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  • Hash : dd936c23
    Author : Spandan Das
    Date : 2024-01-16T20:27:36

    Android: Build angle libs with a shared copy of libz
    
    Soong creates two variants of angle libraries - a platform variant and
    an sdk variant (because it sets sdk_version in bp). This CL changes the
    link type of angle --> libz to a shared link dependency from a static
    link dependency
    
    This affects the variants in the following ways
    1. Platform variant: Links against (shared,platform) variant of libz
    ld diff https://diff.googleplex.com/#key=pw6D7KHophSB
    2. Sdk variant: Links against (shared,sdk) variant. This is really the
       ndk variant of libz.
    ld diff https://diff.googleplex.com/#key=g9ffVxxAesEk
    
    Both (1) and (2) have the incidental benefit that it decreases the size
    of the angle libraries since libz is no longer statically linked into
    angle libraires.
    
    In case of (2), we have an additional benefit of actually enforcing an
    api boundary between angle and libz. Before this CL, angle could access
    implementation of libz. After this CL, angle can only access the public
    apis of libz.
    
    Bug: b/281077552
    Test: presubmits on https://android-review.git.corp.google.com/c/platform/external/angle/+/2907477
    Test: Inspected ninja graph (ld diffs attached)
    Change-Id: I745abb836878a5b6e195fb9ddb359673308f9fac
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5201878
    Commit-Queue: Roman Lavrov <romanl@google.com>
    Auto-Submit: Spandan Das <spandandas@google.com>
    Reviewed-by: Roman Lavrov <romanl@google.com>
    Commit-Queue: Spandan Das <spandandas@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
    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 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
    GGP (Stadia) 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.

    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