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kc3-lang/angle

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  • Author : Jamie Madill
    Date : 2019-10-04 20:41:24
    Hash : 88bc4d3d
    Message : Vulkan: Get rid of "fetch" level/layer image views. Instead always use 2D array views when rendering to cube maps. We need to keep the "fetch" image view for the main image for emulating seamless cube map textures on GL 2.0. We also use it for some texture copying init. These uses could potentially be replaced with sample instructions if we wanted to remove this last "fetch" view. Bug: angleproject:3975 Change-Id: I90f9be9fc6542d8ec27f6722132c1b27acf72176 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1842226 Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com> Reviewed-by: Cody Northrop <cnorthrop@google.com> Commit-Queue: 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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    A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.

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    Github

    Users 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 | |----------------|:-------------:|:----------------:|:--------------:|:-------------:|:-------------:| | OpenGL ES 2.0 | complete | complete | complete | complete | complete | | 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 | |------------:|:--------------:|:--------------:|:-------------:|:-----------:|:-----------:| | Windows | complete | complete | complete | complete | complete | | Linux | | | complete | | complete | | Mac OS X | | | complete | | | | 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