A conformant OpenGL ES implementation for Windows, Mac and Linux.
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Geoff Lang 2f2ea8b465 Fix depth pitch calculations for compressed textures.
Depth pitch computations were not taking into account the block size
and simply multiplying the row pitch with the pixel height.  This caused
our load functions to use a very high depth pitch, reading past the end
of the user-supplied buffer.

BUG=angleproject:3190
BUG=angleproject:3920

Change-Id: I4ef4763b542735993568c51ae4b5a235659b9094
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1811837
Reviewed-by: Tim Van Patten <timvp@google.com>
Reviewed-by: Ian Elliott <ianelliott@google.com>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
2019-09-18 22:16:03 +00:00
android Re-land "Cleanup angle_libs_suffix in BUILD.gn." 2019-06-28 17:47:11 +00:00
build_overrides Revert "Vulkan: SwiftShader integration." 2019-09-17 00:22:43 +00:00
doc Update docs on enum names. 2019-08-30 20:58:57 +00:00
extensions Revert "Vulkan: SwiftShader integration." 2019-09-17 00:22:43 +00:00
gni Revert "Vulkan: SwiftShader integration." 2019-09-17 00:22:43 +00:00
include Revert "Vulkan: SwiftShader integration." 2019-09-17 00:22:43 +00:00
infra [infra/config] Add cache for XCode on the mac builders 2019-08-09 13:06:34 +00:00
samples Refactor ShaderVariable to Remove Specializations 2019-09-06 14:51:31 +00:00
scripts Reland "EGL: Implement EGL_KHR_no_config_context" 2019-09-17 22:05:51 +00:00
src Fix depth pitch calculations for compressed textures. 2019-09-18 22:16:03 +00:00
third_party Vulkan: Move loader defines into BUILD.gn. 2019-08-30 19:20:03 +00:00
tools/glslang Update glslang_validator binary for Windows. 2019-06-14 16:13:16 +00:00
util Move to NewCreateImagePipe2Cmd 2019-09-13 04:11:08 +00:00
.clang-format Add script to apply clang-format on all sources 2019-07-19 20:10:28 +00:00
.gitattributes Use separate json files for each code generator. 2019-07-11 20:17:04 +00:00
.gitignore Revert "Vulkan: SwiftShader integration." 2019-09-17 00:22:43 +00:00
.gn angle: Stop setting secondary_source. 2019-05-13 13:42:57 +00:00
.style.yapf Format all of ANGLE's python code. 2019-05-06 18:56:09 +00:00
AUTHORS Vulkan: Intermittent failures in many GLES2 CTS 2019-07-22 17:37:04 +00:00
BUILD.gn Revert "Vulkan: SwiftShader integration." 2019-09-17 00:22:43 +00:00
CONTRIBUTORS Vulkan: Implement EXT_texture_type_2_10_10_10_REV 2019-08-23 15:28:26 +00:00
DEPS Roll ./third_party/glslang/src be467db7bdaa..e0932f676db6 (3 commits) 2019-09-18 07:54:12 +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 Revert "PRESUBMIT.py: Don't require "Bug:" for autoroller CLs." 2019-07-12 14:35:18 +00:00
README.chromium Update license and readme for use downstream 2018-03-27 20:53:53 +00:00
README.md Update status of ES3.1 on Vulkan 2019-09-03 15:45:17 +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 Revert "Reland "Vulkan: Use VK repos' internal BUILD.gn files"" 2019-08-29 21:56:14 +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 complete
OpenGL ES 3.0 complete complete complete in progress
OpenGL ES 3.1 in progress complete complete in progress
OpenGL ES 3.2 planned planned planned

Platform support via backing renderers

Direct3D 9 Direct3D 11 Desktop GL GL ES Vulkan
Windows complete complete complete complete complete
Linux complete complete
Mac OS X complete
Chrome OS complete planned
Android complete complete
Fuchsia 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