commit | 8c15c5740fb4ddc65b9ee3b18d3e9792eff7b626 | [log] [tgz] |
---|---|---|
author | Olli Etuaho <oetuaho@nvidia.com> | Tue Apr 12 08:33:37 2016 |
committer | Commit Bot <commit-bot@chromium.org> | Tue Apr 12 10:16:08 2016 |
tree | 17613edf3d727a79ed083321f4bf32348cd707b9 | |
parent | 35e65e921394713f89df8d9bfe243b4abb5e9bd7 [diff] |
Revert "Gyp support for Ozone." This broke the Linux standalone build. Error message seen when running "gclient runhooks": "gyp: name 'use_ozone' is not defined while evaluating condition 'OS=="linux" and use_ozone==0' in build/ANGLE.gyp while trying to load build/ANGLE.gyp" This reverts commit 35e65e921394713f89df8d9bfe243b4abb5e9bd7. Change-Id: Iee5f08195ee1c74ead99bb9d70d04928c9bae7af Reviewed-on: https://chromium-review.googlesource.com/338290 Reviewed-by: Olli Etuaho <oetuaho@nvidia.com> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
#ANGLE 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 to desktop OpenGL, Direct3D 9, and Direct3D 11. Support for translation from OpenGL ES 3.0 to all of these APIs is nearing completion, and future plans include enabling validated ES-to-ES support.
Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | |
---|---|---|---|---|
OpenGL ES 2.0 | complete | complete | complete | planned |
OpenGL ES 3.0 | nearing completion | nearing completion | planned | |
[Level of OpenGL ES support via backing renderers] |
Direct3D 9 | Direct3D 11 | Desktop GL | |
---|---|---|---|
Windows | * | * | * |
Linux | * | ||
Mac OS X | in progress | ||
[Platform support via backing renderers] |
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.
##Browsing Browse ANGLE's source in the repository
##Building View the Dev setup instructions. For generating a Windows Store version of ANGLE view the Windows Store instructions
##Contributing