commit | cf4c8c2ac431191da5aa355834f36227efb426ae | [log] [tgz] |
---|---|---|
author | Tim Van Patten <timvp@google.com> | Thu Jul 10 21:50:36 2025 |
committer | Angle LUCI CQ <angle-scoped@luci-project-accounts.iam.gserviceaccount.com> | Thu Jul 24 17:40:41 2025 |
tree | 5953bbe1b65a672aebf1988a05880f6d09d56749 | |
parent | 43f8d708b87446d233640ad27abf8c1b4a7d68dc [diff] |
Add max sampler count to maxUniformLocations OpenGL ES 3.2 Spec: > ## 7.6. UNIFORM VARIABLES > > When a program is linked successfully, all active uniforms, except for > atomic counters, belonging to the program object’s default uniform > block are initialized as defined by the version of the OpenGL ES > Shading Language used to compile the program. A successful link will > also generate a location for each active uniform in the default > uniform block which doesn’t already have an explicit location defined > in the shader. The generated locations will never take the location of > a uniform with an explicit location defined in the shader, even if that > uniform is determined to be inactive. The values of active uniforms in > the default uniform block can be changed using this location and the > appropriate Uniform* or ProgramUniform* command (see section 7.6.1). > These generated locations are invalidated and new ones assigned after > each successful re-link. The explicitly defined locations and the > generated locations must be in the range of 0 to the value of > MAX_UNIFORM_LOCATIONS minus one. Currently, ANGLE sets the mNativeCaps.maxUniformLocations to the maximum number of supported uniform variables (maxUniformVectors). However, samplers are also uniforms and consume uniform locations during shader linking. This causes shader compilation to fail for context versions 3.1+ if a shader uses both the maximum number of uniform variables and maximum number of samplers because the number of uniform locations is exceeded. This specific edge case is being tested by the end2end test GLSLTest.VerifyMaxVertexUniformVectorsWithSamplers. Unfortunately, that test is only instantiated for GLES 2.0 and 3.0 and ANGLE's shader linker only validates the number of supported uniform locations are not exceeded for GLES 3.1+, so that error path is not being validated. 1. Include both the maximum number of supported uniform variables and maximum number of samplers whe calculating the supported maximum number of uniform locations. 2. Instantiate GLSLTest.VerifyMaxVertexUniformVectorsWithSamplers for GLES 2.0, 3.0, 3.1, and 3.2 so the edge cases are tested for all supported GLES versions. Bug: b/279980674 Test: angle_end2end_tests --gtest_filter=GLSLTest.VerifyMaxVertexUniformVectorsWithSamplers* Change-Id: I8ad1f4d2a040a189625d516b54bf2f79ef218edc Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6724940 Commit-Queue: Tim Van Patten <timvp@google.com> Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Cody Northrop <cnorthrop@google.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 | 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
git clone https://chromium.googlesource.com/angle/angle
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