A conformant OpenGL ES implementation for Windows, Mac and Linux.
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Minmin Gong 03786d77a6 After a create-on-bind, the subsequent glGen* should not waste handle space.
Consider this calling sequence:
glBindTexture(GL_TEXTURE_2D, 3); // create-on-bind
glGenTextures(1, tex);

Before this fix, mUnallocatedList in HandleAllocator is in reverse sorted
order. It's split into (4, MAX_UINT) and (1, 3). The glGen gets tex = 4,
and handles 1 and 2 will not be allocated until it reaches MAX_UINT.
With this fix, the elements in mUnallocatedList is in sorted order
(1, 3) and (4, MAX_UINT). So tex is 1, and we can have all rest handles.

Change-Id: If408ea92f7c243791119fe386e3e0ea27954e55c
Reviewed-on: https://chromium-review.googlesource.com/273886
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Minmin Gong <mgong@microsoft.com>
2015-07-13 17:50:18 +00:00
build EGLContextCompatibility: suppress test on Linux non-standalone 2015-07-10 20:55:07 +00:00
extensions Add drafts for device query extensions. 2015-04-01 19:18:37 +00:00
include For WinRT, add EGLRenderSurfaceScaleProperty to specify swapchain scaling factor 2015-07-07 13:59:05 +00:00
samples Fix build on Windows. 2015-07-09 14:22:55 +00:00
src After a create-on-bind, the subsequent glGen* should not waste handle space. 2015-07-13 17:50:18 +00:00
util OSWindow: add KeyEvent debugging 2015-07-08 17:59:00 +00:00
.gitattributes Stop shader local variables from using invalid qualifiers. 2014-04-14 18:14:08 +00:00
.gitignore dEQP: Move the DEPS dirs to mirror Chromium. 2015-06-26 15:25:05 +00:00
AUTHORS Update The Qt Company in AUTHORS/CONTRIBUTORS 2015-04-20 17:00:44 +00:00
BUILD.gn Mark no_angle_common as no_chromium_code. 2015-06-04 20:51:20 +00:00
CONTRIBUTORS Add Shawn Hargreaves (Microsoft Corporation) to CONTRIBUTORS 2015-05-29 16:50:46 +00:00
DEPS Roll dEQP 554adf..92f7752. 2015-06-29 21:57:44 +00:00
LICENSE Update Copyright years on the LICENSE file 2013-01-11 04:12:37 +00:00
README.chromium Adds README.chromium for third-party integration. 2013-06-17 12:12:12 -04:00
README.md Update the README to match the one on the google code page. 2014-11-21 20:51:32 +00:00
angle.isolate Add isolate for ANGLE on all platforms. 2015-07-09 17:58:56 +00:00
angle_on_all_platforms.isolate Add isolate for ANGLE on all platforms. 2015-07-09 17:58:56 +00:00
codereview.settings Update codereview.settings to point to gerrit. 2014-02-25 21:03:08 +00:00

README.md

#ANGLE The goal of ANGLE is to allow Windows users to seamlessly run WebGL and other OpenGL ES content by translating OpenGL ES API calls to DirectX 9 or DirectX 11 API calls.

ANGLE is a conformant implementation of the OpenGL ES 2.0 specification that is hardwareaccelerated via Direct3D. 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. Work on ANGLE's OpenGL ES 3.0 implementation is currently in progress, but should not be considered stable.

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.

##Building For building instructions, visit the dev setup wiki.

##Contributing