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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>
4 files changed
tree: 5953bbe1b65a672aebf1988a05880f6d09d56749
  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. .clang-format-ignore
  16. .git-blame-ignore-revs
  17. .gitattributes
  18. .gitignore
  19. .gitmodules
  20. .gn
  21. .style.yapf
  22. .vpython
  23. .vpython3
  24. .yapfignore
  25. additional_readme_paths.json
  26. Android.mk
  27. AUTHORS
  28. BUILD.gn
  29. codereview.settings
  30. CONTRIBUTORS
  31. DEPS
  32. DIR_METADATA
  33. dotfile_settings.gni
  34. LICENSE
  35. OWNERS
  36. PRESUBMIT.py
  37. README.chromium
  38. README.md
  39. 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, 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 9Direct3D 11Desktop GLGL ESVulkanMetal
OpenGL ES 2.0completecompletecompletecompletecompletecomplete
OpenGL ES 3.0completecompletecompletecompletecomplete
OpenGL ES 3.1incompletecompletecompletecomplete
OpenGL ES 3.2in progressin progresscomplete

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.

Platform support via backing renderers

Direct3D 9Direct3D 11Desktop GLGL ESVulkanMetal
Windowscompletecompletecompletecompletecomplete
Linuxcompletecomplete
Mac OS Xcompletecomplete [1]
iOScomplete [2]
Chrome OScompleteplanned
Androidcompletecomplete
Fuchsiacomplete

[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:

  • 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)
  • OpenGL ES 3.2: ANGLE 2.1.2.21688.59f158c1695f (Sept, 2023)

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.

OpenCL Implementation

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.

Level of OpenCL support via backing renderers

VulkanOpenCL
OpenCL 1.0in progressin progress
OpenCL 1.1in progressin progress
OpenCL 1.2in progressin progress
OpenCL 3.0in progressin 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 : clspv
  • OpenCL : Compiler is part of the native driver

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