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  • Hash : fc1806e1
    Author : Olli Etuaho
    Date : 2015-03-17T13:03:11

    Move most of addBinaryMath from Intermediate to ParseContext
    
    Some type checks for binary math will be different based on the shading
    language version, which is easily accessible in ParseContext. Because of
    this and also for architectural simplicity it makes more sense to have
    the checks in ParseContext.
    
    BUG=angle:941
    TEST=angle_unittests, WebGL conformance tests
    
    Change-Id: I92a499f47e1cbc6a7b6391ce0fa04284803e7140
    Reviewed-on: https://chromium-review.googlesource.com/260570
    Tested-by: Olli Etuaho <oetuaho@nvidia.com>
    Reviewed-by: Zhenyao Mo <zmo@chromium.org>
    Reviewed-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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    thodg_m kc3_lang_org thodg_w www_kmx_io thodg thodg_l
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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 For building instructions, visit the dev setup wiki.

    ##Contributing