Hash :
aae21ef6
Author :
Date :
2019-08-29T21:56:06
Revert "Reland "Vulkan: Use VK repos' internal BUILD.gn files"" This reverts commit 0ad1559f3ae95efecaa209f990987d3ce4ebd150. Reason for revert: linux-rel no-op build issue showing up in Chromium integration. Tracking in chromium:997016 Original change's description: > Reland "Vulkan: Use VK repos' internal BUILD.gn files" > > This is a reland of 552f5fcb0d8fcc615856ce3b678190e1cbdd38e6 > > Original change's description: > > Vulkan: Use VK repos' internal BUILD.gn files > > > > This retires custom BUILD.gn files for the Vulkan Headers, Tools, > > Validation-Layers, and Loader repos. They now have integrated BUILD.gn > > files so switched ANGLE to use those by default. > > Also Validation Layer, Loader, and Tools repos no longer uses codegen > > so this speeds up the build overall. > > Switched over from old VK_LAYER_LUNARG_standard_validation meta-layer > > to VK_LAYER_KHRONOS_validation unified layer. > > > > This changes includes a temporary workaround to the Vulkan-Loader repo > > to remove its Window's build dependence on WDK. There are plans to > > remove that depenedence in Loader master, but until then we can use > > our custom branch workaround. > > It also includes a custom branch for validation layers that includes > > some build fixes for ANGLE. > > Finally, the layers were crashing on Android when attempting to use > > DebugUtils extension so forcing DebugReport on Android for now. > > > > Bug: angleproject:2449 > > Bug: angleproject:3320 > > Bug: angleproject:3852 > > Bug: chromium:997009 > > Bug: chromium:997016 > > Change-Id: I48b36acefcc7f2bc930eb72d6fdbc87bca24f833 > > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1610438 > > Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> > > Reviewed-by: Jamie Madill <jmadill@chromium.org> > > Commit-Queue: Tobin Ehlis <tobine@google.com> > > Bug: angleproject:2449, angleproject:3320, angleproject:3852 > Change-Id: I9597be99000083b135e19b6ee68d4ae222158e72 > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1769036 > Commit-Queue: Tobin Ehlis <tobine@google.com> > Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> TBR=tobine@google.com,syoussefi@chromium.org,jmadill@chromium.org Change-Id: I88afdaff07e9f414f9de02f6d3651eaba9a5045f No-Presubmit: true No-Tree-Checks: true No-Try: true Bug: angleproject:2449, angleproject:3320, angleproject:3852 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1776920 Reviewed-by: Tobin Ehlis <tobine@google.com> Commit-Queue: Tobin Ehlis <tobine@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 and 3.0 to desktop OpenGL, OpenGL ES, Direct3D 9, and Direct3D 11. Support for translation from OpenGL ES to Vulkan is underway, and future plans include compute shader support (ES 3.1) and MacOS support.
| Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | |
|---|---|---|---|---|---|
| OpenGL ES 2.0 | complete | complete | complete | complete | complete |
| OpenGL ES 3.0 | complete | complete | complete | in progress | |
| OpenGL ES 3.1 | in progress | complete | complete | not started | |
| OpenGL ES 3.2 | planned | planned | planned |
| Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | |
|---|---|---|---|---|---|
| Windows | complete | complete | complete | complete | complete |
| Linux | complete | complete | |||
| Mac OS X | complete | ||||
| Chrome OS | complete | planned | |||
| Android | complete | complete | |||
| Fuchsia | in progress |
ANGLE v1.0.772 was certified compliant by passing the ES 2.0.3 conformance tests in October 2011. 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, 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
If you use ANGLE in your own project, we’d love to hear about it!