Roll third_party/SwiftShader 036463457e5f..9097eeb5359b (8 commits)

https://swiftshader.googlesource.com/SwiftShader.git/+log/036463457e5f..9097eeb5359b

git log 036463457e5f..9097eeb5359b --date=short --no-merges --format='%ad %ae %s'
2019-10-16 sugoi@google.com Workaround a compiler issue
2019-10-16 swiftshader.regress@gmail.com Regres: Update test lists @ a27dfcf8
2019-10-14 digit@google.com Fix Linux build.
2019-10-14 digit@google.com [vulkan] Implement Linux-based external semaphore
2019-10-14 digit@google.com [linux]: Remove linux namespace.
2019-10-11 sugoi@google.com Stencil buffer texture sampling
2019-10-07 amaiorano@google.com Add support for configurable subpixel precision
2019-10-07 amaiorano@google.com Use correct values for sampleStandardLocations

Created with:
  gclient setdep -r third_party/SwiftShader@9097eeb5359b

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 jmadill@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=jmadill@google.com
Change-Id: Ic75ba28c790bf004ce8182a201ee2dd4d43d8c9e
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1864450
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: cd484d2764ab05fafca9718e64177e30a6cc87f8
  1. android/
  2. build_overrides/
  3. doc/
  4. extensions/
  5. gni/
  6. include/
  7. infra/
  8. samples/
  9. scripts/
  10. src/
  11. third_party/
  12. tools/
  13. util/
  14. .clang-format
  15. .gitattributes
  16. .gitignore
  17. .gn
  18. .style.yapf
  19. .yapfignore
  20. additional_readme_paths.json
  21. AUTHORS
  22. BUILD.gn
  23. codereview.settings
  24. CONTRIBUTORS
  25. DEPS
  26. dotfile_settings.gni
  27. LICENSE
  28. OWNERS
  29. PRESUBMIT.py
  30. README.chromium
  31. README.md
  32. WATCHLISTS
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 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 2.0completecompletecompletecompletecomplete
OpenGL ES 3.0completecompletecompletein progress
OpenGL ES 3.1in progresscompletecompletein progress
OpenGL ES 3.2plannedplannedplanned

Platform support via backing renderers

Direct3D 9Direct3D 11Desktop GLGL ESVulkan
Windowscompletecompletecompletecompletecomplete
Linuxcompletecomplete
Mac OS Xcomplete
Chrome OScompleteplanned
Androidcompletecomplete
Fuchsiain 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.

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