A conformant OpenGL ES implementation for Windows, Mac and Linux.
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Dzmitry Malyshau 57f4b73ebe Fix the format check in TextureD3D_2DArray::redefineImage
Note: by the time the old code used to call `getBaseLevelInternalFormat`, the base level image has already been updated with `redefine()` call above, thus the check `internalformat != storageFormat` wasn't correct.

Change-Id: I3da6df54490d6e72e5094388ed7e39a4c7d920d2
Reviewed-on: https://chromium-review.googlesource.com/862256
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Dzmitry Malyshau <dmalyshau@mozilla.com>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
2018-01-12 17:41:04 +00:00
build_overrides Stand-alone build with gn. 2017-10-18 17:02:13 +00:00
doc Doc fix and improvement. 2018-01-11 21:33:51 +00:00
extensions EGL: Expose NULL driver device selection. 2018-01-05 00:08:29 +00:00
gni Move angle_enable_* inside declare_args(). 2018-01-03 21:41:47 +00:00
gyp Add gyp deprecation warning. 2017-12-18 23:04:55 +00:00
include Add a workaround to clamp gl_FragDepth 2018-01-09 10:48:45 +00:00
infra/config Reland "Update cq.cfg for new compile-only builders." 2017-11-22 03:49:18 +00:00
samples Add gyp deprecation warning. 2017-12-18 23:04:55 +00:00
scripts Add #! line to scripts/bootstrap.py. 2018-01-11 23:11:32 +00:00
src Fix the format check in TextureD3D_2DArray::redefineImage 2018-01-12 17:41:04 +00:00
third_party Support ozone/gbm back end in standalone gn build. 2017-12-15 21:08:26 +00:00
util EGL: Expose NULL driver device selection. 2018-01-05 00:08:29 +00:00
.clang-format Log EGL initialize errors to the platform. 2015-07-31 19:33:27 +00:00
.gitattributes Re-land "GN: Enable chromium_code config instead." 2016-07-18 20:44:10 +00:00
.gitignore Stand-alone build with gn. 2017-10-18 17:02:13 +00:00
.gn Stand-alone build with gn. 2017-10-18 17:02:13 +00:00
AUTHORS Enable Haiku in platform-specific headers. 2017-07-17 17:47:55 +00:00
BUILD.gn Add angle_link_glx arg to standalone gn build. 2017-12-15 21:01:57 +00:00
CONTRIBUTORS dontInitializeUninitializedLocals on Qualcomm only 2017-10-09 22:32:58 +00:00
DEPS Re-land "Vulkan: Roll loader/validation layers SDK. (2/2)" 2017-12-28 22:36:37 +00:00
DEPS.chromium Re-land "Vulkan: Roll loader/validation layers SDK. (2/2)" 2017-12-28 22:36:37 +00:00
LICENSE
OWNERS Improve documentation about selecting intial CL reviewers. 2017-12-04 20:27:57 +00:00
README.chromium Adds README.chromium for third-party integration. 2013-06-17 12:12:12 -04:00
README.md docs: fix links and typos 2017-11-29 21:34:00 +00:00
codereview.settings Set GERRIT_SQUASH_UPLOADS to False. 2016-06-17 18:19:41 +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 in progress
OpenGL ES 3.0 complete complete in progress not started
OpenGL ES 3.1 not started in progress in progress not started

Platform support via backing renderers

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

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. For generating a Windows Store version of ANGLE view the Windows Store instructions

Contributing