A conformant OpenGL ES implementation for Windows, Mac and Linux.
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angle-autoroll 30d067cf8d Roll SwiftShader from 51b03d58fb17 to e72c6099f946 (5 revisions)
https://swiftshader.googlesource.com/SwiftShader.git/+log/51b03d58fb17..e72c6099f946

2020-10-11 natsu@google.com Revert "Update virlg_hw path to reflect Minigbm"
2020-10-10 swiftshader.regress@gmail.com Regres: Update test lists @ 139f5c35
2020-10-10 natsu@google.com Update virlg_hw path to reflect Minigbm
2020-10-09 capn@google.com Fix depth bias calculations
2020-10-09 capn@google.com Move interpolant clamping out of interpolate()

If this roll has caused a breakage, revert this CL and stop the roller
using the controls here:
https://autoroll.skia.org/r/swiftshader-angle-autoroll
Please CC ynovikov@chromium.org on the revert to ensure that a human
is aware of the problem.

To report a problem with the AutoRoller itself, please file a bug:
https://bugs.chromium.org/p/skia/issues/entry?template=Autoroller+Bug

Documentation for the AutoRoller is here:
https://skia.googlesource.com/buildbot/+doc/master/autoroll/README.md

Bug: None
Tbr: ynovikov@chromium.org
Change-Id: I5ea04e45273dfd26395635c66a10095f0cb410dc
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2465864
Reviewed-by: angle-autoroll <angle-autoroll@skia-public.iam.gserviceaccount.com>
Commit-Queue: angle-autoroll <angle-autoroll@skia-public.iam.gserviceaccount.com>
2020-10-12 13:09:54 +00:00
android Capture commit position into Android Manifest. 2020-09-25 20:50:42 +00:00
build_overrides Add third_party/abseil-cpp to ANGLE 2020-08-28 21:30:49 +00:00
doc Document how to revert/reland a CL 2020-10-08 18:37:19 +00:00
extensions Add support for P010 IOSurfaces 2020-08-26 18:42:31 +00:00
gni Declare ozone_platform_gbm when angle doesn't have build 2020-10-09 18:42:34 +00:00
include GL: Work around Mac glBindBufferRange issue. 2020-10-08 23:48:00 +00:00
infra Add perf-alert monitoring instruction to docs 2020-10-09 20:10:34 +00:00
samples Samples: Move frame counter to common location. 2020-09-14 20:42:54 +00:00
scripts Vulkan: Clear depth by shader if depthClamp not supported 2020-10-10 05:01:55 +00:00
src Reland: "4 Vulkan content defined CLs." 2020-10-12 02:33:11 +00:00
third_party Add CPEPrefix for rapidjson. 2020-09-18 19:53:55 +00:00
tools Create empty //tools/android/md5sum/BUILD.gn 2020-08-04 22:40:36 +00:00
util build: Remove no-op calls to set_sources_assignment_filter 2020-10-07 17:18:41 +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 Add Skia Gold CIPD package to DEPS. 2020-09-26 06:31:14 +00:00
.gn First pass at increasing inclusivity 2020-10-02 19:49:38 +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 GCC: init kImageMemoryBarrierData with initializer constructor 2020-09-09 18:41:52 +00:00
BUILD.gn Target the "absl" component for component builds. 2020-10-08 23:47:00 +00:00
CONTRIBUTORS GCC: init kImageMemoryBarrierData with initializer constructor 2020-09-09 18:41:52 +00:00
DEPS Roll SwiftShader from 51b03d58fb17 to e72c6099f946 (5 revisions) 2020-10-12 13:09:54 +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 Replaced allow_list with files_to_check 2020-10-05 22:36:15 +00:00
README.chromium Update license and readme for use downstream 2018-03-27 20:53:53 +00:00
README.md Metal: Implement Uniform buffers 2020-09-25 06:11:28 +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 in progress 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