A conformant OpenGL ES implementation for Windows, Mac and Linux.
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Jamie Madill cc6ac25e95 GLES: Expose OES_mapbuffer in GLES2 on GLES3.
This extension is mandatory for EXT_map_buffer_range support. We can
emulate it using GLES 3.0 core map functionality.

BUG=angleproject:1751

Change-Id: Idba09ce7276603d5556039f4a49aa0b87cae22aa
Reviewed-on: https://chromium-review.googlesource.com/431826
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
2017-01-25 22:34:45 +00:00
doc dEQP: Update documentation. 2016-12-21 18:58:11 +00:00
extensions Vulkan: Enable validation layers on request. 2016-12-23 20:43:56 +00:00
gni Vulkan: Update build files after roll. 2017-01-13 15:56:48 +00:00
gyp Rename the build/ directory. 2016-11-08 14:48:42 +00:00
include Roll EGL headers. 2017-01-17 22:09:03 +00:00
infra/config Add linux_chromium_chromeos_ozone_rel_ng to CQ. 2016-10-09 14:26:55 +00:00
samples Add missing sampler types to shader_translator output 2017-01-13 15:37:40 +00:00
scripts Vulkan: Load layers relative to executable dir. 2017-01-06 18:09:32 +00:00
src GLES: Expose OES_mapbuffer in GLES2 on GLES3. 2017-01-25 22:34:45 +00:00
third_party Vulkan: Enable validation layers on request. 2016-12-23 20:43:56 +00:00
util GLES: Expose OES_mapbuffer in GLES2 on GLES3. 2017-01-25 22:34:45 +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 rounding problem for SwapChainPanel size. 2016-06-23 14:24:39 +00:00
BUILD.gn Update BUILD.gn to account for Android default linker script change 2017-01-23 23:17:40 +00:00
CONTRIBUTORS The return type of imageSize(gimageCube) is int2, not int3 2016-11-28 16:27:49 +00:00
DEPS Roll Vulkan to bcb80d06b. 2017-01-12 21:23:38 +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