Roll VK-GL-CTS from ededa67cb12a to 476acb91ebc2 (22 revisions)

https://chromium.googlesource.com/external/github.com/KhronosGroup/VK-GL-CTS.git/+log/ededa67cb12a..476acb91ebc2

2021-04-16 alexander.galazin@arm.com Update Vulkan beta Headers
2021-04-16 piotr.byszewski@mobica.com Create chunked mustpass
2021-04-16 rgarcia@igalia.com Test non-uniform args in ray tracing operations
2021-04-16 alexander.galazin@arm.com Support GL 4.5 in the Program State Query tests
2021-04-16 tarceri@itsqueeze.com Add some simple shader tests for compatibility context
2021-04-16 tony.wasserka@gmx.de Add new tests for (u)int->float conversion
2021-04-16 rgarcia@igalia.com Test buffer copies with varying offsets and sizes
2021-04-16 pdaniell@nvidia.com Vulkan CTS coverage for VK_EXT_ycbcr_2plane_444_formats
2021-04-16 slawomir.cygan@intel.com Fix 'implicit-fallthrough' build error on GCC 9.3.0
2021-04-16 alexander.galazin@arm.com Support GL 4.5 in the tessellation and geometry shader interaction tests
2021-04-16 marcin.zajac@mobica.com Fix RT misc tests (querying shaderfloat64)
2021-04-16 lionel.g.landwerlin@intel.com Add missing rasterizationStream in pipeline creation
2021-04-16 sagar.ghuge@intel.com Drop unnecessary barrier
2021-04-16 piotr.byszewski@mobica.com Portability: fix ycbcr query tests
2021-04-16 rgarcia@igalia.com Make tcu::Exception noexcept copy-constructible
2021-04-14 toni.salmivalli@siru.fi dEQP-VK.graphicsfuzz.stable-colorgrid-modulo-true-conditional-divided-1
2021-04-14 toni.salmivalli@siru.fi Add a batch of GraphicsFuzz tests
2021-04-14 selcott@google.com Tests for VK_EXT_color_write_enable
2021-04-14 pdaniell@nvidia.com Tests for VK_EXT_vertex_input_dynamic_state
2021-04-14 dakeley@nvidia.com Add VK_NV_inherited_viewport_scissor tests
2021-04-14 alexander.galazin@arm.com Update Vulkan Headers
2021-04-14 jajones@nvidia.com Support alternate file path lists for loading libs

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 ynovikov@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: ynovikov@google.com,angle-bots+autoroll-info@google.com
Change-Id: I91da42609c1b9a065911762f966e163dbd02c90e
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2840964
Commit-Queue: angle-autoroll <angle-autoroll@skia-public.iam.gserviceaccount.com>
Bot-Commit: angle-autoroll <angle-autoroll@skia-public.iam.gserviceaccount.com>
2 files changed
tree: c9969b4cff8f93dd21c4564a2cbf09261ff1bc60
  1. android/
  2. build_overrides/
  3. doc/
  4. extensions/
  5. gni/
  6. include/
  7. infra/
  8. samples/
  9. scripts/
  10. src/
  11. third_party/
  12. tools/
  13. util/
  14. .clang-format
  15. .gitattributes
  16. .gitignore
  17. .gn
  18. .style.yapf
  19. .vpython
  20. .vpython3
  21. .yapfignore
  22. additional_readme_paths.json
  23. AUTHORS
  24. BUILD.gn
  25. codereview.settings
  26. CONTRIBUTORS
  27. DEPS
  28. DIR_METADATA
  29. dotfile_settings.gni
  30. LICENSE
  31. OWNERS
  32. PRESUBMIT.py
  33. README.chromium
  34. README.md
  35. WATCHLISTS
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 9Direct3D 11Desktop GLGL ESVulkanMetal
OpenGL ES 2.0completecompletecompletecompletecompletecomplete
OpenGL ES 3.0completecompletecompletecompletein progress
OpenGL ES 3.1incompletecompletecompletecomplete
OpenGL ES 3.2in progressin progressin progress

Platform support via backing renderers

Direct3D 9Direct3D 11Desktop GLGL ESVulkanMetal
Windowscompletecompletecompletecompletecomplete
Linuxcompletecomplete
Mac OS Xcompletein progress
iOSplanned
Chrome OScompleteplanned
Androidcompletecomplete
GGP (Stadia)complete
Fuchsiacomplete

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