Fix several of PointSpritesTest

PointWithoutAttributesCompliance,
PointCoordRegressionTest,
PointSpriteAlternatingDrawTypes
were failing on Nexus 5X Vulkan, because pointSizeRange is [1,1] there,
and the tests assume they can use point sizes larger than 1.

Fix the tests to check whether the point size they want to use is available.

Note: PointWithoutAttributesCompliance and PointSpriteAlternatingDrawTypes
can actually work with size 1, though they need to calculate center
pixel more accurately. However, looks like there is a bug in Nexus 5X
driver, and no pixels are rendered. The tests do pass on Pixel 2.

Bug: angleproject:2447
Change-Id: I511574b1b11f2516c10209b85f86b3e7052e6686
Reviewed-on: https://chromium-review.googlesource.com/1026979
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
1 file changed
tree: 8ece5164e7bc2629b1f87fd6811ec0a48221dd6e
  1. build_overrides/
  2. doc/
  3. extensions/
  4. gni/
  5. gyp/
  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. AndroidManifest.xml
  19. AUTHORS
  20. BUILD.gn
  21. codereview.settings
  22. CONTRIBUTORS
  23. DEPS
  24. DEPS.chromium
  25. dotfile_settings.gni
  26. LICENSE
  27. OWNERS
  28. README.chromium
  29. README.md
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 2.0completecompletecompletecompletein progress
OpenGL ES 3.0completecompletein progressnot started
OpenGL ES 3.1not startedin progressin progressnot started

Platform support via backing renderers

Direct3D 9Direct3D 11Desktop GLGL ESVulkan
Windowscompletecompletecompletecompletein progress
Linuxcompletein progress
Mac OS Xin progress
Chrome OScompleteplanned
Androidcompletein 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. For generating a Windows Store version of ANGLE view the Windows Store instructions

Contributing