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kc3-lang/angle

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  • Author : Olli Etuaho
    Date : 2015-09-18 10:34:31
    Hash : 261f5379
    Message : Support parsing defined operator generated by macro expansion dEQP tests enforce that the defined operator should be parsed even when it is generated as a result of macro expansion, even though this is undefined according to the C++ preprocessor spec. Implement support for this by putting the parsing for the defined operator inside MacroExpander. The operator gets processed right after it is generated by macro expansion. Parsing the defined operator is toggled with a boolean according to the context where MacroExpander is used. BUG=angleproject:989 TEST=angle_unittests, dEQP-GLES3.functional.shaders.preprocessor.* - 2 tests start passing: dEQP-GLES3.functional.shaders.preprocessor.conditional_inclusion.basic_2* Change-Id: I780e63bd4558253657d898685d62339017564a06 Reviewed-on: https://chromium-review.googlesource.com/300970 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Olli Etuaho <oetuaho@nvidia.com>

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  • Git HTTP https://git.kmx.io/kc3-lang/angle.git
    Git SSH git@git.kmx.io:kc3-lang/angle.git
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    A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.

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    Users thodg git_deploy kc3_lang_org thodg_l thodg_m thodg_w www_kmx_io
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  • 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 hardware‐accelerated 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 View the Dev setup instructions.

    ##Contributing