A conformant OpenGL ES implementation for Windows, Mac and Linux.
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Jamie Madill f3acb8c133 Retool perf test running.
This change does a few things involving the way we run the perf tests:

- Perf test runner can capture different metrics

Useful for capturing the new "nanoSecPerIteration" metric.

- Removes the "score" metric

We'll move to the new time-based metrics. These new metrics are scaled
correctly with iteration counts.

- Runs three trials per perf test

This gives more measurements per test. Each trial is approximately one
second. First the perf tests set a fixed number of iterations after
calibrating the number of steps that we can run in one second. After
that the three trials are run. This should give more stable results.

- Apply more CPU stabilization on Windows

Use SetPriorityClass to apply more CPU priority. Also upgrade
SetThreadPriority to the highest level.

- Always build the Vulkan command buffer test

This catches build regressions more easily. We still skip the test on
non-Android platforms.

Bug: angleproject:2923
Change-Id: I7da234c5af07775ba4a232bb8d65e0138ee7073f
Reviewed-on: https://chromium-review.googlesource.com/c/1330262
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
2018-11-15 01:00:06 +00:00
build_overrides Use SPIRV-Tools' BUILD.gn files 2018-09-25 22:45:36 +00:00
doc Update docs on building ANGLE inside Chromium. 2018-09-27 10:53:57 +00:00
extensions Implement GL_ANGLE_multi_draw 2018-11-06 18:04:07 +00:00
gni Vulkan: add GPU trace events 2018-10-29 15:28:41 +00:00
include Add SH_INIT_SHARED_VARIABLES flag 2018-11-13 02:03:08 +00:00
infra/config Whitespace change to cq.cfg. 2018-11-12 22:48:50 +00:00
samples Enable ANGLE_texture_multisample in glsl in es 3.0 2018-10-12 01:40:05 +00:00
scripts Retool perf test running. 2018-11-15 01:00:06 +00:00
src Retool perf test running. 2018-11-15 01:00:06 +00:00
third_party Revert "Vulkan: Roll VK deps forward" 2018-10-30 15:38:13 +00:00
tools Add empty file to prevent git clean from deleting 2018-02-20 18:19:11 +00:00
util Retool perf test running. 2018-11-15 01:00:06 +00:00
.clang-format
.gitattributes Re-land "GN: Enable chromium_code config instead." 2016-07-18 20:44:10 +00:00
.gitignore Fix JSON cpp DEPS. 2018-09-06 16:02:33 +00:00
.gn Gyp is dead. Long live gn. 2018-08-29 19:26:38 +00:00
AUTHORS D3D11 fix: Mipmapping was used although disabled via Sampler 2018-08-15 19:04:20 +00:00
AndroidManifest.xml Fix AndroidManifest package name 2018-09-17 23:42:51 +00:00
BUILD.gn Vulkan: Remaining disjoint timer query functions 2018-10-29 20:30:09 +00:00
CONTRIBUTORS Windows: add support for SpriteVisuals as a native window type. 2018-11-02 15:53:57 +00:00
DEPS Revert "Vulkan: Roll VK deps forward" 2018-10-30 15:38:13 +00:00
LICENSE Update license and readme for use downstream 2018-03-27 20:53:53 +00:00
OWNERS Improve documentation about selecting intial CL reviewers. 2017-12-04 20:27:57 +00:00
README.chromium Update license and readme for use downstream 2018-03-27 20:53:53 +00:00
README.md Gyp is dead. Long live gn. 2018-08-29 19:26:38 +00:00
additional_readme_paths.json Add WebKit bounds checking to Chrome credits. 2018-11-07 23:47:03 +00:00
codereview.settings Set GERRIT_SQUASH_UPLOADS to False. 2016-06-17 18:19:41 +00:00
dotfile_settings.gni Gyp is dead. Long live gn. 2018-08-29 19:26:38 +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 in progress
Mac OS X in progress
Chrome OS complete planned
Android complete 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