Latest stable Google Chrome chromium build branch can be found here
Download depot_tools from here
To set up powershell building, do the following:
$Env:PATH = "<path to depot_tools>;"+$Env:PATH
python scripts/bootstrap.py
gclient sync
cmd /c mklink /D out "<path to out directory>"
gn args out/Debug_x86 && gn args out/Checked_x86 && gn args out/Release_x86 && gn args out/Debug_x64 && gn args out/Checked_x64 && gn args out/Release_x64 && gn args out/Debug_arm64 && gn args out/Checked_arm64 && gn args out/Release_arm64
Can set up VS solutions with: gn gen out/Debug_x86 --sln=angle --ide=vs2022 && gn gen out/Checked_x86 --sln=angle --ide=vs2022 && gn gen out/Release_x86 --sln=angle --ide=vs2022 && gn gen out/Debug_x64 --sln=angle --ide=vs2022 && gn gen out/Checked_x64 --sln=angle --ide=vs2022 && gn gen out/Release_x64 --sln=angle --ide=vs2022 && gn gen out/Debug_arm64 --sln=angle --ide=vs2022 && gn gen out/Checked_arm64 --sln=angle --ide=vs2022 && gn gen out/Release_arm64 --sln=angle --ide=vs2022
Can build all configs like so: autoninja -C out/Debug_x86 && autoninja -C out/Checked_x86 && autoninja -C out/Release_x86 && autoninja -C out/Debug_x64 && autoninja -C out/Checked_x64 && autoninja -C out/Release_x64 && autoninja -C out/Debug_arm64 && autoninja -c out/Checked_arm64 && autoninja -C out/Release_arm64 && .\make_win_files.ps1
To move from 4692
to 4951
:
Run git fetch upstream chromium/4692 chromium/4951
Run git log upstream/chromium/4951..upstream/chromium/4692 --oneline
Output:
a254f5c62 (upstream/chromium/4692) M97: Vulkan: Fix incorrect bit test when mipmapping
907d22344 [M97] Vulkan: Fix the UAF issue with BufferData
9272f74e2 M97: D3D11: Fix OOB access in vertex conversion code.
7ccfe9ae7 M97: Validate SamplerFormat
f4e66c4ba M97: Vulkan: Fix deferred flush vs UtilsVk
...
Run git revert 9272f74e2 7ccfe9ae7 f4e66c4ba ...
with the commits above, in the order above, starting with the commit it is based off
Run git merge upstream/chromium/4951
To verify, run git diff upstream/chromium/4951..hamarb123-main
This should allow conflict-less merging & keep history intact.
# Build arguments go here.
# See "gn args <out_dir> --list" for available build arguments.
is_component_build = false
target_cpu = "x86"
is_clang = true
is_debug = true
is_official_build = false
angle_enable_null = true
or target_cpu = "x64"
/ target_cpu = "arm64"
for those processors
or is_debug = false
for Checked/Release mode
or is_official_build = true
for Release mode
is_component_build = false
allows only needing to distribute libEGL.dll
, libGLESv2.dll
, and (for < Win 8.1) d3dcompiler_47.dll
Windows fixes, modification to build/compute_build_timestamp.py
:
- if os.name == 'nt':
+ if os.name == 'nt_NEVER':
Windows and macOS fixes, modification to build/config/compiler/pgo/pgo.gni
:
- chrome_pgo_phase = 2
+ chrome_pgo_phase = 0
Windows fixes, modification to third_party/VK-GL-CTS/src/framework/opengl/wrapper/glwTypes.inl
:
typedef void GLvoid;
-#if (DE_OS == DE_OS_WIN32 && DE_CPU == DE_CPU_X86_64)
+#if (DE_OS == DE_OS_WIN32 && (DE_CPU == DE_CPU_X86_64 || defined(_M_ARM64) || defined(__aarch64__)))
typedef signed long long int GLintptr;
typedef signed long long int GLsizeiptr;
Windows fixes, modification to third_party\libpng\BUILD.gn
:
]
defines = [ "PNG_INTEL_SSE_OPT=1" ]
} else if (target_cpu == "arm" || target_cpu == "arm64") {
- sources += [
- "src/arm/arm_init.c",
- "src/arm/filter_neon_intrinsics.c",
- "src/arm/palette_neon_intrinsics.c",
- ]
defines = [
- "PNG_ARM_NEON_OPT=2",
- "PNG_ARM_NEON_IMPLEMENTATION=1",
+ "PNG_ARM_NEON_OPT=0",
+ "PNG_ARM_NEON_IMPLEMENTATION=0",
]
}
UWP fixes, modification to src/common/platform.h
:
+# include "winapifamily.h"
# include <intrin.h>
# if defined(WINAPI_FAMILY) && (WINAPI_FAMILY != WINAPI_FAMILY_DESKTOP_APP)
# define ANGLE_ENABLE_WINDOWS_UWP 1
# endif
Change:
target_os = "winuwp"
is_clang = false
To set up building:
python scripts/bootstrap.py
gclient sync
gn args out/Debug_x64 && gn args out/Checked_x64 && gn args out/Release_x64 && gn args out/Debug_arm64 && gn args out/Checked_arm64 && gn args out/Release_arm64
Can build all configs like so: autoninja -C out/Debug_x64 && autoninja -C out/Checked_x64 && autoninja -C out/Release_x64 && autoninja -C out/Debug_arm64 && autoninja -C out/Checked_arm64 && autoninja -C out/Release_arm64 && ./make_mac_files.command
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 | |
---|---|---|---|---|---|---|
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)
- OpenGL ES 3.2: ANGLE 2.1.2.21688.59f158c1695f (Sept, 2023)
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.
ANGLE 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 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.
-
Read about WebGL on the Khronos WebGL Wiki.
-
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.
-
Learn about the past, present, and future of the ANGLE implementation in this presentation.
-
Watch a short presentation on the Vulkan back-end.
-
Track the dEQP test conformance
-
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!