commit | aa954cc582a161cc3509e63e76060642b988a8bf | [log] [tgz] |
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author | angle-autoroll <angle-autoroll@skia-public.iam.gserviceaccount.com> | Fri Apr 17 07:01:38 2020 +0000 |
committer | Commit Bot <commit-bot@chromium.org> | Fri Apr 17 08:06:05 2020 +0000 |
tree | 58ded7ce61a4e6513cd2a9acbe5648af72903ce7 | |
parent | eda526d3b79c47925ab50c7ecfe7fd0f401f5f3c [diff] |
Roll third_party/SwiftShader 2430d665d3f2..d25ce8725224 (18 commits) https://swiftshader.googlesource.com/SwiftShader.git/+log/2430d665d3f2..d25ce8725224 git log 2430d665d3f2..d25ce8725224 --date=short --first-parent --format='%ad %ae %s' 2020-04-17 digit@google.com Fix LLVM-based Arm64 build. 2020-04-16 bclayton@google.com CMakeLists: Enabled more clang warnings. 2020-04-16 bclayton@google.com Device/Blitter: Initialize filter3D fields 2020-04-16 digit@google.com Fuchsia: Add LLVM 10.0 configuration headers. 2020-04-16 amaiorano@google.com CMake: fix PowerVR_Examples build 2020-04-16 amaiorano@google.com Don't fail build if Vulkan headers are different 2020-04-16 amaiorano@google.com CMake: fix add_subdirectory(SwiftShader) when CMAKE_BUILD_TYPE is set in parent project 2020-04-16 amaiorano@google.com CMake: make submodule initialization work for add_subdirectory(SwiftShader) 2020-04-16 amaiorano@google.com CMake: fix add_subdirectory(SwiftShader) 2020-04-16 amaiorano@google.com CMake: use directory variables consistently 2020-04-16 amaiorano@google.com CMake: make root compile options and link libraries private 2020-04-16 bclayton@google.com VkSemaphore: Unlock/Lock the mutex outside the blocking_call. 2020-04-16 bclayton@google.com Regres: Include a better error message when git add fails. 2020-04-16 bclayton@google.com Regres: Avoid dereferencing a nil on process timeout. 2020-04-16 bclayton@google.com Make memoryPageSize() functions thread-safe. 2020-04-16 bclayton@google.com Vulkan: Move SpecializationInfo to own file. 2020-04-16 bclayton@google.com Fix chrome autorollers 2020-04-16 bclayton@google.com Reimplement LRUCache, fold away LRUSnapshotCache, add tests. Created with: gclient setdep -r third_party/SwiftShader@d25ce8725224 If this roll has caused a breakage, revert this CL and stop the roller using the controls here: https://autoroll.skia.org/r/swiftshader-angle-autoroll Please CC timvp@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/+/master/autoroll/README.md Bug: None Tbr: timvp@google.com Change-Id: I2ffd43f61a7258e9bc677ceb99789daea811bdda Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2153675 Reviewed-by: angle-autoroll <angle-autoroll@skia-public.iam.gserviceaccount.com> Commit-Queue: angle-autoroll <angle-autoroll@skia-public.iam.gserviceaccount.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 | in progress |
OpenGL ES 3.0 | complete | complete | complete | complete | ||
OpenGL ES 3.1 | in progress | complete | complete | in progress | ||
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 | planned | |||||
Chrome OS | complete | planned | ||||
Android | complete | complete | ||||
Fuchsia | in progress |
ANGLE v1.0.772 was certified compliant by passing the ES 2.0.3 conformance tests in October 2011. With the Vulkan backend, ANGLE 2.1.0.d46e2fb1e341 was certified compliant to ES 2.0 in Nov 2019, and ANGLE 2.1.0.f18ff947360d to ES 3.0 in Feb 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.
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 IRC in the #ANGLEproject channel on FreeNode.
Join us on Slack in the #angle 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.
Read about WebGL on the Khronos WebGL Wiki.
Learn about implementation details in the OpenGL Insights chapter on ANGLE 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
If you use ANGLE in your own project, we'd love to hear about it!