| commit | f1ae163bc148e09758c746f53023cba18583b470 | [log] [tgz] |
|---|---|---|
| author | Yuly Novikov <ynovikov@chromium.org> | Tue Jul 01 17:02:14 2025 +0000 |
| committer | Angle LUCI CQ <angle-scoped@luci-project-accounts.iam.gserviceaccount.com> | Wed Jul 02 07:54:55 2025 -0700 |
| tree | 1cc9639c7ee137da433f14ebb4b51b418781dce4 | |
| parent | 154e5711412557c8e00e5c0210512810a687cf78 [diff] |
Update googletest We need https://github.com/google/googletest/commit/fa8438ae6b70c57010177de47a9f13d7041a6328 in order to be able to roll in https://chromium-review.googlesource.com/c/chromium/src/+/6674713 This rolls: https://chromium.googlesource.com/chromium/src/third_party/googletest/+log/17bbed2084d3127bd7bcd27283f18d7a5861bea8..0784ddbe926a700e2216b224109791f7fa19eb2f https://chromium.googlesource.com/external/github.com/google/googletest/+log/2d924d7a971e9667d76ad09727fb2402b4f8a1e3..c67de117379f4d1c889c7581a0a76aa0979c2083 The above also requires adding re2 dependency, since newer googletest depends on it. re2 has 2 parts: build files in https://chromium.googlesource.com/chromium/src/third_party/re2/ and source files in https://chromium.googlesource.com/external/github.com/google/re2/. Unfortunately, git submodules don't allow us to have them nested. So, build files are copied into third_party/re2 from https://chromium.googlesource.com/chromium/src/third_party/re2/+/e9ea896a60f8d72b4943dcc079f0041863985c0e These would require manual updates if build breaks in the future. And then the sources are added as a submodule in third_party/re2/src. These would be autorolled in the future. Bug: angleproject:428697844 Change-Id: Ia695b83669d1822614177fb2aaad44f733b1dfb9 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6695112 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org> Auto-Submit: Yuly Novikov <ynovikov@chromium.org>
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 | complete | |
| OpenGL ES 3.1 | incomplete | complete | complete | complete | ||
| OpenGL ES 3.2 | in progress | in progress | complete |
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.
| Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | Metal | |
|---|---|---|---|---|---|---|
| Windows | complete | complete | complete | complete | complete | |
| Linux | complete | complete | ||||
| Mac OS X | complete | complete [1] | ||||
| iOS | complete [2] | |||||
| Chrome OS | complete | planned | ||||
| Android | complete | complete | ||||
| Fuchsia | complete |
[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:
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.
In addition to OpenGL ES, ANGLE also provides an optional OpenCL runtime built into the same output GLES lib.
This work/effort is currently work-in-progress/experimental.
This work provides the same benefits as the OpenGL implementation, having OpenCL APIs be translated to other HW-supported APIs available on that platform.
| Vulkan | OpenCL | |
|---|---|---|
| OpenCL 1.0 | in progress | in progress |
| OpenCL 1.1 | in progress | in progress |
| OpenCL 1.2 | in progress | in progress |
| OpenCL 3.0 | in progress | in progress |
Each supported backing renderer above ends up being an OpenCL Platform for the user to choose from.
The OpenCL backend is a “passthrough” implementation which does not perform any API translation at all, instead forwarding API calls to other OpenCL driver(s)/implementation(s).
OpenCL also has an online compiler component to it that is used to compile OpenCL C source code at runtime (similarly to GLES and GLSL). Depending on the chosen backend(s), compiler implementations may vary. Below is a list of renderers and what OpenCL C compiler implementation is used for each:
Vulkan : clspvOpenCL : Compiler is part of the native driverANGLE 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 issues. 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 internals of ANGLE:
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!