A conformant OpenGL ES implementation for Windows, Mac and Linux.
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Cooper Partin 75da1974b9 Changed d3d11 desktop renderer to use d3d9 debug annotation interfaces.
The D3D11 renderer must choose the D3D9 debug annotator because the D3D11 interface
method ID3DUserDefinedAnnotation::GetStatus on desktop builds doesn't work with the Graphics
Diagnostics tools in Visual Studio 2013.
The D3D9 annotator works properly for both D3D11 and D3D9.
Incorrect status reporting can cause ANGLE to log unnecessary debug events.

Change-Id: I9a31c63cbc506904eb39577826fc4df8d503f03a
Reviewed-on: https://chromium-review.googlesource.com/278162
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Cooper Partin <coopp@microsoft.com>
Tested-by: Cooper Partin <coopp@microsoft.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
2015-07-13 17:50:46 +00:00
build EGLContextCompatibility: suppress test on Linux non-standalone 2015-07-10 20:55:07 +00:00
extensions Add drafts for device query extensions. 2015-04-01 19:18:37 +00:00
include For WinRT, add EGLRenderSurfaceScaleProperty to specify swapchain scaling factor 2015-07-07 13:59:05 +00:00
samples Fix build on Windows. 2015-07-09 14:22:55 +00:00
src Changed d3d11 desktop renderer to use d3d9 debug annotation interfaces. 2015-07-13 17:50:46 +00:00
util OSWindow: add KeyEvent debugging 2015-07-08 17:59:00 +00:00
.gitattributes Stop shader local variables from using invalid qualifiers. 2014-04-14 18:14:08 +00:00
.gitignore dEQP: Move the DEPS dirs to mirror Chromium. 2015-06-26 15:25:05 +00:00
AUTHORS Update The Qt Company in AUTHORS/CONTRIBUTORS 2015-04-20 17:00:44 +00:00
BUILD.gn Changed d3d11 desktop renderer to use d3d9 debug annotation interfaces. 2015-07-13 17:50:46 +00:00
CONTRIBUTORS Add Shawn Hargreaves (Microsoft Corporation) to CONTRIBUTORS 2015-05-29 16:50:46 +00:00
DEPS Roll dEQP 554adf..92f7752. 2015-06-29 21:57:44 +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 the README to match the one on the google code page. 2014-11-21 20:51:32 +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 Update codereview.settings to point to gerrit. 2014-02-25 21:03:08 +00:00

README.md

#ANGLE The goal of ANGLE is to allow Windows users to seamlessly run WebGL and other OpenGL ES content by translating OpenGL ES API calls to DirectX 9 or DirectX 11 API calls.

ANGLE is a conformant implementation of the OpenGL ES 2.0 specification that is hardwareaccelerated via Direct3D. 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. Work on ANGLE's OpenGL ES 3.0 implementation is currently in progress, but should not be considered stable.

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.

##Building For building instructions, visit the dev setup wiki.

##Contributing