Roll third_party/SwiftShader 540bdf92531d..77090261dabc (10 commits)

https://swiftshader.googlesource.com/SwiftShader.git/+log/540bdf92531d..77090261dabc

git log 540bdf92531d..77090261dabc --date=short --first-parent --format='%ad %ae %s'
2020-03-25 capn@google.com Identify image views based on their state
2020-03-25 capn@google.com Provide packed VkFormat to uint8_t mapping
2020-03-25 capn@google.com Uniquely identify sampler state
2020-03-25 capn@google.com Split vk::Sampler state off into a structure
2020-03-25 capn@google.com Fix handling Memset<> assignment and comparison
2020-03-25 bclayton@google.com Add script for updating llvm 10
2020-03-25 amaiorano@google.com regres: add daily run against SwiftShader/Subzero
2020-03-25 bclayton@google.com CMake: Don't export LLVM_INCLUDE_DIR to PARENT_SCOPE
2020-03-25 bclayton@google.com CMake: Move LLVM rules out to third_party/llvm-7.0
2020-03-25 bclayton@google.com Add missing copyright header to CMakeLists.txt

Created with:
  gclient setdep -r third_party/SwiftShader@77090261dabc

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 cnorthrop@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: cnorthrop@google.com
Change-Id: Ie880cfbad88061a571bedcf2b41a2876275fdd81
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2119882
Reviewed-by: angle-autoroll <angle-autoroll@skia-public.iam.gserviceaccount.com>
Commit-Queue: angle-autoroll <angle-autoroll@skia-public.iam.gserviceaccount.com>
1 file changed
tree: 7ea80b72a5ea8760666964c51fb3d0829b463199
  1. .clang-format
  2. .gitattributes
  3. .gitignore
  4. .gn
  5. .style.yapf
  6. .yapfignore
  7. AUTHORS
  8. BUILD.gn
  9. CONTRIBUTORS
  10. DEPS
  11. LICENSE
  12. OWNERS
  13. PRESUBMIT.py
  14. README.chromium
  15. README.md
  16. WATCHLISTS
  17. additional_readme_paths.json
  18. android/
  19. build_overrides/
  20. codereview.settings
  21. doc/
  22. dotfile_settings.gni
  23. extensions/
  24. gni/
  25. include/
  26. infra/
  27. samples/
  28. scripts/
  29. src/
  30. third_party/
  31. tools/
  32. util/
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 2.0completecompletecompletecompletecompletein progress
OpenGL ES 3.0completecompletecompletecomplete
OpenGL ES 3.1in progresscompletecompletein progress
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
Fuchsiain 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.

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