A conformant OpenGL ES implementation for Windows, Mac and Linux.
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Jamie Madill 2e9706d80d Vulkan: Use angle::FormatID instead of VkFormat.
This change switches the internal enums we pass around from VkFormat
to FormatID. The end goal of the refactor is to allow the Vulkan
back-end to store packed tables indexed by FormatID. Because VkFormat
has large gaps in its enum space we'd otherwise need to use unordered
data structures like unordered_map.

The change removes the redundant VkFormat storage from vk::Format and
uses a new table query to return the VkFormat that 1:1 matches an
angle::FormatID. We also include a reverse mapping for use with native
Vulkan get functions for Android.

Also moves sRGB conversion functions into renderer_utils. A couple
sRGB formats that don't exist in GL are no longer handled by the sRGB
conversion functions. These formats should be extremely rare.

Bug: angleproject:5438
Change-Id: Id8b49773ca0c556f9f5a6a10fcf0d9762b93bbea
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2618204
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Ian Elliott <ianelliott@google.com>
2021-01-12 00:18:01 +00:00
android Update VVL directories in Android build. 2020-12-16 03:28:16 +00:00
build_overrides Remove obsolete build flag. 2021-01-11 17:20:46 +00:00
doc Android: Update adb install to include -r -d --force-queryable 2020-12-23 21:38:50 +00:00
extensions Reland "ANGLE_platform_angle_device_context_volatile_* extensions" 2020-11-04 23:32:15 +00:00
gni Fix iOS build 2021-01-11 20:43:21 +00:00
include Vulkan: Add GL_EXT_clip_control entry points 2021-01-08 17:55:59 +00:00
infra Update auto-roller docs with vulkan-deps repo. 2021-01-06 21:01:10 +00:00
samples Vulkan: Support OES_sample_variables extension 2020-11-19 17:47:55 +00:00
scripts Vulkan: Use angle::FormatID instead of VkFormat. 2021-01-12 00:18:01 +00:00
src Vulkan: Use angle::FormatID instead of VkFormat. 2021-01-12 00:18:01 +00:00
third_party Import Vulkan DEPS from the new vulkan-deps repo. 2020-12-18 18:09:50 +00:00
tools Create empty //tools/android/md5sum/BUILD.gn 2020-08-04 22:40:36 +00:00
util Revert "Use is_apple instead of is_mac and is_ios everywhere" 2021-01-09 04:51:43 +00:00
.clang-format Update .clang-format. 2020-04-28 14:23:13 +00:00
.gitattributes Automatically call flex/bison if necessary 2019-12-03 19:29:42 +00:00
.gitignore Import Vulkan DEPS from the new vulkan-deps repo. 2020-12-18 18:09:50 +00:00
.gn Re-land "Link C++ histogram support into angle_perftests." 2020-10-25 16:42:09 +00:00
.style.yapf Format all of ANGLE's python code. 2019-05-06 18:56:09 +00:00
.vpython Add luci-go and mb to DEPS. 2020-09-14 21:27:36 +00:00
.vpython3 Add luci-go and mb to DEPS. 2020-09-14 21:27:36 +00:00
.yapfignore Add .yapfignore file 2019-10-14 17:57:09 +00:00
AUTHORS Vulkan: add explicit template specialization for barrierImpl 2020-11-09 17:01:18 +00:00
BUILD.gn Revert "Use is_apple instead of is_mac and is_ios everywhere" 2021-01-09 04:51:43 +00:00
CONTRIBUTORS Add PowerVR Vendor ID & Vulkan GL Line Emulation Exclusion 2020-10-13 21:19:31 +00:00
DEPS Roll Chromium from 29d2d6a2d436 to 193bb22c8c9d (106 revisions) 2021-01-11 17:03:35 +00:00
LICENSE Update license and readme for use downstream 2018-03-27 20:53:53 +00:00
OWNERS Update OWNERS information. 2020-03-27 19:58:54 +00:00
PRESUBMIT.py Remove tabs from volk.c/h 2021-01-05 10:31:53 +00:00
README.chromium Update license and readme for use downstream 2018-03-27 20:53:53 +00:00
README.md Add the ES31 status on d3d11 document. 2020-10-19 06:35:21 +00:00
WATCHLISTS Fix quotes around emails in WATCHLISTS 2020-04-21 16:50:07 +00:00
additional_readme_paths.json Vulkan: Generate mipmap in compute 2020-07-26 19:38:41 +00:00
codereview.settings Use "full" git cl format by default. 2019-10-24 23:14:12 +00:00
dotfile_settings.gni Remove Vulkan repos from exec script whitelist. 2019-10-20 16:26:45 +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, 3.0 and 3.1 to Vulkan, desktop OpenGL, OpenGL ES, Direct3D 9, and Direct3D 11. Future plans include ES 3.2, translation to Metal and MacOS, Chrome OS, and Fuchsia support.

Level of OpenGL ES support via backing renderers

Direct3D 9 Direct3D 11 Desktop GL GL ES Vulkan Metal
OpenGL ES 2.0 complete complete complete complete complete complete
OpenGL ES 3.0 complete complete complete complete in progress
OpenGL ES 3.1 incomplete complete complete complete
OpenGL ES 3.2 in progress in progress in progress

Platform support via backing renderers

Direct3D 9 Direct3D 11 Desktop GL GL ES Vulkan Metal
Windows complete complete complete complete complete
Linux complete complete
Mac OS X complete in progress
iOS planned
Chrome OS complete planned
Android complete complete
GGP (Stadia) complete
Fuchsia in progress

ANGLE v1.0.772 was certified compliant by passing the OpenGL ES 2.0.3 conformance tests in October 2011.

ANGLE has received the following certifications with the Vulkan backend:

  • OpenGL ES 2.0: ANGLE 2.1.0.d46e2fb1e341 (Nov, 2019)
  • OpenGL ES 3.0: ANGLE 2.1.0.f18ff947360d (Feb, 2020)
  • OpenGL ES 3.1: ANGLE 2.1.0.f5dace0f1e57 (Jul, 2020)

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, Vulkan 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