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kc3-lang/angle/README.md

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  • Author : Jamie Madill
    Date : 2019-10-07 15:13:23
    Hash : 2682b5a0
    Message : Documentation maintenance. Fixes links in the Vulkan back-end doc. Also includes a link to the Vulkan back-end docs on the main page. Also updates the building code section to mention VS2019 and make the win toolchain varable set more prominent. Bug: angleproject:1944 Change-Id: I8e8f0775daa3643afaa1ddd44429fa7d8e77b19b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1846014 Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • 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 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.
    
    ### Level of OpenGL ES support via backing renderers
    
    |                |  Direct3D 9   |  Direct3D 11     |   Desktop GL   |    GL ES      |    Vulkan     |
    |----------------|:-------------:|:----------------:|:--------------:|:-------------:|:-------------:|
    | OpenGL ES 2.0  |    complete   |    complete      |    complete    |   complete    |    complete   |
    | OpenGL ES 3.0  |               |    complete      |    complete    |   complete    |  in progress  |
    | OpenGL ES 3.1  |               |   in progress    |    complete    |   complete    |  in progress  |
    | OpenGL ES 3.2  |               |                  |    planned     |    planned    |    planned    |
    
    ### Platform support via backing renderers
    
    |             |    Direct3D 9  |   Direct3D 11  |   Desktop GL  |    GL ES    |   Vulkan    |
    |------------:|:--------------:|:--------------:|:-------------:|:-----------:|:-----------:|
    | Windows     |    complete    |    complete    |   complete    |   complete  |   complete  |
    | Linux       |                |                |   complete    |             |   complete  |
    | Mac OS X    |                |                |   complete    |             |             |
    | 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.
    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.
    
    ## Sources
    
    ANGLE repository is hosted by Chromium project and can be
    [browsed online](https://chromium.googlesource.com/angle/angle) or cloned with
    
        git clone https://chromium.googlesource.com/angle/angle
    
    
    ## Building
    
    View the [Dev setup instructions](doc/DevSetup.md).
    
    ## Contributing
    
    * Join our [Google group](https://groups.google.com/group/angleproject) to keep up to date.
    * Join us on IRC in the #ANGLEproject channel on FreeNode.
    * Join us on [Slack](https://chromium.slack.com) in the #angle channel.
    * [File bugs](http://anglebug.com/new) in the [issue tracker](https://bugs.chromium.org/p/angleproject/issues/list) (preferably with an isolated test-case).
    * [Choose an ANGLE branch](doc/ChoosingANGLEBranch.md) to track in your own project.
    
    
    * Read ANGLE development [documentation](doc).
    * Look at [pending](https://chromium-review.googlesource.com/q/project:angle/angle+status:open)
      and [merged](https://chromium-review.googlesource.com/q/project:angle/angle+status:merged) changes.
    * Become a [code contributor](doc/ContributingCode.md).
    * Use ANGLE's [coding standard](doc/CodingStandard.md).
    * Learn how to [build ANGLE for Chromium development](doc/BuildingAngleForChromiumDevelopment.md).
    * Get help on [debugging ANGLE](doc/DebuggingTips.md).
    * Go through [ANGLE's orientation](doc/Orientation.md) and sift through [starter projects](doc/Starter-Projects.md).
    
    
    * Read about WebGL on the [Khronos WebGL Wiki](http://khronos.org/webgl/wiki/Main_Page).
    * Learn about implementation details in the [OpenGL Insights chapter on ANGLE](http://www.seas.upenn.edu/~pcozzi/OpenGLInsights/OpenGLInsights-ANGLE.pdf) and this [ANGLE presentation](https://drive.google.com/file/d/0Bw29oYeC09QbbHoxNE5EUFh0RGs/view?usp=sharing).
    * Learn about the past, present, and future of the ANGLE implementation in [this presentation](https://docs.google.com/presentation/d/1CucIsdGVDmdTWRUbg68IxLE5jXwCb2y1E9YVhQo0thg/pub?start=false&loop=false).
    * Watch a [short presentation](https://youtu.be/QrIKdjmpmaA) on the Vulkan back-end.
    * Track the [dEQP test conformance](doc/dEQP-Charts.md)
    * Read design docs on the [Vulkan back-end](src/libANGLE/renderer/vulkan/README.md)
    * If you use ANGLE in your own project, we'd love to hear about it!