Vulkan: Reduce Default Descriptor Pool Max Sets

The current value of kDefaultDescriptorPoolMaxSets is 2048, which
allocates too much memory on a Pixel device, causing Android's low
memory killer to terminate dEQP (leading to a test failure). This change
reduces the value of kDefaultDescriptorPoolMaxSets to 128 to reduce the
memory usage during the test. We suspect a later change may be required
to dynamically grow the descriptor pools and update the recycling


Bug: angleproject:3056
Change-Id: I8a681b509823956a58d6c08f64a23203458e075e
Reviewed-by: Shahbaz Youssefi <>
Reviewed-by: Jamie Madill <>
Commit-Queue: Tim Van Patten <>
1 file changed
tree: 7ed6cd6e14fb333fa484ecc5c5a3c216dfc391c5
  1. .clang-format
  2. .gitattributes
  3. .gitignore
  4. .gn
  8. DEPS
  10. OWNERS
  12. README.chromium
  14. additional_readme_paths.json
  15. android/
  16. build_overrides/
  17. codereview.settings
  18. doc/
  19. dotfile_settings.gni
  20. extensions/
  21. gni/
  22. include/
  23. infra/
  24. samples/
  25. scripts/
  26. src/
  27. third_party/
  28. tools/
  29. util/

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.


ANGLE repository is hosted by Chromium project and can be browsed online or cloned with

git clone


View the Dev setup instructions.