Le Hoang Quyen 7b1b8a0161 Metal: Allow using GL_RGB with either RGBA/BGRA IOSurface.
Previously we only allowed GL_RGB internal format to be used with BGRA
IOSurface and GL_RGBX8_ANGLE to be used with RGBA IOSurface
respectively.

However, there are currently many places in Chrome prefer GL_RGB to be
able to be used with both RGBA and BGRA IOSurface.

This CL allows such combinations. Instead of deducing angle::FormatID of
the IOSurface pbuffer based on the input GL internal format & type, we
will take into account the pixel format of the IOSurface as well.

For example, when we call eglCreatePbufferFromClientBuffer with GL_RGB
internal format attribute:
- if IOSurface's pixel format is 'RGBA' ->
  deduced angle::FormatID is R8G8B8A8_UNORM.
- if IOSurface's pixel format is 'BGRA' ->
  deduced angle::FormatID is B8G8R8A8_UNORM.

This CL also removes GL_RGBX8_ANGLE support from Metal backend. Because
there are many places in Chrome that use this format enum for both RGBA
& BGRA IOSurface when the extension is available. It's redundant to
support that since GL_RGB already covers most of the required cases.

Bug: angleproject:8350
Change-Id: I5a121a97e031a42d0779721d4348f373dfaee9a0
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4881742
Reviewed-by: Kenneth Russell <kbr@chromium.org>
Commit-Queue: Quyen Le <lehoangquyen@chromium.org>
Reviewed-by: Sunny Sachanandani <sunnyps@chromium.org>
2023-09-22 19:32:35 +00:00
2023-08-07 18:06:34 +00:00
2023-09-15 18:49:23 +00:00
2020-04-28 14:23:13 +00:00
2023-08-17 18:32:01 +00:00
2023-06-02 13:38:24 +00:00
2019-10-14 17:57:09 +00:00
2021-05-20 18:35:26 +00:00
2023-07-13 15:16:19 +00:00
2023-08-07 19:32:16 +00:00
2023-08-07 19:32:16 +00:00
2023-07-17 22:00:36 +00:00

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 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 in progress

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 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
GGP (Stadia) 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:

  • 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)

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.

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

Description
A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android (static library config for Godot).
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