A conformant OpenGL ES implementation for Windows, Mac and Linux.
Перейти к файлу
Xinghua Cao 711b7a12f1 ES31: Support images in the compiler on D3D backend.
BUG=angleproject:1987
TEST=angle_end2end_tests

Change-Id: I83f5f9ffda7e676a8f98b963d1f1c50e9463faf4
Reviewed-on: https://chromium-review.googlesource.com/706247
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
2017-10-20 15:37:41 +00:00
build_overrides Stand-alone build with gn. 2017-10-18 17:02:13 +00:00
doc Update docs to mention Win 10 SDK is required. 2017-09-08 17:36:11 +00:00
extensions Change robust resource init into a context creation attribute. 2017-10-06 14:23:12 +00:00
gni Stand-alone build with gn. 2017-10-18 17:02:13 +00:00
gyp Remove second copy of gyp dependency. 2017-10-19 04:46:23 +00:00
include Add array size functions to ShaderVars 2017-10-17 09:29:02 +00:00
infra/config Add linux_angle_ozone_rel_ng to CQ. 2017-09-12 01:10:17 +00:00
samples Stand-alone build with gn. 2017-10-18 17:02:13 +00:00
scripts Add generator for packed GL enums. 2017-10-16 23:38:37 +00:00
src ES31: Support images in the compiler on D3D backend. 2017-10-20 15:37:41 +00:00
third_party Stand-alone build with gn. 2017-10-18 17:02:13 +00:00
util Samples: Add command line flag to select renderer. 2017-10-10 14:58:03 +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 Stand-alone build with gn. 2017-10-18 17:02:13 +00:00
CONTRIBUTORS dontInitializeUninitializedLocals on Qualcomm only 2017-10-09 22:32:58 +00:00
DEPS Remove second copy of gyp dependency. 2017-10-19 04:46:23 +00:00
DEPS.chromium Allow compiling dEQP on Mac in Chromium checkout. 2017-09-12 17:59:17 +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 Add Vulkan to in-progress section of the landing page. 2016-08-23 19:18:05 +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