A conformant OpenGL ES implementation for Windows, Mac and Linux.
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Cody Northrop 5c2db1c5e5 FrameCapture: Disable GL_OES_mapbuffer during capture
Test: Capture PUBG Mobile Lite
Bug: b/159238311
Bug: b/165824228
Change-Id: Idb9c29a963585c2f56e2fd134d77ee72bd2c53cb
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2504826
Commit-Queue: Cody Northrop <cnorthrop@google.com>
Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
2020-10-28 21:06:05 +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 Add the ES31 status on d3d11 document. 2020-10-19 06:35:21 +00:00
extensions ANGLE_platform_angle_device_context_volatile_* extensions 2020-10-28 00:05:33 +00:00
gni Vulkan: Add descriptor set allocation counters 2020-10-28 03:18:17 +00:00
include ANGLE_platform_angle_device_context_volatile_* extensions 2020-10-28 00:05:33 +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 Add the ability to re-trace existing traces. 2020-10-28 18:04:05 +00:00
src FrameCapture: Disable GL_OES_mapbuffer during capture 2020-10-28 21:06:05 +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 Vulkan: Initial emulated prerotation support 2020-10-27 09:23:14 +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 Re-land "Link C++ histogram support into angle_perftests." 2020-10-25 16:42:09 +00:00
.gn Re-land "Link C++ histogram support into angle_perftests." 2020-10-25 16:42:09 +00:00
.style.yapf Format all of ANGLE's python code. 2019-05-06 18:56:09 +00:00
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AUTHORS GCC: init kImageMemoryBarrierData with initializer constructor 2020-09-09 18:41:52 +00:00
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CONTRIBUTORS Add PowerVR Vendor ID & Vulkan GL Line Emulation Exclusion 2020-10-13 21:19:31 +00:00
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PRESUBMIT.py Replaced allow_list with files_to_check 2020-10-05 22:36:15 +00:00
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README.md Add the ES31 status on d3d11 document. 2020-10-19 06:35:21 +00:00
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additional_readme_paths.json Vulkan: Generate mipmap in compute 2020-07-26 19:38:41 +00:00
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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 incomplete 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