Hash :
3c21ff7d
Author :
Date :
2024-07-17T10:01:46
Roll vulkan-deps from 99f840c7c7ad to ace59194583a (12 revisions) https://chromium.googlesource.com/vulkan-deps.git/+log/99f840c7c7ad..ace59194583a Also rolling transitive DEPS: https://chromium.googlesource.com/external/github.com/LunarG/VulkanTools/+log/7e4873b51d9ac10fea7b4f5762562beff4efbb0f..b0bf54958137fcd9800848ef3ecb5fa6be871803 https://chromium.googlesource.com/external/github.com/KhronosGroup/SPIRV-Tools/+log/257cacfb3e44bf26b1867840d29116e78affdb32..7c778973e5eb56ef735bf1a3ad96865eb261997d https://chromium.googlesource.com/external/github.com/KhronosGroup/Vulkan-Loader/+log/811802864150a70de5933179b0c545ec11620679..40b8e6eeead809a62c708cb48fdd9f8f2eab3f15 https://chromium.googlesource.com/external/github.com/KhronosGroup/Vulkan-Tools/+log/b47676a03827fc0c287409b243b1fd62886e79c0..53a6ba7c235cbe0b0f3e85e3de6d9070bcfec710 https://chromium.googlesource.com/external/github.com/KhronosGroup/Vulkan-ValidationLayers/+log/98d78ad635340c289286e5494ce3fc388e840b55..ac2e01fc1a67329da0c879ecd2296b76643c49c0 If this roll has caused a breakage, revert this CL and stop the roller using the controls here: https://autoroll.skia.org/r/vulkan-deps-angle-autoroll Please CC angle-team@google.com,yuxinhu@google.com on the revert to ensure that a human is aware of the problem. To file a bug in ANGLE: https://bugs.chromium.org/p/angleproject/issues/entry To report a problem with the AutoRoller itself, please file a bug: https://issues.skia.org/issues/new?component=1389291&template=1850622 Documentation for the AutoRoller is here: https://skia.googlesource.com/buildbot/+doc/main/autoroll/README.md Bug: None Tbr: yuxinhu@google.com Change-Id: I5f6a08fd481f980e8f4403fbe348136e25862d5c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5714059 Commit-Queue: angle-autoroll <angle-autoroll@skia-public.iam.gserviceaccount.com> Bot-Commit: angle-autoroll <angle-autoroll@skia-public.iam.gserviceaccount.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 | complete | |
| OpenGL ES 3.1 | incomplete | complete | complete | complete | ||
| OpenGL ES 3.2 | in progress | in progress | complete |
Additionally, OpenGL ES 1.1 is implemented in the front-end using OpenGL ES 3.0 features. This version of the specification is thus supported on all platforms specified above that support OpenGL ES 3.0 with known issues.
| Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | Metal | |
|---|---|---|---|---|---|---|
| Windows | complete | complete | complete | complete | complete | |
| Linux | complete | complete | ||||
| Mac OS X | complete | complete [1] | ||||
| iOS | complete [2] | |||||
| Chrome OS | complete | planned | ||||
| Android | complete | complete | ||||
| GGP (Stadia) | complete | |||||
| Fuchsia | complete |
[1] Metal is supported on macOS 10.14+
[2] Metal is supported on iOS 12+
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 1.5 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.
In addition to OpenGL ES, ANGLE also provides an optional OpenCL runtime built into the same
output GLES lib.
This work/effort is currently work-in-progress/experimental.
This work provides the same benefits as the OpenGL implementation, having OpenCL APIs be translated to other HW-supported APIs available on that platform.
| Vulkan | OpenCL | |
|---|---|---|
| OpenCL 1.0 | in progress | in progress |
| OpenCL 1.1 | in progress | in progress |
| OpenCL 1.2 | in progress | in progress |
| OpenCL 3.0 | in progress | in progress |
Each supported backing renderer above ends up being an OpenCL Platform for the user to choose from.
The OpenCL backend is a “passthrough” implementation which does not perform any API translation
at all, instead forwarding API calls to other OpenCL driver(s)/implementation(s).
OpenCL also has an online compiler component to it that is used to compile OpenCL C source code at runtime
(similarly to GLES and GLSL). Depending on the chosen backend(s), compiler implementations may vary. Below is
a list of renderers and what OpenCL C compiler implementation is used for each:
Vulkan : clspv OpenCL : Compiler is part of the native driver 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.
Join our Google group to keep up to date.
Join us on Slack in the #angle channel. You can follow the instructions on the Chromium developer page for the steps to join the Slack channel. For Googlers, please follow the instructions on this document to use your google or chromium email to join the Slack channel.
File bugs in the issue tracker (preferably with an isolated test-case).
Choose an ANGLE branch to track in your own project.
Read ANGLE development documentation.
Become a code contributor.
Use ANGLE’s coding standard.
Learn how to build ANGLE for Chromium development.
Get help on debugging ANGLE.
Go through ANGLE’s orientation and sift through starter projects. If you decide to take on any task, write a comment so you can get in touch with us, and more importantly, set yourself as the “owner” of the bug. This avoids having multiple people accidentally working on the same issue.
Read about WebGL on the Khronos WebGL Wiki.
Learn about the initial ANGLE implementation details in the OpenGL Insights chapter on ANGLE (this is not the most up-to-date ANGLE implementation details, it is listed here for historical reference only) 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
Read about ANGLE’s testing infrastructure
View information on ANGLE’s supported extensions
If you use ANGLE in your own project, we’d love to hear about it!