Hash :
dca3e796
Author :
Date :
2015-03-26T13:24:04
Refactor unary math operator handling to clarify responsibilities Shuffle the code around so that each part has a clear responsibility: IntermUnary::promote is responsible for setting the return type of the node, Intermediate::addUnaryMath is responsible for creating the node object, and ParseContext::createUnaryMath is responsible for validating the operand type. This removes duplicated bool type check for logical not. BUG=angleproject:952 TEST=angle_unittests, WebGL conformance tests Change-Id: I9f5a0abb6434ad2730441ea9199ec3f5382ebcda Reviewed-on: https://chromium-review.googlesource.com/262415 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Olli Etuaho <oetuaho@nvidia.com>
#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