A conformant OpenGL ES implementation for Windows, Mac and Linux.
Перейти к файлу
Jamie Madill 1fbc59fe2e D3D11: Enable dirty bits for Framebuffer11.
This patch works using a notification scheme - whenever a Texture or
Renderbuffer changes in such a way as to recreate its RenderTarget, we
pass a signal to the Framebuffer to invalidate some internal state.
Everything is entirely tracked in the Renderer11 layer, and the GL
layer is left untouched.

A RenderTarget11 now tracks points to which it is bound, and the
Framebuffer11 is mostly responsible for managing those links.

The three locations where we notify a Framebuffer when its bound
RenderTargets might be dirty are:

 1) RenderTarget11::~RenderTarget
 2) EGLImageD3D::copyToLocalRendertarget
 3) TextureStorage11_2D::useLevelZeroWorkaroundTexture

This patch gives about a 10% score increase in the D3D11 draw call
benchmark on my system.

BUG=angleproject:1260

Change-Id: Ide38aeadff4a2681bf5bd685e8ca3c9e2612a380
Reviewed-on: https://chromium-review.googlesource.com/327255
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
2016-02-25 04:18:00 +00:00
build Only use the shortening warning in Clang. 2016-01-12 22:13:50 +00:00
doc Update Debugging Tips document. 2016-01-12 21:25:44 +00:00
extensions Re-land "Implement EGL_experimental_present_path_angle" 2016-02-08 21:05:16 +00:00
include CollectVariables: Don't include block name in field name. 2016-02-09 14:59:53 +00:00
infra/config Re-enable win_angle_x64_dbg_ng as a trybot target. 2016-02-10 19:06:16 +00:00
samples Redesign samplers in shaders on D3D11 2016-02-01 21:58:06 +00:00
scripts D3D11: Enable dirty bits for Framebuffer11. 2016-02-25 04:18:00 +00:00
src D3D11: Enable dirty bits for Framebuffer11. 2016-02-25 04:18:00 +00:00
util Re-land "Implement EGL_experimental_present_path_angle" 2016-02-08 21:05:16 +00:00
.clang-format Log EGL initialize errors to the platform. 2015-07-31 19:33:27 +00:00
.gitattributes Stop shader local variables from using invalid qualifiers. 2014-04-14 18:14:08 +00:00
.gitignore Add *.VC.opendb to the .gitignore 2015-11-30 22:34:09 +00:00
AUTHORS Re-land "Only require that the stencil masks are same as many effective bits set" 2015-10-21 14:14:18 +00:00
BUILD.gn Remove the _ANGLE targets from the GN build. 2016-02-05 18:01:10 +00:00
CONTRIBUTORS Use default commit.h file if git index is not available 2015-08-12 16:33:23 +00:00
DEPS Download GN in the gclient hooks. 2016-02-08 18:41:52 +00:00
LICENSE
README.chromium
README.md Update Debugging Tips document. 2016-01-12 21:25:44 +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 Remove obsolete parts of codereview.settings. 2016-01-18 19:51:56 +00:00

README.md

#ANGLE 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 to desktop OpenGL, Direct3D 9, and Direct3D 11. Support for translation from OpenGL ES 3.0 to all of these APIs is nearing completion, and future plans include enabling validated ES-to-ES support.

Direct3D 9 Direct3D 11 Desktop GL GL ES
OpenGL ES 2.0 complete complete complete planned
OpenGL ES 3.0 nearing completion nearing completion planned
[Level of OpenGL ES support via backing renderers]
Direct3D 9 Direct3D 11 Desktop GL
Windows * * *
Linux *
Mac OS X in progress
[Platform support via backing renderers]

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.

##Browsing Browse ANGLE's source in the repository

##Building View the Dev setup instructions. For generating a Windows Store version of ANGLE view the Windows Store instructions

##Contributing