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>
1 file changed
tree: d2eb53c52d7cd3aa618dd59ee2627890309b59aa
  1. android/
  2. build_overrides/
  3. doc/
  4. extensions/
  5. gni/
  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. .style.yapf
  19. .vpython
  20. .vpython3
  21. .yapfignore
  22. additional_readme_paths.json
  23. AUTHORS
  24. BUILD.gn
  25. codereview.settings
  26. CONTRIBUTORS
  27. DEPS
  28. dotfile_settings.gni
  29. LICENSE
  30. OWNERS
  31. PRESUBMIT.py
  32. README.chromium
  33. README.md
  34. WATCHLISTS
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, 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.

Level of OpenGL ES support via backing renderers

Direct3D 9Direct3D 11Desktop GLGL ESVulkanMetal
OpenGL ES 2.0completecompletecompletecompletecompletecomplete
OpenGL ES 3.0completecompletecompletecompletein progress
OpenGL ES 3.1incompletecompletecompletecomplete
OpenGL ES 3.2in progressin progressin progress

Platform support via backing renderers

Direct3D 9Direct3D 11Desktop GLGL ESVulkanMetal
Windowscompletecompletecompletecompletecomplete
Linuxcompletecomplete
Mac OS Xcompletein progress
iOSplanned
Chrome OScompleteplanned
Androidcompletecomplete
GGP (Stadia)complete
Fuchsiain 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:

  • OpenGL ES 2.0: ANGLE 2.1.0.d46e2fb1e341 (Nov, 2019)
  • OpenGL ES 3.0: ANGLE 2.1.0.f18ff947360d (Feb, 2020)
  • OpenGL ES 3.1: ANGLE 2.1.0.f5dace0f1e57 (Jul, 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.

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.

Contributing