A conformant OpenGL ES implementation for Windows, Mac and Linux.
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Jamie Madill 5025d7816c Remove flaky check in TimerQueriesTest.
We cannot guarantee that a shader with more instructions will
always take more time than a smaller shader.

Bug: angleproject:5178
Change-Id: Icf48a7b73ad482237cf3161667d75a25e36dd643
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2479682
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
2020-10-16 19:01:22 +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 GLX, EGL: Support NV_robustness_video_memory_purge 2020-10-15 22:33:07 +00:00
infra Tests: Use script type in isolate map. 2020-10-14 12:57:40 +00:00
samples Samples: Move frame counter to common location. 2020-09-14 20:42:54 +00:00
scripts Metal: autogen blit & clear shaders for integer textures 2020-10-16 10:45:45 +00:00
src Remove flaky check in TimerQueriesTest. 2020-10-16 19:01:22 +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 EGL: Entrypoint and autogen for EGL_KHR_reusable_sync 2020-10-15 21:45:47 +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 Add PowerVR Vendor ID & Vulkan GL Line Emulation Exclusion 2020-10-13 21:19:31 +00:00
DEPS Roll Chromium from 20073b8681d2 to 7e36b15b99a7 (145 revisions) 2020-10-16 18:12:47 +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