зеркало из https://github.com/AvaloniaUI/angle.git
76 строки
4.7 KiB
Markdown
76 строки
4.7 KiB
Markdown
# ANGLE - Almost Native Graphics Layer Engine
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The goal of ANGLE is to allow users of multiple operating systems to seamlessly run WebGL and other
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OpenGL ES content by translating OpenGL ES API calls to one of the hardware-supported APIs available
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for that platform. ANGLE currently provides translation from OpenGL ES 2.0 and 3.0 to desktop
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OpenGL, OpenGL ES, Direct3D 9, and Direct3D 11. Support for translation from OpenGL ES to Vulkan is
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underway, and future plans include compute shader support (ES 3.1) and MacOS support.
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### Level of OpenGL ES support via backing renderers
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| | Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan |
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|----------------|:-------------:|:----------------:|:--------------:|:-------------:|:-------------:|
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| OpenGL ES 2.0 | complete | complete | complete | complete | in progress |
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| OpenGL ES 3.0 | | complete | complete | in progress | not started |
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| OpenGL ES 3.1 | | not started | in progress | in progress | not started |
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### Platform support via backing renderers
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| | Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan |
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|------------:|:--------------:|:--------------:|:-------------:|:-----------:|:-----------:|
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| Windows | complete | complete | complete | complete | in progress |
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| Linux | | | complete | | planned |
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| Mac OS X | | | in progress | | |
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| Chrome OS | | | | complete | planned |
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| Android | | | | complete | planned |
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ANGLE v1.0.772 was certified compliant by passing the ES 2.0.3 conformance tests in October 2011.
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ANGLE also provides an implementation of the EGL 1.4 specification.
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ANGLE is used as the default WebGL backend for both Google Chrome and Mozilla Firefox on Windows
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platforms. Chrome uses ANGLE for all graphics rendering on Windows, including the accelerated
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Canvas2D implementation and the Native Client sandbox environment.
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Portions of the ANGLE shader compiler are used as a shader validator and translator by WebGL
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implementations across multiple platforms. It is used on Mac OS X, Linux, and in mobile variants of
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the browsers. Having one shader validator helps to ensure that a consistent set of GLSL ES shaders
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are accepted across browsers and platforms. The shader translator can be used to translate shaders
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to other shading languages, and to optionally apply shader modifications to work around bugs or
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quirks in the native graphics drivers. The translator targets Desktop GLSL, Direct3D HLSL, and even
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ESSL for native GLES2 platforms.
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## Sources
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ANGLE repository is hosted by Chromium project and can be
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[browsed online](https://chromium.googlesource.com/angle/angle) or cloned with
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git clone https://chromium.googlesource.com/angle/angle
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## Building
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View the [Dev setup instructions](doc/DevSetup.md). For generating a Windows Store version of ANGLE view the [Windows Store instructions](doc/BuildingAngleForWindowsStore.md)
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## Contributing
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* Join our [Google group](https://groups.google.com/group/angleproject) to keep up to date.
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* Join us on IRC in the #ANGLEproject channel on FreeNode.
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* File bugs in the [issue tracker](https://bugs.chromium.org/p/angleproject/issues/list) (preferably with an isolated test-case).
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* [Choose an ANGLE branch](doc/ChoosingANGLEBranch.md) to track in your own project.
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* Read ANGLE development [documentation](doc).
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* Look at [pending](https://chromium-review.googlesource.com/q/project:angle/angle+status:open)
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and [merged](https://chromium-review.googlesource.com/q/project:angle/angle+status:merged) changes.
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* Become a [code contributor](doc/ContributingCode.md).
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* Use ANGLE's [coding standard](doc/CodingStandard.md).
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* Learn how to [build ANGLE for Chromium development](doc/BuildingAngleForChromiumDevelopment.md).
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* Get help on [debugging ANGLE](doc/DebuggingTips.md).
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* Read about WebGL on the [Khronos WebGL Wiki](http://khronos.org/webgl/wiki/Main_Page).
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* Learn about implementation details in the [OpenGL Insights chapter on ANGLE](http://www.seas.upenn.edu/~pcozzi/OpenGLInsights/OpenGLInsights-ANGLE.pdf) and this [ANGLE presentation](https://drive.google.com/file/d/0Bw29oYeC09QbbHoxNE5EUFh0RGs/view?usp=sharing).
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* Learn about the past, present, and future of the ANGLE implementation in [this recent presentation](https://docs.google.com/presentation/d/1CucIsdGVDmdTWRUbg68IxLE5jXwCb2y1E9YVhQo0thg/pub?start=false&loop=false).
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* If you use ANGLE in your own project, we'd love to hear about it!
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