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  • Hash : b07aba07
    Author : Olli Etuaho
    Date : 2015-05-29T12:19:19

    Make sure type gets set consistently in folded binary operations
    
    Add a wrapper function that handles creating the folded node and setting the
    right parameters on it, so that the folding function handles only
    calculating the folded values.
    
    This will fix the precision set to constant folded values in some cases.
    Previously the precision was always set to be equal to one of the operands
    to the binary operation, but now both operands are taken into account.
    
    Folding binary operations is now in a separate function from folding unary
    operations.
    
    TEST=dEQP-GLES3.functional.shaders.constant_expressions.*
    BUG=angleproject:817
    
    Change-Id: Id97e765173c6110f49607e21c3fb90019b1ebac7
    Reviewed-on: https://chromium-review.googlesource.com/274001
    Reviewed-by: Jamie Madill <jmadill@chromium.org>
    Tested-by: Olli Etuaho <oetuaho@nvidia.com>
    

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    Description

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

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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