• Home
Name Date Size #Lines LOC

..--

android/06-Sep-2024-282211

build/06-Sep-2024-163,285129,580

build_overrides/06-Sep-2024-263200

doc/06-Sep-2024-4,3983,375

extensions/06-Sep-2024-16,99511,182

gni/06-Sep-2024-656539

include/06-Sep-2024-36,30229,967

infra/06-Sep-2024-16,83316,441

samples/06-Sep-2024-6,7834,798

scripts/06-Sep-2024-19,41716,110

src/06-Sep-2024-1,470,0571,201,940

third_party/06-Sep-2024-2,271,9391,932,166

tools/06-Sep-2024-23,76718,419

util/06-Sep-2024-39,71335,192

.clang-formatD06-Sep-20241.3 KiB5945

.gitattributesD06-Sep-20241 KiB2220

.gitignoreD06-Sep-20242.9 KiB149147

.gnD06-Sep-20242.2 KiB6148

.style.yapfD06-Sep-202465 54

.vpythonD06-Sep-20248.9 KiB395365

.vpython3D06-Sep-202411.7 KiB531490

.yapfignoreD06-Sep-202425 11

AUTHORSD06-Sep-20241.6 KiB8984

Android.bpD06-Sep-2024253.2 KiB7,2667,105

BUILD.gnD06-Sep-202449.1 KiB1,9141,623

CONTRIBUTORSD06-Sep-20243.4 KiB242207

DEPSD06-Sep-2024191.8 KiB5,6535,349

DIR_METADATAD06-Sep-202492 54

LICENSED06-Sep-20241.6 KiB3332

METADATAD06-Sep-2024821 2927

OWNERSD06-Sep-20243.3 KiB10498

OWNERS.androidD06-Sep-2024469 2220

PRESUBMIT.pyD06-Sep-202423.4 KiB579436

README.chromiumD06-Sep-2024341 1411

README.mdD06-Sep-20247.2 KiB10780

TEST_MAPPINGD06-Sep-2024292 2221

WATCHLISTSD06-Sep-2024771 2520

additional_readme_paths.jsonD06-Sep-2024108 54

codereview.settingsD06-Sep-2024270 76

dotfile_settings.gniD06-Sep-2024399 118

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  | complete |               |
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* OpenGL ES 3.2: ANGLE 2.1.2.21688.59f158c1695f (Sept, 2023)
49
50ANGLE also provides an implementation of the EGL 1.5 specification.
51
52ANGLE is used as the default WebGL backend for both Google Chrome and Mozilla Firefox on Windows
53platforms. Chrome uses ANGLE for all graphics rendering on Windows, including the accelerated
54Canvas2D implementation and the Native Client sandbox environment.
55
56Portions of the ANGLE shader compiler are used as a shader validator and translator by WebGL
57implementations across multiple platforms. It is used on Mac OS X, Linux, and in mobile variants of
58the browsers. Having one shader validator helps to ensure that a consistent set of GLSL ES shaders
59are accepted across browsers and platforms. The shader translator can be used to translate shaders
60to other shading languages, and to optionally apply shader modifications to work around bugs or
61quirks in the native graphics drivers. The translator targets Desktop GLSL, Vulkan GLSL, Direct3D
62HLSL, and even ESSL for native GLES2 platforms.
63
64## Sources
65
66ANGLE repository is hosted by Chromium project and can be
67[browsed online](https://chromium.googlesource.com/angle/angle) or cloned with
68
69    git clone https://chromium.googlesource.com/angle/angle
70
71
72## Building
73
74View the [Dev setup instructions](doc/DevSetup.md).
75
76## Contributing
77
78* Join our [Google group](https://groups.google.com/group/angleproject) to keep up to date.
79* Join us on [Slack](https://chromium.slack.com) in the #angle channel. You can
80  follow the instructions on the [Chromium developer page](https://www.chromium.org/developers/slack)
81  for the steps to join the Slack channel. For Googlers, please follow the
82  instructions on this [document](https://docs.google.com/document/d/1wWmRm-heDDBIkNJnureDiRO7kqcRouY2lSXlO6N2z6M/edit?usp=sharing)
83  to use your google or chromium email to join the Slack channel.
84* [File bugs](http://anglebug.com/new) in the [issue tracker](https://bugs.chromium.org/p/angleproject/issues/list) (preferably with an isolated test-case).
85* [Choose an ANGLE branch](doc/ChoosingANGLEBranch.md) to track in your own project.
86
87
88* Read ANGLE development [documentation](doc).
89* Look at [pending](https://chromium-review.googlesource.com/q/project:angle/angle+status:open)
90  and [merged](https://chromium-review.googlesource.com/q/project:angle/angle+status:merged) changes.
91* Become a [code contributor](doc/ContributingCode.md).
92* Use ANGLE's [coding standard](doc/CodingStandard.md).
93* Learn how to [build ANGLE for Chromium development](doc/BuildingAngleForChromiumDevelopment.md).
94* Get help on [debugging ANGLE](doc/DebuggingTips.md).
95* 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.
96
97
98* Read about WebGL on the [Khronos WebGL Wiki](http://khronos.org/webgl/wiki/Main_Page).
99* 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).
100* 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).
101* Watch a [short presentation](https://youtu.be/QrIKdjmpmaA) on the Vulkan back-end.
102* Track the [dEQP test conformance](doc/dEQP-Charts.md)
103* Read design docs on the [Vulkan back-end](src/libANGLE/renderer/vulkan/README.md)
104* Read about ANGLE's [testing infrastructure](infra/README.md)
105* View information on ANGLE's [supported extensions](doc/ExtensionSupport.md)
106* If you use ANGLE in your own project, we'd love to hear about it!
107