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  • Hash : 7828c521
    Author : Olli Etuaho
    Date : 2016-02-26T14:05:12

    D3D11: Check packPixels memcpy support based on ANGLEFormat
    
    Instead of querying DXGI format info to determine whether framebuffer
    data can be copied to packPixels target memory with memcpy, compare
    the internal format information from the ANGLE format to the packing
    format. This makes it possible to change some of the DXGI formats
    used for integer textures without breaking packPixels.
    
    This makes it possible to entirely remove the DXGI format to GL
    internal format mapping from the DXGI format info table.
    
    BUG=angleproject:1244
    TEST=angle_end2end_tests,
         dEQP-GLES3.functional.fbo.* (no regressions),
         dEQP-GLES3.functional.pbo.* (no regressions),
    
    Change-Id: Id5ffd581349e7afe39872d69cb05381f3e78d352
    Reviewed-on: https://chromium-review.googlesource.com/329214
    Reviewed-by: Jamie Madill <jmadill@chromium.org>
    Reviewed-by: Corentin Wallez <cwallez@chromium.org>
    Commit-Queue: 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 thodg_l
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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