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kc3-lang/angle

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  • Author : Shahbaz Youssefi
    Date : 2019-11-26 10:17:11
    Hash : 82219d28
    Message : Vulkan: fix alpha values in convert vertex shader When reading vertex attributes, GLES requires the y and z components to be filled with 0 if missing, and the alpha channel to be filled with 1.0 for float types and 1 for integer types. At the same time, this change reduces the number of variations in this shader. Bug: angleproject:3192 Change-Id: I1bdf491952c296962fa9160f2d29d415eb3d570d Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1936708 Reviewed-by: Jaedon Lee <jaedon1.lee@samsung.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@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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    A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.

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    Github

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    thodg git_deploy kc3_lang_org thodg_l thodg_m thodg_w www_kmx_io
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  • README.md
  • ANGLE - Almost Native Graphics Layer Engine

    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.

    Level of OpenGL ES support via backing renderers

    | | Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | Metal | |----------------|:-------------:|:----------------:|:--------------:|:-------------:|:-------------:|:-------------:| | OpenGL ES 2.0 | complete | complete | complete | complete | complete | in progress | | OpenGL ES 3.0 | | complete | complete | complete | in progress | | | OpenGL ES 3.1 | | in progress | complete | complete | in progress | | | OpenGL ES 3.2 | | | planned | planned | planned | |

    Platform support via backing renderers

    | | Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | Metal | |------------:|:--------------:|:--------------:|:-------------:|:-----------:|:-----------:|:-----------:| | Windows | complete | complete | complete | complete | complete | | | Linux | | | complete | | complete | | | Mac OS X | | | complete | | | in progress | | iOS | | | | | | planned | | Chrome OS | | | | complete | planned | | | Android | | | | complete | complete | | | Fuchsia | | | | | in progress | |

    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.

    Sources

    ANGLE repository is hosted by Chromium project and can be browsed online or cloned with

    git clone https://chromium.googlesource.com/angle/angle
    

    Building

    View the Dev setup instructions.

    Contributing