Hash :
b3bdd2ac
Author :
Date :
2019-01-17T15:51:19
Revert "Re-enable 2DArray Copy Texture Tests"
This reverts commit 91b95ce0afbb55ebde1d39c2ed9632526ee365c5.
Reason for revert: Tests passing in release but failing in Debug.
https://ci.chromium.org/p/chromium/builders/luci.chromium.ci/Win10%20FYI%20Debug%20%28NVIDIA%29/2556
[ RUN ] Texture2DArrayCopy.SnormFormats/ES3_D3D11
Error getting extension string from EGL Window.
../../third_party/angle/src/tests/test_utils/ANGLETest.cpp(493): error: Expected equality of these values:
(0x3000)
Which is: 12288
eglGetError()
Which is: 12289
Stack trace:
Backtrace:
StackTraceGetter::CurrentStackTrace [0x00AD4A9A+90]
testing::internal::UnitTestImpl::CurrentOsStackTraceExceptTop [0x00AEAD5A+74]
testing::internal::AssertHelper::operator= [0x00AEA86B+75]
ANGLETestBase::swapBuffers [0x00A743C0+256]
ANGLETestBase::ANGLETestTearDown [0x00A73817+167]
ANGLETest::TearDown [0x00A7671A+26]
angle::CopyTexture3DTest::TearDown [0x002A085D+29]
[ FAILED ] Texture2DArrayCopy.SnormFormats/ES3_D3D11, where GetParam() = ES3_D3D11 (59 ms)
[----------] 1 test from Texture2DArrayCopy (59 ms total)
[----------] 3 tests from CubeMapTextureTest
[ RUN ] CubeMapTextureTest.RenderToFacesConsecutively/ES2_D3D11_10_0
Assertion failed: mState.surfaceSet.empty(), file ../../third_party/angle/src/libANGLE/renderer/DisplayImpl.cpp, line 23
abort() has been called
Received fatal exception EXCEPTION_BREAKPOINT
Backtrace:
Original change's description:
> Re-enable 2DArray Copy Texture Tests
>
> Re-enables 3 tests that were previously failing on Nvidia hardware on
> D3D11. The tests seem stable after a trybot driver update.
>
> Bug: angleproject:2896
> Change-Id: I17d76a5a67fd57ba7257ef22aa5a1371bf5ed55e
> Reviewed-on: https://chromium-review.googlesource.com/c/1308735
> Commit-Queue: Jamie Madill <jmadill@chromium.org>
> Reviewed-by: Jamie Madill <jmadill@chromium.org>
TBR=geofflang@chromium.org,jmadill@chromium.org,brandon1.jones@intel.com
# Not skipping CQ checks because original CL landed > 1 day ago.
Bug: angleproject:2896
Change-Id: I509756e8e6433fd3d04bc68a72e7cc7647485b56
Reviewed-on: https://chromium-review.googlesource.com/c/1417771
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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 | in progress |
| OpenGL ES 3.0 | complete | complete | in progress | not started | |
| OpenGL ES 3.1 | not started | in progress | in progress | not started |
| Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | |
|---|---|---|---|---|---|
| Windows | complete | complete | complete | complete | in progress |
| Linux | complete | in progress | |||
| Mac OS X | in progress | ||||
| Chrome OS | complete | planned | |||
| Android | complete | 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.
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.
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.
If you use ANGLE in your own project, we’d love to hear about it!