A conformant OpenGL ES implementation for Windows, Mac and Linux.
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Ian Elliott 19905aea14 Vulkan: Set the Vulkan scissor to the GLES viewport
Some Vulkan drivers are not clipping rendering that is outside of the viewport,
and the Vulkan spec has some language that indicates that ANGLE should set the
scissor:

  The application must ensure (using scissor if necessary) that all rendering
  is contained within the render area.

In this case, ANGLE is "the application".

Bug: angleproject:3253
Bug: angleproject:3254
Change-Id: I6885a3aa6daed57f6ae1c3d974663d763cad10c9
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1553973
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Ian Elliott <ianelliott@google.com>
2019-05-08 00:44:23 +00:00
android Format all of ANGLE's python code. 2019-05-06 18:56:09 +00:00
build_overrides Add a mac_toolchain update DEP. Update use_system_xcode to match Chrome. 2019-04-02 16:43:04 +00:00
doc Consolidate 32/64 bit dEQP results on doc. 2019-05-03 15:48:22 +00:00
extensions Reland "Define and expose EGL_ANGLE_power_preference extension." 2019-04-19 07:22:23 +00:00
gni Vulkan:Optimize SecondaryCommandBuffers 2019-03-22 18:54:30 +00:00
include Vulkan: Set the Vulkan scissor to the GLES viewport 2019-05-08 00:44:23 +00:00
infra Remove fuchsia_x64 from CQ. 2019-05-02 16:59:53 +00:00
samples Move EGL Display config into EGLPlatformParameters. 2019-05-01 21:07:47 +00:00
scripts Use VPython for dependency management of scripts/generate_stats.py 2019-05-07 14:52:09 +00:00
src Vulkan: Set the Vulkan scissor to the GLES viewport 2019-05-08 00:44:23 +00:00
third_party Vulkan: roll Vulkan repos to v1.1.102 2019-03-28 04:47:51 +00:00
tools/glslang Format all of ANGLE's python code. 2019-05-06 18:56:09 +00:00
util Move EGL Display config into EGLPlatformParameters. 2019-05-01 21:07:47 +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 support for updating glslang_validator binary from Linux. 2019-04-09 02:01:10 +00:00
.gn Add a mac_toolchain update DEP. Update use_system_xcode to match Chrome. 2019-04-02 16:43:04 +00:00
.style.yapf Format all of ANGLE's python code. 2019-05-06 18:56:09 +00:00
AUTHORS D3D: Update dynamic BufferUsage flags. 2019-04-16 19:28:02 +00:00
BUILD.gn Use EnumAdapters to properly detect primary GPU on Win 2019-05-06 15:41:51 +00:00
CONTRIBUTORS Use D3D11 GetDimensions driver workaround for 2D integer textures 2019-05-07 11:23:24 +00:00
DEPS Roll SPIRV Deps (May 7th, 2019) 2019-05-07 18:22:57 +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 Format all of ANGLE's python code. 2019-05-06 18:56:09 +00:00
README.chromium Update license and readme for use downstream 2018-03-27 20:53:53 +00:00
README.md Add generated dEQP charts to the ANGLE doc. 2019-05-01 15:18:40 +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