A conformant OpenGL ES implementation for Windows, Mac and Linux.
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Corentin Wallez 13c0dd4631 Add texture rectangle extension.
This is needed to support binding IOSurfaces to textures on OSX. This
commit adds support in the API and tests, but didn't need to implement
compiler changes as it already supported ARB_texture_rectangle.

Implementation of CHROMIUM_opy_texture for rectangle texture and the
spec are left for follow-up commits.

Change-Id: I45c66be763a9d3f6f619640f9f95f39b05c70867
Reviewed-on: https://chromium-review.googlesource.com/559106
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
2017-08-03 19:32:46 +00:00
doc Roll gyp and use Windows 10 SDK by default. 2017-03-22 19:49:54 +00:00
extensions Disallow glReadPixels with multi-view read framebuffers 2017-07-31 09:09:29 +00:00
gni Support Vulkan on Linux as well as Windows. 2017-04-26 16:54:00 +00:00
gyp Fix compilation of the Vulkan loader / layers in standalone 2017-05-04 19:21:25 +00:00
include Add texture rectangle extension. 2017-08-03 19:32:46 +00:00
infra/config CQ config: add gerrit CQAbility verifier. 2017-02-15 21:10:02 +00:00
samples Split varyings into input and output varyings in compiler 2017-08-02 13:16:49 +00:00
scripts Use ErrorStream everywhere 2017-06-07 20:48:52 +00:00
src Add texture rectangle extension. 2017-08-03 19:32:46 +00:00
third_party Vulkan: Enable validation layers on request. 2016-12-23 20:43:56 +00:00
util Fix Win32Window::takeScreenshot. 2017-07-26 20:58:00 +00:00
.clang-format Log EGL initialize errors to the platform. 2015-07-31 19:33:27 +00:00
.gitattributes Re-land "GN: Enable chromium_code config instead." 2016-07-18 20:44:10 +00:00
.gitignore Vulkan: Enable validation layers on request. 2016-12-23 20:43:56 +00:00
AUTHORS Enable Haiku in platform-specific headers. 2017-07-17 17:47:55 +00:00
BUILD.gn Add missing dependency on exe_and_shlib_deps 2017-06-30 02:39:30 +00:00
CONTRIBUTORS Enable Haiku in platform-specific headers. 2017-07-17 17:47:55 +00:00
DEPS Use parameter cache to skip passing IndexRange. 2017-04-26 22:20:27 +00:00
DEPS.chromium Need Vulkan stuff for unix too. 2017-04-11 21:45:50 +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 Add Vulkan to in-progress section of the landing page. 2016-08-23 19:18:05 +00:00
codereview.settings Set GERRIT_SQUASH_UPLOADS to False. 2016-06-17 18:19:41 +00:00

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 9 Direct3D 11 Desktop GL GL ES Vulkan
OpenGL ES 2.0 complete complete complete complete in progress
OpenGL ES 3.0 complete complete in progress not started
OpenGL ES 3.1 not started in progress in progress not started

Platform support via backing renderers

Direct3D 9 Direct3D 11 Desktop GL GL ES Vulkan
Windows complete complete complete complete in progress
Linux complete planned
Mac OS X in progress
Chrome OS complete planned
Android complete planned

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