|author||Yuly Novikov <firstname.lastname@example.org>||Fri Jun 03 03:42:37 2016|
|committer||Commit Bot <email@example.com>||Fri Jun 03 23:32:16 2016|
Move getSwapBehavior call to be after SurfaceImpl initialize Otherwise, end2end tests crash on Nexus 5X, since the underlying EGL surface doesn't exist at the time of getSwapBehavior call. BUG=angleproject:1362 TEST=angle_end2end_tests on Nexus 5X Change-Id: I550e46ee82592b9d1ea49a3c968d7ffad3ab06f7 Reviewed-on: https://chromium-review.googlesource.com/349430 Reviewed-by: Jamie Madill <firstname.lastname@example.org> Commit-Queue: Yuly Novikov <email@example.com>
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|
|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.
ANGLE repository is hosted by Chromium project and can be browsed online or cloned with
git clone https://chromium.googlesource.com/angle/angle
Join our Google group to keep up to date.
Join us on IRC in the #ANGLEproject channel on FreeNode.
Read about ANGLE development in our documentation.
Become a code contributor.
Refer to ANGLE's coding standard.
Learn how to build ANGLE for Chromium development.
Notes on debugging ANGLE.
File bugs in the issue tracker (preferably with an isolated test-case).
Choose an ANGLE branch to track in your own project.
Read about WebGL on the Khronos WebGL Wiki.
Learn about the past, present, and future of the ANGLE implementation in this recent presentation.
If you use ANGLE in your own project, we'd love to hear about it!