A conformant OpenGL ES implementation for Windows, Mac and Linux.
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Qin Jiajia 1d8a783c9d Re-land: "ES31: Add vector and matrix support in SSBO for D3D"
Re-land skips ProgramInterfaceTestES31.GetProgramInterface/ES3_1_D3D11 to pass
the bots. In fact, ProgramInterfaceTestES31.GetProgramInterface/ES3_1_D3D11 is
not a regression. The reverted CL added more SSBO features and triggered the
failure. To enable ProgramInterfaceTestES31.GetProgramInterface/ES3_1_D3D11,
we should support SSBO in render pipeline. This needs to bind SSBO to UAV
registers in link time instead of compile time since output variables also
occupies the UAVs. Let's enable this test when we support SSBO in render
pipeline. Currently, we shouldn't block the SSBO implementation in some common
features.

Bug: angleproject:1951
Change-Id: Ic339e8327e79335e6db1d86bedf0072635976f5f
Reviewed-on: https://chromium-review.googlesource.com/c/1282277
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jiajia Qin <jiajia.qin@intel.com>
2018-10-17 01:12:31 +00:00
build_overrides Use SPIRV-Tools' BUILD.gn files 2018-09-25 22:45:36 +00:00
doc Update docs on building ANGLE inside Chromium. 2018-09-27 10:53:57 +00:00
extensions Implement ANGLE_copy_texture_3d Extension 2018-10-04 12:06:13 +00:00
gni Lock around all EGL and GL calls with a global mutex. 2018-08-31 16:11:58 +00:00
include Add an extension for querying esimated GPU memory size of resources. 2018-10-12 20:04:34 +00:00
infra/config Add Windows MSVC x64 builders to CQ. 2018-08-28 01:01:43 +00:00
samples Enable ANGLE_texture_multisample in glsl in es 3.0 2018-10-12 01:40:05 +00:00
scripts Enable ANGLE_texture_multisample in glsl in es 3.0 2018-10-12 01:40:05 +00:00
src Re-land: "ES31: Add vector and matrix support in SSBO for D3D" 2018-10-17 01:12:31 +00:00
third_party Roll VK and SPIR-V deps forward 2018-10-04 18:08:22 +00:00
tools Add empty file to prevent git clean from deleting 2018-02-20 18:19:11 +00:00
util Refactor CompileProgram utility 2018-10-01 20:03:38 +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 Fix JSON cpp DEPS. 2018-09-06 16:02:33 +00:00
.gn Gyp is dead. Long live gn. 2018-08-29 19:26:38 +00:00
AUTHORS D3D11 fix: Mipmapping was used although disabled via Sampler 2018-08-15 19:04:20 +00:00
AndroidManifest.xml Fix AndroidManifest package name 2018-09-17 23:42:51 +00:00
BUILD.gn Put feature utility into it's own library 2018-10-09 19:52:11 +00:00
CONTRIBUTORS D3D11 fix: Mipmapping was used although disabled via Sampler 2018-08-15 19:04:20 +00:00
DEPS Roll VK and SPIR-V deps forward 2018-10-04 18:08:22 +00:00
LICENSE Update license and readme for use downstream 2018-03-27 20:53:53 +00:00
OWNERS Improve documentation about selecting intial CL reviewers. 2017-12-04 20:27:57 +00:00
README.chromium Update license and readme for use downstream 2018-03-27 20:53:53 +00:00
README.md Gyp is dead. Long live gn. 2018-08-29 19:26:38 +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