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  • Hash : f541f529
    Author : Olli Etuaho
    Date : 2015-10-13T12:21:01

    Fix parsing integers larger than 0x7FFFFFFF
    
    Parsing should accept all values between 0 and 0xFFFFFFFF as specified in
    ESSL 3.00 section 4.1.3.
    
    When a signed literal is parsed, it's interpreted as if it specifies the
    bit pattern of a two's complement integer. For example, parsing
    "0xFFFFFFFF" results in -1. Decimal literals behave the same way, so for
    example parsing "3000000000" results in -1294967296.
    
    This change affects parsing of literals in ESSL 1.00 as well. In ESSL
    3.00, an out-of-range integer literal now generates a compiler error.
    
    Unit tests are added based on examples in the ESSL 3.00 spec and one
    example in GLSL 4.5 spec that ESSL should match.
    
    BUG=541550
    TEST=angle_unittests
    
    Change-Id: I82f8ef5cfa2881019a3f80d77ff99707d61c000d
    Reviewed-on: https://chromium-review.googlesource.com/305420
    Reviewed-by: Zhenyao Mo <zmo@chromium.org>
    Tested-by: Olli Etuaho <oetuaho@nvidia.com>
    Reviewed-by: Corentin Wallez <cwallez@google.com>
    

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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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    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