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  • Hash : 0c7018a5
    Author : Jamie Madill
    Date : 2021-10-12T13:43:20

    infra: Update bot naming scheme.
    
    Old names: use config pairs when they can vary, e.g.
    
    android-arm-dbg
    android-arm64-rel
    linux-clang-dbg
    win-clang-x64-rel
    win-msvc-x86-dbg
    win-trace-rel
    
    New names: use config names when they differ from the the
    default test config for a system, and suffix with -compile
    and -test for compile-only and compile-and-test bots. For
    Android configs, we keep the full target arch. e.g.
    
    android-arm-dbg-compile
    android-arm64-test
    linux-dbg-compile
    win-test
    win-msvc-x86-dbg-compile
    win-trace
    
    The new naming scheme prioritizes having short names to
    avoid redundant or implicitly understood information. This
    should reduce the mental load when looking at a set of test
    results.
    
    This also adds SwiftShader win10-x64 configs so we can add
    these to the CI easily. Also the plan is to turn off the GCC
    configs for now. If we ever support GCC properly we can re-
    enable them.
    
    This CL adds the new configs to CI, then a following CL will
    add them to CQ and remove the old configs at the same time.
    
    Bug: angleproject:6496
    Change-Id: I0ecdcd392c4d7067d6b180664f160ba7c048d16d
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3219590
    Commit-Queue: Jamie Madill <jmadill@chromium.org>
    Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
    Reviewed-by: Ian Elliott <ianelliott@google.com>
    Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
    

  • Properties

  • Git HTTP https://git.kmx.io/kc3-lang/angle.git
    Git SSH git@git.kmx.io:kc3-lang/angle.git
    Public access ? public
    Description

    A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.

    Homepage

    Github

    Users
    kc3_lang_org thodg_w www_kmx_io thodg_l thodg thodg_m
    Tags

  • 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, 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.

    Level of OpenGL ES support via backing renderers

    Direct3D 9 Direct3D 11 Desktop GL GL ES Vulkan Metal
    OpenGL ES 2.0 complete complete complete complete complete complete
    OpenGL ES 3.0 complete complete complete complete in progress
    OpenGL ES 3.1 incomplete complete complete complete
    OpenGL ES 3.2 in progress in progress in progress

    Platform support via backing renderers

    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
    GGP (Stadia) complete
    Fuchsia complete

    ANGLE v1.0.772 was certified compliant by passing the OpenGL ES 2.0.3 conformance tests in October 2011.

    ANGLE has received the following certifications with the Vulkan backend:

    • OpenGL ES 2.0: ANGLE 2.1.0.d46e2fb1e341 (Nov, 2019)
    • OpenGL ES 3.0: ANGLE 2.1.0.f18ff947360d (Feb, 2020)
    • OpenGL ES 3.1: ANGLE 2.1.0.f5dace0f1e57 (Jul, 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.

    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