Vulkan: Divide 3188 KHR failures into 2 known root causes + cleanup.

The two root causes are angleproject:3695 and angleproject:3836.  Some tests
failing from angleproject:3836 were still labeled for angleproject:3458.  This
CL does some cleanup of that, and improves the comments for the two
root-causes.

Bug: angleproject:3188
Bug: angleproject:3458
Bug: angleproject:3695
Bug: angleproject:3836
Change-Id: I4c9be0b3078c1fc21064fb88b58e28ea92c3a73c
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1834275
Reviewed-by: Cody Northrop <cnorthrop@google.com>
Commit-Queue: Ian Elliott <ianelliott@google.com>
1 file changed
tree: aab0b442de9fd73668e911836d4de2362d1ed30c
  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. additional_readme_paths.json
  20. AUTHORS
  21. BUILD.gn
  22. codereview.settings
  23. CONTRIBUTORS
  24. DEPS
  25. dotfile_settings.gni
  26. LICENSE
  27. OWNERS
  28. PRESUBMIT.py
  29. README.chromium
  30. README.md
  31. 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 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.

Level of OpenGL ES support via backing renderers

Direct3D 9Direct3D 11Desktop GLGL ESVulkan
OpenGL ES 2.0completecompletecompletecompletecomplete
OpenGL ES 3.0completecompletecompletein progress
OpenGL ES 3.1in progresscompletecompletein progress
OpenGL ES 3.2plannedplannedplanned

Platform support via backing renderers

Direct3D 9Direct3D 11Desktop GLGL ESVulkan
Windowscompletecompletecompletecompletecomplete
Linuxcompletecomplete
Mac OS Xcomplete
Chrome OScompleteplanned
Androidcompletecomplete
Fuchsiain 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.

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