commit | 032431a1c6bdfe359fe3592636e0dad60bd77f3f | [log] [tgz] |
---|---|---|
author | Alexis Hétu <sugoi@chromium.org> | Wed Oct 21 19:32:38 2020 |
committer | Commit Bot <commit-bot@chromium.org> | Wed Oct 21 19:32:58 2020 |
tree | d2eb53c52d7cd3aa618dd59ee2627890309b59aa | |
parent | 25bbf5d75a17c17f832c76cfcef716951ac2088c [diff] |
Revert "Allow rendering to half float in ES2 contexts when possible" This reverts commit 1dc0d3945e7f11506b9e3239bba7189d66a25a50. Reason for revert: Causes a failure on the bots. See: http://anglebug.com/5206 Original change's description: > Allow rendering to half float in ES2 contexts when possible > > According to the EXT_color_buffer_half_float spec: > > "Dependencies on OES_texture_half_float > > If OES_texture_half_float is not supported, then all references to > RGBA16F_EXT, RGB16F_EXT, RG16F_EXT, R16F_EXT, HALF_FLOAT_OES and > half should be ignored. > > If OES_texture_half_float is supported, textures created with: > > <internalformat> = RGBA > <format> = RGBA > <type> = HALF_FLOAT_OES > > are renderable." > > This fixes 4 viz_unittests when running with SwANGLE: > All/GLI420ConverterPixelTest.ScaleAndConvert/0 > All/GLI420ConverterPixelTest.ScaleAndConvert/1 > GLScalerPixelTest.Example_ScaleAndExportForScreenVideoCapture > GLScalerPixelTest.ScalesWithColorManagement > > Bug: angleproject:5174 > Change-Id: If8623b1edbc8f0bac83513ea202ef49ad388101c > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2489726 > Commit-Queue: Alexis Hétu <sugoi@chromium.org> > Reviewed-by: Geoff Lang <geofflang@chromium.org> TBR=sugoi@chromium.org,geofflang@chromium.org,sugoi@google.com Change-Id: Iab2df8ac563661fcf270425408b17e7bbe48a255 No-Presubmit: true No-Tree-Checks: true No-Try: true Bug: angleproject:5174 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2490820 Reviewed-by: Alexis Hétu <sugoi@chromium.org> Commit-Queue: Alexis Hétu <sugoi@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 | 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 | planned | |||||
Chrome OS | complete | planned | ||||
Android | complete | complete | ||||
GGP (Stadia) | complete | |||||
Fuchsia | in progress |
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 1.4 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.
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File bugs in the issue tracker (preferably with an isolated test-case).
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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.
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If you use ANGLE in your own project, we'd love to hear about it!