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  • Hash : c3e0eafa
    Author : Jamie Madill
    Date : 2021-09-22T13:35:04

    Revert "Perf Tests: Split samples into sub-tests on desktop."
    
    This reverts commit 90c981dafc06d6bc0696749dface1337e37784d2.
    
    Reason for revert: Causing timeouts on perf bots.
    
    Original change's description:
    > Perf Tests: Split samples into sub-tests on desktop.
    >
    > This adds an option to the perf test runner to split each sample of
    > each test into a sub-test. The sub-tests then are split among the
    > shards like ordinary tests, and distributed across machines. The
    > intent is that running on different machines will reduce inter-build
    > variance because of differences between test machines.
    >
    > This sampling change is only added to desktop (Linux/Win) because
    > Android device variance seems to be lower.
    >
    > Bug: angleproject:6090
    > Change-Id: I4046a012727baa8a0f2595de2349cc34257691f9
    > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3152752
    > Commit-Queue: Jamie Madill <jmadill@chromium.org>
    > Reviewed-by: Cody Northrop <cnorthrop@google.com>
    > Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
    
    Bug: angleproject:6090
    Change-Id: I92bffb98999f35274ec31a3b7567d87453feff94
    No-Presubmit: true
    No-Tree-Checks: true
    No-Try: true
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3174274
    Reviewed-by: Jamie Madill <jmadill@chromium.org>
    Commit-Queue: Jamie Madill <jmadill@chromium.org>
    

  • 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
    kc3_lang_org thodg_w www_kmx_io thodg_l thodg thodg_m
    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 in progress
    OpenGL ES 3.1 incomplete complete complete complete
    OpenGL ES 3.2 in progress in progress in progress

    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 in progress
    iOS planned
    Chrome OS complete planned
    Android complete complete
    GGP (Stadia) complete
    Fuchsia complete

    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)

    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.

    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