commit | 0da4e91947241f38b13c3a9f95fc5eae7ed0c23c | [log] [tgz] |
---|---|---|
author | angle-autoroll <angle-autoroll@skia-public.iam.gserviceaccount.com> | Thu Oct 17 07:01:20 2019 +0000 |
committer | Commit Bot <commit-bot@chromium.org> | Thu Oct 17 08:12:10 2019 +0000 |
tree | cf013c411654e20c95b3793b55730768428453bc | |
parent | 7fa774cf83d65a3cd7afa0be1089825720291f40 [diff] |
Roll third_party/SwiftShader 9097eeb5359b..6652f0b64287 (11 commits) https://swiftshader.googlesource.com/SwiftShader.git/+log/9097eeb5359b..6652f0b64287 git log 9097eeb5359b..6652f0b64287 --date=short --no-merges --format='%ad %ae %s' 2019-10-16 amaiorano@google.com Subzero: fix calling C functions on Windows x86 2019-10-16 amaiorano@google.com Subzero: fix invalid arg access on Windows x86 2019-10-16 amaiorano@google.com Subzero: fix warnings for VS 2019 x86 build 2019-10-16 amaiorano@google.com Subzero: fix calling C functions on Windows x64 2019-10-16 amaiorano@google.com Add .clang-format file to third_party/subzero 2019-10-16 amaiorano@google.com Reactor: add test for external call to routine 2019-10-16 amaiorano@google.com Reactor: add unit tests for testing arg passing 2019-10-16 amaiorano@google.com Reactor: add overload of rr::Call for void(...) 2019-10-16 natsu@google.com Remove hardcoded sdk_versions in third_party 2019-10-16 tdusnoki@inf.u-szeged.hu Define getHostCPUFeatures for Windows on ARM64 platform 2019-10-16 srisser@google.com Fix how we calculate potential overflows with PBOs Created with: gclient setdep -r third_party/SwiftShader@6652f0b64287 If this roll has caused a breakage, revert this CL and stop the roller using the controls here: https://autoroll.skia.org/r/swiftshader-angle-autoroll Please CC jmadill@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/+/master/autoroll/README.md Bug: None TBR=jmadill@google.com Change-Id: Ib7f1f0ff7e2ce0ce648719daaf0570a879010da2 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1866410 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 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 | complete |
OpenGL ES 3.0 | complete | complete | complete | in progress | |
OpenGL ES 3.1 | in progress | complete | complete | in progress | |
OpenGL ES 3.2 | planned | planned | planned |
Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | |
---|---|---|---|---|---|
Windows | complete | complete | complete | complete | complete |
Linux | complete | complete | |||
Mac OS X | complete | ||||
Chrome OS | complete | planned | |||
Android | complete | complete | |||
Fuchsia | in progress |
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.
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
If you use ANGLE in your own project, we'd love to hear about it!