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  • Hash : 37ad4744
    Author : Olli Etuaho
    Date : 2015-04-27T13:18:50

    Add support for parsing ESSL3 invariant qualifiers
    
    The parser recognizes ESSL3 invariant variable declaration syntax and
    marks the variables as invariant.
    
    In ESSL3, invariant out variables can be linked to non-invariant
    in variables, so linking checks should now be different depending on
    shading language version. A shading language version dependent varying
    matching check is added to the translator API to facilitate this.
    
    Tested by deqp/data/gles3/shaders/qualification_order.html after patching
    Chrome to use the new linking check API.
    
    A previous revision of this change that broke API compatibility was
    reverted since it broke Chromium FYI bots. This revision keeps deprecated
    API functionality around for now so that changes can be rolled
    step-by-step to Chromium without breakage.
    
    TEST=WebGL 2 conformance tests, angle_unittests
    BUG=angleproject:987
    
    Change-Id: Iecb64e3afd23e267ba999bc17f44390affcdfc13
    Reviewed-on: https://chromium-review.googlesource.com/269940
    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
    Public access ? public
    Description

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

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    thodg_m kc3_lang_org thodg_w www_kmx_io thodg thodg_l
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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 For building instructions, visit the dev setup wiki.

    ##Contributing