commit | 47a878c65d3589e1d0c2cd2ed956c0469627eef3 | [log] [tgz] |
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author | Corentin Wallez <cwallez@chromium.org> | Tue Aug 25 16:28:29 2015 |
committer | Corentin Wallez <cwallez@chromium.org> | Tue Aug 25 21:16:36 2015 |
tree | 58a006908ec43ea94aeac3fbff6d665f1208ef6e | |
parent | 4d5362d0464fcb62470bc4d45055ff5d5caadd16 [diff] |
Surface: do not leak the default framebuffer Due to the many merges and changes to 37c3979e47bf93958b426aaa31c1d65aef881b5f the default framebuffer deletion "disappeared". Add it back to the destructor of Surface. Update Surface_unittests and remove one of the two tests as they were equivalent. BUG=524495 BUG=angleproject:1137 Change-Id: I1309285ea00976ae2685628ea3f92731a9259718 Reviewed-on: https://chromium-review.googlesource.com/295153 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Corentin Wallez <cwallez@chromium.org>
#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 View the Dev setup instructions.
##Contributing