commit | dadd198650c2c6add0e63029772c5047a3d74685 | [log] [tgz] |
---|---|---|
author | Le Hoang Quyen <lehoangq@gmail.com> | Tue Apr 21 01:50:00 2020 +0800 |
committer | Commit Bot <commit-bot@chromium.org> | Wed Apr 22 18:17:56 2020 +0000 |
tree | 8c1c93e6fa9178650e571ffbe34359aff41ea8a3 | |
parent | 927ea225fe86564e32d3aa8961ed017b06e2115b [diff] |
Implement GL_APPLE_clip_distance - Built-in variable gl_ClipDistance has been added to compiler. - Desktop GL: gl_ClipDistance is supported since GL 3.0. Enable/Disable each gl_ClipDistances[i] works out of the box via glEnable(). - Vulkan/Metal: Use uniform variable to control writing to each gl_ClipDistance. One bit flag controls one element in the gl_ClipDistance array. The writing to the disabled element in vertex shader will be ignored, and turned into zero assignment instead. - Direct3D/Mobile GL: Not implemented yet. - Added ClipDistanceTest to gl_tests and compiler unittests. - GL_APPLE_clip_distance is a subset of GL_EXT_clip_cull_distance, so GL_EXT_clip_cull_distance could be implemented in future if needed. Bug: angleproject:4452 Change-Id: I571ac8b56826989808a680226a04bec4cf59988e Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2084324 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@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, 3.0 and 3.1 to Vulkan, desktop OpenGL, OpenGL ES, Direct3D 9, and Direct3D 11. Future plans include ES 3.2, translation to Metal and MacOS, Chrome OS, and Fuchsia support.
Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | Metal | |
---|---|---|---|---|---|---|
OpenGL ES 2.0 | complete | complete | complete | complete | complete | in progress |
OpenGL ES 3.0 | complete | complete | complete | complete | ||
OpenGL ES 3.1 | in progress | complete | complete | in progress | ||
OpenGL ES 3.2 | in progress | in progress | in progress |
Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | Metal | |
---|---|---|---|---|---|---|
Windows | complete | complete | complete | complete | complete | |
Linux | complete | complete | ||||
Mac OS X | complete | in progress | ||||
iOS | planned | |||||
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. With the Vulkan backend, ANGLE 2.1.0.d46e2fb1e341 was certified compliant to ES 2.0 in Nov 2019, and ANGLE 2.1.0.f18ff947360d to ES 3.0 in Feb 2020. 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, Vulkan 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.
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File bugs in the issue tracker (preferably with an isolated test-case).
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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.
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If you use ANGLE in your own project, we'd love to hear about it!