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  • Hash : 40eefabd
    Author : Corentin Wallez
    Date : 2015-11-23T16:58:33

    Rewrite WindowSurfaceCGL to use CAOpenGLLayer
    
    It used to render to IOSurfaces and use setContents to directly give
    them to the OSX compositor. This was worth the complexity only because
    Chrome going to use that code path. This is no longer the case.
    
    Instead we replace the implementation with one based on CAOpenGLLayer,
    that basically gets a "draw" callback every frame. The complexity comes
    from the fact that this callback is called from another thread, with
    another CGL context.
    
    BUG=angleproject:1233
    
    Change-Id: I1878d0071d057e043e0bb9043d9849f50e00d023
    Reviewed-on: https://chromium-review.googlesource.com/314031
    Reviewed-by: ccameron chromium <ccameron@chromium.org>
    Tryjob-Request: Corentin Wallez <cwallez@chromium.org>
    Reviewed-by: Corentin Wallez <cwallez@chromium.org>
    Tested-by: Corentin Wallez <cwallez@chromium.org>
    

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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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    Description

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

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    kc3_lang_org thodg_w www_kmx_io thodg_l thodg thodg_m
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  • README.md

  • #ANGLE 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 to desktop OpenGL, Direct3D 9, and Direct3D 11. Support for translation from OpenGL ES 3.0 to all of these APIs is nearing completion, and future plans include enabling validated ES-to-ES support.

    Direct3D 9 Direct3D 11 Desktop GL GL ES
    OpenGL ES 2.0 complete complete complete planned
    OpenGL ES 3.0 nearing completion nearing completion planned

    [Level of OpenGL ES support via backing renderers]

    Direct3D 9 Direct3D 11 Desktop GL
    Windows * * *
    Linux *
    Mac OS X in progress

    [Platform support via backing renderers]

    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.

    ##Browsing Browse ANGLE’s source in the repository

    ##Building View the Dev setup instructions. For generating a Windows Store version of ANGLE view the Windows Store instructions

    ##Contributing