A conformant OpenGL ES implementation for Windows, Mac and Linux.
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Le Hoang Quyen 6422d3b467 Metal: Fix 2D array texture's robust resource init
2D array texture's robust resource init didn't work due to
mtl::InitializeTextureContents() expects one slice at a time, however
TextureMtl::initializeContents() created entire layers index via
GetZeroLevelIndex() before passing to mtl::InitializeTextureContents().
Fixed by changing to GetLayerMipIndex() instead.

Bug: angleproject:2634
Change-Id: Ie8d80d927a987c2b393d913fda8288b6e06e97d0
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2494527
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Le Hoang Quyen <le.hoang.q@gmail.com>
2020-10-25 15:46:29 +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 Expose glGetTexLevelParameter{if}v before ES 3.1. 2020-10-21 17:23:46 +00:00
gni Tests: Remove standalone duplication. 2020-10-24 01:10:28 +00:00
include Expose glGetTexLevelParameter{if}v before ES 3.1. 2020-10-21 17:23:46 +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 Fixes to roll ANGLE into AOSP 2020-10-24 02:02:17 +00:00
src Metal: Fix 2D array texture's robust resource init 2020-10-25 15:46:29 +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 Clean up test runner TODOs. 2020-10-23 13:58:10 +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 Revert "Link C++ histogram support into angle_perftests." 2020-10-23 23:11:49 +00:00
.gn Revert "Link C++ histogram support into angle_perftests." 2020-10-23 23:11:49 +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 Fixes to roll ANGLE into AOSP 2020-10-24 02:02:17 +00:00
CONTRIBUTORS Add PowerVR Vendor ID & Vulkan GL Line Emulation Exclusion 2020-10-13 21:19:31 +00:00
DEPS Revert "Link C++ histogram support into angle_perftests." 2020-10-23 23:11:49 +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 Add the ES31 status on d3d11 document. 2020-10-19 06:35:21 +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 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