Hash :
d47044ad
Author :
Date :
2018-04-27T11:45:03
Vulkan: Add framework for internal shaders. Vulkan intenal shaders are stored in a ShaderLibrary, and this is owned by the RendererVk. This way the shaders are reused between all the different Contexts. They are initialized lazily to keep init time low. They also have an associated Serial (called a ProgramSerial) so they can be identified in a PipelineDesc (used by the Pipeline cache). We use a python script to build and invoke the glslang validator, that also produces SPIR-V binary code snippets. These snippets are gathered into an auto-generated file that is exposed via an auto-generated header file. The InternalShaderID enum class gives access to the internal shaders that are shared through the Vulkan back-end. This also adds simple clear shaders to be used in masked color clears. The patch doesn't add any functionality but it is split off from the color clear functionality to keep the code size down. Bug: angleproject:2339 Bug: angleproject:2455 Change-Id: Ie83043eda217c9f013817b198c92a3b7ba0878b4 Reviewed-on: https://chromium-review.googlesource.com/1031372 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@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 | planned | |||
| Mac OS X | in progress | ||||
| Chrome OS | complete | planned | |||
| Android | complete | planned |
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. For generating a Windows Store version of ANGLE view the Windows Store 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 recent presentation.
If you use ANGLE in your own project, we’d love to hear about it!