commit | 79ec8b3400ceeafc3e69b9bec29fa39a0e1a9a16 | [log] [tgz] |
---|---|---|
author | Yuxin Hu <yuxinhu@google.com> | Thu Jun 12 21:32:42 2025 |
committer | Angle LUCI CQ <angle-scoped@luci-project-accounts.iam.gserviceaccount.com> | Fri Jun 13 21:04:47 2025 |
tree | 4a049ac4dbd0bc53153aff97b578cbfab052551c | |
parent | 26d5d4e262b02cbfad9c36c9c6f6efeec650f753 [diff] |
Fix glCopyImageSubData validation check When checking if the copy subregion meets the compressed texture alignment requirements, we should consider if the copy subregion covers the entire width and height of texture level. It is not required to make texture size aligned with compressed texture block size when creating the texture image (e.g. width and height do not have to be multiple of 6 when calling glTexStorage2D for GL_COMPRESSED_RGBA_ASTC_6X6 textures). If the copy subregion width and height equals to the width and height of the texture level, even if they are not aligned with the compressed texture block size, the copy is allowed. This is currently covered by fillsEntireMip check. However, fillsEntireMip enforces copy subregion width, height, and depth all equal to the texture level width, height, and depth, where we should not check depth because we don't enforce depth alignment for compressed texture. For example, for a 2D texture array that has dimension of 32*16*2 in current level, a copy region with width=32, heigh=16, depth=1 should be considered as fillsEntireMip. In the spec, it says: "The source and destination subregions must be contained entirely within the specified level of the corresponding image objects". Right now we only check if width and height are within the image bounds, this change adds a check to make sure depth is also within the image bounds. Bug: b/419048313 Change-Id: I6e5339cfdfd5785f935a059638c22c9646c12162 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6634232 Commit-Queue: Yuxin Hu <yuxinhu@google.com> Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
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 | incomplete | 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 | |
---|---|---|---|---|---|---|
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
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