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kc3-lang/angle

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  • Author : Kenneth Russell
    Date : 2017-07-21 16:38:44
    Hash : 6938285b
    Message : Fix BlitFramebuffer validation for BGRA sources and targets. It is legal to blit between GL_RGBA8 and GL_BGRA8 sources and destinations when resolving multisampled renderbuffers. Expand BlitFramebuffer's validation to handle this case. Query GL_MAX_VERTEX_OUTPUT_COMPONENTS on the Core Profile to work around an error generated on macOS when querying GL_MAX_VARYING_COMPONENTS. Expand the BlitFramebuffer tests to cover these cases and start running them on the OpenGL backend. Fix detectition of multisampled D3D11 rendertargets when the sample count is 1. BUG=angleproject:891 Change-Id: Ief5531756651caa66f612e647d3d5c05c8c51ff5 Reviewed-on: https://chromium-review.googlesource.com/587459 Reviewed-by: Kenneth Russell <kbr@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.

    Homepage

    Github

    Users thodg git_deploy kc3_lang_org thodg_l thodg_m thodg_w www_kmx_io
    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 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 | in progress | | OpenGL ES 3.0 | | complete | complete | in progress | not started | | OpenGL ES 3.1 | | not started | in progress | in progress | not started |

    Platform support via backing renderers

    | | Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | |------------:|:--------------:|:--------------:|:-------------:|:-----------:|:-----------:| | Windows | complete | complete | complete | complete | in progress | | Linux | | | complete | | planned | | Mac OS X | | | in progress | | | | Chrome OS | | | | complete | planned | | Android | | | | complete | planned |

    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 or cloned with

    git clone https://chromium.googlesource.com/angle/angle
    

    Building

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

    Contributing