D3D: Require cube completeness to create render targets

TextureD3D_Cube::isFaceLevelComplete skips checks for the base level
because it assumes that isCubeComplete has already been called to
verify the base level.  This assumption is not correct for some cases
like glCopyTextureCHROMIUM which attempts to create a render target
from cube maps that may not be complete.

This caused us to create render targets from incomplete cube maps and
then fail to upload data to the cube faces because the sizes or formats
did not match between the images and render target.



Change-Id: Iceb9415debfa07436fea1eb4bc23d0ec05679839
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1578957
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>
2 files changed
tree: 8a9f04f178a49b9d81e711b110f6da157bcb91cb
  1. .clang-format
  2. .gitattributes
  3. .gitignore
  4. .gn
  6. BUILD.gn
  8. DEPS
  10. OWNERS
  11. PRESUBMIT.py
  12. README.chromium
  13. README.md
  15. additional_readme_paths.json
  16. android/
  17. build_overrides/
  18. codereview.settings
  19. doc/
  20. dotfile_settings.gni
  21. extensions/
  22. gni/
  23. include/
  24. infra/
  25. samples/
  26. scripts/
  27. src/
  28. third_party/
  29. tools/
  30. 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 https://chromium.googlesource.com/angle/angle


View the Dev setup instructions.