Hash :
d6029d65
Author :
Date :
2020-12-04T13:54:15
Roll VK-GL-CTS from 524e5bcfba33 to 41331850eb21 (39 revisions) https://chromium.googlesource.com/external/github.com/KhronosGroup/VK-GL-CTS.git/+log/524e5bcfba33..41331850eb21 2020-12-03 alexander.galazin@arm.com Merge vk-gl-cts/vulkan-cts-1.2.5 into vk-gl-cts/master 2020-12-03 ewerness@nvidia.com Shorten the ray so that it can't hit other cells 2020-12-03 ewerness@nvidia.com Only use AABBs for the shader record tests 2020-12-03 rgarcia@igalia.com Enable VK_KHR_ray_tracing_pipeline only if needed 2020-12-03 ewerness@nvidia.com Simplify geometry to reduce AABB precision issues 2020-12-03 rgarcia@igalia.com Test terminateInvocation with frag shader side effects 2020-12-03 michal.opalka@arm.com Fix test using protected features without creating a device with them enabled 2020-12-03 gleese@broadcom.com Fix image cube array tests support checks 2020-12-03 ryan.chen@arm.com Use shader to calculate sample point 2020-12-03 joshua@froggi.es Add tests for VK_EXT_4444_formats 2020-12-03 rgarcia@igalia.com Enable random writes for storage texel buffers 2020-12-03 rgarcia@igalia.com Test reading primitive id from frag shader after tessellation 2020-12-03 paulthomson@google.com Add a batch of GraphicsFuzz tests 2020-12-03 antto.makinen@siru.fi Add a batch of GraphicsFuzz coverage tests 2020-11-27 pdaniell@nvidia.com Update AccessInstance::verifyResult() to support 64-bit types 2020-11-26 Gregory.Grebe@amd.com Add dEQP-VK.pipeline.creation_cache_control.* 2020-11-26 joshua@froggi.es Add support for ABGR texture formats 2020-11-26 alexander.galazin@arm.com Merge vk-gl-cts/vulkan-cts-1.2.4 into vk-gl-cts/master 2020-11-26 rgarcia@igalia.com Force thread count in deferred host operations 2020-11-26 ewerness@nvidia.com Zero out the hit stride for miss SBT tests 2020-11-26 ari.suonpaa@siru.fi Fix validation errors in terminate invocation tests 2020-11-26 tomasz.owczarek@arm.com Add sliced 3D compressed texture test 2020-11-26 pdaniell@nvidia.com Initialize resourceImgLayout before use for all code paths 2020-11-26 marcin.kantoch@amd.com ExtensionUse variable not set for 1D and 3D images 2020-11-26 alexander.galazin@arm.com Merge vk-gl-cts/vulkan-cts-1.2.4 into vk-gl-cts/master 2020-11-26 rgarcia@igalia.com Test vkCmdBindVertexBuffers2EXT with size and offset 2020-11-26 rgarcia@igalia.com Test SPIR-V switch case jumping to the merge block 2020-11-25 gleese@broadcom.com Fixes for image format properties tests 2020-11-25 karolina.palka@mobica.com Add tests for YCbCr chromaFilter linear filtering 2020-11-24 gleese@broadcom.com Add ArrayStride decorations in TerminateInvocation tests 2020-11-24 boris.zanin@mobica.com Add ray tracing extensions to list of known extensions 2020-11-24 alexander.galazin@arm.com Merge vk-gl-cts/vk_khr_ray_tracing into vk-gl-cts/master 2020-11-24 alexander.galazin@arm.com Update glslang, SPIR-V headers, tools 2020-11-24 arkadiusz.sarwa@amd.com Add sparse tests shader_image_atomic_int64 2020-11-24 arkadiusz.sarwa@amd.com Add tests shader_image_atomic_int64 robustness2 2020-11-24 alexander.galazin@arm.com Switch spirv-binaries to Release build 2020-11-20 arkadiusz.sarwa@amd.com Add tests shader_image_atomic_int64 robustness 2020-11-20 arkadiusz.sarwa@amd.com Add tests for VK_EXT_shader_image_atomic_int64 2020-11-20 alexander.galazin@arm.com Update SPIR-V Tools/Headers, glslang 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 ianelliott@google.com,angle-bots+autoroll-info@google.com on the revert to ensure that a human is aware of the problem. To report a problem with the AutoRoller itself, please file a bug: https://bugs.chromium.org/p/skia/issues/entry?template=Autoroller+Bug Documentation for the AutoRoller is here: https://skia.googlesource.com/buildbot/+doc/master/autoroll/README.md Bug: None Tbr: ianelliott@google.com,angle-bots+autoroll-info@google.com Change-Id: Ifb8d1402514edffbaccc84ee83ae288fad881c16 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2574175 Reviewed-by: angle-autoroll <angle-autoroll@skia-public.iam.gserviceaccount.com> Commit-Queue: angle-autoroll <angle-autoroll@skia-public.iam.gserviceaccount.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, 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.
| 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 |
| 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 | in progress |
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:
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.
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
Read design docs on the Vulkan back-end
Read about ANGLE’s testing infrastructure
If you use ANGLE in your own project, we’d love to hear about it!