commit | da9c06780f378840f86e6a0af17636822111d392 | [log] [tgz] |
---|---|---|
author | Roman Lavrov <romanl@google.com> | Fri Jun 17 19:04:32 2022 |
committer | Angle LUCI CQ <angle-scoped@luci-project-accounts.iam.gserviceaccount.com> | Wed Jul 13 15:45:50 2022 |
tree | f3f3ea157018d89e21bae12f63be6cf53ba8d997 | |
parent | 062788fa6be183134fe818d9f2297f5779dad161 [diff] |
Revert "Spawn via vpython when old module detected." This reverts commit 28dfa45d60395d977d1ff96d04ee2ed78c1c22d2. Reason for revert: No longer needed: https://crbug.com/1326517#c18 Original change's description: > Spawn via vpython when old module detected. > > Not sure of a better way to detect this case as it seems to be running > with the same python version as our vpython but modules are old. > > Bug: angleproject:7326 > Change-Id: I1750f65afdfdfc289af71bc7f426d5ba50dfd4a4 > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3642804 > Commit-Queue: Roman Lavrov <romanl@google.com> > Reviewed-by: Jamie Madill <jmadill@chromium.org> Bug: angleproject:7326 Bug: chromium:1326517 Change-Id: I1940dafa54859b8b1c9f1c4f702381c4346c7e5b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3708994 Reviewed-by: Cody Northrop <cnorthrop@google.com> Commit-Queue: Roman Lavrov <romanl@google.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 | complete |
OpenGL ES 3.0 | complete | complete | complete | complete | in progress | |
OpenGL ES 3.1 | incomplete | complete | complete | complete | ||
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 | in progress | |||||
Chrome OS | complete | planned | ||||
Android | complete | complete | ||||
GGP (Stadia) | complete | |||||
Fuchsia | complete |
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.
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 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 starter projects. 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 initial ANGLE implementation details in the OpenGL Insights chapter on ANGLE (this is not the most up-to-date ANGLE implementation details, it is listed here for historical reference only) 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
View information on ANGLE's supported extensions
If you use ANGLE in your own project, we'd love to hear about it!