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docs: fix links and typos Update stale/broken links. Use consistent link style: - links between our files should relative - omit filename for links within same file - don't specify heading id Don't use same heading twice in one file because the markdown compilers on googlesource.com and github have different ways of disambiguating them, so this is the easiest way to have links work on both sites. BUG=angleproject:1569 Change-Id: Iefd5ab8014d582a017f64e383f301ea0b8e60433 Reviewed-on: https://chromium-review.googlesource.com/789445 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Frank Henigman <fjhenigman@chromium.org>
ANGLE’s multiplatform refactoring effort is now complete, paving the way for additional rendering backends, allowing ANGLE to enable OpenGL ES not just over Direct3D 9 and 11, but also desktop OpenGL.
The refactoring we’ve done encapsulates D3D-related assumptions and API calls at the renderer level, so that no D3D calls are made in the renderer-agnostic portions of the codebase, and D3D-specific feature implementations won’t be included on non-D3D platforms. For example, the creation and maintenance of CPU-side copies of texture data, which are required to enable GL-style per-mip-level texture creation over D3D’s entire-mipchain texture creation API, is contained entirely within the D3D renderers, allowing a GL implementation to avoid this complication.
Work will now begin within ANGLE to add a desktop OpenGL renderer, and EGL implementations compatible with OS X and Linux.
Our ES 3.0 development branch was merged into mainline ANGLE in April 2014, but ES 3.0 support is not yet complete. The majority of API functionality has been implemented; features still pending include:
Additional work remains in the compiler, including:
ES 3.0 features should not be considered stable, even where implemented, and some features are present only via naive implementation so far, but we welcome bugs filed against this functionality, and thank all our contributors!
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# Multiplatform ANGLE Refactor Complete
ANGLE's [multiplatform refactoring effort](MANGLE.md) is now complete, paving
the way for additional rendering backends, allowing ANGLE to enable OpenGL ES
not just over Direct3D 9 and 11, but also desktop OpenGL.
The refactoring we've done encapsulates D3D-related assumptions and API calls at
the renderer level, so that no D3D calls are made in the renderer-agnostic
portions of the codebase, and D3D-specific feature implementations won't be
included on non-D3D platforms. For example, the creation and maintenance of
CPU-side copies of texture data, which are required to enable GL-style
per-mip-level texture creation over D3D's entire-mipchain texture creation API,
is contained entirely within the D3D renderers, allowing a GL implementation to
avoid this complication.
Work will now begin within ANGLE to add a desktop OpenGL renderer, and EGL
implementations compatible with OS X and Linux.
# ES 3.0 Development Status
Our ES 3.0 development branch was merged into mainline ANGLE in April 2014, but
ES 3.0 support is not yet complete. The majority of API functionality has been
implemented; features still pending include:
* ETC2/EAC support
* primitive restart index
* drawRangeElements
* full GetProgramBinary support in core
Additional work remains in the compiler, including:
* Array .length()
* inf/nan detection
* math utility functions, rounding
* VertexID/InstanceID support
* floating point packing functions
* operators new in ES 3.0
* name redeclaration
* relaxed array indexing
* switch statement support
* loop & iteration improvements
ES 3.0 features should not be considered stable, even where implemented, and
some features are present only via naive implementation so far, but we welcome
bugs filed against this functionality, and thank all our contributors!