Clean up entry point generation script.

The main refactor from this change is to replace statements like this:

  decls, defs, export_defs, _, _, _, _ = get_entry_points(
    apis.EGL, eglxml.all_commands, egl_version_commands, False,
    egl_param_types, cmd_packed_egl_enums, EGL_PACKED_TYPES,
    egl_ep_to_object, TEMPLATE_EGL_ENTRY_POINT_EXPORT)

With statements like this:

  eps = EGLEntryPoints(eglxml, egl_version_commands)

This will make the script easier to maintain and extend.

Bug: angleproject:5653
Change-Id: Ibd0930d45b8629702b7782f43a2d7ebfa4dac9b8
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2705156
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Cody Northrop <cnorthrop@google.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
6 files changed
tree: 06feaf34887ae8ee5c3ab805c94f3c39a4df31e7
  1. .clang-format
  2. .gitattributes
  3. .gitignore
  4. .gn
  5. .style.yapf
  6. .vpython
  7. .vpython3
  8. .yapfignore
  9. AUTHORS
  10. BUILD.gn
  11. CONTRIBUTORS
  12. DEPS
  13. DIR_METADATA
  14. LICENSE
  15. OWNERS
  16. PRESUBMIT.py
  17. README.chromium
  18. README.md
  19. WATCHLISTS
  20. additional_readme_paths.json
  21. android/
  22. build_overrides/
  23. codereview.settings
  24. doc/
  25. dotfile_settings.gni
  26. extensions/
  27. gni/
  28. include/
  29. infra/
  30. samples/
  31. scripts/
  32. src/
  33. third_party/
  34. tools/
  35. util/
README.md

ANGLE - Almost Native Graphics Layer Engine

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, 3.0 and 3.1 to Vulkan, desktop OpenGL, OpenGL ES, Direct3D 9, and Direct3D 11. Future plans include ES 3.2, translation to Metal and MacOS, Chrome OS, and Fuchsia support.

Level of OpenGL ES support via backing renderers

Direct3D 9Direct3D 11Desktop GLGL ESVulkanMetal
OpenGL ES 2.0completecompletecompletecompletecompletecomplete
OpenGL ES 3.0completecompletecompletecompletein progress
OpenGL ES 3.1incompletecompletecompletecomplete
OpenGL ES 3.2in progressin progressin progress

Platform support via backing renderers

Direct3D 9Direct3D 11Desktop GLGL ESVulkanMetal
Windowscompletecompletecompletecompletecomplete
Linuxcompletecomplete
Mac OS Xcompletein progress
iOSplanned
Chrome OScompleteplanned
Androidcompletecomplete
GGP (Stadia)complete
Fuchsiacomplete

ANGLE v1.0.772 was certified compliant by passing the OpenGL ES 2.0.3 conformance tests in October 2011.

ANGLE has received the following certifications with the Vulkan backend:

  • OpenGL ES 2.0: ANGLE 2.1.0.d46e2fb1e341 (Nov, 2019)
  • OpenGL ES 3.0: ANGLE 2.1.0.f18ff947360d (Feb, 2020)
  • OpenGL ES 3.1: ANGLE 2.1.0.f5dace0f1e57 (Jul, 2020)

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, Vulkan GLSL, Direct3D HLSL, and even ESSL for native GLES2 platforms.

Sources

ANGLE repository is hosted by Chromium project and can be browsed online or cloned with

git clone https://chromium.googlesource.com/angle/angle

Building

View the Dev setup instructions.

Contributing