A conformant OpenGL ES implementation for Windows, Mac and Linux.
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Sunny Sun df41552841 Vulkan: Enable VK_IMAGE_USAGE_STORAGE_BIT when it is needed
VK_IMAGE_USAGE_STORAGE_BIT is always enabled for vkImage, this
increases memory bandwidth in some platforms.
This CL changes the behavior to enable VK_IMAGE_USAGE_STORAGE_BIT
when necessary.

Bug: angleproject:3904
Test: angle_end2end_tests
Test: angle_deqp_gles2_tests
Change-Id: I8ffd37efa8d99d04328fa6232de0755be3273d9e
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1857799
Commit-Queue: Sunny Sun <sunny.sun@arm.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
2019-11-05 05:02:48 +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 Capture/Replay: Implement mid-execution replay. 2019-11-03 03:47:41 +00:00
extensions Add EGL GGP extensions. 2019-11-05 01:50:17 +00:00
gni Add EGL GGP extensions. 2019-11-05 01:50:17 +00:00
include Add EGL GGP extensions. 2019-11-05 01:50:17 +00:00
infra Update wrangling docs to link to SwiftShader roller. 2019-10-25 16:23:33 +00:00
samples Capture/Replay: Implement mid-execution replay. 2019-11-03 03:47:41 +00:00
scripts Add EGL GGP extensions. 2019-11-05 01:50:17 +00:00
src Vulkan: Enable VK_IMAGE_USAGE_STORAGE_BIT when it is needed 2019-11-05 05:02:48 +00:00
third_party Roll dEQP to VK-GL-CTS 2019-10-29 17:26:16 +00:00
tools/glslang Update glslang_validator binary for Windows. 2019-06-14 16:13:16 +00:00
util Add EGL GGP extensions. 2019-11-05 01:50:17 +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 Roll dEQP to VK-GL-CTS 2019-10-29 17:26:16 +00:00
.gn angle: Stop setting secondary_source. 2019-05-13 13:42:57 +00:00
.style.yapf Format all of ANGLE's python code. 2019-05-06 18:56:09 +00:00
.yapfignore Add .yapfignore file 2019-10-14 17:57:09 +00:00
AUTHORS Added PVRTC compression extension needed for Metal on iOS. 2019-10-10 15:17:38 +00:00
BUILD.gn Capture/Replay: Correct a few GLenum replay issues. 2019-11-01 00:08:02 +00:00
CONTRIBUTORS Vulkan: Enable VK_IMAGE_USAGE_STORAGE_BIT when it is needed 2019-11-05 05:02:48 +00:00
DEPS Roll third_party/SwiftShader fda994c63075..aaa64b76c0b4 (8 commits) 2019-11-04 08:04:48 +00:00
LICENSE Update license and readme for use downstream 2018-03-27 20:53:53 +00:00
OWNERS Add COMPONENT and TEAM information in OWNERS file 2019-10-09 00:27:15 +00:00
PRESUBMIT.py Correct presubmit error for missing Bug ID 2019-10-10 19:11:05 +00:00
README.chromium Update license and readme for use downstream 2018-03-27 20:53:53 +00:00
README.md Documentation maintenance. 2019-10-07 19:55:43 +00:00
WATCHLISTS Add watchlist file for ANGLE. 2019-02-28 15:47:54 +00:00
additional_readme_paths.json Use xxHash for faster hash map lookups. 2018-11-20 16:37:07 +00:00
codereview.settings Use "full" git cl format by default. 2019-10-24 23:14:12 +00:00
dotfile_settings.gni Remove Vulkan repos from exec script whitelist. 2019-10-20 16:26:45 +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