commit | 5749ec7d053e20f25187e043d6d3db9b87747cd0 | [log] [tgz] |
---|---|---|
author | Tim Van Patten <timvp@google.com> | Tue Mar 01 02:14:42 2022 +0000 |
committer | Angle LUCI CQ <angle-scoped@luci-project-accounts.iam.gserviceaccount.com> | Tue Mar 01 02:19:18 2022 +0000 |
tree | 101093687e2128cd644e7f5ed823b1992ca2cf49 | |
parent | c80c7ae3fb274e61373ae9cd8081e8e0723c6cde [diff] |
Revert "Vulkan: Move mid-RP color clear to loadOp if content undefined" This reverts commit cfe5a1735a934cc83133bb6c69d19aa27278a270. Reason for revert: https://bugs.chromium.org/p/angleproject/issues/detail?id=5048#c7 @timvp That change just caused a regression in my project. I clear the color + depth buffer before drawing, but initially draw only to the depth buffer. It seems that it decided to ignore the color buffer clear as a result of that. Original change's description: > Vulkan: Move mid-RP color clear to loadOp if content undefined > > Instead of using vkCmdClearAttachments, if the color attachment has not > been written to, modify the loadOp of the currently open renderpass to > CLEAR. > > Bug: angleproject:5048 > Test: VulkanPerformanceCounterTest.MidRenderpassClear > Change-Id: Ida47e6ac7d0f29e2c49bdf2e74c1d876a5d7c223 > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3381912 > Reviewed-by: Jamie Madill <jmadill@chromium.org> > Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> > Commit-Queue: Tim Van Patten <timvp@google.com> Bug: angleproject:5048 Change-Id: Iec5c73632429a80f955f7d659cf670f9cbb6c9b7 No-Presubmit: true No-Tree-Checks: true No-Try: true Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3496662 Bot-Commit: Rubber Stamper <rubber-stamper@appspot.gserviceaccount.com> Commit-Queue: Tim Van Patten <timvp@google.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 | in progress | |||||
Chrome OS | complete | planned | ||||
Android | complete | complete | ||||
GGP (Stadia) | complete | |||||
Fuchsia | complete |
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 Slack in the #angle channel. You can follow the instructions on the Chromium developer page for the steps to join the Slack channel. For Googlers, please follow the instructions on this document to use your google or chromium email to join the Slack 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. If you decide to take on any task, write a comment so you can get in touch with us, and more importantly, set yourself as the “owner” of the bug. This avoids having multiple people accidentally working on the same issue.
Read about WebGL on the Khronos WebGL Wiki.
Learn about the initial ANGLE implementation details in the OpenGL Insights chapter on ANGLE (this is not the most up-to-date ANGLE implementation details, it is listed here for historical reference only) 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
View information on ANGLE's supported extensions
If you use ANGLE in your own project, we'd love to hear about it!