A conformant OpenGL ES implementation for Windows, Mac and Linux.
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Jonah Ryan-Davis 198de6129a Remove EGLThreadTest to fix angle_end2end_tests failures on Android.
EGLThreadTest doesn't clean up well and the test framework can't handle
it well. It caused test failures related to eglMakeCurrent (ELG_BAD_ACCESS)
on Android that were masked by retries.

Calling eglGetDisplay within a test can cause it to return a cached
display from the test runner.  The test is unable to know if it should
terminate this display.

bug: angleproject:3321
Change-Id: I14a539a00acaed4ee71622e7416a6c7a75596606
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1541717
Commit-Queue: Jonah Ryan-Davis <jonahr@google.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
2019-03-28 01:35:11 +00:00
android Reland "Roll Vulkan repos" 2019-03-01 21:16:29 +00:00
build_overrides Add glmark2 to build. 2019-03-05 18:33:39 +00:00
doc Add instructions for use with RenderDoc + Android 2019-03-26 17:55:26 +00:00
extensions Implement EXT_instanced_arrays 2019-02-08 20:40:08 +00:00
gni Vulkan:Optimize SecondaryCommandBuffers 2019-03-22 18:54:30 +00:00
include ES31: Enabling skipped deqp atomic counter tests on D3D11 2019-03-26 00:15:34 +00:00
infra Add fuchsia_x64 to commit-queue.cfg. 2019-02-12 17:17:55 +00:00
samples Introduce ConfigParameters test helper struct. 2019-03-20 16:54:53 +00:00
scripts Prevent vk shader generator from using anything but ANGLE's out. 2019-03-21 20:29:08 +00:00
src Remove EGLThreadTest to fix angle_end2end_tests failures on Android. 2019-03-28 01:35:11 +00:00
third_party Add trailing slash to glmark2 data dep 2019-03-26 00:21:33 +00:00
tools Add empty file to prevent git clean from deleting 2018-02-20 18:19:11 +00:00
util Reuse angle_end2end_test windows and displays. 2019-03-21 01:45:10 +00:00
.clang-format Update clang-format settings. 2018-11-26 19:14:45 +00:00
.gitattributes Make .gni files always use LF endings. 2019-02-08 22:36:41 +00:00
.gitignore Add glmark2 to build. 2019-03-05 18:33:39 +00:00
.gn Enable Chromium clang style plugin for libANGLE. 2019-01-16 01:44:15 +00:00
AUTHORS D3D11 fix: Mipmapping was used although disabled via Sampler 2018-08-15 19:04:20 +00:00
BUILD.gn Vulkan:Integrate SecondaryCommandBuffers 2019-03-21 15:02:33 +00:00
CONTRIBUTORS ES31: Support for GL_BUFFER_DATA_SIZE on GL_ATOMIC_COUNTER_BUFFER in D3D 2019-01-10 21:21:45 +00:00
DEPS Vulkan: Cleanups to shader generation script. 2019-03-20 16:22:33 +00:00
LICENSE Update license and readme for use downstream 2018-03-27 20:53:53 +00:00
OWNERS Add COMPONENT to OWNERS 2019-03-18 19:32:27 +00:00
PRESUBMIT.py Add presubmit check for GN headers and code formatting. 2019-01-09 17:00:07 +00:00
README.chromium Update license and readme for use downstream 2018-03-27 20:53:53 +00:00
README.md Add Orientation and Starter-Projects docs 2019-03-05 20:34:13 +00:00
WATCHLISTS Add watchlist file for ANGLE. 2019-02-28 15:47:54 +00:00
additional_readme_paths.json Use xxHash for faster hash map lookups. 2018-11-20 16:37:07 +00:00
codereview.settings Set GERRIT_SQUASH_UPLOADS to False. 2016-06-17 18:19:41 +00:00
dotfile_settings.gni Gyp is dead. Long live gn. 2018-08-29 19:26:38 +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 in progress
Mac OS X in progress
Chrome OS complete planned
Android complete in progress

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.

Contributing