gecko-dev/gfx/angle
Lee Salzman 10c03b2c62 Bug 1167332 - Pass failures out of SetBufferData. r=jgilbert
--HG--
extra : rebase_source : adaa0371b6bac0902a3cdbd946acc42791f823bf
2015-06-09 14:41:03 -04:00
..
include Bug 1128264 - Update ANGLE to chromium/2214. r=jgilbert 2015-02-05 14:39:18 -05:00
src Bug 1167332 - Pass failures out of SetBufferData. r=jgilbert 2015-06-09 14:41:03 -04:00
AUTHORS Bug 1085046. Update ANGLE to get Intel D3D11 texture upload performance work around. 2014-10-28 23:04:32 -04:00
BUILD.gn Bug 1128264 - Update ANGLE to chromium/2214. r=jgilbert 2015-02-05 14:39:18 -05:00
CONTRIBUTORS Bug 1085046. Update ANGLE to get Intel D3D11 texture upload performance work around. 2014-10-28 23:04:32 -04:00
DEPS Bug 1076020. Update to ANGLE 2182 + fixes. 2014-10-09 15:08:59 -04:00
LICENSE
Makefile.in Bug 1083931. Remove pedantic filtering that snuck back in. 2014-10-16 13:54:35 -04:00
README.chromium
README.md
README.mozilla
moz.build Bug 1157835: Remove the MSVC_ENABLE_PGO flag from the build system. r=glandium 2015-04-27 19:59:27 -04:00

README.md

#ANGLE The goal of ANGLE is to allow Windows users to seamlessly run WebGL and other OpenGL ES content by translating OpenGL ES API calls to DirectX 9 or DirectX 11 API calls.

ANGLE is a conformant implementation of the OpenGL ES 2.0 specification that is hardwareaccelerated via Direct3D. 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. Work on ANGLE's OpenGL ES 3.0 implementation is currently in progress, but should not be considered stable.

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.

##Building For building instructions, visit the dev setup wiki.

##Contributing