A conformant OpenGL ES implementation for Windows, Mac and Linux.
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Jamie Madill c1ebf5bdaa Roll gyp and use Windows 10 SDK by default.
We want to require use of the Windows 10 SDK in ANGLE - Chrome
already uses a newer SDK.

A new gyp feature added by munyirik@microsoft.com allows us to use
the latest Win 10 SDK installed on the system, irrespective of the
minor version number.

Also update the docs.

BUG=angleproject:1943

Change-Id: Iaafbba858fb7565ab09672eadc403dbb8abab3dd
Reviewed-on: https://chromium-review.googlesource.com/458516
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
2017-03-22 19:49:54 +00:00
doc Roll gyp and use Windows 10 SDK by default. 2017-03-22 19:49:54 +00:00
extensions Implement location layout qualifier for uniforms 2017-03-09 16:52:08 +00:00
gni Vulkan: Update build files after roll. 2017-01-13 15:56:48 +00:00
gyp Roll gyp and use Windows 10 SDK by default. 2017-03-22 19:49:54 +00:00
include Implement location layout qualifier for uniforms 2017-03-09 16:52:08 +00:00
infra/config CQ config: add gerrit CQAbility verifier. 2017-02-15 21:10:02 +00:00
samples Parse binding layout qualifier for opaque types 2017-02-15 15:41:10 +00:00
scripts Add alternative MSVS build path to perf_test_runner 2017-02-06 21:11:35 +00:00
src RenderstateCache and Clear11 Optimizations 2017-03-22 15:46:07 +00:00
third_party Vulkan: Enable validation layers on request. 2016-12-23 20:43:56 +00:00
util Plumb robust resource init extensions. 2017-03-08 00:54:23 +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 Vulkan: Enable validation layers on request. 2016-12-23 20:43:56 +00:00
AUTHORS Fix compilation on mingw 2017-02-07 17:16:22 +00:00
BUILD.gn BUILD.gn: declare_args() use_lipci 2017-03-20 18:31:46 +00:00
CONTRIBUTORS Revert "D3D11: Clean up blendState code." 2017-02-03 18:10:51 +00:00
DEPS Roll gyp and use Windows 10 SDK by default. 2017-03-22 19:49:54 +00:00
DEPS.chromium Roll Vulkan to bcb80d06b. 2017-01-12 21:23:38 +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