Hash :
a615852d
Author :
Date :
2016-02-17T15:39:34
Split texture_format_data.json into two files After this change, texture_format_map.json maps the GL internal formats to an enumeration of formats that is internal to ANGLE. Each ANGLE format specifies a unique combination of DXGI formats and what type of data the format contains. In the future, the ANGLE format could be used instead of DXGI format inside C++ code to identify which type of data a resource contains. This becomes useful when a GL format is associated with multiple DXGI formats, which may have different type information (for example depth vs. red, integer vs. float). texture_format_data.json is changed to only store data on these ANGLE formats. BUG=angleproject:1318 BUG=angleproject:1244 TEST=gen_texture_format_table.py (no changes in autogenerated file) Change-Id: I729c4a4d6fc66ee61598ef2d879e6785c85d40ab Reviewed-on: https://chromium-review.googlesource.com/328251 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
#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