A conformant OpenGL ES implementation for Windows, Mac and Linux.
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Jamie Madill 508a5b7d7d Windows: Write test name in debug log.
This helps isolate particular debug log messages to specific tests.

BUG=angleproject:667

Change-Id: I6be37d50cc41a13abbceb395e6e9b603bd44c7bd
Reviewed-on: https://chromium-review.googlesource.com/316611
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
2015-12-09 19:16:58 +00:00
build Revert "Disable RTTI in VS release builds" 2015-12-01 19:50:45 +00:00
doc Fix bootstrap instructions. 2015-12-09 01:46:33 +00:00
extensions Revert "Revert "Add and implement EGL_ANGLE_device_creation[_d3d11]"" 2015-12-03 18:20:07 +00:00
include Revert "Revert "Add and implement EGL_ANGLE_device_creation[_d3d11]"" 2015-12-03 18:20:07 +00:00
samples angle: prevent huge allocations when GL_MAX_VERTEX_ATTRIBS fails 2015-10-23 16:36:45 +00:00
scripts Add python perftests test runner. 2015-11-20 22:19:12 +00:00
src Windows: Write test name in debug log. 2015-12-09 19:16:58 +00:00
util Windows: Write test name in debug log. 2015-12-09 19:16:58 +00:00
.clang-format Log EGL initialize errors to the platform. 2015-07-31 19:33:27 +00:00
.gitattributes Stop shader local variables from using invalid qualifiers. 2014-04-14 18:14:08 +00:00
.gitignore Add *.VC.opendb to the .gitignore 2015-11-30 22:34:09 +00:00
AUTHORS Re-land "Only require that the stencil masks are same as many effective bits set" 2015-10-21 14:14:18 +00:00
BUILD.gn Define EGL_EGLEXT_PROTOTYPES in GN projects 2015-12-03 17:54:50 +00:00
CONTRIBUTORS Use default commit.h file if git index is not available 2015-08-12 16:33:23 +00:00
DEPS Roll dEQP 92f7752da8..cc0ded6c. 2015-11-21 00:39:32 +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 link to ANGLE and Cross-Platform WebGL Support presentation 2015-12-01 17:34:07 +00:00
angle.isolate Add isolate for ANGLE on all platforms. 2015-07-09 17:58:56 +00:00
angle_on_all_platforms.isolate Add isolate for ANGLE on all platforms. 2015-07-09 17:58:56 +00:00
codereview.settings Re-add the GERRIT_HOST and GERRIT_PORT codereview settings. 2015-09-22 16:04:54 +00:00

README.md

#ANGLE 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 to desktop OpenGL, Direct3D 9, and Direct3D 11. Support for translation from OpenGL ES 3.0 to all of these APIs is nearing completion, and future plans include enabling validated ES-to-ES support.

Direct3D 9 Direct3D 11 Desktop GL GL ES
OpenGL ES 2.0 complete complete complete planned
OpenGL ES 3.0 nearing completion nearing completion planned
[Level of OpenGL ES support via backing renderers]
Direct3D 9 Direct3D 11 Desktop GL
Windows * * *
Linux *
Mac OS X in progress
[Platform support via backing renderers]

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.

##Browsing Browse ANGLE's source in the repository

##Building View the Dev setup instructions. For generating a Windows Store version of ANGLE view the Windows Store instructions

##Contributing