Yiwei Zhang fd3bfb778d EGLWindow: workaround eglQueryString behavior before Android 10
EGL_NO_DISPLAY + EGL_EXTENSIONS returns NULL before angle support
introduced in Android 10. See aosp/760681 for the reference.

Bug: b/255844932
Test: build and run angle trace on Android Pie
Change-Id: I23a8236cbd220ce34ebbcc602d6ced351fc76619
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3988422
Reviewed-by: Cody Northrop <cnorthrop@google.com>
Commit-Queue: Cody Northrop <cnorthrop@google.com>
2022-10-28 00:39:50 +00:00
2022-06-29 15:57:45 +00:00
2022-09-22 16:11:44 +00:00
2022-10-27 16:19:10 +00:00
2020-04-28 14:23:13 +00:00
2019-05-06 18:56:09 +00:00
2019-10-14 17:57:09 +00:00
2021-05-20 18:35:26 +00:00
2022-10-27 16:19:10 +00:00
2022-06-29 15:57:45 +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 in progress
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

Description
A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android (static library config for Godot).
Readme 149 MiB
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