commit | 9a79c8893bfc2905e14d51e8256660aba853ff7b | [log] [tgz] |
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author | Shahbaz Youssefi <syoussefi@chromium.org> | Mon Oct 29 17:08:42 2018 -0400 |
committer | Commit Bot <commit-bot@chromium.org> | Tue Oct 30 21:18:51 2018 +0000 |
tree | 6c9838c372061c26a76076aa625267c7ab16eba4 | |
parent | 3402d523098e6f3c024ed88e64bb265d667419fd [diff] |
Run DifferentStencilMasks tests This test was added and referenced, but was actually never added to the list of files to be compiled. The most recent validation work has been regarding WebGL. This test verifies the behavior when different stencil masks are set for front and back faces, which is unsupported in D3D and disallowed in WebGL. In the interest of running the test on all back ends, and that the validation was modified last to improve WebGL support, the test runs in WebGL compatibility mode. Bug: chromium:806557 Change-Id: I7615b9fc18d4203ed342e23881bea6bdd9b3864c Reviewed-on: https://chromium-review.googlesource.com/c/1306256 Reviewed-by: Kai Ninomiya <kainino@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
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.
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 |
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.
ANGLE repository is hosted by Chromium project and can be browsed online or cloned with
git clone https://chromium.googlesource.com/angle/angle
View the Dev setup instructions.
Join our Google group to keep up to date.
Join us on IRC in the #ANGLEproject channel on FreeNode.
File bugs in the issue tracker (preferably with an isolated test-case).
Choose an ANGLE branch to track in your own project.
Read ANGLE development documentation.
Become a code contributor.
Use ANGLE's coding standard.
Learn how to build ANGLE for Chromium development.
Get help on debugging ANGLE.
Read about WebGL on the Khronos WebGL Wiki.
Learn about implementation details in the OpenGL Insights chapter on ANGLE and this ANGLE presentation.
Learn about the past, present, and future of the ANGLE implementation in this presentation.
Watch a short presentation on the Vulkan back-end.
If you use ANGLE in your own project, we'd love to hear about it!