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  • Hash : 78d35692
    Author : Jamie Madill
    Date : 2015-09-11T08:32:51

    Re^5-land "Move Uniform and UBO info to the gl::Program layer."
    
    This data was previously stored entirely in the Impl level. Move
    as much as possible to the GL level, using a read-only view in the
    Impl level. Some information in D3D-specific, and should be stored
    separately in the Impl.
    
    This patch has a lot of refactoring that splits the D3D and GL info,
    and moves as much validation as possible to the GL layer, where it
    is shared between the back-ends.
    
    Re-land with fix for dEQP unused uniforms. The fix involves storing
    a local copy of all uniform data in the GL layer. This will also
    let us validate sampler indexes during draw calls at the GL layer.
    
    Re-re-land with a fix for multiply defined symbols on Clang.
    
    Re-re-re-land with a fix for boolean uniforms and Uniform{1234}f.
    
    Re^4-land with a fix for boolean uniform arrays and UBO uniforms.
    
    Re^5-land with a fix for a test warning on Linux.
    
    BUG=angleproject:1123
    TEST=end2end_tests, bots, dEQP GLES3.ubo and GLES2.uniform_api
    
    Change-Id: I03afcd446d9e74573c4d4c712ed7407b91d8001c
    Reviewed-on: https://chromium-review.googlesource.com/299180
    Reviewed-by: Jamie Madill <jmadill@chromium.org>
    Tested-by: Jamie Madill <jmadill@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
    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 View the Dev setup instructions.

    ##Contributing