Revert "Make egl surface uncurrent when being destroyed"

This reverts commit 497440cdcb7d2ee59bca612dd07fc13cf09a6a57.

Reason for revert: this caused chromium webview tests failures: https://chromium-review.googlesource.com/c/chromium/src/+/4860891.

Original change's description:
> Make egl surface uncurrent when being destroyed
>
> This is to workaround errors when app does below behaviors:
>
> 1) while there is a context still bound to the current
> rendering thread and the surface, call eglDestroySurface()
> 2) create a new surface eglCreateWindowSurface()
> 3) call eglMakeCurrent() with the surface created in step 2)
> 4) does work on the new surface
>
> The old surface won't be destroyed in step 1) because
> it was still bound by the context of the current rendering
> thread. When creating new surface on step 2), some hardware
> will return error code EGL_BAD_ALLOC, because the old egl
> surface is still associated with the native window.
>
> To workaround, when destroying surface, if the surface
> is still bound by the context of the current rendering
> thread, release the context and surface by passing
> EGL_NO_CONTEXT and EGL_NO_SURFACE to eglMakeCurrent().
>
> The workaround is controlled by a frontend feature
> uncurrentEglSurfaceUponSurfaceDestroy. This feature
> is only enabled on vulkan and gl backends.
>
> Bug: b/292285899
> Change-Id: I872d2e116ba6860f58d1176f011a5ef7c5a5af4e
> Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4851255
> Reviewed-by: Yiwei Zhang <zzyiwei@chromium.org>
> Reviewed-by: Charlie Lao <cclao@google.com>
> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
> Commit-Queue: Yuxin Hu <yuxinhu@google.com>

Bug: b/292285899
Change-Id: I760054d856294e6691e79e165fd73ce9e560621f
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4862958
Bot-Commit: Rubber Stamper <rubber-stamper@appspot.gserviceaccount.com>
Auto-Submit: Yuxin Hu <yuxinhu@google.com>
Commit-Queue: Rubber Stamper <rubber-stamper@appspot.gserviceaccount.com>
8 files changed
tree: bbdbe10e7bf0c07def660860175c5569b1fbc3cf
  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. .gitmodules
  18. .gn
  19. .style.yapf
  20. .vpython
  21. .vpython3
  22. .yapfignore
  23. additional_readme_paths.json
  24. Android.mk
  25. AUTHORS
  26. BUILD.gn
  27. codereview.settings
  28. CONTRIBUTORS
  29. DEPS
  30. DIR_METADATA
  31. dotfile_settings.gni
  32. LICENSE
  33. OWNERS
  34. PRESUBMIT.py
  35. README.chromium
  36. README.md
  37. 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 3.0completecompletecompletecompletecomplete
OpenGL ES 3.1incompletecompletecompletecomplete
OpenGL ES 3.2in progressin progressin progress

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 9Direct3D 11Desktop GLGL ESVulkanMetal
Windowscompletecompletecompletecompletecomplete
Linuxcompletecomplete
Mac OS Xcompletecomplete [1]
iOScomplete [2]
Chrome OScompleteplanned
Androidcompletecomplete
GGP (Stadia)complete
Fuchsiacomplete

[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)

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