A conformant OpenGL ES implementation for Windows, Mac and Linux.
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Gregoire Payen de La Garanderie 381f969315 Add UBO offset support for D3D11.1.
Also fixes the uniform count upper limit in glGetActiveUniformsiv,
as well as an assert hit with used but unbound uniform buffer.

BUG=angleproject:507
BUG=angleproject:962

Change-Id: I263b14df41d4e45a67304c1d145646398721cf0a
Reviewed-on: https://chromium-review.googlesource.com/263412
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Gregoire Payen de La Garanderie <Gregory.Payen@imgtec.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
2015-04-01 17:33:49 +00:00
build Remove hardcoded additional include/lib paths from WinRT projects 2015-03-19 17:28:39 +00:00
extensions Update ANGLE_platform_angle_d3d to be able to disable automatic trim. 2015-03-17 15:34:38 +00:00
include Make Platform methods global. 2015-03-17 19:12:36 +00:00
samples Remove shared_utils.h, use angle_common instead. 2015-04-01 13:38:15 +00:00
src Add UBO offset support for D3D11.1. 2015-04-01 17:33:49 +00:00
util Add UBO offset support for D3D11.1. 2015-04-01 17:33:49 +00:00
.gitattributes Stop shader local variables from using invalid qualifiers. 2014-04-14 18:14:08 +00:00
.gitignore Add dEQP tests. 2015-03-24 15:24:02 +00:00
AUTHORS Fix maxVertexUniformComponents initialization in GenerateCaps() 2015-03-30 20:36:21 +00:00
BUILD.gn Replace stray reference to cpu_arch in BUILD.gn. 2015-03-18 22:05:40 +00:00
CONTRIBUTORS Add authors from Nvidia. 2015-03-04 08:09:00 +00:00
DEPS Add dEQP tests. 2015-03-24 15:24:02 +00:00
LICENSE Update Copyright years on the LICENSE file 2013-01-11 04:12:37 +00:00
README.chromium Adds README.chromium for third-party integration. 2013-06-17 12:12:12 -04:00
README.md Update the README to match the one on the google code page. 2014-11-21 20:51:32 +00:00
angle.isolate Add angle.isolate. 2015-03-05 23:54:32 +00:00
codereview.settings Update codereview.settings to point to gerrit. 2014-02-25 21:03:08 +00:00
enumerate_files.py Update enumerate_files.py to ignore "hidden" files. 2014-03-03 19:45:26 +00:00
generate_winrt_projects.py Fix Winrt Project generation 2015-03-18 14:11:08 +00:00

README.md

#ANGLE The goal of ANGLE is to allow Windows users to seamlessly run WebGL and other OpenGL ES content by translating OpenGL ES API calls to DirectX 9 or DirectX 11 API calls.

ANGLE is a conformant implementation of the OpenGL ES 2.0 specification that is hardwareaccelerated via Direct3D. 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. Work on ANGLE's OpenGL ES 3.0 implementation is currently in progress, but should not be considered stable.

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.

##Building For building instructions, visit the dev setup wiki.

##Contributing