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  • Hash : c2010eb1
    Author : angle-autoroll
    Date : 2025-10-06T10:13:40

    Roll VK-GL-CTS from 7e7a6001a3f4 to db48c34bebaf (14 revisions)
    
    https://chromium.googlesource.com/external/github.com/KhronosGroup/VK-GL-CTS.git/+log/7e7a6001a3f4..db48c34bebaf
    
    Update GN with CMakeLists.txt changes in:
    https://chromium.googlesource.com/external/github.com/KhronosGroup/VK-GL-CTS.git/+/d1cc04f42d9d6de78bc68abe0ce3d98754c2ac3a
    https://chromium.googlesource.com/external/github.com/KhronosGroup/VK-GL-CTS.git/+/4c03f49146f25e18d6b1f9d983cc531f7683c87a
    
    2025-10-03 javed@igalia.com Add format reinterpretation tests
    2025-10-03 rgarcia@igalia.com Update Vulkan CTS Linux build instructions
    2025-10-03 lorenzo@khronosgroup.org Merge vk-gl-cts/opengl-es-cts-3.2.12
    into vk-gl-cts/main
    2025-10-03 scerveau@igalia.com Video: Use TCU_CHECK_AND_THROW instead of
    DE_ASSERT
    2025-10-03 shihwang@amd.com Add mesh shader tests
    2025-10-03 apinheiro@igalia.com ARB_texture_filter_minmax depends on
    OpenGL 3.3 not 4.5
    2025-10-03 niklas.ulvinge@arm.com Improve coverage for textureQueryLod
    2025-10-03 david.rosca@amd.com Add R16_SINT format for quantization
    delta map
    2025-10-03 ziga@lunarg.com Verify supported host image copy layouts with
    unified image layouts
    2025-10-03 ziga@lunarg.com Test vkCmdBindDescriptors2 with dynamic
    offsets
    2025-10-03 ziga@lunarg.com Tests for dedicated device memory
    overallocation with buffers
    2025-10-03 rgarcia@igalia.com Add GPL tests in which some set layouts
    are always null
    2025-10-03 lorenzo@khronosgroup.org Merge vk-gl-cts/vulkan-cts-1.4.4
    into vk-gl-cts/main
    2025-09-29 lorenzo@khronosgroup.org Merge remote-tracking branch
    'vk-gl-cts/dev/VK_KHR_copy_memory_indirect2' into main
    
    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,ynovikov@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: ynovikov@google.com
    Change-Id: I8706e17b59da232b4da1d5da75f78955fb3ce526
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/7010736
    Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
    Reviewed-by: Solti Ho <solti@google.com>
    

  • Properties

  • Git HTTP https://git.kmx.io/kc3-lang/angle.git
    Git SSH git@git.kmx.io:kc3-lang/angle.git
    Public access ? public
    Description

    A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.

    Homepage

    Github

    Users
    thodg_m kc3_lang_org thodg_w www_kmx_io thodg thodg_l
    Tags

  • README.md

  • ANGLE - Almost Native Graphics Layer Engine

    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.

    Level of OpenGL ES support via backing renderers

    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.

    Platform support via backing renderers

    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
    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:

    • OpenGL ES 2.0: ANGLE 2.1.0.d46e2fb1e341 (Nov, 2019)
    • OpenGL ES 3.0: ANGLE 2.1.0.f18ff947360d (Feb, 2020)
    • OpenGL ES 3.1: ANGLE 2.1.0.f5dace0f1e57 (Jul, 2020)
    • OpenGL ES 3.2: ANGLE 2.1.2.21688.59f158c1695f (Sept, 2023)

    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.

    OpenCL Implementation

    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.

    Level of OpenCL support via backing renderers

    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

    Sources

    ANGLE repository is hosted by Chromium project and can be browsed online or cloned with

    git clone https://chromium.googlesource.com/angle/angle

    Building

    View the Dev setup instructions.

    Contributing