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kc3-lang/angle

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  • Author : Shahbaz Youssefi
    Date : 2019-03-06 15:10:56
    Hash : b6eb3412
    Message : Allow testing::Combine in ANGLE_INSTANTIATE_TEST In most tests, ANGLE_INSTANTIATE_TEST is sufficient. This macro takes a a variable number of angle::PlatformParameters and instantiates that many tests. angle::PlatformParameters already aggregates multiple configurations. In a number of cases, however, it would be useful to have even more configurations in conjunction with angle::PlatformParameters. gl_tests/MultiviewDrawTest.cpp solves this by creating a custom class that combines angle::PlatformParameters with test-specific configurations. gl_tests/CopyTextureTest.cpp included numerous tests with hardcoded values for its configurations. This change introduces ANGLE_INSTANTIATE_TEST_COMBINE_N. These macros take N testing::* parameter generators followed by the list of angle::PlatformParameters as per ANGLE_INSTANTIATE_TEST. They then testing::Combine these generators, placing the angle::PlatformParameters list first. Tests that use this functionality would inherit from ANGLETestWithParams<std::tuple<angle::PlatformParameters, ...>> instead of ANGLETest, and instantiate their tests as such: ANGLE_INSTANTIATE_TEST_COMBINE_3(TestName, PrettyPrintFunction, testing::ValuesIn(listOfParameters), testing::Values(some, other, parameters), testing::Bool(), ES2_D3D9(), ES2_D3D11(), ES2_OPENGL(), ES2_OPENGLES(), ES2_VULKAN()); The name of the test, as used by --gtest_filter, will be suffixed with the output of the PrettyPrintFunction. Assuming the tuple type given to ANGLETestWithParams is Params, this function takes a ::testing::TestParamInfo<Params> input to pretty-print the name of the test variation. It is recommended to output the platform first for consistency with other tests. gl_tests/CopyTextureTest.cpp is modified to use this macro. Bug: angleproject:3125 Change-Id: I0311b84659578bf3c7b5e9673b41cc3a3adfc50d Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1506236 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@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 | in progress | | OpenGL ES 3.0 | | complete | complete | in progress | not started | | OpenGL ES 3.1 | | not started | in progress | in progress | not started |

    Platform support via backing renderers

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