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  • Hash : 6b19d765
    Author : Arun Patole
    Date : 2015-02-19T09:40:39

    Implement missing variants of abs/sign
    
    This change adds ANGLE support for abs/sign variants introduced
    in ESSL3.
    
    BUG=angle:923
    TEST=Unit tests, dEQP tests
    
    Unit Tests:
    TypeTrackingTest.BuiltInAbsSignFunctionFloatResultTypeAndPrecision
    TypeTrackingTest.BuiltInAbsSignFunctionIntResultTypeAndPrecision
    
    dEQP tests passing 100% because of this change:
    dEQP-GLES3.functional.shaders.builtin_functions.common.abs
    dEQP-GLES3.functional.shaders.builtin_functions.common.sign
    
    Change-Id: I2a3b028611f0eaaac3c031f8926d34a0e146663d
    Reviewed-on: https://chromium-review.googlesource.com/251491
    Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
    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_l thodg
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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