Hash :
6d40bbdd
Author :
Date :
2016-09-30T13:49:38
Split TIntermBlock from TIntermAggregate The new TIntermBlock node class replaces TIntermAggregate nodes with the EOpSequence op. It represents the root node of the tree which is a list of declarations and function definitions, and any code blocks that can be denoted by curly braces. These include function and loop bodies, and if-else branches. This change enables a bunch of more compile-time type checking, and makes the AST code easier to understand and less error-prone. The PostProcess step that used to be done to ensure that the root node is TIntermAggregate is removed in favor of making sure that the root node is a TIntermBlock in the glslang.y parsing code. Intermediate output formatting is improved to print the EOpNull error in a clearer way. After this patch, TIntermAggregate is still used for function definitions, function prototypes, function parameter lists, function calls, variable and invariant declarations and the comma (sequence) operator. BUG=angleproject:1490 TEST=angle_unittests, angle_end2end_tests Change-Id: I04044affff979a11577bc1fe75d747e538b799c8 Reviewed-on: https://chromium-review.googlesource.com/393726 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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.
| 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 |
| 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.
ANGLE repository is hosted by Chromium project and can be browsed online or cloned with
git clone https://chromium.googlesource.com/angle/angle
View the Dev setup instructions. For generating a Windows Store version of ANGLE view the Windows Store instructions
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File bugs in the issue tracker (preferably with an isolated test-case).
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Read ANGLE development documentation.
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Use ANGLE’s coding standard.
Learn how to build ANGLE for Chromium development.
Get help on debugging ANGLE.
Read about WebGL on the Khronos WebGL Wiki.
Learn about implementation details in the OpenGL Insights chapter on ANGLE and this ANGLE presentation.
Learn about the past, present, and future of the ANGLE implementation in this recent presentation.
If you use ANGLE in your own project, we’d love to hear about it!