Revert "Vulkan: Port renderer to Fuchsia"

This reverts commit 991d1cfb5e5a2f20a46961da3ad85b95da30b88a.

Reason for revert: Failing compile on the fuchsia bots on the ANGLE

In file included from ../../third_party/angle/util/fuchsia/ScenicWindow.cpp:10:
In file included from ../../third_party/angle/util/fuchsia/ScenicWindow.h:13:
In file included from gen/third_party/fuchsia-sdk/sdk/fidl/fuchsia/ui/policy/cpp/fidl.h:5:
In file included from ../../third_party/fuchsia-sdk/sdk/pkg/fidl_cpp/include/lib/fidl/cpp/internal/header.h:12:
../../third_party/fuchsia-sdk/sdk/pkg/fit/include/lib/fit/function.h:135:6: error: extra ';' after member function definition [-Werror,-Wextra-semi]
1 error generated.

Original change's description:
> Vulkan: Port renderer to Fuchsia
> Add DisplayVk and WindowSurfaceVk subclasses for Fuchsia to the vulkan
> renderer, as well as an implementation of OSWindow that renders
> fullscreen for the test suite.
> Disallow use of the vulkan loader from third_party as Fuchsia uses a fork
> of the loader and has not sent those changes upstream yet.
> Add a small wayland-inspired library libfuchsia-egl to provide a type
> "struct fuchsia_egl_window" to use as EGLNativeWindowType. This type
> combines a zx_handle_t to an image pipe channel and a surface size.
> Image pipes can only be used once to create a VkSurfaceKHR. This means we
> have to recreate the pipe in tests that call eglCreateWindowSurface more
> than once with a single OSWindow, or the second call will fail. Add a
> resetNativeWindow() method to accomplish this.
> BUG=angleproject:2475
> TEST=angle_end2end_tests on Fuchsia
> Change-Id: I71a613a362dd1c8aada49a3c02ae461e064457bf
> Reviewed-on:
> Commit-Queue: Michael Spang <>
> Reviewed-by: Jamie Madill <>,,,

Change-Id: I2d9abefa9db5363ba63a17c1773d0e147040d055
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: angleproject:2475
Reviewed-by: Jamie Madill <>
Commit-Queue: Jamie Madill <>
45 files changed
tree: 308eee8d2585d5106191a12bfdf058b0dc1daa70
  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.