A conformant OpenGL ES implementation for Windows, Mac and Linux.
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Shahbaz Youssefi 2553690d1d Documentation update
Mostly mentioning other platforms where older documentation mentioned
only Windows.

Bug: angleproject:1944
Change-Id: Ib020892fbdee22d3dc60aa71ac6b3c5f504728c4
Reviewed-on: https://chromium-review.googlesource.com/c/1430559
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
2019-01-23 15:31:55 +00:00
android Create a whitelist for use in Android platform 2019-01-18 18:09:18 +00:00
build_overrides Use SPIRV-Tools' BUILD.gn files 2018-09-25 22:45:36 +00:00
doc Documentation update 2019-01-23 15:31:55 +00:00
extensions Update ANGLE_multiview validation. 2018-12-12 01:00:09 +00:00
gni Enable Chromium clang style plugin for libANGLE. 2019-01-16 01:44:15 +00:00
include ES31: Add top_level_array_stride support 2019-01-18 11:12:27 +00:00
infra/config Use win-angle-rel on the ANGLE CQ. 2019-01-08 18:57:02 +00:00
samples Make BUILD.gn targets into templates. 2019-01-16 00:35:58 +00:00
scripts Implement EGL_KHR_fence_sync and EGL_KHR_wait_sync 2019-01-23 04:12:20 +00:00
src Implement EGL_KHR_fence_sync and EGL_KHR_wait_sync 2019-01-23 04:12:20 +00:00
third_party List vulkan_core.h as input of generate_vulkan_layers_json.py. 2018-12-03 15:48:33 +00:00
tools Add empty file to prevent git clean from deleting 2018-02-20 18:19:11 +00:00
util Implement EGL_KHR_fence_sync and EGL_KHR_wait_sync 2019-01-23 04:12:20 +00:00
.clang-format Update clang-format settings. 2018-11-26 19:14:45 +00:00
.gitattributes Use binary merge strategy for code generator hashes. 2019-01-21 16:34:20 +00:00
.gitignore Enhance ANGLE for Android Developer Options 2018-12-05 21:38:05 +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: Adding custom pool allocator 2019-01-22 19:29:59 +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 Pass GN header visibility check. 2018-12-18 15:25:40 +00:00
LICENSE Update license and readme for use downstream 2018-03-27 20:53:53 +00:00
OWNERS Documentation update 2019-01-23 15:31:55 +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 Gyp is dead. Long live gn. 2018-08-29 19:26:38 +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