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  • Hash : d2f59bb6
    Author : Jamie Madill
    Date : 2016-08-17T11:50:52

    Revert "Cover vector dynamic indexing case in SplitSequenceOperator"
    
    This CL was causing inverted rendering in a WebGL application.
    
    This reverts commit 7da9850643f55335a13a4663d226c73d0ac4d3b1.
    
    Vectors or matrices that are dynamically indexed as a part of an
    l-value generate new statements in the RemoveDynamicIndexing AST
    transformation step. SplitSequenceOperator needs to detect this case
    and split the sequence operator before statements are generated from
    its operands to ensure the correct order of execution.
    
    BUG=angleproject:1341
    TEST=angle_end2end_tests
    
    Change-Id: I854f8cce2d46107afa62f48edf3d32c6d5c97eda
    Reviewed-on: https://chromium-review.googlesource.com/371643
    Reviewed-by: Kenneth Russell <kbr@chromium.org>
    Commit-Queue: Jamie Madill <jmadill@chromium.org>
    

  • Properties

  • Git HTTP https://git.kmx.io/kc3-lang/angle.git
    Git SSH git@git.kmx.io:kc3-lang/angle.git
    Public access ? public
    Description

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

    Homepage

    Github

    Users
    thodg_m kc3_lang_org thodg_w www_kmx_io thodg thodg_l
    Tags

  • 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
    OpenGL ES 2.0 complete complete complete complete
    OpenGL ES 3.0 complete complete in progress
    OpenGL ES 3.1 not started in progress in progress

    Platform support via backing renderers

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

    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. For generating a Windows Store version of ANGLE view the Windows Store instructions

    Contributing