Hash :
536aa499
Author :
Date :
2020-11-24T10:01:07
Roll SwiftShader from 6d612051c083 to 43bb60e1fa11 (6 revisions) https://swiftshader.googlesource.com/SwiftShader.git/+log/6d612051c083..43bb60e1fa11 2020-11-23 amaiorano@google.com Run ReactorUnitTests.LargeStack on non-Windows targets 2020-11-23 amaiorano@google.com Workaround for ReactorUnitTests.LargeStack taking too long on LLVM 2020-11-23 amaiorano@google.com CMake: set REACTOR_DEFAULT_OPT_LEVEL to "" by default 2020-11-23 amaiorano@google.com Add "fmod" external symbol to LLVM backend 2020-11-23 capn@google.com Limit the recursion depth of llvm::SelectionDAG::isSplatValue() 2020-11-23 srisser@google.com Add OpCopyLogical If this roll has caused a breakage, revert this CL and stop the roller using the controls here: https://autoroll.skia.org/r/swiftshader-angle-autoroll Please CC jmadill@google.com on the revert to ensure that a human is aware of the problem. To report a problem with the AutoRoller itself, please file a bug: https://bugs.chromium.org/p/skia/issues/entry?template=Autoroller+Bug Documentation for the AutoRoller is here: https://skia.googlesource.com/buildbot/+doc/master/autoroll/README.md Bug: None Tbr: jmadill@google.com Change-Id: Ibc94442f5592553b9bb2481948a80f06dce8f5fa Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2557528 Reviewed-by: angle-autoroll <angle-autoroll@skia-public.iam.gserviceaccount.com> Commit-Queue: 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 | in progress | |
| OpenGL ES 3.1 | incomplete | 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.
Join our Google group to keep up to date.
Join us on IRC in the #ANGLEproject channel on FreeNode.
Join us on Slack in the #angle 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.
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
Read about ANGLE’s testing infrastructure
If you use ANGLE in your own project, we’d love to hear about it!