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  • Hash : dd815b62
    Author : Jamie Madill
    Date : 2018-12-15T10:39:00

    Load correct libGLESv2 on Linux and Mac.
    
    libEGL was implicitly loading libGLESv2 on startup. This is bad
    because on platforms like Linux and Mac we could sometimes use the
    incorrect rpath. This in turn meant we needed workarounds like using
    "_angle" extensions to our shared objects to get the correct loading
    behaviour.
    
    Fix this by loading libGLESv2 dynamically in libEGL. We build the
    loader automatically from egl.xml. The loader itself is lazily
    initialized on every EGL entry point call. This is necessary because
    on Linux, etc, there is no equivalent to Windows' DLLMain.
    
    We also use an EGL.h with different generation options so we have the
    proper function pointer types. A README is included for instructions
    on how to regenerate EGL.h.
    
    The entry point generation script is refactored into a helper class
    that is used in the loader generator. Also adds the libGLESv2 versions
    of the EGL entry points in the DEF file on Windows. This allows them to
    be imported properly in 32-bit configurations.
    
    Also fixes up some errors in ANGLE's entry point definitions. Also
    includes a clang-format disable rule for the Khronos headers.
    
    This CL will help us to run ANGLE tests against native drivers.
    
    Bug: angleproject:2871
    Change-Id: Id6ecf969308f17b1be4083538428c9c1a1836572
    Reviewed-on: https://chromium-review.googlesource.com/c/1370725
    Commit-Queue: Jamie Madill <jmadill@chromium.org>
    Reviewed-by: Geoff Lang <geofflang@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 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