Change-Id: If08626a5310f9b4e3210e1a897a6886248e4d8ac Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2451423 Reviewed-by: Ian Elliott <ianelliott@google.com> Commit-Queue: Ian Elliott <ianelliott@google.com>
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, 3.0 and 3.1 to Vulkan, desktop OpenGL, OpenGL ES, Direct3D 9, and Direct3D 11. Future plans include ES 3.2, translation to Metal and MacOS, Chrome OS, and Fuchsia support.
| Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | Metal | |
|---|---|---|---|---|---|---|
| OpenGL ES 2.0 | complete | complete | complete | complete | complete | complete |
| OpenGL ES 3.0 | complete | complete | complete | complete | in progress | |
| OpenGL ES 3.1 | in progress | complete | complete | complete | ||
| OpenGL ES 3.2 | in progress | in progress | in progress |
| Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | Metal | |
|---|---|---|---|---|---|---|
| Windows | complete | complete | complete | complete | complete | |
| Linux | complete | complete | ||||
| Mac OS X | complete | in progress | ||||
| iOS | planned | |||||
| Chrome OS | complete | planned | ||||
| Android | complete | complete | ||||
| GGP (Stadia) | complete | |||||
| Fuchsia | in progress |
ANGLE v1.0.772 was certified compliant by passing the OpenGL ES 2.0.3 conformance tests in October 2011.
ANGLE has received the following certifications with the Vulkan backend:
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, Vulkan GLSL, Direct3D HLSL, and even ESSL for native GLES2 platforms.
ANGLE repository is hosted by Chromium project and can be browsed online or cloned with
git clone https://chromium.googlesource.com/angle/angle
View the Dev setup instructions.
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File bugs in the issue tracker (preferably with an isolated test-case).
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Use ANGLE’s coding standard.
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Read about WebGL on the Khronos WebGL Wiki.
Learn about implementation details in the OpenGL Insights chapter on ANGLE and this ANGLE presentation.
Learn about the past, present, and future of the ANGLE implementation in this presentation.
Watch a short presentation on the Vulkan back-end.
Track the dEQP test conformance
Read design docs on the Vulkan back-end
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If you use ANGLE in your own project, we’d love to hear about it!