This reverts commit43ef50f389Reason for revert: LLVM bug is fixed upstream. Fix: https://reviews.llvm.org/rG92fbb602f3b635110417e40e2f774b31798b0b1d LLVM Roll:243d4473a3CLs in the roll:7586aeab..0c545a44Original change's description: > Android: Assert that CFI is disabled > > There appears to be a bug in the interaction of CFI and > relative vtables. On armv9 it results in a crash with SIGILL > when loading traces. > > Since we can't overwrite the flags used to control this > just assert that it is correct in GN args. > > To avoid the assert, add the following to your GN args: > > arm_control_flow_integrity = "none" > > Test: Build and run traces on armv9 devices > Bug: b/278955379 > Bug: chromium:1441148 Test: angle_trace_tests on ARM v9 device with flag removed from GN Bug: b/278955379 Bug: chromium:1441148 Change-Id: Ib90405a143503896041c2522f484c234a943a6fb Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4684008 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Auto-Submit: Cody Northrop <cnorthrop@google.com> Commit-Queue: Roman Lavrov <romanl@google.com> Commit-Queue: Cody Northrop <cnorthrop@google.com> Reviewed-by: Roman Lavrov <romanl@google.com>
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 | ||||
| iOS | complete | |||||
| Chrome OS | complete | planned | ||||
| Android | complete | complete | ||||
| GGP (Stadia) | complete | |||||
| Fuchsia | complete |
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
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Join our Google group to keep up to date.
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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.
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File bugs in the issue tracker (preferably with an isolated test-case).
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Choose an ANGLE branch to track in your own project.
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Read ANGLE development documentation.
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Become a code contributor.
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Use ANGLE's coding standard.
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Learn how to build ANGLE for Chromium development.
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Get help on debugging ANGLE.
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Go through ANGLE's orientation and sift through starter projects. 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.
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Read about WebGL on the Khronos WebGL Wiki.
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Learn about the initial ANGLE implementation details in the OpenGL Insights chapter on ANGLE (this is not the most up-to-date ANGLE implementation details, it is listed here for historical reference only) and this ANGLE presentation.
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Learn about the past, present, and future of the ANGLE implementation in this presentation.
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Watch a short presentation on the Vulkan back-end.
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Track the dEQP test conformance
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Read design docs on the Vulkan back-end
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Read about ANGLE's testing infrastructure
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View information on ANGLE's supported extensions
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If you use ANGLE in your own project, we'd love to hear about it!