Hash :
e286ef78
Author :
Date :
2025-07-24T21:19:54
ANGLE: Add validation test for GL_RENDERER string format This change introduces a new ANGLE end-to-end test to validate the format of the GL_RENDERER string, preventing regressions caused by downstream modifications. A recent issue (b/318636997) was caused by a partner modifying the ANGLE GL_RENDERER string in a way that broke Skia's parser. This revealed that the string format is a de-facto API contract that must be enforced. This new test, RendererTest.ValidateCanonicalFormat, serves as an automated guardrail and will become part of the Android CTS. The test enforces the following structural contract: 1. The overall structure must be "ANGLE (Vendor, Renderer, Version)". 2. The separator between components must be ", ". 3. The Vendor, Renderer, and Version components must not be empty. This ensures the string is parsable by clients like Skia without over-constraining the content of the component strings, which may originate from underlying drivers. The test correctly skips validation on the Null backend, which is not subject to this contract. Test: autoninja -C out/Android angle_end2end_tests && out/Android/angle_end2end_tests --gtest_filter="RendererTest.*" --num-retries=0 Bug: b/432805963 Change-Id: I1202074cc9f4413ee88e4534fb72fb71101721e3 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6788522 Reviewed-by: Cody Northrop <cnorthrop@google.com> Commit-Queue: Solti Ho <solti@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@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, 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 | 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.
| 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 | ||||
| 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:
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.
In addition to OpenGL ES, ANGLE also provides an optional OpenCL runtime built into the same
output GLES lib.
This work/effort is currently work-in-progress/experimental.
This work provides the same benefits as the OpenGL implementation, having OpenCL APIs be translated to other HW-supported APIs available on that platform.
| Vulkan | OpenCL | |
|---|---|---|
| OpenCL 1.0 | in progress | in progress |
| OpenCL 1.1 | in progress | in progress |
| OpenCL 1.2 | in progress | in progress |
| OpenCL 3.0 | in progress | in progress |
Each supported backing renderer above ends up being an OpenCL Platform for the user to choose from.
The OpenCL backend is a “passthrough” implementation which does not perform any API translation
at all, instead forwarding API calls to other OpenCL driver(s)/implementation(s).
OpenCL also has an online compiler component to it that is used to compile OpenCL C source code at runtime
(similarly to GLES and GLSL). Depending on the chosen backend(s), compiler implementations may vary. Below is
a list of renderers and what OpenCL C compiler implementation is used for each:
Vulkan : clspv OpenCL : Compiler is part of the native driver ANGLE repository is hosted by Chromium project and can be browsed online or cloned with
git clone https://chromium.googlesource.com/angle/angle
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