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  • Hash : 1adf46a6
    Author : Brian Ho
    Date : 2022-06-03T12:44:39

    Enable X11 defines on ChromeOS
    
    While the typical deployment of ChromeOS on physical hardware does
    not use X11, the linux-chromeos-rel and linux-lacros-rel builders on
    the Chromium CQ do. These builders compile a special version of
    Chrome with all of the ChromeOS features (e.g. the system UI) that
    runs on top of a generic Linux bot as a windowed application.
    
    As a result, this special build of CrOS needs to interface with the
    windowing system of the host Linux machine, which is X on the CQ
    bots. These builds still have target_os=chromeos, so we need to
    include is_chromeos to angle_use_x11 to get the right defines.
    
    Unfortunately, this CL breaks the linux-chromeos bots as the X11
    define makes ANGLE use VulkanXcbDisplay which in turn fails init as
    SwANGLE does not support VK_KHR_xcb_surface. There's a Chromium CL
    that fixes this by explicitly requesting the headless display. Thus,
    we need to wait for that to land or else the Chromium CQ will break
    on roll.
    
    [1] https://chromium-review.googlesource.com/c/chromium/src/+/3686625
    
    Bug: b/233238923
    Change-Id: Ifec50f68826aef2c3d732ae9dedabcd6d61f45a0
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3689809
    Commit-Queue: Brian Ho <hob@chromium.org>
    Reviewed-by: Geoff Lang <geofflang@chromium.org>
    

  • Properties

  • Git HTTP https://git.kmx.io/kc3-lang/angle.git
    Git SSH git@git.kmx.io:kc3-lang/angle.git
    Public access ? public
    Description

    A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.

    Homepage

    Github

    Users
    thodg_m kc3_lang_org thodg_w www_kmx_io thodg_l thodg
    Tags

  • README.md

  • ANGLE - Almost Native Graphics Layer Engine

    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.

    Level of OpenGL ES support via backing renderers

    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 incomplete complete complete complete
    OpenGL ES 3.2 in progress in progress in progress

    Platform support via backing renderers

    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 in progress
    Chrome OS complete planned
    Android complete complete
    GGP (Stadia) complete
    Fuchsia complete

    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:

    • OpenGL ES 2.0: ANGLE 2.1.0.d46e2fb1e341 (Nov, 2019)
    • OpenGL ES 3.0: ANGLE 2.1.0.f18ff947360d (Feb, 2020)
    • OpenGL ES 3.1: ANGLE 2.1.0.f5dace0f1e57 (Jul, 2020)

    ANGLE also provides an implementation of the EGL 1.5 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.

    Sources

    ANGLE repository is hosted by Chromium project and can be browsed online or cloned with

    git clone https://chromium.googlesource.com/angle/angle

    Building

    View the Dev setup instructions.

    Contributing