A conformant OpenGL ES implementation for Windows, Mac and Linux.
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angle-autoroll ad5f71649e Roll ./third_party/spirv-tools/src 3c7ff8d4f0a1..82f84c4b8f19 (10 commits)
3c7ff8d4f0..82f84c4b8f


Created with:
  gclient setdep -r ./third_party/spirv-tools/src@82f84c4b8f19

If this roll has caused a breakage, revert this CL and stop the roller
using the controls here:
https://autoroll.skia.org/r/spirv-tools-angle-autoroll
Please CC geofflang@google.com on the revert to ensure that a human
is aware of the problem.

To report a problem with the AutoRoller itself, please file a bug:
https://bugs.chromium.org/p/skia/issues/entry?template=Autoroller+Bug

Documentation for the AutoRoller is here:
https://skia.googlesource.com/buildbot/+/master/autoroll/README.md

Bug: None
TBR=geofflang@google.com
Change-Id: I1a8f90754220f9a42b1eb72c61c2d9fe34933502
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1851685
Reviewed-by: angle-autoroll <angle-autoroll@skia-public.iam.gserviceaccount.com>
Commit-Queue: angle-autoroll <angle-autoroll@skia-public.iam.gserviceaccount.com>
2019-10-10 07:55:21 +00:00
android Reland "Vulkan: Use VK repos' internal BUILD.gn files" 2019-10-01 21:51:34 +00:00
build_overrides GN: Allow building without /build/ folder. 2019-10-04 21:10:54 +00:00
doc Documentation maintenance. 2019-10-07 19:55:43 +00:00
extensions Add D3D11on12 device option 2019-10-10 02:07:39 +00:00
gni GN: Allow building without /build/ folder. 2019-10-04 21:10:54 +00:00
include Add D3D11on12 device option 2019-10-10 02:07:39 +00:00
infra [infra/config] Add cache for XCode on the mac builders 2019-08-09 13:06:34 +00:00
samples Rename util/system_utils to util/test_utils. 2019-09-27 21:47:21 +00:00
scripts Partially Revert "Convert DXT1 RGB data to DXT3 RGBA when uploading to the GPU." 2019-10-09 18:35:12 +00:00
src Conditionalize DeviceCGL implementation. 2019-10-10 04:09:50 +00:00
third_party Re-land "GN: Componentize vulkan back-end build." 2019-10-03 22:22:05 +00:00
tools/glslang Update glslang_validator binary for Windows. 2019-06-14 16:13:16 +00:00
util Reland "Add export_targets.py to presubmit" 2019-10-07 18:44:27 +00:00
.clang-format Add script to apply clang-format on all sources 2019-07-19 20:10:28 +00:00
.gitattributes Use separate json files for each code generator. 2019-07-11 20:17:04 +00:00
.gitignore Re-land "Vulkan: SwiftShader integration." 2019-09-21 14:00:27 +00:00
.gn
.style.yapf
AUTHORS GLES2: Use require_constant_initialization for g_Mutex 2019-10-01 15:50:01 +00:00
BUILD.gn GN: Allow building without /build/ folder. 2019-10-04 21:10:54 +00:00
CONTRIBUTORS Add D3D11on12 device option 2019-10-10 02:07:39 +00:00
DEPS Roll ./third_party/spirv-tools/src 3c7ff8d4f0a1..82f84c4b8f19 (10 commits) 2019-10-10 07:55:21 +00:00
LICENSE
OWNERS Add COMPONENT and TEAM information in OWNERS file 2019-10-09 00:27:15 +00:00
PRESUBMIT.py Reland "Add export_targets.py to presubmit" 2019-10-07 18:44:27 +00:00
README.chromium
README.md Documentation maintenance. 2019-10-07 19:55:43 +00:00
WATCHLISTS
additional_readme_paths.json
codereview.settings
dotfile_settings.gni Reland "Vulkan: Use VK repos' internal BUILD.gn files" 2019-10-01 21:51:34 +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 complete
OpenGL ES 3.0 complete complete complete in progress
OpenGL ES 3.1 in progress complete complete in progress
OpenGL ES 3.2 planned planned planned

Platform support via backing renderers

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

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.

Contributing