Reland "Remove invariant qualifier for input in fragment shader"

This relands https://chromium-review.googlesource.com/#/c/400005/.

ESSL and GLSL are not consistent on invariant matching in vertex shader
and fragment shader. See the following rules:
ESSL 1.00 - input and output must match
ESSL 3.00 - only output, inputs cannot be declared as invariant.

GLSL 1.10.59 - does not exist
GLSL 1.20.8  - input and output must match
GLSL 1.30.10 - input and output must match
GLSL 1.40.8  - input and output must match
GLSL 1.50.11 - input and output must match
GLSL 3.30.6  - input and output must match
GLSL 4.00.9  - input and output must match
GLSL 4.10.6  - input and output must match
GLSL 4.20.11 - input can omit invariant
GLSL 4.30.8  - input can omit invariant
GLSL 4.40.9  - input can omit invariant
GLSL 4.50.5  - input can omit invariant

Since GLSL 4.20, invariant qualifier description were changed to:
"
Only variables output from a shader (including those that are then input
to a subsequent shader) can be candidates for invariance. This includes
user-defined output variables and the built-in output variables. As only
outputs need be declared with invariant, an output from one shader stage
will still match an input of a subsequent stage without the input being
declared as invariant.
"
It's not very clear if input in fragment can be declared as invariant.
Mesa driver disallows use of input declared as invariant in fragment
shader, while other drivers may allow it. This CL removes invariant
declaration for input in fragment shader except AMD driver in Linux.
AMD's driver obviously contradicts the spec by forcing invariance to
match between vertex and fragment shaders.

BUG=chromium:639760, chromium:659326
TEST=conformance/glsl/misc/shaders-with-invariance.html and
conformance/glsl/bugs/invariant-does-not-leak-across-shaders.html

Change-Id: I0aa9be14f0cee7a11a249c91fba27c570c52ca1b
Reviewed-on: https://chromium-review.googlesource.com/404228
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
17 files changed
tree: 3227b930320d5637aa575228aa81f849a8bd74a0
  1. build/
  2. doc/
  3. extensions/
  4. include/
  5. infra/
  6. samples/
  7. scripts/
  8. src/
  9. third_party/
  10. util/
  11. .clang-format
  12. .gitattributes
  13. .gitignore
  14. AUTHORS
  15. BUILD.gn
  16. codereview.settings
  17. CONTRIBUTORS
  18. DEPS
  19. DEPS.chromium
  20. LICENSE
  21. README.chromium
  22. README.md
README.md

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 and 3.0 to desktop OpenGL, OpenGL ES, Direct3D 9, and Direct3D 11. Support for translation from OpenGL ES to Vulkan is underway, and future plans include compute shader support (ES 3.1) and MacOS support.

Level of OpenGL ES support via backing renderers

Direct3D 9Direct3D 11Desktop GLGL ESVulkan
OpenGL ES 2.0completecompletecompletecompletein progress
OpenGL ES 3.0completecompletein progressnot started
OpenGL ES 3.1not startedin progressin progressnot started

Platform support via backing renderers

Direct3D 9Direct3D 11Desktop GLGL ESVulkan
Windowscompletecompletecompletecompletein progress
Linuxcompleteplanned
Mac OS Xin progress
Chrome OScompleteplanned
Androidcompleteplanned

ANGLE v1.0.772 was certified compliant by passing the ES 2.0.3 conformance tests in October 2011. 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, 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. For generating a Windows Store version of ANGLE view the Windows Store instructions

Contributing