Mohan Maiya f54191ab6e Vulkan: Add YUV G8_B8R8_2PLANE_420_UNORM support.
Add support for YCbCr_420_888 and YCrCb_420_888 formats,
more commonly known as NV12 and NV21.

Bug: angleproject:5773
Change-Id: I1568d543c221ad110e7f199eb2ffd5df23a6134e
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2787251
Commit-Queue: Mohan Maiya <m.maiya@samsung.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
2021-04-02 18:16:22 +00:00
2020-04-28 14:23:13 +00:00
2019-05-06 18:56:09 +00:00
2020-09-14 21:27:36 +00:00
2020-09-14 21:27:36 +00:00
2019-10-14 17:57:09 +00:00
2021-03-22 15:33:39 +00:00
2021-01-05 10:31:53 +00:00
2021-01-28 20:21:38 +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 in progress
OpenGL ES 3.1 incomplete complete complete complete
OpenGL ES 3.2 in progress in progress in progress

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 in progress
iOS planned
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 1.4 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).
Readme 149 MiB
Languages
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