• Show log

    Commit

  • Hash : 6ee394a1
    Author : Olli Etuaho
    Date : 2016-02-18T13:30:09

    Add initializer function to more texture formats
    
    All GL RGB formats that ANGLE stores as RGBA formats under the covers
    need to have their alpha channel set to 1. See GLES 3.0.4 table 3.24
    for the relevant spec. In some cases, this is handled by the
    dataInitializerFunction associated with the format. Previously, some
    texture formats had the function set correctly, but not all.
    
    Associating formats with the datainitializerFormat is now a
    responsibility of the gen_texture_format_table.py script. The new
    automation there makes sure that all GL RGB formats emulated with
    RGBA formats get a data initializer function.
    
    Tests are added in end2end_tests for most of the RGB formats.
    
    BUG=angleproject:1318
    TEST=angle_end2end_tests
    
    Change-Id: Iad860357f33d87c625445ea6c58a53af47e0b547
    Reviewed-on: https://chromium-review.googlesource.com/328253
    Reviewed-by: Jamie Madill <jmadill@chromium.org>
    Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
    

  • Properties

  • 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.

    Homepage

    Github

    Users
    kc3_lang_org thodg_w www_kmx_io thodg_l thodg thodg_m
    Tags

  • 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