A conformant OpenGL ES implementation for Windows, Mac and Linux.
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James Ross-Gowan cd9aa12afc D3D11: Prevent DXGI hooking the Alt+Enter keystroke
When ANGLE is using D3D11 and not using DirectComposition, DXGI will hook
the window's message loop and override Alt+Enter to trigger a transition
to exclusive fullscreen mode. This disables that behaviour, since it's
inconsistent between backends and, at least during my testing, the
application did not even work correctly after the transition to fullscreen
mode.

This commit should be similar to the workarounds implemented in Qt and mpv
to prevent this behaviour and will hopefully make those workarounds
unnecessary. Only the DXGI_MWA_NO_ALT_ENTER flag is used, since the other
flags didn't seem to have an effect and probably only matter in fullscreen
mode.

BUG=angleproject:1414

Change-Id: Icb70c2c1405225619dcb27c5ffc9472fddd1157b
Reviewed-on: https://chromium-review.googlesource.com/352950
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
2016-06-16 15:20:41 +00:00
build Android GL backend and end2end tests 2016-06-07 02:19:07 +00:00
doc Add how to update working copy after change is submitted 2016-06-06 17:37:37 +00:00
extensions Implement GL_CHROMIUM_sync_query for D3D9 and D3D11. 2016-05-12 19:14:40 +00:00
include Add support for OES_EGL_image_external and OES_EGL_image_external_essl3. 2016-05-19 01:09:00 +00:00
infra/config Add the ChromeOS trybot to the CQ config. 2016-05-24 16:33:37 +00:00
samples Redesign samplers in shaders on D3D11 2016-02-01 21:58:06 +00:00
scripts Add an error check to ANGLE DLL update script. 2016-06-08 22:25:22 +00:00
src D3D11: Prevent DXGI hooking the Alt+Enter keystroke 2016-06-16 15:20:41 +00:00
util Android GL backend and end2end tests 2016-06-07 02:19:07 +00:00
.clang-format Log EGL initialize errors to the platform. 2015-07-31 19:33:27 +00:00
.gitattributes Stop shader local variables from using invalid qualifiers. 2014-04-14 18:14:08 +00:00
.gitignore Add *.VC.opendb to the .gitignore 2015-11-30 22:34:09 +00:00
AUTHORS D3D11: Prevent DXGI hooking the Alt+Enter keystroke 2016-06-16 15:20:41 +00:00
BUILD.gn Android GL backend and end2end tests 2016-06-07 02:19:07 +00:00
CONTRIBUTORS D3D11: Prevent DXGI hooking the Alt+Enter keystroke 2016-06-16 15:20:41 +00:00
DEPS Roll Cherry. 2016-06-07 21:04:08 +00:00
DEPS.chromium Add DEPS.chromium to share dEQP deps with Chrome. 2016-05-09 12:49:58 +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 README.md group links by purpose and add Gerrit there 2016-06-06 21:01:53 +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 Remove obsolete parts of codereview.settings. 2016-01-18 19:51:56 +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 to desktop OpenGL, Direct3D 9, and Direct3D 11. Support for translation from OpenGL ES 3.0 to all of these APIs is nearing completion, and future plans include enabling validated ES-to-ES support.

Direct3D 9 Direct3D 11 Desktop GL GL ES
OpenGL ES 2.0 complete complete complete planned
OpenGL ES 3.0 nearing completion nearing completion planned
[Level of OpenGL ES support via backing renderers]
Direct3D 9 Direct3D 11 Desktop GL
Windows * * *
Linux *
Mac OS X in progress
[Platform support via backing renderers]

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