63bb0e5368
Vertex shaders need to convert from GL's -1 to +1 z range to Metal's 0 to +1 z range with: z = (z + w) * 0.5 This code is being upstreamed from WebKit. It fixes these end to end tests. BlitFramebufferTest.MultisampleDepthClear/ES3_Metal BlitFramebufferTest.MultisampleDepthClear/ES3_Metal_NoStencilOutput BlitFramebufferTest.BlitDepthStencilPixelByPixel/ES3_Metal BlitFramebufferTest.BlitDepthStencilPixelByPixel/ES3_Metal_NoStencilOutput ClearTest.ClearStencilMask/ES2_Metal ClearTest.ClearStencilMask/ES3_Metal ClearTestES3.ClearMultipleAttachmentsIndividually/ES3_Metal ClearTestES3.MaskedClearHeterogeneousAttachments/ES3_Metal ClearTestES3.ScissoredClearHeterogeneousAttachments/ES3_Metal ClearTestES3.ClearBufferivStencilMask/ES3_Metal ClearTestES3.ClearBufferfiNoStencilAttachment/ES3_Metal MaskedScissoredClearTest.Test/ES2_Metal__clear_s MaskedScissoredClearTest.Test/ES2_Metal__clear_s_mask_s MaskedScissoredClearTest.Test/ES2_Metal__scissored_clear_s_mask_s MaskedScissoredClearTest.Test/ES2_Metal__clear_d MaskedScissoredClearTest.Test/ES2_Metal__scissored_clear_d MaskedScissoredClearTest.Test/ES2_Metal__clear_ds MaskedScissoredClearTest.Test/ES2_Metal__scissored_clear_ds MaskedScissoredClearTest.Test/ES2_Metal__clear_ds_mask_s MaskedScissoredClearTest.Test/ES2_Metal__scissored_clear_ds_mask_s MaskedScissoredClearTest.Test/ES2_Metal__clear_cs MaskedScissoredClearTest.Test/ES2_Metal__clear_cs_mask_s MaskedScissoredClearTest.Test/ES2_Metal__scissored_clear_cs_mask_s MaskedScissoredClearTest.Test/ES2_Metal__clear_cd MaskedScissoredClearTest.Test/ES2_Metal__scissored_clear_cd MaskedScissoredClearTest.Test/ES2_Metal__clear_cds MaskedScissoredClearTest.Test/ES2_Metal__scissored_clear_cds MaskedScissoredClearTest.Test/ES2_Metal__clear_cds_mask_s MaskedScissoredClearTest.Test/ES2_Metal__scissored_clear_cds_mask_s MaskedScissoredClearTest.Test/ES2_Metal__clear_cs_mask_cs MaskedScissoredClearTest.Test/ES2_Metal__scissored_clear_cs_mask_cs MaskedScissoredClearTest.Test/ES2_Metal__clear_cd_mask_c MaskedScissoredClearTest.Test/ES2_Metal__scissored_clear_cd_mask_c MaskedScissoredClearTest.Test/ES2_Metal__clear_cds_mask_c MaskedScissoredClearTest.Test/ES2_Metal__scissored_clear_cds_mask_c MaskedScissoredClearTest.Test/ES2_Metal__clear_cds_mask_cs MaskedScissoredClearTest.Test/ES2_Metal__scissored_clear_cds_mask_cs MaskedScissoredClearTest.Test/ES3_Metal__clear_s MaskedScissoredClearTest.Test/ES3_Metal__clear_s_mask_s MaskedScissoredClearTest.Test/ES3_Metal__scissored_clear_s_mask_s MaskedScissoredClearTest.Test/ES3_Metal__clear_d MaskedScissoredClearTest.Test/ES3_Metal__scissored_clear_d MaskedScissoredClearTest.Test/ES3_Metal__clear_ds MaskedScissoredClearTest.Test/ES3_Metal__scissored_clear_ds MaskedScissoredClearTest.Test/ES3_Metal__clear_ds_mask_s MaskedScissoredClearTest.Test/ES3_Metal__scissored_clear_ds_mask_s MaskedScissoredClearTest.Test/ES3_Metal__clear_cs MaskedScissoredClearTest.Test/ES3_Metal__clear_cs_mask_s MaskedScissoredClearTest.Test/ES3_Metal__scissored_clear_cs_mask_s MaskedScissoredClearTest.Test/ES3_Metal__clear_cd MaskedScissoredClearTest.Test/ES3_Metal__scissored_clear_cd MaskedScissoredClearTest.Test/ES3_Metal__clear_cds MaskedScissoredClearTest.Test/ES3_Metal__scissored_clear_cds MaskedScissoredClearTest.Test/ES3_Metal__clear_cds_mask_s MaskedScissoredClearTest.Test/ES3_Metal__scissored_clear_cds_mask_s MaskedScissoredClearTest.Test/ES3_Metal__clear_cs_mask_cs MaskedScissoredClearTest.Test/ES3_Metal__scissored_clear_cs_mask_cs MaskedScissoredClearTest.Test/ES3_Metal__clear_cd_mask_c MaskedScissoredClearTest.Test/ES3_Metal__scissored_clear_cd_mask_c MaskedScissoredClearTest.Test/ES3_Metal__clear_cds_mask_c MaskedScissoredClearTest.Test/ES3_Metal__scissored_clear_cds_mask_c MaskedScissoredClearTest.Test/ES3_Metal__clear_cds_mask_cs MaskedScissoredClearTest.Test/ES3_Metal__scissored_clear_cds_mask_cs