OpenGL ES 3.0

1,120 views
Skip to first unread message

pem....@gmail.com

unread,
Sep 17, 2015, 10:00:02 PM9/17/15
to angleproject
Is there any ETA on OpenGL ES 3.0 support being released?

"angleproject/src/ANGLE.sln" references "angleproject\src\libGLESv2".  I also see "angleproject\lib\Release\libGLESv2.dll" and libGLESv2.lib.  Where is libGLESv3.dll?

The home page just says: "ANGLE v1.0.772 was certified compliant by passing the ES 2.0.3 conformance tests in October 2011 ... Work on ANGLE's OpenGL ES 3.0 implementation is currently in progress, but should not be considered stable."

I also see this page ( https://code.google.com/p/angleproject/wiki/Update20150105 ).  Is there any ETA on when OpenGL ES 3.0 is expected to be released?  When it is expected to be stable?  When it is expected to pass the ES 3.0 conformance tests?  Or any other ETA dates?

Shannon Woods

unread,
Sep 17, 2015, 10:27:28 PM9/17/15
to angleproject
The OpenGL ES 3.0 entry points are implemented in libglesv2.dll. (You may run into this with some other implementations as well.)

ANGLE is currently passing 92% of the OpenGL ES 3.0 dEQP test set on Windows, which is more exhaustive than the canonical ES 3.0 CTS. We have a few items left outstanding-- most notably, ANGLE does not yet support EAC or ETC2 texture compression. Our intent is to complete ES 3.0 implementation once our GL renderer support is complete across all platforms.

pem....@gmail.com

unread,
Sep 17, 2015, 10:46:11 PM9/17/15
to angleproject
That's good to know - 92% sounds close

Is there an ETA on an official release of OpenGL ES 3.0 support from ANGLE?  What about an ETA on passing all conformance tests so that it is comparable in robustness to OpenGL ES 2.0 support?  6 months?  12 months?  3 years?

Dependency Walker on libGLESv2.dll does not list glBindVertexArray().  Running a test program that uses libGLESv2.dll with glGetString(GL_EXTENSIONS) does not print GL_EXT_texture_array.  Ergo I think ANGLE lacks both VAO's and texture arrays?

When there's an official release of OpenGL ES 3.0 support, I assume there will be a libGLESv3.dll release?

thank you & best regards

---

Shannon Woods

unread,
Sep 17, 2015, 11:02:09 PM9/17/15
to angleproject
We don't currently have a specific ETA, but it's our next high-priority item, and there's a relatively small amount of work to do to pass conformance. Our ES 2.0 support has five years of very wide scale deployment to help find all the issues, so getting from conformance to equivalent robustness to the ES 2.0 implementation will take a bit longer.

glBindVertexArray is implemented-- see https://chromium.googlesource.com/angle/angle/+/master/src/libGLESv2/libGLESv2.cpp#868 for the entry point, and then follow through to https://chromium.googlesource.com/angle/angle/+/master/src/libGLESv2/libGLESv2.cpp#868 to see where the plumbing starts. Are you using a current version of libGLESv2.dll? 2D texture arrays are also implemented-- but we don't expose the extension for them in ES 2.0.

We don't intend to create a libGLESv3.dll-- the ES 3.0 entry points will continue to be exposed in libGLESv2.dll.

Mark Callow

unread,
Sep 18, 2015, 1:30:34 AM9/18/15
to shanno...@chromium.org, angleproject
On Sep 17, 2015, at 7:27 PM, Shannon Woods <shanno...@chromium.org> wrote:

The OpenGL ES 3.0 entry points are implemented in libglesv2.dll. (You may run into this with some other implementations as well.)

Almost all implementations should be packaging the library this way. See below.


On Sep 17, 2015, at 7:46 PM, pem....@gmail.com wrote:

When there's an official release of OpenGL ES 3.0 support, I assume there will be a libGLESv3.dll release?

The official Khronos recommendation is that the ES 3 library should be named libGLESv2.dll. This is to allow forward compatibility for OpenGL ES 2 applications.

Regards

    -Mark


signature.asc

Huan Song

unread,
Jun 29, 2016, 3:17:43 PM6/29/16
to angleproject, shanno...@chromium.org, khr...@callow.im
To continue with this thread, Chrome browser can turn on WebGL2.0 support in chrome://flags:
WebGL 2.0 Prototype Mac, Windows, Linux, Chrome OS, Android
Enabling this option allows web applications to access the experimental WebGL 2.0 feature. 

Since WebGL2.0 on Chrome requires ANGLE and OpenGL ES 3.0, is this to say that ANGLE fully support OpenGL ES 3.0 now?

Regards,
Huan

Corentin Wallez

unread,
Jun 30, 2016, 10:22:19 AM6/30/16
to huan...@gmail.com, angleproject, shanno...@chromium.org
ANGLE is close to fully supporting OpenGL ES 3.0 both on top of D3D11 and desktop OpenGL. You can see the current list of dEQP failures here.

--
You received this message because you are subscribed to the Google Groups "angleproject" group.
To unsubscribe from this group and stop receiving emails from it, send an email to angleproject...@googlegroups.com.
For more options, visit https://groups.google.com/d/optout.

Huan Song

unread,
Aug 24, 2016, 12:30:18 PM8/24/16
to angleproject, huan...@gmail.com, shanno...@chromium.org
When checking the latest ANGLE repository, I am exciting that it can now fully support OpenGL ES3.0 translation to DX11.
Great achievement and milestone! Thank you!
Reply all
Reply to author
Forward
0 new messages