DirectX9 Backend Removal: Remove shader model 3 code paths
RendererD3D::getMajorShaderModel() now always returns >= 4, since the
D3D9 backend and its Feature Level 9_3 support are gone. That makes
every shader-model-3 code path in the D3D11 shader generator dead.
Remove them, along with the FL9_3-only features that depended on them.
Removed:
- All getMajorShaderModel() < 4 / == 3 / <= 3 branches in DynamicHLSL,
ProgramD3D and ProgramExecutableD3D. The GetVaryingSemantic() helper
is now a constant ("TEXCOORD"), so it and ProgramD3DMetadata's cached
shader model(getRendererMajorShaderModel / mRendererMajorShaderModel)
are deleted, and the now-unused `renderer` / `programUsesPointSize`
parameters are dropped from the affected helpers.
- The instanced point-sprite emulation (StateManager11's
updateVertexOffsetsForPointSpritesEmulation() and
GetReservedBufferCount()), which was the FL9_3 fallback for hardware
without geometry shaders. Point sprites on FL10+ are still emulated
with a geometry shader.
- The dead vertex-shader driver constants dx_ViewAdjust (D3D9 large
viewport emulation) and dx_ViewCoords (only referenced by the
instanced point-sprite path). The vertex DriverConstants cbuffer and
the matching CPU-side Vertex struct shrink by two registers; the
remaining packoffsets and the sampler-metadata register are shifted
to match. The pixel-shader dx_ViewCoords is kept, as the point-sprite
geometry shader reads it.
Bug: chromium:40874754
Change-Id: I6109d57193f5afdf507cb1eb03e67d3eac79d619
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/8032532
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>
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.
| Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | Metal | |
|---|---|---|---|---|---|---|
| OpenGL ES 2.0 | complete | complete | complete | complete | complete | complete |
| OpenGL ES 3.0 | complete | complete | complete | complete | complete | |
| OpenGL ES 3.1 | complete | complete | complete | |||
| OpenGL ES 3.2 | in progress | in progress | complete |
Additionally, OpenGL ES 1.1 is implemented in the front-end using OpenGL ES 3.0 features. This version of the specification is thus supported on all platforms specified above that support OpenGL ES 3.0 with known issues.
| Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | Metal | WebGPU | |
|---|---|---|---|---|---|---|---|
| Windows | complete | complete | complete | complete | complete | ||
| Linux | complete | complete | |||||
| Mac OS X | complete | complete [1] | |||||
| iOS | complete [2] | ||||||
| Chrome OS | complete | planned | |||||
| Android | complete | complete | |||||
| Fuchsia | complete |
[1] Metal is supported on macOS 10.14+
[2] Metal is supported on iOS 12+
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:
ANGLE also provides an implementation of the EGL 1.5 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.
In addition to OpenGL ES, ANGLE also provides an optional OpenCL runtime built into the same output GLES lib.
This work/effort is currently work-in-progress/experimental.
This work provides the same benefits as the OpenGL implementation, having OpenCL APIs be translated to other HW-supported APIs available on that platform.
| Vulkan | OpenCL | |
|---|---|---|
| OpenCL 1.0 | in progress | in progress |
| OpenCL 1.1 | in progress | in progress |
| OpenCL 1.2 | in progress | in progress |
| OpenCL 3.0 | in progress | in progress |
Each supported backing renderer above ends up being an OpenCL Platform for the user to choose from.
The OpenCL backend is a “passthrough” implementation which does not perform any API translation at all, instead forwarding API calls to other OpenCL driver(s)/implementation(s).
OpenCL also has an online compiler component to it that is used to compile OpenCL C source code at runtime (similarly to GLES and GLSL). Depending on the chosen backend(s), compiler implementations may vary. Below is a list of renderers and what OpenCL C compiler implementation is used for each:
Vulkan : clspvOpenCL : Compiler is part of the native driverANGLE 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.
Join our Google group to keep up to date.
Join us on Slack in the #angle channel. You can follow the instructions on the Chromium developer page for the steps to join the Slack channel. For Googlers, please follow the instructions on this document to use your google or chromium email to join the Slack channel.
File bugs in the issue tracker (preferably with an isolated test-case).
Choose an ANGLE branch to track in your own project.
Read ANGLE development documentation.
Become a code contributor.
Use ANGLE's coding standard.
Learn how to build ANGLE for Chromium development.
Get help on debugging ANGLE.
Go through ANGLE's orientation and sift through issues. If you decide to take on any task, write a comment so you can get in touch with us, and more importantly, set yourself as the “owner” of the bug. This avoids having multiple people accidentally working on the same issue.
Read about WebGL on the Khronos WebGL Wiki.
Learn about the internals of ANGLE:
Read design docs on the Vulkan back-end
Read about ANGLE's testing infrastructure
View information on ANGLE's supported extensions
If you use ANGLE in your own project, we'd love to hear about it!