Hash :
468fcbe0
Author :
Date :
2024-07-15T15:46:12
Manual roll VK-GL-CTS from 43432bf265e3 to 5b2dfe7c775a (17 revisions) https://chromium.googlesource.com/external/github.com/KhronosGroup/VK-GL-CTS.git/+log/43432bf265e3..5b2dfe7c775a 2024-07-12 lorenzo@khronosgroup.org Merge vk-gl-cts/opengl-cts-4.6.5 into vk-gl-cts/main 2024-07-12 lorenzo@khronosgroup.org Merge vk-gl-cts/opengl-es-cts-3.2.11 into vk-gl-cts/main 2024-07-12 marcin.zajac@mobica.com MSAA Images in 64 bit Atomic + Shader Storage Images 2024-07-12 piotr.byszewski@mobica.com Add tests for subgroup uniform descriptor indexing 2024-07-12 ziga@lunarg.com Add shader object tests using all stages with nextStage 0 2024-07-12 MengYang.Liu@amd.com Add test cases for 256 bytes PushConstantsSize 2024-07-12 javed@igalia.com Fix 'unused shader' message 2024-07-12 kamil.goras@mobica.com Split KHR-GL46.cull_distance.functional 2024-07-12 syoussefi@google.com Remove incorrect usages of DE_NULL in VK framework 2024-07-12 syoussefi@google.com Remove incorrect usages of DE_NULL in GL tests 2024-07-12 syoussefi@google.com s/DE_NULL/0 in makeStridedDeviceAddressRegionKHR 2024-07-12 rgarcia@igalia.com Test line rasterization parameters do not affect non-lines 2024-07-12 javed@igalia.com Add option to enable/disable spir-v validation 2024-07-12 lorenzo@khronosgroup.org Merge vk-gl-cts/vulkan-cts-1.3.9 into vk-gl-cts/main 2024-07-11 lorenzo@khronosgroup.org Merge vk-gl-cts/vulkan-cts-1.3.9 into vk-gl-cts/main 2024-07-08 lorenzo@khronosgroup.org Merge vk-gl-cts/vulkan-cts-1.3.9 into vk-gl-cts/main 2024-07-01 lorenzo@khronosgroup.org Update KC CTS If this roll has caused a breakage, revert this CL and stop the roller using the controls here: https://autoroll.skia.org/r/vk-gl-cts-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: b/353358652 Tbr: yuxinhu@google.com Change-Id: I1c787be2812017f14aff669d42bf55f2696d5de1 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5710888 Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com> Commit-Queue: Yuxin Hu <yuxinhu@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 | 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!