commit | cfeea900811ce40e73b770e8f13dcd38c2ba1633 | [log] [tgz] |
---|---|---|
author | Charlie Lao <cclao@google.com> | Wed Aug 13 00:23:32 2025 |
committer | Angle LUCI CQ <angle-scoped@luci-project-accounts.iam.gserviceaccount.com> | Wed Aug 13 02:48:09 2025 |
tree | 0440366a70ccbe23d454485611b5647237215646 | |
parent | ef4bc113e6df87faa096efe55191a34b3a3bf6c9 [diff] |
Vulkan: Don't require COLOR_ATTACHMENT_BLEND_BIT for YUV format The only way to render to yuv texture is via EXT_yuv_target, but EXT_yuv_target spec https://registry.khronos.org/OpenGL/extensions/EXT/EXT_YUV_target.txt explicitly said you have to disable blend: "Blending applies only if the color buffer has a fixed-point format and non YUV space format color buffer.". Thus when we check if format supports rendering, we should exclude VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BLEND_BIT if its YUV format. Bug: b/432398245 Change-Id: If5bfa58db30465ab707f63f34dd6487d8a03652f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6843926 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> 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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