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  • Hash : e79b1e14
    Author : Jamie Madill
    Date : 2015-11-04T16:36:37

    D3D11: Restrict use of MAX_UINT element indexes.
    
    We need to block the app from using MAX_UINT on D3D11 because we can't
    disable primitive restart on this platform. Instead generate an
    INVALID_OPERATION error, which is spec-compliant in ES3 because the
    result is undefined behaviour. This is also compliant with WebGL which
    explicitly defines an error here.
    
    BUG=angleproject:597
    
    Change-Id: I7ebc5371b63ff860dc6dddf79939e9629ebb2a3c
    Reviewed-on: https://chromium-review.googlesource.com/309638
    Reviewed-by: Corentin Wallez <cwallez@chromium.org>
    Tryjob-Request: Jamie Madill <jmadill@chromium.org>
    Tested-by: Jamie Madill <jmadill@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
    Public access ? public
    Description

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

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    kc3_lang_org thodg_w www_kmx_io thodg_l thodg thodg_m
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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 View the Dev setup instructions.

    ##Contributing