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| PRESUBMIT.py | D | 03-May-2024 | 8.7 KiB | 225 | 177 |
| README.chromium | D | 03-May-2024 | 328 | 13 | 10 |
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| WATCHLISTS | D | 03-May-2024 | 864 | 27 | 22 |
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| dotfile_settings.gni | D | 03-May-2024 | 399 | 11 | 8 |
README.chromium
1Name: ANGLE
2URL: http://angleproject.org
3Version: unknown
4License: BSD
5License File: LICENSE
6
7Description:
8The goal of ANGLE is to allow users of multiple operating systems
9to seamlessly run WebGL and other OpenGL ES content by translating
10OpenGL ES API calls to one of the hardware-supported APIs available
11for that platform.
12
13
README.md
1# ANGLE - Almost Native Graphics Layer Engine
2
3The goal of ANGLE is to allow users of multiple operating systems to seamlessly run WebGL and other
4OpenGL ES content by translating OpenGL ES API calls to one of the hardware-supported APIs available
5for that platform. ANGLE currently provides translation from OpenGL ES 2.0, 3.0 and 3.1 to Vulkan,
6desktop OpenGL, OpenGL ES, Direct3D 9, and Direct3D 11. Future plans include ES 3.2, translation to
7Metal and MacOS, Chrome OS, and Fuchsia support.
8
9### Level of OpenGL ES support via backing renderers
10
11| | Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | Metal |
12|----------------|:-------------:|:----------------:|:--------------:|:-------------:|:-------------:|:-------------:|
13| OpenGL ES 2.0 | complete | complete | complete | complete | complete | in progress |
14| OpenGL ES 3.0 | | complete | complete | complete | complete | |
15| OpenGL ES 3.1 | | in progress | complete | complete | in progress | |
16| OpenGL ES 3.2 | | | in progress | in progress | in progress | |
17
18### Platform support via backing renderers
19
20| | Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | Metal |
21|------------:|:--------------:|:--------------:|:-------------:|:-----------:|:-----------:|:-----------:|
22| Windows | complete | complete | complete | complete | complete | |
23| Linux | | | complete | | complete | |
24| Mac OS X | | | complete | | | in progress |
25| iOS | | | | | | planned |
26| Chrome OS | | | | complete | planned | |
27| Android | | | | complete | complete | |
28| Fuchsia | | | | | in progress | |
29
30ANGLE v1.0.772 was certified compliant by passing the ES 2.0.3 conformance tests in October 2011.
31With the Vulkan backend, ANGLE 2.1.0.d46e2fb1e341 was certified compliant to ES 2.0 in Nov 2019, and
32ANGLE 2.1.0.f18ff947360d to ES 3.0 in Feb 2020.
33ANGLE also provides an implementation of the EGL 1.4 specification.
34
35ANGLE is used as the default WebGL backend for both Google Chrome and Mozilla Firefox on Windows
36platforms. Chrome uses ANGLE for all graphics rendering on Windows, including the accelerated
37Canvas2D implementation and the Native Client sandbox environment.
38
39Portions of the ANGLE shader compiler are used as a shader validator and translator by WebGL
40implementations across multiple platforms. It is used on Mac OS X, Linux, and in mobile variants of
41the browsers. Having one shader validator helps to ensure that a consistent set of GLSL ES shaders
42are accepted across browsers and platforms. The shader translator can be used to translate shaders
43to other shading languages, and to optionally apply shader modifications to work around bugs or
44quirks in the native graphics drivers. The translator targets Desktop GLSL, Vulkan GLSL, Direct3D
45HLSL, and even ESSL for native GLES2 platforms.
46
47## Sources
48
49ANGLE repository is hosted by Chromium project and can be
50[browsed online](https://chromium.googlesource.com/angle/angle) or cloned with
51
52 git clone https://chromium.googlesource.com/angle/angle
53
54
55## Building
56
57View the [Dev setup instructions](doc/DevSetup.md).
58
59## Contributing
60
61* Join our [Google group](https://groups.google.com/group/angleproject) to keep up to date.
62* Join us on IRC in the #ANGLEproject channel on FreeNode.
63* Join us on [Slack](https://chromium.slack.com) in the #angle channel.
64* [File bugs](http://anglebug.com/new) in the [issue tracker](https://bugs.chromium.org/p/angleproject/issues/list) (preferably with an isolated test-case).
65* [Choose an ANGLE branch](doc/ChoosingANGLEBranch.md) to track in your own project.
66
67
68* Read ANGLE development [documentation](doc).
69* Look at [pending](https://chromium-review.googlesource.com/q/project:angle/angle+status:open)
70 and [merged](https://chromium-review.googlesource.com/q/project:angle/angle+status:merged) changes.
71* Become a [code contributor](doc/ContributingCode.md).
72* Use ANGLE's [coding standard](doc/CodingStandard.md).
73* Learn how to [build ANGLE for Chromium development](doc/BuildingAngleForChromiumDevelopment.md).
74* Get help on [debugging ANGLE](doc/DebuggingTips.md).
75* Go through [ANGLE's orientation](doc/Orientation.md) and sift through [starter projects](doc/Starter-Projects.md).
76
77
78* Read about WebGL on the [Khronos WebGL Wiki](http://khronos.org/webgl/wiki/Main_Page).
79* Learn about implementation details in the [OpenGL Insights chapter on ANGLE](http://www.seas.upenn.edu/~pcozzi/OpenGLInsights/OpenGLInsights-ANGLE.pdf) and this [ANGLE presentation](https://drive.google.com/file/d/0Bw29oYeC09QbbHoxNE5EUFh0RGs/view?usp=sharing).
80* Learn about the past, present, and future of the ANGLE implementation in [this presentation](https://docs.google.com/presentation/d/1CucIsdGVDmdTWRUbg68IxLE5jXwCb2y1E9YVhQo0thg/pub?start=false&loop=false).
81* Watch a [short presentation](https://youtu.be/QrIKdjmpmaA) on the Vulkan back-end.
82* Track the [dEQP test conformance](doc/dEQP-Charts.md)
83* Read design docs on the [Vulkan back-end](src/libANGLE/renderer/vulkan/README.md)
84* Read about ANGLE's [testing infrastructure](infra/README.md)
85* If you use ANGLE in your own project, we'd love to hear about it!
86