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  • Hash : 7d7f8c44
    Author : Olli Etuaho
    Date : 2015-05-19T18:38:49

    Ensure that conditional blocks and loop bodies are sequence nodes
    
    AST transformations such as unfolding logical operations can only
    create nodes inside sequence (block) nodes. This patch ensures that these
    AST transformations work even inside conditional blocks and loop bodies
    that were first parsed as single statements instead of blocks.
    
    BUG=angleproject:971
    TEST=WebGL conformance tests
    
    Change-Id: If98cb7be653ec7b005537b89547f4f4cf1c07c72
    Reviewed-on: https://chromium-review.googlesource.com/272141
    Reviewed-by: Zhenyao Mo <zmo@chromium.org>
    Tested-by: Olli Etuaho <oetuaho@nvidia.com>
    Reviewed-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
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    Description

    A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.

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    kc3_lang_org thodg_w www_kmx_io thodg_l thodg thodg_m
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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