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1# ANGLE Starter Projects
2
3For the most up-to-date list of starter projects, see
4[anglebug.com](https://bugs.chromium.org/p/angleproject/issues/list?q=Hotlist%3DStarterBug).  If you
5decide to take on any task, write a comment so you can get in touch with us, and more importantly,
6set yourself as the "owner" of the bug.  This avoids having multiple people accidentally working on
7the same issue.
8
9## Refactors
10
11### EGL Validation Refactoring
12
13[anglebug.com/798](http://anglebug.com/798)
14
15Move all EGL validation into separate functions in ValidationEGL.h. This opens up many possibilities
16for auto-generation of entry points and is simply a cleaner structure.
17
18### EGL Entry Point Auto-generation
19
20[anglebug.com/2621](http://anglebug.com/2621)
21
22Auto-generate EGL entry points and stub functions. This greatly reduces the chance of bugs in this
23highly repetitive code and reduces the friction to adding new extensions.
24
25### Support Separate Read and Draw Surfaces
26
27[anglebug.com/2620](http://anglebug.com/2620)
28
29ANGLE has never supported binding separate read and draw surfaces with eglMakeCurrent due to its
30architecture. Some refactoring could be done to support this use case.
31
32### Convert GLenums into typed internal Enums
33
34[anglebug.com/2169](http://anglebug.com/2169)
35
36Using a compact enum instead of GLenum offers type safety. Flat enums can also index into flat
37arrays. We are in the process of migrating all internal GLenums into packed enums.
38
39## Medium Features
40
41### Add an AST Validator to the Shader Translator
42
43[anglebug.com/2733](http://anglebug.com/2733)
44
45An AST validator will reduce the number of bugs in our AST transforms and allow us to be more
46confident about all ASTs generated by the translator.
47
48## Small Features
49
50### Fix shader source viewing in RenderDoc/NSIGHT
51
52[anglebug.com/2734](http://anglebug.com/2734)
53
54It used to be possible to view the shader source when debugging shaders in graphics debuggers but
55now only the shader disassembly is available.
56
57### Implement Android CDD Extensions
58
59[anglebug.com/2506](http://anglebug.com/2506)
60
61The Android CDD requires some EGL and OpenGL ES extensions from every driver. Many of them are
62simply exposing the native driver's extension to ANGLE's frontend.
63
64## Performance
65
66### Add perf test for eglMakeCurrent
67
68[anglebug.com/2556](http://anglebug.com/2556)
69
70Many customers switch Contexts frequently. MakeCurrent shows up as a hotspot. A performance test
71would protect against regressions.
72
73### Refactor std::maps into Static Arrays
74
75[anglebug.com/1389](http://anglebug.com/1389)
76
77ANGLE uses internal global maps for texture tables. We should rewrite them to save on binary size
78and optimize startup time.
79
80## Maintenance
81
82### Add a presubmit python script
83
84[anglebug.com/2626](http://anglebug.com/2626)
85
86This simple script could verify that there is no diff on git cl upload.  This saves developer time
87in the long run.
88
89## Conformance
90
91### Vulkan ES2 fixes
92
93[anglebug.com/2615](http://anglebug.com/2615) - see open blocking bugs. Also
94[this link](https://bugs.chromium.org/p/angleproject/issues/list?can=2&q=Renderer%3DVulkan+-has%3Aowner&colspec=ID+Type+Status+Priority+Feature+Owner+Summary&cells=ids)
95for open issues.
96
97Many small edge cases still need attention.
98
99### WebGL Conformance on Windows
100
101[tracking document](https://docs.google.com/spreadsheets/d/1NQePFOdCKT1WKG2P4Qt8igLrLVy4U3vLOLvVWwbkllw/edit?usp=sharing)
102
103ANGLE is preparing to release its OpenGL backend on Windows in Chrome using the passthrough command
104decoder. There are still some failing WebGL tests.
105
106### EGL Conformance
107
108[anglebug.com/2623](http://anglebug.com/2623)
109
110ANGLE's EGL implementation has a lot of holes in it's conformance. There are many tests that fail on
111all platforms due to bugs in ANGLE's EGL frontend.
112