Refactored test targets into angle_unittests and angle_end2end_tests.

angle_unittests subsumes the previous:
  angle_compiler_tests
  angle_preprocessor_tests
and will subsume angle_implementation_unit_tests in a follow-on CL.

angle_end2end_tests subsumes the previous:
  angle_tests
  angle_standalone_tests
  angle_implementation_unit_tests

The bulk of these two targets have been factored into their own
.gypi files, so that a different main.cpp can be trivially
plugged in for the gtest harness. This refactoring has been
tested both in ANGLE standalone builds, and builds within
Chromium.

BUG=chromium:435726

Change-Id: I231a3c1989c17e188cc469dcf80fe78b052afe78
Reviewed-on: https://chromium-review.googlesource.com/236681
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Kenneth Russell <kbr@chromium.org>
8 files changed
tree: 5ab131b3b5cf42bbddf856774ec63236eed46e45
  1. build/
  2. extensions/
  3. include/
  4. samples/
  5. src/
  6. tests/
  7. util/
  8. .gitattributes
  9. .gitignore
  10. AUTHORS
  11. BUILD.gn
  12. codereview.settings
  13. CONTRIBUTORS
  14. DEPS
  15. enumerate_files.py
  16. generate_winrt_projects.py
  17. LICENSE
  18. README.chromium
  19. README.md
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