| commit | d7323c0b8abc088af3458f8d6f3187c115d47a18 | [log] [tgz] |
|---|---|---|
| author | angle-autoroll <angle-autoroll@skia-public.iam.gserviceaccount.com> | Tue Nov 18 19:31:46 2025 |
| committer | Angle LUCI CQ <angle-scoped@luci-project-accounts.iam.gserviceaccount.com> | Tue Nov 18 22:24:01 2025 |
| tree | f7c891bd2960deba032c61841edf1f731b81389f | |
| parent | d5b02c5b631e9b0d1978802bd9c4613f6d3e569e [diff] |
Manual roll vulkan-deps from 3114945eb0e3 to 9b6c16d9b2da (65 revisions) Manual roll requested by syoussefi@google.com https://chromium.googlesource.com/vulkan-deps.git/+log/3114945eb0e3..9b6c16d9b2da Also rolling transitive DEPS: https://chromium.googlesource.com/external/github.com/KhronosGroup/glslang/+log/1c7030f06f356c2bd5d66d71e6b47f92eae8138e..14be844d5effc487de8c15d0507d65ce3d19c994 https://chromium.googlesource.com/external/github.com/LunarG/VulkanTools/+log/e3a3cccda048b88ee42bf51f1639453223380341..f36be9665323ca14126c01968f053792eae803a1 https://chromium.googlesource.com/external/github.com/KhronosGroup/SPIRV-Headers/+log/0ff65315141cf745c1ac286084943409edbe6504..b824a462d4256d720bebb40e78b9eb8f78bbb305 https://chromium.googlesource.com/external/github.com/KhronosGroup/SPIRV-Tools/+log/25658c25da9548e5916cd0c73012603dd964ea04..fb7471844504abb16b732dc4fc0837119a32ec24 https://chromium.googlesource.com/external/github.com/KhronosGroup/Vulkan-Headers/+log/3dda5a1a87b62fdf3baf4680edc41c00e85a7a22..39c50d7bf094853a1f9a2e8a7e3377d425ae0c6a https://chromium.googlesource.com/external/github.com/KhronosGroup/Vulkan-Loader/+log/d03e5159590351a04673e6451ea467fdb26ee85e..8b5249c247d21edc96cac28d166005038fe8e286 https://chromium.googlesource.com/external/github.com/KhronosGroup/Vulkan-Tools/+log/8e9daf5dd62ff81ba67a1c20dad64ee87f21005e..0a1fb7e8cb346f69862e4f12c1d7b09d23e2f84c https://chromium.googlesource.com/external/github.com/KhronosGroup/Vulkan-Utility-Libraries/+log/b861e607ec1e31dcd66133918bf9d6bd22da3c02..3249c4eedf225c113c6a341b0dc08d3681716895 https://chromium.googlesource.com/external/github.com/KhronosGroup/Vulkan-ValidationLayers/+log/bd4f8c9097e96beb0fb61946ac3275cdd5540b73..b1bf1caabfaef4eebc15ee00c6ee952eaeeb12d6 If this roll has caused a breakage, revert this CL and stop the roller using the controls here: https://autoroll.skia.org/r/vulkan-deps-angle-autoroll Please CC angle-team@google.com,syoussefi@google.com on the revert to ensure that a human is aware of the problem. To file a bug in ANGLE: https://bugs.chromium.org/p/angleproject/issues/entry To report a problem with the AutoRoller itself, please file a bug: https://issues.skia.org/issues/new?component=1389291&template=1850622 Documentation for the AutoRoller is here: https://skia.googlesource.com/buildbot/+doc/main/autoroll/README.md Bug: None Tbr: syoussefi@google.com Change-Id: I6e567fa6bd096ce0199beebf61abc9af6a7ea5d1 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/7169704 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Bot-Commit: angle-autoroll <angle-autoroll@skia-public.iam.gserviceaccount.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 | WebGPU | |
|---|---|---|---|---|---|---|---|
| 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
View the Dev setup instructions.
Join our Google group to keep up to date.
Join us on Slack in the #angle channel. You can follow the instructions on the Chromium developer page for the steps to join the Slack channel. For Googlers, please follow the instructions on this document to use your google or chromium email to join the Slack channel.
File bugs in the issue tracker (preferably with an isolated test-case).
Choose an ANGLE branch to track in your own project.
Read ANGLE development documentation.
Become a code contributor.
Use ANGLE's coding standard.
Learn how to build ANGLE for Chromium development.
Get help on debugging ANGLE.
Go through ANGLE's orientation and sift through issues. If you decide to take on any task, write a comment so you can get in touch with us, and more importantly, set yourself as the “owner” of the bug. This avoids having multiple people accidentally working on the same issue.
Read about WebGL on the Khronos WebGL Wiki.
Learn about the internals of ANGLE:
Read design docs on the Vulkan back-end
Read about ANGLE's testing infrastructure
View information on ANGLE's supported extensions
If you use ANGLE in your own project, we'd love to hear about it!