DepthStencilFormatsTest.DepthTextureRender/ES2_Metal DepthStencilFormatsTest.DepthBuffer16/ES2_Metal DepthStencilFormatsTest.DepthBuffer24/ES2_Metal DepthStencilFormatsTest.VerifyDepth32UploadData/ES2_Metal DepthStencilFormatsTest.VerifyDepth16UploadData/ES2_Metal TinyDepthStencilWorkaroundTest.DepthTexturesStick/ES3_Metal DiscardFramebufferEXTTest.ClearDepthThenDrawWithDepthTestThenDiscard/ES2_Metal DiscardFramebufferEXTTest.ClearDepthThenDrawWithDepthTestThenDiscard/ES3_Metal Bug: angleproject:5505 Change-Id: I9b52bb46569678636afc6a243bfa8779f101b6af Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3097161 Reviewed-by: Kenneth Russell <kbr@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Kenneth Russell <kbr@chromium.org> |
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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, 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.
Level of OpenGL ES support via backing renderers
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 | in progress | |
OpenGL ES 3.1 | incomplete | complete | complete | complete | ||
OpenGL ES 3.2 | in progress | in progress | in progress |
Platform support via backing renderers
Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | Metal | |
---|---|---|---|---|---|---|
Windows | complete | complete | complete | complete | complete | |
Linux | complete | complete | ||||
Mac OS X | complete | in progress | ||||
iOS | planned | |||||
Chrome OS | complete | planned | ||||
Android | complete | complete | ||||
GGP (Stadia) | complete | |||||
Fuchsia | complete |
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:
- OpenGL ES 2.0: ANGLE 2.1.0.d46e2fb1e341 (Nov, 2019)
- OpenGL ES 3.0: ANGLE 2.1.0.f18ff947360d (Feb, 2020)
- OpenGL ES 3.1: ANGLE 2.1.0.f5dace0f1e57 (Jul, 2020)
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, Vulkan 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
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Join our Google group to keep up to date.
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Join us on IRC in the #ANGLEproject channel on FreeNode.
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Join us on Slack in the #angle channel.
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File bugs in the issue tracker (preferably with an isolated test-case).
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Choose an ANGLE branch to track in your own project.
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Read ANGLE development documentation.
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Become a code contributor.
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Use ANGLE's coding standard.
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Learn how to build ANGLE for Chromium development.
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Get help on debugging ANGLE.
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Go through ANGLE's orientation and sift through starter projects.
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Read about WebGL on the Khronos WebGL Wiki.
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Learn about implementation details in the OpenGL Insights chapter on ANGLE and this ANGLE presentation.
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Learn about the past, present, and future of the ANGLE implementation in this presentation.
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Watch a short presentation on the Vulkan back-end.
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Track the dEQP test conformance
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Read design docs on the Vulkan back-end
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Read about ANGLE's testing infrastructure
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If you use ANGLE in your own project, we'd love to hear about it!