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  • Hash : d6029d65
    Author : angle-autoroll
    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>
    

  • 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 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 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:

    • 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