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| BUILD.gn | D | 03-May-2024 | 47 KiB | 1,827 | 1,551 |
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| LICENSE | D | 03-May-2024 | 1.6 KiB | 33 | 32 |
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| OWNERS.android | D | 03-May-2024 | 454 | 21 | 19 |
| PRESUBMIT.py | D | 03-May-2024 | 20.8 KiB | 511 | 397 |
| README.chromium | D | 03-May-2024 | 341 | 14 | 11 |
| README.md | D | 03-May-2024 | 7.1 KiB | 106 | 79 |
| TEST_MAPPING | D | 03-May-2024 | 292 | 22 | 21 |
| WATCHLISTS | D | 03-May-2024 | 816 | 26 | 21 |
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README.chromium
1Name: ANGLE
2URL: http://angleproject.org
3Version: unknown
4License: BSD
5License File: LICENSE
6Shipped: yes
7
8Description:
9The goal of ANGLE is to allow users of multiple operating systems
10to seamlessly run WebGL and other OpenGL ES content by translating
11OpenGL ES API calls to one of the hardware-supported APIs available
12for that platform.
13
14
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 | complete |
14| OpenGL ES 3.0 | | complete | complete | complete | complete | complete |
15| OpenGL ES 3.1 | | [incomplete][ES31OnD3D] | complete | complete | complete | |
16| OpenGL ES 3.2 | | | in progress | in progress | in progress | |
17
18Additionally, OpenGL ES 1.1 is implemented in the front-end using OpenGL ES 3.0 features. This
19version of the specification is thus supported on all platforms specified above that support OpenGL
20ES 3.0 with [known issues][ES1].
21
22[ES31OnD3D]: doc/ES31StatusOnD3D11.md
23[ES1]: doc/ES1Status.md
24
25### Platform support via backing renderers
26
27| | Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | Metal |
28|-------------:|:--------------:|:--------------:|:-------------:|:-----------:|:-----------:|:--------------------:|
29| Windows | complete | complete | complete | complete | complete | |
30| Linux | | | complete | | complete | |
31| Mac OS X | | | complete | | | complete [1] |
32| iOS | | | | | | complete [2] |
33| Chrome OS | | | | complete | planned | |
34| Android | | | | complete | complete | |
35| GGP (Stadia) | | | | | complete | |
36| Fuchsia | | | | | complete | |
37
38[1] Metal is supported on macOS 10.14+
39
40[2] Metal is supported on iOS 12+
41
42ANGLE v1.0.772 was certified compliant by passing the OpenGL ES 2.0.3 conformance tests in October 2011.
43
44ANGLE has received the following certifications with the Vulkan backend:
45* OpenGL ES 2.0: ANGLE 2.1.0.d46e2fb1e341 (Nov, 2019)
46* OpenGL ES 3.0: ANGLE 2.1.0.f18ff947360d (Feb, 2020)
47* OpenGL ES 3.1: ANGLE 2.1.0.f5dace0f1e57 (Jul, 2020)
48
49ANGLE also provides an implementation of the EGL 1.5 specification.
50
51ANGLE is used as the default WebGL backend for both Google Chrome and Mozilla Firefox on Windows
52platforms. Chrome uses ANGLE for all graphics rendering on Windows, including the accelerated
53Canvas2D implementation and the Native Client sandbox environment.
54
55Portions of the ANGLE shader compiler are used as a shader validator and translator by WebGL
56implementations across multiple platforms. It is used on Mac OS X, Linux, and in mobile variants of
57the browsers. Having one shader validator helps to ensure that a consistent set of GLSL ES shaders
58are accepted across browsers and platforms. The shader translator can be used to translate shaders
59to other shading languages, and to optionally apply shader modifications to work around bugs or
60quirks in the native graphics drivers. The translator targets Desktop GLSL, Vulkan GLSL, Direct3D
61HLSL, and even ESSL for native GLES2 platforms.
62
63## Sources
64
65ANGLE repository is hosted by Chromium project and can be
66[browsed online](https://chromium.googlesource.com/angle/angle) or cloned with
67
68 git clone https://chromium.googlesource.com/angle/angle
69
70
71## Building
72
73View the [Dev setup instructions](doc/DevSetup.md).
74
75## Contributing
76
77* Join our [Google group](https://groups.google.com/group/angleproject) to keep up to date.
78* Join us on [Slack](https://chromium.slack.com) in the #angle channel. You can
79 follow the instructions on the [Chromium developer page](https://www.chromium.org/developers/slack)
80 for the steps to join the Slack channel. For Googlers, please follow the
81 instructions on this [document](https://docs.google.com/document/d/1wWmRm-heDDBIkNJnureDiRO7kqcRouY2lSXlO6N2z6M/edit?usp=sharing)
82 to use your google or chromium email to join the Slack channel.
83* [File bugs](http://anglebug.com/new) in the [issue tracker](https://bugs.chromium.org/p/angleproject/issues/list) (preferably with an isolated test-case).
84* [Choose an ANGLE branch](doc/ChoosingANGLEBranch.md) to track in your own project.
85
86
87* Read ANGLE development [documentation](doc).
88* Look at [pending](https://chromium-review.googlesource.com/q/project:angle/angle+status:open)
89 and [merged](https://chromium-review.googlesource.com/q/project:angle/angle+status:merged) changes.
90* Become a [code contributor](doc/ContributingCode.md).
91* Use ANGLE's [coding standard](doc/CodingStandard.md).
92* Learn how to [build ANGLE for Chromium development](doc/BuildingAngleForChromiumDevelopment.md).
93* Get help on [debugging ANGLE](doc/DebuggingTips.md).
94* Go through [ANGLE's orientation](doc/Orientation.md) and sift through [starter projects](https://bugs.chromium.org/p/angleproject/issues/list?q=Hotlist%3DStarterBug). If you decide to take on any task, write a comment so you can get in touch with us, and more importantly, set yourself as the "owner" of the bug. This avoids having multiple people accidentally working on the same issue.
95
96
97* Read about WebGL on the [Khronos WebGL Wiki](http://khronos.org/webgl/wiki/Main_Page).
98* Learn about the initial ANGLE implementation details in the [OpenGL Insights chapter on ANGLE](http://www.seas.upenn.edu/~pcozzi/OpenGLInsights/OpenGLInsights-ANGLE.pdf) (this is not the most up-to-date ANGLE implementation details, it is listed here for historical reference only) and this [ANGLE presentation](https://drive.google.com/file/d/0Bw29oYeC09QbbHoxNE5EUFh0RGs/view?usp=sharing&resourcekey=0-CNvGnQGgFSvbXgX--Y_Iyg).
99* 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).
100* Watch a [short presentation](https://youtu.be/QrIKdjmpmaA) on the Vulkan back-end.
101* Track the [dEQP test conformance](doc/dEQP-Charts.md)
102* Read design docs on the [Vulkan back-end](src/libANGLE/renderer/vulkan/README.md)
103* Read about ANGLE's [testing infrastructure](infra/README.md)
104* View information on ANGLE's [supported extensions](doc/ExtensionSupport.md)
105* If you use ANGLE in your own project, we'd love to hear about it!
106